Thanaldhu

Wherby Crick's page

19 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Wherby Crick

Race

HP 40, AC 18/19, F+8, R+7, W+10

Classes/Levels

Human witch 4

Strength 0
Dexterity 1
Constitution 2
Intelligence 4
Wisdom 2
Charisma 0

About Wherby Crick

[ spoiler=Quick stats]
HP 40/40
AC 18
Fort +8, Ref +7, Will +10
Hero points: 1
Focus Points: 2/2
Spells prepped: 1st: ill omen [], phantasmal minion [], soothe []; 2nd: blood vendetta [],paranoia [],paranoia []
Cantrips: daze, detect magic, ignition, guidance (innate), shield, telekinetic projectile
Effects:
[/spoiler]

[dice=Telekinetic projectile]1d20+8[/dice]
[dice=Bludgeoning/piercing/slashing]3d6[/dice]

[dice=Ignition]1d20+8[/dice]
[dice=Fire (melee)]3d6[/dice]
[dice=Fire (ranged)]3d4[/dice]
[ ooc]Crit? 2d4/2d6 persistent fire[/ooc]

Familiar of Ongoing Misery Your familiar seems hostile to all creatures other than you, hissing at them if they get too near. When you Cast or Sustain a hex, your familiar can curse a creature within 15 feet of it, prolonging the duration of any negative conditions affecting it by 1 round. This is a curse effect. This prolongs only conditions with a timed duration (such as “1 round” or “until the end of your next turn”) and doesn’t prevent conditions from being removed by other means.

Wherby Crick
Birthplace: Sandpoint
Gender & Pronouns: Male, he/him
Ancestry: human (versatile)
Background: Lost Coast Local
Class witch; Level: 4
Medium Human, Humanoid
Deity: Erastil
Languages: Common, Goblin, Elven, Shoanti, Thassilonian, Varisian

0 Str
1 Dex +1f
2 Con +1b +1f
4 Int +1a +1b +1c +1f
2 Wis +1 +1f
0 Cha
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SENSES
Perception: [dice=Perception (trained)]1d20+8[/dice]
Special Senses:
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DEFENSES

Hit Points: 40/40 (8 ancestry + 6 class + 2 Con)
AC: 18 (+1 armor, +1 Dex, +6 proficiency)
Armor leather armor (+1 AC, -1 check penalty, +0 Str, 1 Bulk)
Armor proficiencies trained in unarmored defense, light armor

SAVING THROWS
Fortitude: [dice=Fortitude (trained)]1d20+ 8 [/dice]
Reflex: [dice=Reflex (trained)]1d20+ 7 [/dice]
Will: [dice=Will (expert)]1d20+ 10[/dice]
Notes:
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OFFENSE
Class DC: 20 (trained)

Speed: 25 ft.

Weapon proficiencies trained in simple weapons, unarmed attacked

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SPELLS
DC: 20 (trained)
Spell attack: +10 (trained)
Patron: The Resentment

Occult spells known:
Cantrips: daze, detect magic, forbidding ward, know the way, light, read aura, shield, sigil, telekinetic projectile, void warp
1st: enfeeble, dizzying colors, grim tendrils, ill omen, lock, mindlink, pet cache, phantasmal minion, phantom pain, sanctuary, sleep, soothe
2nd: blood vendetta, paranoia

Hex/Focus spells: 2 Focus Points
Evil eye (cantrip), cackle, needle of vengeance

FAMILIAR: Ursividae
HP: 20 (5 hp/level)
AC: 18 (equal to mine)
Speed: 25 feet

[dice=Ursividae Perception (low-light vision, scent)]1d20+8[/dice]
[dice=Ursividae Acrobatics]1d20+8[/dice]
[dice=Ursividae Stealth]1d20+8[/dice]
[dice=Ursividae all other skills]1d20+8[/dice]

