Dr. Jumba, Witch-Doctor
Mazes and Monsters :: Old Games :: Old Games :: Pathfinder :: Out of Character
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Dr. Jumba, Witch-Doctor
Name: Dr. Jumba
Race: Halfling
Class: Witch
Str: 8 -1
Dex: 14 +2
Con: 14 +2
Int: 18 +4
Wis: 10
Cha: 9 -1
HP: 18
AC: 14
Fort: +2
Ref: +2
Will: +3
Heavy Crossbow:
Blowgun:
Skills:
Craft: +8 (Alchemy +14)
Heal: +9
Knowledge (Arcana): +8
(History): +8
(Nature): +8
(Planes): +8
Linguistics: +10
Profession (Herbalist): +4
Spellcraft: +8 (Potions +10)
Stealth: +7
Survival: +3
Use Magic Device: +3
Racial Features:
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fleet Footed: Base speed 30 ft
Wanderlust: Halflings love travel and maps. Halflings with this racial trait receive a +2 bonus on Knowledge(geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, halflings treat their caster level as +1 higher than normal.
Polyglot: Some halflings, especially those who spend a lot of time traveling, develop a talent for learning new languages. These halflings gain a +2 racial bonus on Linguistics checks, and it is always a class skill for them. Halflings with this racial trait also begin play with the ability to speak Common, Halfling, and any one other language of their choice (except for secret languages, such as Druidic) in addition to bonus languages due to high Intelligence. They still gain the normal list of halfling bonus languages.
Class Features:
Familiar: Chumby, the blue-ringed octopus (+3 Swim checks)
Hexes:
Cauldron: Brew Potion as bonus Feat, +4 Craft (Alchemy) checks
Slumber
Healing
Witch Spells:
0-Level Witch Spells— arcane mark, 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 Witch Spells— beguiling object, charm person, command, cure light wounds, enlarge person, identify, mage armor, sleep, ear-piercing scream.
Patron Spells (Healing):
Remove Fear
Feats: Extra Hex
Languages: Common, Halfling, Infernal, Goblin, Gnome, Elven, Dwarven
Traits:
Precise Treatment: You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.
Perfectionist's Brew: You know that potion recipes should be followed with exact precision. You gain a +2 trait bonus on all Craft (alchemy) checks and on Spellcraft checks made to brew potions.
Equipment:
Race: Halfling
Class: Witch
Str: 8 -1
Dex: 14 +2
Con: 14 +2
Int: 18 +4
Wis: 10
Cha: 9 -1
HP: 18
AC: 14
Fort: +2
Ref: +2
Will: +3
Heavy Crossbow:
Blowgun:
Skills:
Craft: +8 (Alchemy +14)
Heal: +9
Knowledge (Arcana): +8
(History): +8
(Nature): +8
(Planes): +8
Linguistics: +10
Profession (Herbalist): +4
Spellcraft: +8 (Potions +10)
Stealth: +7
Survival: +3
Use Magic Device: +3
Racial Features:
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fleet Footed: Base speed 30 ft
Wanderlust: Halflings love travel and maps. Halflings with this racial trait receive a +2 bonus on Knowledge(geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, halflings treat their caster level as +1 higher than normal.
Polyglot: Some halflings, especially those who spend a lot of time traveling, develop a talent for learning new languages. These halflings gain a +2 racial bonus on Linguistics checks, and it is always a class skill for them. Halflings with this racial trait also begin play with the ability to speak Common, Halfling, and any one other language of their choice (except for secret languages, such as Druidic) in addition to bonus languages due to high Intelligence. They still gain the normal list of halfling bonus languages.
Class Features:
Familiar: Chumby, the blue-ringed octopus (+3 Swim checks)
Hexes:
Cauldron: Brew Potion as bonus Feat, +4 Craft (Alchemy) checks
Slumber
Healing
Witch Spells:
0-Level Witch Spells— arcane mark, 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 Witch Spells— beguiling object, charm person, command, cure light wounds, enlarge person, identify, mage armor, sleep, ear-piercing scream.
Patron Spells (Healing):
Remove Fear
Feats: Extra Hex
Languages: Common, Halfling, Infernal, Goblin, Gnome, Elven, Dwarven
Traits:
Precise Treatment: You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.
