Tonpan Pathfinder Vara
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STR: 6 [-2], CON: 10 [+0], DEX: 19 [+4], INT: 19 [+4], WIS: 9 [-1], CHA: 16 [+3]

Elf Witch
Prideful, Naive and Sentimental

Feats: Extra Hex, Accursed Hex,

Hex: Misfortune (1st), Charm (2nd), Cackle (Giggle) (4th), Evil Eye (6th)
Extra Hex : Flight

Patron Agility:

Familiar: Cat (Black) Master gains a +3 bonus on Stealth checks

HEX

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.

Evil Eye* (Su)
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.
Effect: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.
This is a mind-affecting effect. At 8th level the penalty increases to –4.

Cackle (Giggle)
Effect: A witch can cackle madly as a move action. 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.

Charm
Effect: A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words.
This improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Witch’s Intelligence modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.

Misfortune
Effect: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Flight
The witch grows lighter as she gains power, eventually gaining the ability to fly.
Effect: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Spells

1st level (3+1)
Ear Piercing Scream - Deal sonic damage and daze target.
Ill Omen - Target rolls twice for checks and attacks and uses worst roll.
Ray of Sickening - Ray makes subject sickened.
Cure Light Wounds - Cures 1d8 damage + 1/level (max +5).

2nd level (2+1)
Blindness - Makes subject blinded or deafened.
Cure Moderate Wounds - Cures 2d8 damage + 1/level (max +10).

3rd level (1+1)
Bestow Curse - –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Ray of Exhaustion - Ray makes subject exhausted.

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