Dashki

Barnabus's page

1,204 posts. Alias of Freddy Honeycutt.


Full Name

Barnabus Collins

Race

Human

Classes/Levels

Witch 5

Gender

Male

Size

Meduim

Age

20

Special Abilities

Hexes

Alignment

TN

Deity

Gozreh (pronounced GOHZ-ray)

Location

Kingmaker AP

Languages

Common, orc, sylvan, celestial, abyssal, draconic, Boggard

Occupation

Healer, traveler, tinkerer, sage

Strength 10
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 10
Charisma 8

About Barnabus

About Barnabus

Appears as a Human Male you guess to be about 18
5'7 to 5'9 weighing around 150 lbs. with green eyes and black hair

Wears a sturdy splotchy dark grey cloak over
Wooden armor

Noticable weapons
Fine Heavy Crossbow
Longspear
Quiver of Bolts
Morningstar

Combat

Spoiler:

Hit points
32 (d6+2con+1favoredclass)
(3, +2 con, +1 favored)

Initiative
5 (+3 dex +2 familiar)

Armor class
16
Wooden armor +3 +3 -1 15% 30 ft. 25 lbs. APG
Dex (3)
spell failure Somatic 15%

Fortitude +3
Reflex +4
Will +3

Hexes

Spoiler:

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.

1.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.

2. Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

3. 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.

4. Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

5. Feral Speech (Su): This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way. At 12th level, the witch can use this hex to communicate with vermin. Source: Ultimate Magic

6. 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.

7. Swamp's Grasp (Su): The witch can cause an area to become an entangling quagmire. One ten foot square per witch level within 90 feet becomes difficult terrain for a number of rounds equal to 3+ the witchs intelligence modifier. If the witch uses this hex again before the duration of the previous use has expired, the effects of the previous use of this hex end immediately. Source: pathfinder players companion: blood of the moon.

Magic

Spoiler:

Spells Orisons Prepared
1. Mending
2. Light
3. Daze
4. Spark
1st level spells Prepared
1. Command (0%) Options: Approach, Drop, Fall, Flee, Halt
2. Obscuring mist
3. Enlarge Person
4. Enlarge Person
2nd level spells prepared
1. Glitterdust
2. Glitterdust
3. Shield of faith
3rd level spells prepared
1. Sleet storm
2. Summon monster III

Weapons

Bastard sword (+2 fey bane)

Spoiler:

Mwk heavy Crossbow attack bonus
[dice]1d20+5[/dice]
Damage [dice]1d10+1[/dice]
19–20/x2
120 ft. 8 lbs. P
20 cold iron bolts

Longspear attack
[dice] 1d20+3[/dice]
[dice]1d8[/dice]
Piercing
critical *3
brace & reach

Morningstar (cold iron)
[dice] 1d20+2[/dice]
[dice]1d8[/dice]
x2 — 6 lbs. B and P

Traits:

Spoiler:

Magical Knack

You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.

Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.

Sword Scion

You have lived all your life in and around the city, growing up on tales of the exploits of your home city’s heroic and legendary sword lords. Perhaps one of your family members was a sword lord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the sword lords and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition seems like a perfect way to improve your skills and begin your own legend.

Benefit You begin play with a longsword or dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons

Feats:
Extra Hex
Extra Hex
Extra Hex
Extra Hex

Skills: 6 points

Spoiler:

Appraise +4 (intelligence check)
Bluff -1
Climb +0
Diplomacy 2 (3 ranks -1 cha)
Disguise -1
Escape artist +2
Fly 9 (+3 dex, +3 class, + 3 ranks)
Handle Animal 0 ()
Heal +0
Intimidate -1
Knowledge (arcana) 8 (+1 rank, +4 Int, +3 class)
Knowledge (history) 8 (+1 rank, +4 Int, +3 class)
Knowledge (nature) 8 (+1 rank, +4 Int, +3 class)
Knowledge (planes) 8 (+1 rank, +4 Int, +3 class)
Linguistics (2 ranks, +4 Int)
Perception +7* (0 Wis, + 2 familiar, +5 ranks)
Ride +2
Spellcraft 14 (+6 rank, +4 Int, +3 class)
Sense motive +2* (0 Wis, + 2 familiar)
Stealth +8 (+5 ranks, +3 dex)
Survival +0
Swim +4,
Use Magic Device 4(+3 rank, -2 CHA, +3 class)
*Alertness feat based on proximity of familiar......

