A Carrion Crown Adventure Path Character

GERTIE FOXLGOVE LEVEL 13

XP Earned 361,188 of 445,000

Female human (Kellid) witch 13

N Medium humanoid (human)

Init +7+1 Dex, +2 Chance Savior trait, +4 Improved Initiative; Senses Perception +3

DEFENSE

AC 17, touch 14, flat-footed 16 (+3 deflection, +1 Dex, +3 natural)

hp 101 (13d6+3913d6 witch, +13 Con, +13 Favored Class, +13 Toughness feat)

Fort +6+4 base, +1 Con, +1 resistance, Ref +6+4 base, +1 Dex, +1 resistance, Will +10+8 base, +1 Wis, +1 resistance; +2+2 trait vs. illusion vs. illusion

Resist fire 10

OFFENSE

Speed 30 ft.30 ft. base, -0 ft. armor

Melee mwk morningstar +8/+3BAB plus +1 Str plus +1 enhancement (1d8+1+1 Str) or unarmed strike +7/+2BAB plus +1 Str (1d3+1+1 Str)

Ranged +3 corrosive light crossbow +10BAB plus +1 Dex plus +3 enhancement plus +1 Weapon Focus (1d8+3+3 enhancement/19-20 plus 1d6 acid)

Special Attacks +1 on attack and damage with ranged weapons at ranges up to 30 ft., hexes (cauldron, evil eye [-4-2, increases to -4 at level 8, 93 plus Int modifier rounds, DC 2210 base, +1/2 witch level, +6 Int modifier Will], feral speech, healing 2d8+102d8 plus 1 per witch level, maximum +10, major healing 3d8+133d8 plus 1 per witch level, maximum +15, retribution [6Int modifier rounds, DC 2210 base, +1/2 witch level, +6 Int modifier Will], water lung)

Witch Spells Prepared (CL 12th; concentration +18)

7th—chain lightning (DC 23)

6th—cone of cold (DC 22), maximized lightning bolt (DC 19), mass cure light wounds

5th—hold monster (DC 21), passwall, reincarnate, waves of fatigue

4th—black tentacles, confusion (DC 20), cure serious wounds (2), secure shelter

3rd—blink, dispel magic, heroism, lightning bolt (2; DC 19)

2nd—find traps, glitterdust (DC 18), hold person (DC 18), invisibility (2), vomit swarm

1st—cure light wounds (4), enlarge person, mage armor

0 (at will)—dancing lights, daze (DC 16), light, touch of fatigue (DC 16)

Patron Deception

STATISTICS

Str 1212 base, +0 race, +0 level, Dex 1212 base, +0 race, +0 level, Con 1212 base, +0 race, +0 level, Int 2314 base, +2 race, +3 level, +4 headband of vast intelligence, Wis 1212 base, +0 race, +0 level, Cha 88 base, +0 race, +0 level

Base Atk +6/+1; CMB +7+6 BAB, +0 size, +1 Str; CMD 2110 +6 BAB, +0 size, +1 Str, +1 Dex, +3 deflection, +0 dodge

Traits Chance Savior, Skeptic

Feats Brew Potion, Improved Initiative, Improved Unarmed Strike, Maximize Spell, Point-Blank Shot, Precise Shot, Simple Weapon Proficiency (all), Skill Focus (Use Magic Device), Toughness, Weapon Focus (light crossbow)

Skills Acrobatics +54 ranks, +1 Dex, -0 armor, Appraise +40 ranks, +4 Int, Bluff +120 ranks, -1 Cha, +13 headband of vast intelligence, Climb +10 ranks, +1 Str, -0 armor, Craft (alchemy) +2413 ranks, +4 Int, +3 class skill, +4 insight from Cauldron hex, Diplomacy +120 ranks, -1 Cha, +13 headband of vast intelligence, Disguise -10 ranks, -1 Cha, Escape Artist +109 ranks, +1 Dex, -0 armor, Fly +10 ranks, +1 Dex, -0 armor, Heal +51 ranks, +1 Wis, +3 class skill, Intimidate +64 ranks, -1 Cha, +3 class skill, Knowledge (arcana) +1710 ranks, +4 Int, +3 class skill, Knowledge (history) +125 ranks, +4 Int, +3 class skill, Knowledge (nature) +125 ranks, +4 Int, +3 class skill, Knowledge (planes) +158 ranks, +4 Int, +3 class skill, Perception +32 ranks, +1 Wis, Ride +10 ranks, +1 Dex, -0 armor, Sense Motive +10 ranks, +1 Wis, Spellcraft +1811 ranks, +4 Int, +3 class skill, Stealth +139 ranks, +1 Dex, -0 armor, +3 within 1 mile of familiar, Survival +10 ranks, +1 Wis, Swim +10 ranks, +1 Str, -0 armor , Use Magic Device +1810 ranks, -1 Cha, +3 class skill, +6 Skill Focus feat

