Nyxis's page

170 posts. Alias of Skorn.

Full Name

Nyxis or Nyx to his friends




shaman (witch doctor) 10 HP: 73+29/73 AC 21, T 11, FF 18. Fort +8, Ref +9, Will +16, Init +3, Perc +22 , Darkvision 60', Sense Motive +16







Special Abilities





Something wattery and good


AAbyssal, Aquan, Auran, Azlanti, Common, Ignan, Infernal, Sahaugin, Shadowtongue, Terran, Undercommon



Strength 8
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 22
Charisma 14

About Nyxis

Nyxis or Nyx to his friends
Male undine shaman (witch doctor) 10
NG Medium outsider (native)
Init +3; Senses darkvision 90 ft.; Perception +22, Sense Motive +16


Nyx grew up in Absalom where he spent is youth on the water front earning coins retrieving items from the harbor bottom. His adventures as a teen included salvage from the Flotsoam graveyard there. His calling as a shaman and healer led him first to a group of Undine within the city in the center of the world and eventually to the Pathfinders. His early days of an adventure were filled with missions from the society and his name appears one more than one chronicle. As his power and renown grew he was eventually sent to fight demons.

A Veteran of the fighting in the World Wound, Nyx served as a combat medic and on strike teams against demons and their allies. His experiences there taught him his extra-planar languages and the idea that a Dismissal spell can sometimes save the day. He is not ready to hand up his adventuring hat and looks for his next opportunity.


If the World Would have let him Nyx could have been a pacifist. His time in the world Wound prevented that. Still he is reluctant to harm and does so as a last resort. He is observant and questioning and slow to speak. He is friendly and supportive of his allies to the point of taking their wounds onto himself through Life Link.


Nyx is a blue skinned Undine. He is at home in the water and his appearance reflects this. He has gills and his fingers are webbed. His slight frame supports his near cat like grace and he is handsome in an other-worldly sort of way. He wears a breastplate with inlay of crashing waves and carries a longspear and underwater crossbow, both made by skilled craftsmae. A single ioun stone orbits his head.

Shadowbown Corruption:

Eerie Perception
Source Horror Adventures pg. 34
Your eyes change, adapting to a life in the shadows.
Gift: You gain darkvision to a range of 60 feet. If you already have darkvision, the range of your darkvision increases by 30 feet instead. You also gain a +2 bonus on Perception and Stealth checks. At manifestation level 3rd, the bonuses increase to +4.
Stain: Your eye color fades to a dull gray and your eyes overreact to light. You gain light sensitivity, causing you to be dazzled in areas of bright light.

Wretched Pain
Source Horror Adventures pg. 35
Inflicting pain is one of the few sensations that still stirs you.
Prerequisite: Eerie perception.
Gift: Whenever you deal weapon damage to a creature that you are flanking or a creature that is denied its Dexterity bonus to its AC against you, you can inflict a painful wound as an immediate action. The target must succeed at a Fortitude saving throw or be nauseated by pain for 1 round. If the target succeeds at the save, it is sickened for 1 round and becomes immune to your further uses of this ability for 24 hours.
Stain: Your eyes turn a milky white, utter black, or pale yellow, making you appear blind although you can see normally in most circumstances. You gain light blindness, causing you to be blinded for 1 round whenever you are exposed to daylight or another source of bright light and dazzled for as long as you remain in bright light thereafter.

AC 21, touch 13, flat-footed 18 (+8 armor, +2 Dex)
hp 73 (10d8+20)
Fort +8, Ref +9, Will +16
Resist cold 5

Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee mwk cold iron longspear +7/+2 (1d8-1/×3)
+1 returning shock trident +8/+3 (1d8+1d6)
Ranged +1 underwater light crossbow +11 (1d8+1/19-20)
+1 returning shock trident +11/+6 (1d8+1+1d6)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron longspear)

Special Attacks:
channel positive energy 3/day (DC 16, 7d6),
channel positive energy 5/day (DC 14, 6d6),
hexes (flight, life link, slumber, Countering, wandering hex (shell of succor))
wandering hex (Crashing Waves)

