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Merisiel

Erine Wintyle's page

630 posts. Alias of Kobold Cleaver.


Full Name

Erine Wintyle

Race

Gnome

Classes/Levels

Witch 5 (Ward currently on nobody, Hero Points: 0)

Gender

Female

Size

Small

Alignment

Neutral

Languages

Common, Undercommon, Draconic, Infernal, Gnome, Terran, Goblin, Dwarven, Orc

Strength 7
Dexterity 8
Constitution 17
Intelligence 18
Wisdom 14
Charisma 9

About Erine Wintyle

Backstory:
Erine Wintyle never knew another gnome when she was a child. She was sold to a green hag named Evalt as a baby, and lived most of her young life in a bog.
Evalt raised her well enough. She left Erine alone, fed her, and taught her the art of witchcraft. Erine was free to essentially do whatever she liked.
One day, while exploring, Erine found a tattered journal in a tree's knothole, cleverly hidden. It was Evalt's log.
Erine discovered the dreadful truth: She was being raised to be Evalt's weapon, when the hag made her grab for power. Once Evalt succeeded, she was to be dealt with.
Horrified, Erine attempted to escape, but was caught by the hag's wards. The hag found her, trapped, and realized that Erine knew her plans. She locked her in her closet, to dispose of later.
But there never was a later. A band of wandering adventurers, seeking to force Evalt to answer for some crime or another, attacked, and in the chaos the wards slipped. Erine managed to break out of the closet, and fled the swamp.
Erine is now heading to the town, wondering what her future is now that it has been irrevocably altered.

Personality and Appearance:
Unlike most gnomes, Erine Wintyle is really not a people person. She talks to herself and her goat frequently, but barely says a word to others. Often, in fact, she communicates through her goat (for instance, if somebody asked how she was, she would respond by saying to the goat, "He asks how I am doing, Goat, tell him I am doing fine")She is perfectly sane, though many might assume otherwise, and simply dislikes other people and has not bothered to learn their ways.
Her pale cyan hair is ragged and unkempt, and she generally wears a hood.
Her goat really is named Goat, because Evalt never saw much point in giving such a creature a real name. Despite this, Erine is very fond of Goat and takes excellent care of him.

Abilities:

Charm Hex: Erine can charm an animal or humanoid
creature within 30 feet by beckoning and speaking
soothing words. This improves the attitude of an animal
or humanoid creature by 1 step, as if the witch had
successfully used the Diplomacy skill. The effect lasts
for a number of rounds equal to the Witch’s Intelligence
modifier. A Will save negates this effect. Whether or not
the save is successful, a creature cannot be the target of
this hex again for 1 day.
Ward Hex: A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.

Prepared Spells:
0 (at will). Detect Magic, Spark, Message, Mage Hand.
1. Summon Monster I, Cure Light Wounds, Ray of Enfeeblement (X), Identify
2. Scorching Ray (X), Summon Monster II
3. Dispel Magic (X), Pain Strike

Goat's Spells:

All 0th level.
1st level: Cure Light Wounds, Cause Fear, Obscuring Mist, Summon Monster I, Mage Armor, Ray of Enfeeblement, Sleep, Command, Detect Undead (Occult patron), Identify, Inflict Light Wounds, Expeditious Retreat, Magic Missile, Touch of Gracelessness, True Strike.
2nd level: Vomit Swarm, Scare, Summon Monster II, Burning Gaze, Command Undead (Occult patron), Bull's Strength, Invisibility, Scorching Ray, Blood Transcription, Hold Person.
3rd level: Pain Strike, Dispel Magic

Attacks:
Unarmed Strike +0, 1 nonlethal damage.
CMB: -1
Defense:
Armor Class: 10 (-1 Dex, +1 Size)
Saves: Fort +4, Will +6, Ref +0
CMD: 8
HP: 45

Feats:
Spell Focus (Enchantment)
Augment Summoning

Skills:
Knowledge (arcana)+11 (+4 rank, +3 class, +4 Int)
Spellcraft +11 (+4 rank, +3 class, +4 Int)
Intimidate +8 (+3 rank, -1 Cha, +3 class, +3 Skill Focus)
Knowledge (the planes)+9 (+2 rank, +3 class, +4 Int)
Knowledge (nature)+12 (+5 rank, +3 class, +4 Int)
Knowledge (history)+9 (+2 rank, +3 class, +4 Int)
Knowledge (dungeoneering)+9 (+5 rank, +4 Int)
Survival +6 (+2 rank, +3 Goat, +2 Wis)
Heal +6 (+1 rank, +3 class, +2 Wis)
Knowledge (local)+6 (+2 rank, +4 Int)
Linguistics +8 (+4 rank, +4 Int)
Profession (psychology) +6

Equipment:

Weapons: None
Armor: None
Gear:
Spell Component Pouch (5 gp, 2 lb)
Traveler's Outfit (1 lb)
Antitoxin (50 gp)
Wand of Cure Light Wounds (29 charges)
Bedroll (1 sp, 1 lb)
Lesser Rod of Quicken Metamagic X
Pearl of Power 2nd level X
Pearl of Power 1st level
Potion of Reincarnate in nice vial
Hat of Disguise
44 gp, 3 sp.

Witch Class Abilities:

Cantrips: Witches can prepare a number of cantrips,
or 0-level spells, each day, as noted on Table 4–1 under
“Spells per Day.” These spells are cast like any other spell,
but they are not expended when cast and may be used
again. Cantrips prepared using other spell slots, due to
metamagic feats for example, are expended normally.

Hex: Witches learn a number of magic tricks, called
hexes, that grant them powers or weaken foes. At 1st
level, a witch gains one hex of her choice. She gains an
additional hex at 2nd level and for every 2 levels attained
after 2nd level, as noted on Table 4–1. A witch cannot
select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action
that does not provoke an attack of opportunity. The save
to resist a hex is equal to 10 + 1/2 the witch’s level + the
witch’s Intelligence modifier.

Witch’s Familiar (Ex): At 1st level, a witch forms a close
bond with a familiar, a creature that teaches her magic
and helps to guide her along her path. Familiars also aid a
witch by granting her skill bonuses, additional spells, and
help with some types of magic. See the Witch’s Familiar
section for a complete description of these bonuses.
A witch must commune with her familiar each day to
prepare her spells. Familiars store all of the spells that
a witch knows, and a witch cannot prepare a spell that
is not stored by her familiar. A witch’s familiar begins
play storing all of the 0-level witch spells plus three 1st level
spells of the witch’s choice. The witch also selects
a number of additional 1st-level spells equal to her
Intelligence modifier to store in her familiar. At each
new witch level, she adds two new spells of any spell level
or levels that she can cast (based on her new witch level) to
her familiar. A witch can also add additional spells to her
familiar through a special ritual (see sidebar).


Familiar:



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