AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +7, Will +2
Defensive Abilities evasion
OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee bite +0 (1d3–2)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Special Attacks sudden swoop
STATISTICS
Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills Fly +11, Perception +6, Stealth +11
SPECIAL ABILITIES
Sudden Swoop (Ex)
If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.
Rhamphorhynchus Familiars
Rhamphorhynchuses (also called swoop lizards) make excellent familiars for spellcasters who are looking for a quick and nimble minion.
A rhamphorhynchus familiar grants its master all of the typical benefits familiars grant, but their jittery and quick reactions also impart a +2 bonus on the master’s Initiative checks. A rhamphorhynchus is generally too small to serve well as an animal companion— if a character wishes to take one as a companion anyway, they have the same statistics as bird animal companions.
Witch Hex: Misfortune - 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.
Witch Hex: Cackle - A witch 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 the witch has the duration of that hex extended by 1 round..
Familiar: Rhamphorhynchus (+2 init)
Patron: Trickery -2nd—animate rope, 4th—mirror image, 6th—major image, 8th—hallucinatory terrain, 10th—mirage arcana, 12th—mislead 14th—reverse gravity, 16th—screen, 18th—time stop..
Favored Class bonus: L1 +1 hp .
Weapon and Armor proficiency:Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.
Sevrin Withers does not yet understand that he is a witch. The son of a woodcutter and a hunter, he spent his youth exploring the local wilds, foraging for useful and edible plants. He always seemed a little wild and strange, but not so unusual that he ever failed to find the love and acceptance of his family and community. Things began to change for Sevrin as he entered his early teens, he began to feel the attention of something he could not see or name as he began to wander increasingly far from home. It was not malevolent and it did not frighten him, but it led him to spend more time further away from home. He became more moody and mercurial, but it was nothing his friends and family saw as unusual in a teenager.
In time he began to notice a small brightly colored creature haunting his peripheral vision. The creature proved elusive, flying away every time Sevrin turned to face it. Eventually he tracked the creature to a secluded grove, where it proved to be a tiny flying lizard. The creature locked eyes with Sevrin and in a sudden rush a deep understanding established itself between the two, and his familiar began to show him things he could not imagine.
Now 20 Sevrin has become initiated into mysteries he cannot begin to grasp the depth of. His patron remains a remote, seemingly amused force. His mood swings have cleared up, he has begun to spend more time in town, always helpful, always thoughtful. Nobody yet knows that this behavior is masking a growing coldness in his heart as the teachings of his patron have begun to influence him in strange ways, encouraging him to see the people he has known all his life in a more removed and clinical fashion. He is not evil or cruel at heart, and he still loves his home but he feels more apart than ever.
Sevrin knows he's different, he knows he is a magician, but he has not connected what he is with dark tales of witches who can hunt children by smell and consume the flesh intelligent beings. Thus far he has concealed what really makes him different from his fellow villagers.