Jadak (PFRPG; Minotaur, Witch)

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Jadak (PFRPG; Minotaur, Witch)

Postby Jadak » Mon Oct 28, 2019 5:16 pm

Player Name: Gary
G-Mail: insanitysektor@gmail.com
Ledger

Character Name: Jadak Absyros Murfajar Stronghorn
Alias: Jadak, Jadak Lifedrinker, Avatar of Kalba, and various others
Race: Minotaur
O.C.C.: (basic) Witch
Alignment: Aberrant
XP Level: 3
XP Points: 3,741
Next Level @ XP: 8,481
Racial Hostilities: Equal opportunity hater of all races... but, most all of them make great corpses.
Sentiments/Western Empire: Lots of humanoid corpses to the west.
Sentiments/Dominion of Man: Lots of humanoid corpses in the east... they may be spread out a bit more, but variety more than makes up with that.
Disposition: Curiosity killed the cat and Jadak curiously studied its corpse.
Insanity: TO BE DETERMINED VIA YIM CHAT WITH THE GAME MASTER ONCE PC SHEET IS COMPLETED
Gods Worshipped: Anubis (sometimes other dark gods, especially those relating to the dead, death, necromancy, magic, etc.)

ATTRIBUTES
I.Q.: 9
M.E.: 14
M.A.: 6
P.S.: 30
P.P.: 15
P.E.: 28
P.B.: 11
Speed: 26

PHYSICAL DATA
P.P.E.: 132
I.S.P.: 145
H.P.: 57
S.D.C.: 205
AR: 12
HF: 14
Age: 111
Sex: Male
Height: 10'
Weight: 700lbs
Description: Jadak is a tall, broad shouldered, and proud minotaur with reddish-brown skin and raven black hair & fur.

Racial Abilities
Nightvision: 60'
Fire & Cold resistant (half damage)
Recognize Scent 22% (+0%)
Track by blood 54% (+0%)

Natural Abilities
Perception: 31% (+3%)
Charm/Impress:
Invoke Trust/Intimidate:
Max. Encumbrance: 840 lbs
Max. Carrying Weight: 9,000 lbs
Max. Lifting Weight: 15,000 lbs
Max. Jumping Ability: 45' long, 22.5' high

Special Abilities
Supernatural Strength & Endurance
Impervious to possession & mind control
Mark of Evil (third nipple with 4 tentacles)
Supernatural Healing (self): Bio-regenerates 4d6 hp at will (once per melee round)
Command Creatures of Pestilence
The ability to summon and control 1D4x10 rats or mice, or a swarm of 100 flies, fleas, ticks or mosquitoes per level of the witch. In both cases, the swarm of animals or insects has a horror factor of 12. The creatures understand only simple commands like "attack," "stay," or "stop them." Those attacked by 10 or more rats or mice suffer 2D6 points of damage per melee round, lose initiative and two attacks/actions per melee (the penalties come from being distracted by the attacking rodents and having to brush them away/off). The character can spend all of his attacks/actions per melee round and suffer only ID4 damage, but can do nothing but knock the creature off him. Characters clad in full body armor with a tight fitting helmet and no or few openings in the armor are virtually invulnerable but will still suffer from the initial horror factor. Note that many suits of chain mail and other armor may leave the face, neck, hands or underarms exposed or have openings which the creatures can crawl into and get inside the armor.

Insects can get inside and affect all types of armor except completely sealed, environmental armor and magical protection like force fields and the Armor of Ithan. Characters caught in a swarm of these biting insects suffer minimal damage (1D4 per melee round) but cannot talk without swallowing bugs (and may choke; 50% chance; loses ID4 melee actions per choking episode and is -3 to strike, parry or dodge), suffers from stinging bites, impaired vision (reduce by half), and constant discomfort and distraction. Consequently, all combat bonuses are negated (unmodified dice rolls only) and victims lose one melee action.

Psionics
Minor
    Self
      Sixth Sense
      Telepathy
    Witch
      All Psionics (as 10th lvl)

Spell Knowledge
Spell Strength: (starts at 12 in most cases)
    Self
      (none)
    Witch
      All wizard & elemental magic (as 7th lvl)

Racial Skills
Language: Elven/Dragonese 90% (+1%)
Language: Troll/Gigantese 56% (+3%)
Language: Gobbeley 56% (+3%)

O.C.C. Skills
Language: Faerie Speak 66% (+3%)
Language: Western 66% (+3%)
Lore: Demon & Monster 55% (+5%)
Lore: Faeries & Creatures of Magic 45% (+5%)
WP Sword
WP Battle Axe
HtH: Basic

O.C.C. Related Skills
Lore: Magic
    General Knowledge 45% (+5%)
    Recog. Magic Circles, Runes, etc. 35% (+5%)
    Recog. Enchantment 30% (+5%)
Literacy: Elven/Dragonese 40% (+5%)
Lore: Religion 50% (+5%)
Lore: Witch 35% (+5%)
Metalworking 50% (+5%)
Wilderness Survival 45% (+5%)
Land Navigation 43% (+4%)
Identify Plants & Fruits 40% (+5%)
Track humanoids 40% (+5%)
History 45% (+5%)
Cook 50% (+5%, 1st lvl)
Running (1st lvl)

Secondary Skills
Gambling/Card Shark 37% (+4%)
Swimming 50% (+5%)
Athletics (1st lvl)
Forced March (1st lvl)

Combat Data
HTH Type: Basic
Number of Attacks: 6
Initiative Bonus: +2
Strike Bonus: +1
Parry Bonus: +3
Dodge Bonus: +3
HTH Damage Bonus: +15
Bonus to Roll w/Punch: +1
Bonus to Pull a Punch: --
Bonus to Disarm: --
Claws/Punch: 2D6+15
Kick: 3d6+15
Head butt: 3D6
Charge w/Horns: 5D6+15 (60% knockdown)

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Sword: +2 to strike
W.P. Battle Axe: +1D6 dmg, +2 to strike, +1 to parry, +1 to strike when thrown

Saving Throw Bonuses
Coma/Death: 26%
Magic (varies): +7
Lethal Poison (14+): +7
Non-Lethal Poison (16+): +7
Insanity (12+):
Psionics (12+):
Horror Factor (varies): +7
Illusion: +4
Last edited by Jadak on Fri Nov 08, 2019 12:36 am, edited 23 times in total.
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Re: Jadak (PFRPG; Minotaur Witch)

Postby Jadak » Mon Oct 28, 2019 5:16 pm

Instructions:
  • Items which have stats have their name in bold type.
  • Items which have stats or images are fully listed under Gear Stats.
  • As such, there should be no stats or images above the Gear Stats header.

