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Gnome herb witch

Posted by DeveloperFor group 0
Developer
GM, 4 posts
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Fri 7 Dec 2018
at 15:06
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Gnome herb witch

Full Name.  Erkyamie  “Erky” Timbers
Race Gnome
Classes/Levels Witch (herbalist)
Gender   Male
Size Small
Age 100
Special Abilities Hexes
Alignment TN
Deity:  TBD
Location: TBD
Languages Common, Elven, gnome,  sylvan, draconic, goblin, orc
Occupation Herbalist: Healer, traveler, tinkerer, sage


Strength 10.    (+0)
Dexterity 12.    (+1)
Constitution 12.  (+1)
Intelligence 17.   (+3)
Wisdom 13.   (+1)
Charisma 13.   (+1)
20 point buy (3, 3, 1, 10, 3, 0)
Racial adjustment (-2 strength, +2 constitution, Charisma)
Age adjustment (-1 strength, dexterity, constitution; +1 Intelligence wisdom charisma

About Erky

Appears as an older gnome who appears to spend some amount of time wandering
Height: 3 feet 2 inches
Weight: 37 pounds
Hair: silver in a ponytail and a matching goatee
Eyes: green and overly large for his face

Wears a sturdy splotchy dark grey and green cloak over
And a bright wide belt known as a Haramaki

Standard Racial Traits
Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Type: Gnomes are Humanoid creatures with the gnome subtype.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
DEFENSE RACIAL TRAITS

Defensive Training: (replaced by master tinkerer)
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
***Master Tinker Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.

FEAT AND SKILL RACIAL TRAITS

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
MAGICAL RACIAL TRAITS

******Utilitarian Magic: Some gnomes develop practical magic to assist them with their obsessive projects. These gnomes add 1 to the DC of any saving throws against transmutation spells they cast. If their Intelligence score is 11 or higher, they also gain the following spell-like abilities 1/day—mage hand, open/close, prestidigitation, and unseen servant. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Intelligence modifier. This racial trait replaces gnome magic. Source PZO9280
OFFENSE RACIAL TRAITS

Hatred: (replaced by master tinkerer)
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
SENSES RACIAL TRAITS
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.


Noticable weapons
Spear, Elven Branched (cold iron) crafted
(18 gold). 1d6.     *3. Brace; reach. +2 attacks of opportunity

Bola (4) crafted (2.5 gold each).    1d3 nonlethal; trip

Combat

Hit points
8 (d6+  Con +1favoredclass)

Initiative
5.  (+1. Dex  +2 familiar+ 2 trait)

Armor class
13
Size bonus (+1)
Haramaki (+1)
Dex (+1)


Fortitude +
Reflex +
Will +

Herb witch archetype
Some witches dedicate their lives to the mastery of herb lore.

Herb witches brew foul-tasting medicines, sweet poisons, and other concoctions from the untamed plants of the wild.

Patron: An herb witch must choose a patron with a theme compatible with the needs of the natural world, selected from the following list: ancestors, animals, death, elements, healing, plague, plants, strength, time, water, winter, or wisdom.

Herb Lore (Ex)

Herb witches are masters of herbalism, and can use their herbs to duplicate many of the effects of alchemy, as well as craft tinctures of their own. An herb witch can attempt a Profession (herbalist) check in place of any Craft (alchemy) check and gains a bonus on Profession (herbalist) checks equal to half her class level.

In addition, herb witches are adept at brewing thick herbal cure-alls called remedies. An herb witch prepares her remedies while communing with her familiar and can prepare a number of remedies equal to 3 + her Intelligence modifier (minimum 1 remedy). A remedy becomes inert if it leaves the herb witch’s possession, reactivating as soon as it returns to her keeping. A witch can never have more remedies than 3 + her Intelligence modifier.

As a standard action, the herb witch can administer a remedy to herself or a creature within reach. This consumes the remedy, and the herb witch attempts a Profession (herbalist) check against the save DC of any one disease or poison currently afflicting the consumer. If the check is successful, the effect immediately ends. If the disease or poison doesn’t allow saving throws, the remedy is ineffective.

