Shorafa Pamodae

Rexandi Vatia's page

473 posts. Alias of Jesse Heinig.

Full Name

Rexandi Vatia




Witch (Ley Line Guardian) 6 | HP 40/40 | AC 13 T 13 FF 10 | Fort +5 Ref +6 Will +7 | Initiative +3 | Perception +9 | Witch Spells: 1st—7/7 2nd—4/6 3rd—2/4 | Conduit Surge 3/4








Neutral Good






Abyssal, Common (Taldane); Draconic, Halfling, Infernal


Healer, small-time information broker, revolutionary

Homepage URL

Inspirational picture

Strength 10
Dexterity 16
Constitution 12
Intelligence 17
Wisdom 13
Charisma 12

About Rexandi Vatia

Rexandi Vatia
Female tiefling witch (ley line guardian) 6
NG medium outsider (native)
Init +3; Senses Perception +9; darkvision 60'


AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 36 (max. 3d6 + 2d6, +5 Con, +5 favored class)
Fort +5 (+2 base, +1 Con, +1 trait, +1 resistance), Ref +6 (+2 base, +3 Dex, +1 resistance), Will +7 (+5 base, +1 Wis, +1 resistance)


Speed 30 ft.
Melee Mithral dagger +4 (1d4/19-20x2; piercing or slashing)
Melee Shortsword -1 (1d6/19-20x2; piercing)
Thrown Mithral dagger +7 (1d4/19-20/x2; piercing or slashing)
Spells Known (CL 6th; concentration +9)
• 3rd (4/day)—deeper darkness*, lightning bolt
• 2nd (6/day)—cure moderate wounds, darkness*, glitterdust, minor image†
• 1st (7/day)—cure light wounds, ill omen, remove sickness, silent image*, ventriloquism†, web bolt
• 0 (at will)—dancing lights, detect magic, guidance, mending, message, spark, stabilize

* Patron spell
† Learned as a blessing from the mermaid goddess


Str 10, Dex 16, Con 12, Int 17, Wis 13, Cha 12
Base Atk +3; CMB +3; CMD 16
Languages: Abyssal, Common (Taldane); Draconic, Halfling, Infernal


Level 1
Spell Focus: Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Chosen School: Conjuration

Level 3
Spell Specialization: Select one spell. You cast that spell with greater than normal power.
Prerequisites: Int 13, Spell Focus.
Benefit: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.
Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.
Chosen Spell: Cure moderate wounds

Bonus rebellion feat
Alertness: You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Level 5
Reach Spell (Metamagic): Your spells go farther than normal.
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long.
Level Increase: Special. A reach spell uses up a spell slot one level higher than the spell’s actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher.
Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.
Spells that do not have a range of touch, close, or medium do not benefit from this feat.


Historian of the Rebellion (Campaign): You’ve long been interested in the legacy of the Silver Ravens—a group of freedom fighters that rose to prominence in Kintargo during the Chelish Civil War. There’s frustratingly little information today about the group, and you suspect that most of what was recorded about the Silver Ravens has long since been redacted or destroyed by government agents, but you’ve managed to pick up a tidbit here and there. Most of your knowledge isn’t so much about the Silver Ravens specifically, but more about general histories of rebel groups and freedom fighters who have fought against oppressive governments throughout history, both in Cheliax and beyond.
Your familiarity with rebel groups allows you to grant a +2 bonus on an Organization check of your choice once the party reestablishes the Silver Ravens during the first adventure. You can change which check you assign this bonus to once at the start of the rebellion’s Upkeep phase. Your time preparing for joining the Silver Ravens has also honed your skill at remaining unseen. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.

Life of Toil (Social): You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind.
Benefit: You gain a +1 trait bonus on Fortitude saves.

