About GemdarCharacter Sheet:
Size: Small Init +10; Darkvision 60'; Perception +14 DEFENSE AC 18, Touch 14, Flat 15 Touch AC: 14 (+4 armor, +3 dex, +1 size)
OFFENSE
Statistics
Skills:
Favored Class: Witch +1 skill point per level. Witch Abilities:
Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail. Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time. To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier. A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook). A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare. Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally. Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once. 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. 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. Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours. 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. Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Witch's Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar). Patron Spells At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. Spells marked with an asterisk (*) appear in Chapter 5 of this book. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide. Elements: 2nd—shocking grasp, 4th—flaming sphere, 6th—fireball, 8th—wall of ice, 10th—flame strike, 12th—freezing sphere, 14th—vortex*, 16th—fire storm, 18th—meteor swarm.
Feats and Traits:
FEATS 1-Improved Initiative 1-Alertness (bonus familiar) 3-Extra Hex: Cackle RACIAL TRAITS A Goblin who is Light Sensitive, suffers a -1 to Perception Skill Checks in Normal Light, and a -2 to all Ranged Attack rolls in Normal Light Conditions Perplexing Tenacity: Goblins tend to react to misfortune or failure with increased determination and resilience. Once per day (per Hit Die) any Goblin that fails a Skill Check, Ability Check, Saving Throw, or To Hit roll, can apply a positive modifier to the next similar roll equal to the difference between what was rolled that produced the failure and what was needed to succeed. The decision to apply this modifier may be made after the roll is made. Mostly Dead: Goblins tend to die with alarming regularity, but at the same time, “death” is a state that for Goblins is very different from other races. First, Goblins never stabilize on their own and do not make Constitution Checks to stabilize when reduced to a negative hit point total. Only First Aid, or Healing (Magical or otherwise) of some kind administered to a Goblin with a negative hit point total will stabilize the character. Second, a Goblin that “dies” (reaches a negative hit point total equal to their Constitution Score) is only “Mostly Dead” and can be returned to life by any Magical healing that can return their hit point total to a positive number (if reduced to this “Mostly Dead” condition, there is no possibility of natural healing or recovery and only magical healing will do the job). Finally, a Goblin Dies (really, really dies, dead, like a doornail) if they are reduced to being “Mostly Dead” and stay that way for a number of days equal to one half their Constitution Score (rounded up). Feat Trait: Early Firearms All Goblins are proficient with all Early Firearms. It is well known that Goblins discovered the secrets of gunpowder and invented the “gun” Advanced Trait: “I was going to do that” Once per day (per Hit Die) any Goblin that witnesses a fellow Goblin (enemy or friend) succeed at a Skill Check, Ability Check, Saving Throw, or To Hit roll, may substitute that roll (exactly the roll, not necessarily the success) for their own roll for a similar attempt if done within one round of witnessing the success. Advanced Trait: “Say your Right Words” Goblins have a peculiar gift for rhyme. Once per day (per Hit Die) a Goblin that attempts any Skill Check, Ability Check, Saving Throw, or To Hit roll, and prefaces the attempt with a spoken rhyme, may roll two dice and select from the better roll to determine the results. Basic Trait Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks. Forager: You are skilled at identifying the flora and fauna that are useful for healing people or are edible. You gain a +1 trait bonus to Heal and Profession (Chef) checks. Allows you to make a knowledge nature check and one hour of time to gather enough plants and small critters to feed one person with DC 10, enough for one more person for each 5 the DC is beaten by. DC can be raised based on sparseness of vegetation and critters.
Gear:
Double Barrled pistol 140 gp, Meat tenderizer 5 gp, Chef's Knife 2gp, Cleaver 6gp, 16 Black Powder 10gp, 16 Bullets 4gp, Backpack 2 gp, Waterskin 1 gp, 10 days Trail Rations 5 gp, bedroll 1sp, blanket 5sp, belt pouch 1 gp, Scroll Case 1gp, an iron pot 8sp, a mess kit 2sp, soap 1cp, a spell component pouch 1gp, Potions: Cure Light Wounds 50gp, Shield 50 gp, True Strike 50gp
20 gp 3 sp 9cp
Backstory:
Gemdar is the Assistant Cook for the tribe and has held the position since his mother was mostly dead too long. Everyone knows that a the the most respected cooking position and has the highest life expectancy as the head chef ends up mostly dead too long when the chief doesn't like the meal. He always seems to be a bit quicker than everyone else and always has a friend when he needs it. Gemdar volunteered for this special mission as the last few meals haven't gone so well and he doesn't want to be picked as the head chef. Familiar: Ouchie:
Scorpion N Tiny vermin Init +3; Senses darkvision 60 ft.; Perception +4 Defense
Offense
Feats Weapon Finesse
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. Special Abilities: Alertness, improved evasion, share spells, empathic link 0-Level Witch Spells— arcane mark, 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 Witch Spells— burning hands, charm person, cure light wounds, mage armor, hypnotism, identify, ray of enfeeblement, shocking grasp 2nd Level Witch Spells- Cure Moderate Wounds, Burning Gaze, Flaming Sphere, Glitterdust, Vomit Swarm
Daily Resources:
Say You're Right Words (4) Used: I Was Going to Do That (4) Used: Spells Memorized: Cantrips (4):
First Level (3+2):
Second Level (2+1)
XP: 6000 Dice:
[dice=Double Barrled pistol Attack]1d20+6[/dice] [dice=Damage]1d8[/dice] [dice=Meat Tenderizer Attack]1d20+4[/dice] [dice=Damage]1d4+1[/dice] [dice=Chef's Knife Attack]1d20+4[/dice] [dice=Damage]1d3+1[/dice] [dice=Cleaver Attack]1d20[/dice] [dice=Damage]1d4+1[/dice] [dice=Perception]1d20+14[/dice] [dice=Heal]1d20+10[/dice] [dice=Kn: Arcana]1d20+12[/dice] [dice=Kn: History]1d20+12[/dice] [dice=Kn: Nature]1d20+10[/dice] [dice=Kn: Planes]1d20+10[/dice] [dice=Profession (Chef)]1d20+10[/dice] [dice=Ride (skates)]1d20+7[/dice] [dice=Spellcraft]1d20+12[/dice] [dice=UMD]1d20+7[/dice] [dice=Fort Save]1d20+4[/dice] [dice=Reflex Save]1d20+4[/dice] [dice=Will Save]1d20+6[/dice] |