HM's AP for PbP - RG

[sblock=Sandwalker, Elven witch]
[sblock=Game Info]Race: Elf
Class: Witch
Level: 2
Alignment: Neutral
Languages: Celestial, Common, Draconic, Elven, Gnoll, Sylvan
Deity: Nature[/sblock]
[sblock=Abilities]STR: 12
DEX: 13
CON: 10
INT: 18
WIS: 14
CHA: 14[/sblock]
[sblock=Combat]HP: 06 = [1d6=6] + 0 (CON) + 0 (misc) + 0 (favored class)

AC: 11 = 10 + 0 (armor) + 0 (shield) + 1 (DEX) + 0 (misc)
AC Touch: 11 = 10 + 1 (DEX) + 0 (misc)
AC Flatfooted: 10 = 10 + 0 (armor) + 0 (shield) + 0 (misc)

INIT: +1 = +1 (DEX) + 0 (misc)

BAB: +1 = +1 (witch)
CMB: +2 = +1 (STR) + 1 (BAB)
CMD: 13 = 10 + 1 (STR) + 1 (DEX) + 1 (BAB)

Fort: +0 = +0 (base) + 0 (CON)
Reflex: +1 = +0 (base) + 1 (DEX)
Will: +5 = +3 (base) + 2 (WILL)
**Immune to magic sleep, +2 vs enchantment; +4 vs heat effects; +1 vs fire effects
**+4 on Fort saves and Con checks to avoid fatigue, exhaustion, or ill effects from running.

Speed: 30 ft
Damage Reduction:
Spell Resistance:
Spell Failure:[/sblock]

[sblock=Weapon Stats]MW Composite (+1) Longbow(ranged): +3 = +1 (BAB) + 1 (DEX)/DMG = 1d8(P), CRIT x3, 20 arrows
MW Longspear(melee): +3 = +1 (BAB) + 1 (STR)/ DMG = 1d8+1(S), CRIT x3
Morningstar(melee): +2 = +1 (BAB) + 1 (STR)/ DMG = 1d8+1(B&P), CRIT x2
Dagger(melee): +2 = +1 (BAB) + 1 (STR)/ DMG = 1d4+1(P/S), CRIT 19-20/x2
Dagger(ranged): +2 = +1 (BAB) + 1 (DEX)/DMG = 1d4+1(P/S), CRIT 19-20/x2
[/sblock]

[sblock=Racial Traits]Low-Light Vision
Desert Runner
Elven Immunities
Keen Senses
Elven Weapon Familarity[/sblock]

[sblock=Class Features]
Simple Weapons Proficiency
Spellcasting
Hex (DC 14) - Charm (30'; Improve attitude by one step for 1 minute as if Diplomacy skill successfully used), Tongues (comprehend languages 1 min/level (2 min) in one minute increments)
Familiar - Thrush (wisdom spirit)[/sblock]

[sblock=Feats & Traits]1st lvl-Breadth of Experience

Traits:
a)Desert Child: +4 to resist heat effects, +1 to resist fire effects; the first thing the spirit of wisdom taught Sandwalker was how to survive the desert
b)Well Spoken: +1 Diplomacy, Diplomacy is class skill; the second thing the spirit of wisdom taught Sandwalker was how to survive amongst those who dwell in the desert[/sblock]
[sblock=Skills]Skill Ranks: 14 = [2 (class) + 04 (INT)] x 02 (LvL) + 00 (misc) + 02 (Favored Class)
Max Ranks: 02
ACP: -0

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
+01 =  Acrobatics          +01    +00   +0  +00   -0   DEX
+04 =  Appraise            +04    +00   +0  +00        INT
+02 =  Bluff               +02    +00   +0  +00        CHA
+00 =  Climb               +00    +00   +0  +00   -0   STR
+04 =  ()Craft:_____       +04    +00   +0  +00        INT
+11 =  ()Diplomacy         +02    +02   +3  +04        CHA
+na =  Disable Device^     +01    +00   +0  +00   -0   DEX
+02 =  Disguise            +02    +00   +0  +00        CHA
+01 =  Escape Artist       +01    +00   +0  +00   -0   DEX
+01 =  ()Fly               +01    +00   +0  +00   -0   DEX
+na =  Handle Animal^      +02    +00   +0  +00        CHA
+02 =  ()Heal              +02    +00   +0  +00        WIS
+02 =  Intimidate          +02    +00   +0  +00        CHA
+11 =  ()Know:Arcana       +04    +02   +3  +02        INT
+11 =  ()Know:History      +04    +02   +3  +02        INT
+08 =  Know:Local          +04    +02   +0  +02        INT
+06 =  ()Know:Nature       +04    +00   +0  +02        INT
+11 =  ()Know:Planes       +04    +02   +3  +02        INT
+06 =  Know:untrained      +04    +00   +0  +02        INT
+na =  Linguistics^        +04    +00   +0  +00        INT
+06 =  Perception          +02    +00   +0  +04        WIS
+02 =  Perform:_____       +02    +00   +0  +00        CHA
+04 =  ()Prof:untrained    +02    +00   +0  +02        WIS
+01 =  Ride                +01    +00   +0  +00   -0   DEX
+04 =  Sense Motive        +02    +00   +0  +02        WIS
+na =  Sleight of Hand^    +01    +00   +0  +00   -0   DEX
+09 =  ()Spellcraft^       +04    +02   +3  +00        INT
+01 =  Stealth             +01    +00   +0  +00   -0   DEX
+02 =  Survival            +02    +00   +0  +00        WIS
+00 =  Swim                +00    +00   +0  +00   -0   STR
+07 =  ()Use Magic Device^ +02    +02   +3  +00        CHA
[/sblock]

[sblock=Spellcasting]Level, #/day, DC
0, 4, 14
1, 3(2+1), 15

*Prepared
Cantrips: Bleed, Dancing Lights*, Daze, Detect Magic*, Detect Poison, Guidance*, Light*, Mending, Message, Putrefy Food & Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
1st level: comprehend languages, cure light wounds, ear piercing scream*, enlarge person, ill omen*, mage armor*, ray of enfeeblement, reduce person, unseen servant
[/sblock]

[sblock=Frodo, thrush familiar]Diminutive animal
Init +2; Senses low-light vision; Perception +5

Defense
AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size, +1 Natural Armor)
hp 3 (1 HD)
Fort +0 = 0 (Base) + 0 (Con)
Ref +4 = 2 (Base) + 2 (Dex)
Will +4 = 2 (Base) + 2 (Wis)

Offense
Speed 10 ft., fly 40 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.

Statistics
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills
Fly +12 = 2 (Dex) + 1 (ranks) + 3 (csb) + 6 (size)
Perception +5 = 2 (Wis) + 3 (Feat)

Grant master Alertness when within arms reach
Improved Evasion
Share Spells
Empathic Link
Speak Sylvan[/sblock]

[sblock=Equipment]
Code:
Equipment                                          Cost      Weight
Weapons                                     812     gp     25     lb
Hand of the Mage                         900     gp    
Emerald of Power, lvl 1                 1000     gp

Hot Weather Outfit                                         (8     lb)
Spell Component Pouch                    5     gp       2     lb
Waterskin                                      1     gp       4     lb

Handy Haversack                       2000     gp       5     lb
*Bedroll, Blanket, & Hammock            0.4  gp      (9     lb)
*Waterskin                                    1     gp      (4     lb)
*50' Silk Rope                               10     gp      (5     lb)
*Rations (5)                                  2.5   gp      (5     lb)
*Sunrod                                       2      gp      (1     lb)

Leather Scroll Case (built into belt)    1     gp        0.5  lb
*Cure Light Wounds (2)                  50    gp  
*Mage Armor (4)                          100    gp               

Belt Pouches (2)                            2      gp        1     lb
*Rations (2)                                  1      gp        2     lb
*Flint & Steel                                1      gp        
*Chalk (10)                                  0.1    gp
*Signal Whistle                             0.8    gp
*Weapon Blanch, adamantine (1)  100      gp         1.5   lb

Total weight carried: 41
Treasure: 54 gp, 0 sp, 0 cp Gems:

Carrying Capacity:
light- 43
medium- 86
heavy- 130[/sblock]

[sblock=Details]Size: Medium
Gender: Male
Age: 159
Height: 5' 7"
Weight: 103 lb
Hair Color: dusty brown
Eye Color: golden brown
Skin Color: tanned
Appearance: small, lithe, and well tanned, he wears basic clothing and gear, with the only notable thing being a big floppy hat tied around his neck
Demeanor: calm, patient, stoic with a streak of pure violence; similar to the desert, tough and silent except for when really, really stormy[/sblock]

[sblock=Background]Known to those who live in the desert simply as Sandwalker, he has been wandering the desert for the last century and a half sharing his wisdom to any who would listen in exchange for food and shelter. Though probably originally from the Elven woods on the southern edge, he doesn't know for certain, and the only reason he even remembers the trip to that xenophobic society to find out is because as he was leaving the forest, he saved a small bird, and found that same small bird in his pack days later out in the middle of the desert. Since then, the spirit within the bird has spoken to him, teaching him how to survive in both the harshness of the desert, and the harshness of civilization. Every decade or so, he returns to the edge of the forest to find the spirit a new body, but otherwise spends his time traveling between the small settlements and nomad camps that dot the desert landscape, staying in one place as long as needed before moving on.[/sblock]

[sblock=Adventure Notes] None yet[/sblock]

[sblock=Level Ups]Level 2
Class: Witch
BAB: +0 to +1
Fort: +0 to +0
Ref: +0 to +0
Will: +2 to +3
Feat: n/a
Class Features: Tongues Hex, Additional cantrip and 1st level spell/day, 2 free spells known
HP: +04 = (1d6 - 2 = 4) + 0 [CON] + 06 (Old Total) = 10 (new total)
Skill Ranks: +07 = +2 (Class) + 5 (misc) + 07 (Old Total) = 14 (new total)
Skills: +1 to all previously trained skills
Favored Class Bonus: +1 skill point

Level 3
Class: Witch
BAB: +1 to +1
Fort: +0 to +1
Ref: +0 to +1
Will: +3 to +3
Feat: Combat Casting
Class Features: Gain access to 2nd level spells, 2 free spells known
HP: +04 = (1d6 - 2 = 4) + 0 [CON] + 10 (Old Total) = 14 (new total)
Skill Ranks: +07 = +2 (Class) + 5 (misc) + 14 (Old Total) = 21 (new total)
Skills: +1 to all previously trained skills
Favored Class Bonus: +1 skill point[/sblock] [/sblock]
 
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