--------------------
SPECIAL ABILITIES
--------------------
Intimidating (Ex): Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood (Ex): Half-orc count as both humans and orcs for any effect related to race.
Orc Ferocity (Ex):Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
--------------------
HEXES (DC 14)
--------------------
Slumber (Su):If the creature fails a will save, it falls into a deep, magical sleep for 1 rounds. This hex can affect a creature of any HD.
Potion of Enlarge Person x2 1 lbs. - 100 GP
Scroll of Endure Elements x2 0 lbs. - 50 GP
Scroll of Burning Hands x2 0 lbs. - 50 GP
Wand of Infernal Healing (50/50) 0 lbs. - 2 Prestige Points (750 GP)
N Tiny animal
Init –2; Senses low-light vision; Perception +4
DEFENSE
AC 16, touch 10, flat-footed 16 (–2 Dex, +6 natural, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +0, Will +1
OFFENSE
Speed 5 ft., swim 20 ft.
Melee bite –2 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 6, Con 8, Int 2, Wis 12, Cha 3
Base Atk +0; CMB –4; CMD 2 (6 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +4, Swim +10
SPECIAL ABILITIES
Familiar
The master of a turtle familiar gains a +1 natural armor bonus to AC.
Shell Retreat (Ex)
A turtle can retreat within its shell as a swift action, gaining a +2 enhancement bonus to its existing natural armor. While in its shell, a turtle cannot take any action except to end the retreat. The turtle can end its retreat with a free action on its turn.
Alertness (Ex)
While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link (Su)
The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells
The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Store Spells
Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.