Embrianna's page

2,031 posts. Alias of Joy.

Full Name





Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13







Special Abilities

Dark Vision






Common, Polyglot, Halfling, Auquan, Sylvan



Strength 10
Dexterity 14
Constitution 10
Intelligence 20
Wisdom 12
Charisma 14

About Embrianna

NPC Class:

Embrianna's Expert level reflects her early life, first as a cabin girl, then as a full-fledged sailor. The 10 skill points she has gotten from will be placed into skills that would have been useful for that profession. Since Experts can choose the skills they take, I am adding Swim, Climb, Bluff and Perception to my list since they would have been useful for a sailor.


HP: 40
AC: 13
Flat-Footed: 11
Touch: 13

Init: +2
BAB: +3
Melee: +3
Ranged: +5

CMB: +3
CMD: +13

Saving Throws
Fortitude: +3
Reflex: +5
Will: +10

Dagger / damage 1d4 / crit 19–20/×2 / range 10 ft. / type P or S
Sickle / damage 1d6 / crit ×2 / type S / special - trip


Craft (Int) (Rope) +9 [1rank+3inclass+5int]
Heal (Wis) +6 [2rank+3inclass+1wis]
Intimidate (Cha) +5 [1rank+3inclass+2cha]
Knowledge (arcana) (Int) +13 [5rank+3inclass+5int]
Knowledge (geography) (Int) +15 [6rank+3inclass+5int+1trait]
Knowledge (nature) (Int) +13 [4rank+3inclass+5int+1trait]
Knowledge (planes) (Int) +10 [2rank+3inclass+5int]
Knowledge (local) (Int) +8 [3rank+5int]
Profession (Wis) (Sailor) +15 [9rank+3inclass+1wis+2feat]
Profession (Wis) (Cook) +5 [1rank+3inclass+1wis]
Spellcraft (Int) +18 [7rank+3inclass+5int]
Survial (Wis) +9 [5rank+3inclass+1wis]
Use Magic Device (Cha) +12 [7rank+3inclass+2cha]
Swim (expert class skill) +7 [2rank+3inclass+1racial]
Climb (expert class skill) +4 [1rank+3inclass]
Perception (expert class skill) +6 [2rank+3inclass+1wis]
Bluff (expert class skill) +17 [9rank+3inclass+2cha+3viper]
Fly +8 [3rank+3inclass+2dex]


Extra Hex
Accursed Hex
Extra Hex

You gain a +2 competence bonus to all Profession (sailor) checks. In addition you gain a +2 circumstance bonus to all Acrobatics checks made to balance while onboard a seafaring vessel of any kind, and a +2 circumstance bonus to all vision–based Perception checks made at sea.


Devotee of the Green: Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.

Poverty-Stricken: Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.


Spells Prepared for the Day

Detect Posion
Detect Magic
Read Magic


Mage Armor
Burning Hands x2
Ray of Enfeeblement x2


Web x2
Glitterdust x2
Flaming Sphere


Stinking Cloud
Dispel Magic
Lightning Bolt


Black Tentacles
Dimension Door
Wall of Ice


Summon Monster V

Spells Known by Familiar

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

1st Level
Burning Hands, Cure Light Wounds, Ray of Enfeeblement, Comprehend Language, Mage Armor, Fumbletongue, Ear Piercing Scream, Command, Charm Person, Shocking Grasp*

2nd Level
Burning Gaze, False Life, Glitterdust, Web, Flaming Sphere*

3rd Level
Dispel Magic, Lightening Bolt, Stinking Cloud, Water Walk, FireBall*

4th Level
Ice Storm, Black Tentacles, Summon Monster IV, Dimension Door, Wall of Ice*

5th Level
Summon Monster V, Cloudkill

* = patron spell


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.

Slumber (Su):
A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Evil Eye (Su):
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

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.

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.

Disguise (Su):
A witch can change her appearance for a number of hours equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.

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.

2nd—shocking grasp, 4th—flaming sphere, 6th—fireball, 8th—wall of ice, 10th—flame strike, 12th—freezing sphere, 14th—vortex*, 16th—fire storm, 18th—meteor swarm.


N Tiny animal
Init +3; Senses low-light vision, scent; Perception +9

AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +5, Will +1

Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
Poison (Ex)

Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.


Tall and willowy, Embrianna is an attractive appearing young lady with long, straight hair so black that rather than shining in the sunlight, it appears to swallow all the rays of light that touch it. Her mismatched eyes are the colors of a green, turbulent ocean and the turquoise waters of a sun-kissed lagoon. Despite all the time that she has spent outdoors and on the decks of ships, Embrianna's skin still appears to be as flawless and milky as fresh cream, though her hands are roughened by years at work on ships.

Embrianna is found wearing a black pirate's hat with a pink rose in it pulled low to shade her eyes. She claims it is to protect against the glare of the sun, but is really an attempt to hide the fact that her eyes are mismatched. She usually wears black leather pants, cut off just below her knees. Her black corset is threaded with pink and emerald green embroidery and if the weather is hot enough, she doesn't bother to wear her white blouse underneath it.

