Ulfen

Baldur Halfhand's page

124 posts. Alias of Nikolaus de'Shade.


Race

|HP: 22/22| AC: 16 |F: +5, R: +6, W: +8 | Ar/Cft/Lor/Occ/Soc +8, Med/Nat/Per/Thi +6 | Speed 25ft |

Classes/Levels

1: 1/3, Foc 2/2 | Active conditions:

About Baldur Halfhand

Male Human Witch 2
NG Medium Humanoid (Human, Tiefling)

Senses: Perception +6 (T, +2 Wis).

DEFENSE
AC 16 (T, +2 Dex)
HP 22/22 (8 + 2*[6+1])

Fort +5 (T, +1 Con)
Ref +6 (T, +2 Dex)
Will +8 (E, +2 Wis)

OFFENSE
Dagger +4, d4. Finesse, Versatile P.

Spd 25
Space 5 ft.; Reach 5 ft.

SPELLS (DC 18)
0: Detect Magic, Guidance, Shield, Telekinetic Projectile, Warp Space
1: Magic Weapon, Magic Weapon, Soothe

Familiar:
0: Daze, Detect Magic, Ghost Sound, Guidance, Read Aura, Phase Bolt, Shield, Telekinetic Projectile, Tame, Warp Space.
1: Bless, Charm, Colour Spray, Magic Missile, Magic Weapon, Ray of Enfeeblement, Phantom Pain, Soothe, Sanctuary

FOCUS SPELLS (DC 18)
0: Evil Eye
1: Phase Familiar, Needle of Vengeance

STATISTICS
Str 10 (+0)
Dex 14 (+2) [+2 background, +2 general]
Con 12 (+1) [+2 general]
Int 18 (+4) [+2 ancestry, +2 background, +2 class, +2 general]
Wis 14 (+2) [+2 ancestry, +2 general]
Cha 10 (+0)

FEATS

Ancestry:
Shackleborn [Ancestry 1]: Your lineage shows the signs of velstrac tampering, including some curious quirk bequeathed by those shadowy surgeons of flesh and souls. Your flesh heals cleanly and quickly—all the better for you to serve as a subject for their ghastly art. You gain the Fast Recovery feat, even if you don't meet the prerequisites.

Class:
Basic Lesson [Witch 2]: Your patron grants you a special lesson, revealing a hidden facet of its nature. Choose a basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1.

General:
Fast Recovery [Ancestry 1]: Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.

Skill:
Recognize Spell [Background]: {R} Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.
Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success: You correctly recognize the spell.
Failure: You fail to recognize the spell.
Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice.

SKILLS
Arcana +8 (T, +4 Int)
Crafting +8 (T, +4 Int)
Lore: Curses +8 (T, +4 Int)
Medicine +6 (T, +2 Wis)
Nature +6 (T, +2 Wis)
Occultism +8 (T, +4 Int)
Society +8 (T, +4 Int)
Thievery +6 (T, +2 Dex)

LANGUAGES
Common, Abyssal, Dwarven, Elven, Halfling.

EQUIPMENT
0 gold 67 silver 0 copper
Thieves Tools (30sp)
Healers Tools (50sp)
Dagger (2sp)
Explorers Clothing (1sp)

BACKGROUND
Spell Seeker:
Conventional magic can only hold your attention for so long. Instead, you've devoted yourself to understanding truly esoteric spells, which invariably draws you to explore the world and all its eldritch traditions.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in your choice of either the Arcana or Occultism skill, as well as the Library Lore skill. You gain the Recognize Spell skill feat.

HERITAGE
Tiefling: You descend from fiends or bear the mark of the fiendish realms, manifesting as some unusual feature that belies your heritage, such as horns or a tail. You gain the tiefling trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from tiefling feats and feats from your ancestry whenever you gain an ancestry feat.

CLASS FEATURES
Curse Patron: Spell List: occult. Patron Skill: Occultism. Hex Cantrip: evil eye. Granted Spell: ray of enfeeblement.
Hexes: Your patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.
Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar. Focus spells are automatically heightened to half your level rounded up.

Loki:
Tiny Fox
Empathy (1 mile), Low-light vision, scent
HP: 5, AC: 15, F+4 R+5 W+7
Speed: 25ft.
Acr +5, Per +5, Sth +5
Abilities: Touch-telepathy, Partner in Crime: Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Deception or Thievery skill check (it still has to prepare to help you as normal for the Aid reaction). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.

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Appearance
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Baldur, unsurprisingly, is missing half of the fingers on his left hand – the result of an ‘accident’ about which he never elaborates further. His infernal features are not easily noticed, manifesting in his oddly shaped pupils and the unnatural smoothness and toughness of his flesh – although he prefers that people don’t get a chance to test out just how quickly he heals!

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Personality
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Born in Irrisen Baldur was forced from his homeland the day that a red fox came upon him in the forest and sparked his magical abilities. What tragedies befell him as he left have never been revealed but Baldur reflects his homeland, generally cold and dour to those he doesn’t know, although animals and anyone who makes an effort to befriend Loki find him to be surprisingly warm and friendly when he tries to be.

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Background
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Baldur doesn’t talk about his past, but when drunk has let slip the occasional name ‘Sigefrid’, ‘Freya’ and ‘Mila’.
What is clear is that he has received some magical training, and that something (or someone) hates him. Things just go wrong around him and any form of bad luck seems drawn to him as though by a magnet. It’s not fun, he didn’t ask for it. It just is.
And it sucks.