Areelu Vorlesh

Megalarion 'Meg' Silverthistle's page

68 posts. Alias of Chainmail.


Full Name

Megalarion 'Meg' Silverthistle

Race

Elf Witch (Herb Witch) 2 | HP 14/14 | AC: 13 | T: 13 | FF: 10 | Fort: 0 | Ref 3 | Will 4 | Init +7

About Megalarion 'Meg' Silverthistle

Lawful Good Elf Witch (Herb Witch)
86# and 5'2" she is 188 (middle-aged)
Theme song, The Black Flame explains how she is haunted by her ancestors.
Away From the Sun shows her disappointment at missing being a true member of the 'Good' community, she does not miss the Sun.
Motto: If you judge people, you have no time to love them. Kind words can be short and easy to speak, but their echoes are truly endless. Be faithful in small things because it is in them that your strength lies.
-- Mother Theresa
Original Assigned Stats-->Final Stats:
Str: 09-->08
Dex: 15-->16
Con: 13-->10
Int: 17-->20
Wis: 13-->14
Cha: 10-->11

Offense/Defense:

Offense:
___________________________________________________________
+7 Initiative (+3 Dex, +2 trait, +2 racial)
+0 BAB

0 CMB (+1 BAB, -1 Str)
+13 CMD (+1 BAB, -1 Str, +3 Dex, +10)

-0 Rapier (+1 BAB, +0 Str) [Damage: 1d6-1]
+4 Crossbow (+1 BAB, +3 Dex) [Damage: (1d8P 19-20)]
____________________________________________________________
Defense:
____________________________________________________________
Current hp: 14

Max hp: 14 (+6,+6; +0 Con, +2 FC)
AC 13 [+3 Dex, +10]
Flatfoot AC 10 [+10]
Touch AC 13 [+3 Dex, +10]

+0 Fort(+0 base, +0 Con)
+3 Ref (+0 base, +3 Dex)
+4 Will (+3 base, +1 Wis)
AC: 17 --> 13+4 Mage Armor; T: 17; FF: 14
HP: 14/14

spells/hexes:

Spells in effect:

Healing Hexes used:

Special Abilities:
Cauldron
Healing Hex - DC16
Evil Eye - DC16
+2 Racial Bonus on Spell Resistance Checks

Spells Memorized:

0-Level - 4/day
Light
Message
Detect Magic
Daze (DC 15)

1st-Level - 4/day
Web Bolt
Reduce Person
Ear Piercing Scream x2

Skills:

+3 Acrobatics (Dex +3, Ranks 0),
+5 Appraise (Int +5, Ranks 0),
+0 Bluff (Cha +0, Ranks 0)
-1 Climb (Str -1, Ranks 0)
+14 Craft, Alchemy (Int +5, Ranks 2, Class Skill +3, Cauldron +4)
+0 Diplomacy (Cha +0, Ranks 0)
+* Disable Device (Dex +3, Ranks 0)
+0 Disguise (Cha +0, Ranks 0)
+3 Escape Artist (Dex +3, Ranks 0)
+3 Fly (Dex +3, Ranks 0, Class Skill +3)
+* Handle Animal (Cha +0, Ranks 0)
+7 Heal (Wis +2, Ranks 1, Class Skill +3)
+0 Intimidate (Cha +0, Ranks 0, Class Skill +3)
+9 Knowledge, Arcana (Int +5, Ranks 1, Class Skill +3)
+9 Knowledge, Dungeoneering (Int +5, Ranks 1, Class Skill +3)
+* Knowledge, Engineering (Int +5)
+9 Knowledge, Geography (Int +5, Ranks 1, Class Skill +3)
+9 Knowledge, History (Int +5, Ranks 1, Class Skill +3)
+9 Knowledge, Local (Int +5, Ranks 1, Class Skill +3)
+9 Knowledge, Nature (Int +5, Ranks 1, Class Skill +3)
+* Knowledge, Nobility (Int +5)
+9 Knowledge, Planes (Int +5, Ranks 0, Class Skill +3)
+* Knowledge, Religion (Int +5)
+9 Linguistics (Int +5, Ranks 1, Class Skill +3)
Languages=Common, elven, draconic, celestial, sylvan
+1/+3 Perception (Wis +1, Ranks 0) (Alertness +2 if with familiar)
+0 Perform, Untrained (Cha +0, Ranks 0)
+* Profession, Untrained (Wis +1, Ranks 0, Class Skill +3)
+1/3 Sense Motive (Wis +1, Ranks 0) (Alertness +2 if with familiar)
+* Sleight of Hand (Dex +2, Ranks 0)
+9/+11 Spellcraft (Int +5, Ranks 1, Class Skill +3) (+2 Racial to determine magic item properties)
+9 Stealth (Dex +3, Ranks 2, Trait +1, Class Skill +3)
+1 Survival (Wis +1, Ranks 0)
+0 Swim (Str +0, Ranks 0)
+* Use Magic Device (Cha +0, Ranks 0, Class Skill +3)

Each level skill points gained = 7 (+2 Witch, +5 Int) +FC

racial traits:

Standard Racial Traits
•Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
•Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Elves are Humanoids with the elf subtype.
•Base Speed: Elves have a base speed of 30 feet.
•Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
•Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
•Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Magical Racial Traits
•Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Offense Racial Traits
•Weapon Familiarity: Replaced

Senses Racial Traits
•Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Traits/Feats:

Traits:
Reactionary - +2 initiative
Slippery (+1 stealth and it is class skill)

Feats:
Run (Racial Bonus)
Extra Hex (Level 1)
Brew Potion (Hex: Cauldron)

Favored Class:
Favored Class: Witch
Lvl 1,2 (HP)

Spells Known/Familiar:

Auxilium - Owl
N Tiny animal
Init +3; Senses low-light vision; Perception +10

DEFENSE
AC 17, touch 15, flat-footed 13 (+3 Dex, +2 size, +2 Natural Armor)
hp 15 (1/2 of master's hp)
Fort +2 (Base +2)
Ref +5 (Base +2, Dex +3)
Will +6 (Master +4, Wis +2)

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 7, Wis 15, Cha 6
Base Atk +4 (+1 Master BAB, +3 Dex); CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth

SPECIAL ABILITIES

Familiar

The master of an Owl gains a +3 on Perception in shadows or darkness.

