Difference between revisions of "Zyindra"

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(Created page with '{{CharInfo |Title=Zyindra |Image=250px |Class=Witch (Patron: Healing) |Archetype=Hedge Witch |Level=1 |Race=Human |XP=0 |Full Name=Zyindra |Age=18 |Alignm...')
 
(Class Abilities)
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* +2 to any attribute at 1st level
 
* +2 to any attribute at 1st level
 
====Class Abilities====
 
====Class Abilities====
* '''Spells''': You can cast arcane spells. You must choose and prepare your spells ahead of time. To learn or cast a spell you must have an INT score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spells is 10 + the spell's level + your INT modifier.  
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* '''Spells''': You can cast arcane spells. You must choose and prepare your spells ahead of time. To know/cast a spell you must have an INT score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spells is 10 + the spell's level + your INT modifier. You must prepare your spells ahead of time by getting 8 hours of sleep and communing with your familiar for 1 hour. See the Witch's Familiar trait for the number of spells your familiar has stored for you to pick from when preparing. Currently you can prepare/cast 2 1st level spells per day.
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* '''Cantrips''': You can prepare 0 level spells as described above. Prepared 0 level spells can be cast an unlimited number of times each day (though no more than once per round). You can currently prepare 3 cantrips each day.
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* '''Hex''': You have learned magical tricks called hexes that grant you power. Unless otherwise noted, a hex is a standard action and does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 your witch level + your INT modifier.
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** '''Cauldron (Ex)''': You receive Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) checks.
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** '''Healing (Su)''': You can soothe wounds by touch. This acts as a Cure Light Wounds spell using your witch level. Once a creature has benefited from your Healing hex it cannot benefit from it again for 24 hours. At 5th level the hex upgrades and acts as a Cure Moderate Wounds spell.
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* '''Witch's Familiar''': You have formed a close bond with a familiar, an animal that guides you and teaches you magic. At 1st level, your familiar stores all possible 0 level spells plus 3 + your INT modifier 1st level spells. At each new witch level, your familiar can store two new spells of any spell level which you can cast from the Witch spell list. It is also possible to teach your familiar new spells from a scroll (assuming the spell is on the Witch spell list). Your familiar may also learn spells from another familiar.  
 
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Revision as of 22:20, 2 December 2014

Zyindra
Class Witch (Patron: Healing)
Archetype Hedge Witch
Level 1
Race Human
Experience Points 0
Details
Full Name Zyindra
Age 18
Alignment Neutral Good
Homeland Emerald Shire
Favored Class Witch

Background

XYZ information about Zyindra

Character Sheet

Attributes

STR 12 (+1) • DEX 15 (+2) • CON 13 (+1) • INT 18 (+4) • WIS 17 (+3) • CHA 12 (+1)


Hit Points 7 • Initiative +2 • Speed 30 ft (land) • Inspiration Points: 4

Defenses & Attacks

Armor Class 12 • Touch 12 • Flat-Footed 10 • CMD 13 • Flat-Footed CMD 11

  • Armor: XYZ • AC Bonus +0 • Max DEX NA • Armor Check Penalty 0 • Spell Failure 0%

Fortitude Save +1 • Reflex Save +2 • Will Save +5


Base Attack Bonus +0 • Melee Attack +1 • Ranged Attack +2 • CMB +1

  • XYZAttack Bonus +1 • Damage xdy + STR • Crit 20/x2 • Type Piercing
  • ABCAttack Bonus +2 • Damage xdy • Crit 20/x2 • Range X ft • Type Piercing

Skills

  • Craft (Alchemy) +14
  • Diplomacy +1 (+2 for gathering information)
  • Heal +8
  • Knowledge (Arcana) +8
  • Knowledge (History) +8
  • Knowledge (Local) +9
  • Knowledge (Nature) +8
  • Perception +3
  • Spellcraft +8
  • Use Magic Device +5

Proficiencies

  • Weapons: Simple Weapons
  • Armor/Shields: None

Traits, Drawbacks and Feats

  • Adopted (Trait): You were raised by Halflings and gain a Halfling trait at first level (you picked Well-Informed).
  • Alchemical Adept (Trait): You gain a +2 trait bonus on all Craft (alchemy) checks. You never ruin raw materials upon failure unless you roll a natural 1.
  • Caretaker (Trait): You gain a +1 trait bonus on Heal checks and Heal is always a class skill for you.
  • Well-Informed (Trait): You gain a +1 trait bonus on Diplomacy to gather information and on Knowledge (local) checks. Knowledge (local) is always a class skill for you.

  • Attached (Drawback): Whenever your familiar is in threatened, in danger, or in someone else's possession you suffer a -1 penalty on Will saves and a -2 penalty on saves vs fear effects. If your familiar is ever lost or killed, exchange this drawback for the Doubt drawback.

  • Amateur Investigator (Feat): You gain an Inspiration Pool equal to your INT modifier. You can spend 1 Inspiration Point as a free action to add 1d6 to the result of a Knowledge, Linguistics or Spellcraft check so long as you are trained in the skill. You may spend the point even if you are taking 10 or 20 on the check. You spend the point after the check is rolled but before the results are revealed. You can only spend an Inspiration Point once per day per skill. Your Inspiration Pool refreshes each morning.
  • Extra Hex (Feat): Gain 1 extra hex class power. You chose Healing Touch.

Racial Abilities

  • +1 Skill Point per level
  • +1 Feat at 1st level
  • +2 to any attribute at 1st level

Class Abilities

  • Spells: You can cast arcane spells. You must choose and prepare your spells ahead of time. To know/cast a spell you must have an INT score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spells is 10 + the spell's level + your INT modifier. You must prepare your spells ahead of time by getting 8 hours of sleep and communing with your familiar for 1 hour. See the Witch's Familiar trait for the number of spells your familiar has stored for you to pick from when preparing. Currently you can prepare/cast 2 1st level spells per day.
  • Cantrips: You can prepare 0 level spells as described above. Prepared 0 level spells can be cast an unlimited number of times each day (though no more than once per round). You can currently prepare 3 cantrips each day.
  • Hex: You have learned magical tricks called hexes that grant you power. Unless otherwise noted, a hex is a standard action and does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 your witch level + your INT modifier.
    • Cauldron (Ex): You receive Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) checks.
    • Healing (Su): You can soothe wounds by touch. This acts as a Cure Light Wounds spell using your witch level. Once a creature has benefited from your Healing hex it cannot benefit from it again for 24 hours. At 5th level the hex upgrades and acts as a Cure Moderate Wounds spell.
  • Witch's Familiar: You have formed a close bond with a familiar, an animal that guides you and teaches you magic. At 1st level, your familiar stores all possible 0 level spells plus 3 + your INT modifier 1st level spells. At each new witch level, your familiar can store two new spells of any spell level which you can cast from the Witch spell list. It is also possible to teach your familiar new spells from a scroll (assuming the spell is on the Witch spell list). Your familiar may also learn spells from another familiar.
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