CERISE CR 10

XP 9 600

Femelle half-elf (taldan) witch 11

NG Medium humanoid (elf, human)

Init +4; Senses low-light vision, Perception +17

DEFENSE

AC 17, touch 12, flat-footed 16 (+4 armor, +1 deflection, +1 Dex, +1 natural)

hp 62 (11d6+16)
Fort +4, Ref +4, Will +9, +2 vs. enchantment spells and effects

OFFENSE
Speed 30 ft.
Melee dagger +3 (1d4-2/19-20)
Ranged dagger (thrown) +6 (1d4/19-20)
Ranged alchemist's fire (flask) +6 (1d6+2)

Space 5 ft.; Reach 5 ft.

Innate Spell-Like Abilities: feather fall ( DC 18, at will) levitate ( 1/day) touch of fatigue ( DC 12, 3/day) Wayfinder Spell-Like Abilities: light (at will)

Witch Spells Prepared (CL 11th, concentration +18):

6th—animate objects, banshee blast ACG (DC 25)

5th—curse, major UM (DC 24), overland flight, suffocation APG (DC 24)

4th—divination, false life, greater UM, neutralize poison, threefold aspect APG

3rd—dispel magic, heroism, lightning bolt (DC 20), remove curse, speak with dead (DC 22), haste

2nd—blindness/deafness (DC 21), detect magic (greater) UI, false life, glitterdust (DC 19), merge with familiar FF (DC 19), see invisibility

1st—burning hands (DC 18), hex ward UM, mage armor (2), remove sickness UM, unbreakable heart ISWG

0 (at will)—detect magic, detect poison, guidance, stabilize

STATISTICS
Str 7, Dex 12, Con 12, Int 25, Wis 10, Cha 15
Base Atk +5; CMB +3; CMD 15

Feats Alertness, Extra Hex (2x), Greater Spell Focus (Necromancy), Spell Focus (Necromancy), Split Hex, Varisian Tattoo,

Skills Acrobatics +4 , Bluff +5 , Diplomacy +24 , Disguise +5 , Escape Artist +6 , Fly +15 , Intimidate +11 , Knowledge (Arcana) +21 , Knowledge (Dungeoneering) +8 , Knowledge (Engineering) +8 , Knowledge (Geography) +9 , Knowledge (History) +13 , Knowledge (Local) +8 , Knowledge (Nature) +13 , Knowledge (Nobility) +8 , Knowledge (Planes) +13 , Knowledge (Religion) +8 , Linguistics(Celestial, Sylvan, Thassilonian, Tien) +11 , Perception +17 , Perform (Oratory) +9 , Perform (Untrained) +5 , Sense Motive +7 , Spellcraft +21 , Stealth +2 , Swim +2 , Use Magic Device +19

Languages Auran, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan, Thassilonian, Tien, Varisian

SQ arcane training, bonus witch spell, cackle, cantrips, deliver touch spells, dual minded, elf blood, elven immunities, evil eye, familiar's alertness ability active, flight, fortune, healing, hex, keen senses, major hex - agony, misfortune, time patron, voratalo, witch's familiar, witch patron spells

Combat Gear smelling salts, scroll (mount), scroll (remove sickness/witch/1st/arcane/minor), alchemist's fire (flask) (2), scroll (command), scroll (delay poison), scroll (hex ward/witch/1st/arcane/minor), scroll (tongues), potion of darkvision, rations (trail/per day) (35), incense (25 gp), ointment (250 gp); Other Gear dagger, alchemist's fire (flask) (2), circlet of persuasion, headband of vast intelligence +4, amulet of natural armor +1, ring of protection +1, cackling hag's blouse, heavyload belt, cloak of displacement, minor, handy haversack, rod (bouncing/lesser), wand of magic missile, rod (extend/lesser), wand of arcane sight, dweomer's essence, wand of cure serious wounds, pearl of power (1st level) (2), wand of restoration (lesser), wand of endure elements, wayfinder, ioun stone, dusty rose prism - cracked, rod (extend), wand of cure light wounds, wand of mage armor, wand of resist energy (cl 7), outfit (scholar's), waterproof bag, ink (1 oz. vial), inkpen, paper (sheet) (5), scroll case, belt pouch, chronicle of kyonin, jewelry for courtier’s outfit, courtier's outfit, familiar satchel, pathfinder chronicle, fortune-teller's deck (quality), coin (silver piece) (9), wrist sheath, spring loaded, wrist sheath, spring loaded, spell component pouch, platinum ring (50 gp), silver crescent

SPECIAL ABILITIES

Arcane Training Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if 1 level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

Attuned to the Citysong Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.

