Granny Nan

- Granny -'s page

1 post. Organized Play character for Jessica Catalan (Organized Play Line Developer).


Full Name

Gilda Groot

Race

| HP: 10/10 | AC 10 (T10, FF 10) | CMB: -1 CMD: 9 | F:+1 R:+0 W:+4 | Init +0 | Perc +4, SM +4, Intimidate +6, Social +2

Classes/Levels

| Speed 30 ft. | Spells: 1st: 2/2 | Soul Drinker: 1/1 | Active Conditions: None

Age

Venerable

Alignment

N

Languages

Common, Abyssal, Aklo, Infernal, Sylvan

Strength 8
Dexterity 10
Constitution 12
Intelligence 18
Wisdom 14
Charisma 14

About - Granny -

Statistics:

PFS # 276820-18
Faction: Dark Archives
Experience 0
Fame 0, Prestige Points 0

Granny (Gilda Groot)
Female Venerable Human Witch (hex channeler) 1
N Medium Humanoid (human)
Init +0; Senses Perception +2 (+4 w/ Beezle)

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DEFENSE
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AC 10, touch 10, flat-footed 10 (+0 armour, +0 Dex, +0 shield)
hp 10 (1d6+3+1)
Fort +1, Ref +0, Will +4

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OFFENSE
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Speed 30 ft.
Melee quarterstaff -1 (1d6-1)
Ranged +0
Spells Prepared (CL 1st, Concentration +5)
1st—mage armour, reduce person (DC 15)
0—dancing lights, daze (DC 14), detect magic

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STATISTICS
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Str 8, Dex 10, Con 12, Int 18, Wis 14, Cha 14
Base Atk +0; CMB -1; CMD 9
Traits pragmatic activator (INT to UMD), soul drinker
Feats Alertness (w/ Beezle), Extra hex (cackle), Extra hex (healing)
Skills Heal +6, Intimidate +6, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Perception +2 (+4 w/ Beezle, 0 ranks), Sense Motive +2 (+4 w/ Beezle, 0 ranks), Spellcraft +8, Use Magic Device +8
(8 points; 2 class, 4 INT, 1 race, 1 favoured class)
Abilities cantrips, hex (evil eye), patron (jynx), witch’s familiar (Beezle)
Proficiencies: simple weapons
Languages Common, Abyssal, Aklo, Infernal, Sylvan

Special Abilities:

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SPECIAL ABILITIES
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Hex Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier (DC 15)
Cackle 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.
Evil Eye 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 (7 rounds). A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
Healing 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.

Patron Jynx: 2nd (ill omen), 4th (shatter), 6th (bestow curse), 8th (retribution), 10th (mark of justice), 12th (eyebite), 14th (spell turning), 16th (antipathy), 18th (energy drain)

Soul Drinker (trait): There is a dark hunger in you that rejoices when you or an ally slays a foe. Once per day when an enemy creature is killed, as an immediate action, you can gain a number of temporary hit points equal to the slain foe’s Hit Dice. These temporary hit points last for 1 minute. This is a supernatural ability.

Witch’s Familiar Toad named Beezle
…A witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section.
…A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).

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

Spells Known:

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Spells Known
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1stcharm person, comprehend languages, cure light wounds, ear piercing scream, fumbletongue, mage armour, reduce person
0tharcane mark, bleed, dancing lights, daze, detect magic, detect poison, grasp, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear quarterstaff, acid (2), holy water, scroll of cure light wounds (2), scroll of mage armour
Possessions backpack, belt pouch, chalk, charcoal, flint and steel, ink, inkpen, journal, rations (2 days), scroll case, spell component pouch, waterskin
Carrying Capacity
Light 0-26 lb. Medium 27-53 lb. Heavy 54-80 lb.
Current Load Carried 15.5 lbs.
Money 15 GP 3 SP 9 CP

Background:

Appearance and Personality:

Creepy, old cackles