Perfectionist's Brew: You know that potion recipes should be followed with exact precision. You gain a +2 trait bonus on all Craft (alchemy) checks and on Spellcraft checks made to brew potions.
Equipment:
- Stuffs:
- Haramaki .5lb
Blowgun .5 lb
Heavy Crossbow 4LB
Bandolier (5SP)
Cauldron x2 10LB
Small Collapsible Bathtub 10LB
Chalkboard 2LB
Waterproof Bullseye Lantern 3lb
Coffee Pot 4lb
Compass .5lb
Small Cot 15 lb
Earplugs (3CP)
Familiar Satchel 6LB
Small Folding Chair 5LB
Folding Ladder 16LB
Gear Maintenance Kit 2LB
Grooming Kit 2LB
Small Helmet Candle 2LB
Hip Flask .5LB
Inkpen (1SP)
Iron Vial (1SP) 1LB
Jug (3CP) 9LB
Lamp (1SP) 1LB
Magnet (5SP) .5LB
Marbles (1SP) 2LB
Mess Kit (2SP) 1LB
Pathfinder's Kit 7.5 LB
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder's kit is 7-1/2 pounds. Leaving the bedrolland rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.
Periscope 4LB
Scroll Case .5LB
Shovel 8LB
Silent Whistle (9SP)
Masterwork Snorkel
Teapot (1SP) 1LB
Waterproof Bag (5SP) .5LB
Weapon Cord (1SP)
Waterskin x2 8LB
Candles x20 (20CP)
Chalk x10 (10CP)
Small Chest 25LB
Abacus 2LB
Alchemist's Lab (+2) 40LB
Common Fortune Teller's Kit .5LB
Healer's Kit (+2) 1LB
Leeching Kit (+2) 5LB
Umbrella 3LB
Spell Component Pouch 2LB
Stretcher 10LB
Surgeons Tools 5LB
Pickpocket's Outfit 1.5LB
Poncho (5SP) 1LB
Reinforced Scarf 1LB
Explorer's Outfit (Free) 4LB
Hat (2SP)
Wagon, Med (2000LB capacity)
Mules x4
Food:
Halfling Rations, 2 wk (7SP), 7 LB
Trail Rations, 1 wk
CodexGigas- Dragon-Blooded
- Posts : 386
Join date : 2011-07-05
Location : Mouth of the Void
Re: Dr. Jumba, Witch-Doctor
Born and raised in the tropics, Dr. Jumba spent most of his formative years apprenticed to the island witch-doctor, despite his parent’s disapproval. The family trade was...trade. The rich volcanic soil made the island a prime location for growing sugar, spice, and drugs, all sold for a tidy profit to the merchants that frequented the island.
Scant days after completing his apprenticeship, Jumba’s hut was burned to the ground. Broke, and unwilling to go back to his parents, Jumba signed on with the next merchant vessel that came by, offering his skills as a ship’s surgeon. The common myth of halfling luck helped, at least until an unexplained fire burned the ship down to the waterline.
The noble who ran the nearest port-town happened to be in need of a house physician. This worked out fine. Until the villa’s still room caught on fire in the middle of the night.
A brief stint as an inn owner ended much the same way. Fed up, Dr. Jumba poured all of his remaining money into a (meticulously fireproofed) house-cart and took to the streets, offering his skills as an herbalist and healer to fellow wanderers.
Scant days after completing his apprenticeship, Jumba’s hut was burned to the ground. Broke, and unwilling to go back to his parents, Jumba signed on with the next merchant vessel that came by, offering his skills as a ship’s surgeon. The common myth of halfling luck helped, at least until an unexplained fire burned the ship down to the waterline.
The noble who ran the nearest port-town happened to be in need of a house physician. This worked out fine. Until the villa’s still room caught on fire in the middle of the night.
A brief stint as an inn owner ended much the same way. Fed up, Dr. Jumba poured all of his remaining money into a (meticulously fireproofed) house-cart and took to the streets, offering his skills as an herbalist and healer to fellow wanderers.
CodexGigas- Dragon-Blooded
- Posts : 386
Join date : 2011-07-05
Location : Mouth of the Void
Re: Dr. Jumba, Witch-Doctor
+900 XP
CodexGigas- Dragon-Blooded
- Posts : 386
Join date : 2011-07-05
Location : Mouth of the Void
Mazes and Monsters :: Old Games :: Old Games :: Pathfinder :: Out of Character
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