Bonus Witch Spell Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.

Cackle (Su) The witch can cackle madly as a move action. This hex can be used only once per round. 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.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Corruption Uncovered (Andoran) Once per scenario before you make a Sense Motive check, you may add +2 to the check.

Cross-Cultural Empath Despite differences in language and culture, you are able to acquire allies and forge friendships. Choose a humanoid subtype other than your own. For the duration of the scenario, you gain a +1 bonus on Diplomacy and Sense Motive checks with creatures of that subtype, and you may make a DC 10 Intelligence, Wisdom, or Charisma check to communicate basic concepts with said creatures even if you do not share a language. When this boon is used, cross it off this Chronicle sheet.

Current Prestige Points (17x) The character has 17 current prestige points.

Death-Speaker When you use a spell, spell-like ability, or supernatural ability to cast commune, contact other plane, or speak with dead, treat your caster level as being two higher for all level-variable effects of the spell. When this bonus is used, cross it off your Chronicle.

Deliver Touch Spells (Su) Your familiar can deliver touch spells or hexes for you. If you and your familiar are in contact at the time you cast the touch spell, you can designate your familiar as the "toucher". Your familiar can then deliver the touch spell just as you would. As usual, if you cast another spell before the touch is delivered, the touch spell dissipates. If you activate a hex, your familiar can be used to make the touch. You do not have to be in contact with your familiar to use this ability.

Distrust of Witches Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.

Dual Minded The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait get a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Duplicitous Charm As a confidence artist, you are adept at earning the trust of others and bending them to your needs. Choose a creature. Until the end of the scenario you gain a +2 competence bonus on Bluff checks to lie to the creature and Diplomacy checks to improve the creature’s attitude or request favors from it. When this boon is used, cross it off your Chronicle sheet.

Dusty rose Prism - Cracked

Ease of Faith Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Reflexes One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on Initiative checks.

Evil Eye (Su) The witch can cause doubt in the mind of a foe within 30 feet that you can see. The target takes a -4 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for 10 rounds. A Will save reduces this to just 1 round. This is a mind-affecting effect.

Faithless Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.

Fame (58x) The character has accumulated 58 Fame. He has a +5 to Diplomacy with members of his faction. Maximum Item Cost: 5365000 gp

Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Five Kings Negotiatior Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.

Flight (Su) The witch grow lighter as you gain power, eventually gaining the ability to fly. The witch can use feather fall on herself at will and gain a +4 racial bonus on Swim checks. She can cast levitate on herself once per day. The witch may fly, as per the spell, for 11 minutes per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Fortune (Su) The witch can grant a creature within 30 feet a bit of good luck for 2 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result.

Headband of Intellect Skill Selection (Fly, Knowledge (Arcana))

Healing (Su) The witch may heal with a touch, this acts as a cure moderate wounds spell, using the witch's caster level.

Hex Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2-10. A witch cannot select an individual hex more than once. 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. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. 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 22.

Honorary Ambassador You aided Major Colson Maldris in founding an Andoren embassy in Magnimar. When you fail a Diplomacy check by 7 or more when attempting to improve a creature’s attitude, its attitude only decreases by one step.

Insights of the Shadowless Sword Your exposure to the Shadowless Sword grants you a moment of peerless perception or incredible alacrity when you most need it. As an immediate action, you gain a +4 bonus on Perception checks to see through a disguise and a +2 bonus on Will saving throws to disbelieve illusions, both lasting 2 rounds. Alternatively, as a swift action, you gain the benefits of haste for 2 rounds (CL 10th). When you use either of these abilities, cross this boon off the Chronicle sheet.

