M Wayang Witch 10 | HP 70 | AC 18 | T 17 | FF 14 (w/mage armor: 22/17/18) | CMD 18 | Fort +10 | Ref +11 | Will +11 | Init +9 | Perc +21
About Senja Kala
Male wayang witch 10
CN Small humanoid (wayang)
Init +9; Senses darkvision 60 ft.; Perception +21
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Defense
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AC 22, touch 17, flat-footed 18 (+4 armor, +2 deflection, +4 Dex, +1 natural, +1 size)
hp 70 (10d6+28)
Fort +10, Ref +11, Will +11; +2 vs. shadow spells
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Offense
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Speed 20 ft.
Melee dagger +5 (1d3-1/19-20)
Ranged light crossbow +10 (1d6/19-20)
Special Attacks hexes (agony[APG], cackle[APG], evil eye[APG], flight[APG], fortune[APG], healing[APG], misfortune[APG], scar[UM], ward[APG])
Witch Spell-Like Abilities (CL 10th; concentration +18)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only) Witch Spells Prepared (CL 10th; concentration +18)
. . 5th—break enchantment, mass pain strike[APG] (DC 22), suffocation[APG] (DC 22)
. . 4th—charm monster (DC 21), confusion (DC 21), dimension door, phantasmal killer (DC 21)
. . 3rd—dispel magic (2), haste (2), lightning bolt (DC 20)
. . 2nd—aggressive thundercloud[ACG] (DC 19), blindness/deafness (2, DC 19), glitterdust (2 3, DC 19)
. . 1st—charm person (DC 18), ear-piercing scream[UM] (2, DC 18), mage armor, ray of enfeeblement (DC 18), sleep (DC 18)
. . 0 (at will)—detect magic, guidance, message, read magic
. . Patron Time
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Statistics
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Str 8, Dex 18, Con 14, Int 25, Wis 11, Cha 7
Base Atk +5; CMB +3; CMD 18
Feats Accursed Hex[UM], Alertness, Extra Hex[APG], Extra Hex[APG], Extra Hex[APG], Spirit Talker[ACG]
Traits arcane temper, resilient
Skills Acrobatics +8 (+4 to jump), Craft (baskets) +22, Escape Artist +13, Fly +11, Intimidate +0, Knowledge (arcana) +15, Knowledge (dungeoneering) +14, Knowledge (engineering) +8, Knowledge (history) +11, Knowledge (local) +13, Knowledge (nature) +14, Knowledge (planes) +14, Knowledge (religion) +12, Linguistics +17, Perception +21, Sense Motive +14, Spellcraft +13, Stealth +11, Swim +3; Racial Modifiers +2 Perception, +2 Stealth
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Goblin, Ignan, Infernal, Sylvan, Terran, Thassilonian, Undercommon, Wayang
SQ light and dark, shadow magic, witch's familiar (greensting scorpion named Alacran)
Combat Gear cold iron crossbow bolts (20), lesser persistent metamagic rod, lesser persistent metamagic rod, pearl of power (1st level), potion of cure light wounds, potion of touch of the sea, scroll of delay poison (x3), scroll of neutralize poison (x2), scroll of remove blindness/deafness, scroll of remove disease, wand of infernal healing (50 charges), air crystal (2), antitoxin (4), weapon blanch (adamantine)[APG], weapon blanch (silver)[APG]; Other Gear crossbow bolts (40), dagger, light crossbow, amulet of natural armor +1, belt of incredible dexterity +2, cackling hag's blouse[UE], cloak of resistance +3, cracked pale green prism ioun stone (saves), eyes of the eagle, first aid gloves, headband of vast intelligence +4, ring of protection +2, masterwork basketweaving tools, survival kit[UE], 5,352 gp
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Special Abilities
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Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Agony (10 rounds, DC 22) (Su) Foe in 60 ft is nauseated for duration (Fort neg). Resave each rd, if fail initially.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (10 rounds, DC 22) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Healing (2d8+10) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Misfortune (2 rounds, DC 22) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Scar (7 at a time, DC 22) (Su) Can use hexes on scarred target at range of up to 1 mile.
Shadow Magic (Ex) Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast.
Shadow Resistance +2 on saves vs shadow spells.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Talker (1/day) Gain hex from shaman spirit for 24 hours.
Ward +3 (1 at a time) (Su) Ward another, granting +3 to AC and saves until hit or fail a save.