User:Arohanui/Grace (PC)

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Ever searching for components and wisdom.

Character Sheet

Level: 1st Class: Green witchling. Favored Class: Any (Multi-class XP penalty: highest class does not count) Experience Points: 0/1000

Race: Half-elf (5'7" 116# dark haired fair skinned female). ECL: 1st Age: 28 (adult). Elven blood: Wood elven. Origin: Campaign dependant. Probably a small verdant mountain village.

Alignment: Neutral Good Deity: Preferably something NG and related to nature and knowledge, maybe a metallic nature dragon or mist elementa;.

Campaign:

Languages: Common, Elven, Witchsign, Sylvan

Hit Points

Hit Die: 1d6 +0 Hit Points: 5/5

Ability Scores

Str: 10 = 10 + 0 + 0 - 0 Modifier: 0

Int: 12 = 12 + 0 + 0 - 0 Modifier: +1

Wis: 16 = 16 + 0 + 0 - 0 Modifier: +3

Dex: 12 = 12 + 0 + 0 - 0 Modifier: +1

Con: 10 = 10 + 0 + 0 - 0 Modifier: 0

Cha: 12 = 12 + 0 + 0 - 0 Modifier: +1

Combat Options

Base Attack Bonus: 0

Weapon: Quarterstaff Attack Bonus: 0 = 0(BAB) + 0(Str) + 0(Size) Damage: 1d6/1d6 + 0(1.5 x Str) Critical: x2

Type: Simple two-handed double melee bludgeoning weapon. Hardness: 5 Hp: 10 Weight: 4 lb.

Speed: 30' Running Speed: 120' Reduced Speed: 20' Initiative Modifier: 0

Grapple Modifier: 0 = 0(BAB) + 0(Str) + 0(Size) + 0(Misc)

Saving Throws

Fortitude (Con): 0 = 0 + 0 + 0 + 0 + 0

Reflex (Dex): 3 = 2 + 1 + 0 + 0 + 0

Will (Wis): 5 = 2 + 3 + 0 + 0 + 0

Conditional Modifiers

Armor Class

AC: 14 = 10(armor) + 0(shield) + 1(dex) + 0(size) + 0(natural) + 0(deflection) + 3(AC Bonus, Talisman)

Touch AC: 14 Flatfooted AC: 13

Armor Worn: None. Shield Carried: None.

Special Defenses

Witch Bonus AC: 2(Wis) + 0(Level)

Gear

Possessions On Person

Item: Forest green wide brimmed hat. Location: Head. Weight: 1/2 lb.

Item: Wooden holy symbol. Location: Around neck, under blouse. Weight: —.

Item: Forest green long woolen pocketed cloak. Location: Shoulders. Weight: 2 lb.

Item: Leather backpack. Location: Shoulders. Weight: 2 lb.

Item: Merchant's scale. Location: In backpack. Weight: 1 lb.

Item: Winter blanket. Location: In backpack. Weight: 3 lb.

Item: Sewing needle. Location: In backpack. Weight: —.

Item: Whetstone. Location: In backpack. Weight: 1 lb.

Item: Soft leather gloves. Location: Hands. Weight: 1/2 lb.

Item: Slate gray linen blouse. Location: Body. Weight: 1/2 lb.

Item: Soft leather pocketed overtunic. Location: Body. Weight: 1 lb.

Item: Leather belt. Location: Waist. Weight: 1/2 lb.

Item: Leather spell component pouch. Location: On belt. Weight: 2 lb.

Item: Flask of water. Location: On belt. Weight: 6 lb.

Item: Tools: knife, knife sheath, wooden spoon, twine, brush. Location: On belt. Weight: 5 lb.

Item: Soft leather pocketed woollen skirt. Location: Legs. Weight: 1 lb.

Item: Sturdy boots. Location: Feet. Weight: 2 lb.

Possessions Not On Person

Item: Location: Weight:

Cottage equipment (fixed location): ?? (owned by mentor)

Magic Items Worn

Head: Hands:

Eyes: Arms/Wrists:

Neck: (Jade spiral necklace: Int+1 (future gift from mentor upon graduation)) Body:

Shoulders: Torso:

Ring #1: Waist: Silver balance talisman: AC+1 (gift from a caravan bodyguard who passed through home village whom she rid of fleas)

Ring #2: Feet:

Money

25 gp

Carrying Capacity

Light Load: 33 lb. or less.

Medium Load: 34-66 lb.

Heavy Load: 67-100 lb.

Spells

Spell Save DC Modifier:

Conditional Modifiers:

Level 0 - Spells Known: All druid orisons, plus wereflame. Spell Save DC: Spells/Day: 3 Bonus Spells: 0

Level 1 - Spells Known: Calm Animals, Charm Animal, Entangle, Faerie Fire, Minor Imbue, Goodberry, Summon Nature's Ally I Spell Save DC: Spells/Day: 1 Bonus Spells: 1

Level 2 - Spells Known: 0 Spell Save DC: Spells/Day: 0 Bonus Spells: 1

Level 3 - Spells Known: 0 Spell Save DC: Spells/Day: 0 Bonus Spells: 1

Level 4 - Spells Known: 0 Spell Save DC: Spells/Day: 0 Bonus Spells: 0

Level 5 - Spells Known: 0 Spell Save DC: Spells/Day: 0 Bonus Spells: 0

Level 6 - Spells Known: 0 Spell Save DC: Spells/Day: 0 Bonus Spells: 0

Level 7 - Spells Known: 0 Spell Save DC: Spells/Day: 0 Bonus Spells: 0

Level 8 - Spells Known: 0 Spell Save DC: Spells/Day: 0 Bonus Spells: 0

Level 9 - Spells Known: 0 Spell Save DC: Spells/Day: 0 Bonus Spells: 0

Psionics

Psionic Powers Known: 0 Maximum Power Level Known: 0 Primary Discipline: None

Power Points Per Day: 0 Bonus Power Points (Cha): 0

Animal Companion

Name: Animal Type: Hit Points:

Str: Dex: Con: Int: Wis: Cha:

Initiative: Speed:

AC

Saving Throws

Attacks

Skills

Feats

Special Abilities

Tricks

Skills

Skill points/level: 5

Appraise1 (Int, CS): 0 = 0 + 1 + 0

Autohypnosis (Wis): 3 = 0 + 3 + 0

Balance12 (Dex): 1 = 0 + 1 + 0

Bluff1 (Cha): 1 = 0 + 1 + 0

Climb12 (Str): 0 = 0 + 0 + 0

Concentration1 (Str, CS): 0 = 0 + 0 + 0

Craft (Alchemy) (Int, CS): 1 = 0 + 1 + 0

Craft (Whittling) (Int, CS): 1 = 0 + 1 + 0

Decipher Script (Int, CS): 1 = 0 + 1 + 0

Diplomacy1 (Cha): 3 = 0 + 1 + 2(race)

Decipher Script (Int): 1 = 0 + 1 + 0

Disguise1 (Cha): 1 = 0 + 1 + 0

Escape Artist12 (Dex): 1 = 0 + 1 + 0

Forgery1 (Int): 1 = 0 + 1 + 0

Gather Information1 (Cha): 3 = 0 + 1 + 2(race)

Handle Animal (Cha, CS): 7 = 4 + 1 + 2(feat)

Heal1 (Wis, CS): 3 = 0 + 3 + 0

Hide12 (Dex, CS): 1 = 0 + 1 + 0

Intimidate1 (Cha): 1 = 0 + 1 + 0

Jump12 (Str): 0 = 0 + 0 + 0

Knowledge (Arcana) (Int, CS): 1 = 0 + 1 + 0

Knowledge (Arch/Eng) (Int, CS): 1 = 0 + 1 + 0

Knowledge (Dungeoneering) (Int, CS): 1 = 0 + 1 + 0

Knowledge (Geography) (Int, CS): 1 = 0 + 1 + 0

Knowledge (History) (Int, CS): 1 = 0 + 1 + 0

Knowledge (Local) (Int, CS): 1 = 0 + 1 + 0

Knowledge (Nature) (Int, CS): 7 = 4 + 1 + 2(nature sense)

Knowledge (Nobility/Royalty) (Int, CS): 1 = 0 + 1 + 0

Knowledge (The Planes) (Int, CS): 1 = 0 + 1 + 0

Knowledge (Psionics) (Int, CS): 1 = 0 + 1 + 0

Knowledge (Religion) (Int, CS): 1 = 0 + 1 + 0

Listen1 (Wis): 4 = 0 + 3 + 1(race)

Move Silently12 (Dex, CS): 1 = 0 + 1 + 0

Open Lock (Dex): 1 = 0 + 1 + 0

Perform (Act)1 (Cha): 1 = 0 + 1 + 0

Profession (village witch) (Wis, CS): 3 = 0 + 3 + 0

Psicraft (Int): 1 = 0 + 1 + 0

Ride1 (Dex): 3 = 0 + 1 + 2(feat)

Search1 (Int, CS): 6 = 4 + 1 + 1(race)

Sense Motive1 (Wis): 4 = 0 + 3 + 1(race)

Sleight of Hand2 (Dex): 1 = 0 + 1 + 0

Spellcraft (Int, CS): 1 = 0 + 1 + 0

Spot1 (Wis): 4 = 0 + 3 + 1(race)

Survival1 (Wis, CS): 9 = 4 + 3 + 2(nature sense)

Swim12 (Str): 0 = 0 + 0 + 0

Tumble2 (Dex): 1 = 0 + 1 + 0

Use Magic Device (Cha): 1 = 0 + 1 + 0

Use Psionic Device (Cha): 1 = 0 + 1 + 0

Use Rope1 (Dex): 1 = 0 + 1 + 0

Witchcraft (Wis, CS): 7 = 4 + 3 + 0

  1. Denotes a skill that can be used untrained.
  2. Armor check penalty, if any, applies. (Double penalty for Swim.)

Skill Synergies

(If you have 5 or more ranks in Handle Animal, you get a +2 bonus on Ride checks and wild empathy checks.)

(If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, and plains).)

(If you have 5 or more ranks in Search, you get a +2 bonus on Survival checks to find or follow tracks.)

(If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge (nature) checks.)

Racial Traits / Class Features

Low light vision: human x2 starlight to torchlight (retains color and detail)

Saving throw vs Sleep: Immune

Saving throw vs Enchantment: +2

Erect Cauldron (Ex): A witch can quickly erect a portable cauldron by stretching a dampened sheet of leather between a stick framework and then keep it from burning when placed over a flame. The cauldron can be used to create witch items and may be destroyed if allowed to dry out whilst over said flame.

Nature Sense (Ex): A witch gains a +2 bonus on Knowledge (nature) and Survival checks.

Feats

Animal Affinity: you get a +2 bonus on all Handle Animal checks and Ride checks.

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