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Personal Information
Name: Thebeliza Player: Betsy Gurnack
Race: Human Gender: Female Height: 5'9" Age: 40
Class: Witch Level: 4 Weight: 172 lbs
XP: 10,000 Alignment: Neutral Good
Next Level: 20,000 Kit: Witch (Forgotten Realms)
Ability Scores
Str: 8 Stamina: 8 Weight Allowance: 35 lbs Bend Bars/Lift Gates: 1%
Muscle: 8 Attack Adj.: +0 Damage Adj.: +0 Max. Press: 90 lbs Open Doors: 5
Dex: 18 Aim: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Balance: 18 Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 17 Health: 17 System Shock: 97% Poison Save: +0
Fitness: 17 Hit Point Adjustment: +2(+3) Resurrection Chance: 98%
Int: 18 Reason: 18 Max. Spell Level: 9th Max. Spells Per Level: 18 Illusion Immunity: None
Knowledge: 18 Bonus Proficiencies: 7 Chance to Learn New Spell: 85%
Wis: 14 Intuition: 14 Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0 Clerical Spell Failure Chance: 0%
Willpower: 14 Magic Defense Adjustment: +0 Spell Immunity: None
Cha: 14 Leadership: 14 Loyalty Base: +1 Maximum Number of Henchmen: 6
Appearance: 14 Initial Reaction Adjustment: +2
Saving Throws
Paralyzation: 13 Poison: 13 Death Magic: 13 Petrification: 12 Polymorph: 12
Rod: 10 Staff: 10 Wand: 10 Breath Weapon: 14 Spell: 11
Combat
Hit Points: 23
Base THAC0: 19
Melee THAC0: 19
Missile THAC0: 17
Armor
Natural armor class 10
Ring of Protection +1 magic adj. -1
Balance Defensive adj. -4
FINAL: 5
Weapon Proficiencies
Non-Weapon Proficiencies
Ancient History 11
Ancient Languages 10
Heal 12
Herbalism 11
Modern Languages 14
Painting 12
Reading/Writing 13
Religion 7
Spellcraft 12
Weather Knowledge 8
Native Languages
Common
Weapons
THAC0 Attacks/ Speed Damage Range (-2) (-5)
Weapon Melee Missile Round Factor Sm-Med Large Type Size Short Medium Long
Quarterstaff 24 1 4 1d6 1d6 B L
Dagger 24 22 1 2 1d4 1d3 P S 2 4 6
Movement and Encumbrance
Encumbrance: Unencumbered Light Moderate Heavy Severe
Weight (lbs): 0-35 36-50 51-65 66-80 81-90
Movement: 14 10 7 3 1
THAC0: -1 -2 -4
AC: +1 +3
Currently carrying 38.73 pounds (Light Encumbrance, 10 Movement)
Class Abilities
Witch
    Automatic spells - One free spell every time a new level of spells is gained.
    Awkward casting method - The wizard’s spells must be cast in an extremely obvious fashion, alerting anyone within earshot that the wizard is using magic. The wizard might be surrounded by brilliant dancing motes of light, he might have to shout his vocal component at the top of his lungs, people nearby might feel waves of chilling cold wash over them—however it works, the wizard’s spellcasting activity is immediately noticed. Casting spells from ambush is nearly impossible, and casting spells discretely is right out, so a quiet ESP in a tavern will never be available to the wizard.
    Priestly wizard - At 5th level, the wizard gains minor access to one sphere of priest spells.
    Proficiency group crossover - Normally, a wizard may select proficiencies from the wizard and general groups, and must pay a penalty in character points or proficiency slots for choosing proficiencies out of these groups. At a cost of 5 CPs each, the wizard may select another character group for a NWP crossover.
    Slower casting time - Spells cast by the wizard are unusually complicated and require more time than normal to cast. All spell casting times increase by 3.
    Talisman - The wizard’s magical power is inextricably linked with a single object or talisman. He must have this object on his person in order to cast spells. Typically, a talisman might be a crystal, a staff, an amulet, a ring, or some similar item. If the wizard’s talisman is destroyed, he can create a new one with 1d4 weeks of work in his laboratory or home base.
    Weapon restriction - The wizard may never have proficiency in any weapon.
    Schools of Magic - Abjuration, Alteration, Conjuration/Summoning, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Invocation/Evocation, Necromancy

Kit - Witch (Forgotten Realms)
At 3rd level, witch gets the ability to find a familiar (as per find familiar, no material component cost).

At 5th level, witch can craft Witches Candles. Candles are used to store power-when power used candle burns down. Each candle can generate 10 spell points, and takes 1 day to construct. Candle must be burning and in the presence of the witch to work. Power emanates from the witch's extraplanar power/mentor.

Also at 5th level, the witch gains minor access (levels 1-3) to cast priest spells from the "All" sphere, as priest of 3 levels lower that his or her wizard level. The witch gains no additional spells from Wisdom score.

At 7th level, witch can brew poison.

At 9th level, witch can beguile.

At 11th level, witch can create a Witches Bottle. It contains sharp objects and magic liquid buried in the wild under a full moon. The witch expends spell points when constructing the device, which can then be used by the witch later. The bottle takes ½ day to construct per 30 points that will be stored. The spell points in the bottle may not be used for offensive powers. To use the bottle, the witch must be within ½ mile per level above 10th.

At 13th level, they may memorize an extra Bestow Curse each day.


SYSTEM OF MAGIC
The following outlines the special System of Magic used by these Witches.

General Options
· May apply Intelligence bonus toward extra spell points.
· May not exceed spell level limits. Their ultimate power is tightly controlled by their mentor.
· May not cast spells for greater effect. Their spell formulæ are very prescribed.
· May use reduced spell cost. Since they use points when casting, they may better control the flow.

