User:Arohanui/Grace (PC)
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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;.
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
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:
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
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
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
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
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)
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
- Denotes a skill that can be used untrained.
- 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.