Quote/code

Spoiler:

A traveler's/tinker's* debt is always paid:
Once for any simple trade
Twice for freely given aid
Thrice for any insult made

from "The Name of the Wind" by Patrick Rothfuss.
*changed from tinker's

Equipment:

Spoiler:

mwk heavy crossbow (freebie)
Bolts (common) 20
Bolts (common) 40*
Longspear
wooden armor
Spell component pouch
Backpack
Rope silk 50'*
grappling hook*
winter blanket*
manacles w/simple lock
rations trail (6 days)*
weapon cords (2)
Caltrops (2)*
Holy Symbol, wooden (2)
Flint & steel
Iron Pot (cauldron)*
Sack, empty*
Saddle, riding*
Saddlebags*
Waterskins (3)*
Pick, miners*
shovel*
short spear*
10 moon radishes
*carried by Horis the horse rather than Barnabus

47 gold pieces
silver
100 copper

Familiar "Tortise"
named for his shell and colorations

Spoiler:

Greensting Scorpion
The scorpion the size of a house cat scrabbles forward,
small but fierce claws raised in challenge, stingered tail arched
over its back.

Greensting Scorpion
CR 1/4
XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 21 touch 16, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 7
Fort +2, Ref +3, Will +3
Immune mind-affecting effects
OFFENSE
Speed 50 ft.
Melee 2 claws +3 (1d2-4 plus grab), sting +6 (1d2-4 plus poison)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks constrict (1d2-4)
STATISTICS
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB -6 (-2 grapple); CMD 7 (19 vs. trip)
Skills Climb -1, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 12; frequency 1/round for 6 rounds;
effect 1d2 Strength damage; cure 1 save. The save DC is Constitutuion-based and includes a +2 racial bonus.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.
A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Spells the familiar "knows"

0-Level Spells—bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink*, read magic, resistance, spark*, stabilize, touch of fatigue.

1st level spells
1. Command
2. Enlarge Person
3. Sleep
4. Beguiling gift
5. Identify
6. Mount
7. Obscuring mist
8. Interrogation

2nd level spells
Glitterdust
shield of faith
fog cloud

3rd level spells
sleet storm
summon monster 3

Patron

Spoiler:

Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

Wisdom: 2nd—shield of faith, 4th—owl’s wisdom, 6th— magic vestment, 8th—globe of invulnerability (lesser), 10th— dream, 12th—globe of invulnerability (greater), 14th—spell turning, 16th—protection from spells, 18th—mage’s disjunction.

Gozreh (pronounced GOHZ-ray) is a dualistic god of nature, a god of the storm and sky and also a goddess of the wave and surf. Born of the ocean's fury and the wind's wrath, Gozreh is a fickle deity...

Gozreh is an ancient deity, thought to have existed for as long as the wind has blown and the waters swelled. His faithful are to be found in all places of nature, doing her will as they have for eons. He is counted among one of the original gods that fought against Rovagug in the defense of all creation.

Background:
Raised in the swamps by his mother and a coven of hags.

Spoiler:

Kingmaker AP from the west of the Greenbelt slope gently away into a large and dangerous swampland known as Hooktongue Slough. This region is infested with tribes of boggards and lizardfolk, but also by dangerous monsters like hydras, nagas, creepy bug people, and worse.

The rare male child that learned the art of magic notably associated with women....

Left the swamps an outcast but became highly valued in the martial world as a healer as the soothing healing hex can heal many individuals in a day, as long as the wounds are not too severe!

Often mistaken for a ranger, casually refers to himself as a traveler....

Caltrops

Spoiler:

A caltrop is a four-pronged metal spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square.

Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the creature. For this attack, the creature's shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the attack succeeds, the creature has stepped on a caltrop. The caltrop deals 1 point of damage, and the creature's speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.

Caltrops may not work against unusual opponents.

