Female elf witch 3
NG Medium humanoid (elf, elf)
Init +2; Senses low-light vision, Perception +2
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 17 (3d6+3)
Fort +2, Ref +3, Will +3, +2 vs. enchantment spells and effects
OFFENSE
Speed 30 ft.
Ranged longbow +3 (1d8/x3)
Melee dagger +1 (1d4/19-20)
Ranged dagger (thrown) +3 (1d4/19-20)
Melee longsword +1 (1d8/19-20)
Innate Spell-Like Abilities: feather fall ( DC 15, at will) levitate ( 1/day) Witch Spells Prepared (CL 3rd, concentration +7):
2nd—blindness/deafness (DC 16), hold person (DC 17)
1st—charm person (DC 16), hypnotism (DC 16), sleep (DC 16)
0 (at will)—dancing lights, detect magic, guidance, message
STATISTICS
Str 11, Dex 14, Con 10, Int 18, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 13
Feats Extra Hex, Spell Focus (Enchantment)
Skills Diplomacy +5 , Heal +4 , Intimidate +7 , Knowledge (Arcana) +8 , Knowledge (History) +8 , Knowledge (Nature) +8 , Knowledge (Planes) +8 , Perception +2 , Sense Motive +3 , Spellcraft +9 , Spellcraft (Identify magic item) +11 , Swim +4 , Use Magic Device +8
Languages Common, Draconic, Elven, Gnoll, Goblin, Sylvan
SQ cackle, cantrips, deliver touch spells, elven immunities, elven magic, flight, healing patron, hex, keen senses, misfortune, weapon familiarity, witch's familiar, witch patron spells
Combat Gear alchemist's fire (flask), rations (trail/per day) (10), potion of protection from evil; Other Gear longbow, alchemist's fire (flask), dagger, longsword, wand of burning hands, outfit (cold-weather), backpack, masterwork, waterskin (filled), bandits silver earings, belt pouch, coin (gold piece) (207), nice wooden music box, spell component pouch, arrows (20/cold iron), horse (light), saddle (riding), saddlebags
SPECIAL ABILITIES
Cackle (Su) The witch can cackle madly as a move action. This hex can be used only once per round. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Deliver Touch Spells (Su) Your familiar can deliver touch spells or hexes for you.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Flight (Su) The witch grows lighter as she gains power, eventually gaining the ability to fly.
Healing Patron
Hex Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2-10. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is 15.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Misfortune (Su) The witch can cause a creature within 30 feet to suffer grave misfortune.
Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Witch's Familiar Your familiar aids you by granting skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other.
Witch Patron Spells At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. Spells marked with an asterisk (*) appear in Chapter 5 of this book. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.