User:Wizardoest/PCs/Agofon Warbullion: Difference between revisions
Wizardoest (talk | contribs) →Spells Known: Added via scrolls, Comp Lang, Zone of Truth, Glyph of Warding, Threefold Aspect, Teleport |
Wizardoest (talk | contribs) Adding equipment and updating my notes |
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INITIATIVE | INITIATIVE | ||
+ | +1 Dex | ||
+1 Dex from Belt | |||
+2 Scorpion Familar | +2 Scorpion Familar | ||
+4 Imp Init | +4 Imp Init | ||
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========================================================= --> | ========================================================= --> | ||
'''Init''' +8<br> | '''Init''' +8<br> | ||
'''Senses''' Darkvision 60'; Perception +10 | '''Senses''' Darkvision 60'; Perception +10 (+12 with Familiar w/i 5') | ||
== Defense == | == Defense == | ||
'''AC''' | '''AC''' 16; '''Touch''' 12 <br> | ||
Buckler, Mithral +3 [+4 to AC], Dex [+2 to AC] | |||
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HIT POINTS | HIT POINTS | ||
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Con: +20 (2 per level) | Con: +20 (2 per level) | ||
Toughness: +10 (1 hp per level) | Toughness: +10 (1 hp per level) | ||
TOTAL: | TOTAL: 10d3 + 60 (range 69–87) | ||
========================================================= --> | ========================================================= --> | ||
'''HP''' 10d3 + | '''HP''' 10d3 + 60 <br> | ||
'''Fort''' +5; '''Ref''' +5; '''Will''' +8 <br> | '''Fort''' +5; '''Ref''' +5; '''Will''' +8 <br> | ||
''+2 vs poison, spells, and spell-like abilities'' | ''+2 vs poison, spells, and spell-like abilities''<br> | ||
''''Detect Thoughts'', ''Discern Lies'', and any attempt to magically discern his alignment'' | |||
== Offense == | == Offense == | ||
'''Speed''' 20' ''(never modified by armor or encumbrance)''<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> | ''Ignore difficult terrain created by rubble, broken ground, or steep stairs when taking a 5-foot step.''<br> | ||
'''Melee''' Warhammer + | '''Melee''' Adamantine Warhammer +5 (1d8 / 20×3) <br> | ||
'''Melee''' Dagger + | '''Melee''' Dagger +5 (1d4 / 19×2 / 10 ft.) <br> | ||
'''Ranged''' Dagger + | '''Melee''' [2ndary natural attack] Beard +0 (1d3 / 20×2 / 10 ft.) <br> | ||
'''Ranged''' Dagger +7 (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''' +5 <br> | ||
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+16 | +16 | ||
========================================================= --> | ========================================================= --> | ||
'''Concentration Check''' +16<br> | '''Concentration Check''' +16 ''(+10 caster level, + 4 Int, +2 Focused Mind trait)''<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.'' | ||
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'''DC 19 save (21 Evil Eye)''' ''(10 + 1/2 level + Int)'' | '''DC 19 save (21 Evil Eye)''' ''(10 + 1/2 level + Int)'' | ||
''' | '''Evil Eye (Su, -4 penalty, 7 rounds or Will 1 round):''' 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, w/i 30', 2 rounds of disadvantage, Will negates):''' 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. | ||
''' | ''If the target passes their save, they may be targeted one more time.'' | ||
'''Cackle (Su, move action):''' 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. | |||
'''[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 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. | '''[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 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. | ||
'''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. | '''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 === | ||
'''Golden Lions (1/day up to 1 hour, standard action, [http://paizo.com/pathfinderRPG/prd/bestiary/lion.html#lion stats])''' These figurines come in pairs. They become normal adult male lions. If slain in combat, the lions cannot be brought back from statuette form for 1 full week. Otherwise, they can be used once per day for up to 1 hour. They enlarge and shrink upon speaking the command word. | |||
'''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. | |||
'''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. | '''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 === | ||
'''[reRulebook/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]''' This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself. | |||
'''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. | '''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. | ||
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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 === | ||
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: 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#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] | ;[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/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] |
Revision as of 16:47, 7 August 2016
Build notes can be viewed by editing the page.
Agofon Warbullion
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 10 (Hedge Witch archetype)
LG Medium Dwarf
Init +8
Senses Darkvision 60'; Perception +10 (+12 with Familiar w/i 5')
Defense
AC 16; Touch 12
Buckler, Mithral +3 [+4 to AC], Dex [+2 to AC]
HP 10d3 + 60
Fort +5; Ref +5; Will +8
+2 vs poison, spells, and spell-like abilities
'Detect Thoughts, Discern Lies, and any attempt to magically discern his alignment
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 Adamantine Warhammer +5 (1d8 / 20×3)
Melee Dagger +5 (1d4 / 19×2 / 10 ft.)
