Ommos Assa-Tal


Ommos is a young, gangly boy of sixteen winters, with short-brown hair, long limbs and neck, and ears that look much too big for his head. He grew up in the small mining village of Dethwillon, in the foothills of the Dragonspine Mountains, which is an extension of the Mooneye Clan (a mixed community of goblins, kobolds, and humans that dominates the region). After his father died in a mining accident when he was only 9 years old, Ommos, his younger brother Thumor, and his mother, Assa, moved in with his uncle who runs the “Traveler’s Boon”, a local Inn (or what passes for an inn in these parts).

Ommos is an aspirant of the local paganism, worshiping the moon (nominally the goddess Selune some would say though the Mooneye’s have no such name for her). He started participating in the monthly festival of “Drawing Down the Moon” shortly after his father’s death and learned many of the rites of the Mooneye faith, even getting to meet the infamous “Mother Mooneye” (the goblin chieftainess who rules the region) on one occasion.

After moving in with his uncle, Tal, Ommos learned that his uncle had studied magecraft, albeit not very successfully, before moving to Dethwillon. After much pleading, Ommon convinced Tal to give him his spellbooks, notes, and magic items, and to teach him the basics of wizardry. Unfortunately, it quickly became obvious how truly incompetent as a mage Tal was. Ommos had to turn to the goblin witches of the Mooneye cult to teach him the rest of his wizarding skills. The Mother Mooneye’s teaching, combined with his previous religious experience, enabled Ommos to become something truly unusual…a male witch. Not a warlock, but a proper witch, despite his gender.

As a witch, Ommos holds a rather respected status in the Mooneye paynim. He still lives in Dethwillon, working at his uncle’s inn and participating in the monthly rituals at the new and full moons, aided by Hniv, his conie familiar. He has been generally content with this life, more interested in contemplating the moon and the power it grants him than in embarking on any dangerous quests or the like.

When some stranger monks happened by Dethwillon and began poking their beak-like noses into local business and threatening the monthly holy day however, well…then Ommos had to take action…


Race: Human Male (16 years)
Homeland: Detwillon (Mooneye Tribe)
Class: Enchanter (ex-Mountain Druid)
Kit: Witch (ex-Settler)
Alignment: True Neutral
Religion: Selune (The Moon)
Level: 3rd (3rd)
Experience: 6000 (4000)
Next Level: 10000
Max Level: Unlimited

Ability Scores:

Str 13 Stamina 13
Muscle 12 Open Doors: 7, BB/LG: 4%
Dex 17 Aim 17 +2 missile attacks
Balance 17 +3 AC, +2 surprise
Con 13 Health 13 85% system shock
Fitness 12 85% resurrection survival
Int 13 Reason 16 Max Spell level 8th, 22 spells per level,
Knowledge 10 60% chance to learn Enchantment spells, 30% for non-Enchantment
Wis 14 Intuition 16
Willpower 11
Cha 16 Leadership 16 8 henchmen, +4 NPC loyalty
Appearance 15 +3 NPC reactions


  • Initiative: +0
  • Surprise: +4
  • NPC Reaction: +3

Combat Statistics:
Hit Points: 15
Armor Class: 14 (dex, shield)
Base Attack Bonus: +1

  • Paralyzation/Poison/Death: 10
  • Rod/Staff/Wand: 11
  • Petrification/Polymorph: 13
  • Breath Weapon: 15
  • Spells: 12
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Sickle 3 / 2 rds +2 1d4+3 1d4+2 4 melee magic
Sling w/ Magic Stones 1 +3 1d4 1d4 6 40 / 80 / 160 magic, double damage vs. undead

Thief Skills: (no armor)

PP 55% HS
OL 47% HN 15%
F/RT CW 85%
IP 25%

Non-Weapon Proficiencies: General, Wizard

Modern Languages (Common) 13 Brewing 13
Modern Languages (Chuklian) 13 Fungi Recognition 16
Modern Languages (Tharian) 13 Religion 14
Modern Languages (Drueidan) 13 Mountaineering N/A
Modern Languages (Dethek) 13 Animal Handling 13
Modern Languages (Erakic) 13 Navigation 11
Reading/Writing (Common) 14 Herbalism 11
Detect Earth Tremors 18 Hunting 13
Detect New Tunnel Construction 14 Bargain 12
Detect Slope in Passage 14 Astrology 13
Detect Stonework Traps 14 Spellcraft 11
Local History (Moonsea) 16 Cooking 13
Survival (Mountains) 13 Healing 13
Signature Spell (Magic Stone) NA Ceremony 14
Signature Spell (Ray of Ondovir) NA Dark Lore 10
Thaumaturgy 11 Mental Warmth 16