Equipment

When it comes time for you to make out your wish lists please also answer the following questions.
  • On a scale of 1 to 3, with 1 being most important, please assign a value to each wish list category for this PC.
  • Also, would you sacrifice an entire category to have a better selection in another? Yes
  • If so, which would you sacrifice and which would you improve? Armor (&/or primary weapon) for Transportation (Udok)

Wish List Categories
Standard Categories

Transportation 1
    Udok
      Value: 1,000-4,000 gold
      Book Ref: PFRPG B15, p98
    Black Rhino
      Book Ref: M&A, p204
    Elephant
      Book Ref: M&A, p203

Primary Weapon 2
    Giant Stone-wood Battle Axe
      Range: Melee
      Damage: 5d6
      Value: 100 gold

    Giant Battle Axe
      Range: Melee
      Damage: 4d6
      Value: 60 gold

    Battle Axe
      Range: Melee
      Damage: 3d6
      Value: 40 gold


Secondary Weapon 3
    Giant Stone-wood Battle Axe
      Range: Melee
      Damage: 5d6
      Value: 100 gold

    Giant Battle Axe
      Range: Melee
      Damage: 4d6
      Value: 60 gold

    Battle Axe
      Range: Melee
      Damage: 3d6
      Value: 40 gold

Armor/Protection 3
    Giant Studded leather
    • A.R.: 13
    • S.D.C.: 57
    • Modifiers: -5% mobility penalty
    • Weight: 30 lbs

    Giant Hard Leather Armor
    • A.R.: 11
    • S.D.C.: 45
    • Modifiers: none
    • Weight: 16.5 lbs

    Giant Plate (half)
    • A.R.: 14
    • S.D.C.: 90
    • Modifiers:
    • Weight: 30 lbs


Special Categories



Vehicles/Mounts are listed first.

Carried/In Hand

Worn on Person
Armor
Backpack, sacks, & utility belt
Battle Axe(s)
Silver Dagger (1d4 dmg)
Knife (1d6 dmg)


Utility Belt
    • Attachment: Water Skin
    • Attachment: Small Sack (empty)
    • Attachment:
    • Attachment:

Backpack
    • Space:
    • Space:
    • Space:
    • Space:
    • Space:
    • Space:
    • Space:
    • Space:
    • Space:
    • Space:

Large Sack (1)
    Two sets of clothing, bedroll

Large Sack (2)
    flint and tinder box, 4 candles, 4 black candles, a wooden cross, 2 wooden stakes, small mallet, small mirror, 1 sticks of incense, and 1 cloves of garlic


Stored in Vehicle


100 gold



Gear Stats
Last edited by Jadak on Wed Nov 06, 2019 2:54 pm, edited 8 times in total.
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Re: Jadak (PFRPG; Minotaur Witch)

Postby Jadak » Mon Oct 28, 2019 5:16 pm

Background Story


XP: Basic Witch
[list]1) 0 -1,870
2) 1,871 - 3,740
3) 3,741 - 8,480
4) 8,481 - 16,900
5) 16,901 - 24,900
6) 24,901 - 36,800
7) 36,801 - 54,700
8) 54,701 - 75,600
9) 75,601 - 100,500
10) 100,501 - 140,400
11) 140,401 -190,300
12) 190,301 - 250,200
13) 250,201 - 300,100
14) 300,101 - 370,200
15) 370,201 - 430,300
Last edited by Jadak on Thu Nov 07, 2019 6:58 pm, edited 5 times in total.
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Jadak
 
Posts: 14
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Re: Jadak (PFRPG; Minotaur Witch)

Postby Jadak » Mon Oct 28, 2019 5:17 pm

ROLLS & STUFF!

Sources
Minotaur: PFRPG Book 2, p11-14
Witch: PFRPG Main Book, p112-116


EP Marketplace to unlock Minotaur

Base perception 15% (3%)

Minotaur
Stat Rolls
IQ+1 & MA (2d6)
3d6:
1, 4, 5
-- 9
3d6:
1, 2, 4
-- 6
ME, PB, & SPD (3d6)
4d6:
6, 2, 2, 6
-- 14
4d6:
2, 3, 5, 2
-- 10
4d6:
1, 6, 1, 4
-- 11
PP (4d6)
5d6:
1, 5, 6, 1, 3
-- 15
PS & PE (5d6)
6d6:
4, 3, 6, 4, 5, 4
-- 23
6d6:
3, 4, 2, 6, 5, 3
-- 21


Base Stat Placement
IQ 9
ME 14
MA 6
PS 23
PP 15
PE 21
PB 11
Spd 10


Other starting racial stuff
HP: PE + 1d6 = 3 + 2d6 = 6
SDC: 2d4*10 = 70 + 2d6 = 8 (from lvls)
AR: 12
PPE: 2d6 = 5
HF: 14
Height: 7' + 1d4 = 3'
Weight: 500-800lbs

Skills:
Languages: Troll/Gigantese, Gobbeley, Elven

Perception +10%
Nightvision: 60'
Recognize Scent 22%
Track by blood 54%
Fire & Cold resistant (half damage)

Bonuses: +1 s/p/d
+3 Save vs HF

Damage Notes:
    Claws/Punch 2d6 + PS
    Kick 3d6 + PS
    Head butt 3d6
    Charge w/ horns 5d6 + PS (60% knockdown)

