Init +3;
Senses Perception +8
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Defense--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 23 (4d6+3)
Fort +2,
Ref +4,
Will +7
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Offense--------------------
Speed 30 ft.
Melee mwk spear +4 (1d8+1/×3)
Ranged +1 darkwood light crossbow +5 (1d8+1/19-20)
Special Attacks hexes (aura of purity, ward[APG])
Witch (Cartomancer, Hedge Witch) Spells Prepared (CL 4th; concentration +7)
. . 2nd—glitterdust (DC 17), lesser restoration, stone discus[ACG]
. . 1st—comprehend languages, mage armor, nauseating dart[ACG] (DC 16), obscuring mist
. . 0 (at will)—detect magic, guidance, message, stabilize
. .
Patron Healing
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Statistics--------------------
Str 12,
Dex 14,
Con 10,
Int 17,
Wis 14,
Cha 13
Base Atk +2;
CMB +3;
CMD 15
Feats Deadly Dealer, Extra Hex[APG], Greater Spell Focus (conjuration), Spell Focus (conjuration)
Traits harrow born (varisian), shadow child
Skills Bluff +2, Diplomacy +2, Heal +11, Knowledge (arcana) +7, Knowledge (history) +8, Knowledge (nature) +10, Perception +8, Profession (fortune-teller) +8, Sense Motive +4, Spellcraft +10, Survival +3
Languages Common, Elven, Goblin, Orc
SQ deliver touch spells, spontaneous healing, witch's familiar
GearEquipped/carried: +1 darkwood light crossbow, mwk spear, crossbow bolts (20), cloak of resistance +1, handy haversack, belt pouch, waterskin, spell component pouch.
Other Gear Haversack: bedroll, candle (10), chalk (10), flask, harrow carrying case, harrow deck[UE], ink, inkpen, journal[UE], mirror, night tea (10), paper (10), pot, soap, torch (10), trail rations (5), bodybalm (2), healer's kit, 87 gp
Belt pouch: 9 sp, 7 cp, flint and steel
Component Pouch:
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Special Abilities--------------------
Aura of Purity (4 minutes/day) (Su) 10 ft radius aura negates diseases, inhaled poisons, and noxious gas effects.
Deadly Dealer Arcane Strike: throw cards as if they were darts. Card destroyed when thrown.
Deliver Touch Spells (Su) Cards thrown w/ Deadly Dealer aren't destroyed, gain returning quality, and deliver touch spells.
Greater Spell Focus (Conjuration) +1 to the Save DC of spells from one school.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Healing (Su) A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can "lose" any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if s
Ward +2 (1 at a time) (Su) Ward another, granting +2 to AC and saves until hit or fail a save.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
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(Pathfinder Player Companion: The Harrow Handbook, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Ultimate Magic 84)
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