Jadrenka

Dilana Hemlock's page

964 posts. Alias of Twistlok.


Full Name

Dilana Hemlock

Race

hex:
Evil Eye (-4 DC25), Cackle (move), Misfortune (2 rnd, DC 24), Slumber (15 Rounds DC24) Flight (15/15 minutes)

Classes/Levels

CLW Wand 40/50 | 2/2 CLW Potion | Ray of Enfeeblement 33/34 (CL1 - DC15) | Ray of exhaustion 16/18 (CL5 - DC16)

Gender

Status: Mage Armor 15 Hours | Witch 15 | HP 89/89 | AC 18 | T 14 | F 15 | Per +2 | Init +9 | Fort +9 Ref +11 Will +13 | CMB +7 | CMD 21 | +6 Inferno Pistol 1d6 20x2 | Sickle +7 1d6 x2

Size

M

Alignment

CG

Deity

Desna

Location

Torch

Languages

Common, Dwarven, Eleven, Goblin, Kasatha

Homepage URL

CHARACTER SHEET

Strength 10
Dexterity 16
Constitution 13
Intelligence 21
Wisdom 12
Charisma 10

About Dilana Hemlock

Witch Spell-Like Abilities (CL 15th; concentration +22)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 15th; concentration +22)
. . 8th—stormbolts[APG] (DC 25)
. . 7th—insanity (DC 24), power word blind (2)
. . 6th—cone of cold (2, DC 23), greater dispel magic, greater heroism
. . 5th—baleful polymorph (2, DC 22), suffocation[APG] (DC 22), teleport (2)
. . 4th—black tentacles, dimension door (2), phantasmal killer (2, DC 21)
. . 3rd—air geyser[ACG] (DC 20), lightning bolt (4, DC 20), remove disease
. . 2nd—cure moderate wounds (2/2), glitterdust (DC 19) (2/2) , see invisibility, vomit swarm[APG]
. . 1st—burning hands (2, DC 18), ear-piercing scream[UM] (2, DC 18), mage armor, sleep (DC 18)
. . 0 (at will)—daze (DC 17), detect magic, guidance, light
. . Patron Vengeance
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Dilana Hemlock
Female human witch 15 (Pathfinder RPG Advanced Player's Guide 65)
CG Medium humanoid (human)
Init +5; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +3 Dex)
hp 89 (15d6+30)
Fort +9, Ref +11, Will +13
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee sickle +7/+2 (1d6) or
. . staff of the Dark Tapestry +8/+3 (1d8+1)
Ranged inferno pistol +6/+1 (1d6 fire) or
. . light crossbow +10/+5 (1d8/19-20)
Special Attacks hexes (agony[APG], cackle[APG], evil eye[APG], flight[APG], fortune[APG], healing[APG], ice tomb[UM], major healing[APG], misfortune[APG], slumber[APG])
Witch Spell-Like Abilities (CL 15th; concentration +22)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 15th; concentration +22)
. . 8th—stormbolts[APG] (DC 25)
. . 7th—insanity (DC 24), power word blind (2)
. . 6th—cone of cold (2, DC 23), greater dispel magic, greater heroism
. . 5th—baleful polymorph (2, DC 22), suffocation[APG] (DC 22), teleport (2)
. . 4th—black tentacles, dimension door (2), phantasmal killer (2, DC 21)
. . 3rd—air geyser[ACG] (DC 20), lightning bolt (4, DC 20), remove disease
. . 2nd—cure moderate wounds (3), glitterdust (DC 19), see invisibility, vomit swarm[APG]
. . 1st—burning hands (2, DC 18), ear-piercing scream[UM] (2, DC 18), mage armor, sleep (DC 18)
. . 0 (at will)—daze (DC 17), detect magic, guidance, light
. . Patron Vengeance
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Statistics
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Str 10, Dex 16, Con 13, Int 25, Wis 12, Cha 10
Base Atk +7; CMB +7; CMD 21
Feats Accursed Hex[UM], Craft Wondrous Item, Ectoplasmic Spell[APG], Elemental Spell[APG], Extra Hex[APG], Extra Hex[APG], Rapid Reload, Spell Penetration, Split Hex[UM]
Traits reactionary, stargazer
Skills Acrobatics +0 (-4 to jump), Craft (shoes) +11, Escape Artist +1, Fly +9, Heal +8, Intimidate +4, Knowledge (arcana) +25 (+27 to identify alien monsters' abilities and weaknesses), Knowledge (dungeoneering) +22 (+24 to identify alien monsters' abilities and weaknesses), Knowledge (geography) +15 (+17 to identify alien monsters' abilities and weaknesses), Knowledge (history) +24 (+26 to identify alien monsters' abilities and weaknesses), Knowledge (local) +22 (+24 to identify alien monsters' abilities and weaknesses), Knowledge (nature) +23 (+25 to identify alien monsters' abilities and weaknesses), Knowledge (planes) +23 (+25 to identify alien monsters' abilities and weaknesses), Perception +2, Spellcraft +22, Stealth +4, Swim +2, Use Magic Device +5
Languages Androffan, Common, Draconic, Dwarven, Elven, Goblin, Kasatha
SQ witch's familiar (greensting scorpion named Lancerleot)
Combat Gear potion of cure light wounds (2), scroll of web, staff of the Dark Tapestry, wand of , wand of , wand of cure light wounds; Other Gear crossbow bolts (30), inferno pistol, light crossbow, sickle, cloak of resistance +3, corset of dire witchcraft[UE], goggles of night, handy haversack, hat of disguise, headband of vast intelligence +6, ring of protection +1, ring of sustenance, backpack, bedroll, belt pouch, broken pistol, flint and steel, ink, inkpen, journal[UE], mess kit[UE], spell component pouch, spring loaded wrist sheath (worth 5 gp) (2), trail rations (5), waterproof bag[UE], 634 gp, 6 sp
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Special Abilities
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Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Agony (15 rounds, DC 24) (Su) Foe in 60 ft is nauseated for duration (Fort neg). Resave each rd, if fail initially.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Ectoplasmic Spell You can cast a spell that has full effect against incorporeal or ethereal creatures.
Elemental Spell (Electricity) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (10 rounds, DC 25) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Healing (2d8+10) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Ice Tomb (DC 24) (Su) A storm of ice and freezing wind envelops the creature, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit
Major Healing (4d8+15) (Su) Use cure critical wounds once per day/person.
Misfortune (2 rounds, DC 24) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (15 rounds, DC 24) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Split Hex A targeted hex can affect two creatures
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
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“I will admit my powers are odd, but I deeply believe they are sent to me by the torch. No, no I can’t prove it but I might be weaker since it has gone out.”

Dilana has been in torch her entire life. Her mother is deceased and her father was a blacksmith but now, well, he just drinks. All of the time and the more he drinks the more he suspects these powers his daughter has of being what made his wife sick. Dilana has given up trying to convince him otherwise but does not relish the lonely life she has now.

It is fortunate she has a skill. It’s a simple one but useful, making and repairing shoes. It is enough to get her by and she finds some amusement in being the most powerful cobbler in town.

With the Torch out she is concerned. The headaches are effecting so many and she worries her power, what makes her special, may dissipate with the loss of the towns namesake.

“I know adventures are coming to the area to help. Maybe I can help them. I know enough about the technology of the area and how to cause problems for Torches enemies.”

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