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About Erine WintyleBackstory:
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:
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
Witch’s Familiar (Ex): At 1st level, a witch forms a close
Familiar:
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