Bugbear Shadow Sneak

Grievous Norn's page

89 posts. Alias of william Nightmoon.


Full Name

Grievous Norn

Race

Hobgoblin

Classes/Levels

Witch(ley-line guardian) 1

Vitals:
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

Gender

Female

Size

Medium

Age

19

Alignment

Lawful Neutral (bent twards evil)

Deity

Mephistopheles

Languages

Goblinoid, common, Infernal, Giant, Orc

Strength 14
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 11
Charisma 12

About Grievous Norn

Vitals:
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
Source Advanced Race Guide
A hobgoblin can scar himself with both blade and fire to toughen his hide into a mass of horny scars. Hobgoblins with this racial trait gain a +1 natural armor bonus to Armor Class. However, the repeated exposure to fire permanently damages their eyes. This racial trait replaces the darkvision racial trait

Unfit
Source Advanced Race Guide:
Hobgoblins who failed to secure a position in the military hold the lowest status in hobgoblin society, and quickly learn the value of currying favor with their betters. Hobgoblins with this racial trait gain proficiency in a single martial weapon and +1 racial bonus on Bluff and Diplomacy checks. This racial trait replaces sneaky.(Trident)

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.
Ley Line Powered: Instead of preparing her spells, a ley line guardian draws the power casting spells directly from ley lines. A ley line guardian is a spontaneous spellcaster. She knows the same number of spells and receives the same number of spell slots per day as a sorcerer of her witch level. Bonus spells granted by a ley line guardian’s patron are added to the ley line guardian’s total spells known at the appropriate levels. This ability alters the witch’s spellcasting.

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
Extra Hex

Traits
Adaptive Magic
Source: Reign of Winter Player's Guide pg. 5
The wonders of magic have always fascinated you, and you find the urge to tinker and experiment with magic almost irresistible. You could be the child of an alchemist, wizard, or witch; a member of the Pathf inder Society; or maybe someone with a touch of fey or dragon blood. You may not be trained in magic, and you’ve had your share of accidental mishaps, but you possess a natural knack for activating magic items. You’ve always been intrigued by the cold magic of the winter witches and ice mages of the North, and would love to get your hands on some of their magic items. You gain a +1 trait bonus on Knowledge (arcana) and Use Magic Device checks, and Use Magic Device is a class skill for you.

Hex-Proof
Source Black Markets pg. 9
You’ve dealt too often with cruel fey magic, and so gain a +2 bonus on Will saves against hexes and fey creatures’ spells and spell-like abilities.

Bloody-Minded
Source Champions of Corruption pg. 11
You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks.

Power-Hungry
Source Ultimate Campaign pg. 65
You’re addicted to power. You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

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.
In order to find a way to rid herself of the general, Grievous studdied intensively, looking for a way to kill him and make it look like an accident. But what she found was something far more powerful.
She found power in ancient power wells known as Ley lines. She used what she learned to draw power, and set her home aflame. But in her fit of power she forgot to protect herself and left herself scarred. Her eyes lost their darkvision and her body is covered in scars. Not only was her body harmed, her family threw her from the barrow for failing to die with her "husband".
She fled to the surface, and continued her study in the ley-lines... finding hints that there are powerful magic wells to the north, which Winter witches drew from and used themselves, hence why they where so powerful.