Morha wuchs in der Nähe von Rozenport (Versex) (s. Karte) am Rand eines Dorfs im Haus ihrer Mutter auf, die dort den Herbst ihres Lebens als Dorfhexe verbringt. Den Professor hat sie auf einer seiner Reisen kennen gelernt, als er in ihrem Heimatdorf Rast machte, als dort gerade eine Seuche um sich griff. Er war beeindruckt von ihrem Einsatz bei der Pflege und Heilung der Dorfbewohner, auch wenn ihre Mutter zunächst das eher das Interesse des Professors weckte. Danach kam er gelegentlich zum Dorf um sich mit ihrer Mutter aus zu tauschen. Je mehr sich die Gaben ihrer Mutter auch in Morha manifestierten, desto mehr nahm der Professor die junge Witch unter seine Fittiche und ihre Ausbildung zu fördern (Trait „Teachers Pet“).
Mo trat in Morhas 13. Winter in ihr Leben, als sie gerade durch den tiefen Schnee durch den Wald zu einer Holzfällerhütte unterwegs war. Der Holzfäller lag mit hohem Fieber im Bett und Morha wollte eigentlich nur nach dem Rechten schauen und sich vergewissern, dass die Behandlung angeschlagen hatte, als der kleine Affe neben dem Waldrand auftauschte. Die beiden verstanden sich von der ersten Minute an und wichen hernach nicht mehr von einanders Seiten.
Mit 20 begann es ihr im Dorf zu klein zu werden und es zog sie hinaus in die Lande um Erfahrungen zu sammeln. Während ihrer Wanderung erhielt sie dann Nachricht vom Tod des Professors und machte sich auf den Weg zur Beerdigung.
Morha (elderly aspect) | Mo | |||||
---|---|---|---|---|---|---|
STR1) | 3 | -4 | ||||
DEX2) | 15 | 2 | ||||
CON | 14 | 2 | 10 | 0 | ||
INT3) | 13 | 0 | ||||
WIS4) | 12 | 1 | ||||
CHA5) | 8 | -1 | ||||
HD | 15 | 15 | ||||
Hitpoints6) | ||||||
BAB | 7 | |||||
Melee | ||||||
Ranged | ||||||
Fort | ||||||
Ref | ||||||
Will | ||||||
Acrobatics (DEX) | 8 | 3 | 3 | |||
Appraise (INT) | 1 | 3 | 0 | |||
Bluff (CHA)7) | 0 | 2 | 0 | |||
Climb (STR) | 0 | 0 | 11 | 3 | ||
Diplomacy (CHA)8) | 6 | 2 | 0 | |||
Disable Device (DEX) | 0 | 0 | 0 | |||
Disguise (CHA) | 0 | 0 | 0 | |||
Escape Artist (DEX) | 0 | 0 | 0 | |||
Fly (DEX)9) | 3 | 3 | 3 | |||
Handle Animal (CHA) | 1 | 0 | 0 | |||
Heal (WIS) | 12 | 3 | 0 | |||
Intimidate (INT)10) | 10 | 0 | ||||
Knowledge (Arcana) (INT) | 12 | 3 | 0 | |||
Knowledge (Dungeoneering) (INT) | 3 | 3 | 0 | |||
Knowledge (History) (INT) | 2 | 5 | 0 | |||
Knowledge (Local) (INT) | 2 | 3 | 0 | |||
Knowledge (Nature) (INT) | 7 | 3 | 0 | |||
Knowledge (Planes) (INT) | 1 | 3 | 0 | |||
Knowledge (Religion) (INT) | 4 | 3 | 0 | |||
Linguistics (INT) | 2 | 3 | 0 | |||
Perception (WIS) | 15 | 4 | 3 | |||
Ride (DEX) | 0 | 0 | 0 | |||
Sense Motive (WIS) | 1 | 2 | 0 | |||
Sleight of Hands (DEX) | 0 | 0 | 0 | |||
Spellcraft (INT) | 15 | 3 | 0 | |||
Stealth (DEX) | 3 | 0 | 0 | |||
Survival (WIS) | 2 | 0 | 0 | |||
Swim (STR) | 0 | 4 | 0 | |||
Use Magic Device (CHA) | 15 | 3 | 0 | |||
Profession Herbalist (WIS) | 1 | 3 | 0 | |||
Profession Cook (WIS) | 1 | 3 | 0 | |||
Size Modifier | 0 | 2 | ||||
AC (Deflection) | 3 | 2 | ||||
AC (Enhancement ) | 0 | 0 | ||||
AC (Dodge) | 0 | 0 | ||||
AC (Natural)11) | 3 | |||||
AC (Armor)12) | 4 | 4 | ||||
AC (Shield)13) | 0 | 0 | ||||
