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Dashki

Barnabus II's page

632 posts. Alias of Freddy Honeycutt.


Full Name

Barnabus Collins II

Race

Human

Classes/Levels

Witch 2

Gender

Male

Size

Medium

Age

20

Special Abilities

Hexes

Alignment

TN

Deity

Gozreh (pronounced GOHZ-ray)

Location

Hollow's Last Hope

Languages

Common, Orc, Sylvan, Celestial, Abyssal,

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

Noticable weapons

Crossbow
Longspear
Quiver of bolts

Perception [dice] 1d20+2[/dice]

Hit points
14/14

Combat

Spoiler:

Initiative
4 (+2 dex +2 familiar)

Armor class
12

Dex (2)

Crossbow [dice] 1d20+2[/dice]
Damage [dice]1d8+1[/dice]

Spear [dice]1d20+1[/dice]
Damage [dice]1d8[/dice]

Fortitude +1
Reflex +2
Will + 4

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.

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. Misfortune

Magic

Spoiler:

Spells Orisons Prepared
1. Detect Magic
2. Light
3. Daze
4. create water

1st level spells Prepared
1. Command Options: Approach, Drop, Fall, Flee, Halt
2. Sleep
3. Beguiling gift
4. Charm person
5. Cure light wounds
6. Mage armor

Weapons

Spoiler:

Crossbow, masterwork, light
Longspear
Dagger

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.

Unnatural Presence (Old Cults)
Your prolonged association with alien forces leaks from your pores.

Benefit: You can use your Intimidate skill to demoralize animals and vermin; Intimidate is a class skill for you.

Feats:
Extra Hex
Extra Hex

Skills:

Spoiler:

Appraise
Bluff
Climb 1 point
Craft
Diplomacy
Disguise
Escape artist
Fly (+rank+dex+ class)
Heal
Intimidate
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+
Ride +
Spellcraft 10 (2 point +5 int +3 class)
Sense motive +0*
Stealth +
Survival
Swim
use magic device 2 (+1 rank +3 class -2cha)
*if familiar is close......

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:

Masterwork light crossbow*
bolts
Area map

*loot item

Familiar
named "Grung" from the swamp critter with a hard shell and coloration....

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 8
Fort +2, Ref +3, Will +0
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.
trait added - create water.

1st level spells
1. Command
2. Enlarge Person
3. Sleep
4. Beguiling gift
5. Identify
6. Mount
7. Obscuring mist
8. Charm Person
9. Ray of enfeeblement
10. Dancing lantern
11. Cure light wounds
12. Mage armor
bonus shield of faith

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.

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

Spoiler:

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.

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....

New loot

Spoiler:

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.

1000 gold!

two masterwork silver daggers


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