Psionics: 1d100 = 24
Minor Psionic
ME + 4d6 = 11
Sixth Sense & Telepathy


Witch Stuff
Anubis, Lord of Death
Gift of Union
"All the magic known by the witch's master, but at one-third the creature's normal range of knowledge and spell strength."
    Anubis: 20th level Summoner, 15th level Necromancer, and 8th level Diabolist
    (full list of spells not placed here yet)
  • All Wizard spells (5th lvl)
  • All Spells of Legend (5th lvl)
  • All Necromancy spells & abilities (5th lvl)
      1) Union with the dead
      2) Augmentation & additional appendages
      3) Animate & control the dead
      4) Impervious to vampires
      5) Frightening: +6 save vs HF, +1 HF @ lvls 3,5,7,9,11,13
      6) 2d4x10 PPE base + 2d6/lvl
  • All Summoner powers (6th lvl)
      1 ) Understand, create, & use all types of circles
      2 ) Deciphering Circles
      3 ) Power words
      4 ) Mystic Symbology
      5 ) Recognize Enchantment
      6 ) Recognize Magic
      7 ) Magic Bonuses: +1 save vs magic @ lvls 2,4,8,12; +2 save vs HF, +3 save vs possession & mind control; +1 circle strength @ lvls 7 & 14
      8 ) 3d6x10 PPE, +1d6/lvl
      9 ) Read Scrolls
  • All Diabolist powers (2nd lvl)
      1 ) Power words
      2 ) Literacy: Runes
      3 ) Mystic Symbology
      4 ) Recognize & Understand Magic Circles
      5 ) Use Magic Circles
      6 ) Identify Energized Wards
      7 ) Recognize Enchantment
      8 ) Recognize Magic
      9 ) Magic Bonuses: +1 save vs magic @ lvls 2,5,10,15; +3 save vs HF; Impervious to own wards
      10 ) 2d4x10 PPE +2d6/lvl
      11 ) Read Scrolls
All psionic powers known by master at 1/2 lvl
  • All Physical Psionic abilities
  • Telepathy, Object Read, Presence Sense, Hydrokinesis, Mind Bold, Psi-Shield, Psi-Sword, Mind Block Auto-Defense
ISP: + 3d4*10 = 120
SDC: + 3d4*10 = 80
PPE: +100
Essence & Host can draw on total available PPE & ISP
    +1 APM
    Supernatural Strength & Endurance
    PS: +6
    PE: +6
    Impervious to possession & mind control
    +4 Save vs HF
    +4 Save vs Illusion
    +2 Init


    Major Pact
    Lifelong Servitude
      Pact details will stick within Aberrant alignment (both Anubis & Jadak are Aberrant); to be discussed with EBAH
      Mark of Evil: Third nipple


    Demon Familiar
    Alignment: Aberrant
    HF: 10
    AR: 12
    HP: 6d6+20 = 40
    SDC: 1d4*10 = 10
    ISP: 3d4*10 = 100
    PPE: 6d6+60 = 75

    IQ: 10
    ME: 19
    MA: 12
    PS: 1d6+18 = 19
    PP: 1d6+12 = 15
    PE: 1d6+18 = 23
    PB: 10
    SPD: 6d6+10 = 32

    Cunning, devious, treacherous and possesses the physical form and abilities of its animal host in addition to its demonic ones. Its host body is typically a cat, dog. wolf, rat, weasel, snake, hawk or raven/crow.
    (Need to select an animal & add it to this template! Debating Udok [PFRPG Book 15, pg 100]; second form [if it has one] of a bull.)

    Abilities:
    • 1. The greater familiar can speak in animal form, but when outsiders are present it will not do so without instruction from the witch. Communication is much the same as two humans conversing. It will otherwise act like the animal it resembles.
    • 2. Obeys only the witch and will follow his/her commands without question or hesitation, especially in combat situations. However, should the witch defy the will of his "true master," the familiar's vow of obedience is broken and it can act completely independently to betray, torment or slay the witch.
    • 3. A rapport between witch and familiar. Both usually have the same outlook on life and wickedness. The two talk like old friends or business partners. The spiritual bond between the two is such that the familiar may also allow the witch to see, hear, feel, taste, and smell everything it experiences, but this is at the discretion of the familiar, not the witch.
    • 4. Supernatural bond: The witch and demon familiar are physically and spiritually linked. This connection allows the witch to draw P.P.E. points from the creature whenever she needs them. Furthermore, the demon familiar endows the witch with an additional 20 hit points and 40 S.D.C. (or M.D.C. if a mega-damage being). If the familiar is slain, the witch permanently loses the bonus hit points and S.D.C., plus an additional 10 hit points. This "link" also enables the witch and familiar to sense when one or the other is being tortured, battered near death and when the other dies, regardless of the distance between them.
        Note: The familiar is sometimes sent on brief missions that can take it several miles away, otherwise the two are constant companions.
    • 5. If the greater familiar is slain, the witch will never again be given a demon familiar. However, a lesser familiar (same as the familiar wizard spell) may be given as a replacement, but only after a period of time (one or two years) as punishment for allowing the death of her powerful
    • 6. Psychic Abilities: 1d100 = 59 (All physical powers)
        All psi-powers are equal to a 6th level psychic

    Magic Knowledge: The familiar knows all the same magic as the witch, but will only use its powers when commanded to do so, or to protect the witch or itself

    APM: 3
    (dmg bonus is equal to supernatural PS)

    +2 save vs magic
    +4 save vs HF
    +1 strike
    +1 parry
    +2 dodge


    Skills
    OOC Skills:
      Speaks two additional languages (+10%)
      Lore: Demon & Monster (+20%)
      Lore: Faerie Folk (+10%)
      W.P. Two weapons of choice.
      Hand to Hand: Basic
      Hand to hand: basic can be changed to hand to hand expert at the cost of two "other" skills, or martial arts for the cost of three "other" skills

    OCC Related Skills:
    Select 10 other skills, but two must be from wilderness or domestic. Plus select two additional skills at level three and one at levels six, nine and twelve.
      Communications: None
      Domestic: Any (+10%)
      Espionage: Any (+5%).
      Horsemanship: General or Exotic only.
      Medical: Any (+5%)
      Military: Interrogation and Surveillance only.
      Physical: Any; except Acrobatics, Gymnastics, Boxing & Wrestling.
      Rogue: Any (+6%)
      Science: Any
      Scholar/Technical: Any (+10% on lore and language only)
      Weapon Proficiencies: Any, except the Lance and Long Bow.
      Wilderness: Any (+5%)

    Secondary Skills:
    The character also gets to select two secondary skills from the previous list at levels one, three, six, nine and thirteen. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.


