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Lodwilk

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  1. Amenadiel Alliastrae Sheet: Level: 2 Class: Rogue (Thiefs Racket) Archetype: Acrobat Background: Blight Burned Deity: Calistria Alignment: Neutral Good Height: 6'0" Weight: 200 lbs Eyes: Brown Skin: Pale Blue Hair: Black Race: Cavern Elf Gender: Female Age: 23 yrs Abilities Ability | Modifier STR: 10 | +0 DEX: 19 | +4 CON: 12 | +1 INT: 16 | +3 WIS: 10 | +0 CHA: 12 | +1 Hit Points: 24 Armor Class: 19 Size: Medium Speed: 30 ft Perception: +6 β—†β—† Fort Save: +5 β—† Ref Save: +10 β—†β—† Will Save: +6 β—†β—† Abilities Ancestry ElfHit Points 6 Size Medium Speed 30 feet Ability Boosts Dexterity, Intelligence, Free Ability Flaw(s) Constitution Languages Common, Elven. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Draconic, Empyrean, Fey, Gnomish, Goblin, Kholo, Orcish, and any other languages to which you have access (such as the languages prevalent in your region). Low-Light Vision You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light. Heritage Cavern ElfYou were born or spent many years in underground tunnels or caverns where light is scarce. You gain darkvision. Background Blight BurnedYou were raised deep in the Fangwood Forest, but in your childhood the Darkblight overtook your community, and blighted creatures attacked your friends and family. Even after escaping, you barely survived infection by the otherworldly disease and still bear a terrible scar from your ordeal. Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You’re trained in the Occultism skill and the following lore skill due to research based on your scar: Aberrations Lore, You gain the Oddity Identification skill feat. In addition you receive the following campaign related benefit. You gain a +1 circumstance bonus to Fortitude saves against diseases , and your scar now throbs painfully in the presence of creatures matching the source of your scar, immediately alerting you to their presence. You gain an imprecise lifesense with a range of 30 feet. This lifesense can only detect aberrations. Class Features Class ProficenciesPerception: Expert (β—†β—†) Saves: Fortitude: Trained (β—†), Reflex: Expert (β—†β—†), Will: Expert (β—†β—†) Skills: Trained in Stealth Trained in one or more skills determined by your rogue's racket Trained in a number of additional skills equal to 7 plus your Intelligence modifier Attacks: Simple Weapons: Trained (β—†), Martial Weapons: Trained (β—†), Unarmed Attack: Trained (β—†) Defenses: Unarmed Defense: Trained (β—†) Light Armour: Trained (β—†) Thief's RacketNothing beats the thrill of taking something that belongs to someone else. You might be a pickpocket working the streets, a cat burglar sneaking through windows, or even a consultant, testing your clients’ vaults for openings. When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon or finesse melee unarmed attack, you can add your Dexterity modifier to damage rolls instead of your Strength modifier. You are trained in Thievery. Surprise AttackYou spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are off-guard to you. Sneak Attack (1d6)When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the off-guard condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels. Free Archetype Feats Acrobat DedicationPrerequisites trained in Acrobatics You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain. Special You can't select another dedication feat until you have gained two other feats from the acrobat archetype. Feats Skill Feats Class Feats Ancestry & General Feats Oddity IdentificationWhen you become aware of a magical effect or see a spell being cast, you can immediately determine if it twists minds (with the mental trait), fights against fortune (with the fortune or misfortune trait), or reveals secrets (with the detection, prediction, revelation, or scrying traits). At the GM's discretion, similar effects can also fall into these categories. When you Identify Magic or Recall Knowledge to learn more about these effects, you can always use Occultism without penalty and gain a +2 circumstance bonus. Cat FallPrerequisites trained in Acrobatics Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you're a master. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall. Quiet AlliesPrerequisites expert in Stealth You're skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn't apply for initiative rolls. Tumble BehindYou tumble under and behind your foe, your rapid movement letting you catch them off guard. When you successfully Tumble Through, the foe whose space you passed through is off-guard against the next attack you make before the end of your turn. Unbalancing BlowPrerequisites thief racket Interweaving attacks, you unbalance your foes. Whenever your Strike is a critical hit and deals damage, the target is off-guard against your attacks until the end of your next turn. Elven Weapon FamiliarityYou favor bows and other elegant weapons. You gain access to all uncommon weapons with the elf trait. You have familiarity with weapons with the elf trait plus longbows, composite longbows, rapiers, shortbows, and composite shortbows - for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect. Skills Trained: β—† | Expert: β—†β—† | Master: β—†β—†β—† | Legendary: β—†β—†β—†β—† Acrobatics: +10 β—†β—† Arcana: +3 Athletics: +4 β—† Crafting: +7 β—† Deception: +5 β—† Diplomacy: +5 β—† Intimidation: +5 β—† Lore (Aberrations): +7 β—† Medicine: +4 β—† Nature: +4 β—† Occultism: +7 β—† Performance: +1 Religion: +4 β—† Society: +3 Stealth: +10 β—†β—† Survival: +4 β—† Thievery: +8 β—† Attacks MELEE RANGE Elven Branched Spear, Elf, Deadly D8, Finesse, Reach, β—†, +9, 1d6+4 P Dagger, Agile, Finesse, Thrown 10ft β—†, +9, 1d4+4 P,S Inventory Platinum Gold Silver Copper 0 3 8 0 Weapons & Armor Leather Armour Elven Branched Spear, Dagger Adventuring Gear Worn Stowed Backpack Bedroll, Chalk (x10), Thieves Toolkit, Climbing Kit, Flint & Steel, Rations (2 wks), Rope, Soap, Torch (x5), Waterskin Current Bulk: 3 Encumbered: 5 Maximum: 10
  2. Jorvel Jacquer Level: 1 Class: Barbarian Archetype: Planning to go Wrestler Background: Guard Deity: Alignment: Neutral Good Height: 6'8" Weight: 324 lbs Eyes: White Skin: Pale Blue Hair: Black Race: Human Aasimar Gender: Male Age: 23 yrs Abilities Ability | Modifier STR: 18 | +4 DEX: 10 | +0 CON: 16 | +3 INT: 10 | +0 WIS: 12 | +1 CHA: 12 | +1 Hit Points: 23 Armor Class: 16 Size: Medium Speed: 25 ft Perception: +6 β—†β—† Fort Save: +8 β—†β—† Ref Save: +3 β—† Will Save: +6 β—†β—† Abilities Ancestry HumanHit Points 8 Size Medium Speed 25 feet Ability Boosts Two free Ability Boosts Languages Common. Additional languages equal to 1+ your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region). Heritage AasimarYou descend from celestials or were touched by the celestial realms, gaining an air of awe and grace, as well as features distinctive to your celestial forebears. You gain the aasimar trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from aasimar feats and feats from your ancestry whenever you gain an ancestry feat. Background GuardYou served in the guard, out of either patriotism or the need for coin. Either way, you know how to get a difficult suspect to talk. However you left the guard, you might think of adventuring as a way to use your skills on a wider stage. Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You're trained in the Intimidation skill and the Legal Lore skill or Warfare Lore skill. You gain the Quick Coercion skill feat. Class Features Class ProficenciesPerception: Expert (β—†β—†) Saves: Fortitude: Expert (β—†β—†), Reflex: Trained (β—†), Will: Expert (β—†β—†) Skills: Trained in Athletics Trained in a number of additional skills equal to 3 plus your Intelligence modifier Attacks: Simple Weapons: Trained (β—†), Martial Weapons: Trained (β—†), Unarmed Attack: Trained (β—†) Defenses: Unarmed Defense: Trained (β—†) light Armour: Trained (β—†) Medium Armour: Trained (β—†) Rage 1 ActionRequirements You aren’t fatigued or raging. You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging: You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile. You take a –1 penalty to AC. You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging. After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute. Titan Mauler (Instinct Ability)You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size (page 295). When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition (page 618) because of the weapon’s unwieldy size. You can’t remove this clumsy condition or ignore its penalties by any means while wielding the weapon. Free Archetype Feats Feats Skill Feats Class Feats Ancestry & General Feats Streetwise (Common Thread)Feat Source Awarded Feat Level 1 You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally. Quick CoercionYou can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation. Sudden Charge 2 ActionsWith a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. Celestial EyesPrerequisites low-light vision You can see through darkness. You gain darkvision. Skills Trained: β—† | Expert: β—†β—† | Master: β—†β—†β—† | Legendary: β—†β—†β—†β—† Acrobatics: +0 Arcana: +0 Athletics: +7 β—† Crafting: +3 β—† Deception: +1 Diplomacy: +1 Intimidation: +4 β—† Lore (Warefare): +7 β—† Medicine: +1 Nature: +1 Occultism: +0 Performance: +1 Religion: +4 β—† Society: +3 β—† Stealth: +0 Survival: +1 Thievery: +0 Attacks MELEE RANGE Bastard Sword, Two-Hand (d12), β—†, +7, 1d8+4 S Bastard Sword Rage, Two-Hand (d12) β—†, +7, 1d8+10 S Javelin (x4), β—† +3, 1d6+4 P Inventory Platinum Gold Silver Copper 0 7 0 8 Weapons & Armor Hide Armour Large Bastard Sword, Javelin x3 Adventuring Gear Worn Stowed Backpack Bedroll, Chalk (x10), Cookware, Flint & Steel, Rations (2 wks), Rope, Soap, Torch (x5), Waterskin Current Bulk: 3 Encumbered: 9 Maximum: 14
  3. Had to do a quick update on my application sheet. Accidentally gave myself 115 AC as opposed to 15.
  4. Thanks I had fun coming up with it, and I like the idea of a character with a very tragic backstory and tries his best to be very serious because of it, but it's just not in his nature. As for The Sear, honestly the only idea I had for them was that their name was a lame cooking pun. Anything else I'd leave up to you so I left it very open to DM manipulation. Figured that would make it easier to incorporate them into a published adventure path. As for what Cook believes, he sees them as an entity that came to him at his lowest moment and offered him a hand and as such trusts them. I am planning that as the adventure continues and his wisdom grows he will start to realize that yes The Sear came to help when he was at his lowest, but they also came when he was at his most emotionally vulnerable and took advantage of that. Which will start to change how he sees the situation, but for now there is 100% trust.
  5. Character is complete and ready for review. Let me know if you have any questions/comments/concerns
  6. Cook - HP: 13 | AC: 15 | Speed: 25 | Focus: 2/2 | Class DC: 17 Perception: +7 | Fort: +4 | Ref: +5 | Will: +6 StatsStr(+0) | Dex(+2) | Con(+1) | Int(+4) | Wis(+1) | Cha(+1) Languages: Common, Goblin, Orcish, Elven, Draconic. Gnoll | SkillsAcrobatics +5 β€’ Trained 3 β€’ Dex 2 β€’ Item 0 Arcana +7 β€’ Trained 3 β€’ Int +4 β€’ Item 0 Athletics +0 β€’ untrained 0 β€’ Str +0 β€’ Item 0 Crafting +7 β€’ Trained 3 β€’ Int +4 β€’ Item 0 Deception +1 β€’ untrained 0 β€’ Cha 1 β€’ Item 0 Diplomacy +1 β€’ untrained 0 β€’ Cha 1 β€’ Item 0 Intimidation +4 β€’ trained 3 β€’ Cha 1 β€’ Item 0 Lore: Cooking +7 β€’ Trained 3 β€’ Int +4 β€’ Item 0 Medicine +4 β€’ Trained 3 β€’ Wis +1 β€’ Item 0 Nature +1 β€’ Untrained 0 β€’ Wis +1 β€’ Item 0 Occultism +7 β€’ Trained 3 β€’ Int +4 β€’ Item 0 Performance +4 β€’ Trained 3 β€’ Cha 1 β€’ Item 0 Religion +1 β€’ untrained 0 β€’ Wis +1 β€’ Item 0 Society +4 β€’ untrained 0 β€’ Int +4 β€’ Item 0 Stealth +5 β€’ Trained 3 β€’ Dex +2 β€’ Item 0 Survival +4 β€’ trained 3 β€’ Wis +1 β€’ Item 0 Thievery +2 β€’ untrained 0 β€’ Dex +2 β€’ Item 0 | Prepared SpellsCantrips 1: Warp Step 2: Eat Fire 3: Prestidigitation 4: Chill Touch 5: Needle Darts 1st level 1: Fear 2: Magic Missle Focus: 1/1 Cantrip: Evil Eye 1: Phase Familiar Conditions: This is a description of action. "This is speech." And this is thought. Actions Action 1: Action 2: Action 3:
  7. Background There once was a small, roadside inn called The Gobl Inn. It was a quaint little place run by a family of goblins known as the Clearguts, who fed and provided shelter to those traveling the more remote areas in southern Brevoy. The inns kitchen was run by the youngest member of the family Grul Cleargut, who took his role as cook extremely seriously and with a dedication to providing delicious tasting meals to their patrons. His kitchen was usually filled with the smells of delicious foods and sounds of his terrible singing, occasionally β€œharmonized” with by his pet raven Tickles. This simple life for the Cleargut family was brought to ruin one day, by a group of bandits who had fallen on hard times and found the remote inn to be an easy target for food and supplies. The majority of the Clearguts tried to fight back the bandits and were killed for their resistance. Grul had managed to hide in a little hideaway in the attic while the bandits looted the inn for everything they could carry. When the bandits eventually left he waited a full day before leaving the attic to find his family dead, and his home completely ruined. Grul couldn’t bear to look at the building, as it was a reminder that while his family was being murdered he was curled in a ball in the attic too afraid to move even an inch. That very day he set the Gobl Inn on fire, and spent the night sleeping in the charred remains of the building. As he slept he was visited by an entity who referred to themselves as The Sear who was drawn to his grief and shame and offered him a deal. The Sear believed that there was a rot in this world that was eating away at society causing needless violence the likes of which Grul had just experienced. They know of an opportunity in Restov that can lead to the seeds of a community that can stand strong against such a rot, but they need a champion to help create such a community. In exchange this champion would be gifted powers to help achieve this goal. Wooed by the idea of helping create such a community as well as the abilities to fight back against people like those bandits, Grul accepted the deal. In the morning Grul stood before the ruins of his family home coming to terms with the idea of how that part of his life was dead forever. He left his name with the ashes of his home, and Cook began his journey to Restov, as Tickles the raven followed overhead. Appearance Visually, Cook is easy to miss. He is small, lanky with pale blue skin and even paler yellow eyes. He is still wearing the clothes from the attack on the Gobl Inn, though they now have more holes and tears in them from his walk to Restov. He does wear a little chefs hat that is so grease stained it’s a permanent brown now, with the top of it being nearly flattened down to his bald skull from Tickles constantly sitting on it when he’s tired. When he first started his journey to Restov the cookware draped off his pack would clang and make all sorts of noise as he walked. Though he has since learned how to pack them so they don’t make as much noise. Personality Cook is dedicated to doing everything he can to prevent what happened to him from happening to others. As such he is very serious when it comes to anything involving protecting the weak and those too small to protect themselves. Any other time though the name Grul has been buried, the man is still in there. He loves to sing, though he isn’t conventionally good at it. Having grown up in customer service he is very big on taking care of others and making sure people are comfortable. He isn’t very religious at all but does view the process of cooking a meal as an almost religious ritual, especially if it’s a meal for others. Edicts: Protect those who cannot protect themselves. If someone is hungry, you feed them. Anathemas Killing without reason Taking advantage of the weak. Questions 1:Do you want to use the Kingdom Building Rules (and, by extension, Warfare rules), or would you prefer to have the Kingdom in the background? I’d like to give it a try, but if the majority of the other players don’t want to deal with it then I am fine with that 2:Do you want to incorporate the Companion characters from the Companion Guide (characters based on the Owlcat CRPG) in any capacity? Yes. 3: Do you want to incorporate the alternate Camping rules from the Companion Guide? Yes I would and I am definitely not biased because I ended up making a character who’s a cook.
