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I've got an Orc Witch I'll be throwing up here as soon as I put the finishing touches on him. EDIT: Okay here's my awesome Orc Witch. pre:King Skullguy, King of The Skull Guy Tribe Orc Witch 3 (Scarred Witch Doctor) Neutral Evil Str: 18 / +4 (14 + 4 racial) Dex: 11 / +0 Con: 18 / +4 Int: 12 / +1 (14 - 2 racial) Wis: 6 / -2 (8 - 2 racial) Cha: 7 / -2 (9 - 2 racial) HP: (3d6+4+4+4) AC: 11 (+1 from armored kilt) FF: 11; Touch: 10 BAB: +1 CMB: +5; CMD: +15 Greataxe To Hit: +5 Damage: 1d12+4 Javelin To Hit: -2 Damage: 1d6+4 Fort: +5 Ref: +1 Will: +1 Size: Medium Speed: 30 Racial Traits: Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal. Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon. Darkvision 60ft Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity. Languages: Orc, Common, Goblin Class Abilities: Constitution Dependent: Use Con in place of anything a witch would normally use Int for Fetish Mask: Familiar replaced with wooden mask. +2 to Heal and Intimidate while wearing. Scar Shield: bonus of half my level to AC for a number of minutes equal to my level Hexes: Cackle: Spend move action to increase duration of any agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex by 1 round Evil Eye: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. Misfortune: Target must reroll every ability check, attack roll, saving throw, or skill check and take the worse result. Will save negates. Slumber: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD Spells Per Day: Level 0: 4; Level 1: 3; level 2: 2 Spells Known Level 0: All Level 1: Burning Hands, Enlarge Person, Summon Monster I, Web Bolt, Mage Armor, Cure Light Wounds, Inflict Light Wounds, Shocking Grasp, Delay Disease, Mud Ball, Ray of Enfeeblement Level 2: Vomit Swarm, Enemy's Heart Feats: Level 1: Combat Casting Trait Feat: Extra Hex-Cackle Level 3: Extra Hex-Slumber Skills: Points: 11 Skill Acrobatics: 0 Appraise: +1 Bluff: -2 Climb: +4 Craft: +1 Diplomacy: -2 Disable Device: -- Disguise: -2 Escape Artist: 0 Fly: 0 Handle Animal: -- Heal: 0 Intimidate: +6 (3 ranks + class - 2 + 2 from mask) Kn Arcana: +5 (1 rank + int + class) Kn History: +5 (1 rank + int + class) Perception: 0 (2 ranks -wis) Perform: -2 Ride: 0 Sense Motive: -2 Sleight of Hand: -- Spellcraft: +5 (1 ranks + int + class) Stealth: +3 (3 ranks) Survival: -2 Swim: +4 UMD: -- Equipment: On-hand equipment: 15 Javelins 30lbs / 15g Greataxe+hollow pommel 12lbs/ 25g Armored Kilt 10lbs/ 20g Witch's Kit 21lbs/ 21g 10 weapon cords ---/ 1g 4 Wrist Sheath, Spring loaded 4lb/ 20g Potion of Invisibility ---/ 300g Potion of Spider Climb ---/ 300g Potion of Bear's Endurance ---/ 300g Other Possessions 100 Chickens 2g 20 cows 200g 10 goats 10g 10 pigs 30g 4 Oxen 60g 1 Heavy Wagon 100g 10lbs of tobacco 5g 80lbs of salt 400g 20lbs of pepper 40g 20lbs coffee beans 1g 20 Bear Traps 40g / 200lbs 3 Tent, pavilion 300g 20 bedrolls 2g Total cost: 2152g Gold: 3848g King's tribe used to be a pretty great community before the world started to end. They lived like the barbarian supermen that Orcs deserve to be. But then the apocalypse started, and the old king died. King Skullguy fought ten of his brothers to their deaths just to become the new king. Upon being crowned, his old name was erased from the tribe's few writings and he was renamed King, as is the custom of the Skull Guy Tribe. Being King was good, but his people were beginning to starve and die of disease. Sure, it meant that only the tough orcs were left, but King knew he needed to find a home for his nomadic tribe. El Fappo fucked around with this message at 23:11 on Oct 13, 2013 |
# ¿ Oct 6, 2013 23:53 |
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# ¿ Apr 27, 2024 14:17 |
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KittyEmpress that is rude! Haha I'll just take your share of the treasure in the cave.
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# ¿ Feb 16, 2014 20:53 |
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Yeah, the two casters can probably handle a magic crystal.
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# ¿ Feb 16, 2014 22:36 |
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I don't know which item we agreed on, but I think exploring that cave I was in would be a good idea. Seemed like a pretty important place. It probably has some good loot or something that will kill us all.
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# ¿ Mar 7, 2014 17:18 |
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The cauldron would actually work really well for us if I pick up the Cauldron hex next level. The cauldron's bonus to craft checks would stack with the bonus the hex gives me and would let me churn out potions for everyone.
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# ¿ Mar 8, 2014 07:55 |