Other Restrictions
¨ No experience bonus from ability scores.
¨ Penalties during certain times. Each time they spend spell points to cast a spell, they risk attracting the attention of extraplanar powers. The character has a percentage chance equal to the number of spell points expended, minus his character level, of receiving a penaltly. For example, a 7th-level wizard casting a 4th-level spell (15 SPs) has an 8% attracting such attention. There's always at least a 1% chance of this happening. The effect of the penalty can vary, but should last a number of hours equal to the percent chance.

Memorization
Witches do not need to memorize spells. The formulæ of their spells are always available to them in their memory.

Casting
All of their spells are always available to them for casting. Instead of dedicating spell points when they memorize them (as with other spell casters); the witch simply applies the spell points to the spell and casts the spell.

Recovering Spell Points
It takes twice as long to recover their spell points as it would a normal mage. They gather their points from extraplanar powers by focusing the energy to them through their talisman. Their spell points are gathered at a rate of (total spell points / 16; or 6.25% of their total) per hour of sleep.
Character History
Raven "companion" named Brakkus.

Can cast up to 3rd level spells.

Spells Unlearned:
Knock
Burning Hands
Cacodaemon
Cloud Kill
Feeble Mind
Wizard Lock


Has 47 spell points available.
Gains 1/16 of total spell points per hour of sleep.

Spell casting cost:
1st: 4 points
2nd: 6 points
3rd: 10 points

Nolstur's Marvelous Pigments: 72 sq. ft. left
Inventory
Animals
Horse, riding
Spellbook
Spellbook
Spellbook
Items Carried
Herbs (per lb)
Iron pot
Lantern, hooded
Nolzur's Marvelous Pigment
Oil, lamp (per flask)
Paper (per sheet) x3
Rations,iron (1 week)
Rope, hemp (50 ft)
Items Readied
Quarterstaff
Items Worn
Amulet
Belt
Dagger
Common robe
Ring of Blinking
Ring of Protection +1
Spending Money
* Gold Pieces x255
* Silver Pieces x12
Spells Known
Spell Time Range Area of Effect Components
1st Level
Armor 1 rd Touch 1 creature V, S, M
Change Self 1 0 The caster V, S, M
Charm Person 1 120 yds 1 person V, S
Chill Touch 1 0 The caster V, S
Detect Magic 1 0 10 x 60 ft V, S
Detect Undead 1 rd 0 60 ft + 10 ft/lvl V, S, M
Fire Burst 1 5 yds/lvl 1 10' radius circle V, S
Hold Portal 1 20 yds/lvl 20 sq ft/lvl V
Jump 1 Touch Creature touched V, S, M
Magic Missile 1 60 yds + 10 yds/lvl 1-5 targets V, S
Patternweave 3 10 yds 10-ft sq V, S, M
Read Magic 1 rd 0 Special V, S, M
Shield 1 0 Special V, S, M
Sleep 1 30 yds Special V, S, M
Spider Climb 1 Touch Creature touched V, S, M
Spook 1 30 ft 1 creature V, S
Unseen Servant 1 0 30-ft radius V, S, M
Wall of Fog 1 30 yds 20 ft cube + 10 ft cube/lvl V, S, M
2nd Level
Bind 2 30 yds 50 ft + 5 ft/lvl V, S, M
Continual Darkness 2 60 yds. 60-ft. radius V, S
Continual Light 2 60 yds 60-ft radius V, S
Detect Invisibility 2 0 10 yds/lvl V, S, M
Flaming Sphere 2 10 yds 3-ft radius V, S, M
Glitterdust 2 10 yds/lvl 20 ft cube V, S, M
Improved Phantasmal Force 2 60 yds + 10 yds/lvl 200 sq ft + 50 sq ft/lvl V, S, M
Know Alignment 1 rd 10 yds 1 creature or object per 2 rds V, S
Levitate 2 20 yds/lvl 1 creature or object V, S, M
Locate Object 2 0 20 yds/lvl V, S, M
Mirror Image 2 0 6-ft radius V, S
Obscure Object 2 0 20 yds./lvl V, S, M
Past Life 1 rd Touch One creature V, S
Pyrotechnics 2 120 yds 1 fire source V, S, M
Ray of Enfeeblement 2 10 yds + 5 yds/lvl 1 creature V, S
Scare 2 30 yds + 10 yds/lvl 15-ft radius V, S, M
Stinking Cloud 2 30 yds 20-ft cube V, S, M
Strength 1 turn Touch Person touched V, S, M
Summon Swarm 2 60 yds 10-ft cube V, S, M
Undetectable Alignment 1 rd. 10 yds. 2 rds. V, S
Web 2 5 yds/lvl 8,000 cubic ft V, S, M
3rd Level
Babble 3 0 30-ft radius V, M
Blink 1 0 The caster V, S
Dispel Magic 3 120 yds 30-ft cube V, S
Far Reaching I 2 0 Special V
Fly 3 Touch Creature touched V, S, M
Gust of Wind 3 0 10 ft x 10 yds/lvl V, S, M
Hold Person 3 120 yds 1-4 persons, 20-ft cube V, S, M
Illusionary Script Special Touch Script reader V, S, M
Invisibility, 10' Radius 3 Touch 10-ft radius V, S, M
Protection From Evil, 10' Radius 3 Touch 10-ft radius ard creature touched V, S, M
Protection From Good, 10' Radius 3 Touch 10-ft radius ard creature touched V, S, M
Protection From Normal Missiles 3 Touch Creature touched V, S, M
Suggestion 3 30 yds 1 creature V, M
Tongues 3 0 30-ft radius V, M

Generated by the Advanced Dungeons & Dragons Core Rules 2.0 Expansion on 09/17/1999 07:29 PM