Languages Common, Draconic, Elven, Varisian

SQ witch's familiar (house centipede)

Combat Gear +1 shock bolts (2), potions of cure light wounds (10), potions of heroism (4), potions of invisibility (2), wand of lightning bolt (CL 10th; 1 charge), alchemist's fire (3), bloodblock (3), smokesticks (3), sunrods (6), thunderstones (3)

Other Gear +3 corrosive light crossbow with 40 bolts, masterwork morningstar, amulet of natural armor +3, cloak of resistance +1, headband of vast intelligence +4 (Bluff, Diplomacy), minor ring of energy resistance (fire), ring of protecton +3, backpack, bandolier, bedroll, belt pouch, candles (5), chalk (white), flask, flint and steel, grappling hook, hammer, hemp rope (50 ft.), iron pot, mess kit, pitons (10), soap (50 uses), string (50 ft.), torches (5), trail rations (5), waterskin, oils (worth 3,000 gp for reincarnate), 6 pp, 25 gp, 13 sp

SPECIAL ABILITIES

Hex Unless otherwise noted, using a hex is a standard action that does not provoke an AoO and may be used as often as desired.

Evil Eye Hex (Su) Standard action, target mind of one target within 30 ft. you can see, imposing a penalty on one of the following of your choice: AC, ability checks, attack rolls, saving throws, or skill checks. A successful Will save reduces the effect to just 1 round. This is a mind-affecting effect.

Feral Speech (Su) Communicate with animal as if using speak with animals but must choose each use to communicate with either amphibians, birds, fish, mammals, reptiles, or vermin, and may only communicate with animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way.

Healing (Su) Requires touch. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.

Major Healing (Su) Requires touch. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.

Retribution (Su) Place on a creature within 60 ft., causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts a number of rounds equal to the witch's Int modifier. Will save negates.

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.

Improved Unarmed Strike (Ex) Considered armed even when unarmed—do not provoke AoO when you attack foes while unarmed. Unarmed strikes deals lethal or nonlethal damage, your choice.

CHARACTER DEMOGRAPHICS

Height 5'3", Weight 213 lbs., Hair Black, Eyes Green, Skin White

Age 19, Deity Pharasma, Homeland Ustalav, Favored Class Witch


VERMITHRAXUS

House centipede familiar

N Tiny magical beast (augmented vermin)

Init +3+3 Dex; Senses darkvision 60 ft.; Perception +9

DEFENSE

AC 24, touch 15, flat-footed 21 (+3 Dex, +9 natural, +2 size)

hp 50 (13d813d8 witch class levels)

Fort +4+4 base, +0 Con, Ref +7+4 base, +3 Dex, Will +8+8 base, +0 Wis

Defensive Abilities improved evasion; SR 17master witch level +5

OFFENSE

Speed 40 ft.40 ft. base, -0 ft. armor, climb 40 ft.

Melee bite +11BAB plus +3 Dex plus +2 size (1d3-5-5 Str plus poison)

Space 2 1/2 ft.; Reach 0 ft.

