Maroux

Grelda Bonehammer's page

524 posts. Alias of Brainiac.


Full Name

Grelda Bonehammer

Race

Half-orc Witch 20 | HP 193/208 | AC: 41 | F: +30, R: +31, W: +32; resolve | Per +28, St +35 | Speed 25 ft | Focus 3/3| Hero Points 3/3 | Appearance

Gender

Female

Size

Medium

Age

19

Alignment

Neutral Good

Deity

Desna

About Grelda Bonehammer

Grelda Bonehammer
Female half-orc witch 20
NG Medium Humanoid (Human, Orc)

Senses: Perception +28 (+4 expert, +20 level, +4 Wis); low-light vision

DEFENSE
AC 41 (+5 Dex, +4 prof, +20 level, +2 item)
HP 208

Fort +30 (4 expert, 20 level, +4 Con, +2 item)
Ref +31 (4 expert, 20 level, +5 Dex, +2 item)
Will +32 (6 master, 20 level, +4 Wis, +2 item)

OFFENSE

Melee staff +24 (1d4+2, two-hand 1d8)
Ranged crossbow +30 (1d8+2, 120 ft., reload 1)
Spell +34; DC 44

Spd 25 ft

SPELLS
Occult Spells Prepared
Lvl 0 (5+1*): detect magic, guidance, mage hand, nudge fate, shield, telekinetic projectile+
Lvl 1 (3): magic missile (x3)
Lvl 2 (3): dispel magic, invisibility, resist energy
Lvl 3 (3): haste, haste, magic missile+
Lvl 4 (3): fly x2, phantasmal killer
Lvl 5 (3): banishment, black tentacles, cloak of colors
Lvl 6 (3): dominate, phantasmal calamity, vampiric exsanguination
Lvl 7 (3): prismatic spray x2, true target
Lvl 8 (3): maze, spirit song x2
Lvl 9 (3): foresight, unfathomable song, weird
Lvl 10: fated confrontation

Occult Spells Known
Lvl 0: daze, detect magic, ghost sound, guidance, join pasts, mage hand, nudge fate, prestidigitation, read aura, shield, telekinetic projectile
Lvl 1: charm, color spray, magic missile, magic weapon, object reading, soothe, spirit link, summon fey, true strike
Lvl 2: dispel magic, invisibility, hideous laughter, resist energy
Lvl 3: blindness, haste, mad monkeys, paralyze, pyrotechnics, slow
Lvl 4: fly, nightmare, phantasmal killer, read omens, spell immunity, spiritual amnamnesis
Lvl 5: banishment, black tentacles, chromatic wall, cloak of colors, raise dead
Lvl 6: blanket of stars, dominate, phantasmal calamity, vampiric exsanguination
Lvl 7: haste+, prismatic spray, true target, +2
Lvl 8: disappearance, maze, spirit song, uncontrollable dance
Lvl 9: foresight, unfathomable song, wail of the banshee, weird

WITCH CANTRIP

Nudge Fate
UNCOMMON CANTRIP DIVINATION HEX WITCH
Cast [one-action] verbal; Range 30 feet; Targets 1 creature; Saving Throw Will; Duration sustained up to 1 minute
You read slightly into the future and give fate a tiny push to achieve the result you desire. Once during the duration, when the target fails an attack roll, skill check, or saving throw and a +1 status bonus would turn a critical failure into a failure, or failure into a success, you grant the target a +1 status bonus to the check retroactively, changing the outcome appropriately. The spell then ends, and the target is temporarily immune for 1 minute. If you cast nudge fate while a previous casting of this hex is still in effect, the previous effect ends.

FOCUS POWERS (3 Focus Point)

Curse of Death Focus 5
Uncommon, Curse, Death, Hex, Necromancy, Witch
Cast Two Actions somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Fortitude; Duration sustained up to 1 minute
You focus your malevolent gaze on a target, causing their heart to seize in dread. The target must attempt a Fortitude saving throw. Regardless of the result, the target is temporarily immune to further castings of curse of death for 1 day.
Critical Success The target is unaffected.
Success The target is afflicted with the curse of death at stage 1, and the stage of the curse can't increase beyond stage 1.
Failure The target is afflicted with the curse of death at stage 1.
Critical Failure The target is afflicted with the curse of death at stage 2.

Curse of Death (curse) This curse ends immediately when the spell ends; Stage 1 9d6* negative damage and fatigued (1 round); Stage 2 13d6* negative damage and fatigued (1 round); Stage 3 17d6* negative damage and fatigued (1 round); Stage 4 death
Heightened (+1) Increase the negative damage taken on a success and during the first three stages of the curse by 1d6.

