Aquatic Elf

Eliannador's page

205 posts. Alias of John Hathaway.


Classes/Levels

retired

About Eliannador

Eliannador
ell-EE-ann-ah-door
112 year old Neutral/Good Elf Witch(Winter) 1
HP: 13 (6+1)+(5+1)
Favored Class: Witch (+1 hp)

Stats
Str 10 (+0)
Dex 16 (+3)
Con 10 (+0)
Int 17 (+3) bump @ lvl4
Wis 11 (+0)
Cha 14 (+2) 1 pt drainbump @ lvl8

Starting Stats (20pt buy):

Str 10 (0 pts)
Dex 14 (5 pts) (+2 racial) > Dex 16
Con 12 (2 pts) (-2 racial) > Con 10
Int 15 (7 pts) (+2 racial) > Int 17
Wis 11 (1 pts)
Cha 14 (5 pt)

Offense/Defense
AC: 13 (Tch 13 // FF 10)
F: +0 // R: +5 // W: +3
constant endure elements(cold)

BAB: +1
CMB: +1
CMD: 14
Initiative: +3
Speed: 30ft

Longsword: +1 (1d8) 19-20x2
Dagger(melee): +1 (1d4) 19-20x2
Dagger(thrown): +4 (1d4) 19-20x2 (10ft range inc)
Longbow: +4 (1d8) x3 (100ft range inc)

Prepared Spells: (0 - 4/day)daze, guidance, light after next rest: same + stabilize
(1 - 3/day) charm person [ ], chill touch (+1 DC) [X] after next rest: cure light wounds, remove sickness, sanctify corpse

Nephestos 'Nef':

N Tiny magical beast
Init +3; Senses low-light vision, scent; Perception +8
Armor Class: AC 16, touch 13, flat-footed 13 (+3 Dex, +1 natural, +2 size)
HP: 3/3 (1/2 master's total rounded down)
Saves: Fort +2, Ref +5(improved evasion), Will +3
Speed: 40 ft. (8sq)
Melee: bite +5 (1d3-1)

Stats: Str 9 (-1), Dex 17 (+3), Con 11 (+0), Int 6 (-2), Wis 12 (+1), Cha 6 (-2)
Base Atk +0; CMB -3; CMD 10 (14 vs. trip)
Feats: Skill Focus (Perception)
Skills: Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Familiar Abilities: Alertness, empathic link, improved evasion, share spells, store spells

Witch Class Abilities
Patron: Winter (2nd—unshakable chill, 4th—resist energy (cold only), 6th—ice storm, 8th—wall of ice, 10th—cone of cold, 12th—freezing sphere 14th—control weather, 16th—polar ray, 18th—polar midnight)
Hexes: Healing, Evil Eye (feat), Fortune (Lvl 2)
Familiar: Frostfoot Fennec (fox) picture
Ice Magic: When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by +1. A winter witch cannot learn or cast spells with the fire descriptor at all.
Cold Flesh: At 1st level, a winter witch gains endure elements as a constant spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures. At 9th-level, this increases to cold resistance 10, and at 14th level, it becomes immunity to cold. This replaces the witch’s 4th-level hex.
Known Spells: Cantrips: arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, stabilize, touch of fatigue
1st Level: charm person, chill touch (+1 DC), cure light wounds, frostbite (+1 DC), icicle dagger (+1 DC), remove sickness, sanctify corpse, sleep (+1 DC)

Traits, Feats, and Skills
Traits: Charming (social), Ease of Faith(faith)
Feats: Extra Hex (Lvl 1), Alertness (Familiar)
Trained Skills: Diplomacy (Cha) +8, Heal (Wis) +5, Knowledge (arcana) (Int) +8 Knowledge (nature) (Int) +8, Spellcraft (Int) +10

Detailed Skills:

