Othlo Janke

Meero Dunblin's page

8 posts. Alias of Lycrosis.


Full Name

Meero Dunblin

Race

Eshian(Halfling)

Classes/Levels

Witch-Beastbonded 1, HP: 6/6 Speed: 30, Init: 1, AC: 11, T: 11, FF: 11, Fort: 1, Dex: 0 , Will: 1, CMD: 7

Gender

Male

Size

Small

Age

23

Special Abilities

(see below)

Alignment

Neutral Good

Deity

Patron(Vengeance)

Location

Republic of Bascond, Ibalnd

Languages

Common, Halfling

Strength 8
Dexterity 12
Constitution 11
Intelligence 18
Wisdom 10
Charisma 12

About Meero Dunblin

Biography:

If one ventures in the Republic of Bascond for a while they may get to hear about the strangest halfling this side of Ibalnd. Clad in patchwork robes, Meero Dunblin, or Meero the Simpleton as most people call him wanders the roads of Ibalnd seemingly without purpose. Meero is accompanied on his travels by Edna, a surly raccoon who he considers to be his adoptive mother.

Now this is where most people would scoff at how ludicrous this tale is. And I would have agreed with them have I heard this tale for the first time.

But what many don't realize is that Meero and Edna are not ordinary travelers. Meero is one of the only male witches I have ever heard of. But the real brains behind the duo is actually the raccoon. Apparently Edna used to be a powerful witch in her own right but she got transformed into a raccoon by a rival witch. So she has chosen Meero as her pupil, teaching him all of her witchcraft in return for his help in breaking her curse.

So If you happen to see them on your travels tell Meero that Corbo says hi; and tell that raccoon that I haven't forgotten about her bar tab.

- Corbo Bandel; halfling proprietor of Corbo's Alehouse

Stats

Merro Dunblin
Male Eshian(Halfling) Witch of Republic of Bascond 1
NG Small Humanoid(Halfling)

Defenses

Armor Class: 11
Touch: 11
Flat-Footed: 11
CMD: 7

Fortitude: 1
Dexterity: 0
Will: 1

Offenses

Base Attack Bonus: 0
CMB: -2

Weapons

  • Light Crossbow d6 19-20/x2 80ft
  • Longspear d6 20/x3 N/A

Skills: 2 + Int Mod


  • Craft[x](no ranks + 4 = 4)
  • Fly[x](no ranks + 1 = 1)
  • Heal[x](1 rank + 3 = 4)
  • Knowledge Arcana[x](1 rank + 4 + 3 = 8)
  • Knowledge History[x](1 rank + 4 + 3 = 8)
  • Knowledge Nature[x](1 rank + 4 + 3 = 8)
  • Knowledge Planes[x](1 rank + 4 + 3 = 8)
  • Spellcraft[x](1 rank + 4 + 3 = 8)
  • Sleight of Hand[](no ranks + 1 + 3 = 4)
  • Stealth[](0 ranks + 4 + 1 = 5)
  • Survival[x](0 ranks + 0 + 1 = 1)
  • Use Magic Device[x](0 ranks + 1 + 1 = 2)

Spells

0th level
Read Magic
Detect Magic
Detect Poison

1st level
Mage Armor
Enlarge Person

Hexes

Swamp Hag: While traveling through swamps, mires, bogs, and similar terrain, the witch leaves no trail and cannot be tracked, as the trackless step druid ability. The witch can walk through mud and even quicksand as if it were normal ground.

Traits

Social, Orphaned: You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.

Magic, Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Combat, Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Drawback, Doubt: You lack confidence in your abilities or confidence in the universe at large. Whenever you fail a skill or ability check, you take a —4 penalty on that type of skill or ability check for the next hour.

Racial Traits

Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Wanderlust: Halflings love travel and maps. Halflings with this racial trait receive a +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, halflings treat their caster level as +1 higher than normal. This racial trait replaces fearless and halfling luck.

Favored Class: Witch: Add +1/4 to the witch's caster level when determining the effects of the spells granted to her by her patron

Class Abilities

Transfer Feats:(Ex) Whenever the beast-bonded witch is capable of learning a new feat, she may choose to instead have her familiar learn the feat as a bonus feat. The familiar must meet the prerequisites for any feats that it learns this way. If her familiar is lost or dies, the witch can reclaim the feat slots and select new feats for herself, or apply the slots toward her new familiar.