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About Barnabus IIAbout Barnabus Appears as a Human Male you guess to be about 18
Wears a sturdy splotchy dark grey cloak Smokes from a long pipe finely shredded tobacco Perception [dice] 1d20+5[/dice] Hit points 20
Initiative
Armor class
Blowgun [dice] 1d20+3[/dice]
Sling [dice]1d20+3[/dice]
Morningstar (cold iron)
Fortitude +1
[/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
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+3[/dice] Magic
Spoiler:
Spells Orisons Prepared 1. Detect Magic 2. Dancing Lights 3. create water 4. Spark 1st level spells Prepared
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
Feats:
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
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.
Tinker, Tailor, Soldier, Sailor,
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
coin
*loot item
Familiar
Turtle Familiar
DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
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.
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
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:
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
Spells to learn at level 2
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!
Second level spells known
Feat: extra hex
Into Evangelist prestige class? Loot:
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