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Difference between revisions of "User:Wizardoest/PCs/Agofon Warbullion"

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   BUILD NOTES
   BUILD NOTES
   All of the notes are inline for easy reference.
   There are specific notes inline.


   STATUS: WIP
   SUMMARY
  Witch 15
  Hedge Witch Archetype (spon cure spells)
  Dwarf with Rock Stepper trait
  Trait, Focused Mind (+2 concentration checks)
  Favored Class: Witch. +1 hp per Witch level


========================================================= -->
========================================================= -->
Line 11: Line 16:
</div>
</div>


== Name ==
== Agofon Warbullion ==
[http://paizo.com/pathfinderRPG/prd/coreRulebook/classes/wizard.html Diviner 10] <br>
[[User:Wizardoest/PCs/Agofon Warbullion/Spells|Spells]] | [[User:Wizardoest/PCs/Agofon Warbullion/Equipment|Equipment]]
 
'''High Concept''' Retired Merchant with a living Beard <br>
'''Trouble''' Calculated Heroism <br>
'''Patron''' The Forges (stars) of the Night Sky have Gifted Me <br>
'''God''' Promote Order and Peace in the name of [http://pathfinderwiki.com/wiki/Abadar Abadar, Master of the First Vault]
 
[http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html Witch 14] ([http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/witch.html Hedge Witch archetype]) ([http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/witch.html#stars Patron: Stars])<br>
LG Medium [http://paizo.com/pathfinderRPG/prd/coreRulebook/races.html Dwarf] <br>
LG Medium [http://paizo.com/pathfinderRPG/prd/coreRulebook/races.html Dwarf] <br>
<!-- ======================================================
<!-- ======================================================
   INITIATIVE  
   INITIATIVE
   +2 Dex  
   +1 Dex
   +4 Improved Init
  +1 Dex from Belt
   +5 Diviner school specialty
   +2 Scorpion Familiar
   ------  
   +4 Imp Init
   +11 to Initiative
   -----------------
   +8 Total
========================================================= -->
========================================================= -->
'''Init''' +11, Always act in surprise round <br>
'''Init''' +8<br>
'''Senses''' Darkvision 60'; Perception +10 (+2 w/familiar)
'''Senses''' Darkvision 60'; Perception +15 (+17 with Familiar w/i 5')<br>
'''Speed''' 20' ''(never modified by armor or encumbrance)''<br>
''Ignore difficult terrain created by rubble, broken ground, or steep stairs when taking a 5-foot step.''<br>
 
<div class="row">
 
<div class="col-xs-6">


== Defense ==
== Defense ==
'''AC''' 12 (+2 Dex); '''Touch''' 12 <br>
'''AC''' 17; 20 with ''Mage Armor'' '''Touch''' 13 <br>
''+4 AC vs Giants'' <br>
Buckler, Mithral +3 [+4 to AC], Dex [+2 to AC], +1 Ring of Protection, ''Mage Armor'' [+4 Armor AC]
<!-- ======================================================
<!-- ======================================================
   HIT POINTS
   HIT POINTS
   Base: 10d3 + 30 (Converted from 1d6 per level per http://drinkinganddragons.com/wiki/ROR:Rules#Character_Generation)
   Base: 15d3 + 45 (Converted from 1d6 per level per http://drinkinganddragons.com/wiki/ROR:Rules#Character_Generation)
   Con: +20 (2 per level)
   Con: +30 (2 per level)
   Toughness: +10 (1 hp per level)
   Toughness: +15 (1 hp per level)
   TOTAL: 9d3 + 60 (range 69–87)
   Favored Class: +15 (+1 per Witch level)
  TOTAL: 13d3 + 104
========================================================= -->
========================================================= -->
'''HP''' 10d3 + 54 <br>
'''HP''' 134 + 2d3 <br>
'''Fort''' +5; '''Ref''' +5; '''Will''' +8 <br>
'''Fort''' +7; '''Ref''' +7; '''Will''' +10 <br>
''+2 vs poison, spells, and spell-like abilities''
''+2 vs poison, spells, and spell-like abilities''<br>
'''Immune''' ''Detect Thoughts, Discern Lies, and any attempt to magically discern his alignment''
</div>
 
