Ability Scores: STR 10, DEX 20, CON 10, INT 13 WIS 9, CHA 22

8th level Fey Witch

28 hit points

Initiative +5

Languages: Common, Elven, Drow Sign Language, and Sylvan

AC 15

touch AC 15
flat footed AC 10

base attack +4

Before making an attack roll, you may voluntarily take an attack penalty of up to your base attack (i.e. 4), and inflict two times the amount you subtracted from the attack roll as extra damage. You may take this option on any or all of your attacks if you wish.

+9 ranged attack (eldritch blast 4d6 damage) to any target within 100-feet once per round as a standard action. The target may make a DC 20 Reflex save for half damage.

As a swift action once per day she may call upon the Prince of Frost to imbue her eldritch blast with more of his power and grant it +6d6 cold damage. She must invoke the Prince of Frost before the attack roll is made and succeed on a DC 19 concentration check to control the influx of raw power or suffer his wrath (i.e. 4d6 damage that ignores damage reduction and resistances and feels as if his icy grip was crushing her heart).

+11 ranged attack (+2 spell storing hand crossbow 1d4+2 piercing damage) the crossbow can also hold a single targeted spell of up to 3rd level (currently holds a lightning bolt that will deal 8d6 damage to everything in a 120-foot long line if discharged)

Fortitude +2 Reflex +7, Will +12

Feats: Iron Will, Power Attack, and Unnatural Will. Note: Fey witches gain the use of the brew potion feat when they have access to a normal sized cauldron.

Seelie/Unseelie: When a fey witch casts a spell with the [good] or [law] descriptor flowers sprout and bloom from her footsteps for one minute and she can cause a dancing lights effect for the duration of the spell or 1 round. When she casts a spell with the [chaos] or [evil] descriptor her shadow wilts plants and curdles milk and she can shroud the immediate area with a darkness spell which lasts until the spell ends or 1 round as she chooses.

Unless otherwise noted, using a invocation is a move action that provokes an attack of opportunity. The save to resist a invocation is equal to 10 + 1/2 the fey witch’s level + the fey witch’s Charisma modifier. Invocations can be used at will but no more than once per round unless specifically noted in the description.

Invocations (DC 20 to negate):

Disguise (Su): Once per day as a move action, Nyaphelia can change her appearance for 8 hours, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.

Evil Eye (Su): As a move action, Nyaphelia can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –4 penalty on one of the following (her choice): AC, ability checks, attack rolls, saving throws, skill checks, or be rendered flat footed (thus making her vulnerable to sneak attacks). This invocation lasts for 4 rounds. A Will save reduces this to just 1 round.

Healing (Su): As a move action, Nyaphelia can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level (1d8+5). Once a creature has benefited from the healing invocation, it cannot benefit from it again for 24 hours.

Tongues (Su): As a swift action, Nyaphelia can understand any spoken language for 8 rounds per day, as comprehend languages. Activating this ability is a free action. She can use this ability to speak any language, as per tongues, and she instinctively knows the given name of anyone she listens to if she makes a DC 15 concentration check as an immediate action once per round.

Ward (Su): As a swift action, Nyaphelia can use this invocation to place a protective ward over one creature by dusting the creature with a pinch of salt. The warded creature receives a +3 deflection bonus to AC and a +3 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. Nyaphelia can sense when a warded creature is no longer protected. She can have only one ward active at a time. If Nyaphelia uses this ability again, the previous ward immediately ends. She cannot use this ability on herself.

Spells per day: 5 first level, 5 second level, and 3 third level.

Spells known:

1st level: cause fear, charm person, command, detect magic, detect secret doors, endure elements, hideous laughter, hypnotism, identify, immediate invisibility (casting time: 1 immediate action, lasts 2 rounds or until you attack), light, nightshield, ray of enfeeblement, read magic, reduce person, and unseen servant.

2nd level Witch Spells: augury, blindness/deafness, cure moderate wounds, detect thoughts, enthrall, find traps, glitterdust, and hold person.

3rd level Witch Spells: bestow curse, deep slumber, dispel magic, fly, lighting bolt (8d6 damage), and speak with dead.

Need to randomly roll a familiar (roll a d8), her familiar can already speak Sylvan, the language of faerie and forest creatures. Sylvan is also the language that she learns her spells in and she uses to cast them.

  1. bat = +3 bonus on Listen checks, blindsense, and can fly
  2. cat = +3 bonus on Move Silently checks
  3. goat = +3 bonus on Survival checks
  4. pig = +3 bonus on Diplomacy checks
  5. rat = +2 bonus to Fortitude saves
  6. raven = +3 bonus on Appraise checks, can fly and can speak a second language of your choice
  7. toad = You get +3 hit points
  8. viper = +3 bonus on Bluff checks and is venomous Fort DC 10 1d6 constitution/1d6 constitution damage

Skill Ranks:

Bluff 0 ranks = 6 
Concentration (Con) 5 ranks = 5
Craft (painting) (Int) 5 ranks = 6
Heal (Wis) 2 ranks = 1
Hide (Dex) 0 ranks = 5
Intimidate (Cha) 5 ranks = 11
Knowledge (arcana) (Int) 1 ranks = 2
Knowledge (history) (Int) 1 ranks = 2
Knowledge (nature) (Int) 1 ranks = 2
Knowledge (planes) (Int) 1 ranks = 2
Listen (Wis) 0 ranks = 6
Move Silently 0 ranks = 5
Search (Int) 0 ranks = 3
Spellcraft (Int) 5 ranks = 6
Spot (Wis) 0 ranks = 1
Use Magic Device (Cha) 7 ranks = 12

