Nephroditie


[b]Nephroditie[/b]
Female human (garundi) witch 10
NG Medium humanoid (human)
[b]Init [/b]+3; [b]Senses [/b]Perception +8
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[b]Defense[/b]
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[b]AC [/b]18, touch 15, flat-footed 14 (+3 armor, +3 Dex, +1 deflection, +1 dodge)
[b]hp [/b]64 (10d6+22)
[b]Fort [/b]+7, [b]Ref [/b]+8, [b]Will [/b]+10
[b]Resist [/b]negative energy 10, positive energy 10
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[b]Offense[/b]
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[b]Speed [/b]30 ft.
[b]Melee [/b]sickle +5 (1d6)
[b]Special Attacks [/b]hex (cackle, evil eye, flight, fortune, healing, major healing, misfortune, ward, water lung)
[b]Spell-Like Abilities[/b] (CL 10th; concentration +12)
. . At will—[i]feather fall (self only)[/i]
. . 10 minutes/day—[i]fly (self only)[/i]
. . 1/day—[i]levitate (self only)[/i]
[b]Witch Spells Prepared [/b](CL 10th; concentration +17):
. . 5th—cure critical wounds, hostile juxtaposition (DC 20), siphon magic
. . 4th—enervation, ice storm, phantasmal killer (DC 19), spite
. . 3rd—bestow curse (DC 18), fireball (DC 18), screech (DC 18), vampiric touch
. . 2nd—flurry of snowballs (DC 17), glitterdust (DC 17), lipstitch (DC 17), touch of bloodletting (DC 17), touch of idiocy
. . 1st—burning hands (DC 16), comprehend languages, ear-piercing scream (2, DC 16), shocking grasp (2)
. . 0 (at will)—detect magic, light, message, read magic
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[b]Statistics[/b]
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[b]Str [/b]10, [b]Dex [/b]16, [b]Con [/b]14, [b]Int [/b]20, [b]Wis [/b]10, [b]Cha [/b]10
[b]Base Atk [/b]+5; [b]CMB [/b]+5; [b]CMD [/b]20
[b]Feats [/b]Accursed Hex[UM], Combat Casting, Dodge, Extra Hex, Extra Hex, Extra Hex
[b]Traits [/b]focused mind, indomitable faith, secrets of the sphinx
[b]Skills [/b]Acrobatics +8, Craft (alchemy) +10, Diplomacy +0 (+2 vs. geniekind), Fly +15, Heal +8, Knowledge (arcana) +14, Knowledge (history) +12 (+14 vs.  Azlant), Knowledge (local) +12, Knowledge (nature) +12, Knowledge (planes) +17 (+19 vs. geniekind), Knowledge (religion) +15, Linguistics +12 (+14 to learn about Azlanti sentence construction and idioms), Perception +8, Sense Motive +2, Spellcraft +17, Stealth +6, Survival +0 (+2 to navigate Jungles of Mwangi Expanse, +2 to avoid becoming lost), Swim +4, Use Magic Device +7
[b]Languages [/b]Azlanti, Common, Draconic, Gnoll, Goblin, Kelish, Osiriani, Sphinx, Sylvan, Thassilonian, Tien, Varisian, Vudrani
[b]SQ [/b]human witch, patron spell (elements)
[b]Combat Gear [/b][i]ectoplasmic metamagic rod (lesser)[/i], [i]hand of glory[/i], [i]pearl of power (1st level)[/i], [i]pearl of power (1st level)[/i], [i]pearl of power (2nd level)[/i], [i]potion of darkvision[/i], [i]ring of counterspells[/i], [i]wand of cure light wounds (47 charges)[/i], [i]wand of cure moderate wounds (9 charges)[/i], [i]wand of endure elements (39 charges)[/i], [i]wand of glitterdust (10 charges)[/i], [i]wand of lesser restoration (4 charges)[/i], [i]wand of shocking grasp (45 charges)[/i], [i]wand of spectral hand (50 charges)[/i], acid (2), alchemist’s fire, smelling salts; [b]Other Gear [/b]sickle, [i]+3 deathless bracers of armor[/i], [i]cloak of resistance +2[/i], [i]handy haversack[/i], [i]headband of vast intelligence +2[/i], [i]ring of protection +1[/i], [i]wayfinder[/i], bedroll, eyeball jar – chronicle #9 (worth 8,000 gp, 4 lb), pathfinder chronicles, volume 1, spell component pouch, trail rations (5), waterskin, 4,437 gp
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[b]TRACKED RESOURCES[/b]
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Acid – 0/2
Alchemist’s fire – 0/1
Daylight (1/day) – 0/1
Ectoplasmic metamagic rod (lesser, 3/day) – 0/3
Feather Fall (self only, At will) – 0/0
Fly (self only, 10 minutes/day) – 0/10
Levitate (self only, 1/day) – 0/1
Light (At will) – 0/0
Pearl of power (1st level, 1/day) – 0/1
Pearl of power (1st level, 1/day) – 0/1
Pearl of power (2nd level, 1/day) – 0/1
Potion of darkvision – 0/1
Secrets of the Sphinx (1/day, Knowledge [local]) – 0/1
See Invisibility (1/day) – 0/1
Trail rations – 0/5
Wand of cure light wounds (47 charges) – 0/47
Wand of cure moderate wounds (9 charges) – 0/9
Wand of endure elements (39 charges) – 0/39
Wand of glitterdust (10 charges) – 0/10
Wand of lesser restoration (4 charges) – 0/4
Wand of shocking grasp (45 charges) – 0/45
Wand of spectral hand (50 charges) – 0/50
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[b]Special Abilities[/b]
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[b]+6 Witch’s Familiar’s Spells[/b] Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
[b]Accursed Hex[/b] Target a creature with a hex a second time that day if it made its save the first time
[b]Cackle (Su)[/b] As a move action, extend the duration of other hexes by 1 rd.
[b]Combat Casting[/b] +4 to Concentration checks to cast while on the defensive.
[b]Deliver Touch Spells Through Familiar (Su)[/b] Your familiar can deliver touch spells for you.
[b]Empathic Link with Familiar (Su)[/b] You have an empathic link with your Arcane Familiar.
[b]Energy Resistance, Negative Energy (10)[/b] You have the specified Energy Resistance against Negative Energy attacks.
[b]Energy Resistance, Positive Energy (10)[/b] You have the specified Energy Resistance against Positive Energy attacks.
[b]Evil Eye -4 (8 rounds, DC 20) (Su)[/b] Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
[b]Familiar Bonus: +3 to Acrobatics checks[/b] You gain the Alertness feat while your familiar is within arm’s reach.
[b]Focused Mind[/b] +2 to Concentration checks
[b]Fortune (2 rounds) (Su)[/b] Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
[b]Healing (2d8+10) (Su)[/b] Heal touched creature, but each target can only benefit once per 24 hrs.
[b]Major Healing (3d8+10) (Su)[/b] Use cure serious wounds once per day/person.
[b]Misfortune (2 rounds, DC 20) (Su)[/b] Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
[b]Secrets of the Sphinx (1/day, Knowledge [local])[/b] 1/day, Add +2 to a single Knowledge Check.
[b]Share Spells with Familiar[/b] Can cast spells with a target of “You” on the familiar with a range of touch.
[b]Speak with Animals (Ex)[/b] Your familiar can communicate with animals similar to itself.
[b]Speak with Familiar (Ex)[/b] You can communicate verbally with your familiar.
[b]Ward +3 (1 at a time) (Su)[/b] Ward another, granting +3 to AC and saves until hit or fail a save.
[b]Water Lung (Su)[/b] An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.