Height: 5'6"
Weight: 118
Hair: Deep black
Eyes: Sea green and turquoise blue


From a very young age, Embrianna new she was adopted. It was obvious to anyone with eyes that the small, pale, raven-haired child shared no blood with the deeply tanned, fair-haired and robust people of the small fishing village she lived in.

Life in the village was hard for Embrianna. Her adoptive parents suffered the hardship of losing their fishing boat during a hurricane. Despite being tied up at the docks, the wind and waves still managed to snap the rope and carry it out to sea. After that, her adoptive parents were hard pressed to provide for their family and began favoring their natural born children over their odd looking little foundling and once their children noticed a shift in their parents behavior, the children begin treating Embrianna poorly as well.

Tired of all the abuse and never getting enough to eat, Embrianna decided that she would be better off on her own. In the middle of the night, she gathered up what little she had and began walking down the beach. She knew that if she just followed it, she would come to the inlet that served as a harbor for the nearby city. Once there, she headed to docks and spent some time trying to convince someone to take her on as a cabingirl. Having spent her whole life being attracted to the sea and spending so much of her early life on fishing boats, she was sure that she could make a good sailor one day. Eventually she managed to secure a position as a cabingirl on a boat whose previous cabinboy was careless enough to have gotten himself swept overboard during a storm.

Life of the ship was tough at first and she still had to endure certain abuses, but Embrianna certainly felt better off on the ship than she did back in her old village. She loved the feel of being out on the open sea with the sea spraying up around her and the wind in her hair. She always felt almost as if there was something out there in deep blue-green of the ocean that was calling out to her.

Embrianna rarely spends anytime on land, even switching ships as needed to ensure against any long shore leaves. After years at sea, she still feel something calling her towards it and she is determined to keep sailing until she finds it.

Changeling Racial Traits:


Changelings are the offspring of hags and their lovers taken through magic or madness. Dropped off on doorsteps of prospective foster parents, changelings are raised by strangers. Typically tall, slender, dark haired, and attractive, changelings otherwise resemble their fathers' race. They are always female, and their mismatched colored eyes and abnormally pale skin hint at their true heritage. At puberty, changelings receive "the call," a hypnotic spiritual voice that beckons them to travel and discover their true origins. Changelings who ignore this call choose their own destiny; those who heed it discover their "mother" and may come into great power by transforming into hags themselves.
Changeling Racial Traits

+2 Wisdom, +2 Charisma, –2 Constitution: Changelings are frail, but are clever and comely.

Medium: Changelings are Medium creatures and have no bonuses or penalties due to their size.

Humanoid: Changelings are humanoids with the changeling subtype.

Normal Speed: Changelings have a base speed of 30 feet.

Hag Racial Trait: The changeling inherits one of the following racial traits, depending on her mother's hag type:

Ocean's Daughter: The changeling gains a +1 trait bonus on Swim checks. She automatically succeeds at Swim checks made to avoid nonlethal damage from swimming. This racial trait replaces sea lungs.

Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).

Natural Armor: Changelings have a +1 natural armor bonus.

Darkvision: Changelings can see in the dark up to 60 feet.

Languages: Changelings begin play speaking Common and the primary language of their host society. Changelings with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.
Alternate Racial Traits


starting wealth - 6,000 gp

4,862 gp / 4 sp


Dagger / 2 gp / 1 lb.
Sickle / 6 gp / 2 lbs
Crossbow (light) / 35 gp
Bolts / 2 gp

Magic Items
Wand of Cure Light Wounds / 750 gp (38 of 50)
Ring of Sustenance / 2,500 gp
Handy Haversack / 2,000 gp
Scroll of neutralize poison / 375 gp

backpack / 2 gp / 2 lbs
bedroll / 1 sp / 5 lbs
blanket / 5 sp / 3 lbs
waterskin / 1 gp / 4 lbs
antitoxin / 50 gp
alchemist's fire x2 / 40 gp
shell holy symbol of Gozreh / 50 gp
bottle of wine x 2 / 20 gp
Spell component pouch / 5 gp
Rope, silk (50 ft.) / 10 gp

alchemist's fire x3 / 60 gp
flask of acid x4 / 40 gp

Cloak of Resistance +2

Opaque headband +2 intelligence

DM boons -
(4)CLW 1d8+3
(1)CMW 2d8+6
(1)CSW 3d8+10
(1)oil of magic weapon
vial anti-toxin (1)
Everfull Mug (3/day 12 ounces of fine beer or wine)
Blank Map book (roll d2, 1 =waterproof, 2=non-waterproof)
Scrivener’s kit
silk 50 ft.(1)
Grapple hook or grapple arrow/bolt (1)
bandolier (1)
100 GP

Dress Shop Purchases
Casual Dress : 30 gp
This Dress (but emerald green instead of plum color) : 75 gp
This evening dress : 100 gp
A Travelers outfit done up out of Courtier level materials : 30 gp
A complete, matching set of Emerald and Dark gold Jewelry : 100 gp