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Organized Play Member. 675 posts (19,315 including aliases). No reviews. No lists. 1 wishlist. 2 Organized Play characters. 24 aliases.


Full Name

Neltji

Race

Human

Classes/Levels

Witch 5 HP: 41/41 hp AC: 12(16)/12/10(14) Saves: 4/3/4 perc: +0 Init +6. hex save DC 17 misfortune 19

Gender

Female

Age

16

Languages

Aklo, Aquan, Auran, Azlanti, Common, Ignan, Polygot, Sylvan, Tengu, Terran, Infernal

Strength 10
Dexterity 14
Constitution 14
Intelligence 21
Wisdom 10
Charisma 10

About Neltji

Neltji
Human witch 5 (Pathfinder RPG Advanced Player's Guide 65)
NG Medium humanoid (human)
Init +2/+6; Senses Perception +2
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 41 (5d6+10+1)
Fort +4 Ref +3 Will +4
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee spear +2 (1d8/×3)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks hexes (cackle, evil eye, slumber, misfortune (19), healing hex 2d8+5, DC 17 Ndombe [ ], Nothus [ ], Cevill [ ], Blackleaf [ ])

Witch Spells Prepared (CL 5th; concentration +11 [+2 from Jask])
3rd-bestow curse (19) [], dispel magic [ ]
2nd—blindness/deafness (18) [], speak with animal [] spectral hand (17) [],
1st—charm animal [], mage armor [], Mage Armor [], Chill touch (17) [], burning hands (16) []
0 (at will)—Touch of fatigue, guidance, light, detect magic
Patron Animals
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Statistics
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Str 10, Dex 14, Con 14, Int 21, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 14
Feats Extra Hex[APG], Extra Hex[APG], ability focus misfortune, spell focus (necromancy)
Traits boarded in the shackles, highlander (hills or mountains)

Skills Acrobatics -1 (-5 to jump),
Heal +6,
Knowledge (arcana) +113,
knowledge (dungeon) +6,
knowledge (engineering) +6,
knowledge (geography) +6,
Knowledge (history) +12,
Knowledge (local) +6,
Knowledge (nature) +12,
Knowledge (planes) +12,
Knowledge (religion) +6
Profession cook +4,
Linguistics +10,
Spellcraft +13,
Stealth +4 (+6 in hilly or rocky areas),
Survival +0 (+2 to avoid becoming lost),
Use magic Device +8;
Racial Modifiers highlander (hills or mountains)

Languages Aklo, Auran, Aquan, Azlanti, Ignan, Common, Polyglot, Sylvan, Tengu, Terran, Infernal
SQ witch's familiar (greensting scorpion named Arcane Familiar)

Combat Gear acid (4); Other Gear crossbow bolts (20), light crossbow,
spear,
dagger,
bedroll,
belt pouch,
cauldron[APG],
compass[APG],
fishhook,
fishing net,
masterwork backpack[APG],
sack,
spell component pouch,
string or twine[APG],
swarmsuit[APG],
trail rations (5),
waterskin,
wand of cure mod 47 charges
Headband of Int +2 (linguistics)
Pearl of Power I
65+20 gp
320gp of reagents for spell transfer
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Special Abilities
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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.
Speak With Familiar (Ex)

Arcane Familiar Anthony
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 21, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 20
Fort +2, Ref +4, Will +4
Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee sting +7 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 9 (21 vs. trip/overrun)
Feats Skill Focus (Perception), Weapon Finesse[B]
Tricks Attack, Come, Defend, Down, Fetch, Guard, Guarding
Skills Acrobatics +3, Climb +7, Heal +3, Perception +11, Spellcraft +4, Stealth +19; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ come, fetch, guarding, improved evasion
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Special Abilities
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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.
Deliver touch spells
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, Charm Animal, Charm Person, Chill Touch, Comprehend Languages, Cure light wounds, enlarge person, Identify, infernal healing, mage armor, mount, obscuring mist, ray of enfeeblement, sleep, Unseen Servant,

2) Augury, Blindness/deafness, Cure Moderate Wounds, Find Traps, Glitterdust, Hold Person, Levitate, See Invisibility, Speak with Animal, Spectral Hand, Touch of Idiocy, Web

3) Remove Disease, Bestow Curse, Dispel Magic, Heroism

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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.