Feiya (Iconic Witch 1) |
CR 1 |
XP 200
Female Human Witch 1
CN Medium humanoid (human)
Init +2; Senses Perception +2
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +4, Will +2
OFFENSE
Speed 30 ft.
Melee quarterstaff +0 (1d6) or dagger +0 (1d4/19-20)
Ranged dart +2 (1d4)
Special Attacks hex (DC 15 - slumber [1 round])
Witch spells prepared (CL 1st; concentration +5)
1st- ray of enfeeblement (DC 15), mage armor
0th (at will)- daze (DC 14), detect magic, touch of fatigue (DC 14)
Patron animals
TACTICS
Before Combat Feiya casts mage armor on herself if she has the chance.
During Combat Feiya targets the strongest-looking enemy with ray of enfeeblement, then uses her slumber hex on each enemy while staying out of reach. If she is forced into melee, she will use touch of fatigue to weaken her opponent, then attack with her quarterstaff.
STATISTICS
Str 10, Dex 14, Con 12, Int 18, Wis 10, Cha 13
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Arcane Strike, Magical Aptitude
Skills Heal +4 (+6 with healer's kit), Intimidate +5, Knowledge (arcana) +8, Knowledge (nature) +8, Sense Motive +2, Spellcraft +10, Use Magic Device +8
Languages Aklo, Common, Celestial, Elven, Sylvan
SQ witch's familiar (fox named Daji [stores all prepared spells and patron spells, plus cause fear, charm person, identify, obscuring mist, hypnotism and all 0-level spells])
Combat Gear tanglefoot bag; Other Gear dagger, darts (6), quarterstaff, backpack, fetishes, healer's kit, iron pot, rations (4), spell component pouch, sunrods (2), 1gp
Daji, Fox Familiar
Effective Witch level 1
N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4
Fort +3, Ref +4, Will +3
Defensive abilities improved evasion
OFFENSE
Speed 40 ft.
Melee bite +1 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 when jumping), Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
SQ improved evasion, share spells, empathic link
SPECIAL ABILITIES
Familiar
The master of a fox familiar gains a +2 bonus on Reflex saves.