<div class="col-xs-6">


== Offense ==
== Offense ==
'''Speed''' 20' ''(never modified by armor or encumbrance)''<br>
'''Melee''' Adamantine Warhammer +7/+2 (1d8 / 20×3) <br>
''Ignore difficult terrain created by rubble, broken ground, or steep stairs when taking a 5-foot step.''<br>
'''Melee''' Dagger +7/+2 (1d4 / 19×2 / 10 ft.) <br>
'''Melee''' Warhammer +4 (1d8 / 20×3) <br>
'''Melee''' [2ndary natural attack] Beard +2 (1d3 / 20×2 / 10 ft.) <br>
'''Melee''' Dagger +4 (1d4 / 19×2 / 10 ft.) <br>
'''Ranged''' Dagger +9/+4 (1d4 / 19×2 / 10 ft.) <br>
'''Ranged''' Dagger +5 (1d4 / 19×2 / 10 ft.) <br>
''+1 vs Orcs/Goblins'' <br>
''+1 vs Orcs/Goblins'' <br>
'''Space''' 5'; '''Reach''' 5'; '''BAB''' +5 <br>
'''Space''' 5'; '''Reach''' 5'; '''BAB''' +7/+2
</div>
</div><!-- end .row -->


=== Spells ===
== Special Abilities ==
'''Opposition schools''' Enchantment, Abjuration ''(Casting a spell costs two slots; –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.)''


<!-- ======================================================
=== Hexes (4 minor, 1 major) ===
  CONCENTRATION CHECK
'''DC 21 save (23 Evil Eye)''' ''(10 + 1/2 level + Int)''
  +10 Caster level  
 
  +4 Int
'''[http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html#evil-eye Evil Eye] (Su, mind-affecting, 7 rounds or Will 1 round):''' -4 penalty to one of the following: AC, ability checks, attack rolls, saving throws, or skill checks.
  +2 Trait
 
  ------  
'''[http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html#misfortune Misfortune] (Su, w/i 30', 2 rounds of disadvantage, Will negates but may be targeted a 2nd time):''' Effects ability checks, attack rolls, saving throw, and skill checks. Target may only be targeted once per day.
  +16
 
========================================================= -->
'''[http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html#cackle Cackle] (Su, move action):''' All creatures w/i 30' under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
'''Concentration Check''' +16<br>
 
''You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.''
'''[http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html#retribution Retribution] (Su, 60'):''' A witch can place a retribution hex on a creature within 60 feet, 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 for a number of rounds equal to the witch's Intelligence modifier. A Will save negates this effect.
 
'''[http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html#flight Flight] (Su):''' The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.