    Skill Bonuses
    Athletics
      +1 roll
      +1 PS
      +1d6 = 5 SPD
      +2d4 = 2 SDC

    Running
      + 1 PE
      +4d6 = 14 SPD WRONG DIE ROLL
      +4d4 = 11 SPD
      +1d6 = 5 SDC


    Equipment, armor, weapons, & money
    Standard Equipment: Two sets of clothing, bedroll, backpack, 1d4 = 1 small sacks, two large sacks, water skin, flint and tinder box, 1d4 = 4 candles, 1d4 = 4 black candles, a wooden cross, 1d4 = 2 wooden stakes, small mallet, small mirror, 1d4 = 1 sticks of incense and 1d4 = 1 cloves of garlic.

    Armor: Starts with soft leather (A.R. 10, S.D.C. 20); same restrictions as the wizard and warlock.

    Weapons: A small silver dagger (1D4 damage), a normal knife (1D6 damage) and two additional weapons of choice. All are basic S.D.C. weapons of good quality. Magic weapons and additional items must be acquired later. Favorite weapons among witches include throwing knives, swords, axes, staves and cross bows.

    Money: The character starts with 100 in gold. Additional money will come from payment for services rendered and/or the acquisition of booty. Witches who live in or near one particular community are often regarded with fear and respect — and often get paid "tribute" in the way of livestock, food, alcohol and treasure. Those among tribes or groups of Orcs, Ogres, Trolls, Goblins, and other monster races are often shamans or leaders of the group. Most humans, elves and dwarves avoid witches and the military rarely hires them for special assignments.


    XP: Disciple of Chaos
      1 0 - 1,750
      2 1,751 - 3,500
      3 3,501 - 7,560
      4 7,561 - 17,000
      5 17,001 - 25,000
      6 25,001 - 38,800
      7 38,801 - 56,700
      8 56,701 - 77,600
      9 77,601 - 110,500
      10 110,501 - 150,400
      11 150,401 - 200,300
      12 200,301 - 260,200
      13 260,201 - 310,100
      14 310,101 - 390,200
      15 390,201 - 460,300


    Hand to Hand: Basic
    • Level 1: Starts with four APM, +2 to roll with impact, +2 to pull punch
    • Level 2: +2 to parry, +2 to dodge
    • Level 3: Kick attack does 1D8 damage
    • Level 4: +1 APM
    • Level 5: +1 to strike and disarm
    • Level 6: Critical Strike on a natural 19 or 20.
    • Level 7: +2 to melee damage
    • Level 8: Body Throw/Flip; does 1D6 damage and victim loses initiative and 1 APM
    • Level 9: +1 APM
    • Level 10: +2 to pull punch, +2 to roll with impact
    • Level 11: +1 to parry, +1 to dodge
    • Level 12: +1 to strike
    • Level 13: Critical strike (triple damage) or knockout from behind
    • Level 14: +2 to melee damage
    • Level 15: +1 APM



    not needed
    Familiar 1
    Greater Familiar
    (Main book, p115)
    (PFRPG Book 15,p98)

    • Note: The Main book states "demon familiar" for witches, though Old Ones states the pact is made with a "fragmented dream essence of a slumbering old one". Whether we go with a demon or another 'fragment', I would like to have an Udok familiar. They are from the Lands of the Damned, like Jadak, and also work with minotaurs commonly it would seem.
      At second level, the witch who has made a major pact receives a demon familiar (also known as a Greater Familiar). The familiar is either a magically metamorphed demon or an essence fragment that possesses an ordinary animal into a host body for its demonic essence. The animal functions similar to a lesser familiar, except that it possesses a human intelligence, can talk, is supernaturally strong and possesses psionic and magic powers of its own.

      Value: In the Land of the Damned they are sometimes used as riding animals, guardians and attack animals (worth 1000-4000 gold). Minotaurs love using Udoks in tills capacity. However, owners must remember to treat the beast as a partner or the Udok will turn on them and run away. In the outside world these monsters would probably fetch two or three times as much, at least until they could be bred in larger numbers.

    • Among the deevils, Mimic (DB11, p86) or Shock Beast (DB11, p88) would be an awesome choice. Mimics because they're creatures of chaos (and can mask their supernatural nature) and shock beasts because of their emotional range (fitting Jadak's schtick).
    • Of demons, a Tuarsis (DB10, p44) or Succubus (DB10, p59).
    • Any of those possessing an Udok. If I had my choice, mimic would likely be at the top of the list.

