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'''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. | '''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. | ||
''' | '''[http://www.d20pfsrd.com/classes/base-classes/witch/hexes---3rd-party-publishers/hexes/major-hexes/hex-major-witchs-charge-su Witch's Charge] (Su)''' 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. | ||
=== Passive === | === Passive === |
Revision as of 13:09, 20 May 2016
Exploring Witch
Build notes can be viewed by editing the page.
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
The Spellbook will be broken out into its own page.
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)
- (Patron) teleport
- 4th
- Spite (Abj), Wandering Star Motes (Illu), Dim Door (Conj), Arcane Eye (Div)
- (Patron) threefold aspect,
- 3rd
- Bestow Curse (Nec), Guiding Star (Div), Vampiric Touch (Nec), Lightning Bolt (Evoc)
- (Patron) haste
- 2nd
- Vomit Swarm (Conj), CMW (Conj), Glitterdust (conj), Spectral Hand (Nec)
- (Patron) silence
- 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)
- (Patron) ventriloquism
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.
Witch's Charge (Su) 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.
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
This section will become it's own page later.
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 }}