Drinking & Dragons

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

From Drinking and Dragons
(Resetting some values)
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== Name ==
== Name ==
[http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html Witch 10] <br>
[http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/witch.html Witch 10] ([http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/witch.html Hedge Witch archetype]) <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>
'''Init''' +2<br>
'''Init''' +2<br>
Line 51: Line 51:
'''Concentration Check''' +16<br>
'''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.''
''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.''
=== Spells Known ===
<div class="alert alert-warning alert-dismissible" role="alert">
The Spellbook will be broken out into its own page.
</div>
'''Patron:''' [http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/witch.html Time]: 2nd—ventriloquism, 4th—silence, 6th—haste, 8th—threefold aspect, 10th—teleport, 12th—disintegrate, 14th—expend, 16th—temporal stasis, 18th—time stop.
<!-- ======================================================
  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), Suffocation (Nec)
;4th
: Spite (Abj), Wandering Star Motes (Illu), Dim Door (Conj), Arcane Eye (Div)
;3rd
: Bestow Curse (Nec), Guiding Star (Div), Vampiric Touch (Nec), Lightning Bolt (Evoc)
;2nd
: Vomit Swarm (Conj), CMW (Conj), Glitterdust (conj), Spectral Hand (Nec)
;1st
: Beguiling Gift (Ench), CLW (Conj), Mage Armor (Abj), Obs Mist (Conj), Identify (Div), Mount (Conj), Ill Omen (Ench), Burning Hands (Evoc), Enlarge Person (Trans)


'''Base Save DC''' 14 + level (+1 to Necromancy spells)<br>
'''Base Save DC''' 14 + level (+1 to Necromancy spells)<br>
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: empty
: empty
: empty
: empty
: [Div] empty
;0th—4
;0th—4


=== Spellbook ===
== Special Abilities ==
<div class="alert alert-warning alert-dismissible" role="alert">
 
The Spellbook will be broken out into its own page.
=== Hexes (4 minor, 1 major) ===
</div>
'''DC 19 save''' ''(10 + 1/2 level + Int)''
<!-- ======================================================
 
  SPELLBOOK
'''Cackle (Su):''' A witch can cackle madly as a move action. Any creature that is within 30 feet that is 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.
  1st — 3 starting spells, 4 for Int bonus
 
  2nd-10th — 2 spells per level (18 spells)
'''Prehensile <strike>Hair</strike> Beard (Su):''' 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.
  ------
  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 ==
'''Evil Eye (Su):''' The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.


=== Active ===
'''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.


'''Ice Tomb (Su, Major Hex):''' A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target's saving throw is successful, it cannot be the target of this hex again for 1 day.


=== 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.
'''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.

Revision as of 20:17, 19 May 2016

Name

Witch 10 (Hedge Witch archetype)
LG Medium Dwarf
Init +2
Senses Darkvision 60'; Perception +0

Defense

AC 12 (+2 Dex); Touch 12
HP 10d3 + 54
Fort +5; Ref +5; Will +8
+2 vs poison, spells, and spell-like abilities

Offense

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.
Melee Warhammer +4 (1d8 / 20×3)
Melee Dagger +4 (1d4 / 19×2 / 10 ft.)
Ranged Dagger +5 (1d4 / 19×2 / 10 ft.)
+1 vs Orcs/Goblins
Space 5'; Reach 5'; BAB +5

Spells

Concentration Check +16
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.

Spells Known

Patron: Time: 2nd—ventriloquism, 4th—silence, 6th—haste, 8th—threefold aspect, 10th—teleport, 12th—disintegrate, 14th—expend, 16th—temporal stasis, 18th—time stop.

5th
Prying Eyes (Div) , Magic Jar (Nec) , Cloudkill (Conj), Suffocation (Nec)
4th
Spite (Abj), Wandering Star Motes (Illu), Dim Door (Conj), Arcane Eye (Div)
3rd
Bestow Curse (Nec), Guiding Star (Div), Vampiric Touch (Nec), Lightning Bolt (Evoc)
2nd
Vomit Swarm (Conj), CMW (Conj), Glitterdust (conj), Spectral Hand (Nec)
1st
Beguiling Gift (Ench), CLW (Conj), Mage Armor (Abj), Obs Mist (Conj), Identify (Div), Mount (Conj), Ill Omen (Ench), Burning Hands (Evoc), Enlarge Person (Trans)

Base Save DC 14 + level (+1 to Necromancy spells)

5th—2
Save DC 19 (20)
Concentration check: DC 25
empty
empty
4th—3
Save DC 18 (19)
Concentration check: DC 23
empty
empty
empty
3rd—3
Save DC 17 (18)
Concentration check: DC 21
empty
empty
empty
2nd—4
Save DC 16 (17)
Concentration check: DC 19
empty
empty
empty
empty
[Div] empty
1st—4
Save DC 15 (16)
Concentration check: DC 17
empty
empty
empty
empty
0th—4

Special Abilities

Hexes (4 minor, 1 major)

DC 19 save (10 + 1/2 level + Int)

Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is 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.

Prehensile Hair Beard (Su): 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.

Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –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.

Ice Tomb (Su, Major Hex): A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target's saving throw is successful, it cannot be the target of this hex again for 1 day.

Passive

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); 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
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
Improved Familiar
Spell Focus (Necromancy)

Skills

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

Class Skills

  • Appraise +13
    +2 nonmagical goods that contain precious metals or gemstones
  • Craft +4
  • Fly (ACP) +7
  • Knowledge (arcana) + 9
  • Knowledge (dungeoneering) + 9
  • Knowledge (engineering) + 9
  • Knowledge (geography) + 9
  • Knowledge (history) + 9
  • Knowledge (local) + 9
  • Knowledge (nature) + 9
  • Knowledge (nobility) + 9
  • Knowledge (planes) + 9
  • Knowledge (religion) + 9
  • Linguistics
  • Profession (Merchant) + 9
  • Spellcraft +17

Other Skills

  • Acrobatics (ACP) +3
  • Bluff
  • Climb (ACP) +3
  • Diplomacy
  • Disable Device
  • Disguise
  • Escape Artist
  • Handle Animal
  • Heal
  • Intimidate
  • Perception +11
  • Perform
  • Ride (ACP)
  • Sense Motive +3
  • Sleight of Hand
  • Stealth (ACP)
  • Survival
  • Swim (ACP)
  • Use Magic Device

Equipment

Encumbrance 34lbs (–3 check penalty; Run x4) / 67lbs (-6 check penalty; Run x3)

Spreadsheet of equipment (anyone with the link can view) {{#widget:Google Spreadsheet |key=1CPey7gXhQ_lXWhMftCeTxwXgykIvZAReA65uQ6vQPDk |width=100% |height=auto }}