Ezren

Milo Winterchill's page

5 posts. Alias of TheWanderer123.


Full Name

Milo Winterchill

Race

Male Human

Classes/Levels

Herb Witch (1) w/ Time Patron

Strength 12
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 14
Charisma 13

About Milo Winterchill

Tracked Resources:
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Tracked Resources
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Spells per level
Cantrips - 3
Detect Magic
Light
Touch of Fatigue
1st Level - 2
Adhesive Spittle
Ray of Enfeeblement

Defense:
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Defense
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AC 12, Touch 12, Flat-footed 10
Max HP 8
Fort +2, Ref +2, Will +4

Offense:
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Offense
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Speed: 30 ft.
Melee: Quarterstaff +1 (1d6+1 ×2) B
Dagger +1 (1d4+1 19-20x2) P
Ranged: Dagger +2 (1d4+1 19-20x2) P, 10 ft
Sling +2 (1d4+1 x2) B, 50 ft

Statistics:
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Statistics
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Str 12, Dex 14, Con 14, Int 16, Wis 14, Cha 13
Base Atk +0; CMB +1; CMD 13
Traits:
Teacher’s Pet (Campaign) - You gain a +2 trait bonus to Knowledge Religion of your choosing and consider it a class skill.
Bruising Intellect (Social) - Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Feats:
Extra Hex
Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Skills: Acrobatics +2, Appraise +3, Bluff +1, Climb +1, Diplomacy +1, Disguise +1, Escape Artist +2, Fly +2, Heal +2, Intimidate +7, Knowledge Arcana +7, Knowledge Nature +7, Knowledge Religion +9, Perception +3 (+6 on sight-based and opposed Perception checks in shadows or darkness), Profession Herbalist +6, Ride +2, Sense Motive +2, Spellcraft +7, Stealth +2, Survival +2, Swim +1, Use Magic Device +5

Languages: Common, Orcish, Celestial, Elven

Gear: Quarterstaff, Dagger in a sheath, Backpack, bedroll, a belt pouch, candles (10), chalk (10), flint and steel, ink, an inkpen, iron pot, a mess kit, soap, spell component pouch, torches (5), trail rations (5 days), and a waterskin, Traveler’s Outfit, heavy cloak Journal
Cash: 71 gp, 3 sp, 4 cp

Special Abilities:
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Special Abilities
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Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.

Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.

A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.

Witch's Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Herb Lore (Ex): Herb witches are masters of herbalism, and can use their herbs to duplicate many of the effects of alchemy, as well as craft tinctures of their own. An herb witch can attempt a Profession (herbalist) check in place of any Craft (alchemy) check and gains a bonus on Profession (herbalist) checks equal to half her class level.

In addition, herb witches are adept at brewing thick herbal cure-alls called remedies. An herb witch prepares her remedies while communing with her familiar and can prepare a number of remedies equal to 3 + her Intelligence modifier (minimum 1 remedy). A remedy becomes inert if it leaves the herb witch’s possession, reactivating as soon as it returns to her keeping. A witch can never have more remedies than 3 + her Intelligence modifier.

As a standard action, the herb witch can administer a remedy to herself or a creature within reach. This consumes the remedy, and the herb witch attempts a Profession (herbalist) check against the save DC of any one disease or poison currently afflicting the consumer. If the check is successful, the effect immediately ends. If the disease or poison doesn’t allow saving throws, the remedy is ineffective.

An herb witch can also use a remedy to attempt to end the blinded, deafened, fatigued, nauseated, or sickened conditions. This requires a Profession (herbalist) check with a DC equal to the spell or effect that caused the condition, or a DC 25 check if the condition was caused by an effect that doesn’t allow for a saving throw. If successful, the condition ends. Only a single condition, disease, or poison can be removed with each application of a remedy.

Hexes and Spells:
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Hexes
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Evil Eye

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Spells
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0-Level Witch Spells— arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink*, read magic, resistance, spark*, stabilize, touch of fatigue.

1st-Level Witch Spells—Adhesive Spittle, Cure Light Wounds, Enlarge Person, Ear-Piercing Scream, Hypnotism, Ray of Enfeeblement


Background and Appearance:
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Background
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Milo was born in Caliphas, the capital of Ustalav, the only son of a wealthy merchant couple who specialized in purchasing iron ore from the various mines in the area and turning it into iron bars for use in local smithies. Milo had no interest in this as a young man. Instead, he focused his time and energy on learning and preparing to become a scholar. The other side of his youth however was that a childhood of spoiled comfort mixed with being pushed around by those stronger than him created a towering temper that could dominate his moods. It wasn’t until he found Professor Petros Lorrimor that he truly began to settle down.

