Female tiefling expert 1/fighter 1/witch 4 (Pathfinder RPG Advanced Player’s Guide 65, Pathfinder RPG Bestiary 264)
Medium outsider (native); AL none
Init +2; Senses darkvision 60 ft.; Perception +7
AC 15, touch 12, flat-footed 13 (+3 armour, +2 Dex)
hp 34 (6 HD; 4d6+1d8+1d10+10)
Fort +4, Ref +3, Will +6
Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Melee club +2 (1d6-1) or cold iron dagger +5 (1d4-1/19-20) or dagger +5 (1d4-1/19-20) or mwk handaxe +6 (1d6-1/×3) or mwk rapier +6 (1d6-1/18-20)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks hexes (cackleAPG, fortuneAPG, healingAPG, misfortuneAPG, water lungUM)
Spell-Like Abilities (CL 6; concentration +4)
Witch Spells Prepared (CL 6; concentration +8)
level 2—find traps, glitterdust (DC 14), molten orbACG
level 1—charm person (DC 13), cure light wounds, silent image (DC 13), unseen servant
cantrips (at will)—detect magic, guidance, mending, resistance
Str 8, Dex 15, Con 12, Int 14, Wis 10, Cha 7
Base Atk +3; CMB +2; CMD 14
Feats Additional Traits (armour expert, magical knack)APG, Extra HexAPG, Extra HexAPG, Weapon Finesse
Skills Acrobatics +9, Bluff +4, Climb +3, Disable Device +9, Escape Artist +6, Perception +7, Profession (sailor) +6, Sense Motive +5, Spellcraft +8, Stealth +9, Swim +3; Racial Modifiers +2 Bluff, +2 Stealth
Languages Dwarfish, Halfling, Infernal, Taldane
SQ witch’s familiar (monkey named Fee)
Other Gear studded leather, club, cold iron dagger, crossbow bolts (20), dagger, light crossbow, mwk handaxe, mwk rapier, backpack, bedroll, Small Belt of Many Uses, bucket, shovel, 4 sets of raggedy nondescript clothes, 40 sp, 18 cp; Locker 6 290 gp
Experience Points 17 516
Favoured Class witch (hit point)
Armour Expert -1 Armour check penalty.
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 only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +3 to Acrobatics checks You gain the Alertness feat while your familiar is within arm’s reach.
Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Healing (1d8+4) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Magical Knack (Witch) +2 CL for a specific class, to a max of your HD.
Misfortune (1 round, DC 14) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of “You” on the familiar with a range of touch.
Water Lung (Su) An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.
Malatina was part of the failed expedition to rescue Kelpflower after she was kidnapped by sahuagin.
She was left on Crown Island under the command of Sandara Quinn with instructions to kill all the vegepygmies. She survived the mission, which was thoroughly unsuccessful.
Malatina sailed aboard the Red Delight with Captain Quinn.
She was captured by the Hurricane King when the officers and crew of the Red Delight attempted to storm For Hazard in order to rescue Tilly Brackett. Malatina was rescued by the hobgoblins (again), but by then the Red Delight already belonged to someone else.
February 22 CedricYYAW
November 8 Emilee
December 3 Emilee
December 10 Kurt
July 10 Karen
January 2 Emilee