The Witch

Sharna al-Subaiyyat's page

353 posts. Organized Play character for dien (RPG Superstar 2015 Top 16).

Full Name

Sharna al-Subaiyyat


Human Witch 10 | AC 17/t13/f17 | F+8, R+6, W+12 | Per +9, Init +4 | HP 62+12/62 || Ra's current AC: 24 | Ra HP: -3/31 | Ra Perception: +18







About Sharna al-Subaiyyat

-1 charge mage armor

Sharna al-Rubaiyyat
Female human witch 10 (Pathfinder RPG Advanced Player's Guide 65)
LN Medium humanoid (human)
Init +4; Senses Perception +9
AC 13, touch 13, flat-footed 13 (+3 deflection)
hp 62 (10d6+20)
Fort +8, Ref +6, Will +12; +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions
Speed 30 ft.
Melee battle aspergillum +5 (1d6) or
. . club +5 (1d6) or
. . dagger +5 (1d4/19-20)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks hexes (agony, cackle, evil eye, flight, fortune, healing, misfortune)
Witch Spell-Like Abilities (CL 10th; concentration +16)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 10th; concentration +16)
. . 5th—cure critical wounds, hold monster (DC 21), teleport
. . 4th—confusion (DC 20), cure serious wounds, dimension door, greater false life
. . 3rd—dispel magic, fly, heroism, heroism
. . 2nd—aid, blindness/deafness (DC 18), blindness/deafness (DC 18), false life, false life, glitterdust (DC 18)
. . 1st—air bubble, burning hands (DC 17), comprehend languages, cure light wounds, ear-piercing scream (DC 17), mage armor
. . 0 (at will)—detect magic, guidance, resistance, stabilize
. . Patron Ancestors
Str 10, Dex 10, Con 15, Int 23, Wis 14, Cha 14
Base Atk +5; CMB +5; CMD 18
Feats Alertness, Combat Casting, Eschew Materials, Extra Hex, Improved Initiative, Spell Penetration, Split Hex[UM]
Traits attuned to the ancestors, desert child (desert)
Skills Acrobatics +1, Bluff +3, Climb +1, Diplomacy +12, Disable Device +1, Escape Artist +1, Fly +13, Handle Animal +3, Heal +8, Intimidate +10, Knowledge (arcana) +13, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +11, Knowledge (local) +7, Knowledge (nature) +12, Knowledge (nobility) +7, Knowledge (planes) +13, Knowledge (religion) +7, Linguistics +8, Perception +9, Profession (herbalist) +14, Sense Motive +5, Spellcraft +19, Stealth +1, Survival +3, Swim +5, Use Magic Device +15

Languages Aklo, Ancient Osiriani, Common, Draconic, Goblin, Ignan, Kelish, Osiriani, Thassilonian

SQ witch's familiar (hawk named Ra)

Combat Gear
cold iron crossbow bolts (47),
silver crossbow bolts (50),

extend metamagic rod (lesser),
hexing runes (usually keyed to misfortune),

Long list of scrolls and potions:

oil of bless weapon,
oil of daylight,
oil of magic weapon,
potion of cure serious wounds (2),
potion of darkvision,
potion of endure elements,
potion of enlarge person,
potion of gaseous form,
potion of invisibility,
potion of jester's jaunt,
potion of lesser restoration (2),
potion of remove blindness/deafness,
potion of remove paralysis,
potion of resist fire 10 (2),
potion of touch of the sea,
salve of slipperiness,
scroll of comprehend languages,
scroll of delay poison,
scroll of diagnose disease,
scroll of find traps,
scroll of identify,
scroll of knock,
scroll of lesser restoration,
scroll of mending,
scroll of remove blindness/deafness (2),
scroll of remove sickness,
scroll of restoration,
scroll of see invisibility,
scroll of shield, (3)
scroll of unseen servant,
universal solvent,
wand of cure light wounds (3 chgs remaining)
wand of cure light wounds, (full)
wand of endure elements (50 charges),
wand of grease (48 charges),
wand of mage armor (33 charges),

acid (2),
alchemist's fire (4),
alkali flask,
antiplague (2),
antitoxin (4),
healer's kit,
holy water (3),
oil (3);

Other Gear battle aspergillum, club, crossbow bolts (10), dagger, light crossbow, belt of mighty constitution +2, cackling hag's blouse, elixir of vision, first aid gloves, handy haversack, headband of vast intelligence +4, lenses of situational sight, adventurer's sash, assorted eastern herbs (worth 5 gp), bedroll, chalk, cold weather outfit, cooking kit, courtier's outfit, crowbar, earplugs, familiar satchel, flint and steel, hot weather outfit, ink, inkpen, jewelry, magnet, masterwork thieves' tools, mirror, paper, potion sponge, scroll case, soap, string or twine, sunrod, tindertwig, trail rations (3), waterproof bag, waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 5,096 gp, 8 sp, 7 cp

Special Abilities
Agony (10 rounds, DC 21) (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.
Combat Casting +4 to Concentration checks to cast while on the defensive.
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.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evil Eye -4 (9 rounds, DC 21) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +3 to sight-based Perception checks in bright light 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.
Misfortune (2 rounds, DC 22) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
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.
Split Hex A targeted hex can affect two creatures
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Ra, a hawk familiar:

Male hawk
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +18
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 31 (1d8)
Fort +3, Ref +6, Will +9
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +10 (1d4-2)
Space 2 ft.; Reach 0 ft.
Str 6, Dex 17, Con 11, Int 10, Wis 14, Cha 7
Base Atk +5; CMB +6; CMD 14
Feats Weapon Finesse
Attack, Attack Any Target, Come, Fetch, Seek
Skills Acrobatics +7 (-1 to jump), Bluff -1, Climb +7, Diplomacy +8, Disable Device +2, Escape Artist +4, Fly +20, Handle Animal -1, Heal +5, Intimidate +1, Knowledge (arcana) +4, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +2, Knowledge (local) +1, Knowledge (nature) +4, Knowledge (nobility) +1, Knowledge (planes) +4, Knowledge (religion) +1, Linguistics +2, Perception +18, Sense Motive +3, Spellcraft +10, Stealth +15, Survival +3, Swim +7, Use Magic Device +7; Racial Modifiers +8 Perception
SQ attack any target, come, fetch, improved evasion, seek

Spells "known":
0 - all
1 - Air Bubble, Bless, Burning Hands, Comprehend Languages, CLW, Ear-Piercing Scream, Identify, Mage Armor, Sanctify Corpse
2 - Aid, Blindness/Deafness, Burning Gaze, Eldritch Conduit, False Life, Glitterdust
3 - Dispel Magic, Fly, Heroism, Lightning Bolt, Loathsome Veil, Prayer, Remove Curse, Screech
4 - Blessing of Fervor, Confusion, Cure Serious Wounds, Dimension Door, False Life- Greater, Fear, Wandering Star Motes
5 - Commune, Cure Critical Wounds, Hold Monster, Teleport

Special Abilities
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Fetch [Trick] The animal will get a specific object.
Flight (60 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.