Grindtooth

Geedra Horsebiter's page

902 posts. Alias of Gerald.


Race

Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 |

Classes/Levels

F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

Strength 8
Dexterity 18
Constitution 12
Intelligence 18
Wisdom 11
Charisma 10

About Geedra Horsebiter

Geedra Horsebiter
Female Goblin Winter Witch 8
Ancestors Patron
Neutral Small Humanoid
Init. +4, Perception +2
Darkvision
_____________________________________________________

Defense
_____________________________________________________
AC 16 (+4 Dex + 1 Armor, 1 Size), touch 14, flat footed 12
HP: 50/50 (8d6 + 8 Con + 8 FC)
Fort: +5 (+2 base, +1 Con, + 1 Trait +1 magic)
Ref: +9 (+2 base, +4 Dex +2 Familiar + 1magic)
Will +7 (+6 base, +0 Wis +1 magic)
Cold Resistance 5
_____________________________________________________
Offense
_____________________________________________________
Speed 30'
Melee +4 Dagger, 1d3-1 (19-20/x2)
Ranged +9
______________________________________________________

Statistics
______________________________________________________
STR 8
DEX 18
CON 12
INT 21
WIS 11
CHA 10

BAB: +4; CMB +2; CMD 16

Spells:

Spoiler:

Spells Known by Familiar
0-Detect Magic, Daze, Message, Ray of Frost, Read Magic.
1-Bless*, Comprehend Languages, Cure Light Wounds, Ear Piercing Scream, Frostbite, Ill Omen, Mage Armor, Sleep, Summon Monster I
2-Aggressive Thundercloud, Aid*, Cure Moderate Wounds, See Invisibility, Vomit Swarm
3-Dispel Magic, Gloomblind Bolts, Heroism, Lightning Bolt, Prayer*
4-Black Tentacles, Blessing of Fervor*, Confusion, Dimension Door , Ice Storm,
*is spell granted by Ancestors Patron

Typically Memorized:
Spell DC (10 + 5 Int + spell level + 1 if Cold spell)

(5)0-Detect Magic, Daze (DC 15), Message, Ray of Frost, Read Magic
(6)1-Bless*, CLW, Ear Piercing Scream (DC 16), Ill Omen, Mage Armor (x2)
(4)2-Aggressive Thundercloud (DC 17), Cure Moderate Wounds, See Invisibility, Vomit Swarm
(4)3-Dispel Magic, Heroism, Lightning Bolt (DC 18), Prayer*
(3)4-Blessing of Fervor*, Confusion (DC 19), Dimension Door
^-means spell already used for the day

Feats:

Spoiler:

1. Extra Hex: Misfortune
b. Alertness (from Familiar)
3. Extra Hex (Fortune)
4b. Lost through Winter Witch archetype.
5. Extra Hex: Flight
7. Spell Penetration

Hexes: (DC 10 + 5 Int + 4 levels = DC 19/20 Misfortune Hex)

Spoiler:

1. Frostfoot (Su) This ability works like the spider climb spell, but the surfaces the witch climbs must be icy. The witch can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. She can move across regular snow without penalty, and heavy snow only costs her 2 squares of movement instead of 4.
B. 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.
C. Cackle--(Su): Effect: 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.
D. Fortune
E. Flight
F. Slumber
G. Evil Eye

Traits:

Spoiler:

Restless Wayfarer--+1 to Know. Geography and to Know. Local. Know. Local is a class skill.
Resilient--+1 Fort Save

Skills:

Spoiler:

48 ranks (2 per level + 4 per level for Intelligence)

Acrobatics +13 (9 ranks + 4 Dex) (associated with headband)
Heal +4 (1 rank + 0 Wis + 3 Class)
Know. Arcana +16 (8 ranks + 5 Int + 3 Class)
Know. Geography +9 (3 ranks + 5 Int + 1 Trait)
Know. History +9 (1 rank + 5 Int + 3 Class)
Know. Local +13 (4 ranks + 5 Int + 3 Class + 1 Trait)
Know. Planes +16 (8 rank + 5 Int + 3 Class)
Know. Nature +12 (4 ranks + 5 Int + 3 Class)
Perception +2 (0 ranks + 0 Wis + 2 Alertness)
Ride +8 (0 ranks + 4 Dex + 4 Racial)
Spellcraft +16 (8 ranks + 5 Int + 3 Class)
Stealth +12 (4 ranks + 4 Dex + 4 Racial)
UMD +10 (7 ranks+ 0 Cha + 3 Class)

Languages:

Spoiler:

Common (Taldane)
Common (Kellid)
Draconic
Dwarven
Giant
Goblin
Infernal

Racial Characteristics:

Spoiler:

*Ability Score Racial Traits: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
*Type: Goblins are humanoids with the goblinoid subtype.
*Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
*Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
*Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.
*Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.
*Fast Movement: Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)
*Darkvision: Goblins see perfectly in the dark up to 60 feet.

