Post by streamofthesky on Apr 23, 2013 21:37:10 GMT -5
Half-Orc Scarred Witch Doctor 6 // Elemental Kin Barbarian 4 / Unarmed Fighter 2
Str 14, Dex 14, Con 19, Int 14, Wis 11, Cha 7 initial
Str 14, Dex 14, Con 20 (22), Int 14, Wis 11, Cha 7
HP: 96 [114] (4d12 +2d10 +36 [54] +6)
AC: 23 [21] (10 +2 dex +4 (mage) armor +3 shield +1 deflect +3 natural)
Touch: 13 [11]; FF: 21 [19]
Saves: Fort +15 [18], Reflex +6, Will +7 [9]
BAB +6; CMB +9 [11]; Grapple CMB +15 [17]; CMD 20; Grapple CMD 24
Hair CMB +13 [16]; Hair Grapple +19 [22]; Hair CMD 24 [27]; Hair Grapple CMD 28 [31]
Hexes: Prehensile Hair, Slumber (DC 19 [22]), Flight
Rage Powers: Reckless Abandon (-2 AC for +2 to hit); Quick Reflexes (+1 AoO/round)
Traits: Reactionary, Lessons of Chaldira
Class: Rage (18 rounds/day; +4 str, +6 con, +2 will, -2 AC), Uncanny Dodge, Elemental Kin (+1 rage round when you take 4+ energy damage), Harsh Training (+1 saves vs. exhaust, fatigue, stagger, and ability penalties)
Attack: Prehensile Hair +13 [16] (1d3 +10 [13], 20/x2, 10 ft reach)
Unarmed +11/6 [13/8] (1d3 +5 [7]) [+1 [2] on 1st damage per round]
Feats:
1 Endurance [Half-Orc]
1 Raging Vitality
2 Improved Unarmed Strike [Fighter 1]
2 Dragon Style [Fighter 1]
3 Improved Grapple
5 Hex Strike (Slumber)
6 Greater Grapple [Fighter 2]
Skills (32):
Acrobatics +11 (6)
Fly +11 (6)
Intimidate +9 (6)
Perception +14 (6)
Spellcraft +7 (2)
Stealth +8 (6)
Languages: Common, Orc, Auran, Giant
Spells (CL 6):
Level 0, DC 16: Dancing Lights, Detect Magic, Guidance, Message
Level 1, 5/day, DC 17: Chill Touch, CLW, Enlarge Person, Mage Armor, [open]
Level 2, 5/day, DC 18: Blindness/Deafness, See Invisibility, Touch of Idiocy, Unnatural Lust, Web
Level 3, 3/day, DC 19: Rage, Stinking Cloud, Suggestion
Equipment (16000):
Belt of Con +2
AoMF +1
+1 Brawling Haramaki
Mithral Heavy Shield +1 (5% ASF)
Ring of Deflect +1
Fetish Mask (Eyes of the Eagle)
Cloak of Resist +1
Backpack
Sack
Silk Rope
Grappling Hook
Torches
Flint and Steel
Clubs
Crowbar
Waterskin
Soap
Constitution Dependent
A scarred witch doctor uses Constitution instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes normally determined by her Intelligence.
Hex Scar
Whenever a scarred witch doctor learns a hex, she must carve or brand a symbol in her flesh to represent this hex. She can disguise these scars with mundane or magical means, but they cannot be permanently removed.
Fetish Mask (Su)
At 1st level, a scarred witch doctor forms a bond with a wooden mask. As she gains power, her connection to this mask causes it to grow ever more hideous and grotesque as it absorbs the weight of the self-induced pain that underlies her magic. Her spells derive from the insights her patron grants her while she's enduring the cuts, burns, and other sorts of mutilations she inflicts upon herself. Her fetish mask acts in all ways like a witch's familiar for the purpose of preparing and gaining spells. Rather than communing with a familiar to prepare spells each day, a scarred witch doctor hangs her mask on a wall, tree branch, or something similar and contemplates the agony it represents.
When wearing her fetish mask, a scarred witch doctor gains a +2 circumstance bonus on Heal and Intimidate checks and gains a +2 bonus on saving throws against effects that specifically cause pain or have the pain descriptor. If the mask is destroyed, the witch doctor can create another fetish mask (which almost immediately adopts the shocking appearance of the original) for the same price and time it takes a witch to replace a dead familiar.
At 5th level, the scarred witch doctor gains the ability to add magical abilities to her mask as if she had the Craft Wondrous Item feat.
This ability otherwise functions like and replaces the standard witch familiar.
Scarshield (Su)
At 1st level, a scarred witch doctor learns how to harden her mutilated skin, gaining an enhancement bonus to her natural armor bonus equal to 1/2 her class level (minimum +1). She can use this ability for a number of minutes per day equal to her class level. These minutes do not need to be consecutive but she must spend them in 1-minute increments.
This ability replaces the witch's 1st-level hex.
Elemental Fury (Ex)
At 3rd level, whenever the elemental kin takes an amount of energy damage equal to or greater than her barbarian level while raging, she adds 1 to the total number of rounds that she can rage that day. At 6th level, and every three levels thereafter, the number of extra rounds per energy attack increases by +1, to a maximum of +6 rounds per energy attack at at 18th level.
This ability replaces trap sense.
Harsh Training (Ex)
At 2nd level, an unarmed fighter gains a +1 bonus on saving throws against effects that cause the exhausted, fatigued, or staggered conditions or temporary penalties to ability scores. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level).
This ability replaces bravery.
•Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
•Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Dragon Style: Benefit: +2 bonus on saves vs. sleep, paralysis, and stunning effects. Ignore difficult terrain when you charge, run, or withdraw and charge through squares that contain allies. 1st unarmed damage each round deals 1.5x str.
