Fetish A bouda keeps a small fetish: sometimes a carved idol, other times a necklace adorned with teeth or bones.
A bouda’s spells come from the will of evil spirits residing in the fetish, and its ability to hold spells functions in a manner identical to the way a witch’s spells are granted by her familiar. The bouda must commune with her fetish each day to prepare her spells and can only prepare spells stored in the fetish.
At 3rd level, a bouda can use her fetish to deliver touch spells a number of times per day equal to 1/4 her witch level (minimum 1). When casting a touch spell, as a free action she can use this ability. When she does, she can deliver her spell as a ranged touch spell within a range of 30 feet. At 10th level, she can deliver these spells within a range of 60 feet. At 15th level and higher, she can deliver these spells within a range of 90 feet.
This ability replaces the familiar class feature.
Bouda’s Eye (Su) A bouda’s gaze can bestow ill fortune on her enemies. This hex can affect a creature within 30 feet that the bouda can see. The target takes a –2 penalty on one of the following (bouda’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. The hex lasts for a number of rounds equal to 3 + the bouda’s Intelligence modifier. A successful Will saving throw reduces the duration of the hex to 1 round. Once per day when the bouda uses this hex, she can impose two different penalties on the target instead of just one. If the bouda takes the evil eye hex, it increases the number of different penalties she can impose on the hex’s target by 1. At 8th level, the penalties imposed by this hex increase to –4. This is a mind-affecting effect.
This hex must be taken as a bouda’s 1st-level hex, and only a bouda can take this hex.
Coven Hex (2nd level hex) The witch counts as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever the witch with this hex is within 30 feet of another witch with this hex, she can use the aid another action to grant a +1 bonus to the other witch’s caster level for 1 round. This bonus applies to the witch’s spells and all of her hexes.
Evil Eye (Extra Hex feat, 1st level) The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.
This is a mind-affecting effect. At 8th level the penalty increases to –4.
Cackle (Extra Hex feat, 3rd level) A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Spells and Consumables:
Cantrips (4 memorized, at will)
1st level (2 per day, +2 bonus)
Ill Omen x
Adhesive Spittle x
Inflict Light Wounds
Cure Light Wounds
Mage Armor x
2nd level (1 per day, +1 bonus)
Limp Lash x
Touch of Idiocy x
Wand of Ill Omen (50)
Wand of Infernal Healing (50)
Scroll of Enervate x2
Scroll of Limp Lash x2
Telepathic Link (Su) A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to her everything it sees and hears, out to a distance of 1,500 feet.
Base Stats: Str 8, Dex 15, Con —, Int 10, Wis 12, Cha 7
Add 15 point buy
Reduced Str by 2 to gain 2 points.
Put 17 points into Int
+1 int added at 4 HD
No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not breathe, eat, or sleep.