The Witchdaughter's Nightmare

Maellyra's page

195 posts. Alias of KatGrey.


Female Human Gravewalker Witch 3 | HP 20/20 | AC 12 Touch 12 Flat-Footed 10 | CMB +1 CMD 13 |


Saves: Fort +2 Ref +3 Will +5 | Perception: +5 | Init: +2 | Status: Normal | Spell Effects:


Medium (5'7", 119 lbs)

About Maellyra

Female Human Gravewalker Witch 3
N Medium humanoid (human)
Init +2 Senses Perception +5
Aura aura of desecration 25 ft.
Modified Hero Points 3/3
AC 12 Touch 12 Flat-footed 10 (+2 Dex)
HP 20 ((3d6)+3+3)
Fort +2 Ref +3 Will +5
Speed 30 ft.
Melee dagger +1 (1d4, 19-20/x2)
Ranged light crossbow +3 (1d8, 19-20/x2)
. . flask of alchemist's fire +3 (1d6)
. . flask of acid +3 (1d6)
Special Attacks hexes (DC 16 - bonethrall, cauldron, evil eye [-2, 8 rounds])

Witch Spells Prepared (CL 3rd; concentration +8)
. . 2nd (2/day)—boneshaker (DC 18), boneshaker (DC 18)
. . 1st (4/day)—chill touch (DC 17), chill touch (DC 17), grasping corpse (DC 17), mage armor (DC 16)
. . 0 (at will)—dancing lights, detect magic, guidance (DC 15), touch of fatigue (DC 16)
Maellyra’s Spell Poppet
. . 2nd—boneshaker (DC 18), vomit swarm
. . 1st—cause fear (DC 17), chill touch (DC 17), cure light wounds (DC 16), doom (DC 17), ear-piercing scream (DC 16), enlarge person (DC 16), grasping corpse (DC 17), hex vulnerability (DC 17), ill omen, inflict light wounds (DC 17), mage armor (DC 16), ray of enfeeblement (DC 17)
. . 0—arcane mark, bleed (DC 16), dancing lights, daze (DC 15), detect magic, detect poison, guidance (DC 15), light, mending (DC 15), message, putrefy food and drink (DC 15), read magic, resistance (DC 15), spark (DC 15), stabilize (DC 15), touch of fatigue (DC 16)
Str 10 Dex 14 Con 12 Int 20 Wis 14 Cha 7
Base Atk +1 CMB +1 CMD 13
Feats Extra Hex (Cauldron), Fast Learner, Spell Focus (Necromancy)
Traits Know the Land, Pragmatic Activator
Skills Craft (Alchemy) +14, Heal +8, Intimidate +4, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +6, Knowledge (Engineering) +6, Knowledge (Geography) +6, Knowledge (History) +10, Knowledge (Local) +6, Knowledge (Nature) +10, Knowledge (Planes) +9, Knowledge (Religion) +6, Perception +5, Profession (Herbalist) +6, Sense Motive +3, Spellcraft +11, Stealth +3, Survival +8, Use Magic Device +11
Languages Common, Draconic, Dwarven, Elven, Halfling, Necril
SQ aura of desecration, bonus feat, cantrips, fate patron, hex, skilled, spell poppet, witch patron spells
Combat Gear acid (flask), alchemist's fire (flask) (2), wand of web [CL 5] (4 charges)
Other Gear light crossbow, outfit (traveler's), wrist sheath [dagger], backpack [bedroll, blanket, cauldron, scroll of animate dead, scroll of glitterdust (x2), soap, survival kit (common) [flint & steel, map, mess kit, utility knife] spell component pouch [pinch of onyx powder (3)], crossbow bolts (7), 8pp, 120gp, 9sp, 9cp, 2 amethysts worth 100gp each
Special Abilities
Aura of Desecration (Su) At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level. This ability replaces the witch’s 1st-level hex.

Bonus Feat Humans select one extra feat at 1st level.

Brew Potion You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Gravewalker Bonus Spells 4th—command undead, 6th—animate dead, 12th—create undead, 14th—control undead, 16th—create greater undead.

Fate Patron 2nd—doom, 4th—anticipate peril, 6th—helping hand, 8th—blessing of fervor, 10th—greater forbid action, 12th—contingency, 14th—jolting portent, 16th—maze, 18th—wish.

Hex Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. A witch cannot select an individual hex more than once. 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.

Bonethrall (Su) At first level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC). If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the witch’s aura). Intelligent undead receive a new saving throw each day to resist her command. The witch can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the witch must make an opposed Charisma check whenever her orders conflict with that creature’s. This replaces the witch’s hex gained at 4th level.

Cauldron (Ex) The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.

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.

Know the Land (Survival) Your familiarity with the plants and animals of a variety of environments gives you a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills is a class skill for you.

Pragmatic Activator While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spell Poppet You carry around a gristly, inanimate poppet stitched from human skin and stuffed with shards of bone, fingernails, and grave dirt. Your spells come from the will of evil spirits residing in the poppet, and its ability to hold spells functions in a manner identical to the way a witch's spells are granted by her familiar. You must commune with your poppet each day to prepare your spells and cannot prepare spells that are not stored in the poppet.

Deliver Touch Spells (Su) At 3rd level or higher, a gravewalker can use her poppet to deliver touch spells. After casting a touch spell, as a full-round action, the witch can designate a target and stab a pin into her poppet, delivering the spell as a ranged touch attack. The target must be within range of her aura of desecration ability (see below).

Witch Patron Spells At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar.
The first thing one notices about Maellyra is how unnaturally pale the young woman is. One might think that she's never spent a moment out of doors, but her keen, firsthand knowledge of the natural world and the ease with which she traverses the Verduran Forest quickly dispels such thoughts. She is frightfully wan, from her ivory complexion to her pale grey eyes and wild, silver-white hair, and this, combined with a fondness for dark, somber attire gives her the image of a spectre. On top of all this, there is a darkness that hangs around Maellyra, one that she's learned to wear like a suit of armor in order to keep people at arm's length.