Skill Points/level: 5 = 2(class) +3(int)
class skill // Armor Check Penalty = -0

Acrobatics: +3 = +0(ranks) +3(dex) -0(acp)
Appraise: +3 = +0(ranks) +3(int)
Bluff: +2/+3 = +0(ranks) +2(cha) +1(trait*)
Climb: +0 = +0(ranks) +0(str) -0(acp)
Craft: +3 = +0(ranks) +3(int)
Diplomacy: +8 = +2(ranks) +3(trained) +2(cha) +1(trait)
Disable Device: +3 = +0(ranks) +3(dex)
Disguise: +2 = +0(ranks) +2(cha)
Escape Artist: +3 = +0(ranks) +3(dex) -0(acp)
Fly: +3 = +0(ranks) +3(dex) -0(acp)
Handle Animal: +0 = +0(ranks) +0(wis)
Heal: +5 = +2(ranks) +3(trained) +0(wis)
Intimidate: +2 = +0(ranks) +2(cha)
Knowledge (arcana): +8 = +2(ranks) +3(trained) +3(int)
Knowledge (dungeoneering): +3 = +0(ranks) +3(int)
Knowledge (engineering): +3 = +0(ranks) +3(int)
Knowledge (geography): +3 = +0(ranks) +3(int)
Knowledge (history): +3 = +0(ranks) +3(int)
Knowledge (local): +3 = +0(ranks) +3(int)
Knowledge (nature): +8 = +2(ranks) +3 (trained) +3(int)
Knowledge (nobility): +3 = +0(ranks) +3(int)
Knowledge (planes): +3 = +0(ranks) +3(int)
Knowledge (religion): +3 = +0(ranks) +3(int)
Linguistics: +3 = +0(ranks) +3(int)
Perception: +4 = +0(ranks) +0(wis) +2(racial) +2(feat)
Perform: +2 = +0(ranks) +2(cha)
Profession: +0 = +0(ranks) +0(wis)
Ride: +3 = +0(ranks) +3(dex) -0(acp)
Sense Motive: +2 = +0(ranks) +0(wis) +2(feat)
Spellcraft: +10 = +2(ranks) +3(trained) +3(int) +2(racial)
Stealth: +3 = +0(ranks) +3(dex) -0(acp)
Survival: +0 = +0(ranks) +0(wis)
Swim: +0 = +0(ranks) +0(str) -0(acp)
Use Magic Device: +2 = +0(ranks) +2(cha)

Racial Traits
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to saving throw DCs for spells of the divination school and sleep effects they cast. In addition, elves with a Charisma of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf's character level). This racial trait replaces the elven immunities racial trait.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Common and Elven + Celestial, Draconic, Sylvan

Possessions:
Current Coins: 5gp, 3sp
Daggers(2)
Cold Iron Dagger(1)
Longsword(1)
Longbow(1)
Arrows(20)
Backpack(1)
Bedroll(1)
Candle(5)
Scroll Case(3)
Flask(1)
Ink(2oz)
Inkpen(2)
Bullseye Lantern(1)
Lamp Oil(3)
Parchment(5)
Beltpouch(3)
Rations(4)
Rope, hemp(50ft)
Sealing Wax(1)
Sewing Needle(2)
Ink Vial(1)
Waterskin(2)
Whetstone(1)
Traveler's Outfit(1)

starting equipment:

GP: 150
Daggers(2) - 4gp
Cold Iron Dagger(1) - 4gp
Longsword(1) - 15gp
Longbow(1) - 75gp
Arrows(20) - 1gp
Backpack(1) - 2gp
Bedroll(1) - .1gp
Candle(5) - .05gp
Scroll Case(3) - 3gp
Flask(1) - .03gp
Ink(2oz) - 16gp
Inkpen(2) - .2gp
Bullseye Lantern(1) - 12gp
Lamp Oil(3) - .3gp
Parchment(5) - 1gp
Beltpouch(3) - 3gp
Rations(4) - 2gp
Rope, hemp(50ft) - 1gp
Sealing Wax(1) - 1gp
Sewing Needle(2) - 1gp
Ink Vial(1) - 1gp
Waterskin(2) - 2gp
Whetstone(1) - .02gp
Traveler's Outfit(1) - free

Background:
Eliannador once hailed from the frozen lands of Irrisen, before she was forced to leave her sisters behind. It had been many generations since a dream-touched sister had appeared, and Eliannador's gifts were seen as an ill-omen. When her abberant talent began to manifest itself clearly, Eliannador watched with mute confusion as her sisters whispered behind her back when they thought she wasn't looking. Though her sisters were careful to keep their distrust from her, Eliannador began to see it in their dreams. It broke her heart, but she found that her sisters were terrified of her and what her abilities portended.

Out of that hurt, Eliannador decided that if her sisters were so afraid of her, she'd spare them the trouble of having to see her each day. After several days of trying to muster up the courage to leave, she finally left her sisters behind, taking with her the only companion she had who'd accepted her unconditionally- her familiar, Nephestos. She and Nef left her sisters and community and set out for the horizon, though Eliannador's heart was as cold and brittle as the land they'd left behind.

Personality/Mannerisms:
Eliannador is a coldly beautiful elven woman with a pale complexion that mirrors the frosty lands of Irrisen she misses so terribly. Though she still loves and longs for her sisters, she was deeply hurt and betrayed by their fear of her and she has learned to keep her relationships at a superficial level as a means of defense. Despite her cold facade, she is lonely and longs for true friends beyond her faithful familiar. She's also yet to admit to herself that she's enjoyed time away from her sisters, and that her travels abroad have shown her that she never really fit in back home. She is much more gentle and kind-hearted than her sisters, but her pain is still too raw for her to face such conclusions.

She has learned to leverage her alabaster skin and sharp features to her advantage during her travels and has a burgeoning knack for manipulating people into helping her when she needs it. Meeting someone good-hearted enough to offer aid without the need of such manipulations would considerably surprise and intrigue her.

She tends to be harsh, terse, and cold in her dealings with most people. Though this is mostly just to ensure she doesn't get hurt again. If she were to find a group or place where she felt like she belonged, her soft and tender side would begin to cautiously emerge.