|
DM Bloodgargler wrote:
Would you allow 1/2 orc for this build? Still working on background. I'm thinking something like former tribal healer that couldn't heal Chief's son/daughter and kicked out. Witchdoctor: Witchdoctor Female Half-Orc Witch (Scarred Witch Doctor) 5 N Medium humanoid (human, orc) Init +5; Senses darkvision 60 ft.; Perception +8 -------------------- Defense -------------------- AC 18, touch 13, flat-footed 15 (+2 shield, +3 Dex, +3 natural) hp 66 (5d6+36) Fort +6, Ref +4, Will +5; +2 vs. effects that cause pain or have the [pain] descriptor Defensive Abilities orc ferocity, scarshield -------------------- Offense -------------------- Speed 30 ft. Melee +1 morningstar +3 (1d8+1) and . . slam -1 (1d3+1) Witch (Scarred Witch Doctor) Spells Prepared (CL 5th; concentration +10): . . 3rd—lightning bolt (DC 18), rain of frogs . . 2nd—adoration, bear's endurance, flurry of snowballs (DC 17) . . 1st—frostbite, jump, shield companion, snowball (DC 16), whispering lore . . 0 (at will)—detect magic, light, message, read magic -------------------- Statistics -------------------- Str 10, Dex 16, Con 20, Int 14, Wis 12, Cha 7 Base Atk +2; CMB +2; CMD 15 Feats Extra Hex, Improved Natural Armor, Tribal Scars Traits magical knack, reactionary Skills Acrobatics +8, Heal +3, Intimidate +10, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (nature) +6, Knowledge (planes) +6, Perception +8, Spellcraft +6, Survival +3; Racial Modifiers +2 Intimidate Languages Common, Orc SQ dayrunner, fetish mask, hex scar, hexes (aura of purity, healing, prehensile hair), orc blood, patron spells (transformation), weapon familiarity Combat Gear wand of mage armor (50 charges); Other Gear +1 mithral buckler, +1 morningstar, belt of mighty constitution +2, handy haversack, 18 pp, 7 gp -------------------- Special Abilities -------------------- Aura of Purity (5 minutes/day) (Su) 10 ft radius aura negates diseases, inhaled poisons, and noxious gas effects. Darkvision (60 feet) You can see in the dark (black and white vision only). Dayrunner -2 penalty on ranged attack rolls. Fetish Mask (Su) +2 to Heal, Intimidate & save vs pain while wearing the mask. Can enchant the mask Healing (2d8+5) (Su) Use cure moderate wounds once per day/person. Hex Scar You must scar your flesh for every hex you learn. Magical Knack (Witch [Scarred Witch Doctor]) +2 CL for a specific class, to a max of your HD. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. Prehensile Hair (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 Scarshield +2 (5 minutes/day) (Su) +1/2 level to AC for a number of minutes per day equal to your level. Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell. |