Special Attacks deliver touch spells, poison

STATISTICS

Str 11 base, +0 race, +0 level, Dex 1717 base, +0 race, +0 level, Con 1010 base, +0 race, +0 level, Int 1212 base, +0 race, +0 level, Wis 1010 base, +0 race, +0 level, Cha 22 base, +0 race, +0 level

Base Atk +6/+1equal to master's BAB; CMB +7+6 BAB, -2 size, +3 Dex (Weapon Finesse); CMD 1210 +6 BAB, -2 size, -5 Str, +3 Dex, +0 deflection, +0 dodge (can't be tripped)

Feats Weapon FinesseB

Skills Acrobatics +104 ranks, +3 Dex, +3 class skill, -0 armor, Appraise +10 ranks, +1 Int, Bluff -40 ranks, -4 Cha, Climb +110 ranks, +3 Dex (tiny familiar uses Dex instead of Str), +8 racial due to climb speed, -0 armor, Craft (alchemy) +1413 ranks, +1 Int, Diplomacy -40 ranks, -4 Cha, Disguise -40 ranks, -4 Cha, Escape Artist +129 ranks, +3 Dex, -0 armor, Fly +30 ranks, +3 Dex, -0 armor, Heal +11 ranks, +0 Wis, Intimidate +04 ranks, -4 Cha, Knowledge (arcana) +1110 ranks, +1 Int, Knowledge (history) +65 ranks, +1 Int, Knowledge (nature) +65 ranks, +1 Int, Knowledge (planes) +98 ranks, +1 Int, Perception +92 ranks, +0 Wis, +3 class skill, +4 racial, Ride +30 ranks, +3 Dex, -0 armor, Sense Motive +00 ranks, +0 Wis, Spellcraft +1211 ranks, +1 Int, Stealth +329 ranks, +3 Dex, +8 size, +8 racial, +3 class skill, -0 armor, Survival +00 ranks, +0 Wis, Swim +30 ranks, +3 Dex (tiny familiar uses Dex instead of Str), -0 armor Use Magic Device +610 ranks, -4 Cha ; Racial Modifiers +4 Perception, +8 Stealth

SQ alertness, empathic link, scry on familiar, share spells, speak with centipedes, speak with master

SPECIAL ABILITIES

Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Deliver Touch Spells (Su) If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the "toucher." The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.

Empathic Link (Ex) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Poison (Ex) Bite—injury; save Fort DC 10; frequency 1/round for 2 rounds; effect daze 1 round; cure 1 save

Share Spells The witch may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself even if the spell does not normally affect magical beasts.

Speak with Centipedes Familiar may communicate with normal and dire centipedes.

Speak with Master Familiar and master may communicate verbally, but other creatures cannot understand without magical help.

Stored Spells 0-level—arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, purify food and drink, read magic, resistance, spark, stabilize, touch of fatigue. 1st—cure light wounds, enlarge person, mage armor, summon monster I. 2nd—find traps, glitterdust, hold person, invisibility, vomit swarm. 3rd—blink, dispel magic, heroism, lightning bolt, remove curse. 4th—black tentacles, confusion, cure serious wounds, divination, secure shelter. 5th—hold monster, passwall, reincarnate, teleport, waves of fatigue. 6th—cone of cold, greater heroism, mass cure light wounds, raise dead. 7th—chain lightning, regenerate


Defeated Enemies Zombie (8)

Catch Phrase "By dark deception, what was that?"

History Gertrude, "Gertie", is a cute but overweight young woman with a chip on her shoulder. She is an orphan and has never been popular. She grew up in foster homes and learned to brawl early on. She discovered she may not be the prettiest, but few expect a girl to throw a punch, and she has plenty of weight behind her blows. She enjoys mead and has won more than a couple of bar brawls in her young life; of course, she's lost more than a few as well.
 
Gertie is a woman on the edge. She is not particularly mean spirited, but her life has numbed her to some of the finer moral values. About two years ago she began to hear whispers from a being calling itself Malphas. She does not know what the voice is, but it has promised her power, respect, and prominence. Soon after, her familiar appeared to her and began teaching her the way of the witch. Gertie is neither good nor evil but could be influenced either way. If left on her own, Malphas will probably eventually corrupt her; however, the influence of good friends and good people may soften her heart and make her grow into a kind and wise woman. Only time will tell.
 
Gertie prefers to close to within 30 ft. of a target and use her evil eye hex while making use of cover. She then uses her close range skill with a crossbow to deadly effect. If things begin going poorly, she likes to summon aid such as a fiendish dire rat or fiendish fire beetle to cover her escape. If an enemy closes in on her, she is ready and willing to throw punches!

Pathfinder® Roleplaying Game | Not Endorsed by Paizo Inc. | Phoenix Gaming Club — 2013 | DM — Charles W. Plemons III
6 Games Played | Last Played 09/29/2015 | Created 01/01/2013 | Mercenary