    Alignment: Aberrant
    HF: 10
    AR: 12
      Note: All stat rolls are made in the roll comment

    Abilities:
    • 1. The greater familiar can speak in animal form, but when outsiders are present it will not do so without instruction from the witch. Communication is much the same as two humans conversing. It will otherwise act like the animal it resembles.
    • 2. Obeys only the witch and will follow his/her commands without question or hesitation, especially in combat situations. However, should the witch defy the will of his "true master," the familiar's vow of obedience is broken and it can act completely independently to betray, torment or slay the witch.
    • 3. A rapport between witch and familiar. Both usually have the same outlook on life and wickedness. The two talk like old friends or business partners. The spiritual bond between the two is such that the familiar may also allow the witch to see, hear, feel, taste, and smell everything it experiences, but this is at the discretion of the familiar, not the witch.
    • 4. Supernatural bond: The witch and demon familiar are physically and spiritually linked. This connection allows the witch to draw P.P.E. points from the creature whenever she needs them. Furthermore, the demon familiar endows the witch with an additional 20 hit points and 40 S.D.C. (or M.D.C. if a mega-damage being). If the familiar is slain, the witch permanently loses the bonus hit points and S.D.C., plus an additional 10 hit points. This "link" also enables the witch and familiar to sense when one or the other is being tortured, battered near death and when the other dies, regardless of the distance between them.
        Note: The familiar is sometimes sent on brief missions that can take it several miles away, otherwise the two are constant companions.
    • 5. If the greater familiar is slain, the witch will never again be given a demon familiar. However, a lesser familiar (same as the familiar wizard spell) may be given as a replacement, but only after a period of time (one or two years) as punishment for allowing the death of her powerful
    • 6. Psychic Abilities: (All physical powers)
        All psi-powers are equal to a 6th level psychic

    Magic Knowledge: The familiar knows all the same magic as the witch, but will only use its powers when commanded to do so, or to protect the witch or itself

    APM: 3
    (dmg bonus is equal to supernatural PS)

    +2 save vs magic
    +4 save vs HF
    +1 strike
    +1 parry
    +2 dodge



    OLD (disciple of agu)
    Supernatural Healing (self): Bio-regenerates 4d6 at will (once per melee round)
    Command Creatures of Pestilence (see below)[/list]

    Command Creatures of Pestilence:
    The ability to summon and control 1D4x10 rats or mice, or a swarm of 100 flies, fleas, ticks or mosquitoes per level of the witch. In both cases, the swarm of animals or insects has a horror factor of 12. The creatures understand only simple commands like "attack," "stay," or "stop them." Those attacked by 10 or more rats or mice suffer 2D6 points of damage per melee round, lose initiative and two attacks/actions per melee (the penalties come from being distracted by the attacking rodents and having to brush them away/off). The character can spend all of his attacks/actions per melee round and suffer only ID4 damage, but can do nothing but knock the creature off him. Characters clad in full body armor with a tight fitting helmet and no or few openings in the armor are virtually invulnerable but will still suffer from the initial horror factor. Note that many suits of chain mail and other armor may leave the face, neck, hands or underarms exposed or have openings which the creatures can crawl into and get inside the armor.

    Insects can get inside and affect all types of armor except completely sealed, environmental armor and magical protection like force fields and the Armor of Ithan. Characters caught in a swarm of these biting insects suffer minimal damage (1D4 per melee round) but cannot talk without swallowing bugs (and may choke; 50% chance; loses ID4 melee actions per choking episode and is -3 to strike, parry or dodge), suffers from stinging bites, impaired vision (reduce by half), and constant discomfort and distraction. Consequently, all combat bonuses are negated (unmodified dice rolls only) and victims lose one melee action

    1d4+3 = 4
    Last edited by Jadak on Thu Nov 07, 2019 10:49 pm, edited 14 times in total.
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    Re: Jadak (PFRPG; Minotaur Witch)

    Postby Augur » Sun Nov 03, 2019 3:31 pm

    Jadak wrote:1) Demon Familiar
      Wishlist item? Or is this something Augur or EBAH would be rolling up?

    2. Summon lesser Demons, Deevils or lesser supernatural beings.
    The character can summon 1D4 lesser demons, deevils or other supernatural beings, but this is possible only through a link with a greater familiar. Can be attempted only once every 12 hours with a 40% +2% chance of success per level of experience. Five minutes (minimum) of
    meditation and prayer are required.


    Assuming this is an available option given the above, roleplay this out. There's no "given" stated here.

    Note: I've had to go back and forth with myself on all this stuff, having overlooked X, only to find it later, so I think I'll save myself some time for once and just ask: what's the source for this Demon Familiar? Book & page reference, please.



    Jadak wrote:2) Supernatural Healing (Self)
      "Bio-regenerates 4D6 hit points at will."
      Should that be HP or SDC?
      This is part of the Disciples of the Old Ones, though there is similar for the witch itself (both from Major Pact).

    Supernatural Healing (self) bio-regenerates 4D6 hit points at will as often as once per melee round!

    This is only applicable to H.P.
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    Re: Jadak (PFRPG; Minotaur Witch)

    Postby Jadak » Sun Nov 03, 2019 4:21 pm

    Augur wrote:
    Jadak wrote:2) Supernatural Healing (Self)
      "Bio-regenerates 4D6 hit points at will."
      Should that be HP or SDC?
      This is part of the Disciples of the Old Ones, though there is similar for the witch itself (both from Major Pact).

    Supernatural Healing (self) bio-regenerates 4D6 hit points at will as often as once per melee round!

    This is only applicable to H.P.


    CB Dark Conversion, p173 reads (newest writing of Witch OCC):
      1. Heal self. Instantly bio-regenerates 5D6 Hit Points or physical M.D.C. at will, but is limited to doing so four times per day (24 hour period).
    vs
    PFRPG Main, p115:
      1. Heal self. Bio-regenerates 4D6 hit points at will, but is limited to four times per day (24 hour period).

    The only change made between PFRPG Main's mention & the ability in the Old Ones (p13; which is intended to be a more powerful version of "Heal Self" obviously, for the Disciples) is in its 'uses'.
      1. Supernatural Healing (self). Bio-regenerates 4D6 hit points at will, as often as once per melee round!

    RUE also points to Dark Conversions btw (in the Shifter OCC).