AC14) / touch / flat inkl. +1 Insight due Ioun Stone | / / | / / | ||||
CMB | ||||||
CMD |
Familiar Bonus if within arm's reach, Class Skill
* +4 bonus on any Knowledge checks pertaining to matters concerning the Dark Tapestry and its inhabitants
Bargeld (GP): 100gp
Item | Note | Cost |
---|---|---|
potion of cure light wounds | 3 | 200 |
potion of protection from evil | 2 | 100 |
potion of death ward (hält einen Kampf) | 1 | |
Metallklumpen (Adamantine, Silver, Cold Iron) | 140 | |
+1 mithral dagger | melee d20+4, s,p, 1d4-2, 19-20 x2!r d20+4 attack d4-2 damage | 2502 |
light crossbow | p, 1d8, 19-20 x2, 80 ft.!r d20+6 attack d8 damage | 35 |
crossbow bolts | 17 | 2 |
outfit (traveler's) | 0 | |
gute Kleidung | 20 | |
survival kit (common) | 5 | |
Spell component pouch | 5 | |
Water Purification sponge15) | 25 | |
bedroll | 0,1 | |
silk rope | 10 | |
Handy Haversack | selbst gebaut | 1000 |
familiar satchel | This armored case provides total cover to any Tiny or smaller creature | 25 |
2 Healer Kit (each 10 usages) | +2 circumstance bonus on Heal checks, gefunden | (100) |
Master worked Tools for Heal checks | ||
cloak of resistance (+4) (shoulders) | gekauft | 16000 |
Pearl of Power (1) | 7, 3 selbst gebaut 4 gefunden | 1000 |
Pearl of Power (2) | 1 selbst gebaut | 4000 |
Pearl of Power (3) | 1 gefunden | |
Headband of Vast Intelligence +6 (headband) | selbst gebaut | 18000 |
Periapt of Health (neck) | immune to all disease, gefunden | |
ring of protection (3) | gefunden | |
ring of sustenance | 2500 | |
Belt of Incredible Dexterity (2) | gebaut | |
Wand of Cure Light Wounds (34) | für Mo, gebaut | |
Wand of Cure Serious Wounds (13) | mit Knopf, kann jeder benutzen (Mo), gefunden | |
Wand of Mage Armor (CL 1, 43 Ldg) | gebaut | |
Wand of Prestidigitation (45 Ldg) | ||
Amulet of Natural Armor (3) | gebaut | |
Bracers of Armor (2) | gefunden | |
Quicken Rod (2 Anwendungen, bis Spelllevel 6) mit Dorn an der Seite, dämonische Ausstrahlung (und zeigen will Moha den eh keinem) | gefunden | |
Cackling Heg's Blouse16) This loose-fitting blouse is adorned with grotesque fetishes and trophies, granting the wearer a +2 competence bonus on Intimidate checks. If the wearer is a witch, she gains the cackle hex. If the wearer already has the cackle hex, twice per day she can use her cackle ability as a swift action instead of a move action. | gebaut | |
Googles of Night | gebaut | 6000 |
Samen zum Herstellen von Absinth aus der Samenkammer von der vampyr Druidin | gefunden | |
Moribund Key Silver Medallion worn by Greater Agents of the Wispering Way Message at will, spectral hand, 3/day vampiric touch eyes of the skull glows red when undead enter within 60ft | gefunden | |
Boots of the Winterlands This footgear bestows many powers upon the wearer. First, he is able to travel across snow at his normal speed, leaving no tracks. Second, the boots also enable him to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer, as if he were affected by an endure elements spell. | gefunden | |
lesser silent metamagic rod | gefunden | |
silberner Spiegel | 1000 | |
Ruby dust | 250 | |
Stone Familiar | 6000 | |
Dusty Rose Prism (Ioun Stone) | 5000 | |
