Nari Brau
Female Human Witch 1
CN Medium Humanoid (Human)
Init +6;
Senses Perception +3
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Defense
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AC 12, Touch 12, Flat-Footed 10 (+2 Dex)
HP 14 (2d6+4)
Fort +1, Ref +2, Will +3
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Offense
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Speed 30 ft.
Melee Dagger +0 (1d4-1/19-20)
Ranged Crossbow, Light +3 (1d8/19-20)
Special Attacks hex (DC 15)
Witch Spells Prepared (CL 1st; Concentration +5)
0th (at will)- Light, Guidance, Daze (DC 14), Resistance
1st- Hypnotism (DC 15), Ear Piercing Scream (DC 15), Ill Omen (DC 15)
Patron Deception
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Statistics
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Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 14
Base Atk +1; CMB+0; CMD 12
Feats Extra Hex, Extra Hex, Alertness
Traits Fashionable, Calistrian Prostitute
Skills Diplomacy +8 (+9 when gathering information), Knowledge(Arcana) +9, Knowledge(Nature) +9, Profession(Courtesan) +5, Sense Motive +8, Spellcraft +9, Use Magic Device +6
LanguagesCommon(Taldane), Kelish, Osiriani, Tien, Varisian
SQ witch's familiar (compsognathus named Timid [stores all prepared spells and patron spells, plus Command, Cure Light Wounds, Ear Piercing Scream, Hypnoticism, Ill Omen and all 0-level spells])
Combat GearScroll of Ear Piercing Scream, Wand of Cure Light Wounds(50), Wand of Mage Armor(50), Acid(2), Alchemist Fire (2) ;Other Gear dagger, Bolts (16), Cold Iron Bolts (10), Witch's Kit, Sleeves of Many Garments Outfit(Courtier's w/ 50gp Necklace), 1370gp
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Special Abilities
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Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
Evil Eye (Su): Nari 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 7 rounds (3 + Intelligence modifier). A Will save reduces this to just 1 round. This is a mind-affecting effect.
Cackle (Su): Nari 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 Nari has the duration of that hex extended by 1 round.
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.