Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 9/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor
1 charge of mage armor
About Neerduwyl Nathvallar
Ne'erduwyl likes to help her party by using her exceptional perception and knowledge to make them aware of potential threats. In combat, she avoides melee at all costs, and will either put enemies to sleep using her slumber hex, or buff her allies with a fortune hex
1xp, 2PP, 01-35 Voice in the Void
1xp, 2PP Silverhex Chronicles
Feats: Extra Hex: Slumber, Alertness (Familiar)
Traits Reactionary, Tomb Raider
Common, Elven, Sylvan, Gnome, Draconic, Orc
Known Spells – L0 = All, L1 = 7,
Spells per Day – L0 = 4, L1 = 2
L0 – 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.
L1 – Sleep (DC 16), Cure Light Wounds, Mage Armor, Comprehend Languages, Mount, Enlarge Person, Identify
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf's character level). This racial trait replaces elven immunities.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Effect: 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.
Effect: 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.
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +8
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 6 (1d8)
Fort +2, Ref +3, Will +0
Immune mind-affecting effects
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +8, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Environment warm or temperate forests
Organization solitary, pair, or colony (3–6)
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Deadly greensting scorpions normally live in forests, though they can survive nearly anywhere.
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.
Dagger, light crossbow, 6/10 bolts
A backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Wand of Cure Light Wounds 49/50
Wand of Mage Armor 49/50
Scroll of Mending X2
Scroll of Identify
Scroll of Comprehend Languages X2
Scroll of Mount X4
Scroll of Enlarge Person
Scroll of Mage ArmorX4
Silver-Tipped Crossbow Bolts X10
Cold Iron-Tipped Crossbow Bolts X10
Alchemical Fire X2
Acid Flask X2