  8. Cook, The Goblin Witch Level: 1 Class: Witch Archetype: None Background: Cook Deity: The Sear (Patron) Alignment: Chaoitic Good Height: 3'1" Weight: 35 lbs Eyes: Yellow Skin: Pale Green Hair: Bald Race: Irongut Goblin Gender: Male Age: 22 yrs Abilities Ability | Modifier STR: 10 | +0 DEX: 14 | +2 CON: 12 | +1 INT: 18 | +4 WIS: 12 | +1 CHA: 12 | +1 Hit Points: 13 Armor Class: 15 Size: Small Speed: 25 ft Perception: +4 β—† Fort Save: +4 β—† Ref Save: +5 β—† Will Save: +6 β—†β—† Tickles Skills Skill | Modifier Acrobatics | +5 Stealth | +5 Hit Points: 5 Armor Class: 15 Size: Tiny Speed: 25 ft, Fly 25ft Perception: +5 Fort Save: +4 Ref Save: +5 Will Save: +6 Abilities FlierGain 25ft Fly speed DarkvisionGain Darkvision Share SensesOnce every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar's body for up to 1 minute. You can Dismiss this effect. Abilities Ancestry GoblinHit Points 6 Size Small Speed 25 feet Ability Boosts Dexterity, Charisma, Free Ability Flaw(s) Wisdom Languages Common, Goblin. Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region). Darkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. Heritage IrongutYou can subsist on food that most folks would consider spoiled. You can keep yourself fed with poor meals in a settlement as long as garbage is readily available, without using the Subsist downtime activity. You can eat and drink things when you are sickened. You gain a +2 circumstance bonus to saving throws against afflictions, against gaining the sickened condition, and to remove the sickened condition. When you roll a success on a Fortitude save affected by this bonus, you get a critical success instead. All these benefits apply only when the affliction or condition resulted from something you ingested. Background CookYou grew up in the kitchens of a tavern or other dining establishment and excelled there, becoming an exceptional cook. Baking, cooking, a little brewing on the sideβ€”you’ve spent lots of time out of sight. It’s about time you went out into the world to catch some sights for yourself. Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You're trained in the Survival skill, and the Cooking Lore skill. You gain the Seasoned skill feat. Class Features Class ProficenciesPerception: Trained (β—†) Saves: Fortitude: Trained (β—†), Reflex: Trained (β—†), Will: Expert (β—†β—†) Skills: Trained in one skill determined by your patron Trained in a number of additional skills equal to 3 plus your Intelligence modifier Attacks: Simple Weapons: Trained (β—†), Unarmed Attack: Trained (β—†) Defenses: Unarmed Defense: Trained (β—†) Spells (Occult; Intelligence): Spell Attack Rolls : Trained (β—†), Spell DC's: Trained (β—†) PatronYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power. A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they areβ€”certain combinations of themes and lessons suggest particular patrons or agendasβ€”but patrons empower witches for their own secretive reasons, which they rarely reveal in full. At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here. Curse PatronSpell List occult Patron Skill Occultism Hex Cantrip evil eye Granted Spell ray of enfeeblement FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels. Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1stlevel spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to. Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells. Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar. If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared. Witch Spell CastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots. As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier. Free Archetype Feats Feats Skill Feats Class Feats Ancestry & General Feats SeasonedFeat Source Awarded Feat Level 1 Prerequisites trained in Alcohol Lore, Cooking Lore, or Crafting You've mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including potions. If you are a master in one of the prerequisite skills, this bonus increases to +2.