Winter Witch

Gadriel the Lost's page

245 posts. Alias of gigz.

Full Name

Gadriel the Lost




Witch 3

hp 7/20 | AC 16 | FF 14 | T 12 | CMD 12 | F+2 / R+4 / W+3 | Init +2 | Per +5







Special Abilities

Witch Hex


Chaotic Neutral






Common, Infernal, Abyssal, Draconic,

Strength 8
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 10
Charisma 8

About Gadriel the Lost

Female Human Witch 3
CN Medium Humanoid (korvosan)
Init +2; Senses Perception +5
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 20 (3d6+6)
Fort +2, Ref +4, Will +3
Speed 30 ft.
Melee: Dagger +0 / 1d4-1
Ranged: Dagger +3 / 1d4-1


Str 8, Dex 14, Con 12 (11 Currently), Int 20, Wis 10, Cha 8
Base Atk +1; CMB +0; CMD 12
Feats: Extra Hex (Flight), Extra Hex (Misfortune), Skill Focus (Acrobatics) from Focused Study racial option
Reckless - +1 to Acrobatics and Acrobatics is a class skill
Unhappy Childhood (tortured) - +1 to Reflex saves
Acrobatics +15, Climb +2, Fly +8, Intimidate +5, Perception +5, Sense Motive +2, Spellcraft +11, Stealth +7
Languages Common
SQ Harrow Points: 1
Combat Gear None; Other Gear dagger x3, spell component pouch, miniature gold crown, 20 silver, 430 gold crowns

Special Abilities:


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.

Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

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.

Level 1: Bungle, Burning Hands, Cause Fear, Command, Cure Light Wounds, Fumbletongue, Ill Omen, Jump, Mage Armor, Obscuring Mist, Ray of Enfeeblement, Sleep

Level 2: Cure Moderate Wounds, Web

0 - 4 memorized


1st - 4 per day
Obscuring Mist
Cause Fear (W16) (cast)
Cure Light Wounds (cast)
Mage Armor (cast)

2nd - 2 per day
Cure Moderate Wounds (cast)
Web (cast)




Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Heart of the Slums: Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.


Abu, Agility Patron Familiar:

N Tiny animal
Init +2; Senses low-light vision; Perception +5

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 Natural Armor)
hp 10 (3d8)
Fort +2, Ref +4, Will +4

Speed 30 ft., climb 30 ft.
Melee bite +6 melee (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse, Alertness, Improved Evasion, share spells, empathic link, deliver touch spells
Skills Acrobatics +10, Climb +10, Perception +5; Racial Modifiers +8 Acrobatics


From the diary of Father Judah, Ward of Erastil
"Korvosa has its share of orphans running about. Some are the leftover progeny of yet to return soldiers, some are abandoned by the more amorous nobles, even a few legitimate orphans of disease and sickness. I try to keep track of them, Father Baddage feels it best to know them in case a lost relative appears or one is suddenly the heir to a Korvosan noble house. Personally, I just want them to know someone cares. The Church of Erastil feeds them, and offers shelter to those who wish it in return for chores and other work. Many at least stay for a time, until they find an apprenticeship or in the worst cases, a cell. A few resist even those few restrictions, coming for food only when they have no way to earn or steal it themselves. She was one of those, an awkward and unsettling creature who spoke very little and came around the food lines even less. Always had that weird monkey on her shoulder, always seemed to prefer feeding the creature rather than herself. Always sitting perched on the backs of the simple chairs instead of sitting in them. I had heard she was a roof-runner, leaping from shingle to shingle, eaves to eaves in the Shingles, some strange connection keeping the imps from harassing her. Of course, I had never actually seen her outside her few times in the food line so this is all rumor and speculation from the other orphans. I tried to engage her, to get to know her some, but something about that child was just… off.
Still, I haven’t seen her for a few weeks…I certainly hope something unsavory hasn’t managed to catch her."

Gadriel knows nothing of her life before Abu. All she remembers is shimmying along the rooftops after the monkey, climbing along the cloth lines, and sleeping in old belfries and warehouses. She knows something is different about her, knows that something is different about Abu, but as long as the wind blows her hair and she is free to run she cares for little else. Gadriel is a withdrawn and uncommunicative child with a severe distrust in adults in general. Her monkey familiar Abu is her only real friend, though if her loyalty is earned without impeding her free spirit she will protect those who are her friends to the death. She has a knack for balancing in precarious positions, and a deep seated need for elevation and isolation.

Meeting with Gaedren Lamm:

She never knew hate until Gaedren Lamm. Collared and shackled, he hoped to break her. Turn her into a perfect cat burglar, able to run through the Shingles as easy as the cobblestone roads, slipping into unlocked windows and darting back out in the blink of an eye. Constant beatings, starvation, and even worse never broke her though. Each time Gaedren would take her out she’d always try and run even though the punishment was… severe. Eventually, with Abu’s help, her nimbleness finally afforded her a chance to escape, the rooftops acting as a highway to safety for her. However, she still seethes at her abuse. Abu tells her about what will happen to the evil man, about how his punishment will one day come. And Abu has never lied to her…

Friends and Accomplices:

Gadriel doesn't know anyone, never having had the opportunity to develope socially. However, she does remember Father Judah as being nice to her and would recognize him if she saw him if not his name. She doesn't remember any other of Lamm's Lambs, her whole capture a dark blur in her mind. She does remember a lot of crying at night, both hers and others, and could easily recognize someone by the sound of their crying. There's always the possibility that someone else knows more about Gadriel, such as why she was orphaned at such an early age or why she wasn't even left at an orphanage even, however Gadriel long ago lost any desire to understand her past. She only cares for her freedom now.