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About Lenneth BarlowLenneth Barlow
Uncanny Dodge (Ex) - Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. Witch Lenneth:
Lenneth Barlow Human Witch 6 NG Medium Humanoid (Human) Init +6; Senses Perception +3 -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) HP 37 Fort +3, Ref +4, Will +6 -------------------- Offense -------------------- Speed 30 ft. Melee Dagger +3 (1d4/19-20) Sickle +3 (1d6) Ranged Sling +5 (1d4) Spell Slots Cantrips - 4 1st Level - 4 2nd Level - 4 3rd Level - 3 Witch Spells Known (CL 6th; concentration +9) 3rd- Deeper Darkness, Heroism, Lightning Bolt, Remove Blindness/Deafness, Sleet Storm 2nd- Blindness/Deafness, Burning Gaze, Darkness, False Life, Hold Person, Web 1st- Charm Person, Cure Light Wounds, Diagnose Disease, Ear-Piercing Scream, Mage Armor, Obscuring Mist, Shield Companion, Silent Image, Unseen Servant 0- All Witch -------------------- Statistics -------------------- Str 10, Dex 14, Con 13, Int 17, Wis 12, Cha 10 Base Atk +3; CMB +3; CMD 15; 13 flat-footed Feats Brew Potion Extra Hex (Flight, Fortune) Fast Learner Improved Initiative Traits Outcast's Intuition Worldly Skills Craft: Alchemy +13 - (3 rank, 3 class, 3 Int, 4 Cauldron Hex) Diplomacy +1 - (1 rank) Fly +7 - (2 rank, 3 class, 2 Dex) Heal +8 - (4 rank, 3 class, 1 Wis) Intimidate +7 - (4 rank, 3 class) Knowledge: Arcana +10 - (4 rank, 3 class, 3 Int) Knowledge: History +8 - (2 rank, 3 class, 3 Int) Knowledge: Nature +10 - (4 rank, 3 class, 3 Int) Knowledge: Planes +8 - (2 rank, 3 class, 3 Int) Perception +3 - (2 rank, 1 Wis) Sense Motive +11 - (6 rank, 3 class, 1 Wis, 1 trait) Spellcraft +11 - (5 rank, 3 class, 3 Int) Swim +15 - (6 rank, 3 class, 4 racial, 2 untyped) Use Magic Device + 5 - (2 rank, 3 class) Languages Common, Dwarven, Elven, Gnome SQ Hexes (Cauldron, Flight, Fortune, Healing, Misfortune, Swamp's Grasp), Patron (Shadow) Other Gear Dagger, Flint & Tinder, Sling, Sling Bullets (5), Backpack, Chalk (10), Compass, Wrist Sheath, Gold Necklace, 3 gp, Winter Clothing, Torch x2, Waterskin, Candle x4, Rope (Silk, 50 ft), Piton x6, MW Dagger /w belt sheath Magical Gear Cracked Incandescent Blue Sphere Ioun Stone (+1 competence bonus to Sense Motive) Potion (unidentified) -------------------- Special Abilities -------------------- Empathic Link with Familiar (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. Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach. Healing (2d8+5) (Su) Use Cure Moderate Wounds once per day/person. Share Spells with Familiar - The witch may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A witch may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Background:
Lenneth had always known fear to one degree or another. Having been born and raised in the Ustalav town of Redleaf, she'd grown up on stories of fearsome creatures lurking just out of sight and of strange things that took place under the light of the moon. Life in Ustalav was difficult, but her family was always able to eek out a living by way of making herbal remedies and other alchemical items. Lenneth was especially talented at this and picked up on the craft quickly, also learning the skills necessary to begin brewing potions.
As she grew older, she began to have strange dreams. These dreams were not nightmares but they deeply disturbed the young woman nonetheless. In them she dreamt of great shadowy figures and of whispering voices on the wind. She felt no malice from these figures, but rather a sense of curiosity and purpose. It was almost as if they themselves were watching her. Watching and waiting. These dreams continued on for years, with Lenneth never telling a soul. She'd seen what happened to people who confessed to having strange dreams or powers - if they were lucky, they were simply run out of town. The unlucky ones....but, she didn't like to think about such things. So, time passed and she continued about her daily life as normal, but always with a vague sense of anxiety and anticipation. Things changed on the night of the Red Harvest. She hadn't been feeling well, and so had opted to stay home from the festivities. As she attempted to rest, she had another of her strange dreams, but this one was different. The shadow creatures of which had dreamt for so long came to her - they told her that they had been watching her for years and assessing whether she would be suitable to be granted a portion of their power, power over the realm of shadows and illusion. She had met their unstated qualifications but time was short - great hardship would soon be visited upon the land and there was little time to waste. They whispered that she needed to flee the village of Redleaf that very night and to stay in the shadows, for there is where she would be the safest. A guardian would be sent to her, one that would continue to teach her in the coming days and would carry a portion of her power with it, so she must be sure to protect it and keep it from harm lest she find her powers crippled. The creatures also imparted one final warning to Lenneth - though she had been found worthy, her newfound powers would not come freely or cheaply. In time, a day would come where the creatures of shadow would call upon her to return their favor. Before she could ask any of the many questions swirling around in her head, she awoke. Under other circumstances, she might have waved this particular dream off as a fever dream. However, when she awoke, she found herself nose to nose with her beloved kitten, Indigo. She blinked in a surprise, before a small voice echoed in her mind, "Mistress, we have to go. There's little time to explain so pack only what you need to survive. Hurry!" With that, the kitten leapt off of her chest to the floor, looking back almost expectantly. "Wha-OUCH!" she stammered, her question cut short by Indigo suddenly swiping her bare foot with his claws. "I told you, there's no time to explain! Get moving!" the voice echoed again. Lenneth suddenly broke out into a cold sweat. It hadn't been a fever dream - it was real, very much real. She hastily began to pack her things. Before leaving her family home, she paused. Both Indigo and the shadow creatures had said that there was little time, that there would be great danger - but she couldn't just leave without giving her family some sort of explanation. She hastily wrote a note, explaining vaguely that she had a dream instructing her to leave Redleaf so as to avoid bringing down great misfortune to the family and that she was sorry that she had to leave without saying goodbye. She promised to send word to them once she reached the next town. After leaving her home she hurried down the streets of Redleaf with Indigo tucked safely into her backpack with the rest of her belongings, her feet carrying her southward towards the road that she knew would eventually lead to Caliphas. She could hear the sounds of festival merriment from just a few streets over. Suddenly, the sounds of laughter and chatter were replaced by screams of horror and strange growling and moaning sounds that belonged to no animal that she had heard before. She began to run, and she didn't look back. Life on the Run:
Since the night of Red Harvest, Lenneth and Indigo have constantly been on the move, never staying in any one place very long. This is sometimes intentional and other times dictated by circumstance. She's had no real plan on where to go or what to do, only knowing that she wished to put as much distance between herself and Ustalav as possible. When on her own, she keeps away from the main roads and larger settlements for those places are usually the ones with the highest concentrations of the dead. Appearance & Personality:
Lenneth is dark haired and pale, the latter being a result of both genetics and the hardships of life on the run. Her clothes are worn and tattered in spots, but her appearance is given some degree of color by the small baubles she wears woven into her hair. She's relatively quick of both action and mind, but isn't especially strong or beautiful. Though not as shy as she once was, life since the night of Red Harvest has forced her to eye potential allies and would-be saviors through a harsher lens.
This is a pretty good idea of what she looks like. |