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El Fappo
Dec 26, 2012
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 Skullguy is followed by a tribe of 5 Adepts, 5 Warriors, and 10 Experts.

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

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El Fappo
Dec 26, 2012
KittyEmpress that is rude! Haha

I'll just take your share of the treasure in the cave.

El Fappo
Dec 26, 2012
Yeah, the two casters can probably handle a magic crystal.

El Fappo
Dec 26, 2012
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.

El Fappo
Dec 26, 2012
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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