Human Witch


Female human witch 1
CG Medium humanoid (human)
Deity Desna
Homeland Irrisen
Init + 2; Senses Perception + 2


AC 12, touch 12, flat-footed 10 (+ 2 Dex)
HP 8 (1d6 + 2)
Fortitude + 1, Reflex + 4, Willpower + 2


Speed 30 ft.
Melee quarterstaff – 1 (1d6 – 1 / critical hits 20/x2) or dagger – 1 (1d4 – 1 / critical hits 19-20/x2)
Ranged dart + 2 (1d4 – 1 / critical hits 20/x2)
Special Attacks hex (slumber [DC 13])
Spells Prepared (CL 1st; concentration + 4)
0 (at will): daze (DC 13), detect magic, touch of fatigue (DC 13)
1st: mage armor, ray of enfeeblement (DC 14)


Strength 8 (- 1), Dexterity 14 (+ 2), Constitution 12 (+ 1), Intelligence 17 (+ 3), Wisdom 10 (+ 0), Charisma 13 (+ 1)
Base Attack + 0; CMB – 1; CMD 11
Feats Alertness, Arcane Strike, Magical Aptitude
Skills Climb – 1, Heal + 4 (+ 6 with healer’s kit), Intimidate + 5, Knowledge (arcana) + 7, Knowledge (nature) + 7, Sense Motive + 2, Spellcraft + 9, Use Magic Device + 7
Languages Aklo, Common, Elven, Sylvan
SQ witch’s familiar (fox named Daji; stores all prepared spells, plus cause fear, charm person, identify, obscuring mist, and all 0-level spells)
Combat Gear tanglefoot bag; Other Gear dagger, darts (6), quarterstaff, backpack, fetishes, healer’s kit, iron pot, rations (4), spell component pouch, sunrods (2), 1 gp


Spells You cast arcane spells drawn from the witch spell list. You must choose and prepare your spells ahead of time. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Intelligence modifier. You must choose and prepare your spells ahead of time
by getting 8 hours of sleep and spending 1 hour communing with your familiar. While communing, you decide which spells to prepare.

Hex Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, you know one hex (slumber, see below). Using a hex is a standard action that
does not provoke an attack of opportunity. There is no daily limit to how many times you can use a hex. The save to resist a hex is equal to 10 + 1/2 your level + your Intelligence modifier.

Slumber (Su): You can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for 1 round. Unlike sleep, this hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Witch’s Familiar (Ex) You have a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar (Daji, a fox) also aids you by granting you a bonus on saving throws (see below) and helping with some types of magic. You must commune with your familiar each day to prepare your spells (just as a wizard studies a spellbook to prepare his spells). Your familiar stores all of the spells that you know, and you cannot prepare a spell
that is not stored by your familiar. If a familiar is lost or dies, it can be replaced 1 day later through a special ritual that costs 500 gp per witch level. The ritual takes 8 hours to complete.

Fox familiar: You gain a +2 bonus on Reflex saves.

Witches’ Familiars
A familiar is an animal chosen by a witch to aid her in her spellcasting and grant her special powers. At 2nd level, and as the witch gains additional levels, a witch’s familiar 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. The spells gained depend upon the type of familiar chosen. Some of the familiars available (and their bonus spells) include:

Fox: 2nd animate rope, 4th mirror image, 6th major image, 8th phantasmal killer, 10th mirage arcana, 12th mislead, 14th reverse gravity, 16th screen, 18th time stop.



Master of the Fallen Fortress Jenkachu