Neltji's page

Organized Play Member. 340 posts (16,532 including aliases). No reviews. No lists. 1 wishlist. 2 Organized Play characters. 24 aliases.

Full Name





Witch 3 HP: 25hp AC: 12/12/10 Saves: 4/3/3 perc: +0 Init +6. hex save DC 15 misfortune 17





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

About Neltji

Human witch 3 (Pathfinder RPG Advanced Player's Guide 65)
NG Medium humanoid (human)
Init +2/+6; Senses Perception +0
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 25 (3d6+6+1)
Fort +4 Ref +3 Will +4
Speed 30 ft. (20 ft. in armor)
Melee spear +1 (1d8/×3)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks hexes (cackle, evil eye, misfortune (17), healing hex, DC 15)
Witch Spells Prepared (CL 3rd; concentration +9 [+2 from Jask])
2nd—blindness/deafness (16) [], Hold person (16) []
1st—Burning Hands (dc 15)[], ray of Enfeeblement (dc 15)[], Mage Armor []
0 (at will)—stabalize, guidance, light, detect magic
Patron Animals
Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 13
Feats Extra Hex[APG], Extra Hex[APG], ability focus misfortune
Traits boarded in the shackles, highlander (hills or mountains)
Skills Acrobatics -1 (-5 to jump), Heal +5, Knowledge (arcana) +9, knowledge (dungeon) +5, knowledge (engineering) +5, knowledge (geography) +5, Knowledge (history) +9, Knowledge (local) +5, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +5 Profession cook +4, Spellcraft +10, Stealth +4 (+6 in hilly or rocky areas), Survival +0 (+2 to avoid becoming lost), Use magic Device +6; Racial Modifiers highlander (hills or mountains)
Languages Aquan, Common, Polyglot, Tengu, Terran
SQ witch's familiar (greensting scorpion named Arcane Familiar)
Combat Gear acid (4); Other Gear crossbow bolts (20), light crossbow,
belt pouch,
fishing net,
masterwork backpack[APG],
spell component pouch,
string or twine[APG],
trail rations (5),
wand of cure mod 4 charges left
wand of cure mod 50 charges
Wand cure light 2 charges left
4 gp, 1 sp, 9 cp
Special Abilities
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 rounds, DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Healing Hex (DC 15) (Su) As cure light wounds 1/creature/day
Misfortune (1 round, DC 14) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Arcane Familiar
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +11
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 12
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Skill Focus (Perception), Weapon Finesse[B]
Tricks Attack, Come, Defend, Down, Fetch, Guard, Guarding
Skills Climb +7, Heal +1, Perception +11, Spellcraft -1, Stealth +19; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ come, fetch, guarding, improved evasion
Special Abilities
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white only).
Fetch [Trick] The animal will get a specific object.
Guarding [Trick] The animal has been trained for guard duty.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.

Familiar spells:
0) Arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, read magic, resistance, stabilize, touch of fatigue

1) Burning Hands, Cure light wounds, enlarge person, infernal healing, mage armor, mount, obscuring mist, ray of enfeeblement, sleep

2) Blindness/deafness, Cure Moderate Wounds, Hold Person

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

salvaged items from Jeniviere:

Supply Room: A search of the rest of the supply room turns up several tools and lumber that could come in handy in building a secure campsite: a block and tackle, three large canvas sheets, two fishing nets, a grappling hook, two bullseye lanterns, 12 flasks of lantern oil, 150 feet of hemp rope, and five shovels.

Captain’s Cabin: The captain’s cabin is a wreck—a jagged hole in the side has allowed most of the room’s contents to spill out into the surf and wash away. Yet even a cursory search reveals some useful supplies, most of which are found in an overturned desk (fortunately, the desk was too large to fit through the hole in the wall). One upper drawer contains several keys. Another drawer contains several sea charts and maps, along with the captain’s log. The maps include one of the west coast of Garund that plots the Jenivere’s route to and from Sargava—the island of Smuggler’s Shiv is not marked on this map, but it is marked on a second map of Desperation Bay, though the map provides no details on the island apart from its general outline and a note warning of danger.