- Goblin SongFeat Source Ancestry Feat Level 1 You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check. You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency. Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute. Success The target takes a –1 status penalty to Perception checks and Will saves for 1 round. Critical Failure The target is temporarily immune to attempts to use Goblin Song for 1 hour. Skills Trained: β—† | Expert: β—†β—† | Master: β—†β—†β—† | Legendary: β—†β—†β—†β—† Acrobatics: +5 β—† Arcana: +7 β—† Athletics: +0 Crafting: +7 β—† Deception: +1 Diplomacy: +1 Intimidation: +4 β—† Lore (Cooking): +7 β—† Medicine: +4 β—† Nature: +1 Occultism: +7 β—† Performance: +4 β—† Religion: +1 Society: +4 Stealth: +5 β—† Survival: +4 β—† Thievery: +2 Attacks MELEE RANGE Staff, Two-Hand (d8), β—†, +3, 1d4 B Sickle, Agile, Finesse, Trip β—†, +5, 1d4 S Sling, Propulsive Range 50ft, β—† +5, 1d6 B Witch Spell Casting Spell Tradition: Occult | Occult Save DC: 17 | Occult Spell Attack Modifier: +7 Cantrips Level 1 Level 2 Level 3 Level 4 ; ; ; ; ; ; ; ; ; ; ; ; ; - - - Level 5 Level 6 Level 7 Level 8 Level 9 - - - - - Focus Spell Points β—† Cantrips Spells Inventory Platinum Gold Silver Copper 0 12 0 8 Weapons & Armor Explorer's Clothing Staff, Sickle, Sling (x20 Bullets) Adventuring Gear Worn Stowed Backpack, Material Component Pouch, Bedroll, Chalk (x10), Cookware, Flint & Steel, Rations (3 wks), Rope, Soap, Torch (x5), Waterskin Current Bulk: 2 Encumbered: 5 Maximum: 10
  9. For sure interested in this and I already have a couple concepts in mind. You said that one spot is already guaranteed for someone, what class would they be playing? Hopefully knowing that will help me eliminate one of my ideas.
  10. Place Holder. Elevator pitch is a Kobold Sorcerer who genuinely believes he is a dragon wyrmling.
  11.   Karrus of the Silent Depths     Level: 1 Class: Ranger Archetype: Planning Druid Background: Bounty Hunter Deity:  Alignment: Lawful Neutral Height: 6'6" Weight: 286 lbs Eyes: Green Skin: Black Scaled Race: Lizardfolk Woodstalker Gender: Male Age: 20 yrs   Abilities Ability | Modifier STR: 12 | +1 DEX: 18 | +4 CON: 12 | +1 INT: 10 | +0 WIS: 16 | +3 CHA: 10 | +0 Hit Points: 19 HP/Level: 10 Armor Class: 19 Size: Medium Speed: 25 ft Perception: +8 ◆◆ Fort Save: +6 ◆◆ Ref Save: +9 ◆◆ Will Save: +6 ◆     Abilities Ancestry LizardfolkHit Points 8 Size Medium Speed 25 Feet Ability Boosts Strength Wisdom, Free Ability Flaw Intelligence Languages Common, Lizardfolk. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Aquan, Boggard, Draconic, Elven, Jotun, Sylvan, Amurrun and any other languages to which you have access (such as the languages prevalent in your region). Heritage WoodstalkerYou move easily through thick forest and jungle, using every branch or bush. You can always use the Take Cover action when in forest or jungle terrain to gain cover, even if you’re not next to an obstacle you would normally be able to Take Cover behind. You gain the Terrain Stalker feat, even if you’re not trained in Stealth, and you must choose underbrush as your chosen terrain. Background Bounty HunterBringing in lawbreakers lined your pockets. Maybe you had an altruistic motive and sought to bring in criminals to make the streets safer, or maybe the coin was motivation enough. Your techniques for hunting down criminals transfer easily to the life of an adventurer. Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. You're trained in the Survival skill and the Legal Lore skill. You gain the Experienced Tracker skill feat. Ancestry Features Unarmed Attack Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits.  Aquatic AdaptationYour reptilian biology allows you to hold your breath for a long time. You gain the Breath Control general feat as a bonus feat. Class Features  Class ProficienciesPerception: Expert (◆◆) Saves: Fortitude: Expert (◆◆), Reflex: Expert (◆◆), Will: Trained (◆) Skills: Trained in Nature and Survival., Trained in four additional skills plus Intelligence modifier, Attacks: Simple Weapons: Trained (◆), Martial Weapons: Trained (◆), Unarmed Attack: Trained (◆) Defenses: Light, Medium: Trained (◆), Unarmed Defense: Trained (◆) Class DC (Dex): Trained (◆) | Hunt Prey [One Action)Concentrate Ranger You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations. | Hunters EdgeYou have trained for countless hours to become a more skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training. Choose a hunter’s edge. Flurry: You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.   Feats Skill Feats Class & Archetype Feats Ancestry & General Feats Experienced TrackerTracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail. Terrain Stalker UnderbrushSelect one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard. Animal CompanionYou gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions on page 214 for more information. Ranger: When you Hunt Prey, your animal companion gains the action’s benefits and your hunter’s edge benefit if you have one.   Breath ControlYou have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead. Razor ClawsYou have honed your claws to be deadly. Your claw attack deals 1d6 slashing damage instead of 1d4 and gains the versatile (piercing) trait. Skills  Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +4  Arcana: +0   Athletics: +4 ◆ Crafting: +0  Deception: +0 Diplomacy: +0 Intimidation: +3 ◆  Lore (Legal): +3 ◆ Medicine: +6 ◆ Nature: +6 ◆ Occultism: +3 ◆ Performance: +0 Religion: +3 Society: +0 Stealth: +7 ◆ Survival: +6 ◆ Thievery: +4   Attacks MELEE RANGE Razor Claws, Agile, Finesse, Versatile P ◆, +7 1d6+1 S Starknife, Agile, Deadly D6, Finesse, Thrown 20ft , Versatile S ◆, +7 1d4+1 S Starknife, Agile, Deadly D6, Finesse, Thrown 20ft , Versatile S ◆, +7 1d4 S Longbow, Deadly D10, Volley 30ft ◆, +7, 1d8 P     SPELLS  Spell Tradition: Nature | Arcane Save DC: NA | Arcane Spell Attack Modifier: NA Cantrips Level 1 Level 2 Level 3 Level 4 -   - -  - - Level 5 Level 6 Level 7 Level 8 Level 9 - - - - -   Inventory   Platinum Gold   Silver Copper 0 1   5 0 Weapons & Armor Leather Armor     Starknife x2 Longbow Adventuring Gear Worn Stowed Adventurers Pack backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.             Current Bulk: 4.0 Encumbered: 6.0 Maximum:  11.0                                                                   Tresh, Young Crocodile Animal Companion  Small Minion Animal Perception +4; low-light vision Skills Acrobatics +5, Athletics +6, Stealth +5 Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0 Items Unarmored AC 15; Fort +5, Ref +5, Will +4 HP 14 Speed 20 feet, swim 25 feet Melee Jaws +6 , Damage 1d8+3 P Melee Tail (finesse) +6 (Finesse), Damage 1d6+3 B Support Benefit Your crocodile clamps its jaws on your foe, refusing to let go. Until the start of your next turn, if your Strike damages a creature in your crocodile's reach, your crocodile can latch onto the creature. While thus attached, the crocodile can move along with the target whenever the target moves until the end of your next turn. Your crocodile can latch onto only one creature in this way, and it must release the creature to make a jaws Strike. If the target is smaller than the crocodile, it takes a -10-foot circumstance penalty to its Speeds and can't Fly while the crocodile is latched on. Additional Specials The crocodile can hold its breath for about 2 hours.
  12. Completed application will go here
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