Gilda "Granny" Greentooth

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A Song For Navonne

Middle-Aged Goblin, Cloistered Cleric 4 (XP: 1,200)

A witch, wise in the ways of Crom Cruach. Height 3'4", skin an unsually pale greyish green, fabulous witch-like nails, incongruously doe-like eyes.

STR 10 (Base 13 [Cost 5] -1 age -2 Gob) bonus +0

DEX 13 (Base 12 [Cost 4] -1 age +2 Gob) bonus +1

CON 12 (Base 13 [Cost 5] -1 age) bonus +1

INT 16 (Base 15 [Cost 8] +1 age) bonus +3

WIS 16 (Base 15 [Cost 8] +1 age) bonus +3

CHA 18 (Base 14 [Cost 6] +1 age +2 Gob +1 Lev 4) bonus +4

Vitality: ## -- Wounds: ## -- BAB: +2 -- FORT: 5 (CC4/Con1/X) -- REF: 1 (CC1/Dex1/X) -- WILL: 7 (CC4/Wis3/X)


Skills: +X (CC/Abil/Misc)

Appraise +3 (0/Int3/0) -- Balance +1 (0/Dex1/0) -- BLUFF +4 (6/Cha4/0) -- Climb +0 (0/Str0/0) -- CONCENTRATION +1 (2/Con1/0) -- CRAFT (?) +3 (0/Int3/0) -- DECIPHER SCRIPT +3 (2/Int3/0) -- DIPLOMACY +4 (6/Cha4/0) -- Disable Device +3 (0/Int3/0) -- DISGUISE +4 (6/Cha4/0) -- Escape Artist +1 (0/Dex1/0) -- Forgery +3 (0/Int3/0) -- Gather Information +4 (0/Cha4/0) -- Handle Animal +4 (0/Cha4/0) -- HEAL +3 (6/Wis3/0) -- HIDE +1 (6/Dex1/0) -- Intimidate +4 (0/Cha4/0) -- Jump +0 (0/Str0/0) -- KNOWLEDGE (ARCANA) +3 (6/Int3/0) -- KNOWLEDGE (HISTORY) +3 (6/Int3/0) -- KNOWLEDGE (RELIGION) +3 (6/Int3/0) -- KNOWLEDGE (THE PLANES) +3 (2/Int3/0) -- KNOWLEDGE (LOCAL) +3 (2/Int3/0) -- Listen +3 (0/Wis3/0) -- Move Silently +1 (2/Dex1/0) -- Open Lock +1 (0/Dex1/0) -- Perform (xxxxxx) +4 (0/Cha4/0) -- PROFESSION (WITCH) +3 (1/Wis3/0) -- Ride +1 (0/Dex1/0) -- Search +3 (0/Int3/0) -- Sense Motive +3 (0/Wis3/0) -- Sleight of Hand +1 (0/Dex1/0) -- SPELLCRAFT +3 (2/Int3/0) -- Spot +3 (0/Wis3/0) -- Survival +3 (0/Wis3/0) -- Swim +0 (0/Str0/) -- Tumble +1 (0/Dex1/0) -- Use Magic Device +4 (0/Cha4/0) -- Use Rope +1 (0/Dex1/0) --


Feats: Occupation Feat? / BlindFighting From: 1 Deceitful You get a +2 bonus on all Disguise checks and Forgery checks. 2 Deft Hands You get a +2 bonus on all Sleight of Hand checks and Use Rope checks. 3 Negotiator You get a +2 bonus on all Diplomacy checks and Sense Motive checks. 4 Persuasive You get a +2 bonus on all Bluff checks and Intimidate checks. 5 Self-Sufficient You get a +2 bonus on all Heal checks and Survival checks. 6 Spell Penetration You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. 7 Stealthy You get a +2 bonus on all Hide checks and Move Silently checks. 8 BrewPotion &Metamagics




Other Abilities: Turn Undead 7 times/day (3+Cha4)

Spellcasting: (Domains: Knowledge, Trickery, Darkness)

Base: 5/3+1/2+1/-/-/-/-/-/-/-

Bonus: 0/1/1/1/-/-/-/-/-/-

Level 0: Detect Magic / Detect Poison / Light / Read Magic / Create Water

Level 1: Bless / Command / Comprehend Languages / Obscuring Mist / Dom: Disguise Self

Level 2: Darkness / Delay Poison / Hold Person / Dom: Detect Thoughts

Cast Divinations spells at +1 Caster Level Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.


Social Class: Traveller, Parents: ???, Occupation: ???, Renown: +X(+XX)

Base starting gold [for magic/exotic only, station will equip your basics, Magic items cost double the money to make or buy. You get standard starting cash but pay double for magic. This does not include special materials or alchemical devices] 5400gp

Spend: masterwork armour 150 & dagger 300 & spear 300, Bracers of armour +1 (1000), elixir of swimming (250)

Potions: Sanctuary (50), Cure Light wounds x3 (150), Jump x2 (100), Levitate (300)

Armour(light) & Weapons(simple): Masterwork studded leather (+3 to AC), Masterwork dagger(S) 1d3(19-20 x2), M/work Long spear(S) 1d6(x3), Hvy Xbow(S) 1d8 (19-20x2)

Equipment: Purse of XXXgp/month. TEXT

Special Equipment:


Alchemical Equipment:

Other Equipment: EXAMPLE: 10 GP worth of miscellanous Adventuring Gear (Backpack, Rope and the like) and 50 GP pocket change

Followers: XXXXXXXXX

TO CHECK OUT: Optional Rules in use. Vitality and wound point damage Weapon groups Armour as DR Defensive bonus

Knowledge skills also cover a type of magical looting in this world. Magical ingredients can negate xp costs for item creation and are absolutely necessary for more expensive or permanent items. Part of the higher cost is the need to purchase said ingredients, but rarer items sometimes cannot be had for money.