Lodwilk January 31 Cook, The Goblin Witch Level: 1 Class: Witch Archetype: None Background: Cook Deity: The Sear (Patron) Alignment: Chaoitic Good Height: 3'1" Weight: 35 lbs Eyes: Yellow Skin: Pale Green Hair: Bald Race: Irongut Goblin Gender: Male Age: 22 yrs Abilities Ability | Modifier STR: 10 | +0 DEX: 14 | +2 CON: 12 | +1 INT: 18 | +4 WIS: 12 | +1 CHA: 12 | +1 Hit Points: 13 Armor Class: 15 Size: Small Speed: 25 ft Perception: +4 ◆ Fort Save: +4 ◆ Ref Save: +5 ◆ Will Save: +6 ◆◆ Tickles Skills Skill | Modifier Acrobatics | +5 Stealth | +5 Hit Points: 5 Armor Class: 15 Size: Tiny Speed: 25 ft, Fly 25ft Perception: +5 Fort Save: +4 Ref Save: +5 Will Save: +6 Abilities FlierGain 25ft Fly speed DarkvisionGain Darkvision Share SensesOnce every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar's body for up to 1 minute. You can Dismiss this effect. Abilities Ancestry GoblinHit Points 6 Size Small Speed 25 feet Ability Boosts Dexterity, Charisma, Free Ability Flaw(s) Wisdom Languages Common, Goblin. Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region). Darkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. Heritage IrongutYou can subsist on food that most folks would consider spoiled. You can keep yourself fed with poor meals in a settlement as long as garbage is readily available, without using the Subsist downtime activity. You can eat and drink things when you are sickened. You gain a +2 circumstance bonus to saving throws against afflictions, against gaining the sickened condition, and to remove the sickened condition. When you roll a success on a Fortitude save affected by this bonus, you get a critical success instead. All these benefits apply only when the affliction or condition resulted from something you ingested. Background CookYou grew up in the kitchens of a tavern or other dining establishment and excelled there, becoming an exceptional cook. Baking, cooking, a little brewing on the side—you’ve spent lots of time out of sight. It’s about time you went out into the world to catch some sights for yourself. Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You're trained in the Survival skill, and the Cooking Lore skill. You gain the Seasoned skill feat. Class Features Class ProficenciesPerception: Trained (◆) Saves: Fortitude: Trained (◆), Reflex: Trained (◆), Will: Expert (◆◆) Skills: Trained in one skill determined by your patron Trained in a number of additional skills equal to 3 plus your Intelligence modifier Attacks: Simple Weapons: Trained (◆), Unarmed Attack: Trained (◆) Defenses: Unarmed Defense: Trained (◆) Spells (Occult; Intelligence): Spell Attack Rolls : Trained (◆), Spell DC's: Trained (◆) PatronYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power. A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full. At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here. Curse PatronSpell List occult Patron Skill Occultism Hex Cantrip evil eye Granted Spell ray of enfeeblement FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels. Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1stlevel spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to. Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells. Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar. If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared. Witch Spell CastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots. As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier. Free Archetype Feats Feats Skill Feats Class Feats Ancestry & General Feats SeasonedFeat Source Awarded Feat Level 1 Prerequisites trained in Alcohol Lore, Cooking Lore, or Crafting You've mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including potions. If you are a master in one of the prerequisite skills, this bonus increases to +2.- Goblin SongFeat Source Ancestry Feat Level 1 You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check. You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency. Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute. Success The target takes a –1 status penalty to Perception checks and Will saves for 1 round. Critical Failure The target is temporarily immune to attempts to use Goblin Song for 1 hour. Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +5 ◆ Arcana: +7 ◆ Athletics: +0 Crafting: +7 ◆ Deception: +1 Diplomacy: +1 Intimidation: +4 ◆ Lore (Cooking): +7 ◆ Medicine: +4 ◆ Nature: +1 Occultism: +7 ◆ Performance: +4 ◆ Religion: +1 Society: +4 Stealth: +5 ◆ Survival: +4 ◆ Thievery: +2 Attacks MELEE RANGE Staff, Two-Hand (d8), ◆, +3, 1d4 B Sickle, Agile, Finesse, Trip ◆, +5, 1d4 S Sling, Propulsive Range 50ft, ◆ +5, 1d6 B Witch Spell Casting Spell Tradition: Occult | Occult Save DC: 17 | Occult Spell Attack Modifier: +7 Cantrips Level 1 Level 2 Level 3 Level 4 Chill Touch; Detect Magic; Eat Fire; Haunting Hymn; Mage Hand; Message; Needle Darts; Prestidigitation; Sigil; Warp Step Alarm; Bane; Command Fear; Magic Missile; Ray of Enfeeblement - - - Level 5 Level 6 Level 7 Level 8 Level 9 - - - - - Focus Spell Points ◆ Cantrips Evil Eye Spells Phase Familiar Inventory Platinum Gold Silver Copper 0 12 0 8 Weapons & Armor Explorer's Clothing Staff, Sickle, Sling (x20 Bullets) Adventuring Gear Worn Stowed Backpack, Material Component Pouch, Bedroll, Chalk (x10), Cookware, Flint & Steel, Rations (3 wks), Rope, Soap, Torch (x5), Waterskin Current Bulk: 2 Encumbered: 5 Maximum: 10
Lodwilk January 26 Cook, The Goblin Witch Level: 1 Class: Witch Archetype: None Background: Cook Deity: The Sear (Patron) Alignment: Chaoitic Good Height: 3'1" Weight: 35 lbs Eyes: Yellow Skin: Pale Green Hair: Bald Race: Irongut Goblin Gender: Male Age: 22 yrs Abilities Ability | Modifier STR: 10 | +0 DEX: 14 | +2 CON: 12 | +1 INT: 18 | +4 WIS: 12 | +1 CHA: 12 | +1 Hit Points: 13 Armor Class: 115 Size: Small Speed: 25 ft Perception: +4 ◆ Fort Save: +4 ◆ Ref Save: +5 ◆ Will Save: +6 ◆◆ Tickles Skills Skill | Modifier Acrobatics | +5 Stealth | +5 Hit Points: 5 Armor Class: 15 Size: Tiny Speed: 25 ft, Fly 25ft Perception: +5 Fort Save: +4 Ref Save: +5 Will Save: +6 Abilities FlierGain 25ft Fly speed DarkvisionGain Darkvision Share SensesOnce every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar's body for up to 1 minute. You can Dismiss this effect. Abilities Ancestry GoblinHit Points 6 Size Small Speed 25 feet Ability Boosts Dexterity, Charisma, Free Ability Flaw(s) Wisdom Languages Common, Goblin. Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region). Darkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. Heritage IrongutYou can subsist on food that most folks would consider spoiled. You can keep yourself fed with poor meals in a settlement as long as garbage is readily available, without using the Subsist downtime activity. You can eat and drink things when you are sickened. You gain a +2 circumstance bonus to saving throws against afflictions, against gaining the sickened condition, and to remove the sickened condition. When you roll a success on a Fortitude save affected by this bonus, you get a critical success instead. All these benefits apply only when the affliction or condition resulted from something you ingested. Background CookYou grew up in the kitchens of a tavern or other dining establishment and excelled there, becoming an exceptional cook. Baking, cooking, a little brewing on the side—you’ve spent lots of time out of sight. It’s about time you went out into the world to catch some sights for yourself. Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You're trained in the Survival skill, and the Cooking Lore skill. You gain the Seasoned skill feat. Class Features Class ProficenciesPerception: Trained (◆) Saves: Fortitude: Trained (◆), Reflex: Trained (◆), Will: Expert (◆◆) Skills: Trained in one skill determined by your patron Trained in a number of additional skills equal to 3 plus your Intelligence modifier Attacks: Simple Weapons: Trained (◆), Unarmed Attack: Trained (◆) Defenses: Unarmed Defense: Trained (◆) Spells (Occult; Intelligence): Spell Attack Rolls : Trained (◆), Spell DC's: Trained (◆) PatronYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power. A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full. At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here. Curse PatronSpell List occult Patron Skill Occultism Hex Cantrip evil eye Granted Spell ray of enfeeblement FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels. Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1stlevel spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to. Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells. Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar. If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared. Witch Spell CastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots. As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier. Free Archetype Feats Feats Skill Feats Class Feats Ancestry & General Feats SeasonedFeat Source Awarded Feat Level 1 Prerequisites trained in Alcohol Lore, Cooking Lore, or Crafting You've mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including potions. If you are a master in one of the prerequisite skills, this bonus increases to +2.