Svirfneblin

Malthor Goldbottom's page

62 posts. Alias of trawets71.


Full Name

Malthor Goldbottom

Race

Svirfneblin

Classes/Levels

Witch 2 | AC 18 T 17 FF 12 | HP 20/20 | F +7 R +6 W +6 SR: 13| Init +8 | Perc +11

Gender

Male

Size

Small

Alignment

Chaotic Good

Languages

Common, Dwarven, Gnome, Orc, Terran, Undercommon

Strength 14
Dexterity 18
Constitution 17
Intelligence 18
Wisdom 12
Charisma 12

About Malthor Goldbottom

Character Sheet:

Size Small
Init +8; Senses darkvision 120, low-light vision; Perception +11

DEFENSE

AC 18, touch 17, flat-footed 12 (+1 armor, +4 dex, +2 dodge, +1 size)
hp 20(2d6+8)
Fort +7, Ref +6, Will +6
SR: 13

OFFENSE
Speed 30 ft.
Ranged: Sling +5 (1d3+2) range 50'
Melee: Longspear +3 (1d6+3/X3)
Melee: Dagger +3 (1d3+2/19-20/X2)

Statistics

Str 14, Dex 18, Con 17, Int 18, Wis 12, Cha 12
Languages: Common, Dwarven, Gnome, Orc, Terran, Undercommon
Base Atk +1; CMB +2; CMD 16

Skills
Craft (Alchemy) +11 (2), Kn: arcana +9 (2), Kn: Planes +9 (2), Perception +9 (2), Sense Motive +6 (2), Spellcraft +9 (2), Stealth +10 (+12 Underground)(0) Total:12

Favored Class: +1 hp 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. DC: 15

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.

Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

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.

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.

Shadow: 2nd—silent image, 4th—darkness, 6th—deeper darkness, 8th—shadow conjuration, 10th—shadow evocation, 12th—shadow walk, 14th—shadow conjuration (greater), 16th—shadow evocation (greater), 18th—shades.

Feats and Traits:

FEATS
1- Alertness (Familiar)
1-Extra Hex (Cackle)
1-Improved Initiative (campaign bonus)

RACIAL TRAITS

–2 Strength, +2 Dexterity, +2 Wisdom, –4 Charisma: Svirfneblin are fast and observant but relatively weak and emotionally distant.

Gnome: Svirfneblin are humanoids with the gnome subtype.

Small: Svirfneblin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Defensive Training: Svirfneblin gain a +2 dodge bonus to Armor Class.

Senses: Svirfneblin have darkvision 120 ft. and low-light vision.

Fortunate: Svirfneblin gain a +2 racial bonus on all saving throws.

Skilled: Svirfneblin gain a +2 racial bonus on Stealth checks; this improves to a +4 bonus underground. They gain a +2 racial bonus on Craft (alchemy) checks and Perception checks.

Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and dwarven subtypes due to training against these hated foes.

Stonecunning: Svirfneblin gain stonecunning as dwarves. Receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Spell Resistance: Svirfneblin have SR equal to 11 + their class levels.

Svirfneblin Magic: Svirfneblin add +1 to the DC of any illusion spells they cast. Svirfneblin also gain the following spell-like abilities: Constant—nondetection; 1/day—blindness/deafness, blur, disguise self; caster level equals the svirfneblin's class levels.

Languages: Svirfneblin begin play speaking Gnome and Undercommon. Those with high Intelligence scores can choose from the following: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Terran.

TRAITS

Outcast's Intuition: You are able to sense the motives of others and use that sense to bolster your magic against dispelling. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.

Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Gear:

Silken ceremonial Robes 30gp, (2#), Dagger 2gp (.5#), Longspear 5gp (4.5#), Sling, Bullets (10) .1gp (2.5#), Backpack 2gp (.5#), Winter blanket 5sp (.75#), Bedroll .1gp (1.25#), Scroll Case 1gp (.5#), flint and steel 1gp, ink 8gp, inkpen 1sp, a mess kit 2sp (1#), soap 1cp (.5#), a spell component pouch 5gp (2#), 6 days trail rations 3gp (1.5#), waterskin 1gp (1#)

Magic
Scrolls: 2X Mage Armor 50gp, Comprehend languages 25gp
Potion: Cure Light Wounds 50gp

15 gp 9 sp 9 cp

Backstory:

Familiar: Pepe:

SKUNK CR 1/4
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 Nat)
hp 10 (1d8–1)
Fort +1, Ref +4, Will +4

OFFENSE
Speed 30 ft.
Melee bite +5 (1d3–4), 2 claws +5
(1d2–4)
Ranged spray +5 touch (musk)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Special Attacks musk

STATISTICS
Str 3, Dex 15, Con 9, Int 6, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 7
Feats Weapon Finesse
Skills Perception +6

SPECIAL ABILITIES
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Musk (Ex) Up to twice per day, a skunk can spray a stream of
noxious musk at a single target within 10 feet as a standard action.
With a successful ranged touch attack, the creature struck by this
spray must make a DC 11 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is Constitution-based, and includes a +2 racial bonus.

Spells Known:

Cantrips - All

1st Level -beguiling gift,burning hands, chill touch, command, Hex Vulnerability, ill omen, mage armor, ray of enfeeblement, silent image, summon monster I

Daily Resources:

SLAs:

Nondetection: Constant

1/day:

Blindnesss/Deafness Used:
Blur Used:
Disguise Self Used:

Spells

Cantrips (4/day)

Detect Magic
Guidance
Stabilize
Touch of Fatigue

1st Level (3/day)

Burning Hands
Command
Ray of Enfeeblement

Dice:

[dice=]1d20+6[/dice] [dice=Damage]1d8+1[/dice]
[dice=]1d20+6[/dice] [dice=Damage]1d8[/dice]
[dice=Dagger]1d20+3[/dice] [dice=Damage]1d4+2[/dice]
[dice=]1d20+8[/dice] [dice=Damage]1d8[/dice]
[dice=Perception]1d20+9[/dice]
[dice=Craft (Alchemy)]1d20+11[/dice]
[dice=Kn: Arcana]1d20+9[/dice]
[dice=Kn: Planes]1d20+9[/dice]
[dice=Sense Motive]1d20+6[/dice]
[dice=Spellcraft]1d20+9[/dice]
[dice=Stealth]1d20+10[/dice]
[dice=Fort Save]1d20+5[/dice]
[dice=Reflex Save]1d20+6[/dice]
[dice=Will Save]1d20+6[/dice]