    So, I had figured per the most recent printing (the conversion book), it would do HP & SDC.
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    Re: Jadak (PFRPG; Minotaur Witch)

    Postby Augur » Sun Nov 03, 2019 6:31 pm

    Name:
    Image
    Real Name: Whistringe Grucchere
    Alignment: Aberrant
    Attributes: I.Q. 10, M.E. 19, M.A. 12, P.S. 22, P.P. 15, P.E. 23, P.B. 10, Spd. 100 flying, 5 running
    Hit Points: 44
    S.D.C.: 30
    A.R.: 12
    Size: 2' long, 4' wingspan, 10 lbs.
    Age: Effectively immortal
    P.P.E.: 84
    I.S.P.: 100
    Description: Bird of prey
    Disposition: cunning, devious, treacherous and possesses the physical form and abilities of its animal host in addition to its demonic ones
    Supernatural Abilities:
    1. Speak in animal form, but when outsiders are present it will not do so without instruction from the witch. Communication is much the same as two humans conversing. It will otherwise act like the animal it resembles.
    2. Obeys only the witch and will follow his/her commands without question or hesitation, especially in combat situations. However, should the witch defy the will of his "true master," the familiar's vow of obedience is broken and it can act completely independently to betray, torment or slay the witch.
    3. Rapport between witch and familiar. The spiritual bond between the two is such that the familiar may also allow the witch to see, hear, feel, taste, & smell everything it experiences, but this is at the discretion of the familiar (GM), not the witch.
    4. Supernatural bond: Witch can draw P.P.E. from familiar whenever needed. Familiar endows the witch with +20 H.P. & 40 S.D.C. If familiar is slain, witch permanently loses the bonus H.P. & S.D.C., plus 10 hit points. Enables witch & familiar to sense when physical distress of the other, regardless of distance.
    5. If greater familiar slain, witch will never be given another demon familiar. However, a lesser familiar (spell) may be given as a replacement, but only after 1-2 years as punishment.
    Magic Knowledge: The familiar knows all the same magic as the witch, but will only use its powers when commanded to do so, or to protect the witch or itself.
    Psionic Powers: All physical psionics (equal to 6th level)
    Combat Skills: see animal attributes
    Attacks per Melee: 3
    Bonuses: +2 to save vs magic, +4 to save vs horror factor, +1 to strike, +1 parry, +2 to dodge
    Animal Attributes:
    • Bite or raking claws: 1D6 damage; dive bomb attacks do double damage
    • Fly, soar with little wing movement or energy, dive speeds of 110 to 150 mph
    • Prowl 50% (silent gliding)
    • Keen hawk-like vision (2 miles)
    • Keen sense of smell and good hearing
    • Nightvision 300'
    • Track (by smell) 66%
    • Track by sight 80%
    Equipment: None
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    Re: Jadak (PFRPG; Minotaur Witch)

    Postby Augur » Sun Nov 03, 2019 6:39 pm

    Wrong format:
    Cook 50% (+5%, 3rd)
    Running (3rd)

    Right format:
    Cook 50% (+5%, 1st level)
    Running (1st level)
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    Re: Jadak (PFRPG; Minotaur Witch)

    Postby Jadak » Sun Nov 03, 2019 6:42 pm

    Augur wrote:Wrong format:
    Cook 50% (+5%, 3rd)
    Running (3rd)

    Right format:
    Cook 50% (+5%, 1st level)
    Running (1st level)


    Like this then? They're skills gained at 3rd level... so was I just missing the word "level"?
    Cook 50% (+5%, 3rd level)
    Running (3rd level)
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    Re: Jadak (PFRPG; Minotaur Witch) --- Ready for Review

    Postby Jadak » Wed Nov 06, 2019 1:53 pm

    Permission & Approval
    1) Registered Account with an appropriate handle? Yes
    2) Completed approval process with Augur via Hangouts? Yes
    3) If applicable, spent appropriate Explorer Points (EP) to unlock any special benefits (dimensional or regional origin, meta-bonuses, etc.)? Yes
    4) Contacted GM of desired group(s)? Yes

    Style & Form: Character Sheet
    1) Used EU Character Sheet Template? Yes
    2) Skills presented as per Unified Skill List? Yes
    3) Bonuses add up and are presented correctly (If no bonus, is it listed with a +0 or --)? Yes
    4) Proofread by someone other than the author? Yes

    Style & Form: Equipment
    1) Used EU Equipment Sheet Template? Yes
    2) Prioritized gear? Yes
    3) Indicated area of sacrifice, if applicable? Yes
    4) Listed all other gear and money correctly? Yes

    Style & Form: Background
    1) Used EU Background Story Template? Yes
    2) Uses EU BB code to denote speech, thought, etc.? Yes
    3) Is longer than a sentence but shorter than a novella? Yes
    4) Proofread by someone other than the author? Yes

    Technical
    1) Used standard BB Code? Yes
    2) Found an appropriate avatar? Yes
    3) Used Die Roller for all rolls? Yes
    4) Included save vs. insanity? Not yet
    5) Created a post to the EP Ledger? Yes
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    Re: Jadak (PFRPG; Minotaur Witch)

    Postby Augur » Thu Nov 07, 2019 4:12 pm

    Jadak wrote:
    Augur wrote:Wrong format:
    Cook 50% (+5%, 3rd)
    Running (3rd)

    Right format:
    Cook 50% (+5%, 1st level)
    Running (1st level)


    Like this then? They're skills gained at 3rd level... so was I just missing the word "level"?
    Cook 50% (+5%, 3rd level)
    Running (3rd level)

    No. The proper format is explained in the Newcomer's thread.
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    Re: Jadak (PFRPG; Minotaur Witch)

    Postby Jadak » Thu Nov 07, 2019 6:51 pm

    Augur wrote:
    Jadak wrote:
    Augur wrote:Wrong format:
    Cook 50% (+5%, 3rd)
    Running (3rd)

    Right format:
    Cook 50% (+5%, 1st level)
    Running (1st level)


    Like this then? They're skills gained at 3rd level... so was I just missing the word "level"?
    Cook 50% (+5%, 3rd level)
    Running (3rd level)

    No. The proper format is explained in the Newcomer's thread.


