About Quiet Crocus "The Forest Jade"
Enlarged, Mage Armor:
Init + 0; AC 13/TT 13/FF 13; Ref +0; +1 to attack, +2 to damage; Falchion +2, 2d6, 18-20 x2
Quick View Stats for Combat:
Initiative: +1 (1 Dex)
Witch Patron: Transformation
Forest Jade's Tale:
. "Forest Jade". That is what the hated drow call her in their sibilant tongue. A cruel joke, down here in the darkness. The only forests here are of fungus or the bristling palisades of spears.
Quiet Crocus was her name. Apprenticed to the old rogue Strong Water. She was to have grown among the trees of her tribe, roaming between the swamp and tundra that bordered her ancestral lands. Strong Water instructed her in the dark arts of summoning the wyrd of the land to rest in her spiritmask, and the necessary rites and rituals to mark her body. To learn the arts of witchcraft passed down the ages of her tribes and outer-tribes.
Then they came. The quick, dark folk. Crocus has stepped too far from the safety of her tribe, and in a few moments what was a quiet glade turned ominous. She was struck down and trussed without even raising a breath. The birds soon resumed their song as the black elves discussed their latest catch. Down into the depths of the earth they took her, to where her orc blood might feel comfortable, but truly did Crocus fear this claustrophobic internment.
She hated the drow with a passion. Callous slavers, traders in life and death. Ilvaria and Pharnox. Loscivia, for whom Crocus reserves the greatest enmity. It was that b*%~@ that named her Forest Jade. As a joke. As if Crocus will survive even one minute in the arena. In time, Loscivia deigned to note that Crocus had magic, and as a twist to this cruel joke had Crocus' spiritmask arranged within a basket of wire, plate and mesh. She was trained by brutish half-orcs and orcs in the use of the falchion, instructed in the arena's version of arcane arts, and told that if she lasted even one bout she would more than repay Loscivia's investment. If not, well then her mistress would laugh at her untimely death.
So, Crocus became the Forest Jade, soaking up all the atmosphere and hatred of this new realm. She knew the Forest had not abandoned her, but she was pragmatic and realistic - she had abandoned the forest for the demonic Socothbenoth - learned in all the vile and depraved arts of the most heinous beings. She would likely never return to the beloved surface. But if she could get her hands around the neck of Loscivia, perhaps she might be allowed to squeeze the life from that drow wench before she herself was cut down. For now, a dream would have to do. For the morrow, likely death. She would salute the crowd, and rise - or fall.
Score (modifier) (point buy - 15pts) (racial bonus) (level up)
Str : 12 (+1) (2)
Dex: 12 (+1) (2)
Con: 16 (+3) (5) (+2 Half-Orc)
Int: 11 (+0) (0)
Wis: 11 (+0) (1)
Cha: 14 (+2) (5)
AC: 11, touch 11, flat-footed 10 (+0 armor, + 1 Dex, +0 shield, +0 size, +0 natural (item))
HP: 13 (Full first lvl = 6, +3 Con, +1 Favored Class, +3 Toughness)
Fort +3 (0 + 3 ), Ref +1 (0 + 1), Will +2 (2 + 0)
Initiative: +1 (+1 Dex)
Speed 30 ft.
Base Atk: +0
CMB: +1 (+0 BAB, +1 str) CMD: 12 (10, +0 BAB, +1 str, +1 dex)
Favored Class Bonus Witch: Hit points
Peregrinus: Presented as the embodiment of your race (as skewed by the perceptions and expectations of the locals) as a means to bring the excitement of foreign battles and adventures to the citizenry, you’re made to fight with your ‘native’ weaponry (and your gladiator armour is usually designed to echo a stereotypical image of your people as well – such as leaf patterns for a ‘surface’ elf, a dwarf’s armour painted to look like stone, or a half-orc’s armour made to look ragged and brutish and covered in skulls and bones).
Choose a weapon mentioned in your race’s weapon familiarity listing as your primary weapon and fighting style. If the weapon is one-handed, you can optionally fight with a light shield or buckler as well; if it is light, you can optionally fight with a heavy shield or tower shield as well, or fight with paired versions of the weapon in question.
Silken Sinner (Socothbenoth): As a devotee to the demon lord of perversion, pride, and (breaking) taboos, you’ve indulged in activities which make most people queasy even to think about, and spend time dreaming up even worse atrocities you may like to try when opportunity presents. When you succeed on a verbal Intimidate check to demoralize an opponent who understands the language you’re speaking, you can choose to elaborate on your perverse inclinations and inflict the sickened condition in place of the normal shaken condition.
[1 1st level]
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skills: (2 = 2 ranks x Witch 1, +0 int)
Languages: Common, Undercommon
A scarred witch doctor uses Constitution instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes normally determined by her Intelligence.
Fetish Mask (Su)
When wearing her fetish mask, a scarred witch doctor gains a +2 circumstance bonus on Heal and Intimidate checks and gains a +2 bonus on saving throws against effects that specifically cause pain or have the pain descriptor. If the mask is destroyed, the witch doctor can create another fetish mask (which almost immediately adopts the shocking appearance of the original) for the same price and time it takes a witch to replace a dead familiar.
At 5th level, the scarred witch doctor gains the ability to add magical abilities to her mask as if she had the Craft Wondrous Item feat.
This ability otherwise functions like and replaces the standard witch familiar.
Half-Orc Racial Traits:
Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
[xx lbs, xx gp]
(xx lbs., xx gp., xx sp.)
Total equipment cost: xx gp, xx sp. spent. (of xx starting funds)
Capacity: light: xx lbs. or less Medium: xx-xx lbs. Heavy: xx-xx lbs.