About Poog Bonebane[dice=Perception] 1d20+13[/dice] [ spoiler=Quick stats]
Favored Class: Witch Hit Points: 76 (+10+1d10 temporary from extended false life)
Attacks:
BAB: +6/+1 Melee: +6/+1 Ranged: +8/+3 +1 Dogslicer:
Defense:
AC: 21 (+4 mage armor, +3 buckler, +3 Dex, +1 size) Touch: 18 Flat-footed: 18 CMD: 16 Armor: +2 mithril buckler (Armor Bonus: +3; Max Dex: --; Check Penalty: --; Spell Failure Chance: 0 percent; Type: L; Weight: 2.5 lbs.) Fortitude save: [dice=Fort save]1d20+10[/dice] (3 base, 2 Con, +4 Witching Gown, +1 luck)
Spells:
Spells prepared: Cantrips (4): Detect magic, message, read magic, stabilize 1st (5): mage armor*, ear piercing scream, burning hands, bungle, ear piercing scream 2nd (5): blindness/deafness, false life*, lesser restoration, vomit swarm, glitterdust* 3rd (5): eldritch fever, ray of exhaustion, stinking cloud, sleet storm**, xx 4th (4): confusion, dimension door, xx, fleshworm infestation* 5th (2): break enchantment, suffocation, xx 6th (1): true seeing, xx * indicates spell is cast.
Spells known:
2nd: blindness/deafness, burning gaze, false life, feast of ashes, glitterdust, hold person, mad hallucination, miserable pity, pernicious poison, pox pustules, vomit swarm, web, lesser restoration* 3rd: eldritch fever, fly, howling agony, ray of exhaustion, remove blindness/deafness, remove curse, seek thoughts, sleet storm, stinking cloud, unadulterated loathing, remove disease* 4th: black tentacles, charm monster, confusion, crushing despair, dimension door, enervation, fear, fleshworm infestation, spite, restoration* 5th: baleful polymorph, break enchantment, cloudkill, dominate person, feeblemind, reincarnate, smug narcissism, suffocation, summon monster V, telepathic bond, teleport, cleanse* 6th: feeblemind, raise dead, stone to flesh, swarm skin, true seeing
Class abilities:
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. 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. Hexes (DC 21):
* Cackle: 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. * Flight: The witch can fly, as per the spell, for 11 minutes per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch. * Misfortune: The witch can cause a creature within 30 feet to suffer grave misfortune for 2 rounds. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. * Fortune: The witch can grant a creature within 30 feet a bit of good luck for 2 rounds. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours. * Unnerve beasts: The target becomes offensive to animals (Will negates). Animals become distraught and aggressive in the victim's presence—horses buck, dogs snap and bark, bulls charge, and so on. The hex lasts 4 hours. A creature that saves against the hex cannot be affected by the hex for 1 day. The reaction of the animals is a mind-affecting charm effect, but the hex on the target is not. Major hexes:
* Retribution: A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for 4 rounds. A Will save negates this effect. Patron: Healing
Feats:
Accursed Hex: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex's effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day. Extra Hex: Cackle Extra Hex: Unnerve beasts Spell Focus (Necromancy): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Split hex: When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose another creature within 30 feet of the first target to also be targeted by the hex. Weapon Finesse Skills:
6 ranks/level (2 for witch + 4 for Int) [dice=Fly]1d20 +18[/dice] (11 ranks, 3 class skill, 3 Dex, +1 luck)
+4 Bluff, Diplomacy (competence bonus), +10 Disguise if using Witching Gown
Gear:
82,000 Witching Gown (Spite effect: fleshworm infestation) +2 mithril buckler +1 dogslicer Ring of invisibility Wand of cure light wounds (29 charges used) Lesser metamagic rod of extend (Used at start of day on mage armor, false life) 3 potions of haste Stone of good luck: (+1 luck bonus on saving throws, ability checks, and skill checks) Masterwork backpack (50 gp)
3 Belt pouches (3 gp, 1.5 lbs.)
980 gp, 7 sp, 2 cp
Racial traits:
+4 Dexterity, –2 Strength, –2 Charisma: Goblins are fast, but weak and unpleasant to be around. Goblinoid: Goblins are humanoids with the goblinoid subtype. Small: Goblins 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. Fast: Goblins are fast for their size, and have a base speed of 30 feet.
Weapon Familiarity: Goblins’ traditional weapons are the dogslicer and the horsechopper, weapons designed specifically to bring down their most hated foes. Goblins with this trait are proficient with the dogslicer and the horsechopper, and treat any weapon with the word “goblin” in it as martial weapons. This racial trait replaces skilled. Favored class bonuses: 1st, 2nd: +1 hp
Background:
Familiar:
It, terrier-mix familiar N Tiny animal Init +3; Senses low-light vision, scent; Perception +21 Defense
Offense
Statistics
Feats Skill Focus (Perception) Skills Acrobatics +3 (+7 jumping), Perception +21, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. 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. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures. Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
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