About BarnabusAbout Barnabus Appears as a Human Male you guess to be about 18
Wears a sturdy splotchy dark grey cloak over
Noticable weapons
Combat
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Hit points 32 (d6+2con+1favoredclass) (3, +2 con, +1 favored) Initiative
Armor class
Fortitude +3
Hexes
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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
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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
Morningstar (cold iron)
Traits:
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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:
Skills: 6 points
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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
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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.
Equipment:
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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
Familiar "Tortise"
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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
SPECIAL ABILITIES
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
2nd level spells
3rd level spells
Patron
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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:
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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
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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
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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
Space 5 ft.; Reach 5 ft. (10 with longspear) ----------
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'*
1 gold pieces
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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 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...
1st level
Direction of PC development....
Horse "Horis"
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N Large animal Init +2; Senses low-light vision, scent; Perception +6 DEFENSE AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
OFFENSE
STATISTICS
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
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...
Down (DC 15)
Fetch (DC 15)
Saddlebags
New loot
Order at Oleg's:
Potions:
6th level Witch, pick a new hex,( swamps grasp or coven) +1; +1(*3) 7 skill points, +8 hit points
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