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Elsbeth Tempest-Born's page

14 posts. Alias of ObsessiveWiz.


Full Name

Elsbeth Tempest-Born

Classes/Levels

CG Half-Elf Witch 1 | HP 8/8 | F+2 R+2 W+3 | AC 13 TC 12 FF 10 | CMD 10 | Low-light Vision, Perc +4 | Init +3 | Speed 20ft

About Elsbeth Tempest-Born

Statistics:
Female Half-Elf Witch 1
CG Medium Humanoid (Human and Elf)
Init +3; Senses Low-Light Vision, Perception +4
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DEFENSE
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AC 13(16), touch 12, flat-footed 11(14) (+1 armor (additional +3 with mage armor), +2 dex)
hp 8
Fort +2, Ref +2, Will +3
Concentration Check +7
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OFFENSE
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Speed 20 ft.

Melee Touch +2 (careful strike)
Melee

Ranged Touch +2
Ranged
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STATISTICS
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Str 7, Dex 14, Con 12, Int 20, Wis 12, Cha 8
Base Atk +0; CMB -2; CMD 10
Traits Resilient (Combat), Arcane Temper (Magic)
Caste Trait Vagabond
Feats Skill Focus (Escape Artist), Extra Hex (Cackle)
Adventuring Skills (2+INT ranks/level = 7 ranks)
*Escape Artist +6------------(+1 points; +0 class, +2 DEX, +3 skill focus)
Knowledge (arcane) +9-----(+1 points; +3 class, +5 INT)
Knowledge (nature) +9-----(+1 points; +3 class, +5 INT)
Knowledge (planes) +9-----(+1 points; +3 class, +5 INT)
Knowledge (religion) +6-----(+1 points; +0 class, +5 INT)
Perception +4-----------------(+1 points; +0 class, +1 WIS, +2 racial)
Spellcraft +9-------------------(+1 points; +3 class, +5 INT)
ACP -3
*ACP applies to these skills

Background Skills (2 ranks/level = 2 ranks)
Appraise +8-----------------(+0 points; +0 class, +5 INT, +3 familiar)
Knowledge (geography) +9----(+1 points; +3 class, +5 INT)
Profession (sailor) +6------(+1 point; +3 class, +1 WIS, +1 trait)

Non-standard skill bonuses +2 to Perception and Sense Motive when Squall is in arm’s reach. +1 to knowledge (geography) and to survival checks to avoid getting lost, and a +1 on bluff checks to deceive someone unfamiliar with your people's reputation.

Languages Common, Elven, Dwarven, Gnome, Halfling, Varisian, Orc

Special Abilities:

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SPECIAL ABILITIES
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Elven Immunities immune to magic sleep effects, and +2 to saves against enchantment spells and effects.

Adaptability gets Skill Focus (Escape Artist) as a bonus feat.

Elf Blood treated as both elf and human.

Arcane Training Uses spell trigger and spell completion items for Witch class as if one level higher.

Hexes (save DC 15):

-Evil Eye Targets creature within 30 ft, lasts 8 rounds (one round with successful Will save). Target takes -2 penalty on one of the following (my choice): AC, ability checks, attack rolls, saving throws, or skill checks.

-Cackle Move action. Any creature within 30 feet under the effects of Evil Eye or Misfortune has the duration of that hex extended by one round.

Deception Patron Gains these bonus spells at the given level: 2nd-ventriloquilsm 4th-invilibility 6th-blink 8th-confusion 10th-passwall 12th-programmed image 14th-mass invisibility 16th-scintillating pattern 18th-time stop

Witch’s Familiar Has a familiar, which functions like the wizard’s arcane bond, except that a witch must commune with her familiar to prepare spells.

Squall (Familiar):

Parrot
N Tiny animal
Init +2; Senses low-light vision; Perception +6

DEFENSE

AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 NA)
hp 3 (1HD)
Fort +1, Ref +4, Will +4

OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Skills
Escape Artist +3-------------(1 points; 2 DEX)
Fly +6--------------------------(0 points; 2 DEX, +4 racial)
Knowledge (arcane) -1-----(1 points; -2 INT)
Knowledge (geography) -1----(1 points; -1 INT)
Knowledge (nature) -1-----(1 points; -2 INT)
Knowledge (planes) -1-----(1 points; -2 INT)
Knowledge (religion) -1-----(1 points; -1 INT)
Perception +3-----------------(1 points; 2 WIS)
Profession (sailor) +3--------(1 point; 2 WIS)
Spellcraft -1-------------------(1 points; -2 INT)

Languages Common

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SPECIAL ABILITIES
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Familiar The master of a parrot familiar gains a +3 bonus on Appraise checks.