Standard Abilities:
* Familiar of Ongoing Misery: Your familiar seems hostile to all creatures other than you, hissing at them if they get too near. When you Cast or Sustain a hex, your familiar can curse a creature within 15 feet of it, prolonging the duration of any negative conditions affecting it by 1 round. This is a curse effect. This prolongs only conditions with a timed duration (such as “1 round” or “until the end of your next turn”) and doesn’t prevent conditions from being removed by other means.
* Independent: Gains 1 action/round even if I don’t command it.
* Damage Avoidance: Reflex
* Scent

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SKILLS

Acrobatics (U, Dex)
[dice=Acrobatics (untrained)]1d20+ 1 [/dice]

Arcana (T, Int)
[dice=Arcana (trained)]1d20+ 10 [/dice]

Athletics (U, Str)
[dice=Athletics (untrained)]1d20+ 0 [/dice]

Crafting (E, Int)
[dice=Crafting (trained)]1d20+ 12 [/dice]

Deception (U, Cha)
[dice=Deception (untrained)]1d20+ 0[/dice]

Diplomacy (U, Cha)
[dice=Diplomacy (untrained)]1d20+ 0 [/dice]

Intimidation (U, Cha)
[dice=Intimidation (untrained)]1d20+ 0 [/dice]

Lore (Sandpoint) (T, Int)
[dice=Lore (Sandpoint) (trained)]1d20+ 10 [/dice]

Medicine (T, Wis)
[dice=Medicine (trained)]1d20+ 8[/dice]

Nature (E, Wis)
[dice=Nature (expert)]1d20+ 10 [/dice]
[dice=Nature (expert) to treat wounds]1d20+ 12 [/dice]
[dice=Nature (expert) to treat wounds in wilderness]1d20+ 14 [/dice]

Occultism (T, Int, pendant of the occult)
[dice=Occultism (trained)]1d20+ 11 [/dice]

Performance (U, Cha)
[dice=Performance (untrained)]1d20+0 [/dice]

Religion (U, Wis)
[dice=Religion (untrained)]1d20+ 2 [/dice]

Society (T, Int)
[dice=Society (trained)]1d20+10 [/dice]

Stealth (T, Dex)
[dice=Stealth (trained)]1d20+7[/dice]

Survival (T, Wis)
[dice=Survival (trained)]1d20+8[/dice]

Thievery (T, Dex)
[dice=Thievery (trained)]1d20+7[/dice]
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FEATS:

Ancestry Feats and Abilities
* 1st: Natural Ambition: Gain a class feat
* 3rd (from general feat): Adapted cantrip (ignition)

Class Feats and Abilities
* 1st: Cackle
* 2nd: Basic Lesson (lesson of vengeance): Suffer not even the smallest slights. You gain the needle of vengeance hex, and your familiar learns phantom pain.
* 4th: Poultice Preparation

Free Archetype Feats
* 2nd: Herbalist Dedication: You can create remedies and other herbal products. You gain the basic alchemy benefits, though they apply only for herbal items: alchemical items with the healing trait, plus antidote and antiplague. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own. You become an expert in Nature and can use Nature instead of Crafting to Craft herbal items. You don't need to be trained in Crafting or have the Alchemical Crafting feat to do so, and you can use healer's tools instead of alchemist's tools.
* 4th: Fresh Ingredients

General Feats
*1st (heritage): Armor Proficiency (light)
* 3rd: Ancestral Paragon: Gain a 1st-level ancestry feat

Skill Feats
* Background: Hobnobber: You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and roll a critical failure to Gather Information, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate. Increase the party’s reputation with Townsfolk by 1 and reduce the party’s reputation with Scarnetti Consortium by 1.
* 2nd: Natural Medicine: You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
* 4th: Battle Medicine

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EQUIPMENT

Gear:
Magic items: pendant of the occult, ring of sigils
Consumables: holy water (2 vials),
Armor: explorer’s clothing
Weapons: low-grade silver sickle, sling with 20 bullets, staff
Gear: adventurer’s pack, healer’s toolkit
98 gp, 1 sp, 8 cp

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CAMPAIGN NOTES