Weapon Proficiencies:
Sickle (specialized)

Special Powers:

  • Immune to Lycanthropy.
  • An Enchanter witch may cast priest spells from the Combat sphere as wizard spells, regardless of school restrictions. They treat these spheres as bonus Paths (they do not count against the witch’s number of paths known). The witch must abide by the normal restrictions regarding spells that belong to multiple spheres, race-specific spells, and religion-specific spells.
  • A specialist can memorize and cast one additional spell per spell level, provided the additional spell is taken in the specialist’s school.
  • Other characters suffer a -1 penalty when making saving throws against a specialist casting spells within his school.
  • Specialists receive a bonus of +15% when learning spells from their school and a penalty of -15% when learning spells from other schools. The bonus or penalty is applied to the percentile dice roll the player must make when the character tries to learn a new spell.
  • When a specialist wizard attempts to create a new spell (using the rules given in the DMG), the DM should count the new spell as one level less (for determining the difficulty) if the spell falls within the school of the specialist. An enchanter attempting to create a new enchantment spell would have an easier time of it than an illusionist attempting to do the same.
  • Ommos gains a +1 bonus to attack and damage when defending Detwillon.
  • When fighting to defend his or her family, the settler gains a +2 bonus to attack and damage rolls. To gain this bonus the attacker must be in a position to physically harm the settler’s kin.
  • A Mountain Druid receives a +4 bonus to all saving throws vs. electrical attacks.
  • A Mountain Druid gains a modifier of +3 to his effective level when determining the effects of a spell from the Elemental (earth or air) or Weather spheres cast while in the mountains.
  • A Mountain Druid identifies plants, animals, and pure water with perfect accuracy.
  • Because of their training and experience with the use of poisons, Mooneyes also can identify poisons used by others. The base chance of doing so is the Mooneye’s level multiplied by 5%. An attempt to identify a poison takes one round; be sure to keep track of time elapsed and the onset time of the poison. If one method of identification fails, the next may be tried. If none of the four produce an answer then the poison will remain a mystery to that Mooneye. Identification of a poison also means knowledge of its antidote (if one exists); it does not mean that the antidote is available, however. A Mooneye with Herbalism proficiency may attempt to make an antidote from scratch. Further adjustments depend on how the Mooneye attempts the identification: sight, smell, taste, or symptoms.
    • Sight means examination of the poison or poisoned article. Many poisons have a distinctive appearance, or they may have a corrosive or discoloring effect on metals, foods, etc. Identification by sight has a -20% modifier. Its advantage is that the Mooneye needn’t worry about poisoning himself in the process.
    • A poison may also be identified by its odor. This carries a -15% penalty. Furthermore, if it is an ingested or contact poison, there is a 10% chance that the Mooneye will be affected by the poison, though at half strength (i.e., no effect if the saving throw is successful, and if it’s not, normal save damage is applied).
    • Taste is a fairly reliable, if dangerous, method of identifying a poison. It carries a -5% penalty. After dabbing a tiny bit on his tongue, the Mooneye spits it out. There is still a chance that the poison will affect the Mooneye: 25% for injected poison, 75% for ingested, and 100% for contact. The poison’s effects, if any, are half strength (see above).
    • The most certain way of identifying a poison is by its symptom (no penalty on the attempt). The drawback of this method is of course that you need a poisoned character to examine.
  • Witches may bond with their warrior companions. This bond may be created only once in a witch’s lifetime. It allows two-way empathic knowledge (both members of the bond can tell if the other is hurt, dying, enraged, etc.), the ability to use the other’s senses once per day for 1d10 turns, and the ability of the witch to lay a compulsion on the warrior once per day with no saving throw as per the suggestion spell. The bond may only be attempted with a male character who is a member of a warrior class (multi-class or dual-class warriors are fine).
    The warrior gains one additional hit point per level and gains +2 to attack and damage rolls when defending his bond-mate. Both parties must be willing participants to form the bond, but once formed it can never be broken. If the warrior dies, the witch suffers as if she had lost a familiar.
    If either bond-mate is wounded while the sense-link is in use, they both suffer the damage, and they must both make saving throws against paralyzation. If both make the saving throw, the sensory link can be maintained. If either party fails, the link is severed. In other circumstances, the sensory link may be broken only by mutual assent or by the elapse of the link’s duration. Thereafter, the link can not be established for 24 hours.
  • The Witch acquires the ability to secure familiar. This is identical to the 1st-level wizard spell find familiar, except that a Witch does not need to burn 1,000 gp worth of incense and herbs in a brass brazier. Instead, the Witch must merely concentrate for one turn. If a suitable familiar is within 1 mile per level of the Witch, it will arrive within 1d10 hours. This may be attempted no more than once per week. A Witch can have only one familiar at a time.


