Nephroditie's page

No posts. Organized Play character for Rusty Ironpants (RPG Superstar 2015 Top 16).

About Nephroditie

Female human (Garundi) witch 11
NG Medium humanoid (human)
Init +3; Senses Perception +8
AC 19, touch 16, flat-footed 15 (+3 armor, +2 deflection, +3 Dex, +1 dodge)
hp 70 (11d6+24)
Fort +8, Ref +9, Will +11
Resist negative energy 10, positive energy 10
Speed 30 ft.
Melee melee touch attack +5 (varies by spell/ability) or
. . sickle +5 (1d6)
Ranged ranged touch attack +8 (varies by spell/ability)
Special Attacks hexes (cackle, evil eye, flight, fortune, healing, major healing, misfortune, ward, water lung)
Witch Spell-Like Abilities (CL 11th; concentration +19)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 11th; concentration +19)
. . 6th—banshee blast[ACG] (DC 22), slay living (DC 22)
. . 5th—cure critical wounds, hostile juxtaposition[UC] (DC 21), siphon magic
. . 4th—enervation, selective fireball (DC 19), ice storm, spite[APG]
. . 3rd—bestow curse (DC 19), selective flurry of snowballs (DC 18), lightning bolt (DC 19), screech[APG] (DC 19), storm step (DC 19)
. . 2nd—selective burning hands (DC 17), flaming sphere (DC 18), flurry of snowballs (DC 18), glitterdust (DC 18), lipstitch (DC 18), touch of idiocy
. . 1st—burning hands (DC 17), comprehend languages, ear-piercing scream[UM] (2, DC 17), shocking grasp (2)
. . 0 (at will)—detect magic, light, message, read magic
. . Patron Elements
Str 10, Dex 16, Con 14, Int 22, Wis 10, Cha 10
Base Atk +5; CMB +5; CMD 21
Feats Accursed Hex[UM], Alertness, Combat Casting, Dodge, Extra Hex[APG], Extra Hex[APG], Extra Hex[APG], Selective Spell[APG]
Traits focused mind, indomitable faith, secrets of the sphinx
Skills Acrobatics +8, Craft (alchemy) +13, Diplomacy +0 (+2 vs. geniekind), Fly +15, Heal +8, Knowledge (arcana) +16, Knowledge (geography) +17, Knowledge (history) +13 (+15 vs. Azlant), Knowledge (local) +13, Knowledge (nature) +13, Knowledge (planes) +20 (+22 vs. geniekind), Knowledge (religion) +17, Linguistics +14 (+16 to learn about Azlanti sentence construction and idioms), Perception +8, Sense Motive +2, Spellcraft +20, Stealth +6, Survival +0 (+2 to navigate Jungles of Mwangi Expanse, +2 to avoid becoming lost), Swim +4, Use Magic Device +7
Languages Azlanti, Common, Draconic, Gnoll, Goblin, Kelish, Osiriani, Osiriani, Ancient, Polyglot, Sphinx, Sylvan, Thassilonian, Tien, Varisian, Vudrani
SQ human witch, witch's familiar (monkey named Uli - Arcane Familiar)
Combat Gear ectoplasmic metamagic rod (lesser), hand of glory, pearl of power (1st level), pearl of power (1st level), pearl of power (2nd level), potion of darkvision, ring of counterspells, ring of the ram, wand of cure light wounds (43 charges), wand of cure moderate wounds (9 charges), wand of endure elements (25 charges), wand of glitterdust (10 charges), wand of lesser restoration (4 charges), wand of shocking grasp (45 charges), wand of spectral hand (49 charges), acid (2), alchemist's fire, smelling salts; Other Gear sickle, +3 deathless bracers of armor, cloak of resistance +3, handy haversack, headband of vast intelligence +4, ring of protection +2, wayfinder, bedroll, eyeball jar - chronicle #9 (worth 8,000 gp, 4 lb), pathfinder chronicles, volume 1, spell component pouch, trail rations (5), waterskin, 3,834 gp
Tracked Resources
Acid - 0/2
Alchemist's fire - 0/1
Daylight (1/day) - 0/1
Ectoplasmic metamagic rod (lesser, 3/day) - 0/3
Feather Fall (self only, At will) - 0/0
Fly (self only, 11 minutes/day) - 0/11
Levitate (self only, 1/day) - 0/1
Light (At will) - 0/0
Pearl of power (1st level, 1/day) - 0/1
Pearl of power (1st level, 1/day) - 0/1
Pearl of power (2nd level, 1/day) - 0/1
Potion of darkvision - 0/1
Ring of the ram - 3/50
Secrets of the Sphinx (Knowledge [local], 1/day) - 0/1
See Invisibility (1/day) - 1/1
Smelling salts - 0/1
Trail rations - 0/5
Wand of cure light wounds (43 charges) - 0/43
Wand of cure moderate wounds (9 charges) - 0/9
Wand of endure elements (25 charges) - 0/25
Wand of glitterdust (10 charges) - 0/10
Wand of lesser restoration (4 charges) - 0/4
Wand of shocking grasp (45 charges) - 0/45
Wand of spectral hand (49 charges) - 0/49
Special Abilities
+6 Witch's Familiar's Spells 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.
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Combat Casting +4 to Concentration checks to cast while on the defensive.
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, Negative Energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive Energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Evil Eye -4 (9 rounds, DC 21) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +3 to Acrobatics checks You gain the Alertness feat while your familiar is within arm's reach.
Focused Mind +2 to Concentration checks
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Healing (2d8+10) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Major Healing (3d8+11) (Su) Use cure serious wounds once per day/person.
Misfortune (2 rounds, DC 21) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Secrets of the Sphinx (Knowledge [local], 1/day) 1/day, Add +2 to a single Knowledge Check.
Selective Spell You can cast a spell that does not affect some targets within its area.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Ward +3 (1 at a time) (Su) Ward another, granting +3 to AC and saves until hit or fail a save.
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.