A seven-pointed star, a seventh-level rat
Aug. 31st, 2019 11:11 pmI might get a glut of new spells in a hot minute - Blood Transcription.
I also found a big spellbook with a few spells I can actually learn, and our GM has been letting me rip out pages of spellbooks to use as scrolls for the purpose of learning new spells, but I think I might actually take a different tack with this book now that I have a jailbird necromancer waiting for me back at home.
Asper
Witch 7 / Ratfolk / True Neutral / 4' / 70 lbs
STR 6 (-2) DEX 17 (+3) CON 11 (+0) INT 20 (+5) WIS 12 (+1) CHA 14 (+2)
Hit Dice: 7d6
Max HP: 32
Speed: 20
Initiative: +3 (+3 dexterity)
AC 17 (+3 dexterity, +1 size, +2 ring of force shield, +1 jade amulet) (Flat-footed 13) (Touch 14)
Saves:
Fortitude +4 (+2 base, +2 rat familiar)
Reflex +5 (+2 base, +3 dexterity)
Will +6 (+5 base, +1 wisdom)
Base Attack Bonus: +3
Melee +2 (+3 base, -2 strength, +1 size)
Ranged +7 (+3 base, +3 dex, +1 size)
CMB +0 (+3 base, -2 strength, -1 size)
CMD 13 (+10 base, +0 CMB, +3 dexterity)
Weapons:
Crossbow (Light) +7 to hit, 1d8
Claws (x2) +2/-4 to hit, 1d4-2/1d4-2 (minimum 1 nonlethal)
Ammunition:
Crossbow bolts (10)
Proficiencies:
Simple weapons
Languages: Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elvish, Giant, Goblin, Infernal, Orc, Sylvan, lip reading (any known spoken language)
Character History and Notes:
Hometown belongs to the gators now.
Rat twins: live small, die never.
Okay fine, we have to count forwards eventually.
Steadily discovering the details of being an asshole who is good on a small scale and evil on a cosmic scale.
Maintaining a list of which teammates to murder and when, and which teammates are actually pretty okay.
Picked up a lot of languages as basically a hobby.
Relationship with the cleric is Complicated.
Skill Points Per Level 7 (+2 witch, +5 intelligence)
Class Skills:
Craft (Alchemy) +7 (+5 intelligence, +2 ratfolk)
Fly +10 (+3 witch, +3 dexterity, +4 ranks)
Heal +5 (+3 witch, +1 wisdom, +1 ranks)
Intimidate +7 (+3 witch, +2 charisma, +2 ranks)
Know (Arcana)* +14 (+3 witch, +5 intelligence, +6 ranks)
Know (History)* +9 (+3 witch, +5 intelligence, +1 ranks)
Know (Nature)* +14 (+3 witch, +5 intelligence, +6 ranks)
Know (Planes)* +11 (+3 witch, +5 intelligence, +3 ranks)
Profession (Herbalism) +1 (+1 wisdom)
Spellcraft* +15 (+3 witch, +5 intelligence, +7 ranks)
Use Magic Device* +9 (+3 witch, +2 charisma, +2 ranks, +2 ratfolk)
Non-Class Skills
Acrobatics +3 (+3 dexterity)
Appraise +5 (+5 intelligence)
Bluff +2 (+2 charisma)
Climb -2 (-2 strength)
Craft (???) +5 (+5 intelligence)
Craft (???) +5 (+5 intelligence)
Diplomacy +2 (+2 charisma)
Disable Device* x (no ranks)
Disguise +2 (+2 charisma)
Escape Artist +3 (+3 charisma)
Handle Animal* +5/+9/+10 (+2 charisma, +3 ranks, +4 when handling rats, +1 with Stinkhorn specifically)
Know (Dungeoneering)* x (no ranks)
Know (Engineering)* x (no ranks)
Know (Geography)* x (no ranks)
Know (Local)* x (no ranks)
Know (Nobility)* x (no ranks)
Know (Religion)* x (no ranks)
Linguistics* +12 (+5 intelligence, +7 ranks)
Perception +7 (+1 wisdom, +4 ranks, +2 ratfolk)
Perform (???) +2 (+2 charisma)
Perform (???) +2 (+2 charisma)
Profession (Tarot??) +1 (+1 wisdom)
Sense Motive +1 (+1 wisdom)
Sleight of Hand* +4 (+3 dexterity, +1 ranks)
Stealth +12 (+3 dexterity, +5 ranks, +4 size)
Survival +1 (+1 wisdom)
Swim -2 (-2 strength)
Feats
Bonded Mind - share thoughts with another who has this feet, within eyeshot
Craft Wondrous Item - craft magic wondrous item, 1 day per 1000gp worth, material cost half base price, can repair broken ones at half time/cost.