'''Base Save DC''' 14 + level (+1 to Necromancy spells)<br>
'''[http://www.d20pfsrd.com/classes/base-classes/witch/hexes---3rd-party-publishers/hexes/major-hexes/hex-major-witchs-charge-su Witch's Charge] (Su, Major Hex)''' Once per day when preparing spells, a witch can designate a willing creature as her charge. She gains a constant [http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/status.html#status status effect] on this creature and can target it with beneficial touch spells from a range of 30 feet. The creature remains her charge until she designates a new one.
;5th—2 + D
: ''Save DC 19 (20)''
: ''Concentration check: DC 25''
: empty
: [Div] empty
;4th—3 + D
: ''Save DC 18 (19)''
: ''Concentration check: DC 23''
: empty
: empty
: [Div] empty
;3rd—3 + D
: ''Save DC 17 (18)''
: ''Concentration check: DC 21''
: empty
: empty
: empty
: [Div] empty
;2nd—4 + D
: ''Save DC 16 (17)''
: ''Concentration check: DC 19''
: empty
: empty
: empty
: empty
: [Div] empty
;1st—4 + D
: ''Save DC 15 (16)''
: ''Concentration check: DC 17''
: empty
: empty
: empty
: empty
: [Div] empty
;0th—4
: '''Necromancy (+1 DC)'''
: Bleed: Cause a stabilized creature to resume dying.
: Disrupt Undead: Deals 1d6 damage to one undead.
: Touch of Fatigue: Touch attack fatigues target.
: '''Spells'''
: Acid Splash: Orb deals 1d3 acid damage.
: Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
: Dancing Lights: Creates torches or other lights.
: Detect Magic: Detects all spells and magic items within 60 ft.
: Detect Poison: Detects poison in one creature or small object.
: Flare: Dazzles one creature (–1 on attack rolls).
: Ghost Sound: Figment sounds.
: Light: Object shines like a torch.
: Mage Hand: 5-pound telekinesis.
: Mending: Makes minor repairs on an object.
: Message: Whisper conversation at distance.
: Open/Close: Opens or closes small or light things.
: Prestidigitation: Performs minor tricks.
: Ray of Frost: Ray deals 1d3 cold damage.
: Read Magic: Read scrolls and spellbooks.
: '''Opposition Schools'''
: Resistance: Subject gains +1 on saving throws.
: Daze: A single humanoid creature with 4 HD or less loses its next action.


=== Spellbook ===
<blockquote>You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence.</blockquote>
<div class="alert alert-warning alert-dismissible" role="alert">  
The Spellbook will be broken out into its own page.
</div>
<!-- ======================================================
  SPELLBOOK
  1st — 3 starting spells, 4 for Int bonus
  2nd-10th — 2 spells per level (18 spells)
  ------
  TOTAL: 25 spells
========================================================= -->
;5th
: Prying Eyes (Div) , Magic Jar (Nec) , Cloudkill (Conj), EMPTY
;4th
: Arcane Eye (Div), Bestow Curse (Nec), [http://www.d20pfsrd.com/magic/all-spells/w/wandering-star-motes Wandering Star Motes] (Illu, APG), Dim Door (Conj)
;3rd
: Arcane sight (Div), Haste (trans), Fly (trans), Vampiric Touch (Nec)
;2nd
: Locate Object (Div), Mirror Image (illu), Spectral hand (nec), Glitterdust (conj)
;1st
: Identify (Div), True Strike (Div), Grease (Conj) Mage Armor (Conj), Obs Mist (conj), Shocking Grasp (Evoc), Chill Touch (Nec), Silent Image (illus), Magic Missile (evoc)


== Special Abilities ==
'''[http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/witch.html#prehensile-hair Prehensile <strike>Hair</strike> Beard] (Su) (10 min/day in 1 min increments, standard action to start):''' The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch's elongated hair shrink away to nothing. Using her hair does not harm the witch's head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.


=== Active ===
=== Active ===
'''Burning Hands (3/day, Reflex DC 21)''' If a creature passes the save, they cannot be effected again for 24 hours.
'''[http://paizo.com/pathfinderRPG/prd/coreRulebook/magicItems/wondrousItems.html#figurines-of-wondrous-power Golden Lions] (1/day up to 1 hour, standard action, [http://paizo.com/pathfinderRPG/prd/bestiary/lion.html#lion stats])''' If slain in combat, the lions cannot be brought back from statuette form for 1 full week.
'''[http://paizo.com/pathfinderRPG/prd/coreRulebook/magicItems/wondrousItems.html#hand-of-the-mage Hand of the Mage] (30' range, Move action to move 5lb object 15')''' This mummified elf hand hangs by a golden chain around a character's neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell ''mage hand'' at will.
'''[http://paizo.com/pathfinderRPG/prd/coreRulebook/magicItems/wondrousItems.html#hat-of-disguise Hat of Disguise]''' You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between.


