I would like to apply with this character. I have to tweak the background a little for a character trait. But other than that it should be there. Memitim Enoch: Memitim Enoch Favored Class (Rogue) Wayang Witch (Hedge Witch) 1 Neutral Small Humanoid Male Deities: Pharasma, Norgorber Age: 55 Height: 3’-7” Weight: 42lbs Init +3; Senses Darkvision 60’; Perception +1 -------------------- Defense -------------------- AC 14 (10+Dex3+Size1), touch 14, flat-footed 11 (+1 Size) HP 8 (1d6+2) Fort +2, Ref +3, Will +1 -------------------- Offense -------------------- Speed: 20 ft. Special Attacks: Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Dagger: Att: +2, Dmg: 1d3+1, Crit: 19-20 x2 Scythe: Att: +2, Dmg: 1d6+1, Crit: x4 -------------------- Statistics -------------------- Str 12, Dex 16, Con 14, Int 16, Wis 9, Cha 12 Melee: +2 Ranged: +4 Base Atk +0; CMB +0; CMD 13 Feats: Accursed Hex Traits: Rescued (Shalelu), Riverrat Skills: Acrobatics +8 , Appraise +3, Bluff +1, Climb +1, Craft(Alchemy) +3, Diplomacy +1, Disguise +1, Escape Artist +3, Heal -1, Intimidate +1, Knowledge (arcana) +7 Knowledge (Nature) +7, Knowledge (Planes) +7, Perception +1, Ride +3, Sense Motive -1, Spellcraft +7, Stealth +5, Survival -1, Swim +2 Languages: Common, Wayang, Tengu, Goblin, Nagaji Other Gear 52(gp), 8(sp), 8(cp) -------------------- Special Abilities -------------------- Spontaneous Healing (Su): A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn't know that cure spell. This replaces the witch's hex gained at 4th level. Empathic Healing (Su): A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch suffers the effects of the failed save instead of the poisoned creature. For a diseased target, the witch must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but the witch suffers the effects of the failed save instead of the diseased creature. The witch does not actually become poisoned or diseased (and is not contagious and does not need to be cured), but suffers the effects of the affliction as if she had been. The witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if the witch is immune to disease or poison. This replaces the witch's hex gained at 8th level. 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. Light and Dark (Su): Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated. Dissolution's Child: Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal—only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This is a supernatural ability. This racial trait replaces shadow magic. Shadow Resistance: Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool. River Rat (marsh or river): You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you. Undead Slayer (N): Instructed at a young age in the tenets of your faith, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead. Dagger: A dagger is a fighting knife. Its blade is usually less than 1 foot long, and can be curved or straight, with one edge or two. You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body. Patron: Death
For your approval Memitim Enoch: Memitim Enoch Favored Class (Rogue) Wayang Witch (Hedge Witch) 1 Neutral Small Humanoid Male Deities: Pharasma, Norgorber Age: 55 Height: 3’-7” Weight: 42lbs Init +3; Senses Darkvision 60’; Perception +1 -------------------- Defense -------------------- AC 14 (10+Dex3+Size1), touch 14, flat-footed 11 (+1 Size) HP 8 (1d6+2) Fort +2, Ref +3, Will +1 -------------------- Offense -------------------- [b]Speed: 20 ft. Special Attacks: Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Dagger: Att: +2, Dmg: 1d3+1, Crit: 19-20 x2 Scythe: Att: +2, Dmg: 1d6+1, Crit: x4 -------------------- Statistics -------------------- Str 12, Dex 16, Con 14, Int 16, Wis 9, Cha 14 Melee: +2 Ranged: +4 Base Atk +0; CMB +0; CMD 13 Feats: Accursed Hex Traits: Rescued (Shalelu), Riverrat Skills: Acrobatics +8 , Appraise +3, Bluff +1, Climb +1, Craft(Alchemy) +2, Diplomacy +1, Disguise +1, Escape Artist +3, Heal -1, Intimidate +1, Knowledge (arcana) +7 Knowledge (Nature) +7, Knowledge (Planes) +7, Perception +1, Ride +3, Sense Motive -1, Spellcraft +7, Stealth +5, Survival -1, Swim +2 Languages: Common, Wayang, Tengu, Goblin, Nagaji Other Gear 52(gp), 8(sp), 8(cp) Backpack (2gp), Bedroll (1sp), Canteen (2gp), Flint & Steel (1gp), Grappling Hook (1gp), Grooming Kit (1gp), Journal (10gp), Silk Rope (10gp), Whetstone (2cp), Explorer’s Outfit (3gp) -------------------- Special Abilities -------------------- Spontaneous Healing (Su): A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn't know that cure spell. This replaces the witch's hex gained at 4th level. Empathic Healing (Su): A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch suffers the effects of the failed save instead of the poisoned creature. For a diseased target, the witch must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but the witch suffers the effects of the failed save instead of the diseased creature. The witch does not actually become poisoned or diseased (and is not contagious and does not need to be cured), but suffers the effects of the affliction as if she had been. The witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if the witch is immune to disease or poison. This replaces the witch's hex gained at 8th level. 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. Light and Dark (Su): Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated. Dissolution's Child: Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal—only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This is a supernatural ability. This racial trait replaces shadow magic. Shadow Resistance: Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool. River Rat (marsh or river): You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you. Rescued: At some point in the past, you had a terrifyingly close brush with death. Maybe a goblin nearly killed you during an attack on the town, or perhaps a building struck by a giant’s boulder collapsed around you. Whatever the peril was, you would have certainly died if not for the swift actions of Shalelu, who intervened just in time to save your life. You’ve never forgotten this, and remain fiercely loyal to the NPC who saved you. It was Shalelu who saved you, she did so by pulling you to safety while simultaneously defeating the peril that almost did you in, and as a result, you gain a +1 trait bonus on Acrobatics checks and Acrobatics is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your savior. Dagger: A dagger is a fighting knife. Its blade is usually less than 1 foot long, and can be curved or straight, with one edge or two. You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body. Patron: Death -------------------- Spells -------------------- 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— chill touch, obscuring mist, ray of enfeeblement, icicle dagger, remove sickness --------------------
This is an alternate racial trait for the wayang. Would you allow this trait? Thanks. Dissolution's Child: Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal—only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This is a supernatural ability. This racial trait replaces shadow magic. |