Male Varisian human witch 1
LE Medium humanoid (human)
Init +2; Senses Perception +2*
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DEFENSE
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AC 12, touch 12, flat-footed 10
(Dex +2)
hp 7 (1d6+1)
Fort +0, Ref +2, Will +2
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OFFENSE
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Speed 30 ft.
Melee dagger -2 (1d4-2, 19-20/x2); or
spiked gauntlet -2 (1d4-2, 20/x2)
Ranged dagger +2 (1d4-2, 19-20/x2); or
light crossbow +2 (1d8, 19-20/x2); or
ranged touch +2
Special Attacks slumber hex (DC 17)
Witch Spells Prepared (CL 1st, touch -2, ranged touch +2, concentration +6):
1st (3) - ill omen, infernal healing, mage armor(spells in blue text have been cast)
cantrips (3) - detect magic, light, message
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STATISTICS
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Str 7, Dex 14, Con 10, Int 20, Wis 10, Cha 12
Base Attack +0; CMB -2; CMD 10
Feats Ability Focus (slumber hex), Alertness*, Witch Knife
Skills Bluff +11 (+8 without viper familiar, +13 to deliver secret messages) (1 rank), Diplomacy +3 (no ranks), Intimidate +5 (1 rank), Knowledge (arcana) +9 (1 rank), Knowledge (history) +9 (1 rank), Knowledge (nature) +9 (1 rank), Knowledge (planes) +9 (1 rank), Perception +2 (+0 without viper familiar) (no ranks), Sense Motive +2 (+0 without viper familiar) (no ranks), Spellcraft +9 (1 rank); Languages Common, Draconic, Elven, Osiriani, Sylvan, Undercommon, Varisian
SQ patron spells (shadow), silver tongued, witch’s familiar (viper)
Traits Ex-Sczarni, Fast-Talker
Combat Gear bolts (20), dagger, light crossbow; Other Gear bedroll, flint and steel, manacles (average lock; break DC 26, Disable Device DC 25, Escape Artist DC 30), trail rations (2 days), waterskin, 2 gp, 9 sp; Encumbrance 22 lbs (light load of 23 lbs.)
BACKGROUND:
A former Sczarni heir and the son of a reputable crime boss, Zeuth learned to lie as soon as he learned to speak - and he learned early, demonstrating incredible intelligence at a very young age. Zeuth learned the truth about his family on his own; putting together the pieces years before any of the bosses decided to have "the talk" with the boy. Zeuth took pride in his abilities, and his loyalty to the family was strong; he was shaping up to be a valuable Sczarni asset. Unfortunately for him, Ayala Javeski, an ambitious and rival member of the Sczarni family, realized the Heracine boy's potential as it developed, and tricked Zeuth into taking his own mother's life as she slept.
Ayala simply allowed Zeuth to realize that his mother had been having an affair with a rival crime boss named Erico, and led the ambitious young boy to believe that his mother's lover slept alone in his room at a local inn. In truth, Javeski had called Erico away on an "important business matter;" only Zeuth's mother slept in the lonely tavern cot. Zeuth, being a clever boy, had acquired a small viper - such an ingenious murder weapon would be difficult to link to him with mundane or even magical means - and let it loose in the bed where the lone figure slept under a tangle of sheets. He had hoped that Erico's death and the termination of the affair would prevent his mother and his father both from the disgrace of having the affair discovered.
When Zeuth learned that he had unleashed a viper into his mother's bed - not Erico's - and killed her, he was overcome with grief, rage, and shame. Zeuth deduced how Ayala had tricked him, and it was as he was plotting revenge that he met the viper (which was never found) a second time. One viper largely resembles another, but somehow Zeuth knew that the viper which had slithered into his room that fateful night was the same viper whose venom had taken his mother's life. He was prepared to kill the serpent when it first spoke to him.
His life has never been the same since. Fearing that he was losing his mind, Zeuth delayed his revenge for many, many years, withdrawing from the family without a word to anyone. Having - in the years since - come to better understand the serpent's whispers, Zeuth has returned from his self-imposed hermetic exile to test his abilities... and to finally repay Ayala Javeski that which the betrayer is owed.
LE tiny magical beast; Init +3; Senses low-light vision, scent; Perception +9; AC 17, t 15, f 14; hp 3; Fort +1, Ref +5, Will + 3; Speed 20, climb 20, swim 20; Melee bite +5 (1d2-2, plus poison); Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2; CMB +1[/b]; CMD 8 (can't be tripped); Feats Weapon Finesse; Skills Climb +11, Perception +9, Stealth +15, Swim +11; SA poison (bite-injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save); SQ empathic link, improved evasion, share spells, store spells