Pathfinder NPC: Serem Blaine the Winter Baby

O.K.  I will let you in on a little secret.  I really enjoyed building those NPC’s for Lords of Gossamer and Shadow (LoGaS).  But I think I had done enough of them for the time being so I have decided that I am going to make some NPC’s for Pathfinder.  I will be using Hero Lab to create them and print out a stat block for each one.  These NPC’s may not be as versatile as the NPC’s for LoGaS as I will be doing only one version of them rather than three for different powered campaigns I did for LoGaS.  So without ado, here is my first Pathfinder NPC.  I ran a fantastic game of Reign of Winter last night so it has inspired me to make a witch for the first NPC of Pathfinder.

Serem Blaine works natures magic at the turn of the new moon
Image by Eireen, legalese at the bottom of the page

My mother went missing a month before I was due to come in to this world.  This happens all of the time in Irrisen of course.  Look at one of the ruling witches the wrong way or wear the incorrect shade of puce in their presence and you are likely taken away and tortured.  My Mother and Father lived in the fish camps alongside Whitethrone keeping the city folk in food.  My Father, Thorne, went searching for us anyway.  The locals advised him that it would be an effort in futility but my Father was a stubborn man.

He found my mother’s body to the East of the city in a copse of naked firs.  She had been half eaten by what appeared to be Winter Wolves and left to die in the snow.  They had torn her womb open so I would freeze to death in the nights chill.  But beyond belief as my father lifted me from the womb of my mother I coughed and came into existence.  I had survived three straight days and nights in the winter of Irrisen and arisen from the ordeal a healthy and hale child.

My father and I moved North of Whitethrone after this.  He hated the comfort the Winter Wolves were afforded ever after this time so we lived a solitary existence in the wilderness living off rabbits and venison when the weather was kind or roots and tubers when it was not.  It was during this time, I know not exactly when but some time between my sixth and eighth year that my mothers ghost came to me.  She had fought her way out of the morass of the spirit world to come to me and speak of the things I should know.

She told me that soon I would find myself alone again and that my father would be taken from me and executed for his crimes to the throne.  Unbeknownst to me, my mother explained, my father had found the group of White Wolves responsible for her death and gifted them poison fish until they had all succumbed to the dosage.  Mother forced me out into the cold to find my companion, Tillock.  She was a timid little arctic fox and it took me many weeks to coax her to me.  Once I did though she taught me the wonders of magic that I would need to master to survive the ordeals that faced me.

My father cared for me and loved me with all his heart and I cry now to think of him as he hugged me and kissed my forehead at night as I fell asleep.  It is the last remaining memory I have of him.  he was taken by rangers of the Winter’s Guard.  They had been  seeking him for eight years by this stage.  Mother had told me that they were coming and she sent me out into the cold with Tillock.  She told me to flee and never return to this hut.

I know now that my Father is dead and I have not seen the spirit of my Mother since that day.  Even Tillock has left me and gone to a greater place.  She led a group of ancient wights away from me as I slept.  She was a beautiful companion and one that could not truly be replaced.  Though of course I have had to.  A witch without her familiar is no witch at all.  But this time the familiar is a strange, cat like being direct from my Goddess Yuelral to look out for me and offer me a greater level of protection for whatever purpose she has in store for me.

You will find me in and around Whitethrone if you must.  I work with the Heralds of Summer’s Return to fight against the witches their.  It is a dangerous calling, and one that lost me my one true love.  He is a Sorcerer of power that works with the witches.  Our love was hot and true enough so that when he found out about me he protected me from a raid but could never be with me again.  I stay near the city in the hopes that he will one day turn against the evil that corrupts this city and returns to be with me though this is likely beyond hope.

Be careful as you travel the city though, I would hate to have to mourn another whom I care for .  May Yuelral bless you with the magic to make the changes that are needed in your life.  I will think of you on the waning of the moon as I free the ground of the frozen crust that has retarded its growth for far too long.


Serem Blaine    CR 7
XP 3200
Human (Kellid) Witch 8
NG Medium humanoid (human)
Init +1; Senses Perception +6


Defense


AC 19, touch 15, flat-footed 18 (+1 Dex, +4 natural, +4 deflection)
hp 32 (8d6)
Fort +5, Ref +6, Will +9


Offense


Speed 20 ft.
Melee +2 cold iron sickle +5 (1d6+1/×2)
Ranged sling +5 (1d4-1/×2)
Special Attacks hexes (cackle, charm [dc 18], disguise [8 hours/day], fortune, healing, slumber [dc 18])
Witch Spells Prepared (CL 8th; concentration +12):
4th (3/day)—spell immunity, cure serious wounds, curse of magic negation (DC 18)
3rd (4/day)—bestow curse (DC 17), fly, nature’s exile (DC 17), witness (DC 17)
2nd (4/day)—see invisibility, blindness/deafness (DC 16), binding earth (DC 16), pox pustules (DC 16)
1st (5/day)—reduce person (DC 15), mage armor, burning hands (DC 15), endure elements, comprehend languages
0 (at will)—resistance, detect magic, light, read magic


