Feiya (Iconic Witch 1)
A lithe young woman with stark white hair stares provocatively at you, silently daring you to advance and either provoke or caress her. Her fingernails are overlong and sharpened, and she carries a wooden staff with strange trinkets tied to it. Close by, a red fox watches you warily, ready to defend the woman if necessary.
Feiya (Iconic Witch 1)
CR 1
XP 200
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.
DESCRIPTION
Feiya's childhood years were harsh and disturbing, as she was stolen from her home as a young girl and forced to join a coven of hags, who tried in vain to teach her their dark craft. Alternating between tutelage and torture, the witches frequently let their cruel natures impede their instruction. She eventually escaped the witches' torture with the help of an unusually intelligent fox whom she later named Daji.
Though she desperately desires the company of others, formative years spent away from civilized society have left Feiya lacking in social graces, and her awkwardness often leads to unfortunate misunderstandings. Nevertheless, her inherent good nature tends to win out, and her occasional flares of temper are countered by her steadfast loyalty to her friends. Feiya relishes travel, and having identified a butterfly carving in a waterfall cave as the found-mark of a Desnan priest, she gladly embraces that faith, hoping that her wanderings may cast more light on who she really is—and what entity fosters her magical abilities.