An herb witch can also use a remedy to attempt to end the blinded, deafened, fatigued, nauseated, or sickened conditions. This requires a Profession (herbalist) check with a DC equal to the spell or effect that caused the condition, or a DC 25 check if the condition was caused by an effect that doesn’t allow for a saving throw. If successful, the condition ends. Only a single condition, disease, or poison can be removed with each application of a remedy.

This replaces the witch’s hex gained at 1st level.

Hexes: An herb witch must select cauldron as her hex at 2nd level. The following hexes complement the herb witch archetype: fortune, healing, poison steep, swamp hag, witch’s bottle.

Major Hexes: The following major hexes complement the herb witch archetype: major healing, weather control, witch’s brew.

Grand Hexes: The following grand hex complements the herb witch archetype: life giver.



Hexes
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.
Herb Lore 1st level hex
Hexes to be gained: order TBD
Cauldron 2nd level hex

Other hexes to be gained (to be determined)
1.Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. 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. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

2. Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

3. 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.

4. 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.

5. Feral Speech (Su): This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way. At 12th level, the witch can use this hex to communicate with vermin. Source: Ultimate Magic

6. 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.

7. Swamp's Grasp (Su): The witch can cause an area to become an entangling quagmire. One ten foot square per witch level within 90 feet becomes difficult terrain for a number of rounds equal to 3+ the witchs intelligence modifier. If the witch uses this hex again before the duration of the previous use has expired, the effects of the previous use of this hex end immediately. Source: pathfinder players companion: blood of the moon.

Magic
Spells Orisons Prepared
1. Mending
2. Light
3. Daze
4. Spark
1st level spells Prepared
1. Command (0%) Options: Approach, Drop, Fall, Flee, Halt
2. Obscuring mist
3. Enlarge Person
4. Enlarge Person
2nd level spells prepared
1. Glitterdust
2. Glitterdust
3. Shield of faith
3rd level spells prepared
1. Sleet storm
2. Summon monster III

Weapons


Traits:
Excitable +2 initiative checks

Two-World Magic

Benefit: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn’t have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known.
Create water 0-th

Feats:
1st level

Breadth of Experience
Although still young for your kind, you have a lifetime of knowledge and training.
Prerequisites: Dwarf, elf, or gnome; 100+ years old.
Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.


10. The Spinner

The Spinner is one of the more mysterious signs: a huge spider, with eight closely clustered stars for eyes. The common interpretation is that the spider stores up food and weaves webs, reflecting the work of stockpiling and cloth spinning that happens at this time. Other interpretations see the spinner as the sign of magic, weaving the web of fate and trapping the unsuspecting with charms. Spinners are patient people by nature, who enjoy making plans and hatching plots. They can bide their time for a long while before taking quick, decisive action.

Benefit: +2 luck bonus to a single Reflex saving throw or automatic success on a single Wisdom-based skill check.



Skills: 6 points
Appraise +4 (intelligence check)
Bluff -1
Climb +0
Craft
Alchemy * (use profession herbalist instead)

Diplomacy 2 (3 ranks -1 cha)
Disguise -1
Escape artist +2
Fly 9 (+3 dex, +3 class, + 3 ranks)
Handle Animal 0 ()
Heal +0
Intimidate -1
Knowledge (arcana) 8 (+1 rank, +4 Int, +3 class)
Knowledge (dungeoneering)
Knowledge (engineering)
Knowledge (geography)
Knowledge (history) 8 (+1 rank, +4 Int, +3 class)
Knowledge (local)
Knowledge (nature) 8 (+1 rank, +4 Int, +3 class)
Knowledge (nobility)
Knowledge (planes) 8 (+1 rank, +4 Int, +3 class)
Knowledge (religion)
Linguistics (2 ranks, +4 Int)
Perception +9* (0 Wis, + 2 familiar, +5 ranks +2 race)
Profession (herbalist)    (+2 obsessive, + )

