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Cook, Goblin Witch


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Cook, The Goblin Witch

 

Cook.png.6abb893594bedfc80baf1b441fcb951f.png
 


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

Tickles.png.28e29e86eea44e50fac01d0c93c83a63.png

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

 Goblin 

Heritage

Irongut

Background

Cook

 

   

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 Song

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 TouchDetect MagicEat 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
Edited by Lodwilk (see edit history)
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Background

There once was a small, roadside inn called The Gobl Inn. It was a quaint little place run by a family of goblins known as the Clearguts, who fed and provided shelter to those traveling the more remote areas in southern Brevoy. The inns kitchen was run by the youngest member of the family Grul Cleargut, who took his role as cook extremely seriously and with a dedication to providing delicious tasting meals to their patrons. His kitchen was usually filled with the smells of delicious foods and sounds of his terrible singing, occasionally “harmonized” with by his pet raven Tickles.  

This simple life for the Cleargut family was brought to ruin one day, by a group of bandits who had fallen on hard times and found the remote inn to be an easy target for food and supplies. The majority of the Clearguts tried to fight back the bandits and were killed for their resistance. Grul had managed to hide in a little hideaway in the attic while the bandits looted the inn for everything they could carry. When the bandits eventually left he waited a full day before leaving the attic to find his family dead, and his home completely ruined. Grul couldn’t bear to look at the building, as it was a reminder that while his family was being murdered he was curled in a ball in the attic too afraid to move even an inch. That very day he set the Gobl Inn on fire, and spent the night sleeping in the charred remains of the building. 

As he slept he was visited by an entity who referred to themselves as The Sear who was drawn to his grief and shame and offered him a deal. The Sear believed that there was a rot in this world that was eating away at society causing needless violence the likes of which Grul had just experienced. They know of an opportunity in Restov that can lead to the seeds of a community that can stand strong against such a rot, but they need a champion to help create such a community. In exchange this champion would be gifted powers to help achieve this goal. Wooed by the idea of helping create such a community as well as the abilities to fight back against people like those bandits, Grul accepted the deal.

In the morning Grul stood before the ruins of his family home coming to terms with the idea of how that part of his life was dead forever. He left his name with the ashes of his home, and Cook began his journey to Restov, as Tickles the raven followed overhead. 

Appearance

Visually, Cook is easy to miss. He is small, lanky with pale blue skin and even paler yellow eyes. He is still wearing the clothes from the attack on the Gobl Inn, though they now have more holes and tears in them from his walk to Restov. He does wear a little chefs hat that is so grease stained it’s a permanent brown now, with the top of it being nearly flattened down to his bald skull from Tickles constantly sitting on it when he’s tired.  When he first started his journey to Restov the cookware draped off his pack would clang and make all sorts of noise as he walked. Though he has since learned how to pack them so they don’t make as much noise.


Personality

Cook is dedicated to doing everything he can to prevent what happened to him from happening to others. As such he is very serious when it comes to anything involving protecting the weak and those too small to protect themselves. 

Any other time though the name Grul has been buried, the man is still in there. He loves to sing, though he isn’t conventionally good at it. Having grown up in customer service he is very big on taking care of others and making sure people are comfortable.  He isn’t very religious at all but does view the process of cooking a meal as an almost religious ritual, especially if it’s a meal for others.

Edicts:

  • Protect those who cannot protect themselves.
  • If someone is hungry, you feed them.

Anathemas

  • Killing without reason
  • Taking advantage of the weak. 

Questions
1:Do you want to use the Kingdom Building Rules (and, by extension, Warfare rules), or would you prefer to have the Kingdom in the background?

I’d like to give it a try, but if the majority of the other players don’t want to deal with it then I am fine with that

2:Do you want to incorporate the Companion characters from the Companion Guide (characters based on the Owlcat CRPG) in any capacity?

Yes. 

3: Do you want to incorporate the alternate Camping rules from the Companion Guide?

Yes I would and I am definitely not biased because I ended up making a character who’s a cook.


 

 

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Cook.png.7b56bc00063d2e6cd056944a310e98a0.png

Cook - Goblin Witch

HP: 13 | AC: 15 | Speed: 25 | Focus: 2/2 | Class DC: 17

Perception: +7 | Fort: +4 | Ref: +5 | Will: +6

Stats | Skills | Prepared Spells

Conditions:

This is a description of action.

"This is speech."

And this is thought.

Actions

Action 1:

Action 2:

Action 3:

 

 

Edited by Lodwilk (see edit history)
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Good concept. It's an interesting character.

Do you, as a player, have any thoughts on what "The Sear" is? Does Cook feel this entity is being 100% honest with them about their motivations, or does he suspect there is something they haven't told him?

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Thanks I had fun coming up with it, and I like the idea of a character with a very tragic backstory and tries his best to be very serious because of it, but it's just not in his nature.

As for The Sear, honestly the only idea I had for them was that their name was a lame cooking pun. Anything else I'd leave up to you so I left it very open to DM manipulation. Figured that would make it easier to incorporate them into a published adventure path. As for what Cook believes, he sees them as an entity that came to him at his lowest moment and offered him a hand and as such trusts them. I am planning that as the adventure continues and his wisdom grows he will start to realize that yes The Sear came to help when he was at his lowest, but they also came when he was at his most emotionally vulnerable and took advantage of that. Which will start to change how he sees the situation, but for now there is 100% trust.

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