About Grievous NornVitals:
HP:10/10
AC:14=10+(3 Dex, 1 Natural,) Fort:2 Refl:3 Will:2 BAB:0 CMD:15 CMB:2 Init:+4 Perc:+0 Racial Traits:
+2 Dexterity, +2 Constitution: Hobgoblins are fast and hardy. Goblinoid: Hobgoblins are humanoids with the goblinoid subtype. Medium: Hobgoblins are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Hobgoblins have a base speed of 30 feet. Scarred
Unfit
Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.
Class Traits:
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.
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. 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. Conduit Surge (Su): At 1st level, a ley line guardian is adept at channeling energy from ley lines to enhance her own spells. As a swift action, she can increase her effective caster level for the next spell she casts in that round by 1d4–1 levels. After performing a conduit surge, the ley line guardian must succeed at a Fortitude save (DC = 10 + level of spell cast + number of additional caster levels granted) or become staggered for a number of minutes equal to the level of the spell cast. At 8th level, the caster level increase becomes 1d4. She can use this ability a number of times per day equal to 3 + her Charisma modif ier. This ability replaces familiar and the hexes gained at 1st and 8th levels. Major Hex: Starting at 10th level, and every two levels thereafter, a witch can choose one of the following major hexes whenever she could select a new hex. Grand Hex: Starting at 18th level, and every two levels thereafter, a witch can choose one of the following grand hexes whenever she could select a new hex.
Hexes:
Will DC:13(10+1/2LVL+Int mod)
Cauldron (Ex) (Advanced Player's Guide pg. 66): The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks Spells:
Patrion: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.
0- Dancing lights, Detect magic, spark, guidance 1-(4/day)Charm person, Burning hands Skills/Feats/Traits:
Skills(class+rank/ability/other) Bluff (Cha),0/1/1 Craft (alchemy)(Int),4/3/4 Diplomacy (Cha)*,1/1/1 Fly (Dex),0/3/0 Heal (Wis),0/0/0 Intimidate (Cha),4/1/1 Knowledge (arcana) (Int),0-- Knowledge (history) (Int),0-- Knowledge (nature) (Int),4/3/0 Knowledge (planes) (Int),0-- Profession (herbalist)(Wis),4/0/0 Spellcraft (Int),4/3/0 Use Magic Device (Cha),4/1/1 *not a class skill Feats
Traits
Hex-Proof
Bloody-Minded
Power-Hungry
Equipment:
Pp:3 gp:55 Sp:15 Trident, 10 Javelin, Morningstar, 2 Daggers, 4 Kunai, a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, Snuffbox, Tabacoo (2 Lbs), Smoking pipe, clear ear (2 doses), Night tea (10 days), Belladonna[Nightshade](10 doses), Nightsage (3 bundles), Bandolier, Light Crossbow, bolts(15), , spear, Attacks:
Trident:+3(+4thrown) 1d8+2 20/×2 10ft P Morningstar:+3 1d8 20/×2 P+B Dagger:+3(thrown:+4) 1d6+1(thrown:+2) 19-20/×2 P or S Kunai:(same as dagger) B or P Light Crossbow:+4 1d8 19-20/×2 60ft
Backstory:
Greivous was born to a lowly family in her barrow. She was beautiful, for a hobgoblin. Her skin was fair and free of blemishes, but after all she was a goblinoid. To raise their position within the barrow, Grievous's family gave her to an ugly and brutal general. He used her in ways most would consider vile, after all he was known as the bloody flogger for his treatment of slaves who didn't obey.
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