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Dashki

Barnabus II's page

811 posts. Alias of Freddy Honeycutt.


Full Name

Barnabus Collins II

Race

Human

Classes/Levels

Witch 2 || AC 14 /17 (mage armor) || hp 15/15 || Init +4 || Fort +1 Ref +2 Will +4 || Perception +5 || Condition: Normal

Gender

Male

Size

Medium

Age

20

Special Abilities

Hexes

Alignment

TN

Deity

Gozreh (pronounced GOHZ-ray)

Location

Hopefully Skull & Shackles

Languages

Common, Orc, Sylvan, Celestial, Abyssal, polyglot

Occupation

Traveler, Tinkerer, Sage and Healer

Strength 10
Dexterity 14
Constitution 13
Intelligence 20
Wisdom 12
Charisma 8

About Barnabus II

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

Smokes from a long pipe finely shredded tobacco

Perception [dice] 1d20+5[/dice]

Hit points 15
Level 1=8
Level 2 Roll 5+1+1=7

Initiative
4 (+2 dex +2 familiar)

Armor class
13/17
Dex (2)
+1 NA familiar
Mage armor spell

Blowgun [dice] 1d20+3[/dice]
Damage [dice]1d2[/dice]

Sling [dice]1d20+3[/dice]
Damage [dice]1d6[/dice]

Morningstar (cold iron)
dice]1d20+1[/dice]
Damage [dice]1d8[/dice]

Fortitude +1
Reflex +2
Will + 4

[/spoiler]

Hexes

Spoiler:

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.

Will save DC 16

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. Water lung (Su): Effect: An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.

4. Flight hex
The witch grows lighter as she gains power, eventually gaining the ability to fly.

Effect: 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.

Healing hex [dice]1d8+2[/dice]

Magic

Spoiler:

Spells Orisons Prepared
1. Detect Magic
2. Dancing Lights
3. create water
4. Spark

1st level spells Prepared
1. Command Options: Approach, Drop, Fall, Flee, Halt
2. Sleep
3. Mage armor
4. Urban grace

Traits:

Spoiler:

Two-World Magic
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.

Ancient Explorer: You are a student of the ancient
history of Golarion, and you’ve come to the Shackles to explore the crumbling and vine-choked ruins of the
cyclops empire of Ghol-Gan, which have lain abandoned
among the isles of the Shackles for thousands of years.
You gain a +1 trait bonus on Knowledge (history) and
Knowledge (local) checks, and one of these skills is
a class skill for you. In addition, you gain Cyclops or
Polyglot as a bonus language.
You went to a tavern called the Formidably Maid in
Port Peril last night to meet a contact who supposedly
had an old map of lost cyclops ruins to sell, but the drink
was stronger than you had expected and you passed out
before making the deal.

Feats:
Extra Hex (1st)
bonus feat: Extra Hex

Skills:

Spoiler:

Acrobatics 3 (+2 dex,1 rank )
Appraise
Bluff
Climb 1 (+0 strength, +1rank)
Craft (alchemy) 9 (1rank, +5 int, +3 class)
Diplomacy
Disguise
Escape artist
Fly (+rank+dex+ class)
Heal
Intimidate
Knowledge (arcana) 9 (1 point +5 int +3 class)
Knowledge (history) 10 (1 point +5 int +3 class, +1 trait)
Knowledge (local) 10 (1 point+3 int +3 class, +1 trait)
Knowledge (nature) 9 (1 point +5 int +3 class)
Knowledge (planes) 9 (1 point +5 int +3 class)
Perception 5 (2 rank+ 1 wis, +2 familiar)
Profession (explorer) 6 (2 rank, +1 wis, +3 class)
Ride +
Spellcraft 9 (1 point +5 int +3 class)
Sense motive 3 (+1 wis, +2 familiar)
Stealth +3 ( 1, +2dex)
Survival
Swim 5 (+4 flight hex, 1 rank)
use magic device 2 (+1rank +3 class -2cha)
*if familiar is close......

Quotes/code
"I have slept in places only dead sailors see."

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

Tinker, Tailor, Soldier, Sailor,
Rich Man, Poor Man, Beggar Man, Thief,
Old Man, Young Man, Barrister, Jailer,
Captain, Pirate, Fisherman, Chief,
Plowman, Cooper, Farmer, Teacher,
Banker, Gunner, Gardener, Cook,
Burglar, Boxer, Baker, Preacher,
Writer, Politician, or Crook

Equipment:

Spoiler:

Explorers outfit free
Morningstar cold iron 16 gold
haramaki 3 gold
Armored kilt 20 gold
Blowgun (2) 4 gold
Darts (40) 2 gold
Sling (2) 4 gold
Clubs (3)
Boar spear 5 gold
Weapon cord (3) .3 gold
Spell component pouch 5 gold
sheriff's whistle 1 gold

Wandermeal (10 days) .3 gold
Bread .02gold
Cheese .1 gold
Dried meat .3 gold
50 foot spool of twine .01 gold
Scrollcase 1 gold
Parchment (10 Sheets) 1 gold
Inkpen (2) .2 gold
Waterproof bag .5 gold
waterskin (empty) 1 gold

coin
30 gold
10 silver
100 copper

*loot item

Familiar
Turtle "Bosley" a diamondback terrapin (Malaclemys terrapin) that he found in the swamps as his familiar, though it is adaptable to fresh and sea water.

Turtle Familiar
N Tiny animal
Init –2; Senses low-light vision; Perception +4

DEFENSE
AC 16, touch 10, flat-footed 16 (–2 Dex, +6 natural, +2 size)
hp 4 (half of master's)
Fort +2, Ref +2, Will +1

OFFENSE
Speed 5 ft., swim 20 ft.
Melee bite +0 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 6, Con 8, Int 6, Wis 12, Cha 3
Base Atk +0; CMB –4; CMD 2 (6 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +4, Swim +10

SPECIAL ABILITIES
Shell Retreat (Ex)
A turtle can retreat within its shell as a swift action, gaining a +2 enhancement bonus to its existing natural armor. While in its shell, a turtle cannot take any action except to end the retreat. The turtle can end its retreat with a free action on its turn.

Familiar satchel

Spoiler:

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.
trait added - create water.

1st level spells
1. Command
2. Sleep
3. ill omen
4. Mount
5. Obscuring mist
6. Hypnotism
7. Dancing lantern
8. Mage armor
9. Urban grace
10.ventriloquism
11. Ear piercing scream
12. Beguiling gift
bonus

Patron

Spoiler:

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.

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

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

Spoiler:

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....

2nd level changes

Spoiler:

Orisons goes from 3 to 4
Add another 1st level spell slot
D6 +1 con +1 bonus
BAB +1
Will save +1

7 skill points
acrobatics
climb
swim
perception
craft (alchemy)
profession (explorer)
UMD
Stealth ....human bonus

Spells to learn at level 2
1.Ear piercing scream
2.beguiling gift

Patron adds ventriloquism

Hex flight

Third level

Spoiler:

D6+1+1
+1 fort, reflex
7+1 skill points
Acrobatics
Craft alchemy
Escape artist
Fly
Perception
Knowledge dungeoneering & religion

Second level spells!
1+1

Second level spells known
1. Vomit swarm
2. Status

Feat: extra hex
TBD

Into Evangelist prestige class?

Loot:
350 gold
Potions cure moderate wounds


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