Witching Gown | gefunden | |
Broom of Flying (Overlandflight) | gefunden | |
Staff of Cackling Wrath | gefunden | |
Staff of Healing | gefunden | |
Cap of the free thinker17) | gekauft |
Armor | Belt | Body | Chest | Eye | Feet | Hand | Head | Headband | Neck | Ring | Ring | Shield | Shoulder | Wrist |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | X | X | X | X | X | - | X | X | X | X | X | - | - | X |
Abyssal, Celestial, Common, Draconic, Dwarven, Elven, _Monkey_, Azlanti
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2-10. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier → Hex DC 26.
!r d20+15 attack d3+12 damage
Spelllevel | # | DC | Cast Def.29) | Spells |
---|---|---|---|---|
0 | 4 | 18 | | Light, Detect Magic, Message, Read Magic, |
1 | 4+3 (6 PoP30)) | 19 | | 2xBurning Hands (5d4), Hex Ward, Mage Armor, Cure Light Wounds, 2xEar-Piercing Scream (5d6 sonic) |
2 | 4+2 (1 PoP) | 20 | | Disfiguring Touch, Ironskin31), 2 x Inflict Moderate Wounds (2d8+10), Silence, See Invisibility |
3 | 4+2 (1 PoP) | 21 | | Remove Curse, 2xHaste, Dispel Magic, Heart of the Metal, Bestow Curse |
4 | 4+2 | 22 | 23 | Charm Monster, 4xDeath Ward, Secure Shelter |
5 | 3+2 | 23 | 25 | 3xCure Critical Wounds (4d8+12), Extended Threefold Aspect, Teleport |
6 | 3+1 | 24 | 27 | Slay Living, Desintegrate, 2xext. Death Ward |
7 | 2+1 | 25 | 29 | Plane Shift, Create Demiplane Lesser, ext. Death Ward |
!r d20+13>15 cast defensive d20+18 spell resist d20+7 ranged touch d20+16 touch (hair)
Spelllevel | # | DC | Cast Def.32) | Spells |
---|---|---|---|---|
0 | 4 | 18 | | Disrupt Undead, Ghost Sound, Mage Hand, Spark |
1 | 2 | 19 | | Delusional Pride, Shield |
Alertness, empathic link, improved evasion, share spells, store spells, Deliver touch spells, Speak with Master, Speak with animals of its kind
Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar‘s spell resistance.
Though most arcanists possess only a rudimentary innate arcane gift, the blood arcanist has the full power of a bloodline to draw upon.
Bloodline: A blood arcanist selects one bloodline from those available through the sorcerer bloodline class feature. The blood arcanist gains the bloodline arcana and bloodline powers of that bloodline, treating her arcanist level as her sorcerer level. The blood arcanist does not gain the class skill, bonus feats, or bonus spells from her bloodline.
If the blood arcanist takes levels in another class that grants a bloodline, the bloodlines must be of the same type, even if that means that the bloodline of one of her classes must change. Subject to GM approval, the blood arcanist can change her previous bloodline to make them conform.
This ability replaces the arcanist exploits gained at 1st, 3rd, 9th, and 15th levels, as well as magical supremacy. A blood arcanist cannot select the bloodline development arcanist exploit.
Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
Bloodline Powers: You can call upon the foul powers of the afterlife. Unfortunately, the more you draw upon them, the closer you come to joining them.
Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.