Kerren Lanethil
human witch 1
lawful good medium humanoid
Init +2;
Senses Perception +XX
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DEFENSE
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AC 12, touch 12, flat-footed 10
(Dex +2)
hp 7
Fort +1,
Ref +4,
Will +3
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OFFENSE
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Speed 30 ft
Melee club: +1 (1d6+1, x2)
Ranged short bow: +2 (1d6, x3)
Special Attacks
Evil Eye (DC: 14), Slumber (DC: 14)
Special Qualities
Cantrips, hex, witch's familiar
Spells (3/2)
0 – arcane mark, bleed, [dancing lights], [daze], [detect magic], detect poison, guidance, light, mending, message, putrefy food and drink*, read magic, resistance, spark*, stabilize, touch of fatigue.
1 - burning hands, [cure light wounds], identify, [mage armor], ray of enfeeblement, summon minor monster
[readied]
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STATISTICS
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Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 16 (+3), Wis 12 (+1), Cha 12 (+1)
Base Atk +0 CMB +1 CMD +13
Feats
Extra Hex (h)
Extra Hex (1)
Traits
Sacred Touch - stabilize dying
Adopted - Elf wepon familiarity
Skills
Fly [c] 1 ranks +6
Heal [c] 1 ranks +5
Knowledge (arcana) [c] 1 ranks +7
Perception 1 ranks +2
Spellcraft [c] 1 ranks +7
Survival 1 ranks +2
Use Magic Device [c] 1 ranks +5
[c] = class skill
Languages Common, Varisian, Elven, Halfling,
Patron Sarenrae:
Healing: 2nd—remove fear, 4th—lesser restoration, 6th—remove disease, 8th—restoration, 10th—cleanse, 12th—pillar of life 14th—greater restoration, 16th—mass cure critical wounds, 18th—true resurrection.
Familiar:
Fox "Crevin" - Master gains a +2 bonus on Reflex saves
Hexes
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. 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.
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.