Jadrenka

Dilana Hemlock's page

685 posts. Alias of Twistlok.


Full Name

Dilana Hemlock

Race

hex:
Evil Eye (-4 DC22), Cackle (move), Misfortune (2 rnd, DC 21), Slumber (9 Rounds DC21) Flight (8/9 minutes)

Classes/Levels

CLW Wand 40/50 | 2/2 CLW Potion | Ray of Enfeeblement 33/34 (CL1 - DC15) | Ray of exhaustion 16/18 (CL5 - DC16)

Gender

Status: Mage Armor 9 Hours | Witch 9 | HP 42/55 | AC 18 | T 14 | F 15 | Per +2 | Init +9 | Fort +7 Ref +9 Will +10 | CMB +4 | CMD 18 | +3 Inferno Pistol 1d6 20x2 | Sickle +4 1d6 x2

Size

M

Alignment

CG

Deity

Desna

Location

Torch

Languages

Common, Dwarven, Eleven, Goblin, Kasatha

Homepage URL

CHARACTER SHEET

Strength 10
Dexterity 16
Constitution 13
Intelligence 21
Wisdom 12
Charisma 10

About Dilana Hemlock

Witch Spell-Like Abilities (CL 10th; concentration +16)
. . Major Heaing - 3d8+10 - 1/day per person
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 10th; concentration +16)
. . 5th—baleful polymorph (DC 21), suffocation[APG] (DC 21), teleport
. . 4th—black tentacles, dimension door (1/2), phantasmal killer (DC 20)
. . 3rd—air geyser[ACG] (DC 19), lightning bolt ((2/2) DC 19), remove disease
. . 2nd—cure moderate wounds (3/3), glitterdust (DC 18), see invisibility, vomit swarm[APG]
. . 1st—burning hands (1/2, DC 17), ear-piercing scream[UM] (2/2, DC 17), mage armor, sleep (DC 17)
. . 0 (at will)—daze (DC 16), detect magic, guidance, light
. . Patron Vengeance

Spells to Get:

Spells to Get: Euphoric cloud

Notes:

Boiling it down to basics, Dinvaya suggests exploring Scrapwall, build up your reputation (Scrapworth), and take out as many of the Lords of Rust's low rankers as you can.
If you go straight at the Lords in their arena (Scrapmaster arena Area Q) you'll be dealing with some tough opponents, and be swarmed by the low rankers at the same time. If your scrapworth is high enough the low rankers will choose caution and stay out of the fighting.

She also tells you that Area G is Smilers territory, with Area H their base. And that the Redtooth raiders in area J are at war with the Smilers, and would pay well for aid against them, as the Raiders are not doing well.

There is a large, mutated Manticore lairing in Area K, dealing with it would be worth a lot of scrapworth.

Area L is the Lords of Rust's territory.

Area M was controlled by a large number of Chokers who worshipped Hellion, however several weeks ago he went into a rage and had most of them slaughtered. You estimate from the timing that this would have been when you shut down the transmitter in Torch.

Area N is a large receiver array, pointed to the west.

Area O is a canyon that is rumored to be haunted, it's choked by chilling mists and no one has made it to the end and returned, so no one knows what lays there?

This book is a bit of a sandbox, so your tactics and where you go are up to you.

Dilana Hemlock
Female human witch 10 (Pathfinder RPG Advanced Player's Guide 65)
CG Medium humanoid (human)
Init +5; Senses Perception +2
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +3 Dex)
hp 60 (10d6+20)
Fort +7, Ref +9, Will +11
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee sickle +5 (1d6)
Ranged inferno pistol +4 (1d6 fire) or
. . light crossbow +8 (1d8/19-20)
Special Attacks hexes (cackle[APG], evil eye[APG], flight[APG], fortune[APG], major healing[APG], misfortune[APG], slumber[APG])
Witch Spell-Like Abilities (CL 10th; concentration +16)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 10th; concentration +16)
. . 5th—baleful polymorph (DC 21), suffocation[APG] (DC 21), teleport
. . 4th—black tentacles, dimension door (2), phantasmal killer (DC 20)
. . 3rd—air geyser[ACG] (DC 19), inflict pain[OA] (DC 19), lightning bolt (DC 19), remove disease
. . 2nd—cure moderate wounds (3), glitterdust (DC 18), see invisibility, vomit swarm[APG]
. . 1st—burning hands (2, DC 17), ear-piercing scream[UM] (2, DC 17), mage armor, sleep (DC 17)
. . 0 (at will)—daze (DC 16), detect magic, guidance, light
. . Patron Vengeance
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Statistics
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Str 10, Dex 16, Con 13, Int 22, Wis 12, Cha 10
Base Atk +5; CMB +5; CMD 19
Feats Accursed Hex[UM], Craft Wondrous Item, Ectoplasmic Spell[APG], Elemental Spell[APG], Extra Hex[APG], Rapid Reload
Traits reactionary, stargazer
Skills Acrobatics +0 (-4 to jump), Craft (shoes) +10, Diplomacy +10, Escape Artist +1, Fly +9, Heal +8, Intimidate +4, Knowledge (arcana) +19 (+21 to identify alien monsters' abilities and weaknesses), Knowledge (geography) +11 (+13 to identify alien monsters' abilities and weaknesses), Knowledge (history) +19 (+21 to identify alien monsters' abilities and weaknesses), Knowledge (local) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (nature) +19 (+21 to identify alien monsters' abilities and weaknesses), Knowledge (planes) +19 (+21 to identify alien monsters' abilities and weaknesses), Perception +2, Spellcraft +19, Stealth +4, Swim +2, Use Magic Device +5
Languages Androffan, Common, Draconic, Dwarven, Elven, Goblin, Kasatha
SQ witch's familiar (greensting scorpion named Lancerleot)
Combat Gear potion of cure light wounds (2), scroll of web, wand of , wand of , wand of cure light wounds; Other Gear crossbow bolts (30), inferno pistol, light crossbow, sickle, cloak of resistance +3, corset of dire witchcraft[UE], handy haversack, headband of vast intelligence +4, ring of protection +1, ring of sustenance, backpack, bedroll, belt pouch, broken pistol, flint and steel, ink, inkpen, journal[UE], mess kit[UE], spell component pouch, spring loaded wrist sheath (worth 5 gp) (2), trail rations (5), waterproof bag[UE], 2,434 gp, 6 sp
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Special Abilities
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Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Ectoplasmic Spell You can cast a spell that has full effect against incorporeal or ethereal creatures.
Elemental Spell (Electricity) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (9 rounds, DC 22) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Major Healing (3d8+10) (Su) Use cure serious wounds once per day/person.
Misfortune (2 rounds, DC 21) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (10 rounds, DC 21) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
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“I will admit my powers are odd, but I deeply believe they are sent to me by the torch. No, no I can’t prove it but I might be weaker since it has gone out.”

Dilana has been in torch her entire life. Her mother is deceased and her father was a blacksmith but now, well, he just drinks. All of the time and the more he drinks the more he suspects these powers his daughter has of being what made his wife sick. Dilana has given up trying to convince him otherwise but does not relish the lonely life she has now.

It is fortunate she has a skill. It’s a simple one but useful, making and repairing shoes. It is enough to get her by and she finds some amusement in being the most powerful cobbler in town.

With the Torch out she is concerned. The headaches are effecting so many and she worries her power, what makes her special, may dissipate with the loss of the towns namesake.

“I know adventures are coming to the area to help. Maybe I can help them. I know enough about the technology of the area and how to cause problems for Torches enemies.”

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