Shelyn

Elayn's page

6 posts. Alias of Kalem.


Full Name

Elayn

Race

Human

Classes/Levels

Witch / 1

Gender

Female

Size

M

Age

22

Alignment

CG

Languages

Common, Hallit, Orc, Elven, Goblin, Giant, Androffan (skill)

Occupation

Apprentice

Strength 10
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 8
Charisma 14

About Elayn

Description:

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Description
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Combat:

Init: +2
Speed: 30'

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Defense
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HP: 7

AC: 13 (+2 Dex +1 Armor)
Touch: 12
Flat Footed: 11

Special Defense: N/A

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

Range:
Dagger: +0 (1d4 19-20/x2) Range 10'

Special Attacks: N/A


Skills:

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Skills
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Untrained

  • Acrobatics: 2 (+2 Dex)
  • Appraise: 4 (+4 Int)
  • Bluff: 3 (+1 rank +2 Cha)
  • Climb: 0
  • Craft: 4 (+4 Int)
  • Diplomacy: 2 (+2 Cha)
  • Disguise: 2 (+2 Cha)
  • Escape Artist: 2 (+2 Dex)
  • Fly: 8 (+2 Dex +3 familiar +3 Griffon Mane cloak)
  • Heal: 3 (+1 rank +3 class -1 Wis)
  • Intimidate: 2 (+2 Cha)
  • Perception: -1 (-1 Wis)
  • Perform: 2 (+2 Cha)
  • Profession: 3 (+1 rank +3 class -1 Wis)
  • Ride: 2(+2 Dex)
  • Sense Motive: -1 (-1 Wis)
  • Stealth: 2 (+2 Dex)
  • Survival: -1 (-1 Wis)
  • Swim: 0

Trained

  • Knowledge (Arcana): 8 (+1 rank +3 class +4 Int)
  • Knowledge (Engineering): 11 (+1 rank +3 class +4 Int +3 Feat)
  • Knowledge (History): 8 (+1 rank +3 class +4 Int)
  • Linguistics 5 (+1 rank Androffan +4 Int)
  • Spellcraft: 8 (+1 rank +3 class +4 Int)
  • Use Magic Device: 6 (+1 rank +3 class +2 Cha)

Feats & Traits:

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Feats
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  • Extra Hex
  • Technologist (Knowledge Engineering)

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Traits
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  • Rich Parents
    -- Starting cash 900gp

  • Focused Mind
    -- +2 concentration checks

  • Local Ties
    -- Knowledge Engineering class skill & +3 to skill checks

  • Preoccupied (Drawback)
    -- —2 Perception to avoid surprise and Ref saves to avoid traps or hazards
    -- Renamed from Sentimental drawback

Spells & Hexes:

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Spells Memorized
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  • Level 0 (Max 3 / DC 14)
    --Detect Magic
    --Mending
    --Guidance

  • Level 1 (Max 2 / DC 15)
    --Mage Armor
    --Hypnotism

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Spells Known
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Patron: Stars

  • Level 0

    Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
    Bleed: Cause a stabilized creature to resume dying.
    Dancing Lights: Creates torches or other lights.
    Daze: A single humanoid creature with 4 HD or less loses its next action.
    Detect Magic: Detects all spells and magic items within 60 ft.
    Detect Poison: Detects poison in a creature or object.
    Guidance: +1 on one attack roll, saving throw, or skill check.
    Light: Object shines like a torch.
    Mending: Makes minor repairs on an object.
    Message: Whisper conversation at distance.
    Putrefy Food and Drink: Makes food and water inedible.
    Read Magic: Read scrolls and spellbooks.
    Resistance: Subject gains +1 on saving throws.
    Spark: Ignites flammable objects.
    Stabilize: Cause a dying creature to stabilize.
    Touch of Fatigue: Touch attack fatigues target.

  • Level 1
    Charm Person: Makes one person your friend.
    Command: One subject obeys a command for 1 round.
    Ear-Piercing Scream: Deal sonic damage and daze target.
    Hypnotism: Fascinates 2d4 HD of creatures.
    Identify: Gives +10 bonus to identify magic items.
    Mage Armor: Gives subject +4 armor bonus.
    Web Bolt: You launch a ball of webbing at a target, causes target to be affected as if by a web spell.

