Lucrecia

Isobel de la Barthe's page

No posts. Alias of flash_cxxi (RPG Superstar 2009 Top 32).


Full Name

Isobel de la Barthe

Race

Human

Classes/Levels

Witch 4

Gender

Female

Size

5' 8" (Medium)

Age

21

Special Abilities

Hexes

Alignment

Lawful

Deity

Nethys

Languages

Common, Draconic,

Strength 10
Dexterity 12
Constitution 15
Intelligence 18
Wisdom 10
Charisma 8

About Isobel de la Barthe

HISTORY
Her parents were originally from the Clanlands, following the nomadic lifestyle across the vast territory they inhabited. Her mother was a very talented witch in her own right and though many of the clansmen were suspicious of her sorcery they never the less respected her power. Until one day they lost a battle where her auguries had declared victory, and her husband turned on her. Pressed by the rage of his people he cast her out to fend for herself among the wilderness, never knowing she was with child.

She travelled for many months, expending much of her magical energy each day just to survive, until she arrived in Talarea. She took many odd jobs just to provide what basics she needed and though dirty and ill fed she attracted the eye of a minor merchant. He was an honest and kind man who offered her a position in his household, where her auguries were able to bring him increased wealth. He eventually came to care for her and when the girl child was born he adopted her as his own. From her mother she learned to commune with the powers around her, while her father taught her the worth of the world and to always stay true to her word.

DESCRIPTION

STATS:

Female Human Witch 4
Lawful, Medium Humanoid (Human)

Initiative +1; Senses Perception +4

Languages Common, Draconic, Elven, Goblin, Sylvan

DEFENCE
AC 11, touch 11, flat-footed 10; (+1 Dex)
CMD 13
hp 30
Fort +4, Ref +3, Will +5
Resistances
DR

OFFENCE
Speed 30ft.
Base Attack +2 CMB +2
Melee +3 (+2 BAB, +1 MW) Mithril Dagger 1d4 19-20x2 (P/S)
Melee +3 (+2 BAB, +1 MW) Darkwood Quarterstaff 1d6 x2 (B)
Melee -1/-5 (+2 BAB, +1 MW, -4/-8 Double) Darkwood Quarterstaff 1d6/1d6 x2 (B)
Ranged +4 (+2 BAB, +1 DEX, +1 MW) Mithril Dagger 1d4 19-20x2 (P/S) [10ft]
Ranged +3 (+2 BAB, +1 DEX) Light Crossbow 1d8 19-20x2 (P) [100ft]
Special Attacks

ABILITIES
STR 10, DEX 12, CON 15, INT 18, WIS 10, CHA 8
FAVOURED CLASS Witch
SPECIAL ABILITIES Hex
Flight Levitate at will
Healing Cure Light Wounds 1/day on each target
Slumber Sleep on one target
Cauldron Brew Potion & +4 insight bonus on Craft (Alchemy) checks

TRAIT
Focused Mind [ooc]+2 trait bonus to Concentration checks

FEATS
Combat Casting (1st Level)
Extra Hex (1st Human)
Spell Penetration (3rd Level)
Brew Potion (3rd Hex)

SKILLS
Acrobatics +1
Appraise +4
Bluff -1
Climb +0
Craft (Alchemy) +13
Diplomacy -1
Disguise -1
Escape Artist +1
Fly +8
Heal +4
Intimidate -1
Knowledge (Arcana) +11
Knowledge (History) +8
Knowledge (Nature) +9
Knowledge (Planes) +11
Knowledge (Religion) +
Perception +4
Perform (-) -1
Ride +1
Sense Motive +0
Spellcraft +11
Stealth +1
Survival +0
Swim +0

SPELLS:

Patron: Agility
WITCH SPELLS
Caster Level 4
Spells per Day
Cantrips/4
1st Level/4
2nd Level/3

Spells Memorised
Cantrips
Detect Magic
Detect Poison
Spark
Touch of Fatigue

1st Level
Charm Person
Command
Ill Omen
Summon Monster I

2nd Level
Cure Moderate Wounds
Hold Person
Web

WORZEL
Male Ferret
Neutral, Tiny Animal

Initiative +2; Senses Perception +5, Low-Light Vision, Scent

Languages

DEFENCE
AC 17, touch 14, flat-footed 15; (+2 Dex, +2 size, +3 natural)
CMD 10
hp 15
Fort +2, Ref +4, Will +4
Resistances
DR

OFFENCE
Speed 20ft., Climb 20ft.
Base Attack +2 CMB -2
Melee +4 (+2 BAB, +2 DEX) Bite 1d3-4 x2 (P)
Special Attacks
Attach (Ex): When Worzel hits with a bite attack, he automatically grapples his foe, inflicting damage each round.

ABILITIES
STR 3, DEX 15, CON 10, INT 2, WIS 12, CHA 5
Special Abilities
Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odours just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odour is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, Worzel takes no damage if he makes a successful saving throw and half damage even if the saving throw fails.
Empathic Link (Su): Isobel has an empathic link with Worzel to a 1 mile distance. She can communicate empathically with Worzel, but cannot see through his eyes. Because of the link’s limited nature, only general emotions can be shared. Isobel has the same connection to an item or place that Worzel does.
Deliver Touch Spells (Su): Worzel is able to deliver touch spells for Isobel. If they are in contact at the time Isobel casts a touch spell, she can designate Worzel as the “toucher.” Worzel can then deliver the touch spell just as Isobel would. As usual, if Isobel casts another spell before the touch is delivered, the touch spell dissipates.

FEATS
Weapon Finesse

SKILLS
Acrobatics +10
Climb +2
Escape Artist +6
Fly+6
Perception +5
Stealth +6
Swim +2

STORED SPELLS
Cantrips
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilise
Touch of Fatigue

1st Level
Beguiling Gift
Charm Person
Chill Touch
Command
Cure Light Wounds
Enlarge Person
Identify
Ill Omen
Jump
Mage Armour
Summon Monster I

2nd Level
Cat’s Grace
Cure Moderate Wounds
Hold Person
See Invisibility
Summon Monster II
Web

POSSESSIONS:

(Starting=3,500gp)
Weapons
Mithril Dagger (502gp)
Darkwood Quarterstaff (340gp)
Light Crossbow (35gp)
20x Bolts (2gp)

Clothes & Armour
Traveller’s Outfit [Pants, Shirt, Vest, Boots] (Free)
Cloak of Resistance +1 (1,000gp)

Magic Items
Ioun Torch (125gp)
Pearl of Power [1st Level] (1,000g)

Potions
4x Cure Light Wounds (200gp; 50gp each)

Scrolls

Miscellaneous
Masterwork Backpack (50gp)
Flint and Steel (1gp)
Whetstone (2cp)
Waterskin (1gp)
Cauldron (1gp)
2x Sacks (2sp)
5x Sunrods (10gp)
Silk Rope, 50’ (10gp)
Small Steel Mirror (10gp)
Map Case (1gp)
Scroll Case (1gp)
Ink Pot and Quill (8gp, 1sp)

Spell Component Pouch (5gp)

Treasure
Belt Pouch (1gp)
Containing:
pp, 20gp, 15sp, 18cp

XP:

7,000/10,000

GM INFORMATION: