== Haaki the Feather Witch ==
Human Witch 6
XP 51532/64000 (+5% XP)
Alignment Neutral
== Attributes ==
STR 09
INT 09
WIS 13 (+1)
DEX 08 (-1)
CON 15 (+1)
CHA 14 (+1)
http://orokos.com/roll/753132:
6#3d6 11 11 11 8 15 14
== Background/Languages/Knacks/Skills ==
===Background===
Haaki tracks the movements of those creatures who move through the night and its shadows. Observing. Cataloguing. Watching on behalf of those who move in daylight, and so do not see.
===Languages===
Common
===Class Abilities===
Animals as Henchmen (dependent on Animal Handling skill)
Evil eye (2/day): single humanoid within 60' must save vs spells or have Disadvantage on their next roll. Can move and cast an evil eye, but can take no other action.
Steal animal senses (3/day): a seen animal within 60' must save vs spells. On failure, Haaki may use its senses up to CHA miles, while in a concentration trance and unable to use her own senses. One round to activate, and can maintain for WIS turns without risk of becoming trapped.
Brew potions
Craft fetishes
(L7: Dominate animal)
(L9: Scribe scrolls)
(L9: Lay curse/blessing)
(L9: Found coven)
(L11: Craft magical items)
===Knacks===
L1: Familiar (great horned owl), 2HD,
Syoksya, HP 11
L5: Shapechange
===Skills===
Witch L1: Healing (animals)[/b] (Skilled) 10+
L1: Animal Handling:
birds (Skilled) 10+
L3: Animal Handling:
canis (dogs, wolves, coyotes, jackals) (Skilled) 10+
L5: Riding: horses (Proficient) 15+
== Combat ==
AC 9 (-1 DEX)
HP 24/24
Movement Rate:
*human on land 120'/40'/120'
*flying as hawk 480'/160' (192 miles/day flying)
*riding horse 240'/80' (48 miles/day)
*war dog 150'/50' (30 miles/day)
Initiative Modifier: -1
Attacks (one handed melee, staves, short bow)
*Primary Melee Attack: mace, +2 to hit, 1d6 damage
*Secondary Melee Attack: silver dagger, +2 to hit, 1d4 damage
*Primary Ranged Attack: shortbow, +1 to hit, 1d6 damage, 50/100/150
Saves:
*Petrification & Paralysis 12
*Poison & Death
*Breath
*Staves & Wands 10
*Spells
== Spells ==
Spell ritual: reading feathers cast upon the ground
4th (1/1): Charm Monster
3rd (2/2): Growth of Nature, Hold Person
2nd (3/3): Charm Person, Cure Light Wounds, Obscuring Mist
1st (3/3): Animal Friendship, Auditory Illusion, Hypnotism
Spell List:
1st: Allure (*), Animal Friendship (D), Auditory Illusion (I), Dancing Lights (I), Detect Illusion (I#), Glamour (I), Hypnotism (I), Locate Plant/Animal (D#), Predict Weather (D#), Speak with Animals (D), Spook (I)
2nd: Augury (C*#), Charm Person, Command (C*), Cure Light Wounds (C), Detect Magic (I#), False Aura (I), Fascinate (I), Obscuring Mist (D), Produce Flame (D), Quasi-morph (I), Slow Poison (D)
3rd: Cure Blindness (C*), Cure Disease (C*), Dispel Illusion (I), Fear (I), Growth of Nature (D), Hold Person, Invisibility (I), Phantom Steed (I), Protection from Poison (D), Suggestion (I), Tree Shape (D)
4th: Animate Dead (C), Charm Monster, Confusion (I), Divination (C*#), Emotion (I), Hallucinatory Terrain (I), Massmorph (I), Phantasmal Killer (I), Polymorph Other (M), Solid Fog (I), Speak with Plants (D#)
Added spells: Allure (L1), Charm Person (L2), Hold Person (L3), Charm Monster (L4)
== Equipment ==
*Money:
**coinpurse (readied): 25 gp
**coinpurse x4 (bag of holding): 25 gp
**mounds of smelly dirt in a small bag (bag of holding), inside of which are: 1000 gp gems (x8), 500 gp gem (1), 100 gp gems (x4)
*Readied (70 cn)
**
Ring of Telekinesis: move up to 2000 cn weight with concentration, as spell
**
Boots of Traveling and Leaping: needs no rest during normal movement, jump 10' high and 30' length
**mace
**shortbow w/20 arrow quiver
**silver dagger
**waterskin
*Packed
*
Bag of Holding: holds 10K cn weight, only weighing 600 cn when full, items no larger than 10'x5'x3'
**
Potion of ESP: hear thoughts of one creature within 60' by concentrating for 1 turn in 1 direction, through 2' of rock but not lead
**
Potion of Diminution: shrink to 6" in height
**flask of oil (x10)
**holy water (x5)
**lantern
**steel mirror
**rope, 200'
**grappling hook
**large sacks (x10)
**small sacks (x10)
**tinder box
*garlic (x3)
*wolvesbane (x3)
*standard rations, 1 week
*iron rations, 3 weeks
*large gnarled wooden staff
*extra shortbow
*two quivers of arrows
*riding horse,
Lujana, HP 5
**saddle + bridle
**saddle bags
***330 gp
*war dog,
Purra, HP 13, AC 14 (barding)
*war dog,
Paukkua, HP 7, AC 14 (barding)
*war dog,
Vahtia, HP 7, AC 14 (barding)
gp spent: 488 (5+30+25+5+75+5+25+20+125+10+5+4+20+10+3+1+25+15+30+50) + 450 (75gp each for dogs + 75 gp each for dog barding) +37 gp (staff, extra bow, extra quivers) = 975 gp
gp start: 10,000