Winter Witch Archetype:

Spoiler:

*Familiar--Winter witches must choose a familiar that is native to the frozen north, even when they themselves operate in other regions. Traditionally, this limits winter witch familiar choices to bat, cat, fox, hawk, owl, rat, raven, or weasel.
*Cantrips--A winter witch adds ray of frost to her spell list, but does not automatically learn this cantrip.
*Patron--A winter witch must choose her patron from one of the following patron themes: ancestors, deception, enchantment, endurance, moon, occult, portents, stars, transformation, trickery, water, winter, or wisdom.
*Ice Magic--When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by +1. A winter witch cannot learn or cast spells with the fire descriptor at all.
*Cold Flesh (Ex)--At 1st level, a winter witch gains endure elements as a constant spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures. At 9th-level, this increases to cold resistance 10, and at 14th level, it becomes immunity to cold. This replaces the witch’s 4th-level hex.
*Hexes--A winter witch can select the following hexes:

Frostfoot (Su) This ability works like the spider climb spell, but the surfaces the witch climbs must be icy. The witch can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. She can move across regular snow without penalty, and heavy snow only costs her 2 squares of movement instead of 4.

Frozen Caress (Su) Whenever the winter witch casts a touch spell, she can infuse the magic with cold as a swift action. This grants the spell the cold descriptor, and adds 1d4 points of cold damage to the spell’s effect. If the touch spell allows a saving throw, a successful save negates this additional cold damage.

Animal Companion:

Spoiler:

Fox
N Tiny animal
HP 25

Equipment:

Spoiler:

* +1 cloak of protection
*chime of opening with 9 charges.
*Cool amulet as Brooch of Shielding.
*Spectacles of Understanding
*Scroll of See Invisibility, Web and Spectral Hand
*Headband of Intelligence +2 (skill associated: Acrobatics)
*Hex gem: consumed already to exchange Misfortune Hex by +1 to D.C.
*Bracers of Armor +1
*Pearl of Power (1st level)
*Icicle Wand-- Wand of Ice Spears with 37 charges. Also treated as dagger that does +1 cold damage.
Cauldron of Brewing: +5 to craft alchemy
Gem of extend spell: one use then becomes nonmagical.

8 silver, plus 855 gold plus 706 gold

Potion of Cure Light Wounds (x2)
Potion of Feather Step,
Potion of Protection from Evil,
Dagger, 2 gp.
Sling and 9 cold iron bullets
Traveler's Outfit, free
Cold Weather Outfit, 8 gp
Waterskin, 1 gp.
Blanket, 5 sp
Belt Pouch, 1 gp.
11 day's rations,
Bedroll, 1 sp.
Ink vial-, 8 gp.
Parchment (x5)-, 1 gp.
Ink Pen-, 1 sp.
Fishhook, 1 sp
50' twine, 1 sp
Alchemist's Fire, (x5)
Acid Flask, 10 gp
Liquid Ice (x3)
Purple Smokestick
Thunderstone
Spell Component Pouch, 5 gold
Box of 15 tinder twigs

Appearance:

Spoiler:

Geedra is a smaller than normal goblin female, both short and slender. She resembles her kind otherwise however. She normally wears a fur lined traveller's outfit, and has a tiny dagger stashed at her belt. She is meek and respects make figures who demonstrate combat ability, or especially, those who have some talent using fire magic. She has the picas goblin greedy streak and doesn't think there's anything wrong with taking her fair share and more.

Backstory:

Spoiler:

Geedra was born to the Dogeater tribe in the southern area of the Land of the Linnorm Kings. Her upbringing was as awful as would be expected from a goblin tribe. Geedra was smaller and weaker than most, and being a female, she suffered much abuse at the hands of the others in the tribe. She was also opposite of almost all goblins, as she had a fear of fire. The others teased her and threatened to burn her on numerous occasions.

One night after drying her sobbing eyes, she decided she had enough. Geedra took the one item of value the tribe held, a beautiful green jade, and set out on her way south. Her only plan was to get as far away from the others as possible. She walked due south for as long as she could. Eventually she came upon a beautiful arctic fox, and while thinking of ways to trap and eat it, she was surprised to notice it was staring a hole through her. A strange bond was made that day, and so far, Geedra hasn't tried to kill and eat the fox. Yet.

The fox has gifted Geedra in several areas, teaching her tricks to magnify some innate ability she had dealing with enchantment and winter magics. The goblin and fox have travelled far and made their way to Taldor. Geedra stays on the outskirts of society, only trading in towns on a very limited basis, as she knows that others have a poor opinion of her kind. She has learned tricks in dealing with humans including a bit of their languages as well.