Extra Hex - Flight
Extra Hex - Ward
Ratfolk Feats (Are we supposed to have all these? No, but our GM liked our rats and just dumped them all on us lmao.)
Burrowing Teeth - 1/2 base speed burrowing through not-stone
Sharpclaw - 2 claw attacks, 1d4 (see above)
Tunnel rat - count as tiny for squeezing
Swarming - share space with other ratfolk, count as flanking while sharing a space
Cornered fury - when at or below 1/2 HP with no conscious ally within 30ft , +2 bonus to AC and melee attack rolls
Darkvision - 60ft
Hexes
Evil Eye: 30 foot range, requires line of sight, -2 to one of AC/one ability check/attack rolls/one save
Fortune: 30 foot range, 1/day, friendly creature gains advantage on one check/attack/save within the next round
Cackle: 30 foot range, as a move action, extend the duration of hexes by one round
Flight: Feather Fall at will, +4 to swim checks, Levitate once per day, Fly (as the spell) 5 cumulative minutes per day. Self only.
Cauldron: Brew potions of prepared spells 3rd-level and under, receive +4 insight bonus to Craft (Alchemy) checks.
Ward: Grant a creature (not self, only one at a time) +2 (+3 at 8th level and +4 at 16th level) deflection bonus to AC and resistance bonus on saves; ends upon successful hit against or failed save by the warded creature.
Hex save DC: 10 + INT mod + 1/2 Witch level
Spellcasting
Spells known: any cantrips, 9 first-level, 4 second level
Spells per day: 4 cantrips, 4 first-level, 3 second-level, 2 third-level, 1 fourth-level
Bonus spells: 2 first-level, 1 second level, 1 third-level, 1 fourth-level
(Total 4 cantrips, 6 first-level, 4 second-level, 3 third-level, 2 fourth-level)
Save DC: 15/16/17/18/19
Witch Patron: Occult
Patron spells
Detect Undead, Command Undead, Twilight Knife
Spells Known
1: Blood Money, Burning Hands, Chill Touch, Command, Command Undead*, Detect Secret Doors, Detect Undead*, Ear-Piercing Scream, Grasping Corpse, Identify, Ill Omen, Mage Armour, Obscuring Mist, Shadow Trap, Sleep, Unbreakable Heart
2: Air Step, Blood Transcription, False Life, Inflict Moderate Wounds, See Invisible, Spectral Hand
3: Bestow Curse, Harrow, Locate Object, Screech, Twilight Knife*
4: Dimension Door
Carrying Capacity: 15/30/45
Current load: fuck idk
Money: 750 gp, 463sp
Mundane Equipment
Light crossbow, component pouch, backpack, bedroll, belt pouch, flint and steel, ink, ink pen, iron pot, mess kit, soap, 10 torches, 7 candles, 4 days' rations, 10 chalk, traveller's clothes, surgeon's tools (100gp)
Magic Equipment
(Empty) Robe of Bones, Ring of Force Shield (+2 shield to AC), Jade amulet (+1 natural armour), Flaming Sphere scroll, Hat of Disguise, Chime of Opening (3 charges), Cure Light Wounds scroll
Assorted Junk
Mother of Monsters bestiary (100gp), powdered onyx (10gp), jar of grave dirt, silver earings (25gp), obsidian unholy symbol of Lamashtu (10gp), three small garnets (100gp each), three vials of gross fungus