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About Adrienne CaelethaSpells Prepared: Witch 0 Level (4) - Message, Stabilize, Detect Magic, Guidance Witch 1 Level (4) - Cure light wounds, Sleep, Entangle, Ear piercing scream Witch 2 Level (3) - Cure Moderate Wounds, Alter Self, Pernicious Poison Forester 1 Level (3) - Obscuring Mist, Gravity Bow, Vanish Adrienne Caeletha
Defenses AC: 22; Touch: 15; FF: 17; (+5 Dex, +7 AC)
Offense Speed: 40 ft
Statistics STR 14 DEX 20 CON 15 INT 23 WIS 17 CHA 13
Skills:
Acrobatics: +15 Appraise: +5 Bluff: +5 Climb: +11 Craft: +5 Diplomacy: +1 Disable Device: +11 Disguise: +7 Escape Artist: +5 Fly: +5 Handle Animal: +1 Heal: +11 Intimidate: +1 Knowledge (Arcana): +13 Knowledge (Dungeoneering): +5 Knowledge (Engineering): +5 Knowledge (Geography): +10 Knowledge (History): +5 Knowledge (Local): +9 Knowledge (Nature): +13 Knowledge (Nobility): +5 Knowledge (Planes): +5 Knowledge (Religion): +5 Linguistics: +9 Perception: +10 Perform: +1 Profession (Herbalist): +16 Ride: +5 Sense Motive: +7 Sleight of Hand: +5 Spellcraft: +5 Stealth: +21 Survival: +10 Swim: +2 Use Magic Device: +1 Special Abilities:
Racials: Elven Magic, Magic in the Blood, Low-light Vision Forester: Skirmish +1d6, Track, Archery Master, Fast Movement Witch: Plant Patron, Herb Lore Spellbook:
Spell like abilities (1/day): Mage Hand, Cast Light, Prestidigitation, True Strike Hexes: Healing, Cauldron, Evil Eye Spells Forester 1: Gravity Bow, Vanish, Endure Elements Witch 0: All Witch 1: Alchemical Tinkering, Cure Light Wounds, Ear-piercing Scream, Mage Armor, Sleep, Shadow Trap, Obscuring Mist, Blend, Delay Disease, Dancing Darkness, Entangle Witch 2: Alter Self, Cure Moderate Wounds, Pernicious Poison
Background:
New Stetven had been slowly been encroaching upon the forest for decades. Adrienne's small coven in the forest on the southern border of Brevoy had been uprooted from their homes on three separate occassion. Each time they were pushed further back into the forest. The witches were not without their own victories through. They had inflicted a nasty disease on the woodcutters and swarmed them with biting insects. This only managed to slow down these humans. Their "City of Wooden Palaces" would be the coven's death knell. Three months after being forced from our third home, the humans found the witches again. Adrienne had been gathering poisonous flowers for a few days in the forest and was not present when the humans found them. And this time they did not stumble upon the coven, they ambushed it. Apparently they grew weary of us defending our homes. Nearly home, Adrienne smelled smoldering wood and flesh. She sprinted through the trees, heart racing. The sight that greeted her was terrible. Their home burned with the last crackles of a dying fire. Four bodies laid in a pile were badly charred, nearly to ash. My sisters... but four means there is one left! She rushed into the collapsed remains of their hut. Irianna, the head of the coven and teacher of harrow, was there under the debris. She was barely breathing and horribly burned. Her dying words forever imprinted into Adrienne's mind, "Humans... Ambushed... Kill them." And that is what she has done. She began, by tracking them back to their camp. Then the real work began. She sat in a tree for three days and nights, watching the camp and observing the movements. All the while she was using the flowers she had collected to brew something nefarious. The night of the new moon she put two sentries to sleep and snuck to the camps water supply. She dumped the small clear vial into the reserves and made her way out. She went back to that tree and watched. She watched as the camp became less and less active. Three days later there was no activity. Adrienne cackled with glee and walked into the camp. Moans came from some of the tents and a noxious stench came from most. She burned the entire camp to the ground as revenge for her sisters. It was only on her slow walk did she begin to realize the magnitude of what she had done. Blind rage had most likely doomed the forest she loved. They would send more woodcutters in retaliation. A militia may also come in as a guard. She hated the humans, and they deserved this. However, she needed to be more calculating in her future exploits. She had nowhere to go. She had been in the coven for her entire life. She wanted to make sure this would not happen to anyone else. She wanted to disrupt these ever expanding, monstrous testaments to the leeching abomination that is the human race. Fleeing south towards the River Kingdoms was her only real option. Six months later is when she met up with the Foresters. She had just botched an assassination attempt on the head of a major woodmill near the North Fork of the Sellen River, northeast of Mivon. Badly wounded, she retreated into the forest. The Foresters had been watching her for a few weeks and came to her aid. Once she was nursed back to health, the Foresters offered her a position in their ranks. They realized her raw potential, but she lacked discipline. Over her time with the Forestors since joining, she has focused her anger and sharpened her skills. She was honed into a master poisoner. She can hide in plain sight; and before you know it, a poisoned arrow has struck you in the shoulder and put you to sleep. As a truly support role, she can heal her allies effectively while shooting from the shadows and hexing her enemies to weaken them.
Personality:
Though the Foresters have shaped her into a disciplined fighter, Adrienne's maniacal side can at times poke through. She has enjoyed the sharpness of focus that discipline has brought her and does a good job of keeping the rage at bay. The shadows of the forests and the thick underbrush are now her home. Protecting her home is her number one priority. If these humans threaten her home, as they do so often!, she has no problem sending them home preferably under a sheet. Her subdued nature is sometimes unpredictable, as she becomes angered. This anger usually comes from seeing her forests destroyed. Human brutality also sends her into a rage. While she does not indiscriminately kill humans, she acts remorselessly when carrying out orders against humans guilty of this destruction. Her new teammates have become her new family. She is intensely loyal to them and would rather sacrifice herself than watch another family of hers die. Adrienne holds the codes of the Foresters in high regard, but her wrathful side tends to make her more prone to killing than diplomacy. She can speak when needed, but it is not usually her first course of action. She detests the humans for what they did to her sisters. She hates them for their continued destruction of her home. The Foresters have shaped this into a valuable tool on their team.
Role:
Adrienne plays a primarily support role. Her hexes and spells heal allies and debuff enemies. Her poisons and arrows disable and damage opponents. Her ability to blend into the shadows makes her an excellent scout and spy. |