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Hexes
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DC: 15

  • Slumber: 1 creature w/in 30ft falls asleep. Will to negate

  • Evil Eye: -2 penalty to choice of AC, Ability Check, Attack Rolls, Saving Throws, or Skill Checks for 3+Int mod rounds. Will save to reduce 1 round (8th lvl = -4 penelty)

Familiar:

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Familiar
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Name: Jobo
Type: Flying Squirrel
Bonus to Master: +3 Fly; Alertness when w/in arm's reach

Familar Abilities

  • low-light vision
  • Glide (Cannot hover, must end movement 5' lower than where it started)
  • Improved Evasion
  • Share Spells
  • Empathic Link

Feats
  • Acrobatics
  • Weapon Finesse

HP: 4
AC: 15 Touch: 14 Flat Footed: 13

Str: 3 Dex: 15 Con: 8 Int: 6 Wis: 12 Cha: 6

Skills

  • Acrobatics: 8
  • Acrobatics(Jumping): 12
  • Climb: 10
  • Fly: 16

Attack: Bite +4 (1d3-1)

Equipment:

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Gold
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  • 335 gp

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Weapons
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  • Dagger 2 gp

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Armor
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  • Haramaki +1 AC 0% spell failure
3 gp

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Other Items Worn
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  • Explorer's Outfit (w/ cloak of Griffin Mane) (free + 50gp)
  • Sleeves of Many Garments (Wearer can transform her current garments into any other nonmagical garment) 200 gp

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Other Equipment
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  • Backpack (Masterwork) 50 gp
  • Waterskin(full) 1 gp
  • Rations x10 5 gp
  • Flint and Steel 1 gp
  • Earplugs .03 gp
  • Mirror, small steel 10 gp
  • Pouch, Spell component 5 gp
  • Grooming Kit 1 gp
  • Blanket .2 gp
  • Bedroll .1 gp
  • Familiar Satchel 25 gp
  • Everburning Torch 110 gp
  • Rope, Spider's silk 100 gp

Personality:

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Personality
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Elayn's mind is rarely in the vicinity of her physical self. Conversations are typically short and often abruptly curtailed as some wisp of a question floats through her mind and flushes all other thoughts from her head. Stubborn determination and dogged focus then consume her until the matter is resolved or some other more fascinating mystery manages to catch her eye.

Background:

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Background
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The daughter of one of the few merchant families in Torch who have managed to accumulate more than the average bit of wealth despite the Technic League’s taxes, Elyn’s early life was one of relative ease and comfort compared to most of Torch. She’d never wanted for anything and rarely was called upon to do much other than keep quiet and stay out of her parent’s office. The latter was a bit harder than the first.

Elyn’s curiosity and intense desire to know how everything worked was a constant irritation to her folks. Merchandise, especially anything mechanical, left unattended would often be dismantled in minutes as the young girl attempted to unlock its secrets. Occasionally, she’d be able to reassemble the pieces as she’d found them. However, more often than not, she’d decide she could improve the design and create a technological wonder that only she understood or appreciated. “Junk” seemed to be the most common term people used for her creations. But Elyn rarely cared, for by the time folks found her works, she’d forgotten it and moved on to something else.

Trying to harness Elyn’s creativities her parents had arranged for her apprenticeship to Khonnir Baine. The wizard’s work with the mysteries of technology instantly fascinated Elyn and she dove into her studies under Baine with an insatiable appetite.

Often consumed by her work, Elyn often lost track of time and the rest of the word around her. Only her small squirrel, Jojo, seemed capable of turning her attention to other matters, such as food. In fact so focused was she that it took several days for Elyn to notice Baine’s absence. He’d often left her alone as she puzzled through some new bit of technology, and the deactivated automaton was simply fascinating. She’d poked and prodded at it for days with only a few quick naps and bites of food interrupting her investigation. Finally after a week, or was it two, she’d finally decided to ask Baine a question. Only he wasn’t anywhere to be found.

After asking around town she’d learned the mage had been lost in the caves for some time and folks were more than a little worried. Irritated over the timing of her mentor’s decision to get lost, Elyn saw little option other than to go look for the man if she was going to get an answer.

So she called upon her parents and convinced them to fund her exploration into Baine’s disappearance. Recognizing Elyn’s they had little hope of stopping her from entering the caves, they’d dipped into their wares, given her everything they could think of that would help keep her safe. And with that Elyn was ready. All she had to do now was figure out where to start…