Full Name |
Mordack Dune 5 |
Race |
Kobold |
Classes/Levels |
Witch 2: Spd:25, AC:16, HP:18/18, 1 Fire resistance, Fort:4, Ref:6, Will:6, Stealth:6, Perc:4 |
Gender |
M |
Size |
M |
Age |
21 |
Alignment |
NG |
Deity |
Selune |
Location |
Katapesh |
Languages |
Common, Dwarven, Elven, Goblin, Tien |
Occupation |
HookClaw Digger |
Strength |
14 |
Dexterity |
14 |
Constitution |
10 |
Intelligence |
18 |
Wisdom |
10 |
Charisma |
12 |
About Mordack Dune 5
Hookclaw Boon
XP:16
Background Stuff
1. HookClaw Digger:
2. Crafting Skill, Mining Lore Skill, Engineering Lore Skill.
3. Improvise Skill Tool Feat
4. Strength and Intelligence boosted
Race Stuff
1. Darkvision
2. 6 Hit points to start
3. Red Draconic Dragonscale Kobold
4. Kobold Breath-Red-Fire 15 foot cone
Witch Stuff
1. Rune Patron
Spell List arcane
Patron Skill Arcana
Hex Cantrip discern secrets
Granted Spell magic weapon
2. Familiar Cat
3. Phase Familiar Hex-Cast Reaction somatic; Trigger Your familiar would take damage.
Range 60 feet; Targets your familiar
You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage.
Heightened (+1) Increase the resistance by 2.
4. Witch Feat Level 2: Widen Spell, Metamagic, increases area spells by 5 feet.
5. 10 Cantrips, I can prepare 4 a day: Acid Splash, Daze, Detect Magic, Electric Arc, Ghost Sound, Light, Mage Hand, Ray of Frost, Shield, Telekinetic Projectile.
6. 7 Spells, I can prepare 3 a day: Burning Hands, Gust of Wind, Hydraulic Push, Jump, Magic Missile, Noxious Vapors, Sleep.
Skill Feats:
1. Level 2: Subtle Theft: When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition.
2. Improvise Skill Tool Feat: You can jury-rig solutions when you don’t have the proper tools on hand. You can attempt to Repair damaged items without a repair kit.
If you have the raw materials available, you can Craft a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves’ picks, long or short tool, or torch without consulting a basic crafter’s book.
All Feats
1. Kobold Breath: 15 foot cone fire. 1d4 fire damage. Can't use again for 1d4 rounds.
2. Witch Feat Level 2: Widen Spell, Metamagic, increases area spells by 5 feet.
3. Subtle Theft: When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition.
4. Improvise Skill Tool Feat: You can jury-rig solutions when you don’t have the proper tools on hand. You can attempt to Repair damaged items without a repair kit.
If you have the raw materials available, you can Craft a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves’ picks, long or short tool, or torch without consulting a basic crafter’s book.
Proficient
1. Skills: Acrobatics, Arcane, Crafting, Deception, Nature, Society, Survival, Stealth, Thievery. Mercantile Lore. Mining Lore, Engineering Lore.
2. Simple Weapons, spells, unarmed, unarmored.
3. Trained in Fort, Reflex and Perception. Expert in Will.
Skill Totals
1. Acrobatics: 6
2. Athletics: 2
3. Arcane: 8
4. Crafting: 8
5. Deception: 5
6. Diplomacy: 1
7. Intimidate: 1
8. Mercantile Lore: 8
9. Medicine: 0
10. Nature: 4
11. Performance: 1
12. Occultism: 4
13. Society: 8
14. Survival: 4
15. Stealth: 6
16. Thievery: 6
17. Perception: 4
18. Religion: 0
19. Mining Lore, Mercantile Lore, Engineering Lore: 8
Equipment
1. Crossbow with 10 arrows: 3.1 GP
2. Longspear: .5 GP
3. Adventurer's Pack: 0.7 GP
4. Ordinary Clothing: .1 GP
5. Basic Crafter's Book: 0.1 GP
6. 2 Sheaths: 0.02 GP
7. 71.10 Gold left over
Attacks:
1. Spells Attack Roll: +8 to hit
2. Spell Save Dc is 18
3. Longspear. +7 to hit. 1d8+2 P damage and reach
4. Crossbow: +7 to hit. 1d8 P damage. Range of 60 feet.