AC 16, touch 12, flat-footed 14 | CMB +2, CMD 14 | Fort. +4, Ref. +4, Will +7 | Init. +2 | Perc. +11, Sense Motive +4
Classes/Levels
| Speed 30ft |
Gender
CG Male Half-orc Witch 4 |
About Ugun, half-orc witch
Male half-orc witch 4
CG Medium Type
Init +2; Perception +11, Darkvision 60’
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DEFENSE
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AC 16, touch 12, flat-footed 14
HP 30
Fort +4, Ref +4, Will +7
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OFFENSE
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Speed 30 ft.
Melee
Melee (MW greataxe): +3 = +2 (base) +1(MW)
Melee Damage (greataxe): 1d12, x3
Melee (MW dagger): +3 = +2 (base) +1(MW)
Melee Damage (knife): 1d4, 19-20, x2
Ranged
n/a
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
Cantrips, Spells
Hexes (DC 17, 10+lvl/2+INT mod):
Slumber (Su): (30', as sleep, 1 rnd/lvl, 1/24 hour per target, will save negates)
Healing (su): (as CLW, 1 per person per 24 hours)
Misfortune (su): (30', target must roll twice for any d20 roll and take worst result for 1 round, will save negates)
Cackle (su): move action, extend agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex if within 30’
Flight (su): feather fall at will, levitate 1/day
Familiar (ferret)
Patron spells: vengeance
SPELLS
Level 0, 4 prepared (P), ALL known, DC=15
Detect Magic (P)
Daze (P)
Dancing Lights (P)
Stabilize (P)
Level 1, 5 prepared (P), 10 known, DC=16
Mage armor
Burning hands
Cure light wounds
Charm person
Adhesive spittle (15’, reflex save or become entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to dexterity and must make a reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed)
Snowball (close, ranged touch, 1d6 cold damage/level and staggered for 1 round if fail fort save) (P)
Mudball (close, ranged touch, blind if fail ref save) (P)
Ear-piercing scream (close, 1d6/2 level of sonic damage, dazed, fort save negates dazed and halves damage)
Chill touch (melee touch, 1 touch/level, 1d6 cold damage, 1 STR damage unless fort save) (P)(P)
Touch of blindness (1 target/lvl, blind for 1 round unless fort save) (P)
pearl of power
pearl of power
Level 2, 3 prepared (P), 4 known, DC=17
Cure medium wounds (2d8+1/lvl)
Glitterdust (100’+10’/lvl, 10’ radius, makes creatures visible, if fail will save then blind) (P)
False life (1d10+lvl hit point, 1 hour/lvl) (P)
Burning gaze
Vomit Swarm (spider swarm) (P)
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STATISTICS
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Str 10, Dex 14, Con 14, Int 21, Wis 12, Cha 13
Base Atk +2; CMB +2; CMD 14
Traits:
Truneau native (MW dagger and +1 on will save)
Outcast (+1 on survival and class skill)
Seeker (+1 on perception and class skill)
Racial Modifiers:
+2 on INT
Intimidating (+2 on intimidate)
Sacred tattoo (+1 on saving throws)
weapon familiarity (proficient with greataxe and falchion)
Darkvision 60’
Languages: Common, orc, giant, dwarven, draconic, goblin
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GEAR/POSSESSIONS
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hopeknife (free)
MW greataxe
Witch kit (21 gp) includes 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), and a waterskin.
acid flask x4 (20 gp)
alchemist fire x4 (60 gp)
4 antitoxin
CLW wand (3 charges)
CLW wand (50 charges)
lesser restoration wand (10 charges)
Pearl of power 1st level (1,000 gp)
Pearl of power 1st level (1,000 gp)
Wand of mage armor (8 charges) (150 gp)
2 scrolls of cause fear
potion of hide from undead
2 sooth syrups
2 potions of remove sickness
scroll of remove fear
mithral chain shirt
Spent = no longer updated
'Cash' = 1,100 gp
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Hirah (black ferret), curious
Tiny animal
Init +2; Senses low-light vision, scent, Perception +1
Defense
AC 16, touch 14, flat-footed 14 (+2 size, +2 Dex, +2 nat)
hd 4
hp 15
Fort +2, Ref +2, Will +4
Offense
Speed 20 ft., climb 20 ft.
Melee bite +6 (1d3–4 plus attach)
Statistics
Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Base Atk +2; CMB: +2, CMD: 8 (12 vs trip)
Feats: Weapon finesse
Skills: Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics
Special: alertness, emphatic link, improved evasion, share spells, store spells, deliver touch spells
10 minute background:
Step 1: Write at least 5 concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
- born in captivity when his mother’s party was ambushed and taken prisoners by an orc tribe (Twisted Nail)
- his mother was raped by the orc tribe’s leader
- his mother and him escaped when the tribe had a mutiny and killed his ‘father’
- they eventually made it back to Truneau where his mother was from
- he was 10 years old when he came to Truneau
- he’s now 20 years old and works as a healer/herbalist
- he’s constantly trying to prove his worth
- he has a very big chip on his shoulder against orcs
- he wears simple clothes and travels light, similar to a survivalist
- he has intricate tattoos and flesh carvings (scarifications)
- he is prone to depression when he questions his worth and ends up making another ‘flesh tattoo’ on his body
Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
- wipe out the orc tribe (Twisted Nail) that raped his mother (PC)
- explore the orc-giant vs human-dwarf hatred and war, that area of fantasy worlds (pretty common in several RPGs and popular media) has always fascinated me (player)
Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character.
- he suspects his mother misses her orc lover but is deathly afraid that this be known for fear of what would happen to his mother (KNOWN)
- his mother wasn’t raped but had fallen in love with the orc tribe’s leader but the leader had to keep public appearances so never took him as a ‘son’ (MAYBE???)
- his orc father is still alive (MAYBE???)
Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile.
- Ratia, his mother who is troubled soul in Truneau (friendly)
- Orgak, his orc father (friendly, IF ALIVE?)
- Balthus, hunter in Truneau who seriously mistrust his mother (and him) and thinks she’s a spy (unfriendly)
Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
- constantly talks to ferret
- is always poking at his skin with needles and ink
- has a wild-eyed, crazy look about him when the prospect of fighting orcs is near at hand
- he second guesses himself when speaking to other humanoids as if he was not worth listening to