    AHHHH! They are at the level of the skill, not the level acquired. I'm going to go change this for Ruslan as well as I was told they were correct on his sheet (though, I put them as "3rd" as well). Thanks Augur!
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    Re: Jadak (PFRPG; Minotaur, Disciple of Agu) -- Ready for Re

    Postby Jadak » Fri Nov 08, 2019 12:36 am

    Changes from "Disciple of Agu" to "Witch (of Anubis)":
    Witch Stuff
    Anubis, Lord of Death
    Gift of Union
    "All the magic known by the witch's master, but at one-third the creature's normal range of knowledge and spell strength."
      Anubis: 20th level Summoner, 15th level Necromancer, and 8th level Diabolist
      (full list of spells not placed here yet)
    • All Wizard spells (5th lvl)
    • All Spells of Legend (5th lvl)
    • All Necromancy spells & abilities (5th lvl)
        1) Union with the dead
        2) Augmentation & additional appendages
        3) Animate & control the dead
        4) Impervious to vampires
        5) Frightening: +6 save vs HF, +1 HF @ lvls 3,5,7,9,11,13
        6) 2d4x10 PPE base + 2d6/lvl
    • All Summoner powers (6th lvl)
        1 ) Understand, create, & use all types of circles
        2 ) Deciphering Circles
        3 ) Power words
        4 ) Mystic Symbology
        5 ) Recognize Enchantment
        6 ) Recognize Magic
        7 ) Magic Bonuses: +1 save vs magic @ lvls 2,4,8,12; +2 save vs HF, +3 save vs possession & mind control; +1 circle strength @ lvls 7 & 14
        8 ) 3d6x10 PPE, +1d6/lvl
        9 ) Read Scrolls
    • All Diabolist powers (2nd lvl)
        1 ) Power words
        2 ) Literacy: Runes
        3 ) Mystic Symbology
        4 ) Recognize & Understand Magic Circles
        5 ) Use Magic Circles
        6 ) Identify Energized Wards
        7 ) Recognize Enchantment
        8 ) Recognize Magic
        9 ) Magic Bonuses: +1 save vs magic @ lvls 2,5,10,15; +3 save vs HF; Impervious to own wards
        10 ) 2d4x10 PPE +2d6/lvl
        11 ) Read Scrolls
    All psionic powers known by master at 1/2 lvl
    • All Physical Psionic abilities
    • Telepathy, Object Read, Presence Sense, Hydrokinesis, Mind Bold, Psi-Shield, Psi-Sword, Mind Block Auto-Defense
    ISP: + Invalid dice code!
    SDC: + Invalid dice code!
    PPE: +100
    Essence & Host can draw on total available PPE & ISP
      +1 APM
      Supernatural Strength & Endurance
      PS: +6
      PE: +6
      Impervious to possession & mind control
      +4 Save vs HF
      +4 Save vs Illusion
      +2 Init

      I understand that many of the things above are duplicated and that we'd just take the higher of the two. I put them all here for the sake of putting them all down and getting these questions out there:
      • Summoner (circle) & Diabolist (ward) magic/abilities/knowledge would be conveyed in the Gift of Union as well, correct?
      • Are "Priest/Healing Powers" also conveyed with GoU?

      At this point though, I will also reiterate that I'm surprised GoU is not on the "High Powered" list and would fully suggest that it be moved there. Though none of the GM's have said it (to me at least), I do believe there is a general sense of animosity (or perhaps disdain) surrounding this character (and myself) for that exact reason - GoU is powerful. I would also suggest that EU handles Witches as it does Juicers insofar as multi-classing goes; the "conversion" is basically a one-time power boost. Sticking with Witch for 10 levels would be pointless imo.

      I'm aware that means I would not be able to play it at this juncture, and that's fine... C'est la vie. My hangup had been that I was already "married" to "Jadak, Disciple of Agu" in my head (the character "existed" for me already now) and had to "kill him off" already.

      In my defense (regarding GoU being powerful), I would be jumping into a party who's average level is about 8th (about 64k xp) - so it felt fine to me in that regard. I was also repeatedly told that it wasn't about the Witch's overall power (despite GoU). No one wants to jump into a higher powered party being the "torch bearer", relatively speaking. The party could hire a lvl 3 town guard or some such for the added "punch" of a new character. lol I'm also new here and EU has its own specific way of going about things, play-style, etc.

      If we go this route (putting GoU into the "High Powered" category), I'll come up with something else. Maybe I'll just go with a different Gift. Perhaps a change to Dark Priest/Priest of Darkness to an evil god... or maybe a warrior priest/paladin/knight to one. Or maybe an evil Priest of Light (because that's a thing that's possible apparently). I'm not sure just yet. A character working toward a pact (becoming a witch) or something. idk
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      Re: Jadak (PFRPG; Minotaur, Witch)

      Postby Fox » Fri Nov 08, 2019 3:21 am

      That is part of the problem with the Witch in general, there are several different power levels. The Gift of Union is a demi-god level character, and should indeed cost more EP, while some of the other types are much less potent. That was why I said I would only suggest the lesser pacts be allowed.
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      Re: Jadak (PFRPG; Minotaur Witch)

      Postby Rogue Trader » Fri Nov 08, 2019 6:26 am

      Jadak wrote: I'm going to go change this for Ruslan as well as I was told they were correct on his sheet (though, I put them as "3rd" as well).


      I specifically told you to fix this on that sheet, and pointed you to the unified skill list and gave you an example, dude.

      You didn't fix it then?
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      Re: Jadak (PFRPG; Minotaur, Witch)

      Postby EBAH » Fri Nov 08, 2019 6:58 am

      If you are switching g to a (basic) witch, please remove the command creatures of pestilence.

      RFRPG, pg 114 wrote:Powers and Abilities Include:
      • All the magic known by the witchs master, but at one-third the creature's normal range of knowledge and spell strength. This means a being that casts magic at 10th level will now cast magic at an equivalent of third level (one third is 3.3 levels; rounded down is third level). Also note that it's the supernatural essence inside the body that knows and provides the magic, thus it is only the creature part of the unified human who controls the use of its knowledge and power. The supernatural essence and the witch share the same body, however, it is still the supernatural being who is in complete control of the magic and all the following powers. Consequently, unless the witch performs up to its expectations, it can cancel any or all of the abilities it has instilled.
      • The co-possessing essence also retains any psionic powers it may have, but at half their normal strength.


