Snowcaster Sentry

Irdril Tinúviel's page

425 posts. Alias of WerePox47.


About Irdril Tinúviel

Background/Appearance:

Hailing from one of the outer settlements in Qualinost, Irdril did not have the standard elven upbringing. Her parents were part of a secretive sect devoted to the worship of God of Time, Zivilyn. Neither sorcerer or wizard Irdril draws arcane powers from her patron and uses her control of time to aid the forces of good. She is very pleasant to talk to and does not come off as overly arrogant as some elves do.

Irdril has a lithe frame of 5'5" tall, lovely blonde hair, and sparkling green eyes. She wears grey leathers with an hourglass on her bosom and a dark blue robe embroidered with stars.

Crunch:

Irdril Tinuviel
Female Qualinesti Elf Witch 5
NG Medium Humanoid (Elf)
Init +13; Perception +9
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Defense
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AC: 14, touch 13, flat-footed 11 (+3 Dex, +1 NA)
Hp: 39 (5d6+17)
Fort +6, Ref +6, Will +8
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Offense
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Speed: 30'
Melee: Quarterstaff +3 (1d6+1)
Range: Light Crossbow +5 (1d8)
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Statistics
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Str 13 Dex 16 Con 14(16) Int 20(22) Wis 15 Cha 13
Base: Atk +2; CMB +3, CMD 16
Feats: Accursed Hex, Craft Wonderous Item, Extra Hex, Improved Initiative
Traits: Pragmatic Activator, Reactionary
Hexes: Cackle(Time Lapse), Evil Eye(Accelerated Aging), Flight, Misfortune
Skills: Fly +11, Heal +6, Know(arcana) +14, Know(history) +14, Know(nature) +13, Know(planes) +14, Perc +8, Sense Motive +4, Spellcraft +16, UMD +14
Languages: Celestial, Common, Draconic, Elven, Gnome, Goblin, Orc, Sylvan.
SQ: Hexes
Combat Gear/Gear: Wand of Cure Light Wounds, Wand of Mage Armor; Belt of Con +2, Headband of Int +2(perc), Cloak of Resistance +1, Cackling Hag's Blouse(Timebender's Blouse), Cracked Dusty Rose, Cracked Magenta Prism(Spellcraft), 350gp
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Special Abilities
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Arcane Focus +2 racial bonus to concentration checks.
Elven Magic +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Favored Class Bonus +1 spell learned/level, must 1 level lower than highest she can cast.
Hex's As listed below.
Moonkissed +1 racial bonus on saving throws.
Patron Time
Witch's Familiar As listed below.

Usable:

Wand of Cure Light(50/50)
Wand of Mage Armor(50/50)

Swift Cackle 2/2

Hexes:

DC 18
Cackle (Su) 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 (Su) 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.
Flight (Su) At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level.
Misfortune (Su) The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Witch Spells:

Caster Level 5th, CC +13
0(4/at will)Detect Magic, Light, Stabilize, Read Magic
1st(5/day)
2nd(4/day)
3rd(2/day)

Familiar Spells:

0-All
1st-Burning Hands, Charm Person, Command, Comprehend Languages, Cure Light Wounds, Ear Piercing Scream, Enlarge Person, Identify, Ill Omen, Mage Armor, Mount, Obscuring Mist, Reduce Person, Ventriloquism
2nd-Blindness/Deafness, Cure Moderate Wounds, False Life, Glitterdust, Silence, Web
3rd-Sleet Storm, Stinking Cloud

Familiar:

N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 24 (1d8)
Fort +2, Ref +5, Will +4
Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee sting +7 (1 plus poison)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks poison
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Statistics
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Str 3, Dex 16, Con 10, Int 8, Wis 10, Cha 2
Base Atk +2; CMB +1; CMD 9 (21 vs. trip)
Feats Weapon Finesse
Skills Climb +7, Perception +9, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
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Special Abilities
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Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.