Adventuring Skills

Total skill ranks: 30/12 (12 witch, +18 Int; 12 background)

Bluff +4 (1 rank, +1 Cha, +2 race)
Climb +1 (1 rank)
Heal +10 (6 ranks, +1 Wis, +3 class skill)
Knowledge (arcana) +12 (6 ranks, +3 Int, +3 class skill)
Knowledge (nature) +7 (1 rank, +3 Int, +3 class skill)
Knowledge (planes) +7 (1 rank, +3 Int, +3 class skill)
Perception +9 (6 ranks, +1 Wis, +2 Alertness feat)
Spellcraft +12 (6 ranks, +3 Int, +3 class skill)
Stealth +10 (1 rank, +3 Dex, +3 class skill, +2 race, +1 trait)
Swim +1 (1 rank)

Background Skills

Appraise +4 (1 rank, +3 Int)
Knowledge (history) +11 (5 ranks, +3 Int, +3 class skill)
Perform (keyboard instruments) +6 (5 ranks, +1 Cha)
Sleight of Hand +4 (1 rank, +3 Dex)

Untrained Skills

Climb 0
Diplomacy +1 (+1 Cha)
Intimidate +1 (+1 Cha)
Sense Motive +3 (+1 Wis, +2 Alertness feat)


Total starting wealth: 2,000 gp

Traveler's outfit (free)
Mithral dagger (502 gp, ½ lb.)
Spell component pouch (5 gp, 2 lbs.)
+1 cloak of resistance (1,000 gp)
Masterwork backpack (50 gp, 4 lbs.)
• Acid (10 gp, 1 lb.)
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (1 gp, ½ lb.)
• Chalk (1 cp)
• Clavichord, masterwork (100 gp, 3 lbs.)
• Flint and steel (1 gp)
• Grooming kit (1 gp, 2 lbs.)
• Healer's kit, 10 uses (50 gp, 1 lb.)
• Perfume, common, 10 doses (10 gp)
• Smoke pellets, 2 (50 gp.)
• Soap (1 cp, ½ lb.)
• 7 pp, 141 gp, 82 sp, 20 cp

Special Abilities


Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
Type: Tieflings are outsiders with the native subtype.
Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Tieflings have a base speed of 30 feet.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Soul Seer (Sp): Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.

Witch (ley line guardian) 6

Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.

Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.
To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.
A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Ley Line Powered: Instead of preparing her spells, a ley line guardian draws the power casting spells directly from ley lines. A ley line guardian is a spontaneous spellcaster. She knows the same number of spells and receives the same number of spell slots per day as a sorcerer of her witch level. Bonus spells granted by a ley line guardian's patron are added to the ley line guardian's total spells known at the appropriate levels.
This ability alters the witch's spellcasting.

Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

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, as noted on Table: Witch. 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.
Level 2: Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Level 4: Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Level 6: Water Lung (Su): An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.

Conduit Surge: At 1st level, a ley line guardian is adept at channeling energy from ley lines to enhance her own spells. As a swift action, she can increase her effective caster level for the next spell she casts in that round by 1d4–1 levels. After performing a conduit surge, the ley line guardian must succeed at a Fortitude save (DC = 10 + level of spell cast + number of additional caster levels granted) or become staggered for a number of minutes equal to the level of the spell cast. At 8th level, the caster level increase becomes 1d4. She can use this ability a number of times per day equal to 3 + her Charisma modifier.
This ability replaces familiar and the hexes gained at 1st and 8th levels.

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 spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
Patron: Shadow


Description: Rexandi's infernal heritage is clear, from her solid backward-curving horns to her slightly off-color skin and, of course, her slim tail. Beyond that, she has a mostly Chelaxian complexion, with fair skin, black hair, high cheekbones and a slim build. Her most common form of dress includes solid boots that rise just below the knee, a long green skirt gathered at the sides with ribbons, a blue bodice and light brown shift, knitted fingerless gloves, and a loose-knit brown wool drape. While her clothing has a few stains, it is well-maintained and has no holes or patches.
Rexandi usually favors rather practical clothing (a habit due to many lean years), and because of the possibility of running afoul of devils she has a habit of carrying a concealed mithral dagger for self-defense. In more relaxed settings she has a weakness for artistic or whimsical attire, but such occasions are rare.

