This is a fun build I did of a potion-brewing (non-combat!) NPC. He was largely inspired by the image on the right, from Pathfinder Player Companion: Blood of Angels, of a gnome-aasimar.
This cheerful man might at first glance be mistaken for a large fox, if it weren’t for the clothes, and the fact that he tends to spend a fair amount of time floating around a cauldron.
Male Aasimar (Gnome) Witch 12
CG Small Outsider (native)
Init +3; Senses Perception: +1, darkvision 60ft
AC 14, touch 13, flat-footed 11 (+0 armor, +3 Dex, +1 size)
hp 72 (12d6+24)
Fort +6, Ref +7, Will +11
Resist acid 5, cold 5, electricity 5
Speed 20 ft
Melee: dagger +7/+2 (1d3/19-20 x2)
Witch Spells Prepared (CL 12th; concentration +19)
6th (3/day)—Raise Dead, Summon Monster VI, True Seeing
5th (4/day)—Cleanse, Pillar of Life, Teleport, Baleful Polymorph
4th (4/day)—Cure Serious Wounds (2), Restoration, Dimension Door
3rd (6/day)—Dispel Magic, Remove Blindness/Deafness, Remove Disease, Share Senses (2), Summon Monster III
2nd (6/day)—Cure Moderate Wounds (2), Glitterdust, Summon Monster II (2), Vomit Swarm
1st (6/day)—Burning Hands, Cure Light Wounds, Diagnose Disease, Ear-piercing Scream, Mage Armour, Summon Monster I
0 (at will)—Detect Magic, Read Magic, Detect Poison, Stabilise
Str: 11, Dex: 16, Con: 13, Int: 24, Wis: 13, Cha: 14
Base Atk: +7/+2; CMB: +5; CMD: 18
Feats: Skill Focus (alchemy), Improved Familiar, Brew Potion, Iron Will, Extra Hex (3)
Skills: Acrobatics +3, Appraise +7, Bluff +2, Craft (alchemy) +29, Diplomacy +4, Disguise +2, Escape Artist +3, Fly +18, Heal +16, Intimidate +2, Knowledge (arcana, nature, planes) +22, Knowledge (history) +27, Linguistics +19, Perception +1, Sense Motive +1, Spellcraft +22, Swim +4, Use Magic Device +17
Languages: Common, Varisian, Gnome, Celestial, Sylvan, Elven, Draconic, Dwarven, Halfling, Goblin, Infernal, Giant, Aklo, Abyssal, Auran, Terran, Orc, Undercommon, Aquan, Ignan
SQ: Constant: comprehend written languages, Witch’s familiar: lyrakien azata, hexes: cauldron, healing, tongues, fortune, flight, ward, Major hexes: Major healing, Speak in Dreams, Hag’s Eye, Witch’s Brew.
Combat Gear: Potions of: Dispel Magic, Remove blindness/deafness, Remove curse, Remove disease, Cure moderate wounds, Gentle repose, Cure light wounds, Enlarge person, Mage armour, Reduce person, Remove fear, Sanctify corpse, Arcane Mark, Guidance, Light, Resistance, Stabilise.
Other Gear: headband of vast intelligence +4, dagger, Scholar’s Ring
Cauldron (Ex): The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.
Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 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. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Tongues (Su): A witch with this hex can understand any spoken language for a number of minutes per day equal to her level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a witch can use this ability to speak any language, as per tongues.
Ward (Su): A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails asaving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.
Hag’s Eye (Su): A witch with this hex can create a magic sensor that she can see through. This functions as per the spell arcane eye. If the witch has the coven hex, all other witches within 10 feet who also have the coven hex can see through this sensor as well, although the witch that created it still controls it. The witch can use this eye for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Major Healing (Su): By calling upon eerie powers, the witch’s touch can mend even the most terrible wounds of those she touches. This acts as cure serious wounds, using the witch’s caster level. Once a creature has benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level, this hex acts like cure critical wounds.
Speak in Dreams (Sp): The witch can contact a creature as if using dream. The witch can use this ability on a number of creatures per day equal to her Intelligence bonus, but can dream-speak to those creatures as often as desired throughout that time period.
Witch’s Brew (Ex): When the witch uses her cauldron to brew a potion, she may spend double the cost to create 2 identical potions that day instead of just 1. At 15th level, she may spend triple the cost to create 3 identical potions that day. The witch must have the cauldron hex to select this hex.
WITCH SPELLS KNOWN BY FAMILIAR
6th (DC 23) Cone of Cold, Raise Dead, Summon Monster VI, True Seeing
5th (DC 22) Baleful Polymorph, Cleanse, Cure Critical Wounds, Pillar of Life, Summon Monster V, Teleport
4th (DC 21) Cure Serious Wounds, Restoration (patron), Summon Monster IV, Dimension Door
3rd (DC 20) Dispel Magic, Remove Blindness/Deafness, Remove Curse, Remove Disease (patron), Share Senses, Summon Monster III
2nd (DC 19) Cure Moderate Wounds, Gentle Repose, Glitterdust, Lesser Restoration (patron), Summon Monster II, Vomit Swarm, Web
1st (DC 18) Burning Hands, Cure Light Wounds, Diagnose Disease, Ear piercing scream, Enlarge person, Identify, Mage Armour, Obscuring Mist, Reduce Person, Remove Fear (patron), Sanctify Corpse, Summon Minor Monster, Summon Monster I
0 (DC 17) Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue