The woman walked into the room and she was immediately able to feel the blood in the air. Whoever was here tried to kill everyone... Tried. There was a pulse as her eyes saw a twitch, a near dead body. She was used to it by now.
The woman stepped toward the fallen barrels and wood, and pulled her hood back. White locks fell out and quickly went to work to move the debris out of the way. The unnatural look of the woman would send someone into shock, if they hadn't already noticed the scarred and mostly empty face.
Pulling the body out by his leg, the woman slammed him onto a chair before channeling some magic through her wicked weaves. The back of her neck pulsed with black energy, something unnatural from the stars that she found years ago. He came to, but once he faced her he knew that it wasn't some saviour coming.
The woman questioned him.
It wasn't long until he broke and told her of the creature that did this to everyone in the room.
She gave a cruel grin as the hair began to wrap around the near-dead man. The colours would change like they always did, they would become more and more washed out as their life slipped away...
However the pulse at the back of her neck told her something in whisper. It had other plans for the man.
She let him go. It was his lucky day. Giving one final scan of the room, the woman walked out and put her hood back on. There was much hunting to be done, and a small person like that wouldn't satisfy her anyway.
---
Belief: We serve the strong. Whether we can serve ourselves is up to us.
Goal: [Campaign Specific]
Instinct: In the face of danger I refuse to step down and savour the thrill.
Ioun Stones
Cracked Incandescent Blue [Perception] (200)
Ioun Torch (75)
Gold: 8
Class Features
Spoiler:
Patron (Ex):
---
White-Hair (Su): At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.
At 4th level and every four levels thereafter, a whitehaired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.
---
Constrict (Ex): At 2nd level, when the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a free action, dealing damage equal to that of its attack.
---
Trip (Ex): At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a free action.
2nd - *Dust of Twilight*, Stricken Heart, Frost Fall, Cat's Grace, See Invisibility
Spells Prepared
Spoiler:
0th - Detect Magic, Message, Light, Arcane Mark
1st - Mage Armour, Mage Armour, Faerie Fire, Faerie Fire
2nd - Cat's Grace, See Invisibility, <>
The Black Stain's Seed (Witch's Familiar, Parasite, Ioun Wyrd)
Spoiler:
Senses: Blind Sight
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
---
Infest (Su): As a full-round action, a parasite can infest a willing or helpless target at least two size categories larger than the parasite. This deals 1d6 points of Constitution damage as the parasite burrows through viscera before attaching itself to the target’s brain or spinal cord (or equivalent). There, the parasite curls up, with no ability to see or hear anything itself, but with access to its host’s senses.
Despite the gaping wound, this process is curiously painless. Assuming that the location of the wound and the resultant blood is not obvious (most parasites infest from the back for this reason), the victim must succeed at a Heal or Sense Motive check opposed by the familiar’s Bluff check to notice that something is amiss.
Removing a parasite requires a successful Heal check opposed by the familiar’s Stealth check, or a successful casting of break enchantment against a DC of 11 + the parasite’s level. If successful, the parasite is destroyed. The parasite can leave the host willingly as a full-round action. If the host is killed, the parasite must succeed at a DC 20 Fortitude save or be killed as well.
---
Puppeteer (Sp): Beginning at 3rd level, the parasite can attempt to control its host once per day. This functions as suggestion. At 7th level, the parasite can use this ability to replicate dominate person instead. At 15th level, the parasite can replicate dominate monster. The DC for this ability is calculated as if the parasite’s master had cast the spell (defaulting to Charisma if the owner has no spellcasting ability).