== Witch Doctor ==
Human Owl Shaman L6
Neutral, Henchman of Taerad Orc-bane
== Attributes ==
WIS 16 (+2)
DEX 13 (+1)
== Skills ==
Diplomacy: The character is smooth tongued and familiar with protocol. He receives a +2 bonus on all reaction rolls when he attempts to parley.
Lip Reading: The character can “overhear” conversations spoken in a language he understands. If the subject of his lip reading is not speaking clearly in bright light, the character may need to make a successful proficiency throw to hear noise in order to determine if he gleans the appropriate information. Characters with Lip Reading proficiency receive a +1 bonus to carousing and spying hijinks.
Battle Magic: The character gains a +1 initiative bonus when casting spells. He is considered 2 class levels higher than his actual level of experience for purposes of dispelling magic or penetrating a target’s magic resistance.
Beast Friendship: The character is well-schooled in the natural world. He can identify plants and fauna with a proficiency throw of 11+, and understands the subtle body language and moods of birds and beasts (though they may not understand the character). He gains +2 to all reaction rolls when encountering normal animals, and can take animals as henchmen.
Commune w/Ancestral Spirits: 1/week, three yes/no questions
Research spells, scribe scrolls, and brew potions
Shapechange into Totem Animal: 2/day, double-sized owl
Sensing Power: (Totem Benefit) The character can detect spellcasters within 60' and estimate their level of power relative to his own. He can tell when arcane magic has been used within the last 24 hours within the same vicinity. (The character cannot necessarily sense whether an item is magic, unless it has been used in the last 24 hours.) Each use takes a turn.
Spiritual Ritual: take one hour to regain spells already cast (only once/day for each spell level)
Totem Animal: Owl
== Combat ==
AC 4 (leather + shield + dex)
Movement Rate 120/40/120
Initiative Modifier +1 (+2 when casting spells)
Primary Melee Attack: Spear, attack throw 7+, 1d6
Secondary Melee Attack: Handaxe, attack throw 7+, 1d6
Tertiary Melee Attack: Dagger, attack throw 7+, 1d4
Primary Ranged Attack: Handaxe 6+, 1d6, Range 10/20/30
Petrification & Paralysis 10+
Poison & Death 7+
Blast & Breath 13+
Staves & Wands 10+
Spells 10+ (includes WIS bonus)
== Spells ==
First Level: 2/2
Cure Light Wounds*
Faerie Fire: 60', 1 round/level, 2 man-sized creatures, all attacks versus get +2 to attack throw
Locate Animal or Plant
Pass Without Trace
Purify Food and Water
Second Level: 2/2
Bless*: 6 turns; 50' radius; +1 to attacks, damage, morale, and saves vs fear; can't be cast on those in melee
Holy Chant: continuous chant, 30' radius, allies: +1 attack/damage/saves, enemies: -1 attack/damage/saves; ends if distracted/injured
Obscuring Cloud: 1 turn/level, 1' high/10' diameter/level, blocks LOS
Speak with Animals
Third Level: 1/1
Eyes of the Eagle
Growth of Animals: 120', 12 turns, twice size, double damage, +2 AC
Striking: 30', 3 turns, +1d6 damage from affected weapon
Fourth Level: 1/1Command Animals
Cure Serious Wounds*: 2d6+6 healing
Skinchange: 1 turn/level, change to new form of normal or giant animal each round until reverts to normal form
Sticks to Snakes: 120', 6 turns, 4d8 sticks to snakes, 50% chance of poisonous, follows caster's commands
Summon Animals: 360', 3 turns, 6HD normal creatures, understand/befriend/help caster
== Equipment ==
Total Encumbrance: 4 stone, 5 items
Worn: leather + shield, spear, handaxe, dagger, waterskin
Beltpouch: Potion of Flying, flint & steel
Dowanhowee, light Warhorse, war saddle & tack, chain barding (AC 5)
Saddlebag 1: backup shield, backup spear, backup dagger, backup handaxe, full waterskin x2, military oil x2
Saddlebag 2: throwing spears x3
Ehawee, light Riding horse, leather barding (AC 3)
Saddlebag 1: spare tunic and pants x2, full waterskin x2, scrollcase x2 (Scroll of Faerie Fire and Detect Magic, Scroll of Wall of Smoke)
Saddlebag 2: 2-person tent, stakes & mallet, lantern + oil, week of iron rations x4
Huyana, medium Draft horse
Saddlebag 1: 18 flasks of military oil
Saddlebag 2: 18 flasks of military oil
Saddlebag 3: 18 flasks of lantern oil
Saddlebag 4: 18 flasks of lantern oil
Horn of Naurivus: a Decanter of Endless Water. If the stopper is removed from this horn and a command word spoken, an amount of fresh or salt water pours out. The water continues pouring out until the command word is spoken to stop it. “Stream”: pours out 1 gallon per round. “Fountain” produces a 5' long stream at 5 gallons per round. “Geyser” produces a 20' long, 1' wide stream at 30 gallons per round. The geyser effect causes considerable backpressure, requiring the holder to be on stable ground and braced to avoid being knocked down. The force of the geyser kills small creatures of 1/2 HD or less and knocks down man-sized creatures unless they make a saving throw versus Paralysis. Creatures larger than man-sized are immune to the geyser.
== Totem ==
Gawonii the Owl: INT 4, HD 3, HP X, Saves as L3 Cleric, large owl, Move 300', AC 1, one attack, Damage 1d2+1, night vision, +3 to surprise
Tohopka's Owl Form: AC 1, one attack, Damage 1d2+1, night vision, +3 to surprise, same HD/HP/attack throws/saves as human form
== Objectives ==
Tohopka seeks to strengthen the old ways in the face of the new gods (conquer + new religions).
Tohopka hunts for the secrets of others (obtain + knowledge).
Tohopka is an interpreter of dreams and portents (advise + dreams).