DM Special sheet

Spoiler:

Barnabus Collins
Male Human Witch 1
N Medium humanoid (human)
Init +4; Senses Normal, Perception +1
-------
DEFENSE
-------
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 Wooden armor)
hp 9
Fort +2, Ref +2, Will +2
-------
OFFENSE
-------
Speed 30 ft.
Melee longspear +0 (1d6/1d8/x3)
Brace & reach

Ranged masterwork heavy crossbow +3
1d8 1d10 19–20/x2
120 ft. 8 lbs. P

Space 5 ft.; Reach 5 ft. (10 with longspear)

----------
STATISTICS
----------
Str 10, Dex 15, Con 14, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +; CMD
Feats: Extra Hex, Extra Hex
Simple Weapon Proficiency
Skills: Appraise +4, Bluff -1, Climb +0, Diplomacy -1, Disguise -1, Escape artist +2, Heal +0, Intimidate -1, Knowledge (arcana) 8, Knowledge (history) 8, Knowledge (nature) 8,Knowledge (planes) 8,Perception +2*, Ride +2, Spellcraft 8, Sense motive 2*, Stealth +2, Survival +0, Swim +0,

Languages Common, Orc, Sylvan, Celestial, Abyssal

Possessions: mwk Heavy Crossbow (freebie), Bolts (common) 20 /40*, Longspear, wooden armor, Spell component pouch, Backpack, Rope silk 50'*
winter blanket*, manacles w/simple lock
rations, trail (6days)*, weapon cords (2), Caltrops (2)*
Holy Symbol (wooden, 2, Gozreh), Flint & steel
Iron Pot (cauldron)*, sack (empty)*, bedroll*, fish hook (10)*,
whetstone, whistle, Grappling hook (1)*, Scroll case (2)*,
Saddle, riding; waterskin(3)*, pick,miner's*, shovel*, shortspear*
*Items in saddlebags

1 gold pieces
10 silver
100 copper

-----------------
SPECIAL ABILITIES
-----------------
Hexes:Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.

1.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.

2. Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

3. 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.

Biography
Barnabus was raised by his mother and a coven of hags in the large and dangerous swampland region known as Hooktongue Slough. Being raised near creatures of a magical nature (magical knack trait)affected Barnabus influencing him to become a witch himself. Barnabuses mother took on a mission for the good of the coven out of the swamp and into Restov, Barnabus still a youth in tow.

Barnabus returned home and learning more and more witchcraft soon became very talented, yet still he was not allowed to join the coven nor any other coven in the Hooktongue Slough, mostly due to his maleness.

Barnabus eventually left home and served for a brief time with a couple of small bands of former millitary men who appreciated healing limited though it was. During this time Barnabus had the time to aquire some knowledge of sword use (sword scion trait). Barnabus heard of the charter and wanting to find a place of his own accepted the charter.

Spells currently prepared...
Orisons-
Daze
Light
Mending

1st level
-Command
-sleep (15% fail chance)

Direction of PC development....
Witch coven ...iron collar of the unbound coven, or a hag.

Horse "Horis"

Spoiler:

N Large animal
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE

AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

OFFENSE
Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6

SQ docile

SPECIAL ABILITIES

Docile (Ex)

Unless specifically trained for combat (see the Handle Animal skill, a horse's hooves are treated as secondary attacks.

ECOLOGY

Environment temperate plains
Organization solitary, pair, or herd (3–30)
Treasure none

The statistics above are for a typical riding horse, called by some a “light horse.” Some horses are larger and heartier, bred for labor such as pulling plows or carriages. These horses are called “heavy horses” and gain the advanced simple template, a bite attack, increased hoof damage, and can be specifically trained for combat with the Handle Animal skill.

Horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 and 1,500 pounds.

Trained for riding...
An animal trained to bear a rider knows the tricks come, heel, and stay.

Down (DC 15)
The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must f lee (due to injury, a fear effect, or the like) or its opponent is defeated.

Fetch (DC 15)
The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.

Saddlebags
equipment stowed in saddlebags*

New loot
Wand of magic missles

Order at Oleg's:
Scrolls:
2nd level spells
-miserable pity
-vomit swarm
-web
cost = 450 gold

Potions:
Hide from undead *4
cost = 200 gold

6th level Witch, pick a new hex,( swamps grasp or coven) +1; +1(*3) 7 skill points, +8 hit points
7th level Witch feat Eldritch Eye