- Goblin SongFeat Source Ancestry Feat Level 1 You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check. You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency. Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute. Success The target takes a –1 status penalty to Perception checks and Will saves for 1 round. Critical Failure The target is temporarily immune to attempts to use Goblin Song for 1 hour. Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +5 ◆ Arcana: +7 ◆ Athletics: +0 Crafting: +7 ◆ Deception: +1 Diplomacy: +1 Intimidation: +4 ◆ Lore (Cooking): +7 ◆ Medicine: +4 ◆ Nature: +1 Occultism: +7 ◆ Performance: +4 ◆ Religion: +1 Society: +4 Stealth: +5 ◆ Survival: +4 ◆ Thievery: +2 Attacks MELEE RANGE Staff, Two-Hand (d8), ◆, +3, 1d4 B Sickle, Agile, Finesse, Trip ◆, +5, 1d4 S Sling, Propulsive Range 50ft, ◆ +5, 1d6 B Witch Spell Casting Spell Tradition: Occult | Occult Save DC: 17 | Occult Spell Attack Modifier: +7 Cantrips Level 1 Level 2 Level 3 Level 4 Chill Touch; Detect Magic; Eat Fire; Haunting Hymn; Mage Hand; Message; Needle Darts; Prestidigitation; Sigil; Warp Step Alarm; Bane; Command Fear; Magic Missile; Ray of Enfeeblement - - - Level 5 Level 6 Level 7 Level 8 Level 9 - - - - - Focus Spell Points ◆ Cantrips Evil Eye Spells Phase Familiar Inventory Platinum Gold Silver Copper 0 12 0 8 Weapons & Armor Explorer's Clothing Staff, Sickle, Sling (x20 Bullets) Adventuring Gear Worn Stowed Backpack, Material Component Pouch, Bedroll, Chalk (x10), Cookware, Flint & Steel, Rations (3 wks), Rope, Soap, Torch (x5), Waterskin Current Bulk: 2 Encumbered: 5 Maximum: 10
Lodwilk January 26 Cook, The Goblin Witch Level: 1 Class: Witch Archetype: None Background: Cook Deity: The Sear (Patron) Alignment: Chaoitic Good Height: 3'1" Weight: 35 lbs Eyes: Yellow Skin: Pale Green Hair: Bald Race: Irongut Goblin Gender: Male Age: 22 yrs Abilities Ability | Modifier STR: 10 | +0 DEX: 14 | +2 CON: 12 | +1 INT: 18 | +4 WIS: 12 | +1 CHA: 12 | +1 Hit Points: 13 Armor Class: 115 Size: Small Speed: 25 ft Perception: +4 ◆ Fort Save: +4 ◆ Ref Save: +5 ◆ Will Save: +6 ◆◆ Tickles Skills Skill | Modifier Acrobatics | +5 Stealth | +5 Hit Points: 5 Armor Class: 15 Size: Tiny Speed: 25 ft, Fly 25ft Perception: +5 Fort Save: +4 Ref Save: +5 Will Save: +6 Abilities FlierGain 25ft Fly speed DarkvisionGain Darkvision Share SensesOnce every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar's body for up to 1 minute. You can Dismiss this effect. Abilities Ancestry GoblinHit Points 6 Size Small Speed 25 feet Ability Boosts Dexterity, Charisma, Free Ability Flaw(s) Wisdom Languages Common, Goblin. Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region). Darkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. Heritage IrongutYou can subsist on food that most folks would consider spoiled. You can keep yourself fed with poor meals in a settlement as long as garbage is readily available, without using the Subsist downtime activity. You can eat and drink things when you are sickened. You gain a +2 circumstance bonus to saving throws against afflictions, against gaining the sickened condition, and to remove the sickened condition. When you roll a success on a Fortitude save affected by this bonus, you get a critical success instead. All these benefits apply only when the affliction or condition resulted from something you ingested. Background CookYou grew up in the kitchens of a tavern or other dining establishment and excelled there, becoming an exceptional cook. Baking, cooking, a little brewing on the side—you’ve spent lots of time out of sight. It’s about time you went out into the world to catch some sights for yourself. Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You're trained in the Survival skill, and the Cooking Lore skill. You gain the Seasoned skill feat. Class Features Class ProficenciesPerception: Trained (◆) Saves: Fortitude: Trained (◆), Reflex: Trained (◆), Will: Expert (◆◆) Skills: Trained in one skill determined by your patron Trained in a number of additional skills equal to 3 plus your Intelligence modifier Attacks: Simple Weapons: Trained (◆), Unarmed Attack: Trained (◆) Defenses: Unarmed Defense: Trained (◆) Spells (Occult; Intelligence): Spell Attack Rolls : Trained (◆), Spell DC's: Trained (◆) PatronYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power. A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full. At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here. Curse PatronSpell List occult Patron Skill Occultism Hex Cantrip evil eye Granted Spell ray of enfeeblement FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels. Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1stlevel spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to. Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells. Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar. If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared. Witch Spell CastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots. As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier. Free Archetype Feats Feats Skill Feats Class Feats Ancestry & General Feats SeasonedFeat Source Awarded Feat Level 1 Prerequisites trained in Alcohol Lore, Cooking Lore, or Crafting You've mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including potions. If you are a master in one of the prerequisite skills, this bonus increases to +2.- Goblin SongFeat Source Ancestry Feat Level 1 You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check. You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency. Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute. Success The target takes a –1 status penalty to Perception checks and Will saves for 1 round. Critical Failure The target is temporarily immune to attempts to use Goblin Song for 1 hour. Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +5 ◆ Arcana: +7 ◆ Athletics: +0 Crafting: +7 ◆ Deception: +1 Diplomacy: +1 Intimidation: +4 ◆ Lore (Cooking): +7 ◆ Medicine: +4 ◆ Nature: +1 Occultism: +7 ◆ Performance: +4 ◆ Religion: +1 Society: +4 Stealth: +5 ◆ Survival: +4 ◆ Thievery: +2 Attacks MELEE RANGE Staff, Two-Hand (d8), ◆, +3, 1d4 B Sickle, Agile, Finesse, Trip ◆, +5, 1d4 S Sling, Propulsive Range 50ft, ◆ +5, 1d6 B Witch Spell Casting Spell Tradition: Occult | Occult Save DC: 17 | Occult Spell Attack Modifier: +7 Cantrips Level 1 Level 2 Level 3 Level 4 Chill Touch; Detect Magic; Eat Fire; Haunting Hymn; Mage Hand; Message; Needle Darts; Prestidigitation; Sigil; Warp Step Alarm; Bane; Command Fear; Magic Missile; Ray of Enfeeblement - - - Level 5 Level 6 Level 7 Level 8 Level 9 - - - - - Focus Spell Points ◆ Cantrips Evil Eye Spells Phase Familiar Inventory Platinum Gold Silver Copper 0 12 0 8 Weapons & Armor Explorer's Clothing Staff, Sickle, Sling (x20 Bullets) Adventuring Gear Worn Stowed Backpack, Material Component Pouch, Bedroll, Chalk (x10), Cookware, Flint & Steel, Rations (3 wks), Rope, Soap, Torch (x5), Waterskin Current Bulk: 2 Encumbered: 5 Maximum: 10
Lodwilk January 16 Cook, The Goblin Witch Level: 1 Class: Witch Archetype: None Background: Cook Deity: The Rot (Patron) Alignment: Chaoitic Good Height: 3'1" Weight: 35 lbs Eyes: Yellow Skin: Pale Green Hair: Bald Race: Irongut Goblin Gender: Male Age: 22 yrs Abilities Ability | Modifier STR: 10 | +0 DEX: 14 | +2 CON: 12 | +1 INT: 18 | +4 WIS: 12 | +1 CHA: 12 | +1 Hit Points: 13 Armor Class: 115 Size: Small Speed: 25 ft Perception: +4 ◆ Fort Save: +4 ◆ Ref Save: +5 ◆ Will Save: +6 ◆◆ Tickles Skills Skill | Modifier Acrobatics | +5 Stealth | +5 Hit Points: 5 Armor Class: 15 Size: Tiny Speed: 25 ft, Fly 25ft Perception: +5 Fort Save: +4 Ref Save: +5 Will Save: +6 Abilities FlierGain 25ft Fly speed DarkvisionGain Darkvision Share SensesOnce every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar's body for up to 1 minute. You can Dismiss this effect. Abilities Ancestry GoblinHit Points 6 Size Small Speed 25 feet Ability Boosts Dexterity, Charisma, Free Ability Flaw(s) Wisdom Languages Common, Goblin. Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region). Darkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. Heritage IrongutYou can subsist on food that most folks would consider spoiled. You can keep yourself fed with poor meals in a settlement as long as garbage is readily available, without using the Subsist downtime activity. You can eat and drink things when you are sickened. You gain a +2 circumstance bonus to saving throws against afflictions, against gaining the sickened condition, and to remove the sickened condition. When you roll a success on a Fortitude save affected by this bonus, you get a critical success instead. All these benefits apply only when the affliction or condition resulted from something you ingested. Background CookYou grew up in the kitchens of a tavern or other dining establishment and excelled there, becoming an exceptional cook. Baking, cooking, a little brewing on the side—you’ve spent lots of time out of sight. It’s about time you went out into the world to catch some sights for yourself. Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You're trained in the Survival skill, and the Cooking Lore skill. You gain the Seasoned skill feat. Class Features Class ProficenciesPerception: Trained (◆) Saves: Fortitude: Trained (◆), Reflex: Trained (◆), Will: Expert (◆◆) Skills: Trained in one skill determined by your patron Trained in a number of additional skills equal to 3 plus your Intelligence modifier Attacks: Simple Weapons: Trained (◆), Unarmed Attack: Trained (◆) Defenses: Unarmed Defense: Trained (◆) Spells (Occult; Intelligence): Spell Attack Rolls : Trained (◆), Spell DC's: Trained (◆) PatronYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power. A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full. At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here. Curse PatronSpell List occult Patron Skill Occultism Hex Cantrip evil eye Granted Spell ray of enfeeblement FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels. Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1stlevel spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to. Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells. Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar. If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared. Witch Spell CastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots. As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier. Free Archetype Feats Feats Skill Feats Class Feats Ancestry & General Feats SeasonedFeat Source Awarded Feat Level 1 Prerequisites trained in Alcohol Lore, Cooking Lore, or Crafting You've mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including potions. If you are a master in one of the prerequisite skills, this bonus increases to +2.- Goblin SongFeat Source Ancestry Feat Level 1 You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check. You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency. Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute. Success The target takes a –1 status penalty to Perception checks and Will saves for 1 round. Critical Failure The target is temporarily immune to attempts to use Goblin Song for 1 hour. Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +5 ◆ Arcana: +7 ◆ Athletics: +0 Crafting: +7 ◆ Deception: +1 Diplomacy: +1 Intimidation: +4 ◆ Lore (Cooking): +7 ◆ Medicine: +4 ◆ Nature: +1 Occultism: +7 ◆ Performance: +4 ◆ Religion: +1 Society: +4 Stealth: +5 ◆ Survival: +4 ◆ Thievery: +2 Attacks MELEE RANGE Staff, Two-Hand (d8), ◆, +3, 1d4 B Sickle, Agile, Finesse, Trip ◆, +5, 1d4 S Sling, Propulsive Range 50ft, ◆ +5, 1d6 B Witch Spell Casting Spell Tradition: Occult | Occult Save DC: 17 | Occult Spell Attack Modifier: +7 Cantrips Level 1 Level 2 Level 3 Level 4 Chill Touch; Detect Magic; Eat Fire; Haunting Hymn; Mage Hand; Message; Needle Darts; Prestidigitation; Sigil; Warp Step Alarm; Bane; Command Fear; Magic Missile; Ray of Enfeeblement - - - Level 5 Level 6 Level 7 Level 8 Level 9 - - - - - Focus Spell Points ◆ Cantrips Evil Eye Spells Phase Familiar Inventory Platinum Gold Silver Copper 0 12 0 8 Weapons & Armor Explorer's Clothing Staff, Sickle, Sling (x20 Bullets) Adventuring Gear Worn Stowed Backpack, Material Component Pouch, Bedroll, Chalk (x10), Cookware, Flint & Steel, Rations (3 wks), Rope, Soap, Torch (x5), Waterskin Current Bulk: 2 Encumbered: 5 Maximum: 10
Lodwilk January 16 On 1/12/2024 at 5:00 PM, Zen Gypsy said: Cook, The Goblin Witch Level: 1 Class: Witch Archetype: None Background: Cook Deity: The Rot (Patron) Alignment: Chaoitic Good Height: 3'1" Weight: 35 lbs Eyes: Yellow Skin: Pale Green Hair: Bald Race: Irongut Goblin Gender: Male Age: 22 yrs Abilities Ability | Modifier STR: 10 | +0 DEX: 14 | +2 CON: 12 | +1 INT: 18 | +4 WIS: 12 | +1 CHA: 12 | +1 Hit Points: 13 Armor Class: 115 Size: Small Speed: 25 ft Perception: +4 ◆ Fort Save: +4 ◆ Ref Save: +5 ◆ Will Save: +6 ◆◆ Tickles Skills Skill | Modifier Acrobatics | +5 Stealth | +5 Hit Points: 5 Armor Class: 15 Size: Tiny Speed: 25 ft, Fly 25ft Perception: +5 Fort Save: +4 Ref Save: +5 Will Save: +6 Abilities FlierGain 25ft Fly speed DarkvisionGain Darkvision Share SensesOnce every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar's body for up to 1 minute. You can Dismiss this effect. Abilities Ancestry GoblinHit Points 6 Size Small Speed 25 feet Ability Boosts Dexterity, Charisma, Free Ability Flaw(s) Wisdom Languages Common, Goblin. Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnoll, Gnomish, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region). Darkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. Heritage IrongutYou can subsist on food that most folks would consider spoiled. You can keep yourself fed with poor meals in a settlement as long as garbage is readily available, without using the Subsist downtime activity. You can eat and drink things when you are sickened. You gain a +2 circumstance bonus to saving throws against afflictions, against gaining the sickened condition, and to remove the sickened condition. When you roll a success on a Fortitude save affected by this bonus, you get a critical success instead. All these benefits apply only when the affliction or condition resulted from something you ingested. Background CookYou grew up in the kitchens of a tavern or other dining establishment and excelled there, becoming an exceptional cook. Baking, cooking, a little brewing on the side—you’ve spent lots of time out of sight. It’s about time you went out into the world to catch some sights for yourself. Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You're trained in the Survival skill, and the Cooking Lore skill. You gain the Seasoned skill feat. Class Features Class ProficenciesPerception: Trained (◆) Saves: Fortitude: Trained (◆), Reflex: Trained (◆), Will: Expert (◆◆) Skills: Trained in one skill determined by your patron Trained in a number of additional skills equal to 3 plus your Intelligence modifier Attacks: Simple Weapons: Trained (◆), Unarmed Attack: Trained (◆) Defenses: Unarmed Defense: Trained (◆) Spells (Occult; Intelligence): Spell Attack Rolls : Trained (◆), Spell DC's: Trained (◆) PatronYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power. A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full. At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here. Curse PatronSpell List occult Patron Skill Occultism Hex Cantrip evil eye Granted Spell ray of enfeeblement FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels. Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1stlevel spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to. Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells. Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar. If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared. Witch Spell CastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots. As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier. Free Archetype Feats Feats Skill Feats Class Feats Ancestry & General Feats SeasonedFeat Source Awarded Feat Level 1 Prerequisites trained in Alcohol Lore, Cooking Lore, or Crafting You've mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including potions. If you are a master in one of the prerequisite skills, this bonus increases to +2.- Goblin SongFeat Source Ancestry Feat Level 1 You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of a single enemy within 30 feet. This has all the usual traits and restrictions of a Performance check. You can affect up to two targets within range if you have expert proficiency in Performance, four if you have master proficiency, and eight if you have legendary proficiency. Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute. Success The target takes a –1 status penalty to Perception checks and Will saves for 1 round. Critical Failure The target is temporarily immune to attempts to use Goblin Song for 1 hour. Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +5 ◆ Arcana: +7 ◆ Athletics: +0 Crafting: +7 ◆ Deception: +1 Diplomacy: +1 Intimidation: +4 ◆ Lore (Cooking): +7 ◆ Medicine: +4 ◆ Nature: +1 Occultism: +7 ◆ Performance: +4 ◆ Religion: +1 Society: +4 Stealth: +5 ◆ Survival: +4 ◆ Thievery: +2 Attacks MELEE RANGE Staff, Two-Hand (d8), ◆, +3, 1d4 B Sickle, Agile, Finesse, Trip ◆, +5, 1d4 S Sling, Propulsive Range 50ft, ◆ +5, 1d6 B Witch Spell Casting Spell Tradition: Occult | Occult Save DC: 17 | Occult Spell Attack Modifier: +7 Cantrips Level 1 Level 2 Level 3 Level 4 Chill Touch; Detect Magic; Eat Fire; Haunting Hymn; Mage Hand; Message; Needle Darts; Prestidigitation; Sigil; Warp Step Alarm; Bane; Command Fear; Magic Missile; Ray of Enfeeblement - - - Level 5 Level 6 Level 7 Level 8 Level 9 - - - - - Focus Spell Points ◆ Cantrips Evil Eye Spells Phase Familiar Inventory Platinum Gold Silver Copper 0 12 0 8 Weapons & Armor Explorer's Clothing Staff, Sickle, Sling (x20 Bullets) Adventuring Gear Worn Stowed Backpack, Material Component Pouch, Bedroll, Chalk (x10), Cookware, Flint & Steel, Rations (3 wks), Rope, Soap, Torch (x5), Waterskin Current Bulk: 2 Encumbered: 5 Maximum: 10