Melee [2ndary natural attack] Beard +0 (1d3 / 20×2 / 10 ft.)
Ranged Dagger +7 (1d4 / 19×2 / 10 ft.)
+1 vs Orcs/Goblins
Space 5'; Reach 5'; BAB +5
Spells
Concentration Check +16 (+10 caster level, + 4 Int, +2 Focused Mind trait)
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: Stars: 2nd—faerie fire, 4th—dust of twilight, 6th—guiding star, 8th—wandering star motes, 10th—dream, 12th—cloak of dreams 14th—circle of clarity, 16th—euphoric tranquility, 18th—astral projection.
Familiar Scorpion, Master gains a +2 bonus on initiative rolls
- 5th
- Prying Eyes (Div) , Magic Jar (Nec) , Cloudkill (Conj), Suffocation (Nec), Teleport
- (Patron) dream
- (Spon) CLW, mass (10 creatures w/i 30', 1d8+10 [max +25])
- 4th
- Spite (Abj), Fear (Illu), Dim Door (Conj), Arcane Eye (Div), Threefold Aspect
- (Patron) wandering star motes
- (Spon) CCW, 4d8+10 (max +20)
- 3rd
- Bestow Curse (Nec), Share Senses (Div), Vampiric Touch (Nec), Lightning Bolt (Evoc), Glyph of Warding
- (Patron) guiding star
- (Spon) CSW, 3d8+10 (max +15)
- 2nd
- Vomit Swarm (Conj), Web (Conj), Glitterdust (conj), Spectral Hand (Nec), Zone of Truth
- (Patron) dust of twilight
- (Spon) CMW, 2d8+10
- 1st
- Beguiling Gift (Ench), Reduce Person (Trans), Mage Armor (Abj), Obs Mist (Conj), Identify (Div), Mount (Conj), Ill Omen (Ench), Burning Hands (Evoc), Enlarge Person (Trans), Comp Lang.
- (Patron) faerie fire
- (Spon) CLW, 1d8+5
Base Save DC 14 + level
- 5th—2
- Save DC 19
- Concentration check: DC 25
- empty
- empty
- 4th—3
- Save DC 18
- Concentration check: DC 23
- empty
- empty
- empty
- 3rd—3
- Save DC 17
- Concentration check: DC 21
- empty
- empty
- empty
- 2nd—4
- Save DC 16
- Concentration check: DC 19
- empty
- empty
- empty
- empty
- 1st—4
- Save DC 15
- Concentration check: DC 17
- empty
- empty
- empty
- empty
- 0th—4
Special Abilities
Hexes (4 minor, 1 major)
DC 19 save (21 Evil Eye) (10 + 1/2 level + Int)
Evil Eye (Su, -4 penalty, 7 rounds or Will 1 round): 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, w/i 30', 2 rounds of disadvantage, Will negates): 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.
If the target passes their save, they may be targeted one more time.
Cackle (Su, move action): 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.
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.
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
Golden Lions (1/day up to 1 hour, standard action, stats) These figurines come in pairs. They become normal adult male lions. If slain in combat, the lions cannot be brought back from statuette form for 1 full week. Otherwise, they can be used once per day for up to 1 hour. They enlarge and shrink upon speaking the command word.
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.
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
[reRulebook/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.
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
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
Skills
Languages Common, Dwarven, Giant, Goblin, Orc, Terran.
Armor Check Penalty 0
Class Skills
- Craft
- Fly +4
- Heal +5
- Intimidate
- Knowledge (arcana) +7
- Knowledge (history) +7
- Knowledge (nature) +7
- Knowledge (planes) +7
- Profession (Merchant) +6
- Spellcraft +13
- Use Magic Device +2
Other Skills
- Acrobatics +3
- Appraise +11
+2 nonmagical goods that contain precious metals or gemstones - Bluff
- Climb +2
- Diplomacy
- Disguise
- Escape Artist
- Intimidate
- Knowledge (dungeoneering)
- Knowledge (engineering)
- Knowledge (geography)
- Knowledge (local)
- Knowledge (nobility)
- Knowledge (religion)
- Linguistics
- Perception +10
- Perform
- Ride
- Sense Motive +3 (+5 w/familiar)
- Stealth
- Survival
- Swim +2
Equipment
This section will become it's own page later.
Encumbrance 34lbs (–3 check penalty; Run x4) / 67lbs (-6 check penalty; Run x3)
Starting cash: 86,000gp (21.5 consumables, 64.5 anything)
Spreadsheet of equipment (anyone with the link can view)
"Equipment Worksheet" tab lists the specific scrolls, wands, and potions purchased.
{{#widget:Google Spreadsheet |key=1CPey7gXhQ_lXWhMftCeTxwXgykIvZAReA65uQ6vQPDk |width=100% |height=700px }}