Drow Elf species traits

  • Medium size.
  • An elf’s base land speed is 30 feet.
  • Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Darkvision out to 120 feet. This trait replaces the high elf’s low-light vision.
  • Spell resistance equal to 11 + class levels (in this case 19).
  • +2 racial bonus on Will saves against spells and spell-like abilities.
  • Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
  • Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.
  • Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf’s automatic and bonus languages.
  • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Equipment: +2 spell storing hand crossbow, a pot of Marvelous Pigments with palette and brushes (which allows her conjure up mundane items by painting a picture of them), a +2 cloak of Charisma, a Nerathi legionnaire’s quiver of seeking with 25 charges left (each arrow or bolt removed from the bag expends a charge and gains a seeking enchantment that allows it to ignore miss chance from concealment, darkness, illusions and the like when fired), a banshee belt of many pockets (has thirty extradimensional pockets and 1/day can emit a wailing howl that unnerves everyone within 60-feet of the wearer causing them to become shaken and suffer a -2 penalty to most rolls for 1 minute unless they make a DC 15 Will save to negate the fear effect), a spell component pouch, a small steel mirror, and the blindfold of Echlaarno (negates light blindness, grants a +5 competence bonus to listen checks, bestows the benefit of the blind fighting feat, and protects against gaze attacks but also reduces visual range to 50-feet)

She is also equipped with several oils, potions as well as a stone salve (reverses petrification or makes skin rock hard to turn aside attacks) she recently bought because of a warning from her familiar. Nyaphelia also has a potion of jump, two potions of expeditious retreat, four potions of mage armor, two oils of magic weapon, two oils of resist cold 10, and one potion of spider climb.

She also has six potions of cure moderate wounds (worth 300 gold pieces each) and ten potions of endure elements (worth 50 gold pieces each) that she personally brewed up in her cauldron, which she keeps on hand mostly to sell or trade.

Possessions not on person: Nyaphelia owns a simple hut in the Elsir Vale in dwarven city of Overlook on a tiny plot of land with a garden where she usually grows most of her food, and the harvests components for her spells. She also owns a large cauldron where she brews the potions she sells. Because she’s a drow, she pays a meager protection fee of two silver pieces a month, to the House of Black Lanterns thieves guild to watch over her hut while she’s away on business and they see to it that would be thieves have their heads removed as a warning if they should try to rob from her. She’s all paid up for the next five months.

Her hut is right behind the stall where she usually sells her potions when she’s in town, currently a family of gnomes are using the stall to sell tomatoes and nothing else, until she gets back with a promise that she’ll put a curse on their house if they disobey her by selling more stolen goods and changing money with illusionary gold made from rocks again.


“Surely you’ve heard the stories of the Pale Prince and how he schemes to cover the world in ice—how each winter is a reflection of his struggle to extinguish the sun and cast the land into cold night. Perhaps you’ve heard of the menagerie in the Fortress of Frozen Tears, with mortals of great skill or beauty trapped forever in icy prisons. Or the tales of his wintertouched, which are servants who spread sorrow across the world and spill new tears for the walls of their prince’s fortress.

When you hear the mournful cry of the wind in the darkest depths of winter, beware. It could be the hunting horn of the Prince of Frost, come to claim another trophy for his dark hall.”

-Nyaphelia the Winter Witch

A Bitter Creed

Never Love: Nyaphelia has sworn to show that a life without love is worth living and in return has been gifted with power from the Pale Prince of the Long Night. She must shroud her heart in ice. She must be callous and cruel, especially to enemies. She must also remain somewhat aloof from companions and, perhaps, eschew true friendship.

Spread Sorrow: Every tear that the Winter Witch squeezes from foes is another building block for the court of the Winter Fey.

Follow Instructions: Nyaphelia has sworn to serve the Winter Court directly. So she might receive specific requests through her familiar at any time. Perhaps a pompous mortal must be humiliated or maybe Hayne Kasar has finally been reborn, and must be punished for stealing the heart of the Pale Prince’s betrothed in his past life. Perhaps she will be ordered to recover some trinket to further the Winter courts goal of blanketing all the world in endless winter.

Possible Tactics: Nyaphelia should rely on her Evil Eye invocation to weaken foes before attacking them or before they attack her, especially if she travels with assassin or rogues who can exploit a flat footed foe to inflict horrendous damage. She can cure injuries and inflict foul curses, and as a drow already carries a fearsome reputation for wanton cruelty and destruction.

She may find it prudent to hide the fact that she is a drow to allay suspicions until she is ready to act and toward that end can conceal herself for 8-hours a day behind the glamers and illusions of her disguise invocation, appearing to change form from moment to moment or duplicating others to sow confusion and dissent. For instance, she could make herself appear to be a man, dwarf, wild elf or something more exotic but still medium sized with two arms and legs, or she could make her eyes and/or hair shift from one color to the next from round to round with a moment’s concentration. She could even clothe herself in illusions, changing her outfit with little more than a thought to look like anything she can imagine.

When faced with armed opposition she may want to hang back and zap her foes with eldritch blasts or well placed crossbow quarrels if her enemies prove resistant to her blasts or especially nimble at reflexively dodging them. There is no reflex save to reduce the damage from a crossbow quarrel to the face, after all.

When facing off against more capable foes she may wish to risk drawing on greater power to make her eldritch blast do more damage but be advised that she may only attempt to do so once per day at her level and if she should fail to control the requested power, she may end up doing more harm to herself than her enemy has. The extra damage is ineffective against the undead.

Her spells give her utility and unpredictability as she can make herself invisible for a short period of time even when it isn’t her turn with immediate invisibility. Nyaphelia could reduce a crowd of warriors to a pile of helpless sleeping forms with deep slumber. She can distract and temporarily take someone out of a fight by inflicting a bout of uncontrollable cackling with hideous laughter, and those are but three examples of spells she could prepare.


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