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==Flory Buntzer== Flory Buntzer Female Human Witch (Tatterdemalion archetype) 2 True Neutral Str 12 Dex 15 Con 14 Int 16+2=18 Wis 13 Cha 12 HP: 14/14 BAB: 1 Fort: 2 Ref: 2 Will: 4 Languages: Common, Sylvan, Dwarven, Halfling, Infernal '''Skills''' (8/lvl) Climb 2:10 Craft (weaver) 1:8 Craft (seamstress) 2:9 Craft (weaponsmith) 1:8 (10) Heal 2:6 Intimidate 2:9 (11) Knowledge Arcana 2:9 Knowledge Nature 2:9 Perception 0:3 Persuasion 0:1 (3) Sense Motive 0:3 Spellcraft 2:9 Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. A tatterdemalion is proficient with bolas, nets, and whips. '''Feats''' (Alertness) Spell Focus (conjuration) - Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Mage Tattoo - Benefit: Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. Conjuration: acid splash Range close (25 ft. + 5 ft./2 levels) You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round. '''Traits''' Seasoned Climber - You gain a +1 trait bonus on Climb checks, and Climbbecomes a class skill for you. Bruising Intellect - Intimidate is always a class skill for you, and you may use your Intelligencemodifier when making Intimidate checks instead of your Charisma modifier. '''Hexes''' Dancing Strings: A tatterdemalion adds animate rope to her class spell list and spells her familiarknows. She can control her clothing and cloth, rope, or woven fabric she wears in a manner otherwise identical to the prehensile hair hex. Effect: The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. Healing - This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds. '''Spells/day''' '''0: 4''' Mage Hand Open/Close Prestidigitation Mending '''1: 3''' Web Bolt Web Bolt Mage Armor Jump '''Spells Known''' '''0:''' All Witch Cantrips Mage Hand: close, 5 lbs, conc, move 15' Open/Close: close, 30 lbs Prestidigitation: 10', 1 hr, slowly lift 1 pound of material. Color, clean, or soil items in a 1-foot cube chill, warm, or flavor 1 pound of nonliving material. Create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile Mending: 10 min, 10', 2 lbs '''1:''' (Animate Rope): medium, 60' long, 1 rd Cure Light Wounds: 1d8+3 Nauseating Dart: close, S, range attack, 1d2 pierce, Fort save DC 16 or nauseated 1 rd Identify: 60' cone, 6 rds, detect magic, +10 Spellcraft to ID items Mage Armor: touch, 3 hrs, +4 armor to AC Peacebond: close, S, 2 min, Will save DC 15, std & Str check DC 15 to draw, take AoO's Unseen Servant: 3 hrs Web Bolt: close, Reflex save DC 16, 3 min, creature grappled, can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. Jump: touch, 2 min, +10 Acrobatics to jump Jury-Rig: touch, 4 lbs, 2 rds, remove broken Comprehend Languages: me, 20 min, spoken & written, 1 page/min A tatterdemalion must choose mage hand, open/close, and prestidigitation as her prepared cantrips at 1st level, and they require a piece of cloth, string, rope, or other woven material (including clothing) as a focus. Any action she takes with these cantrips must involve the focus. Starting at 2nd level, she can choose any cantrip for her remaining cantrip. '''Bonus spells/day''' Patron: Agility (Princess Gossamer, fey liege of spiders) '''FAMILIAR''' Lady Gwendolyn Scarlet Spider 1/4 N Tiny vermin Init +5; Senses darkvision 60 ft.; Perception +4 '''Defense''' AC 19, touch 17, flat-footed 13 (+5 Dex, +1 natural, +2 size, +1 familiar) hp 7. The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice. Fort +2, Ref +5, Will +0 '''Offense''' Speed 30 ft. Melee bite +7 (1d3–4 plus poison) Space 2-1/2 ft.; Reach 0 ft. Special Attacks poison '''Minimum Damage''' - If penalties reduce the damage result to less than 1, a hit still deals 1 point of nonlethal damage. '''Statistics''' Str 3, Dex 21, Con 10, Int 6, Wis 10, Cha 2 Base Atk +0; CMB +3; CMD 9 (21 vs. trip) Feats: Weapon Finesse Skills: Acrobatics +13, Climb +21, Perception +4, Stealth +17; Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth '''Special Abilities''' Familiar: A spellcaster who selects a scarlet spider as a familiar gains a +3 bonus on Climb checks as long as the familiar remains within 1 mile of her; a scarlet spider familiar loses the mindless trait and has an Intelligence score appropriate for its master's level. Poison (Ex): Bite—injury; save Fort DC 10; frequency1/round for 4 rounds; effect 1 Str; cure 1 save. Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. Empathic Link (Su): The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically 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 her familiar does. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throwfor 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 witch may cast a spell with a target of “You” on her familiar (as a touchspell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Store Spells: Starting at 1st level, a witch’s familiarstores all of the spells that the witchknows. This does not allow the familiarto cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained. '''Equipment''' Spooky old cottage, cobwebbed but clean. * Densely planted garden with puzzling herbs, flowers * Full complement of (6) animals. * Looms, one hand one treadle, and spinning wheel. * Lots of wool, needles, shears, etc. * Chest full of magical wotnots, mostly junk, but including quill, paper, etc needed for spell work. Healing kit - This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses. Food Wool Red dye Sewing kit Masterwork Weaponsmith kit Masterwork scorpion whip Dagger Darts (3) Dart of slaying (goblin) Club cloak of leadership, conferring an aura of authority [+2 to intimidate and persuade], jet black with crimson lining Boots of the Cat (soft grey): The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet. Potions: Cure light wounds potion, maxed (9 pts each) (2) cure light wounds, levitation Scrolls: sleep, Mage armor Wand of cure light wounds with 10 charges 1170 gp
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