Feiya (Iconic Witch 12)

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 12)

CR 12

XP 19,200

Female Human Witch 12

CN Medium humanoid (human)

Init +6; Senses Perception +2

DEFENSE

AC 21, touch 15, flat-footed 19 (+4 armor, +3 deflection, +2 Dex, +2 natural)

hp 78 (12d6+24)

Fort +10, Ref +11, Will +11

OFFENSE

Speed 30 ft.

Melee +2 quarterstaff +8/+3 (1d6+2) or dagger +6/+1 (1d4/19-20) and nails +1 (1d3)

Ranged dart +8 (1d4)

Special Attacks hexes (DC 15 - agony [12 rounds], cackle, disguise [12 hours], evil eye [-4, 12 rounds], flight, misfortune [2 rounds], nails, retribution [9 rounds], slumber [12 rounds])

Witch spells prepared (CL 12th; concentration +20)

6th-antilife shell, greater heroism, raise dead, true seeing

5th-animal growth, baleful polymorph (DC 24), cloudkill (DC 26), dominate person (DC 24), summon monster V

4th-black tentacles, crushing despair (DC 23), cure serious wounds, ice storm, summon nature's ally IV

3rd-bestow curse (2) (DC 22), dispel magic, dominate animal (DC 22), heroism, share senses

2nd-blindness/deafness, cure moderate wounds (2), false life, speak with animals, summon monster II

1st-beguiling gift (DC 20), cause fear (DC 20), charm person (DC 20), hypnotism (DC 20), identify, inflict light wounds (DC 20), ray of enfeeblement (DC 20)

0th (at will)- daze (DC 19), detect magic, read magic, stabilize

Patron animals

TACTICS

Before Combat Feiya casts false life on herself each morning, which lasts 12 hours.

During Combat Feiya flies above the battlefield and targets the strongest-looking enemy with baleful polymorph to remove him or her from the battle, then summons creatures or uses her hexes on opponents while staying out of reach. If she is forced into melee, she will use bestow curse (usually inflicting -4 to attack and saves) to weaken her opponent, then attack with her quarterstaff.

STATISTICS

Str 10, Dex 14, Con 12, Int 27, Wis 10, Cha 13

Base Atk +6/+1; CMB +6; CMD 17

Feats Alertness, Arcane Strike, Augment Summoning, Extra Hex (flight), Improved Initiative, Improved Familiar, Magical Aptitude, Spell Focus (conjuration)

Skills Diplomacy +13, Heal +15 (+17 with healer's kit), Fly +17, Knowledge (arcana) +23, Knowledge (nature) +23, Knowledge (planes) +23, Sense Motive +2, Spellcraft +25, Use Magic Device +18

Languages Aklo, Common, Celestial, Elven, Necril, Sylvan

SQ witch's familiar (celestial fox named Daji [stores all prepared spells and patron spells, plus 1st - obscuring mist, mage armor, 6th - eyebite 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 ofcharm monster, scroll of arcane sight, tanglefoot bag; Other Gear +2 quarterstaff, dagger, darts (6), amulet of natural armor +2, backpack, cloak of resistance +4, corset of dire witchcraft, fetishes, flint and steel, fortune teller's deck, healer's kit, iron pot, rations (6), ring of protection +3, spell component pouch, sunrods (2), wand of cure light wounds (50 charges), 325 gp

Daji, Fox Familiar

Daji

Effective Witch level 12

N Tiny magical beast

Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +1

DEFENSE

AC 20, touch 14, flat-footed 18 (+2 Dex, +6 natural, +2 size)

hp 39

Fort +5, Ref +6, Will +9

Defensive abilities improved evasion

DR 10/evil; Resistance 15 cold, acid and electricity

SR 17

OFFENSE

Speed 40 ft.

Melee bite +8 (1d3–1)

Space 2-1/2 ft.; Reach 0 ft.

Special attacks smite evil 1/day

STATISTICS

Str 9, Dex 15, Con 13, Int 11, Wis 12, Cha 6

Base Atk +6/+1; CMB +5; CMD 15 (19 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, 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.

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.