Deveiver's Cloak
Focus 3
Cast [two-actions] somatic, verbal; Duration sustained
You wrap yourself in a cloak of illusion, appearing as another creature of the same body shape with roughly similar height and weight as yourself. This has the effects of a 3rd-level illusory disguise.
Heightened (6th) You can appear as any creature of the same size, even with a completely different body shape.

Life Boost
Focus 1
UNCOMMON HEALING HEX NECROMANCY WITCH
Cast [one-action] somatic Range 30 feet; Targets 1 creature; Duration 4 rounds
You temporarily bolster the target’s vitality. The target gains fast healing equal to double the spell’s level.

STATISTICS
Str 10 (0)
Dex 21 (+5)
Con 19 (+4)
Int 22 (+6)
Wis 19 (+4)
Cha 10 (0)

BACKGROUND
Fortune Teller: The strands of fate are clear to you, as you have learned many traditional forms by which laypeople can divine the future. You might have used these skills to guide your community, or simply to make money. But even the slightest peek into these practices connects you to the occult mysteries of the universe. Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You're trained in the Occultism skill and the Fortune-Telling Lore skill. You gain the Oddity Identification skill feat.

Patron Theme: Fate

FEATS
Saoc Astrology (Ancestry): [A] You must spend 10 minutes just after your daily preparations examining the sky or consulting a star chart or you can’t use this action that day. Three times per day, you recall the stars’ predictions about your current situation. If your next action requires you to attempt one or more skill checks, roll 1d8. On a result of 6, 7, or 8, you gain a +2 circumstance bonus to the first such skill check you attempt. On a 3, 4, or 5, you gain a +1 circumstance bonus. On a 2, you gain nothing. On a 1, you take a –1 circumstance penalty to the skill check.

Oddity Identification (Background): You have a sense for spells that twist minds or reveal secrets. You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or scrying traits.

Streetwise (Skill): You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.

Basic Lesson (Witch): Your patron grants you a special lesson, revealing a hidden facet of its nature. You gain the needle of vengeance hex, and your familiar learns phantom pain.

Incredible Initiative (General): You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

Improved Familiar (Witch): You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar (page 147) is two lower than normal.

Quiet Allies (Skill): You’re skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls.

Orc Ferocity:
Frequency once per day
Trigger You would be reduced to 0 Hit Points but not immediately killed.
Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.

Greater Lesson (Witch): Your patron grants you greater knowledge. Choose a greater lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1. Lesson of Mischief: You gain the deceiver’s cloak hex, and your familiar learns mad monkeys.

Wary Disarmement (Skill): If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.

Ancestral Paragon: Orc Superstition:
Trigger You attempt a saving throw against a spell or magical effect, before rolling.
You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect.

Murksight: Your vision pierces through non-magical fog, mist, rain, and snow. You don’t take circumstance penalties to ranged attacks or Perception checks caused by non-magical precipitation, and your targeted attacks don’t require a flat check to succeed against a target concealed only by such effects.

Swift Sneak: You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Heir of the Saoc: In the past, you would have been a proud initiate of the Saoc Brethren. Today, you carry on their legacy. When you use Saoc Astrology, roll 1d4 instead; on a 1, you take a –1 penalty to the skill check. On any other result, you gain a circumstance bonus of that value (for instance, a +3 circumstance bonus on a 3).

Major Lesson: Your patron grants you even greater secrets. Choose a major, greater, or basic lesson from the list on page 100. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1.

Foil Senses: You are adept at foiling creatures’ special senses and cautious enough to safeguard against them at all times. Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar on page 465).

Consult the Spirits

Hex Focus: Your patron's teachings have allowed you to achieve a deeper focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

Disturbing Knowledge: You utter a litany of dreadful names, prophecies, and descriptions of realms beyond mortal comprehension, drawn from your study of forbidden tomes and scrolls. Even those who don't understand your language are unsettled by these dire secrets. Attempt an Occultism check and compare the result to the Will DC of an enemy within 30 feet, or to the Will DCs of any number of enemies within 30 feet if you are legendary in Occultism. Those creatures are temporarily immune for 24 hours.

Critical Success The target becomes confused for 1 round and frightened 1.
Success The target becomes frightened 1.
Failure The target is unaffected.
Critical Failure You get overly caught up in your own words and become frightened 1.

Incredible Ferocity: Given time to collect yourself after a near-death scrape, you can rebuild your ferocity and withstand additional finishing blows. You can use Orc Ferocity with a frequency of once per hour, rather than once per day.

Rites of Transfiguration

Quick Recognition

Legendary Sneak: You’re always sneaking unless you choose to be seen, even when there’s nowhere to hide. You can Hide and Sneak even without cover or being concealed. When you employ an exploration tactic other than Avoiding Notice, you also gain the benefits of Avoiding Notice unless you choose not to.

