Hialin

Caladrel Wintergrasp's page

104 posts. Alias of gossamar4.


Full Name

Caladrel Wintergrasp

Race

Male Arctic Elf

Classes/Levels

Witch (Winter Witch/Cartomancer)/1: HP (8/8): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=3): Initiative +3: Perception +4: Sense Motive +1

Gender

Party Loot

Size

medium

Alignment

Chaotic Good

Location

Heldren

Languages

Common, Elven, Scald, Hallit, Aklo, Draconic, Sylvan

Occupation

Fortune Teller

Strength 10
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 13
Charisma 12

About Caladrel Wintergrasp

Background:
Caladrel started manifesting strange hexing abilities and strange visions of future events early in childhood. Strange for an Elf, anyway. Unknown to Caladrel at the time, his parents knew and feared where these hexes came from. A secret partnership made several generations earlier with a dark entity. Details of partnership faded over time, but the knowledge of it's existence was held as a closely guarded shame. Thinking the dark creature would come for their child, Caladrel's parents embarked on a nomadic/gypsy life of travel that always seemed to take them to colder regions. They never explained to Caladrel the reason for a life avoiding warm climates, but obviously they believes this was a way to protect Caladrel from being sought out by the ancient dark entity.

Caladrel's parents did their best to instill virtue, good, morals, and integrity in him. For some reason he still developed a knack for twisting truth, and a devious appreciation for the penalties his hexing and magic upon enemies. Despite the seemingly dark or evil nature of his "gifts" the lessons and ideals his parents taught him, centered on a theme that dark magic and abilities are not "evil" if used for a "good".

Caladrel maintains his nomadic upbringing which has led to his learning of many different languages, many friendships in various towns, excelling in social skills, and ongoing research. Research into his magic abilities, and hopefully one day, the identity and of the dark being who his ancestors feared. Harnessing his "visions" he makes a living as a fortune teller.

Currently Caladrel has be based in Heldren. It might be the longest period of time he's called a place home, his entire life.

Offense:
Initiative = +3

Melee
Dagger = +0 (1d4/19-20x2)

Ranged
Sling = +3 (1d4/x2)

Defense:
HP = 8

AC(Touch) = 13(13)

Fortitude = 1
Reflex = 3
Will = 3

CMD = 13

Witch Features:
Hexes

Cackle: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Evil Eye: 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. DC = 15 will

Cold Flesh: At 1st level, a winter witch gains endure elements as a constant spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures. At 9th-level, this increases to cold resistance 10, and at 14th level, it becomes immunity to cold.

This replaces the witch’s 4th-level hex.

Patron: Deception

Spells:
1st Level 2/day

Adhesive Spittle
Beguiling Gift
Cause Fear
Cure Light Wounds
Mage Armor
Obscuring Mist
Unseen Servant

Standard Prep

0-Level

Arcane Mark
Detect Magic
Ray of Frost

1-Level

Cause Fear
Unseen Servant

Skills:
Bluff = 9 (4+1+3+1) (Fiend Blood)
Craft (Alchemy) = (4+0+3)
Diplomacy = 5 (4+1+0)
Fly = (3+0+3)
Heal = (1+0+3)
Intimidate = (1+0+3)
Knowledge (Arcana) = 8 (4+1+3)
Knowledge (History) = (4+0+3)
Knowledge (Local) = 9 (4+1+3+1) (Restless Wayfarer)
Knowledge (Nature) = (4+0+3)
Knowledge (Planes) = (4+0+3)
Linguistics = (4+0+0)
Perception = 4 (1+1+0+2) (Elf)
Profession (Fortune Teller) = (1+0+3)
Spellcraft = 10 (4+1+3+2) (Elf)
Use Magic Device = (1+0+3)

Feats:
Extra Hex (1st lvl): You gain one additional hex. You must meet all of the prerequisites for this hex. Cackle

Equipment:
Armor = none
Weapon = dagger
Weapon = sling (20 bullets)

Magic Item = Special Harrow Deck (Cartomancer)

Backpack
--Witch's Kit
----Bedroll
----Candle x 10
----Chalk x 10
----flint and steel
----Ink Pen & Ink
----Iron pot
----Mess kit
----Pouch, Belt
----Rations, Trail x 5
----Soap
----spell component pouch
----Torch x 10
----Water skin
--Case (map/scroll)
--Marbles
--Parchment x 10
--Rope, Silk 50'
--Scroll Box
--Entertainer's Outfit
--Traveler's Outfit

--Alchemist's fire
--Alkali flask
--Holy water

Gold - 21.6

Traits:
Alternate Racial

Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Elemental Resistance: Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities. Cold

Traits

Restless Wayfarer (campaign): You have long led a nomadic life—perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages). Knowledge: Local

Student of Philosophy (Social): You were trained in a now defunct philosophical tradition—such as that of the now destroyed Galtan universities or Lirgeni astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)

Fiend Blood (Race): The blood of fiends taints your line, manifesting physically, though it may be barely noticeable. Choose one of the following skills: Bluff, Intimidate, or Knowledge (planes). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. Bluff