  • Dual-Classed: Earn only 1/2 experience until reaching 4th level as an Enchanter (because he has no intention of giving up his Druid powers).
  • Because of extended time spent in caves, mines, and tunnels, Human Mooneyes share some of their ’family’s’ aversion to sunlight, giving them a -1 penalty to their attack rolls when in direct sunlight.
  • Generally, outsiders are terrified of Witches. Unless an NPC is exceptionally open-minded or has extremely high Intelligence or Wisdom (13 or more in either ability), the Witch receives a -3 reaction roll. If the NPC is uneducated, comes from an extremely superstitious or unsophisticated culture, or has low Intelligence and Wisdom (under 10 for both), the Witch receives a -5 reaction roll. Additionally, if a Witch lingers in a superstitious or culturally unsophisticated community for more than a day, she runs the risk of facing a mob of hostile citizens bent on running her out of town, imprisoning her, torturing her, or executing her. As a rule of thumb, assume a 20% chance of a 4d6-member mob forming in a hostile community if the Witch stays for a day. This chance increases by 20% for every additional day the Witch remains; the size of the mob increases by 2d6 members.
  • The Witch must periodically struggle with the extraplanar forces striving to direct her. The forces are so powerful that they cannot be dispelled; all the Witch can do is endure them. When undergoing these internal struggles, the Witch suffers penalties to her combat abilities and saving throws. If the witch has a bound companion (see above), he suffers the same penalties as he is aware of the struggle through their empathic bond.
    There is a non-cumulative 25% chance per day that the Witch will be subjected to an internal struggle with extraplanar forces. The DM determines this at the beginning of the day; the Witch is aware of the result. Throughout that night the Witch suffers a -2 penalty to her attack rolls and a -2 penalty to her saving throws.

Witch Spells: as 3rd-level Wizard

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2 + E + S 1 + E + S

Forbidden Schools: Abjuration, Invocation, Necromancy

Paths Known: Apprentice’s Road, Beastmaster’s Path, Combat Sphere (Priest), Cursed Path, Witch’s Path


  • 1st level: Animal Nonaggression [E], Avert Evil Eye, Blood Bond [E], Cantrip [E], Conjure Spell Component, Magical Stone [E, S], Read Magic, Seduction I [E], Soothe the Beast [E]
  • 2nd level: Enhance Turning [E], Familiar Enhancer I [E], Ray of Ondovir [E, S], Seduction II [E], Sinister Cantrip [E], Spiritual Hammer

Prepared Spells:

  • 1st: Animal Nonaggression, Magic Stone x2, Read Magic
  • 2nd: Ray of Ondovir x2, Spiritual Hammer

Druid Spells: as 3rd-level Priest

1st 2nd 3rd 4th 5th 6th 7th
4 3

Major Spheres: All, Animal, Elemental (All), Healing, Plant, Sun, Travelers, Weather
Minor Spheres: Divination, Protection

Spell List:

  • 1st level: Allergy Field, Animal Companion, Animal Friendship, Animal Sanctuary, Banish Flame, Beastmask, Beneficence, Bless, Call Animal or Bird, Calm Animals, Ceremony, Cerilian Moonbeam, Cleanse, Combine, Create Air, Create Water, Cure Light Wounds, Curse of Tongues, Deep Breath, Deflection, Detect Balance, Detect Disease, Detect Evil, Detect Harmony, Detect Magic, Detect Metals and Minerals, Detect Poison, Detect Predator, Detect Snares and Pits, Detect Untruth, Discern Elven Influence, Divining Rod, Druid’s Ceremony, Easy Road, Elemental Bonding, Empathy, Endure Cold/Heat, Entangle, Faerie Fire, Find Water, Firelight, Heal Plants, Invisibility to Animals, Journey’s Orison, Know Direction, Know Faction, Know History, Locate Animals or Plants, Log of Everburning, Magic Creeper, Motes of Moonlight, Nectar, Om, Omen, Orison, Pass Without Trace, Precipitation, Predict Weather, Protection from Evil, Protection from Prime, Protection from Silver, Puffball, Purify Food & Drink, Purify Self, Purify Water, Rainshield, Read Languages, Recover Trail, Regenerate Light Wounds, Resist, Revitalize Animal, Ring of Hands, Ripen, Sanctify Ghi, Scribe, Sense Direction, Shillelagh, Spark of Blinding, Sunscorch, Trance, Treasure Scent, Waterfloat, Wind Column
  • 2nd level: Animal Eyes, Animal Speech, Animal Spy, Augury, Aura of Confort, Barkskin, Bat Sense, Beastspite, Channel Stench, Chant, Charm Person or Mammal, Clear Water, Clues of Ash, Coat of Mist, Commune with Lesser Spirits, Create Mirage, Create Spring, Crystallize, Cure Moderate Wounds, Dark Fire, Death Prayer, Death Talisman, Detect Life, Druidsight, Ecdysis, Find Traps, Fire Trap, Firebreak, Flame Blade, Fortifying Stew, Gift of Speech, Goodberry, Grassdart, Hailstone, Heat Metal, Know Alignment, Know Language, Lighten Load, Moon Shield, Mystic Transfer, Obscurement, Pass Without Notice, Priest Lock, Produce Flame, Protection from Animals, Protection from Orisons, Protection from Serpents, Protection from Spirits, Resist Acid and Corrosion, Resist Fire/Cold, Sanctify, Sharpleaf, Slave Scent, Slow Poison, Snake Summoning, Speak with Animals, Speak with Water, Spring, Steal Breath, Steep Soma-Juice, Tracking, Translate, Trip, Warning, Warp Sense, Warp Wood, Water Witch, Watery Fist, Wave, Whispers, Wild Deer Speed, Winds of Change, Withdraw

Prepared Spells:

  • 1st: Allergy Field, Bless, Cure Light Wounds, Deflection
  • 2nd: Coat of Mist, Cure Moderate Wounds, Moon Shield

Advancement Notes

Armor Allowed: Non-metal armor, Wooden shields

  • Multi-class Wizards cannot cast spells when wearing non-magical armor. They may cast spells in Elven Chainmail or any armor that has a magical “plus” to its AC bonus. Multi-class Wizards may use shields without restriction.

Weapons Allowed: Club, Dagger, Dart, Knife, Sickle, Spear, Scimitar, Scythe, Sling, Quarterstaff