Str 14, Dex 14, Con 19, Int 14, Wis 11, Cha 7 initial
Str 14, Dex 14, Con 20 (22), Int 14, Wis 11, Cha 7
HP: 96 [114] (4d12 +2d10 +36 [54] +6)
AC: 23 [21] (10 +2 dex +4 (mage) armor +3 shield +1 deflect +3 natural)
Touch: 13 [11]; FF: 21 [19]
Saves: Fort +15 [18], Reflex +6, Will +7 [9]
BAB +6; CMB +9 [11]; Grapple CMB +15 [17]; CMD 20; Grapple CMD 24
Hair CMB +13 [16]; Hair Grapple +19 [22]; Hair CMD 24 [27]; Hair Grapple CMD 28 [31]
Hexes: Prehensile Hair, Slumber (DC 19 [22]), Flight
Rage Powers: Reckless Abandon (-2 AC for +2 to hit); Quick Reflexes (+1 AoO/round)
Traits: Reactionary, Lessons of Chaldira
Class: Rage (18 rounds/day; +4 str, +6 con, +2 will, -2 AC), Uncanny Dodge, Elemental Kin (+1 rage round when you take 4+ energy damage), Harsh Training (+1 saves vs. exhaust, fatigue, stagger, and ability penalties)
Attack: Prehensile Hair +13 [16] (1d3 +10 [13], 20/x2, 10 ft reach)
Unarmed +11/6 [13/8] (1d3 +5 [7]) [+1 [2] on 1st damage per round]
Feats:
1 Endurance [Half-Orc]
1 Raging Vitality
2 Improved Unarmed Strike [Fighter 1]
2 Dragon Style [Fighter 1]
3 Improved Grapple
5 Hex Strike (Slumber)
6 Greater Grapple [Fighter 2]
Skills (32):
Acrobatics +11 (6)
Fly +11 (6)
Intimidate +9 (6)
Perception +14 (6)
Spellcraft +7 (2)
Stealth +8 (6)
Languages: Common, Orc, Auran, Giant
Spells (CL 6):
Level 0, DC 16: Dancing Lights, Detect Magic, Guidance, Message
Level 1, 5/day, DC 17: Chill Touch, CLW, Enlarge Person, Mage Armor, [open]
Level 2, 5/day, DC 18: Blindness/Deafness, See Invisibility, Touch of Idiocy, Unnatural Lust, Web
Level 3, 3/day, DC 19: Rage, Stinking Cloud, Suggestion
Equipment (16000):
Belt of Con +2
AoMF +1
+1 Brawling Haramaki
Mithral Heavy Shield +1 (5% ASF)
Ring of Deflect +1
Fetish Mask (Eyes of the Eagle)
Cloak of Resist +1
Backpack
Sack
Silk Rope
Grappling Hook
Torches
Flint and Steel
Clubs
Crowbar
Waterskin
Soap
Constitution Dependent
A scarred witch doctor uses Constitution instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes normally determined by her Intelligence.
Hex Scar
Whenever a scarred witch doctor learns a hex, she must carve or brand a symbol in her flesh to represent this hex. She can disguise these scars with mundane or magical means, but they cannot be permanently removed.
Fetish Mask (Su)
At 1st level, a scarred witch doctor forms a bond with a wooden mask. As she gains power, her connection to this mask causes it to grow ever more hideous and grotesque as it absorbs the weight of the self-induced pain that underlies her magic. Her spells derive from the insights her patron grants her while she's enduring the cuts, burns, and other sorts of mutilations she inflicts upon herself. Her fetish mask acts in all ways like a witch's familiar for the purpose of preparing and gaining spells. Rather than communing with a familiar to prepare spells each day, a scarred witch doctor hangs her mask on a wall, tree branch, or something similar and contemplates the agony it represents.
When wearing her fetish mask, a scarred witch doctor gains a +2 circumstance bonus on Heal and Intimidate checks and gains a +2 bonus on saving throws against effects that specifically cause pain or have the pain descriptor. If the mask is destroyed, the witch doctor can create another fetish mask (which almost immediately adopts the shocking appearance of the original) for the same price and time it takes a witch to replace a dead familiar.
At 5th level, the scarred witch doctor gains the ability to add magical abilities to her mask as if she had the Craft Wondrous Item feat.
This ability otherwise functions like and replaces the standard witch familiar.
Scarshield (Su)
At 1st level, a scarred witch doctor learns how to harden her mutilated skin, gaining an enhancement bonus to her natural armor bonus equal to 1/2 her class level (minimum +1). She can use this ability for a number of minutes per day equal to her class level. These minutes do not need to be consecutive but she must spend them in 1-minute increments.
This ability replaces the witch's 1st-level hex.
Elemental Fury (Ex)
At 3rd level, whenever the elemental kin takes an amount of energy damage equal to or greater than her barbarian level while raging, she adds 1 to the total number of rounds that she can rage that day. At 6th level, and every three levels thereafter, the number of extra rounds per energy attack increases by +1, to a maximum of +6 rounds per energy attack at at 18th level.
This ability replaces trap sense.
Harsh Training (Ex)
At 2nd level, an unarmed fighter gains a +1 bonus on saving throws against effects that cause the exhausted, fatigued, or staggered conditions or temporary penalties to ability scores. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level).
This ability replaces bravery.
•Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
•Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Dragon Style: Benefit: +2 bonus on saves vs. sleep, paralysis, and stunning effects. Ignore difficult terrain when you charge, run, or withdraw and charge through squares that contain allies. 1st unarmed damage each round deals 1.5x str.