'''Diviner's Fortune (Sp, Diviner) [7/day; +5 insight bonus]:''' When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
'''[http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/witch.html#empathic-healing Empathic Healing] (Su):''' A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch suffers the effects of the failed save instead of the poisoned creature. For a diseased target, the witch must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but the witch suffers the effects of the failed save instead of the diseased creature. The witch does not actually become poisoned or diseased (and is not contagious and does not need to be cured), but suffers the effects of the affliction as if she had been. The witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if the witch is immune to disease or poison. This replaces the witch's hex gained at 8th level.


=== Passive ===
=== Passive ===


'''Weapon and Armor proficiencies:''' Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail. Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
'''[http://paizo.com/pathfinderRPG/prd/coreRulebook/magicItems/rings.html#ring-of-mind-shielding Ring of Mind Shielding]''' Immune to ''Detect Thoughts'', ''Discern Lies'', and any attempt to magically discern his alignment.
 
'''[http://paizo.com/pathfinderRPG/prd/coreRulebook/magicItems/rings.html#ring-of-sustenance Ring of Sustenance]''' 2 hours of sleep counts as 8 hours, even for spellcasting. Always nourished.
 
'''Weapon and Armor proficiencies:''' 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. Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.


'''[http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/dwarves.html Rock Stepper]:''' Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
'''[http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/dwarves.html Rock Stepper]:''' Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.


'''[http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/advancedNewRules.html#focused-mind Focused Mind] (Trait):''' Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
'''[http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/advancedNewRules.html#focused-mind Focused Mind] (Trait):''' Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
'''Forewarned (Su, Diviner):''' You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
'''Scrying Adept (Su, Diviner)''': At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.


== Statistics ==
== Statistics ==
Line 167: Line 122:
   FORMAT: Ability Rank (Modifier) == Base value (Point Buy Cost) + Racial modifiers + Stat Bump
   FORMAT: Ability Rank (Modifier) == Base value (Point Buy Cost) + Racial modifiers + Stat Bump
   (Left final values, right calculations)
   (Left final values, right calculations)
   S 10 (+0) == 9 (-1 cost) +1stat
   S 10 (+0) == 10 (-1 cost) +2stat
   D 12 (+1) == 12 (2 cost)
   D 12 (+1) == 12 (2 cost)
   C 14 (+2) == 12 (2 cost) + 2race
   C 14 (+2) == 12 (2 cost) + 2race
Line 174: Line 129:
   C 09 (-1) == 10 (0 cost) - 2race + 1stat
   C 09 (-1) == 10 (0 cost) - 2race + 1stat
========================================================= -->
========================================================= -->
'''Str''' 10 (+0); '''Dex''' 12 (+1); '''Con''' 14 (+2); '''Int''' 18 (+4); '''Wis''' 12 (+1); '''Cha''' 9 (-1)
'''Str''' 10 (+0); '''Dex''' 12 (+1), 14 (+2) with Belt; '''Con''' 14 (+2); '''Int''' 18 (+4); '''Wis''' 12 (+1); '''Cha''' 9 (-1)


=== Feats ===
=== Feats ===
<!-- ======================================================
<!-- ======================================================
   FEATS
   FEATS
  Familiar w/i arm's reach: Alertness
  Wiz1: Scribe Scroll
   1: Improved Initiative
   1: Improved Initiative
   3: Combat Casting
   3: Accursed Hex
   5: Toughness
   5: Ability Focus (Evil Eye)
   Wiz5: Quicken Spell
   7: Combat Casting
   7: Improved Familiar
   9: Toughness
   9: SpF Necromancy
   11: Eschew Materials
   W10: ???
   13: Spell Hex
 
  15: Quicken Spell
Possible
http://paizo.com/pathfinderRPG/prd/ultimateMagic/ultimateMagicFeats.html#evolved-familiar
Craft Wand
 
