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carrion:morha

Morha (Human Witch)

  • Human Witch 14 / Undead Bloodline Arcanist 1, N, Medium, Humanoid (Human)

Harrow Cards:

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.

Stats

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

Skills

  • 2+Int
  • Class Skills: Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Gear

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
ArmorBelt Body ChestEye Feet Hand Head HeadbandNeck Ring Ring ShieldShoulderWrist
- X X X X X - X X X X X - - X

Languages

Abyssal, Celestial, Common, Draconic, Dwarven, Elven, _Monkey_, Azlanti

Feats

  • Accursed Hex: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.
  • Alertness (when Familiar within 30ft): You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
  • Extra Hex
  • Extra Hex
  • Metamagic Extend Spell
  • Extra Hex
  • Split Hex (Target two targets with a hex instead of one, if both are within 30ft)
  • Spell Hex: Chill Touch (Su, 3/day, DC like Hex: 26)

Traits

  • Bruising Intellect (Intimidate class skill, use INT not CHA)
  • Teachers Pet (Kn. History)

Hex

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.

  • Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round. Hag's Blouse: 2/day as swift action.
  • Fortune (Su) The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
  • Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
  • Misfortune (Su) The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
  • Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch's elongated hair shrink away to nothing. Using her hair does not harm the witch's head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.
    Only nat. attack: full BAB+INT → Att +15, 10ft, dmg 1d3+12
    !r d20+15 attack d3+12 damage
  • Slumber (Su) A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. (mind-affecting)
  • Disguise (Su) A witch can change her appearance for a number of hours per day equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.
  • Evil Eye (Su): The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier (11). A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Major Hex

  • Agony (Su): With a quick incantation, a witch can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the witch's level (12). A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
  • Retribution (Su): A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch’s Intelligence modifier. A Will save negates this effect.
  • Waxen Image (Su): The witch can spend a full-round action to create a crude and unnerving wax duplicate of a creature she can see within 30 feet. Once the image is complete, the subject must make a Will save. If the subject fails, the witch gains a small measure of control over the creature. Whenever she exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the witch's turn and does not impede the creature's actions on its turn. The witch can use the waxen image a number of times equal to her Intelligence modifier before it melts. As a standard action, the witch can cause the subject to do any one of the following things: move up to the creature's speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, she can spend one of her uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. The is an enchantment (compulsion) effect.

Spells

  • Concentration Check, casting defensively: d20+CL+INT vs. 15 + 2xSpelllevel
  • penetrate Spell Resistence: d20+CL
  • Spell DC: 10+INT+Spelllevel
  • Mind-Affecting Spells können auch Untote beeinflussen, die dereinst Humanoide waren (Bloodline Arcana)

Witch Spell List

Spells know by Familiar

Known Arcanist Spells

  • Lvl 0: Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Detect Radiation, Disrupt Undead, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue
  • Lvl 1: Delusional Pride, Shield

Default Slots

  • Feather Fall (at will)
  • Levitate (once per day)
  • Fly (13 not consecutive minutes)
Spelllevel # DC Cast Def.29) Spells
0 4 18 15 Light, Detect Magic, Message, Read Magic,
1 4+3
(6 PoP30))
19 17 2xBurning Hands (5d4), Hex Ward, Mage Armor, Cure Light Wounds, 2xEar-Piercing Scream (5d6 sonic)
2 4+2
(1 PoP)
20 19 Disfiguring Touch, Ironskin31), 2 x Inflict Moderate Wounds (2d8+10), Silence, See Invisibility
3 4+2
(1 PoP)
21 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
  • Roll About !r d20+13>15 cast defensive d20+18 spell resist d20+7 ranged touch d20+16 touch (hair)

Arcanist Spells Prepared

Spelllevel # DC Cast Def.32) Spells
0 4 18 15 Disrupt Undead, Ghost Sound, Mage Hand, Spark
1 2 19 17 Delusional Pride, Shield

Mo (monkey, familiar)

Magic Items

  • All slots (s. FAQ)
  • Ring of Protection (2, gefunden)
  • Cloak of Resistance (2, gefunden)
  • Bracers of Armor (2, gefunden)
  • Headband of Charisma +2 (gefunden)
  • Amulet of natural Armor +1 (gefunden)

Feats

Alertness, empathic link, improved evasion, share spells, store spells, Deliver touch spells, Speak with Master, Speak with animals of its kind

Skills

Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Spell Resistance

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.

Blood Arcanist (Archetype)

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.

Undead Bloodline

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.

1)
Elderly -2
2)
Belt Dex +4, Elderly -2
3)
Elderly +4, Haedband Int +6
4)
Elderly +4
5)
Desnas Segen +1
6)
4xFav Class Bonus, CON 15x+2, rolled 6, 3, 6, 2, 2, 5, 6, 4, 4, 5, 3, 6, 5, 5, permanent -13
7) , 8)
+2 Competence Bonus Witching Gown
9)
+4 riding Broom
10)
+2 Competence Hag's Blouse, +2 Competence Bonus Witching Gown
11)
+3 Amulet of NA; Ironskin +6 Enh. Bonus
12)
+4 oder +2 wg. der Bracers, wenn die Mage Armor nicht an ist
13)
+4 when Shield was cast
14)
fighting defensively: Att -4, AC (dodge) +3
15)
This fist-sized blue sponge absorbs up to 1 pint of water; squeezing the water out of the sponge filters and purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the sponge is a full-round action. The filtration is enough to remove mundane impurities and common diseases, but does nothing to protect against poisons, magic, and other exotic threats. Each sponge can cleanse 25 pints of water before deteriorating and becoming useless.
16)
+2 Competence Intimidate, Cackle 2/day as swift action
17)
This soft cap helps the wearer free herself from outside influences. When the wearer makes a saving throw against a mind-affecting effect, she can roll twice and take the better roll.
18) , 19) , 21)
fav class bonus spell
20) , 22) , 24) , 25) , 26) , 27) , 28)
Patron Bonus Spell
23)
nur 30ft hoch geworfen ;-) 6d6 Schaden
29) , 32)
d20+INT+Caster Level vs.
30)
1 Mage Armor, 5 Hex Ward
31)
AC +6
carrion/morha.txt · Zuletzt geändert: 2023/06/13 20:29 von karaan