Also all the following architect, baker, barrister, brewer, butcher, clerk, cook, courtesan, driver, engineer, farmer, fisherman, gambler, gardener, innkeeper, librarian, merchant, midwife, miller, miner, porter, sailor, scribe, shepherd, stable master, soldier, tanner, trapper, and woodcutter

Ride +2
Spellcraft 16 (+6 rank, +4 Int, +3 class +2race)
Sense motive +2* (0 Wis, + 2 familiar)
Stealth +8 (+5 ranks, +3 dex)
Survival +0
Swim +4,
Use Magic Device 4(+3 rank, -2 CHA, +3 class)
*Alertness feat based on proximity of familiar......

Quote/code
A traveler's/tinker's* debt is always paid:
Once for any simple trade
Twice for freely given aid
Thrice for any insult made
from "The Name of the Wind" by Patrick Rothfuss.
*changed from tinker's

Equipment:
Adventurers sash 20 gold (crafted 10 gold)
Six pouches
1.  Spell component pouch
2.  Coffee pot; 5 clay mugs; wrapped in cloth
3.  Hammock; sack (empty); waterskin (empty)
4.  Rations (gnome,  ); Wandermeal;
5.
6.
winter blanket*
manacles w/simple lock
rations trail (6 days)*
weapon cords (2)
Caltrops (2)*
Holy Symbol, wooden (2)
Flint & steel

Sack, empty*
Saddle, riding*
Saddlebags*
Waterskins (3)*
Pick, miners*
shovel*
short spear*

*carried by a pony rather than Erky

gold pieces-
silver
copper


Expendables
Wand CLW 50/50
potions/oils
1st level (#) 50 gold each
adhesive spittle (1)
bless weapon (1)
enlarge person (1)
hide from undead (1)
hold portal (1)

Familiar "Tortise"
named for his shell and colorations
Greensting Scorpion
The scorpion the size of a house cat scrabbles forward,
small but fierce claws raised in challenge, stingered tail arched
over its back.
Greensting Scorpion
CR 1/4
XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 21 touch 16, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 7
Fort +2, Ref +3, Will +3
Immune mind-affecting effects
OFFENSE
Speed 50 ft.
Melee 2 claws +3 (1d2-4 plus grab), sting +6 (1d2-4 plus poison)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks constrict (1d2-4)
STATISTICS
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB -6 (-2 grapple); CMD 7 (19 vs. trip)
Skills Climb -1, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 12; frequency 1/round for 6 rounds;
effect 1d2 Strength damage; cure 1 save. The save DC is Constitutuion-based and includes a +2 racial bonus.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.
A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Spells the familiar "knows"

0-Level Spells—bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink*, read magic, resistance, spark*, stabilize, touch of fatigue.

1st level spells
1. Command
2. Enlarge Person
3. Sleep
4. Beguiling gift
5. Identify
6. Mount
7. Obscuring mist
8. Interrogation

2nd level spells
Glitterdust
Hold portal
fog cloud

3rd level spells
sleet storm
summon monster 3

Patron


Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

Winter: 2nd—unshakable chill, 4th—resist energy (cold only), 6th—ice storm, 8th—wall of ice, 10th—cone of cold, 12th—freezing sphere, 14th—control weather, 16th—polar ray, 18th—polar midnight. Source PZO1140 and PZO1117


In the earliest of days the gnomes fled the first world however some among them still practice first world magic.  Erky is one of the doubly rare practitioners of the non-wizard and non-sorcerer brands of female dominated magic available to the gnomes.  Also works diligently on the work of unlocking the mysteries and powers of plants and herbs, the roots of which still tap into the power of the first world.

Class Skills: Craft (Any), Diplomacy, Fly, Heal, Intimidate, Knowledge (Arcana), Knowledge (History), Knowledge (Nature), Knowledge (Planes), Perception, Profession (Any), Spellcraft, Stealth, and Use Magic Device.

Languages: Common, Elven, Abyssal, Aklo, Draconic, Infernal, Orc
This message was last edited by the GM at 17:59, Sat 29 Dec 2018.
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