Avahzi Serafian

Mirela's page

39 posts. Alias of Kip84.


Race

Status:
AC13/Touch13/Flatfoot10/CMD 12||HP: 7/[12]| Fort:+1;Ref:+5;Wil+3|Percept +2(+2 Familiar)/Sense Motive +0(+2 Familiar)|Init+3|Bolts: 0/10 used|Spell Save DC's 0: 14, 1: 15|Hex Save DC: 15|

About Mirela

Varisian
Female Elf
Witch 2 (Time Patron)
Favoured Class: Witch
Chaotic Good

Languages: Taldan (Common), Varisian, Elven, Sylvan, Goblin, Draconic.
Str: 8, Dex: 16, Con: 10, Int: 18, Wis: 10, Cha: 14

Defense:
HP: 12
AC: 13
Touch: 13
Flatfooted: 10
Fort: +1
Ref: +5
Will: +3
CMD: 12

Offense:
Crossbow, Light: Attack: +4, Damage: 1d8, Crit: 19-20 x2
Dagger: Attack: +0, Damage: 1d4-1, Crit 19-20 x2

Skills:
Heal: +6 (2 Rank, 3 Class, +1 Trait)
Intimidate: +6 (1 Rank, 3 Class, 2 Cha)
Knowledge Arcana: +9 (2 Rank, 3 Class, 4 Int)
Knowledge Nature: +8 (1 Rank, 3 Class, 4 Int)
Knowledge Planes: +9 (2 Rank, 3 Class, 4 Int)
Spellcraft +9 (2 Rank, 3 Class, 4 Int)
Use Magic Device: +7 (2 Rank, 3 Class, 2 Cha)

Feats:
Extra Hex

Hexes: 
Healing (su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has been affected by the healing hex, it cannot be affected by it again for 24 hours.

At 5th level, this hex acts like cure moderate wounds.

Slumber su: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Evil Eye (Su): [FAQ] The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.

At 8th level the penalty increases to –4.

Spells:
Cantrips 4/day, 1st 3/day
Save Dc's: Cantrips: 14, 1st: 15.

Prepared Spells: 
Cantrips: Message, Light, Touch of Fatigue.
1st: , Enlarge Person, Cure Light Wounds.

Eugeni, Weasel Familiar:

Weasel CR 1/2
XP 200
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1

 DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 3 (1d8)
Fort +2, Ref +4, Will +3

 OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.

 STATISTICS
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics

 SPECIAL ABILITIES
Attach (Ex)

When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.

Alertness (Ex)

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

Empathic Link (Su)

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 (Ex)

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.


Stored Spells:

Cantrips: arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink*, read magic, resistance, spark*, stabilise, touch of fatigue .
1st: Charm person, Cure light wounds, Command, Enlarge Person, Hypnotism, Sleep, Identify, Remove Sickness, Unseen Servant, Ventriloquism.

Traits:
Forlorn: Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.

Caretaker : As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.

Racial Bonus:
-Normal Speed : Elves have a base speed of 30 feet.
-Low-Light Vision : Elves can see twice as far as humans in conditions of dim light. See Additional Rules .
-Elven Immunities : Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
-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.

Gear: 24.5/26 lb carried. (Light Load)
Light Crossbow (35gp,4lb)
Bolts x10 (1gp,1lb)
Dagger (2gp,1lb)

Spell Component Pouch (5gp,2lb)
Backpack (2gp,2lb)
Trail Rations x5 (2.5gp,5lb)
Waterskin (1gp,4lb)
Travellers Outfit (-,5lb).
Scroll case (1gp, 0.5lb)

Scrolls: Ear Piercing Scream
Charm Person
Burning Hands
Cure Light Wounds x2 
(One CLW scroll is tucked in Mirela's belt the other scrolls are contained in her scroll case.)

Money on hand: 5gp, 5sp

Background: Mirela never knew her parents. Her father she was told was a great adventurer, her mother a simple citizen of Magnimar. She was named and raised by Hanzi, the kind physician who failed to save her mother in child birth. Hanzi was a good father and Mirela never wanted for anything. He opened up his home as an orphanage when she was 10 so she would have brothers and sisters but she was always his favourite. He tried to pass on his trade to her but she never quite picked it up properly. Mirela was 50 when Hanzi passed away, just a child by her people's standards yet she had watched all the orphans from her youth grow up and move away and watched new ones come in.

It was when Hanzi passed that Eugeni came into Mirela's life. A little weasel that turned her life upside down. Dogs were attacking the weasel when she found him, she chased them off and healed the poor thing. It wasn't long before she discovered that in caring for the animal she was gaining something in return. Small spells at first, like the ability to light a fire without flint, steel and tinder, then slightly greater like healing the cuts and bruises of the orphans without bandages or salves. She stayed on and ran the orphanage for 40 years. It was at that time that she got the news that Gunari (her first brother) had passed on, thats when Mirela knew she could no longer stay and watch these humans live out their short lives before her. She needed to find her place in the world and perhaps discover the source of her spell power.

She organised a replacement caretaker for Hanzi's orphanage and while clearing out the front room that he and herself after him had used as an office a dry old envelope fell out of an old ledger. The envelope seemed to be addressed to her but there was a second name she had not known before, Allastarra... She opened the letter unfolding the dry pages carefully to read its contents.

My Dear Mirela,
I have alway feared telling you this, the selfish old man that I am, but now I am coming to my last and you must know.

I have always told you that your father was unknown to me an adventurer that was passing through and had a short affair with your mother resulting in yourself. This I am afraid is not exactly true.

Your father is one Talathel Allastarra, a wise and powerful elf who always held himself with a grim air. It was only when in the presence of your mother that he would laugh and though she lived in Magnamar and he only passed through occasionally they seemed to know each other with a deepness I've rarely seen among humans. To my shame I've known where he is, or rather where he was last known to be for some time now. I just loved you so, I feared you would leave me if you knew.

Don't stay here when I'm gone, don't let yourself grow old watching orphans pass you by. Seek your father at Castle Firrine in Lastwall. learn about your own people and live your long life happily.
Love your Papa Hanzi

Tears streamed down Mirela's cheeks as she finished the letter. The silly old man, she never would have left him and even after his death she wasn't sure she could have left straight away. It would have felt to soon in her grief. Still this letter had come now as she was planning to leave already and she would not dismiss it. She would follow her Papa's last bit of advice and seek the man who had sired her.

Mirela travelled to Lastwall, Castle Firrine and her fathers name on the honour roll of the dead... But in visiting the castle and meeting the people of the surrounding area she became enamoured with there warm and friendly attitude in the face of their grim duty. She asked to stay awhile, spending her days talking with those who knew stories of her father or walking through the market and talking with the people from the outlying Hamlets wanting to learn more about the people her father had died protecting. After a month spent in this fashion she thought hard but the choice was easy. Mirela would follow her fathers footsteps and join the crusade.

Personality: A happy and carefree exterior hides a deep sorrow and a genuine wish to help people make their lives better.

Favoured class Bonus:
1st: +1 Hit Point
2nd: +1 Hit Point