Effortless Concentration
Trigger: your turn begins
You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active class spells.

Pickpocket: You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.

Heroic Presence Single Action
Frequency once per day
The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-level zealous conviction, though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the auditory trait or visual trait, depending on how you inspire your allies.

Split Hex: One Action
You siphon some of the power from an offensive hex you cast to direct it at a second target as well. If the next action you use is to Cast a Spell to cast a harmful hex with a single target, reduce its level by 2 (making it 2 levels lower than the maximum spell level you can cast). If you do, you can select a second target for that hex to affect.

Multilingual

Legendary Thief: Your ability to Steal defies belief. You can attempt to Steal something that is actively wielded or that would be extremely noticeable or time consuming to remove (like worn shoes or armor). You must do so slowly and carefully, spending at least 1 minute (and significantly longer for items that are normally time consuming to remove, like armor). Throughout this duration you must have some means of staying hidden, such as the cover of darkness or a bustling crowd. You take a –5 penalty to your Thievery check. Even if you succeed, if the item is extremely prominent—like a suit of full plate armor—onlookers will quickly notice it’s gone after you steal it.

Hex Master: You embody the link to your patron so completely that you can cast your hexes in rapid succession. You are no longer limited to casting only a single hex each turn. In addition, when you cast cackle to sustain a hex, you gain the effects of Sustain a Spell for all your active hexes that have a duration of sustained.

SKILLS (+3 item to Recall Knowledge)

Acrobatics +27 (+29 to Maneuver in Flight)
Athletics +22
Arcana +28
Deception +22
Diplomacy +23
Fortune Telling Lore +28
Nature +25
Occultism +34L
Society +28
Stealth +35L
Theivery +33L

LANGUAGES
Aklo, Common, Draconic, Elven, Jotun, Orc, Undercommon

EQUIPMENT
+2 greater resilient robes, cloak of the black butterfly, St. Alterein's eye, rod of wonder, sleeves of storage, lover's gloves, adventurer’s pack, material component pouch, writing set, crossbow with 20 bolts, fine clothing, bandolier, mirror
Coins: 2893 gp
Bulk: 3, 5 light

Familiar:
Your patron has sent you a familiar, a mystical creature that teaches you lessons and spells. This familiar follows the core rules, though as it is a direct conduit between you and your patron, it is more powerful than the simple creatures most other spellcasters call their familiars. Your familiar gains an extra familiar ability, as well as an additional extra ability when you reach 6th, 12th, and 18th levels.

Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting (see below). Your familiar knows 10 cantrips and five 1st-level spells. You choose these spells from the common spells of the tradition determined by your first lesson or from other spells of that tradition you gain access to. Your familiar also learns the spell associated with your first lesson.

Each time you gain a level, your patron teaches your familiar two new spells of any level of spell you can cast, chosen from common spells of your first lesson’s tradition or other spells you gain access to. Your patron also teaches your familiar a new spell each time you learn a new lesson.

Your familiar can also learn new spells independently of your patron. It can learn any spell on your tradition’s spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can then consume as if it were a scroll. A familiar can also gain spells from another witch’s familiar with the Learn a Spell activity: both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition’s spell list, and you must provide materials for that activity in the form of an offering to the other familiar.

You can attempt to prepare spells from another witch’s familiar, but only if that familiar and their witch are willing and the spell appears on your tradition’s spell list. This uses the Borrow an Arcane Spell activity but isn’t limited to arcane spells; it instead uses the skill and tradition associated with your witch spellcasting.

If your familiar dies, your patron takes note. A new familiar appears during your next daily preparations, but this familiar’s magical connection to your patron is newly forged and still weak. When it appears, it knows only three cantrips and one spell per level, chosen from the spells your previous familiar knew. After 1 week, its connection to your patron is restored, and it recalls almost all the spells your previous familiar knew, though it loses one such spell for each spell level. These spells are determined randomly, but never include the spells your familiar learned through your lessons—your patron ensures your new familiar learns these spells.

Familiar Stats:
Tiny minion
HP 50, AC 27, Fort +18, Ref +19, Will +18
Acrobatics +15, Perception +15, Stealth +15
Spd 25 ft.; fly 25 ft., swim 25 ft.
Abilities: amphibious, darkvision, flier, manual dexterity, partner in crime, speech, touch telepathy

Breath Weapon Two Actions
Arcane, Evocation, Poison
Frequency once per hour; Effect The faerie dragon breathes euphoric gas in a 10-foot cone. Each creature in the area must attempt a Fortitude save against your class DC or spell DC, whichever is higher. A creature that fails its save is stupefied 2 and slowed 1 for 1d4 rounds; on a critical failure, the duration is 1 minute.

18 Calistril, 27 Pharast