  • Multi-class Priests must abide by the weapon and armor restrictions of their priest class, regardless of their other classes.
  • A witch gains no weapon proficiency slots, either at 1st level, nor as she advances in levels.
  • Like the Warlock, a witch must sacrifice the equivalent of one large domestic animal per level to her extraplanar patrons each time she advances a level.
  • Starting at 5th level, a wizard’s lifespan is extended by his constant exposure to the arcane. The wizard’s maximum lifespan increases by an amount equal to five times his level. He still suffers the effects of aging at the same rate as other members of his race. This can be further extended through the use of certain spells and magic items.
  • 5th Level: The Witch acquires the ability to brew calmative. Assuming she has access to the proper ingredients (usually available in any forest), the Witch can brew one dose of an elixir that has the effect of a sleep spell when a victim comes in contact with it. One dose is sufficient to coat a sword or any other single weapon. The elixir has no effect on victims with more than 8 HD; victims can resist the effects of the elixir with a successful saving throw. The Witch requires one hour to brew the elixir. The elixir loses its potency after 24 hours.
  • 7th Level: The Witch acquires the ability to brew poison. With the proper ingredients, available in most forests, she can brew one dose of Class L contact poison sufficient to coat a single weapon. The Witch requires one hour to brew the poison. It loses its potency in 24 hours.
  • Once he reaches 9th level, a wizard can pen magical scrolls and brew potions. He can construct more powerful magical items only after he has learned the appropriate spells (or works with someone who knows them). Your DM should consult the Spell Research and Magical Items sections of the DMG for more information.
  • 9th Level: The Witch acquires the ability to beguile any single person or monster, once per week (assuming the person is no higher than 8th-level or the monster has no more than 8 HD). Beguile is identical to the 4th-level wizard spell charm monster, except that the victim is not allowed a saving throw. To cast beguile, the Witch must merely point at the victim and concentrate for 1 round; there are no verbal or material components.
  • 11th Level: The Witch acquires the ability to brew flying ointment. Assuming she has access to the proper ingredients (usually available in any forest), the Witch can brew one dose of an ointment which, when rubbed on the skin, gives the recipient the ability to fly, as per the 3rd-level wizard spell fly. The dose is sufficient to affect one human-sized subject; the effects persist until the ointment loses its potency 24 hours after it is brewed. The Witch requires one hour to brew the ointment.
  • At 11th level, the Enchanter gains the ability to cast a special free action spell once per day on himself or any creature he touches. The casting time is only 1, and no material components are required; the spell duplicates the effects of the 4th-level priest spell free action and lasts for one hour.
  • 13th Level: The Witch acquires the ability to inflict a witch’s curse on any single person or creature. This is exactly identical to the 4th-level wizard spell bestow curse, except that its effect is automatic; the victim is not allowed a saving throw. The effect of the curse persists for 24 hours unless the curse is dispelled by a remove curse, wish, or similar spell. To cast the spell, the Witch must merely point at the victim and concentrate for 1 round; no verbal or material components are required.
  • At 14th level, the Enchanter acquires immunity to all forms of the charm spell.


  • Breeches
  • Tunic
  • Wool Jerkin
  • Hooded Tulwac
  • Pace Beads
    • Bead enchanted with Avert Evil Eye (3 day duration)
      • Auto save vs. evil eye, +1 saves vs. Charm, +2 saves vs. Curse and Bestow Curse
  • Fullcloth
  • Deep Red Ioun Stone
  • Gauntlets of Dexterity
  • Boots of Jogging
    • Can run at a steady pace for up to six hours without requiring rest, and grant +1 to Surprise rolls.
  • Eagle Feather Holy Symbol
  • Medium Wooden Shield
  • Leather Belt
  • Leather Backpack
    • Spellbook (50 pages)
    • Soft Lead Pencil
    • Healer’s Bag
    • Bandages (50 yards)
    • Half-Gallon Canteen (Water)
    • Hooded Lantern
    • Mess Kit
    • Leather Strop
    • Waterproof Tinderbox
    • Flint & Steel
    • Cake of Soap (1 lb)
    • 5 flasks Lamp Oil
  • Conie (Pika) Familiar (“Hniv”), Int 6, AC 7, 5hp, speaks Tharian
    • Can cast unseen servant 1/day (6 turn duration)
  • Mule (“Butters”)
    • Halter
    • Pack Saddle
    • Large Saddlebags
      • Straw PIllow
      • 2 Wool Blankets
      • Canvas (10 sq yds)
      • 50-ft. Hemp Rope (1-in)
      • Roasting Spit
      • Crosscut Saw
    • Keg of Bitter Black Ale


Base Speed: 12
Total Weight of Gear: 34 lbs. (unencumbered)

Unencumbered Light Moderate Heavy Severe Max
Weight 0 – 55 lbs. 56-76 lbs. 77-98 lbs. 99-119 lbs. 120-139 lbs. 140 lbs.
Movement 12 9 6 5 2 1

Ommos Assa-Tal

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