Kalistrade Appraisal You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.

Kassen’s Blessing You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check after the roll is made but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this ability has been used, cross it off the Chronicle.

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Magical Scrivener Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.

Major Hex - Agony (Su) The target is nauseated for 11 rounds. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect.

Master of Shadows You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.

Misfortune (Su) For 2 rounds, 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.

Nidalese Apostate Years of training in Pangolais have inured you both to Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.

No Racial Subtype You have chosen no racial subtype.

Captain (Andoran Faction) (cskill) Captain (Andoran, Fame 40, 1 PP, Eagle Knight) Having performed valued and extraordinary service to Andoran as a member of the Eagle Knights, you are elevated to the rank of captain and become specialized in Perform (oratory).

Caravan (Diplomacy) You own a controlling share in a caravan that makes regular trips through the Inner Sea region. You aren't required to maintain a presence in the caravan, and thus do not need to accompany the caravan as it makes its journeys, but you do shoulder some of the responsibility of ownership. For the most part, this means handling things like representing the caravan's interests to important merchants, politicians, and aristocrats. When you first purchase your caravan, you must decide how you wish to represent the caravan's interests - this decides what additional skill you can use to make Day Job checks. If you wish to represent the caravan as an upstanding citizen and above-the-board merchant, you can use Diplomacy to make Day Job rolls. If, on the other hand, you want to skirt the laws, focus on smuggling, and otherwise use deception to maintain the caravan's success, you can use Bluff to make Day Job rolls. Finally, if you want to have your caravan be especially well guarded and use blatant shows of force to get what you need, you can use Intimidate to make Day Job rolls.

Eagle Knight (Andoran Faction) (+1) Eagle Knight (Andoran, Fame 20, 1 PP) You are invited into the ranks of the illustrious Eagle Knights with the rank of lance corporal. You become specialized in Diplomacy.

Free purchase up to 750 gp Free purchase up to 750 gp (2 PP)

Knighthood (Andoran Faction) Knighthood (Andoran, Fame 40, 4 PP) You become invested as a knight of Andoran, gaining the title "sir" if male or "dame" if female before your given name. You may also append "knight" onto any existing titles within the Eagle Knights if you are a member, such as "knight captain" or "knight corporal." You gain a +2 bonus on Diplomacy and Knowledge (nobility) checks within Andoran or against Andoren subjects.

Raise dead Raise dead

Rescue Have your body recovered by a rescue team

Restful Pathfinders' Lounge Restful Pathfinders' Lounge (2 PP): Decades ago, a group of aff luent Pathfinders founded the Restful Pathfinders' Lounge, a members-only club in the Petal District of Absalom where they could relax when not adventuring, while simultaneously avoiding having a venture-captain tell them they weren't busy enough. Without the riffraff of a public tavern present, they may spend time with their closest companions and enjoy a good brandy or a light smoke in peace and quiet. When in Absalom, you may gain the benefit of 8 hours rest in only 6 hours when they are spent at this private club.

Retraining (5x) The character has spent prestige points to retrain.

Revolutionary Bluster You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.

Tapestry Fast Travel Because you were part of the team responsible for changing the nature of the Hao Jin Tapestry, you are granted special use of it on a limited basis. Select one location on Golarion other than Absalom. You may travel freely from this location to the City at the Center of the World and vice versa. When adventuring in either Absalom or the chosen location, you are treated as being in both locations for the purposes of boons and vanities that are location-dependant.

Time Patron 2nd—ventriloquism, 4th—silence, 6th—haste, 8th—threefold aspect, 10th—teleport, 12th—disintegrate, 14th—expend, 16th—temporal stasis, 18th—time stop.

Voratalo You cast spells from the necromancy school at +1 caster level. Additionally, you gain touch of fatigue as a spell-like ability usable 3/day.

Witch's Familiar You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know.

Witch Patron Spells At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron 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. Spells marked with an asterisk (*) appear in Chapter 5 of this book. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

TEMPORARY BONUSES
Temporary Bonuses Applied Mage Armor,