About Barnabus II
Appears as a Human Male you guess to be about 18
Wears a sturdy splotchy dark grey cloak
Perception [dice] 1d20+2[/dice]
Crossbow [dice] 1d20+2[/dice]
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.
Spells Orisons Prepared
1. Detect Magic
4. create water
1st level spells Prepared
Crossbow, masterwork, light
You have bridged the gap between the natural magic of the Mwangi peoples and the refined magic of the Chelish colonists.
Benefit: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn't have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known.
Unnatural Presence (Old Cults)
Benefit: You can use your Intimidate skill to demoralize animals and vermin; Intimidate is a class skill for you.
Climb 1 point
Fly (+rank+dex+ class)
Knowledge (arcana) 10 (2 point +5 int +3 class)
Knowledge (history) 10 (2 point +5 int +3 class)
Knowledge (nature) 10 (2 point +5 int +3 class)
Knowledge (planes) 10 (2 point +5 int +3 class)
Perception (2 rank+
Spellcraft 10 (2 point +5 int +3 class)
Sense motive +0*
use magic device 2 (+1 rank +3 class -2cha)
*if familiar is close......
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.
Masterwork light crossbow*
The scorpion the size of a house cat scrabbles forward,
small but fierce claws raised in challenge, stingered tail arched
over its back.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.
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
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.
The marshfens where the land slopes gently away into a large and dangerous swampland. 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, tinkerer, sage, and healer....
a bag with 304 gp, a masterwork
light crossbow, a potion of bull’s strength,
and a wand of light (CL 1st, 28 charges). In
the dark corner of the room grows a small
patch of ironbloom mushrooms, six in all.
two masterwork silver daggers