========================================================= -->
========================================================= -->
;[http://paizo.com/pathfinderRPG/prd/coreRulebook/feats.html#alertness Alertness] (when familiar is in arm's reach)  
;[http://paizo.com/pathfinderRPG/prd/coreRulebook/feats.html#alertness Alertness] (when familiar is in arm's reach)  
: You get a +2 bonus on Perception and Sense Motive skill checks.
: You get a +2 bonus on Perception and Sense Motive skill checks.
;[http://paizo.com/pathfinderRPG/prd/coreRulebook/feats.html#scribe-scroll Scribe Scroll]
;[http://paizo.com/pathfinderRPG/prd/coreRulebook/feats.html#improved-initiative Improved Initiative]
;[http://paizo.com/pathfinderRPG/prd/coreRulebook/feats.html#improved-initiative Improved Initiative]
;[http://paizo.com/pathfinderRPG/prd/ultimateMagic/ultimateMagicFeats.html#accursed-hex Accursed Hex]
;[http://paizo.com/pathfinderRPG/prd/bestiary/monsterFeats.html#ability-focus Ability Focus] (Evil Eye)
;[http://paizo.com/pathfinderRPG/prd/coreRulebook/feats.html#combat-casting Combat Casting]
;[http://paizo.com/pathfinderRPG/prd/coreRulebook/feats.html#combat-casting Combat Casting]
: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
;[http://paizo.com/pathfinderRPG/prd/coreRulebook/feats.html#toughness Toughness]
;[http://paizo.com/pathfinderRPG/prd/coreRulebook/feats.html#toughness Toughness]
;[http://paizo.com/pathfinderRPG/prd/coreRulebook/feats.html#quicken-spell Quicken Spell]
;[http://paizo.com/pathfinderRPG/prd/coreRulebook/feats.html#eschew-materials Eschew Materials]
: +4 levels; Casting a quickened spell doesn't provoke an attack of opportunity.
;[http://paizo.com/pathfinderRPG/prd/ultimateMagic/ultimateMagicFeats.html#spell-hex Spell Hex] (Burning Hands)
;[http://paizo.com/pathfinderRPG/prd/coreRulebook/feats.html#improved-familiar Improved Familiar]
;[http://paizo.com/pathfinderRPG/prd/coreRulebook/feats.html#quicken-spell Quicken Spell] +4 levels to cast as a Swift action
;[http://paizo.com/pathfinderRPG/prd/coreRulebook/feats.html#spell-focus Spell Focus (Necromancy)]
; Wiz10 empty


=== Skills ===
=== Skills ===
Line 215: Line 163:
   Total points: 60
   Total points: 60


   10 Spellcraft
   18 = 9 each Spellcraft, Perception
   20 (2 each) All ten Knowledges
   07 = 7 each Appraise
   10 Perception
  05 = 5 each Profession (Merchant)
   12 (2 each) Fly, Climb, Swim, Sense M, Survival
   04 = 4 each Heal
   03 Craft
   18 = 3 each Knowledge (Arcana, History, Nature, Planes); UMD, Fly
   05 Profession (Merchant)
  08 = 2 each Acrobatics, Climb, Sense Motive, Swim
   02 Acrobatics
  06 = 11th level, +1 Spellcraft, Perception, Fly, Sense Motive; +2 Intimidate
   -------
  06 = 12th level, +1 each K Arcana, history, nature, planes; +1 Spellcraft, Perception
   54 points
   06 = 13th level, +1 each K Arcana, history, nature, planes; +1 Spellcraft, Perception
   06 = 14th level, +1 each K Arcana, history, nature, planes; +1 Spellcraft, Perception
   06 = 15th level, +1 each K Arcana, history, nature, planes; +1 Spellcraft, Perception
   ------------
   78 spent
========================================================= -->
========================================================= -->
<div class=row>
<div class=row>
<div class=col-xs-6>
<div class=col-xs-4>
==== Class Skills ====
==== Class Skills ====
* Appraise +13 <br>''+2 nonmagical goods that contain precious metals or gemstones''
* Fly +5
* Craft +4
* Heal +5
* Fly (ACP) +7
* Intimidate +3
* Knowledge (arcana) + 9
* Knowledge (arcana) +11
* Knowledge (dungeoneering) + 9
* Knowledge (history) +11
* Knowledge (engineering) + 9
* Knowledge (nature) +11
* Knowledge (geography) + 9
* Knowledge (planes) +11
* Knowledge (history) + 9
* Profession (Merchant) +6
* Knowledge (local) + 9
* Spellcraft +18
* Knowledge (nature) + 9
* Use Magic Device +2
* Knowledge (nobility) + 9
* Knowledge (planes) + 9
* Knowledge (religion) + 9
* Linguistics
* Profession (Merchant) + 9
* Spellcraft +17
</div>
</div>


