--------------------
SPECIAL ABILITIES
--------------------
Trait - Starchild Benefit:You can automatically determine where true north is. You gain a + 4 trait bonus on Survival checks to avoid becoming lost.
Trait - Riftwarden Orphan Benefit: +2 to Concentration Checks.
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+Int. A Will save reduces this to just 1 round. This is a mind-affecting effect.
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours
Favoured Class: Witch (1HP)
Erina the Hedgehog:
N Diminutive animal
Init +3; Senses low-light vision; Perception +1
DEFENSE
AC 18, touch 17, flat-footed 15 (+3 Dex, +1 natural, +4 size)
hp 4 (1d8–2)
Fort +0, Ref +5, Will +3
OFFENSE
Speed 20 ft.
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 16, Con 6, Int 2, Wis 12, Cha 7
Base Atk +0; CMB –1; CMD 4 (8 vs. trip)
Feats Athletic
Skills Climb +5, Stealth +19, Swim +5
SPECIAL ABILITIES
Familiar
The master of a hedgehog familiar gains a +2 bonus on Will saves.
Spiny Defense (Ex)
As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.