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 of charm 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.