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About LannethStat Block:
Lanneth Female elf witch (hedge witch) 5 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Ultimate Magic 84) CG Medium humanoid (elf) Init +4; Senses low-light vision; Perception +10 -------------------- Defense -------------------- AC 14, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 enhancement) hp 32 (5d6+10) Fort +3, Ref +6, Will +6; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. Melee rapier +2 (1d6/18-20) Ranged +1 longbow +5 (1d8+1/×3) Special Attacks hexes (cackle[APG], flight[APG], healing[APG], misfortune[APG], slumber[APG]) Witch Spell-Like Abilities (CL 5th; concentration +10) . . At will—feather fall (self only), fly (self only) . . 1/day—levitate (self only) Witch (Hedge Witch) Spells Prepared (CL 5th; concentration +10) . . 3rd—ray of exhaustion (DC 18), water walk . . 2nd—Glitterdust (DC 17), Lesser Restoration, vomit swarm[APG] . . 1st—Comprehend Languages, Ear Piercing scream, mage armor, mudball (DC 16), obscuring mist . . 0 (at will)—detect magic, light, read magic, stabilize . . Patron Healing -------------------- Statistics -------------------- Str 10, Dex 14, Con 12, Int 21, Wis 12, Cha 9 Base Atk +2; CMB +2; CMD 15 Feats Alertness, Extra Hex[APG], Extra Hex[APG], Extra Hex[APG] Traits student of giantkind, warrior of old Skills Diplomacy -1 (+0 vs. giants), Fly +7, Heal +5, Knowledge (arcana) +13, Knowledge (dungeoneering) +7, Knowledge (geography) +6, Knowledge (history) +13, Knowledge (local) +13 (+14 regarding giants), Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +7, Perception +10, Profession (herbalist) +8, Ride +3, Sense Motive +3, Spellcraft +13 (+15 to identify magic item properties), Survival +6, Swim +4, Use Magic Device +7; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Celestial, Common, Draconic, Elven, Giant, Gnome, Orc, Sylvan SQ elven magic, spontaneous healing, witch's familiar (fox named Yorikata) Combat Gear scroll of cause fear, scroll of charm person, scroll of phantasmal killer, scroll of summon monster i, scroll of tongues; Other Gear longbow, arrows (20), rapier, shirt, quick runner's, beat up metal scroll case (worth 50 gp, 0.5 lb), belt pouch, candle (10), chalk (10), flint and steel, ink, inkpen, kit, mess, masterwork backpack[APG], pot, soap, spell component pouch, torch (3), trail rations (5), waterskin, 14 gp, 9 sp, 7 cp -------------------- Special Abilities -------------------- 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. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach. Healing (2d8+5) (Su) Heal touched creature, but each target can only benefit once per 24 hrs. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Misfortune (1 round, DC 17) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg). Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Slumber (5 rounds, DC 17) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg). Speak with Familiar (Ex) You can communicate verbally with your familiar. Spontaneous Healing (Su) A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can "lose" any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn't know the cure spell. Witch's Familiar (Ex) Gain the services of a special familiar that stores spells. Spell in Familiar:
0th: Arcane Mark, Bleed, Dancing Lights, Daze, Detect magic, Detect Poison, Guidance, Light, Mending, Message, Read Magic, Resistance, Stabilize, Touch of Fatigue 1st: Cause Fear, Charm Person, Comprehend Languages, Cure Light Wounds, Ear Piercing Scream, Enlarge Person, Identify, Ill Omen, Mage Armor, Mount, Mudball, Obscuring Mist, Remove Fear, Summon Monster I, Unseen Servant 2nd: Cure Moderate Wounds, False Life, Glitterdust, Communal Mount, Lesser Restoration, Vomit Swarm 3rd: Ray of Exhaustion, Water Walk History:
It's a strange thing realizing how different you actually are from the others around you. Some Seasons ago I sent out to visit one of the places I remember from my childhood. A town I lived in as a youth while my parents aided the crusaders on the Hordline: the town of Trunau. I had heard there were periodic giant sightings in the area near there, and I was thinking that I could get a head start on finding one for further study by talking with some of the people my parents used to know. Can you see the flaw in my logic yet? In my years of study Kyonin I don't think I ever realized just how much the passage of time affects the younger races. Back home, I'm still young compared to the masters. But to the humans of Trunau half a dozen generations had passed since I left here. None remained of even the Grandchildren of those I knew. But there were signs of Giants beyond the walls of the town in the forests near the mountains. Not many, but mixed in with the mess created by the Orc clans the signs of passage were there. And so I stayed. I had more chances for observing Giant habits here, then back in Kyonin. Yes it was mostly Hill Giants, but honestly it is probably better that way. They are so stupid I could observe them without them noticing.
As they chased the poor owl, I was able to slip away back to my Caw. I was confident he would be alright, as he had done this before, so it was all the more of a shock when the agony of his last moments and searing pain of the severed connection shot through the link. the pain shook me to the core and I remained inside for days, too depressed to leave.
For the next few weeks, I carefully coaxed the shy creature out of its shell and trained it to be my companion. And what a fine companion she has become. She still does not like being in crowds, and for some reason takes joy in snatching up things. Like that strange bag she kept under the meditation place. The bag contained a rapier, metal tools and gold. I have no idea how a fox even found and carried a rapier, much less why she wants it, but it seems to be important for some reason. But none of those things matter compared to how well she works with me, and strangely how wide a range of emotions she makes me feel. It was actually this fox that alerted me to the latest giant band that was coming through. On one of her scouting missions she saw them a ways away and it quickly became clear that they would camping in the clearing in front of my Caw. Even with all the work I did to disguise my Caw, it would clearly be seen by a group spending the night that close, so I had to pack what I could, gather my new companion and run. Where we will eventually end up, I haven't figured out yet, but I plan on spending a few days in Trunau while my fox and I figure it out. |