Here's a work in progress for my jungle witch and her spoooooooky spider familiar!
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Human Witch 1
Str 10 (0)
Dex 14 (5)
Con 13 (3)
Int 18 (10)
Wis 12 (2)
Cha 10 (0)
BAB +0
HP: 10/10
AC: 12 (10 + 2 dex)
Init: +2
Fort: +1, Ref +2, Will +3
Human Race Traits
Medium
Heart of the Wilderness (+1/2 lvl on Survival, +5 Con to stabilize, +1/2 lvl to con for neg HP survival)
Extra Feat
Favored Class: Witch
Witch Features
Cantrips
Hexes
- Prehensile Hair
Patron Spells: Transformation
Familiar: Scarlet Spider
Traits
Scion of Surabar: +2 vs fear, death, insanity, and confusion. Demons gain +1 to attack rolls and damage against you.
Jungle Walker: +2 Survival in jungles
Feats
b Point Blank Shot
1 Toughness
Skills 7
Craft (alchemy) +8 (1 rank + 4 Int + 3 class)
Heal +5 (1 rank + 1 Wis + 3 class)
Intimidate +4 (1 rank + 0 cha + 3 class)
Knowledge: Arcana +8 (1 rank + 4 int + 3 class)
Knowledge: Nature +8 (1 rank + 4 int + 3 class)
Spellcraft +8 (1 rank + 4 int + 3 class)
Survival +3 (1 rank + 1 Wis + 1 racial)
Spellcasting (Witch CL 1, Base DC 14)
Prepared
0 - Detect Magic, Guidence, Resistance
1 - Mage Armor, Ear Piercing Scream
Known By Familiar
0 - Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect POison, Guidence, Light, Mending, Message, Putrefy Food & Drink, Read Magic,
Resistance, Spark, Stabilize, Touch of Fatigue
1 - Burning Hands, Command, Cure Light Wounds, Identify, Mage Armor, Chill Touch, Ear Piercing Scream
Equipment
Money: 13gp
Weapon
Spear, +0 to hit, 1d8 dmg, 20' rng if thrown, 6lbs, 2gp
Dagger, +0 to hit, 1d4 dmg, 10', 1lb, 1gp, in wrist sheath
3 javelins, +2 to hit, 1d6 dmg, 30' rng, 2lbs each (6 total), 1gp each (3 total), +1 hit/dmg within 30'
Armor
None
Gear
Adventurer's Sash, 3lbs, 20gp
2 belt pouches, 1lb, 2gp
Spell Component pouch, 2lbs, 5gp
Flint & Steel, 1gp
Healer's Kit, 1lb, 50gp
Spear-Thrower, 1lb, 1gp
Waterskin, 4lbs, 1gp
Wrist sheath, 1lb, 1gp
2xScroll: Cure Light Wounds, 50gp
Encumberance
26lbs out of 33lbs, light
Familiar
[sblock=Shelob]
Scarlet Spider
N Tiny vermin
Init +5; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 19, touch 17, flat-footed 13 (+5 Dex, +2 natural, +2 size)
HP 5/5
Fort +2, Ref +5, Will +2
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +7 (1d3–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Poison
Special Qualities: Grant Alertness and Climb +3, Empathic Link, Improved Evasion, Share Spells, Store Spells
STATISTICS
Str 3, Dex 21, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +3; CMD 9 (21 vs. trip)
Feats Weapon FinesseB
Skills Acrobatics +13, Climb +21, Perception +4, Stealth +17; Racial
Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 10; frequency 1/round for 4 rounds; effect 1 Str; cure 1 save.[/sblock]
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Human Witch 1
Str 10 (0)
Dex 14 (5)
Con 13 (3)
Int 18 (10)
Wis 12 (2)
Cha 10 (0)
BAB +0
HP: 10/10
AC: 12 (10 + 2 dex)
Init: +2
Fort: +1, Ref +2, Will +3
Human Race Traits
Medium
Heart of the Wilderness (+1/2 lvl on Survival, +5 Con to stabilize, +1/2 lvl to con for neg HP survival)
Extra Feat
Favored Class: Witch
Witch Features
Cantrips
Hexes
- Prehensile Hair
Patron Spells: Transformation
Familiar: Scarlet Spider
Traits
Scion of Surabar: +2 vs fear, death, insanity, and confusion. Demons gain +1 to attack rolls and damage against you.
Jungle Walker: +2 Survival in jungles
Feats
b Point Blank Shot
1 Toughness
Skills 7
Craft (alchemy) +8 (1 rank + 4 Int + 3 class)
Heal +5 (1 rank + 1 Wis + 3 class)
Intimidate +4 (1 rank + 0 cha + 3 class)
Knowledge: Arcana +8 (1 rank + 4 int + 3 class)
Knowledge: Nature +8 (1 rank + 4 int + 3 class)
Spellcraft +8 (1 rank + 4 int + 3 class)
Survival +3 (1 rank + 1 Wis + 1 racial)
Spellcasting (Witch CL 1, Base DC 14)
Prepared
0 - Detect Magic, Guidence, Resistance
1 - Mage Armor, Ear Piercing Scream
Known By Familiar
0 - Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect POison, Guidence, Light, Mending, Message, Putrefy Food & Drink, Read Magic,
Resistance, Spark, Stabilize, Touch of Fatigue
1 - Burning Hands, Command, Cure Light Wounds, Identify, Mage Armor, Chill Touch, Ear Piercing Scream
Equipment
Money: 13gp
Weapon
Spear, +0 to hit, 1d8 dmg, 20' rng if thrown, 6lbs, 2gp
Dagger, +0 to hit, 1d4 dmg, 10', 1lb, 1gp, in wrist sheath
3 javelins, +2 to hit, 1d6 dmg, 30' rng, 2lbs each (6 total), 1gp each (3 total), +1 hit/dmg within 30'
Armor
None
Gear
Adventurer's Sash, 3lbs, 20gp
2 belt pouches, 1lb, 2gp
Spell Component pouch, 2lbs, 5gp
Flint & Steel, 1gp
Healer's Kit, 1lb, 50gp
Spear-Thrower, 1lb, 1gp
Waterskin, 4lbs, 1gp
Wrist sheath, 1lb, 1gp
2xScroll: Cure Light Wounds, 50gp
Encumberance
26lbs out of 33lbs, light
Familiar
[sblock=Shelob]
Scarlet Spider
N Tiny vermin
Init +5; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 19, touch 17, flat-footed 13 (+5 Dex, +2 natural, +2 size)
HP 5/5
Fort +2, Ref +5, Will +2
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +7 (1d3–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Poison
Special Qualities: Grant Alertness and Climb +3, Empathic Link, Improved Evasion, Share Spells, Store Spells
STATISTICS
Str 3, Dex 21, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +3; CMD 9 (21 vs. trip)
Feats Weapon FinesseB
Skills Acrobatics +13, Climb +21, Perception +4, Stealth +17; Racial
Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 10; frequency 1/round for 4 rounds; effect 1 Str; cure 1 save.[/sblock]
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