Statistics


Str 9, Dex 12, Con 10, Int 19, Wis 11, Cha 17
Base Atk +4; CMB +3; CMD 18
Feats Arisen, Boon Companion, Combat Casting, Extra Hex, Improved Familiar
Skills Craft (gemcutting) +13, Diplomacy +11, Disguise +4, Fly +7, Heal +9, Intimidate +5, Knowledge (arcana) +15, Knowledge (nature) +15, Perception +6, Sense Motive +4, Spellcraft +15, Survival +8, Use Magic Device +8
Languages Common, Elven, Hallit, Jistka, Skald
SQ patron spells (endurance)
Combat Gear Pearl of power (3rd level) (1/day), Potion of cure serious wounds (2), Potion of darkvision, Ring of invisibility; Other Gear +1 Sling bullets (50), +2 Cold Iron Sickle, Sling, Amulet of natural armor +4, Cackling hag’s blouse (2/day), Cloak of resistance +3, Living garments, Ring of protection +4, Artisan’s tools, masterwork (Craft [gemcutting]), Witch’s kit


Special Abilities


Arisen (1/day) Activate to gain 8 temp Hp for 10 min. Die at -14 hp.
Boon Companion (Arcane Familiar) +4 levels to calc familiar/animal comp abilities (max of your HD).
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Cackling hag’s blouse (2/day) Gain cackle hex if you’re a witch, or able to use it as a swift action if you’ve already got it.
Charm +2 (4 round(s)) (DC 18) (Su) Improve attitude of humanoid or animal in 30 ft by 2 step(s).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Disguise (8 hours/day) (Su) Can change own appearance, as disguise self but with longer duration.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm’s reach.
Fortune (2 round(s)) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Healing (2d8+8) (Su) Use cure moderate wounds once per day/person.
Living garments On command, change colouring, fit, and basic design. Repairs 1 hp a round.
Ring of invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell. Construction Requirements: Forge Ring, invisibility; Cost 10,000 gp
Share Spells with Familiar Can cast spells with a target of “You” on the familiar with a range of touch.
Slumber (8 rds) (DC 18) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak With Familiar (Ex) You can communicate verbally with your familiar.




Familiar Grendel

Agathion, Silvanshee
NG Tiny outsider (agathion, extraplanar, good)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +14


Defense


AC 19, touch 14, flat-footed 17 (+2 Dex, +2 size, +5 natural)
hp 16 (2d10+2)
Fort +5, Ref +6, Will +8
DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 13


Offense


Speed 30 ft., fly 90 ft. (good)
Melee bite +8 (1d3-4/×2) and
   2 claws +8 (1d2-4/×2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks heroic strength, pounce
Spell-Like Abilities
   Constant—know direction, speak with animals
   At will—dancing lights, prestidigitation (DC 11), stabilize
   1/day—dimension door (self plus 5 lbs. of objects only)
   1/week—ommune commune (6 questions, cl 12th)


Statistics


Str 3, Dex 15, Con 12, Int 17, Wis 12, Cha 13
Base Atk +4; CMB +4; CMD 10 (14 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +11, Appraise +5, Bluff +6, Climb +1, Diplomacy +4, Disguise +2, Escape Artist +4, Fly +19, Heal +7, Knowledge (arcana) +14, Knowledge (planes) +8, Perception +14, Sense Motive +8, Spellcraft +11, Stealth +19, Survival +9, Use Magic Device +3; Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth
Languages Celestial, Common, Draconic, Hallit, Infernal, Undercommon; speak with animals, speak with animals, truespeech
SQ cat’s luck, improved evasion, lay on hands (1d6, 2/day), spectral mist


Special Abilities


Cat’s Luck (Su) Add Charisma modifier as a luck bonus to saves.
Damage Reduction (5/evil or silver) You have Damage Reduction against all except Evil or Silver attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Sonic (10) You have the specified Damage Resistance against Sonic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (90 feet, Good) You can fly!
Heroic Strength +8 (1/day) (Su) Grants itself a +8 enhancement bonus to Str for 1 minute.
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Lay on Hands (1d6) (2/day) (Su) You can heal 1d6 damage, 2/day
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Speak With Animals (Su) Speak with animals as a free action, without sound
Spectral Mist (5 minutes/day) (Su) As gaseous form, but retain own DR, speed, and supernatural abilities.
Spell Resistance (13) You have Spell Resistance.
Truespeech (Su) Speak with any creature that has a language.


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The image used in this blog is created by Eireen and shared under a Creative Commons Attribution, Non Commercial No Derivative Works 3.0 License.  

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