Nadja Cazynsik CR 1
Female Varisian Human Witch 2
LE Medium Humanoid (Varsia Human)
Init +2; Perception +5; XP 2,060/5,000
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DEFENSE
-------------------- AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 14 (2d6+4)
Fort +1, Ref +2, Will +3 (+2 Insight vs. Illusions)
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OFFENSE
-------------------- Spd 30 ft.
Melee Dagger -1 (1d4-2/19-20/x2) and. .
Ranged Dagger +3 (1d4-2/19-20/x2) or
Light Crossbow +3 (1d8/19-20/x2) or
Ranged Touch +3
Special Attacks Evil Eye Hex (DC17), Slumber Hex (DC19), major image (DC18) 1/day,
Witch Spells Prepared (CL 1st, touch -1, ranged touch +3, concentration +8)
Cantrips (4)- Detect Magic, Dancing Lights, Daze (DC16), Message 1st (4)- Cause Fear (DC17), Charm Person (DC17), Infernal Healing, Mage Armor (spells in blue text have been cast)
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STATISTICS
-------------------- Str 7, Dex 14, Con 12, Int 22 (18 +2 Racial +2 Magic), Wis 10, Cha 14
Base Atk +1; CMB -1; CMD 11
Other Gear:
Explorer's Outfit - Free
Shard of Pride - Treasure
Wand of Ill Omen (50 charges)- 2pp
Adventureing Gear - 27 Gold
Contents:
Backpack, Bedroll, Belt pouch, Clay mug, Dagger, 2 Fish hooks, Flint+Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 1 Week of rations, Whetstone, Manacles (average lock; break DC 26, Disable Device DC 25, Escape Artist DC 30), flasks of acid x2
flask of alchemist fire x2, holy water x2
Familiar Spells:
Contains: All Cantrips, 1st Level; Cause Fear, Charm Person, Ear Piercing Scream, Identify, Ill Omen, Infernal Healing, Mage Armor, Silent Image, Sow Thought, Summon Monster I, Unseen Servant
Gold on hand: 258.21 Gold
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SPECIAL ABILITIES
-------------------- Favored Class (Witch): +1 hit points
Racial Bonus Feat: Humans select one extra feat at 1st level.
Skills: Humans gain an additional skil rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want
Evil Eye Hex: You 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.
Ex-Sczarni: You gain a +2 trait bonus on Bluff checks to pass hidden messages. Also, anytime you deliver a coup de grace, you deal an additional 1d6 points of damage
Fast-Talker: +1 bonus on Bluff, and Bluff becomes a class skill.
Extremely Fashionable: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and you're clean), you gain a +1 bonus on Bluff, Diplomacy, and Intimidate, and Diplomacy becomes a class skill.
Ability Focus (Slumber Hex): Add +2 to the DC for all saving throws against Slumber Hex
Accursed Hex: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn.
Alertness: You gain a +2 bonus on Perception and Sense Motive checks.
Witch Familiar: Viper; Master gains a +3 bonus on bluff checks.
Witch Cantrips: Can cast any prepared witch cantrips at will.
Witch Spell ability: See Advanced Players Guide Spell ability Patron Spells: (Shadow): 2nd— silent image, 4th—darkness, 6th — deeper darkness, 8th — shadow conjuration, 10th — shadow evocation, 12th — shadow walk, 14th — greater shadow conjuration, 16th — greater shadow evocation, 18th — shades