<div class=col-xs-8>
==== Other Skills ====
<div class=row>
<div class=col-xs-6>
<div class=col-xs-6>
 
* Acrobatics +3
==== Other Skills ====
* Appraise +11 <br>''+2 nonmagical goods that contain precious metals or gemstones''
* Acrobatics (ACP) +3
* Bluff
* Bluff
* Climb (ACP) +3
* Climb +2
* Craft
* Diplomacy
* Diplomacy
* <strike>Disable Device</strike>
* Disguise
* Disguise
* Escape Artist
* Escape Artist
* <strike>Handle Animal</strike>
* Heal
* Intimidate
* Intimidate
* Perception +11
* Knowledge (dungeoneering)
* Knowledge (engineering)
* Knowledge (geography)
* Knowledge (local)
* Knowledge (nobility)
* Knowledge (religion)
</div>
<div class=col-xs-6>
* Linguistics
* Perception +15
* Perform
* Perform
* Ride (ACP)
* Ride
* Sense Motive +3
* Sense Motive +4 (+6 w/familiar)
* <strike>Sleight of Hand</strike>
* Stealth
* Stealth (ACP)
* Survival
* Survival
* Swim (ACP)
* Swim +2
* Use Magic Device
</div>
</div>
</div>
</div>


== Equipment ==
<div class="alert alert-warning alert-dismissible" role="alert">
This section will become it's own page later.
</div>
</div>
'''Encumbrance''' 34lbs (–3 check penalty; Run x4) / 67lbs (-6 check penalty; Run x3)
</div>
 
<!-- Categories and Magic Words =============================== -->  
[https://docs.google.com/spreadsheets/d/1CPey7gXhQ_lXWhMftCeTxwXgykIvZAReA65uQ6vQPDk/edit?usp=sharing Spreadsheet of equipment] (anyone with the link can view)
__NOTOC__  
{{#widget:Google Spreadsheet
[[Category:Wizardoest:Character Build]]
|key=1CPey7gXhQ_lXWhMftCeTxwXgykIvZAReA65uQ6vQPDk
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[[Category:Wizardoest:Character Build]]

Latest revision as of 17:55, 22 July 2017

Agofon Warbullion

Spells | Equipment

High Concept Retired Merchant with a living Beard
Trouble Calculated Heroism
Patron The Forges (stars) of the Night Sky have Gifted Me
God Promote Order and Peace in the name of Abadar, Master of the First Vault

Witch 14 (Hedge Witch archetype) (Patron: Stars)
LG Medium Dwarf
Init +8
Senses Darkvision 60'; Perception +15 (+17 with Familiar w/i 5')
Speed 20' (never modified by armor or encumbrance)
Ignore difficult terrain created by rubble, broken ground, or steep stairs when taking a 5-foot step.

Defense

AC 17; 20 with Mage Armor Touch 13
Buckler, Mithral +3 [+4 to AC], Dex [+2 to AC], +1 Ring of Protection, Mage Armor [+4 Armor AC] HP 134 + 2d3
Fort +7; Ref +7; Will +10
+2 vs poison, spells, and spell-like abilities
Immune Detect Thoughts, Discern Lies, and any attempt to magically discern his alignment

Offense

Melee Adamantine Warhammer +7/+2 (1d8 / 20×3)
Melee Dagger +7/+2 (1d4 / 19×2 / 10 ft.)
Melee [2ndary natural attack] Beard +2 (1d3 / 20×2 / 10 ft.)
Ranged Dagger +9/+4 (1d4 / 19×2 / 10 ft.)
+1 vs Orcs/Goblins
Space 5'; Reach 5'; BAB +7/+2

Special Abilities

Hexes (4 minor, 1 major)

DC 21 save (23 Evil Eye) (10 + 1/2 level + Int)

Evil Eye (Su, mind-affecting, 7 rounds or Will 1 round): -4 penalty to one of the following: AC, ability checks, attack rolls, saving throws, or skill checks.

