Here be Pirates
Male Half-Orc Witch 2
LN Medium humanoid (human, orc)
Init + 4; Senses darkvision 60 ft.; Perception + 3
AC 12, touch 12, flat-footed 10 (+ 2 Dex)
hp 14 (2d6+4)
Fort + 2, Ref + 2, Will + 4
Defensive Abilities orc ferocity
Speed 30 ft.
Melee unarmed strike + 0 (1d3-1/×2)
Special Attacks hexes (cackle, evil eye [dc 16], flight)
At will—feather fall (self only) (DC 10)
Witch Spells Prepared (CL 2nd; concentration + 9):
1st (4/day)—mage armor, cause fear (DC 16), ill omen, cure light wounds
0 (at will)—stabilize, read magic, detect magic, dancing lights
Str 8, Dex 14, Con 14, Int 20, Wis 12, Cha 8
Base Atk + 1; CMB + 0; CMD 12
Feats Extra Hex
Traits focused mind, reactionary
Skills Heal + 5, Intimidate + 5, Knowledge (arcana) + 10, Knowledge (history) + 9, Knowledge (nature) + 9, Knowledge (planes) + 9, Perception + 3, Spellcraft + 10, Swim + 4, Use Magic Device + 4; Racial Modifiers + 2 Intimidate
Languages Abyssal, Common, Draconic, Giant, Gnoll, Goblin, Orc
SQ orc blood, patron spells (deception)
Combat Gear Potion of cure light wounds (3), Potion of protection from evil (3), Wand of magic missile;
Other Gear Elixir of swimming, Ioun torch, Backpack, masterwork (7 @ 0 lbs), Belt pouch (1 @ 0 lbs), Chalk, Signal whistle, Silent whistle, 147 GP, 2 SP, 9 CP
Elixir of swimming – 0/1
Feather Fall (self only) (At will) (Sp) – 0/0
Orc Ferocity (1/day) – 0/1
Potion of cure light wounds – 0/3
Potion of protection from evil – 0/3
Wand of magic missile – 25/50
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye – 2 (8 rounds) (DC 16) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: + 3 to Acrobatics checks You gain the Alertness feat while your familiar is within arm’s reach.
Focused Mind + 2 to Concentration checks
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Share Spells with Familiar Can cast spells with a target of “You” on the familiar with a range of touch.
N Tiny magical beast (animal)
Init + 2; Senses low-light vision; Perception + 6
AC 15, touch 14, flat-footed 13 (+ 2 Dex, + 2 size, + 1 natural)
hp 7 (1d8)
Fort + 2, Ref + 4, Will + 4
Speed 30 ft., climb 30 ft.
Melee bite 1; CMB + 1; CMD 7
Feats Weapon Finesse
Skills Acrobatics + 10, Climb + 10, Heal + 2, Intimidate – 2, Perception + 6, Spellcraft + 0, Stealth + 14, Swim + 6, Use Magic Device – 1; Racial Modifiers + 8 Acrobatics
SQ improved evasion
Climbing (30 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.