* Cackle (Su) The witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
* Evil Eye (Su) The witch can cause doubt in the mind of a foe within 30 feet that you 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 7 rounds. A Will save reduces this to just 1 round.
* 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
Special Abilities:
* Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
* Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
* Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Whatever her given name was, the woman now known as Ylva doesn't remember it. She tries not to think of those times before she met Hugin. Hugin found her in the woods, a scared child running from the flames of a burning village into the dead of winter. The raven guided her, showed her where to find food, where the warm water bubbled out of the ground to keep her warm, and more than anything, was a friend to the traumatized young girl. She knew little of the wild, but knew that ravens were a sign from Odin and she named this one that could talk to her Hugin, since it must have come from Odin himself. Even with Hugin's help, she barely survived until spring.
When the snow melted, she finally stumbled out of the woods into the pasture of the Rosterkins, who took in the near-feral girl and the raven that she insisted was sent from the gods. They named her Ylva, since she looked as wild as a she-wolf when she appeared on their farm. When she reached an age suitable for marrying, she had few suitors, as she had no dowry, no great looks and a disposition much different from most maidens. This suited her fine, she had little interest in the men of the village anyways.
Eventually she took up living in an abandoned cabin at the far end of the Rosterkin's land. She gathered and raised food, trading herbal remedies and her healing skills with the townsfolk for tastier morsels. She subsisted this way for many years, she and Hugin delving deeper into the mysteries of nature, the magical inhabitants of the woods, and other secrets normal folk left alone.
The townsfolk generally viewed her as eccentric, but useful, she served as a midwife for many births and her healing skills were unsurpassed in the village. But her peaceful existence came to an end when, shortly after a new chief was named, a plague took the village. The new chieftain was a superstitious, cruel man. He was also eager to make a name for himself and deflect any blame to those outside his village.
Motivations:
* Help innocents. Her near-deadly winter in the woods has imbued her with a desire not to see anyone in pain that does not deserve it.
* Obey Hugin. Although she has no proof that the raven is sent by Odin, she feverishly believes that he was and will obey any order or suggestion he gives her.
* Learn and explore. One of the few things that gives her pleasure in the world is learning new things, especially if other people don't know them.
AC 15, touch 14, flat-footed 13 (+2 size, +2 Dex, +1 natural, )
hp 5 (1d8)-1
Fort +1, Ref +4, Will +4
Defensive Abilities Improved Evasion,
OFFENSE
Speed 10 ft. Fly 40 ft. (Average)
Space 2 ft.; Reach 0 ft. STATISTICS
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Acrobatics +2, Appraise -2, Bluff -2, Climb +2, Craft (Alchemy) -1, Craft (Untrained) -2, Diplomacy -2, Disguise -2, Escape Artist +2, Fly +6, Heal +3, Intimidate -2, Knowledge (Arcana) -1, Knowledge (Nature) -1, Perception +6, Perform (Untrained) -2, Profession (Herbalist) +3, Ride +2, Sense Motive +2, Spellcraft -1, Stealth +10, Survival +2, Swim +2,
Languages Common, Empathic Link,
Special Qualities Empathic Link, Share Spells, Speak One Language,
Possessions
SPECIAL ABILITIES
Empathic Link (Su) The master has an empathic link with his 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 his familiar does.
Improved Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are helpless, you do not gain the benefit of improved evasion.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Speak One Language (Su) A raven familiar can speak one language of its master's choice as a supernatural ability.