Ardulia
Female fey touched human (Taldan) shadowdancer 1/witch (renegade hedge witch) 14/Archmage 6 (Pathfinder RPG Advanced Player's Guide 65)
NE Medium fey (augmented humanoid, human)
Init +15; Senses low-light vision; Perception +26

Defense

AC 31, touch 18, flat-footed 24 (+9 armor, +1 deflection, +6 Dex, +1 dodge, +4 shield)
hp 106 (15 HD; 14d6+1d8+52)
Fort +6, Ref +12, Will +11
Defensive Abilities hard to kill, mythic saving throws; DR 4/cold iron

Offense

Speed 30 ft.
Melee +1 agile short sword +15/+10 (1d6+8/19-20) or
   +2 adamantine light mace +16/+11 (1d6+9) or
   hither +17/+12 (1d6+10/19-20 plus 1d6 cold) or
   sickle +14/+9 (1d6+7) or
   yon +17/+12 (1d6+10/19-20 plus 1d6 acid)
Ranged +2 light crossbow +16 (1d8+2/19-20)
Special Attacks hexes (cackleAPG, cauldronAPG, evil eyeAPG, flightAPG, healingAPG, ice tombUM, misfortuneAPG, retributionAPG, slumberAPG), mythic power (15/day, surge +1d8), wild arcanaMA
Witch Spell-Like Abilities (CL 14th; concentration +25)
   At will—feather fall (self only), fly (self only)
   1/day—levitate (self only)
Witch (Renegade Hedge Witch) Spells Prepared (CL 14th; concentration +25)
   7th—healM, vision
   6th—flesh to stoneM (2, DC 27), legend lore
   5th—hold monster (4, DC 26), teleport
   4th—charm monster (2, DC 25), secure shelter, solid fog, summon monster IV, unholy blight (DC 25)
   3rd—dispel magic (2), ice spears (DC 24), ray of exhaustion (DC 24), remove curse (2)
   2nd—blindness/deafness (DC 23), blood transcriptionUM, daze monster (DC 23), detect thoughts (DC 23), glitterdust (DC 23), summon swarm
   1st—burning hands (2, DC 22), ill omenM,APG, interrogationUM (DC 22), obscuring mist, summon monster I, unseen servant
   0 (at will)—detect magic, sparkAPG (DC 21), stabilize, touch of fatigue (DC 21)
   Patron Healing
   M mythic spell

Statistics

Str 10, Dex 24, Con 14, Int 33, Wis 10, Cha 14
Base Atk +7; CMB +14 (+16 grapple); CMD 26 (28 vs. grapple)
Feats Accursed HexUM, Agile Maneuvers, Brew Potion, Combat Reflexes, Dodge, Extra HexAPG, Extra HexAPG, Extra Path AbilityM, Inscribe Magical Tattoo, Mobility, Skill Focus (Perception), Split HexUM, Weapon FinesseM
Traits reactionary
Skills Acrobatics +25, Appraise +24, Bluff +6, Craft (alchemy) +18, Craft (tattoo) +19, Diplomacy +18, Disable Device +24, Disguise +14, Escape Artist +25, Fly +13, Heal +2, Intimidate +7, Knowledge (arcana) +27, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +17, Knowledge (local) +10, Knowledge (nature) +26, Knowledge (nobility) +10, Knowledge (planes) +26, Knowledge (religion) +16, Perception +26, Perform (dance) +6, Profession (herbalist) +2, Sense Motive +17, Sleight of Hand +15, Spellcraft +27, Stealth +30, Swim +4, Use Magic Device +4
Languages Abyssal, Aquan, Auran, Common, Draconic, Elven, Hallit, Ignan, Shadowtongue, Sylvan, Terran, Thassilonian
SQ amazing initiative, component freedomMA, component freedomMA, force of will, hide in plain sight, many formsMA, mythic hexesMA, mythic spellcastingMA, recuperation, spontaneous healing, throw spellMA, witch's familiar (mantis, praying named Erzebet)
Combat Gear lesser extend metamagic rod, lesser threnodic metamagic rodUE, quick runner's shirtUE, scroll of hold person, hold person, scroll of searing light, spell tattoo of Protective Penumbra, stormlureUE, holy water (10); Other Gear +5 glamered mithral chain shirt, superbian guard armor, +3 mithral light steel shield, +1 agile short sword, +2 adamantine light mace, +2 light crossbow, hither, yon, sickle, orange prism ioun stone, vibrant purple prism ioun stone, ambrosiaMA, belt of incredible dexterity +6, cloak of elvenkind, cracked orange prism ioun stone (mage hand)UE, engineer's workglovesUE, headband of vast intelligence +6, medusa's gambit, ring of protection +1, traveler's any-toolUE, masterwork artisan's tools, masterwork thieves' tools, 2,650 gp

Special Abilities

Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Agile Maneuvers Use DEX instead of STR for CMB
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Component Freedom (2 components) (Ex) Ignore focus, material, somatic, or verbal components when casting spells (up to max listed).
Damage Reduction (4/cold iron) You have Damage Reduction against all except Cold Iron attacks.
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.
Evil Eye -4 (14 rounds, DC 28) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +2 bonus on CMB checks to start and maintain a grapple You gain the Alertness feat while your familiar is within arm's reach.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Healing (2d8+10) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft.
Ice Tomb (DC 28) (Su) A storm of ice and freezing wind envelops the creature, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit
Inscribe Magical Tattoo You can craft magical tattoos.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Many Forms (60 minutes) (Su) Alter self at will, spend 1 power to use polymorph for 60 minutes.
Misfortune (2 rounds, DC 28) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mythic Hexes (Su) Hexes automatically affect non-mythic targets for one round before they can make a save.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Retribution (11 rounds, DC 28) (Su) Foe in 60 ft suffers half the melee damage it deals, ignoring resist, for duration (Will neg).
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (14 rounds, DC 28) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Split Hex A targeted hex can affect two creatures
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
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Throw Spell (60 feet) (Su) Spend 1 power to throw a touch spell as a ranged touch attack.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

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