Spell-Like Abilities (CL 8th; concentration +10)
1/day—hydraulic push

Shaman Spell-Like Abilities (CL 10th; concentration +16)
At will—feather fall (self only), fly (self only)
1/day—levitate (self only)

Shaman Spell-Like Abilities (CL 10th; concentration +16)
At will—feather fall (self only), fly (self only)
1/day—levitate (self only)

Shaman (Witch Doctor) Spells Prepared (CL 9th; concentration +16)
5th—call lightning storm (DC 21), release the hounds, true seeing; breath of lifeS (DC 21) or geyserS,APG (DC 21)
4th—ball lightningAPG (DC 20), cure critical wounds, dismissal (DC 20), greater false lifeUM; restorationS or wall of iceS (DC 20)
3rd—cure serious wounds, daylight, magic circle against evil, stinking cloud (DC 19); neutralize poisonS or water breathingS
2nd—alter self, barkskin, calm emotions (DC 18), cure moderate wounds, false life, resist energy; lesser restorationS or slipstreamS,APG (DC 18)
1st—cure light wounds, entangle (DC 17), frostbiteUM, hydraulic pushAPG, produce flame, stone shieldARG; hydraulic pushS,APG or remove sicknessS,UM (DC 17)
0 (at will)—create water, daze (DC 16), detect magic, guidance

S spirit magic spell; Spirit Restoration Wandering Spirit Waves

Str 8, Dex 16, Con 14, Int 8, Wis 22, Cha 14
Base Atk +7; CMB +6; CMD 19
Feats Empower Spell, Extra Hex, Hydraulic Maneuver, Selective Channeling
Traits magical lineage, valashmai veteran

Acrobatics 0,
Bluff +2,
Diplomacy +10,
Escape Artist +1,
Fly +6,
Handle Animal +15,
Heal +16 (+17 circumstance to treat wounds or deadly wounds),
Knowledge (religion) +10,
Linguistics +10,
Perception +20+2=22
Sense Motive +16,
Stealth +2,
Survival +10,
Swim +12

Languages Abyssal, Aquan, Auran, Azlanti, Common, Ignan, Infernal, Sahaugin, Shadowtongue, Terran, Undercommon

counter curse,
countering hex,
healer's touch,
hydrated vitality,
spirit animal (hawk (protector) named Arcane Familiar),
water breathing,
wave strike


+2 breastplate

mwk cold iron longspear
+1 Shock Returning Tridents
+1 underwater light crossbow
tangle bolt
crossbow bolts, Cold Iron (20)
crossbow bolts, Silver (10)

belt of Dex +2
Lesser metamagic rod of extend
incandescent blue sphere ioun stone
phylactery of positive channeling
Cloak of resistance +3
pearl of power (1st level)
scroll of obscuring mist
Scroll of Silence X2
scroll of Serenituy
wand of cure light wounds (50 charges)
wand of protection from evil (50 charges)
and of cure moderate wounds (50 charges)

Mundane Gear
masterwork backpack
healer's kit
surgeon's tools

657 gp, 1 sp —————

Special Abilities
Counter Curse (Su) Lose 3rd level (or higher) spirit magic spell to spontaneously cast dispel magic or remove curse. +2 to CL per level over 3rd.
Countering Hex (Su) As a readied action, can use hex to counter foe's spell as dispel magic.
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Healer's Touch (Su) As a standard action, move up to half speed & touch up to 6 people to auto-stabilize them.
Hydrated Vitality (20 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water. Hydraulic Maneuver Use your hydraulic push ability to perform a bull rush, disarm, dirty trick, or trip.
Life Link (10 max bonds, 100 feet) (Su) Bond drains your HP to heal others.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shaman Channel Positive Energy 7d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shell of Succor (5d6+6, 10 minutes, 3/day) (Su) As a standard action, touch grants temp Hp. If attack doesn't clear pool, doesn't count as hit.
Slumber (10 rounds, DC 21) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal (spirit animal (hawk (protector) named Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Swim (30 feet) You have a Swim speed.
Water Breathing You can breathe water as well as air.
Wave Strike (5/day) (Su) As a standard action, melee touch drenches and pushes 5 ft.
Witch Doctor Channel Positive Energy 6d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.