Hair: Black
Eyes: Brown
Height: 5' 4"
Weight: 140 lbs.
Age: 21

Background: Rexandi is the child of a minor Westcrown devil-priest and a half-fiend - and her mother was the clear superior in that relationship, as she maneuvered to have Rexandi's father killed shortly after Rexandi was born. The church of Asmodeus is powerful in Cheliax, and Rexandi was a product of that church.
As tieflings are strongly scorned in Cheliax, Rexandi's position was a tenuous one. Her mother was not attentive but was extremely strict, using Rexandi for her own machinations such as carrying secret messages or distracting people at critical moments. Rexandi was tutored erratically by scholars associated with the temple, and sometimes earned food or copper for menial tasks, but was mostly left to her own devices to survive after infancy. Her mother was not one for "affection."
The older Rexandi grew, the more distant her mother became - in her eyes, the more that Rexandi could take care of herself and not require her mother's time, the better. At the same time, her mother would give her increasingly complex tasks - infiltrate this building. Flirt with that gentleman. Bring home a vial of unholy water, figure out how to pay for it yourself, and don't complain!
Simple survival meant that Rexandi made friends with other youngsters from the dregs of society; orphans, dockhands, and gangsters. She learned to fend for herself, but also how to make networks of people that she could rely upon.
Rexandi also came to realize that she saw strange things that other people didn't - the ebb and flow of magic, of invisible forces, of the arcane world. At first she assumed that everyone saw these things, but it quickly became a hidden secret as she learned that very few people could. Slowly, she learned to grasp at these threads and to twist and tweak them for effect - little things, like a bit of luck, or repairing old clothes or a damaged shoe.
By the time she was fourteen, Rexandi had decided that enough was enough. Her infrequent encounters with her mother often led to vicious conflicts, and she suspected that perhaps if she outlived her usefulness and became a problem her mother might solve it in a traditional fashion. So, with what little she could scrimp and save, she fled the city one lonely night, using the cover of darkness - and her ability to see in it - to get away without looking back.
She ran out of money in Kintargo, but while trying to make ends meet there she slowly realized that her mother wasn't going to chase her down. Not worth the effort, apparently. So she bartered her skills, made new contacts, and slowly settled into a new life, using her magic and her talents as a local healer for tradesmen, laborers, and dockworkers. She also started to learn more about the roots of Chelish resistance, specifically because of how it related to disadvantaged people - like herself - claiming their own power in Chelish society. She made connections with the Bellflower Society (and learned the halfling language) and studied the history of the Silver Ravens.
With the revolution in Kintargo she has realized that the tyranny has come to her, and this time she's not planning to leave. She's planning to organize, to network, to stay, and to fight.

Personality Traits: Rexandi, or "Rexi" as she asks her friends to call her, is generally guarded - she has suffered with the discrimination and prejudice of Kintargo for her entire life, and this colors her relations with others. She expects other people to hold prejudices against her as a matter of course, so she is hesitant to voice her opinion or even draw attention to herself. It is rare for her to find someone around whom she feels safe enough to actually open up.
While Rexandi is an advocate for change, she is a quiet activist. She offers support and helps to aid networks rather than directly attacking Chelaxian tyrants... for the time being. She understands that her skills are best used in offering comfort to people who have suffered under the oppression of the devil regime.
Rexi's relations with Kintargo cultural prejudices affect her everyday life, so they are a strong part of her personality. Aside from that, she takes pleasure in helping other people and in intellectual puzzles. She also enjoys music (though she is an amateur in that regard), especially slow and delicate pieces.
Rexandi is a somewhat picky eater; she dislikes fatty meats or pieces with lots of tendon and gristle, but she is practical if necessary. She dislikes bitter leafy green vegetables and enjoys fruits and lean meat. She prefers rye bread to white. She especially likes rabbit with mustard and capers. She is neutral about animals (she doesn't mind pets but can't imagine having to take care of one). She is predominantly urban but also likes rural places, but finds uncharted wilderness frightening.