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:
Then: Unlike most gnomes, Erine Wintyle really wasn't a people person. She spoke to herself and her goat frequently and barely gave a word to others. She was very shy and fearful, seeing the others in her group as protectors and desperate to keep their favor.
Now: After all this time, Erine has adjusted considerably to the adventuring business. She is less shy, though still quite craven, and has actually turned a bit cold. Things that can't hurt her can't scare her: A severed head? Smells a bit foul.
Now capable of looking after herself, Erine has become very attached to her party (see Relations). She has also begun to develop a new goal alongside "survive": Gain as much arcane power as possible.
Whether this is another means of defense or an end in itself is unsure.
Erine is pretty, in a gnomish sort of way. Her eyes are wide, and constantly dart from side to side as if she expects trouble. Her voice is both sharp and blunt. Her pale cyan hair is ragged and unkempt. She used to wear a hood, but now generally relies upon her hat of disguise.
Edrukk: Erine cares a great deal for Edrukk, though whether it is as a father figure, a friend, or even a romantic interest is unsure. Regardless, he's always been Erine's protector, and her reaction would be dramatic if the tough warpriest were to actually be harmed.
Broccan: Erine likes Broccan, but is generally torn between pity and annoyance towards him. She notices his low self-esteem, but is not assertive enough to reassure him. He's a friend, though, and she respects his tough nature. Goat likes Broccan as well—and lacks Erine's mixed feelings. As always, Goat's opinions are just slightly differing from hers.
Minniwick: Erine is easily threatened, and initially distrusted Minniwick for being better than her in the field of arcane study. She's moved past it now and seems to respect him well enough. His investment in the future of the gnomish race sometimes puts her on edge, though.
Canvy: Erine used to fear Canvy, but time—and Goat's oft-unsavory council—has led her to regard him with a mix of disgust and fascination. The witch now studies the cleric, occasionally even trying to provoke him. If any evidence is needed that Erine is not a complete innocent, her interactions with Canvy are more than sufficient.
Sanstree: Erine is fairly neutral towards Sanstree. Though her occult leanings make her wary of Sanstree's druidic side, and she's a bit jealous that he has become such a powerful wizard's apprentice, she seems to think that she could easily beat the druid-mage if it came to a fight. For now, he's an ally, but her paranoia does not allow her to give him any more trust than that.
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.
Tongues (Su): A witch with this hex can understand any spoken language for a number of minutes per day equal to her level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments.
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 X X)
Pearl of Power 2nd level (X)
Pearl of Power 1st level (X)
Potion of Reincarnate in nice vial
Hat of Disguise
Ring of Protection +2
44 gp, 3 sp, 13 cp.
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).