The two first came into contact just as Milo was entering puberty. The professor had engaged his parents aid in gathering a large quantity of iron for one of his latest interests. While the experiment failed, the relationship between the boy and the professor grew strong. Milo ended up joining the small group of student scholars that would work with and travel with the professor. For five years he diligently worked and learned and eventually Milo became convinced that his future as a scholar was taking off.

This all came to an end, the night before Milo’s 20th birthday. It started harmless enough - a small group of Professor Lorrimor’s older students enjoying a night on the town in a celebration focused on Milo. The group settled in at a local watering hole named “The Golden Gullet” and began a serious round of alcoholic excess commonly seen among youths. After some time one of the scholars, a young half-elf male by the name of Cilius Green, began challenging the members of the group to a game of chance and skill that in those days went by the name of “Devil’s Due”. This particular game involved playing cards to achieve various combinations and then being the first to grab a dagger from the table. In hindsight, it was probably not the brightest idea to include a weapon in a game of chance with alcohol. The game went through several rounds until, in an alcoholic haze, Milo became convinced that he saw one of the winning combinations on the table. In grabbing the dagger however, Milo lost his balance knocking all of the cards to the floor. An argument quickly built between Milo and Cilius fanned by the human’s explosive temper and the excess to which they all had been drinking that night. The fight ended with the dagger in the young half-elf’s throat and Milo running for the door. That was when Milo killed his first man. Fear of the law and his own feelings of failure drove Milo away from society. For months he traveled by foot to the north and west, eventually stopping in the town of Tamrivena.

He stayed in the small town for a while, doing odd jobs and generally keeping a low profile. It was an exceedingly hard time for Milo as he had been cut off from his friends, his family, his study and the one figure who meant the most to him, Professor Lorrimor. He began spending more and more of his time in the forests surrounding Tamrivena eventually finding an abandoned cave that he came to call his home. He would spend months there away from all humanity, walking through the woods and learning everything he could about the local plant life, eventually learning how to mix the various herbs into simple medicines that he could trade to the people of Tamrivena.

On a clear winter morning, Milo was disturbed from his work by a rustling in the cave. He walked toward the opening and saw, perched on the back of a chair a snow owl. The owl was almost completely white except for a single black feather on the right side of his body. The owl’s eyes did not leave his as Milo approached, nor did it move. Seeing the animal’s lack of reaction to him stopped Milo in his tracks. To this day, Milo has no idea how long they stared at each other but when the two of them came out of it, it was as if a decision had been made as to how they should work together. To this day, Milo is never far from his owl.

So it was with great surprise when the letter of Professor Lorrimor’s death reached Milo. To begin with, he had not received any communication from outside Tamrivena since he fled society. That he could be found at all was unsettling to say the least. The news in the letter did affect him greatly however. So much so that he took it upon himself to travel for the funeral, despite the risks to himself that entailed. It has been so long since the murder, all must be forgotten at this point...
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Personality
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Milo has spent decades in near solitude with only his owl as company for the last several years. While he would trade with the people he came to know in Tamrivena, he would limit these occasions to a few times per year. To say that he is not quick to trust is an understatement. His personality is much mellowed with age although his temper can still flare up.
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Appearance
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Milo is a generally tall human male with a wiry build. His hair is long and mostly light grey or white with a streak of black above his right eye. His skin is tanned and wrinkled and his eyes are a remarkably bright blue. He has a vertical scar on the right side of his face tracing a straight line from just below his eye to just above his mouth and a second scar starting near the base of his right ear to form a V near his mouth with the first scar. It is exceptionally difficult to judge his age because while many of his physical features show the signs of age, his movements are those of a much younger man. His clothes are best described as plain - sturdy leather pants, a light gray roughspun shirt, a dark brown heavy cloak and well made boots.


Owl Familiar:
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One Black Feather the Owl Familiar
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Init +3; Senses low-light vision; Perception +10

DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +2

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 2, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth

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Appearance
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For as long as he has known his familiar, Milo has never refered to him as anything other than One Black Feather. He is almost completely white with a single black feather on the right side of his body.