Misfortune (Su, w/i 30', 2 rounds of disadvantage, Will negates but may be targeted a 2nd time): Effects ability checks, attack rolls, saving throw, and skill checks. Target may only be targeted once per day.

Cackle (Su, move action): All creatures w/i 30' under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Retribution (Su, 60'): A witch can place a retribution hex on a creature within 60 feet, 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 for a number of rounds equal to the witch's Intelligence modifier. A Will save negates this effect.

Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Witch's Charge (Su, Major Hex) Once per day when preparing spells, a witch can designate a willing creature as her charge. She gains a constant status effect on this creature and can target it with beneficial touch spells from a range of 30 feet. The creature remains her charge until she designates a new one.

You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence.

Prehensile Hair Beard (Su) (10 min/day in 1 min increments, standard action to start): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch's elongated hair shrink away to nothing. Using her hair does not harm the witch's head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

Active

Burning Hands (3/day, Reflex DC 21) If a creature passes the save, they cannot be effected again for 24 hours.

Golden Lions (1/day up to 1 hour, standard action, stats) If slain in combat, the lions cannot be brought back from statuette form for 1 full week.

Hand of the Mage (30' range, Move action to move 5lb object 15') This mummified elf hand hangs by a golden chain around a character's neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand at will.

Hat of Disguise You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between.

Empathic Healing (Su): A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch suffers the effects of the failed save instead of the poisoned creature. For a diseased target, the witch must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but the witch suffers the effects of the failed save instead of the diseased creature. The witch does not actually become poisoned or diseased (and is not contagious and does not need to be cured), but suffers the effects of the affliction as if she had been. The witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if the witch is immune to disease or poison. This replaces the witch's hex gained at 8th level.

Passive

Ring of Mind Shielding Immune to Detect Thoughts, Discern Lies, and any attempt to magically discern his alignment.

Ring of Sustenance 2 hours of sleep counts as 8 hours, even for spellcasting. Always nourished.

Weapon and Armor proficiencies: 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. Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

Focused Mind (Trait): Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Statistics

Str 10 (+0); Dex 12 (+1), 14 (+2) with Belt; Con 14 (+2); Int 18 (+4); Wis 12 (+1); Cha 9 (-1)

Feats

Alertness (when familiar is in arm's reach)
You get a +2 bonus on Perception and Sense Motive skill checks.
Improved Initiative
Accursed Hex
Ability Focus (Evil Eye)
Combat Casting
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Toughness
Eschew Materials
Spell Hex (Burning Hands)
Quicken Spell +4 levels to cast as a Swift action

Skills

Languages Common, Dwarven, Giant, Goblin, Orc, Terran.
Armor Check Penalty 0

Class Skills

  • Fly +5
  • Heal +5
  • Intimidate +3
  • Knowledge (arcana) +11
  • Knowledge (history) +11
  • Knowledge (nature) +11
  • Knowledge (planes) +11
  • Profession (Merchant) +6
  • Spellcraft +18
  • Use Magic Device +2

Other Skills

  • Acrobatics +3
  • Appraise +11
    +2 nonmagical goods that contain precious metals or gemstones
  • Bluff
  • Climb +2
  • Craft
  • Diplomacy
  • Disguise
  • Escape Artist
  • Intimidate
  • Knowledge (dungeoneering)
  • Knowledge (engineering)
  • Knowledge (geography)
  • Knowledge (local)
  • Knowledge (nobility)
  • Knowledge (religion)
  • Linguistics
  • Perception +15
  • Perform
  • Ride
  • Sense Motive +4 (+6 w/familiar)
  • Stealth
  • Survival
  • Swim +2