Feiya (Iconic Witch 7) |
CR 7 |
XP 3,200
Female Human Witch 7
CN Medium humanoid (human)
Init +2; Senses Perception +2
DEFENSE
AC 15, touch 13, flat-footed 13 (+1 deflection, +2 Dex, +2 natural)
hp 38 (7d6+14)
Fort +5, Ref +8, Will +7
OFFENSE
Speed 30 ft.
Melee quarterstaff +3 (1d6) or dagger +3 (1d4/19-20)
Ranged dart +5 (1d4)
Special Attacks hexes (DC 19 - cackle, evil eye, flight, [-2, 9 rounds], slumber [7 rounds])
Witch spells prepared (CL 7th; concentration +13)
4th-black tentacles, crushing despair (DC 20)
3rd-dominate animal (DC 19), bestow curse (DC 19), dispel magic
2nd-speak with animals, cure moderate wounds, false life, summon monster II
1st-ray of enfeeblement (DC 17), mage armor, cause fear (DC 17), charm person (DC 17), identify, hypnotism (DC 17)
0th (at will)- daze (DC 16), detect magic, read magic, stabilize
Patron animals
TACTICS
Before Combat Feiya casts false life on herself each day after breakfast, which lasts for 7 hours. Before she enters combat, she casts mage armor on herself if she has the chance.
During Combat Feiya flies above the battlefield and tries to entangle as many opponents as possible with black tentacles, then uses her hexes on them while staying out of reach. If she is forced into melee, she will use bestow curse to weaken her opponent (usually opting to inflict a -4 penalty to attack rolls and save), then attack with her quarterstaff.
STATISTICS
Str 10, Dex 14, Con 12, Int 21, Wis 10, Cha 13
Base Atk +3; CMB +3; CMD 15
Feats Alertness, Arcane Strike, Extra Hex (flight), Improved Familiar, Magical Aptitude, Spell Focus (conjuration)
Skills Heal +10 (+12 with healer's kit), Knowledge (arcana) +15, Knowledge (nature) +15, Knowledge (planes) +15, Sense Motive +2, Spellcraft +17, Use Magic Device +13
Languages Aklo, Common, Celestial, Elven, Sylvan
SQ witch's familiar (celestial fox named Daji [stores all prepared spells and patron spells, plus 1st - obscuring mist, inflict light wounds, beguiling gift, 2nd - blindness/deafness, 3rd - heroism, share senses, 4th - cure serious wounds, ice storm and all 0-level spells])
Combat Gear pearl of power (1st), scroll of cure light wounds, scroll of enlarge person, scroll of summon monster III, scroll of pain strike, scroll of cure serious wounds, scroll of greater false life, scroll of charm monster, scroll of arcane sight, tanglefoot bag, whip feather token; Other Gear dagger, darts (6), quarterstaff, amulet of natural armor +2, backpack, cloak of resistance +2, fetishes, flint and steel, fortune teller's deck, headband of vast intelligence +2, healer's kit, iron pot, rations (4), ring of protection +1, spell component pouch, sunrods (2), wand of cure light wounds (50 charges), 87 gp
Daji, Celestial Fox Familiar
Daji
Effective Witch level 7
N Tiny magical beast
Init +2; Senses darkvision 60 ft. low-light vision, scent; Perception +1
DEFENSE
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 19
Fort +3, Ref +4, Will +6
Defensive abilities improved evasion
DR 5/evil; Resistance 10 cold, acid and electricity
SR 6
OFFENSE
Speed 40 ft.
Melee bite +4 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft.
Special attacks smite evil 1/day
STATISTICS
Str 9, Dex 15, Con 13, Int 9, Wis 12, Cha 6
Base Atk +3; CMB +3; CMD 12 (16 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, deliver touch spells, speak with master, speak with animals of its kind
SPECIAL ABILITIES
Familiar
The master of a fox familiar gains a +2 bonus on Reflex saves.