Sound Mimicry Parrots are excellent at learning and copying sounds they hear often, from creaking boards to even specific voices. The parrot makes a Bluff check opposed by the listener’s Sense Motive check to recognize the mimicry, although if the listener isn’t keenly familiar with the person or type of sounds mimicked, it takes a –8 penalty on its Sense Motive check. The parrot has a +8 racial bonus on its Bluff check to mimic sounds it has listened to for at least 1 week. This ability does not allow the parrot to speak or understand languages, it simply imitates them.

Alertness While a familiar is within arm’s reach, the master gains the Alertness feat.

Empathic Link The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.

Improved Evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar‘s type (magical beast).

Store Spells Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

Spells Stored by Squall:

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Spells Stored by Squall
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0th (prep 3/day, cast at will; DC 15) arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue

1st (3/day; DC 16) mage armor, alter winds, nauseating dart, obscuring mist, ill omen, mount, charm person, adhesive spittle

Spells Prepared:

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SPELLS PREPARED
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0th:
light
detect magic
guidance

1st:
mage armor
nauseating dart
adhesive spittle

Gear/Possessions:

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GEAR/POSSESSIONS
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Item [weight (0 if not noted)] (cost)

Combat Gear
Dagger [1] (2gp)
Haramaki [1] (3gp)

Other Gear
Explorer’s Outfit
B-Backpack [2] (2gp)
Dull Gray Ioun Stone (25gp)
Spell Component Pouch(2) [4] (10gp)
B-Silk Rope(50ft) [5] (10gp)
S-Sack [0.5] ( 1sp)
S-Bedroll [5] (1sp)
S-Chalk (10 pcs) (10cp)
S-Waterskin [4] (1gp)
S-Soap [0.5] (1cp)
S-Ink & Inkpen (8gp, 1sp)
S-Parchment (15 sheets) (3gp)
S-Wandermeal(6 servings) [3] (6cp)
S-Trail Rations [1] (5sp)

Total Weight: 27 lbs. (medium load) OR 13 lbs. (light load) without sack

Money 86 GP 11 SP 13 CP

Background:

Elsbeth was born at sea during a furious storm. She was raised as a cabin girl on the ships her merchant mother Marya captained, and had to learn to stand up for herself and be tough since her half-elven parentage caused her to be ostracized. She did have one good friend on the Lady's Luxury, a half-orc named Grozbek who was hired as a guard. He was kind to her (reflecting on it later, Elsbeth realized that he probably understood exactly what it meant to be treated badly for being different), and she followed him around the ship asking questions about the places he had seen whenever she was done with her duties.

Elsbeth loved her traveling life, and enjoyed every day at sea or exploring a new city. Sadly, this was to come to an end when her powers as a witch began to manifest, and she began to be looked upon as a bad luck charm. Even her own mother began to fear her after an incident where a sailor she was angry at fouled up a knot 3 times in a row.

She was dropped off at the nearest port as soon as she was old enough to fend for herself, which just so happened to be Sandpoint. She wandered the docks for a while, before stopping at the Rusty Dragon. Grozbek had told her about the exotic foods and stories of travelers, so she stepped inside for a meal and to inquire about a room. She ended up befriending the innkeeper Ameiko, and spent a few months working at the Dragon before taking a job on a ship named to Kintargo.

Her powers have only grown since that time, although she has learned to hide the extent of them from most, as they cause her to be treated with distrust. She has spent her years since that day working her way through the world on ships, traveling and exploring (and keeping an eye out for her father Variel, though all she knows about him is his name). She has often returned to Sandpoint and spent a few months there, as she loves the city she learned to live for herself in.

Appearance and Personality:

Elsbeth is of medium height and build, and mildly pretty when not glaring at someone who has roused her temper. She wears a bandanna, both to keep her dark brown hair out of her face, and to hide the tips of her ears. The only other thing to betray her half-elven parentage are her jewel-like blue eyes. She walks with a confident swagger, and her parrot Squall often rides her shoulder.

Elsbeth is pleasant enough, though her acerbic tongue can get her into trouble. She can seem brusque to those who don’t know her, but she speaks so as a defense from spending time with salty sea dogs. She is loyal to those who show that they deserve her trust, and will fight to the death to protect herself and her friends. One thing that she hates above all else is when people are treated as she was growing up, being hated for no other reason than being different.

Elsbeth loves traveling and seeing new places, but also likes to spend some time getting to know a place or small group of people who seem trustworthy and interesting. She is 27 years old.