I have been thinking and working a lot in Pathfinder for the last few weeks. Gearing up for the release of
Strange Brew. I have been reading over all their witch material and that includes material on
their iconic witch Feiya.
She certainly
has an interesting background and one tailored to the Pathfinder/Golarian world. But I have wondered, on a few occasions, on how she would fare in one of my worlds where witches have, how shall I say it, a bit more freedom of expression.
So here is the Pathfinder Iconic Feiya as a
Basic Witch.
In Pathfinder we have stats for her at
1st level,
7th level and
12th level. Since I typically like to do stats at 1st, 7th and 13th level for witches this sounds good to me.
I am going to start with her 1st level stats and move out from there. In the Basic Era abilities did not improve over time so they are locked in at 1st level. I am going to swap her Intelligence and Charisma to reflect the different spell casting abilities.
Also given her background of being taught by Hags I am giving her the Faerie Tradition.
Feiya
Witch stats for the Witch for Basic Era Games
1st level Witch, Faerie (Hag) Tradition
Strength: 10
Dexterity: 14
Constitution: 12
Intelligence: 13
Wisdom: 10
Charisma: 18
Saves
Death Ray or Poison: 13
Magic wand or devices: 14
Paralysis, Polymorph or Turn to Stone: 13
Dragon Breath: 16
Rods, Staffs and Spells: 15
Hit Points: 3
Alignment: Neutral
AC: 7 (Leather Armor)
Occult Powers
Familiar: Fox (+1 to Intelligence and Wisdom checks) "Daji"
Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Sickly
To hit AC 0: 20
Weapons: Dagger, Quaterstaff
Feiya
7th level Witch, Faerie (Hag) Tradition
Saves
Death Ray or Poison: 11
Magic wand or devices: 12
Paralysis, Polymorph or Turn to Stone: 11
Dragon Breath: 14
Rods, Staffs and Spells: 13
Hit Points: 19
Alignment: Neutral
AC: 6 (Leather Armor, Ring of Protection +1)
Occult Powers
Familiar: Fox (+1 to Intelligence and Wisdom checks) "Daji"
Herb use
Lesser: Speak to Plants/Animals
Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Cause Fear, Charm Person, Sickly
Second: Levitate, Rose Garden
Third: Bestow Curse, Dispel Magic
Fourth: Emotion
To hit AC 0: 18
Feiya
13th level Witch, Faerie (Hag) Tradition
Saves
Death Ray or Poison: 9
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs and Spells: 11
Hit Points: 33
Alignment: Neutral
AC: 4 (Leather Armor, Ring of Protection +1, Bracers of defense +2 )
Occult Powers
Familiar: Fox (+1 to Intelligence and Wisdom checks) "Daji"
Herb use
Lesser: Speak to Plants/Animals
Minor: Fae Shape (Hag)
Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Cause Fear, Charm Person, Chill Touch, Sickly
Second: Agony, Evil Eye, Levitate, Rose Garden
Third: Bestow Curse, Bewitch III, Dispel Magic
Fourth: Animal Growth, Emotion, Withering Touch
Fifth: Baleful Polymorph, Bull of Heaven
Sixth: Eye Bite, True Seeing
Seventh:Wave of Mutilation
To hit AC 0: 16
All in all similar powers but overall not as powerful. But that is also part of the power growth between the Basic Era games and Pathfinder/3rd Era games.
But I really liked how she turned out. I would love to use this character in a game someday.