Skills 8= 2 Class, +4 Int, +1 Human, +1 FC
Name Ability +mod = stat+ranks+class+other
Acrobatics DEX +2
Appraise INT +4
Bluff CHA +9 (+10) = 2+1+3+3 (+1 w/attraction)
Climb STR -1
Craft (untrained) INT +4
Diplomacy CHA +6 (+7) = 2+1+3 (+1 w/attraction)
Disguise CHA +2
Escape Artist DEX +2
Fly DEX +2
Heal WIS +0
Intimidate CHA +6 = 2+1+3
Knowledge (arcana) INT +8 = 4+1+3
Knowledge (nature) INT +8 = 4+1+3
Perception WIS +0 (+2 w/familiar)
Perform (untrained) CHA +2
Profession (fortune-teller) WIS +4 (+5) = 0+1+3 (+1 w/deck)
Ride DEX +2
Sense Motive WIS +5 (+7) = 0+1+3+1 (+2 w/familiar)
Spellcraft INT +8 = 4+1+3
Stealth DEX +2
Survival WIS +0
Swim STR -1
Traits, Class abilities:
-=Traits=- Charming (Social Trait)
Blessed with good looks, you've come to depend on the fact that others find you attractive.
Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast upon such characters or creatures.
World Traveler (Human Race Trait)
Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer.
Benefit: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
-=Class Abilities=-
---Favored Class: +1 skill rank
---Hex: Save DC is 10 + 1/2 witch's level + Int mod
---Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a -2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to -4.
---Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this 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.
---Viper familiar: See below.
Familiar:
EMRYS
Male viper familiar
N Tiny magical beast
Init +3; Senses low-light vision, scent; Perception +9
-=DEFENSE=- AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 3 (1d8-1); Current 3; Nonlethal 0 Fort +1, Ref +5, Will +3
-=OFFENSE=- Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2-2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
-=STATISTICS=- Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
BAB +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
-=SPECIAL=- Poison (Ex): Bite--injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
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).
Empathic Link (Su): The master has an empathic link with her familiar to a 1 mile distance. The master can communicate empathically 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.
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.