Difference between revisions of "Sharrondra"
From Krystallos
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− | * ''' | + | * '''Superstitious''' - ''Raised around those who regarded most magic as innately dangerous, no matter the source, you cannot bring yourself to submit to magic willingly even for your own good.'' '''Effect:''' Whenever you are affected with a harmless spell, there is a 50% chance that you must roll a saving throw to prevent that effect, even if it would benefit you. This does not apply to harmless spells cast by you upon yourself. |
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* '''Alertness''' ''(Class Feature Feat)'': '''When within arm's length of your familiar''' you gain +2 on Perception and Sense Motive checks. | * '''Alertness''' ''(Class Feature Feat)'': '''When within arm's length of your familiar''' you gain +2 on Perception and Sense Motive checks. |
Revision as of 01:29, 29 August 2015
Sharrondra | ||||||||||||||||||||||
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Contents
Background
Character Sheet
Attributes
STR 15 (+2) • DEX 14 (+2) • CON 14 (+2) • INT 10 (+0) • WIS 16 (+3) • CHA 10 (+0)
Hit Points 52 • Initiative +2 • Speed 30 ft (land) • Stamina Points: 5
Hit Dice Rolls: [9:9:10:5:9]
Defenses & Attacks
Armor Class 16 • Touch 12 • Flat-Footed 13 • CMD 19 (BAB+STR+DEX)• Flat-Footed CMD 17
- Armor: Amazonite Leaf Armor and Masterwork Light Wooden (steel) Shield • AC Bonus +4 • Max DEX +5 • Armor Check Penalty -0 • Spell Failure 15%
Fortitude Save +6 • Reflex Save +6 • Will Save +4
Base Attack Bonus +5 • Melee Attack +7 • Ranged Attack +7 • CMB: +7 (BAB+STR)
- Spear • Attack Bonus +7 • Damage 1d8 • Crit 20/x3 • Range 20 ft • Type P
Trained Skills
6 skill ranks per level (Spell-less Ranger class), +0 per level (Intelligence), +1 per level (human race), +1 per level (preferred class bonus), +2 per level (Background): 50 skill points
- Acrobatics © +5 (Dex) +10
- Climb © +4 (Str) +9
- Handle Animal © +5 (Cha) +8
- Heal © +1 (Wis) +7
- Intimidate © +1 '(Cha) +4
- Knowledge/Dungeoneering © +2 (Int) +5
- Knowledge/Geography © +2 (Int) +5
- Knowledge/History +2 (Int) +2
- Knowledge/Local +2 (Int) +2
- Knowledge/Nature © +5 (Int) +8
- Linguistics +2 (Int) +2
- Perception © +5 (Wis) +11
- Profession/Guide © +2 (Wis) +7
- Sense Motive +1 (Wis) +4
- Stealth © +5 (Dex) +10
- Survival © +5 (Wis) +11 [+Z tracking]
- Swim © +1 (Str) +6
Untrained Skills
- Artistry © +X (Chr) +Y
- Appraise +0 (Int) +0
- Bluff +0 (Cha) +0
- Craft © +0 (Int) +0
- Diplomacy +0 (Chr) +0
- Disable Device +0 (Dex) +2 TRAINED ONLY
- Disguise +0 (Cha) +0
- Escape Artist +0 (Dex) +2
- Fly +0 (Dex) +2
- Knowledge/Arcana +0 (Int) +0
- Knowledge/Religion +0 (Int) +0
- Lore © +0 (Int) +0
- Perform +0 (Cha) +0
- Ride © +0 (Dex) +2
- Sleight of Hand (Dex) +2 TRAINED ONLY
- Spellcraft +0 (Int) +0
- Use Magic Device +0 (Cha) +0
Languages: Amazonite, Jadenese
Proficiencies
- Weapons: Simple & Martial Weapons
- Armor/Shields: Light armor, Medium armor, and shields (except tower shields)
Traits, Drawbacks and Feats
Traits
- Shield Bearer - You have survived many battles thanks to your skill with your shield. Benefit: When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability.
- Trailblazer - Your ability to endure in the darkest jungles has earned you a reputation as a novice guide. Benefit: While traversing any wilderness, you gain a +1 trait bonus on Survival checks, and gain a +1 trait bonus on Fortitude saving throws against diseases.
- World Traveler - Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Benefits: Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Drawback
- Superstitious - Raised around those who regarded most magic as innately dangerous, no matter the source, you cannot bring yourself to submit to magic willingly even for your own good. Effect: Whenever you are affected with a harmless spell, there is a 50% chance that you must roll a saving throw to prevent that effect, even if it would benefit you. This does not apply to harmless spells cast by you upon yourself.
- Alertness (Class Feature Feat): When within arm's length of your familiar you gain +2 on Perception and Sense Motive checks.
- Brew Potion (Class Feature Feat): You can create a potion of any 3rd level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if the base price is 250 gp or less or one day for each 1,000 gp in the base price. When you create a potion you set the caster level, which must be sufficient to cast the spell in question. The cost in raw materials is one half the base price.
- 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.
- Cantrip: (granted bonus for a full caster taking Spheres of Magic conversion) You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, have a range of Close, and are either instantaneous or have a duration of 1 hour depending on the effect created.
- You may make a ranged touch attack, dealing 1d3 acid, electricity, fire, or cold damage to a target.
- You may clean, soil, or color up to 1 cubic ft of material per round.
- You may create floating lights the size of candle flames and move them up to 20 ft per round as a free action.
- You may create a spark such as with flint and steel, which may ignite flammable, unattended Fine objects.
- You may open or close a door or container weighing no more than 30 lbs.
- You may chill, warm, or flavor 1 lbs. of nonliving material.
- You may create a small breeze from whichever direction you choose, strong enough to rustle clothing and flicker candles.
- You may lift objects weighing up to 1 lbs. and move them up to 10 ft per round.
- You may create small non-speech sounds, such as that of a mouse screeching, soft simple harp music, or the hubbub of a whispered conversation.
- Cunning (Feat, 3rd level): You gain +3 skill points, and +1 skill point per character level above 3rd.
Racial Abilities
- +1 Skill Point per level
- +1 Feat at 1st level
- +2 to any attribute at 1st level
Class Abilities
- Sphere Casting: You can cast sphere magic as detailed in the magical abilities section below.
- 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.
- Prehensile Hair (Su): 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. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows. - Fortune grants good luck to a creature within 30 feet. Allowing them to reroll one d20 roll and take the better result. Lasts 1 round. Like Healing, you can only use it once per day per person.
- 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. In addition, due to your familiar you gain the following benefits:
- While the familiar is within arm's length you gain the Alertness feat.
- You may cast spells with a target of "You" on your familiar as a touch spell.
- You share an empathic link with your familiar that extends to a 1 mile radius. Only general emotions can be shared.
- Your familiar gives you a special ability (+2 bonus on Reflex saves).
- Ability Score Increases:
- +1 Wisdom @ 4th level
Equipent
Item | Weight | Location |
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Dagger | 1 lb | Belt, left |
Gallery
Pathfinder: Krystallos | ||
Setting • People • Locations • Monsters • Journal • House Rules • Noteboard |