Feiya (Iconic Witch 7)

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 7)

CR 7

XP 3,200

Female Human Witch 7

CN Medium humanoid (human)

Init +2; Senses Perception +2

DEFENSE

AC 15, touch 13, flat-footed 13 (+1 deflection, +2 Dex, +2 natural)

hp 38 (7d6+14)

Fort +5, Ref +8, Will +7

OFFENSE

Speed 30 ft.

Melee quarterstaff +3 (1d6) or dagger +3 (1d4/19-20)

Ranged dart +5 (1d4)

Special Attacks hexes (DC 19 - cackle, evil eye, flight, [-2, 9 rounds], slumber [7 rounds])

Witch spells prepared (CL 7th; concentration +13)

4th-black tentacles, crushing despair (DC 20)

3rd-dominate animal (DC 19), bestow curse (DC 19), dispel magic

2nd-speak with animals, cure moderate wounds, false life, summon monster II

1st-ray of enfeeblement (DC 17), mage armor, cause fear (DC 17), charm person (DC 17), identify, hypnotism (DC 17)

0th (at will)- daze (DC 16), detect magic, read magic, stabilize

Patron animals

TACTICS

Before Combat Feiya casts false life on herself each day after breakfast, which lasts for 7 hours. Before she enters combat, she casts mage armor on herself if she has the chance.

During Combat Feiya flies above the battlefield and tries to entangle as many opponents as possible with black tentacles, then uses her hexes on them while staying out of reach. If she is forced into melee, she will use bestow curse to weaken her opponent (usually opting to inflict a -4 penalty to attack rolls and save), then attack with her quarterstaff.

STATISTICS

Str 10, Dex 14, Con 12, Int 21, Wis 10, Cha 13

Base Atk +3; CMB +3; CMD 15

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

Skills Heal +10 (+12 with healer's kit), Knowledge (arcana) +15, Knowledge (nature) +15, Knowledge (planes) +15, Sense Motive +2, Spellcraft +17, Use Magic Device +13

Languages Aklo, Common, Celestial, Elven, Sylvan

SQ witch's familiar (celestial fox named Daji [stores all prepared spells and patron spells, plus 1st - obscuring mist, inflict light wounds, beguiling gift, 2nd - blindness/deafness, 3rd - heroism, share senses, 4th - cure serious wounds, ice storm 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 greater false life, scroll of charm monster, scroll of arcane sight, tanglefoot bag, whip feather token; Other Gear dagger, darts (6), quarterstaff, amulet of natural armor +2, backpack, cloak of resistance +2, fetishes, flint and steel, fortune teller's deck, headband of vast intelligence +2, healer's kit, iron pot, rations (4), ring of protection +1, spell component pouch, sunrods (2), wand of cure light wounds (50 charges), 87 gp

Daji, Celestial Fox Familiar

Daji

Effective Witch level 7

N Tiny magical beast

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

DEFENSE

AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)

hp 19 

Fort +3, Ref +4, Will +6

Defensive abilities improved evasion

DR 5/evil; Resistance 10 cold, acid and electricity

SR 6

OFFENSE

Speed 40 ft.

Melee bite +4 (1d3–1)

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

Special attacks smite evil 1/day

STATISTICS

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

Base Atk +3; CMB +3; CMD 12 (16 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, deliver touch spells, 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.