      How is see this is that the entity possesses the psionic power because of the wording on the first bullet. IMO


      Jadak wrote:I understand that many of the things above are duplicated and that we'd just take the higher of the two. I put them all here for the sake of putting them all down and getting these questions out there:
      Summoner (circle) & Diabolist (ward) magic/abilities/knowledge would be conveyed in the Gift of Union as well, correct?
      Are "Priest/Healing Powers" also conveyed with GoU?

      Since you are a new witch I would probably say that you get to pick one set of magic and as you prove yourself and gather a following of cultists than you would be allowed access to more. As for the priest/healing powers I say no. As it is power specific to the god itself, not an essence

      Jadak wrote:Sticking with Witch for 10 levels would be pointless imo.


      Does this mean that you plan on dual classing the witch? If that's the case, then when you do, you would be breaking the pact. Its pretty much the pact that makes you the witch.
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      Re: Jadak (PFRPG; Minotaur Witch)

      Postby Jadak » Fri Nov 08, 2019 7:38 am

      Rogue Trader wrote:
      Jadak wrote: I'm going to go change this for Ruslan as well as I was told they were correct on his sheet (though, I put them as "3rd" as well).


      I specifically told you to fix this on that sheet, and pointed you to the unified skill list and gave you an example, dude.

      You didn't fix it then?

      I completely misunderstood what it was supposed to be, that's all. I thought it was supposed to be "lvl acquired", not "lvl of skill". Simple misunderstanding.


      Fox wrote:That is part of the problem with the Witch in general, there are several different power levels. The Gift of Union is a demi-god level character, and should indeed cost more EP, while some of the other types are much less potent. That was why I said I would only suggest the lesser pacts be allowed.

      I've said as much numerous times and have asked if the initial issues were because of it's "power level" (instead of just being about fluff & alignment). In a Rifts or PW game it'd be a different story as "power scale" / "balance" is kinda out the window from the start. But, for PF (as I'm growing to understand it more and more especially) here on EU... GoU should likely be relegated to either the High Powered list, put up for "more EP", or be relegated to NPC only possibly.
      Last edited by Jadak on Fri Nov 08, 2019 8:12 am, edited 2 times in total.
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      Re: Jadak (PFRPG; Minotaur, Witch)

      Postby Jadak » Fri Nov 08, 2019 8:06 am

      EBAH wrote:If you are switching g to a (basic) witch, please remove the command creatures of pestilence.

      I haven't changed anything (mechanically) on the sheet itself yet as I was going to back to work in the "rolls" comment first (adding in what would change and striking what would be removed). I want to wait on that in case I end up changing classes / gifts, or more.

      EBAH wrote:
      RFRPG, pg 114 wrote:Powers and Abilities Include:
      • All the magic known by the witchs master, but at one-third the creature's normal range of knowledge and spell strength. This means a being that casts magic at 10th level will now cast magic at an equivalent of third level (one third is 3.3 levels; rounded down is third level). Also note that it's the supernatural essence inside the body that knows and provides the magic, thus it is only the creature part of the unified human who controls the use of its knowledge and power. The supernatural essence and the witch share the same body, however, it is still the supernatural being who is in complete control of the magic and all the following powers. Consequently, unless the witch performs up to its expectations, it can cancel any or all of the abilities it has instilled.
      • The co-possessing essence also retains any psionic powers it may have, but at half their normal strength.


      How is see this is that the entity possesses the psionic power because of the wording on the first bullet. IMO

      The deity itself retains all its own psionics and could likely intervene at will if it so chose, so that would make the statement as a "power/ability" entirely moot. UNLESS the deity's "essence" were played directly as a companion, familiar, or something along those lines (instead of being a "voice in his head" essentially). Then that power/ability would make sense in the context you're implying.

      Within the first paragraph for GoU it also refers to the "human's essence" (host essence), "...because the creature allows the human's essence to share control of the host body." I read "co-possessing essence" as a clumsy rewording of the first ability (re: magic), that's all.

      EBAH wrote:
      Jadak wrote:I understand that many of the things above are duplicated and that we'd just take the higher of the two. I put them all here for the sake of putting them all down and getting these questions out there:
      Summoner (circle) & Diabolist (ward) magic/abilities/knowledge would be conveyed in the Gift of Union as well, correct?
      Are "Priest/Healing Powers" also conveyed with GoU?

      Since you are a new witch I would probably say that you get to pick one set of magic and as you prove yourself and gather a following of cultists than you would be allowed access to more. As for the priest/healing powers I say no. As it is power specific to the god itself, not an essence

      That would be a great path toward house rules for Witch / GoU for EU/PF. I had assumed that "modifications"/homebrew changes (for balance [rofl] or otherwise) were a no-go as the overwhelming majority are taken "whole cloth" or not at all.

      EBAH wrote:
      Jadak wrote:Sticking with Witch for 10 levels would be pointless imo.

      Does this mean that you plan on dual classing the witch? If that's the case, then when you do, you would be breaking the pact. Its pretty much the pact that makes you the witch.

      • You retain all old special abilities unless they are destroyed by a procedure (such as magical abilities being destroyed by bionic implants).
      I had thought to, yes.

      Would a dual-classed Priest lose all their abilities (which are also granted by a deity and tied directly to that supernatural connection)? I would think a Dark Priest who dual classes to Dark Priest / Assassin would retain all their priest abilities so long as they continued to fulfill their "priestly role". And is it also impossible for any other "conversion" type of OCC (borg, juicer, etc.) to change away from their class unless they shunt all of what came from that conversion? I'm sure there are plenty of other analogous examples which would fit as well.
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      Re: Jadak (PFRPG; Minotaur, Witch)

      Postby Jadak » Fri Nov 08, 2019 6:08 pm

      At this juncture I'm leaving this up as a placeholder and will be figuring out what exactly I'm going to be playing... lol Likely sticking with minotaur at least though, but we'll see. :shrug:
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