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About NiuStatblock:
Niu
Male human (Garundi) witch 3 (Pathfinder RPG Advanced Player's Guide 65) CN Medium humanoid (human) Init +7; Senses Perception +3 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 16 (3d6+3) Fort +1, Ref +4, Will +5 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee dagger +0 (1d4-1/19-20) Ranged dart +4 (1d4-1) Special Attacks hexes (cackle[APG], healing[APG], protective luck [1 round]) Witch Spells Prepared (CL 3rd; concentration +7) . . 2nd—aggressive thundercloud[ACG] (DC 16), web (DC 16) . . 1st—bless, burning hands (DC 15), mage armor . . 0 (at will)—detect magic, guidance, light, read magic . . Patron Ancestors -------------------- Statistics -------------------- Str 8, Dex 16, Con 11, Int 18, Wis 13, Cha 8 Base Atk +1; CMB +0; CMD 13 Feats Alertness, Extra Hex[APG], Point-Blank Shot, Precise Shot Traits spirit guide, the pessimist Skills Acrobatics +0 (-4 to jump), Escape Artist +1, Heal +6, Knowledge (arcana) +10, Knowledge (engineering) +5, Knowledge (history) +10, Knowledge (planes) +10, Knowledge (religion) +12, Perception +3, Sense Motive +3, Spellcraft +10, Survival +3 Languages Ancient Osiriani, Common, Draconic, Hallit, Kelish, Osiriani SQ witch's familiar (greensting scorpion named Neb-en-toti) Other Gear dagger, dart (4), backpack, bedroll, belt pouch, candle (10), chalk (10), familiar satchel[UE], flint and steel, ink, inkpen, mess kit[UE], pathfinder chronicle[ISWG], soap, spell component pouch, trail rations (5), waterskin, 40 gp, 9 sp -------------------- Special Abilities -------------------- Cackle (Su) As a move action, extend the duration of other hexes by 1 rd. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Healing (1d8+3) (Su) Heal touched creature, but each target can only benefit once per 24 hrs. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Protective Luck (1 round) (Su) Attacks against target creature in 30 ft. must roll twice and take worse result. 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. -------------------- Appearance:
Niu is short, and skinny. His hair is long, unkempt, and bleached almost white by the sun. Even though he is not old, his skin is dry and leathery, darkened by constant sunburn. His lips are cracked, and his voice is dry and rasping.
Crawling over his arms and shoulders is a large, black scarab that stops occasionally to look at you with eyes that seem to know too much. Background:
Niu comes from a poor family living in the city of Sothis. His mother Ahmes served the church of Pharasma, working in the High Temple preparing bodies for funeral rites. As a young boy, Niu would often help her, finding the work peaceful and relishing in the ability to learn more about people and cultures other than his own. Though Ahmes and his father Am were always able to provide for the family, they were never able to be truly comfortable, as some unfortunate event would always occur, requiring the family to spend money they had saved for a house in a better neighborhood or something similar.
Niu did not have many friends, but he tried his best to form relationships with other children. A boy named Kafele, a few years older than Niu, used Niu's lack of confidence and need for friends to influence him into bad activities. Kafele would constantly convince Niu to commit petty crimes. Vandalism, shoplifting, and the like. Niu often got into trouble, and Kafale was never around when it came time to deal with the repercussions. Kafele eventually decided to up the ante. He and a small group convinced Niu to go out into the desert with them on a camping trip. As Niu slept, the boys left, leaving Niu with no supplies. Kafele had convinced the boys that this was a "test". Niu, being inexperienced with desert travel immediately became lost. Wandering the hot desert for hours, he began following a mirage of an oasis. After several more hours, Niu was crawling, incoherent, and nearly dead. As he lay on the sand, a large scarab crawled over his hand and arm toward his head, and a voice spoke in his head. The scarab, Neb-en-toti, had been sent by a distant ancestor. Par-ab-hor, a long dead soceror, offered to teach Niu and save his life. Grasping for any lifeline, Niu accepted the power, using it to heal himself. Finally able to reach the oasis, Niu found himself with shelter, water, and food, but no knowledge of where he was. For ten years, Niu lived at the oasis, exploring a hidden cache of books, learning everything that Neb-en-toti could teach, and expanding his powers. At long last, a caravan stopped at the oasis for water. Par-ab-hor bid Niu to follow the caravan and learn more of the world. Seeing no reason to object, Niu approached the caravan and was offered an exchange of work for being able to travel with the caravan. Reaching a port, Niu left the caravan, sold some minor treasures taken from the hidden cache and used the funds to begin seeing some of the sights he had read about in the books. One of his first stops was the Starstone Cathedral in Absalom and the Grand Lodge of the Pathfinders. The libraries of the Lodge so impressed him, that he sought out a way to train with the lodge and become a Pathfinder himself. After his training was complete, Niu was sent on a mission to begin the initial cataloging of the recently cleared Sarenrite monastery outside of Roslar's Coffer. Traveling to the Lodge in Vigil, Niu checked in with the Venture Captain, who had arranged for him to travel with an official named Etgar. Neb-en-toti:
Neb-en-toti CR –
Greensting scorpion (Pathfinder RPG Ultimate Magic 232) N Tiny magical beast (vermin) Init +3; Senses darkvision 60 ft.; Perception +4 -------------------- Defense -------------------- AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size) hp 3 (1d8) Fort +2, Ref +5, Will +2 Defensive Abilities improved evasion; Immune mind-affecting effects -------------------- Offense -------------------- Speed 30 ft. Melee sting +5 (1d2-4 plus poison) Space 2½ ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2 Base Atk +0; CMB +1; CMD 7 (19 vs. trip) Feats Lightning Reflexes, Weapon Finesse [b]Tricks Come, Defend, Fetch, Heel, Seek, Stay Skills Climb +11, Escape Artist +4, Heal +1, Perception +4, Spellcraft -1, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth SQ come, defend, empathic link, fetch, heel, seek, stay -------------------- 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). Defend [Trick] The animal will defend you. Empathic Link (Su) You have an empathic link with your master. Fetch [Trick] The animal will get a specific object. Heel [Trick] The animal will follow you. 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 (DC 10) (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based. Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate. Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch. Stay [Trick] The animal will stay where it is. Spells:
. . 2nd—aggressive thundercloud[ACG] (DC 16), . . 1st—Bless, . . 0 (at will)—detect magic, guidance, light, read magic Healing Hex:
Pessimist: Open In Campaign Modifications:
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