Natural Armor Bonus: - +1 @ Level 1-2 --> increases thereafter

Alertness (Ex) - While a familiar is within arm's reach, the master gains the Alertness feat.

Empathic Link (Su)

Improved Evasion (Ex) - no damage on reflex save, 1/2 damage if save failed

Share Spells - The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Store Spells

Deliver Touch Spells (Su) - If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.

Equipment:

Arms, Armor, and Clothing
Traveler's Outfit, 5 lbs.
Rapier, 2 lbs.
Lt Crossbow, 3 lbs.
Bolts, Common, 6 lbs (3 lbs/20)
Spell Component Pouch, 2 lbs
Pouch, Beltpouch, 1 lbs.

Potion of CLW
Potion of Enlarge Person
Potion of Reduce Person

19 lbs

In Backpack
Backpack, 2 lbs
Flint and Steel
Waterskin, 4 lbs
Case, Scroll, .5lbs.
Rations, 4 days, 4 lbs (1 lb./day)
Kit, Healers, 1 lbs.

11.5 lbs

Scrolls

Belt Pouch

Chalk, 0 pieces
0 p.p.
0 g.p.
7 s.p.
0 c.p.

Carrying Capacity

Current Weight: 30.5 lbs

Light Load: x < 33 lbs.
Medium Load: 34 < x < 66 lbs.
Heavy Load: 67 < x < 100 lbs

Appearance:

With fair skin bordering on albinism and eyes with a pinkish cast, Meg stands out as an exotic creature of the night. She walks with a natural grace and seems somewhat timid and shy. She is adorned with fetishes and tokens, including complex braids and weaves in her hair that appear to be feathers and claws of exotic animals. The silver owl that seems to linger near Meg reinforces the appearance that she is a mystical creature of the night. A set of matching charm bracelets adorn both wrists, a set of flowers each with a name and a date. Those familiar with the Flower Network easily recognize it as a badge of honor, symbolizing the successful rescue of many slaves.

Background:

Megalarion was born in a wealthy elven family with ties to noble bloodlines dating back centuries. Unfortunately Megalarion was the product of what was supposed to be a curse on her mother that was quickly revealed after birth. Others believe that as the first female offspring in three generations, some mystical legacy was passed on from her magical great grandmother. Nevertheless, Megalarion was a child that moved from a creature of light to a creature of the dark. As time revealed the dark was a comfort to vision, and the bright sunlight a painful searing blaze, Megalarion decided to travel and wander at night as a child. Meg found her magic came from the ancestors, those dark fey creatures that spoke to her at night.
These elf ancestors seemed to want to make powerful magic through Meg. The witch seems to continually struggle to find her own identity as a host of powerful spirits wish to touch the natural world through her. Accepting they are needed for her to make great magic, Meg has reached an uneasy truce with her ancestors. They are frustrated in Meg's unwavering devotion to goodness and law, but accept working through her for the moment.
Her parents sent her to live with a druidic relative that accepted her strange appearance and light sensitivity without question. Although not fully accepting the magic of her parents and the druidic magic of her new mentor, she developed her own affinity for natural remedies and herbs. In just a few years she was known as a promising herbalist, and this garnered her respect in the natural community, but absolutely no respect from her highly magical parents.
Meg journeyed to live in an enclave in the wild lands, and she found solace living near a small human community named Millwood that began as a logging and fishing camp. Meg provided support for the community for over sixty years as their midwife, herbalist, and healer. Her strange ways were tolerated, and her skills were valued. As the community grew larger and more prosperous, the leaders of the community resented the influence Meg had with the young children, many of whom grew up without the prejudices of their parents as they got to know the shy, reclusive herbalist. After sixty years in Millwood, Meg watched two full generations grow up and die under her watchful eye.
A large blight attacked many of the trees in the area when, against many of Meg's objections, the enclave began planting and harvesting a crop of white, fluffy cotton plants. The infestation of weevils caused a blight on not only the new crop, but many of the trees, other crops, and bushes in town. The blight soon left the town hungry and poor. To avoid taking any responsibility, the town elders blamed Meg for cursing the town crops and she was driven out of her home by angry villagers carrying torches at night. They destroyed her precious herb garden that took years to grown and the trust the elf had placed in her adopted human home was destroyed along with the garden.
Disgusted, Meg left to give her aid to a band of halflings freeing slaves throughout Golarion. As an agent of the Flower Network, Meg was instrumental in providing both a keen mind and a host of alchemical potions to aid in the freeing of a multitude of slaves. After sixty years with the Flower Network, Meg began to become more high profile. The middle-aged herbalist was linked to many escaped slave 'incidents'. She feared for the safety of those she worked with as she found out she was being watched continually. With great sadness she has recently left the Flower Network, and is looking for her next adventure.
Meg is the ultimate nurturing type, she is committed to making the world a better place.
Personality Type Meyer's Briggs - Meg is ISFJ
Quiet, friendly, responsible, and conscientious. Committed and steady in meeting their obligations. Thorough, painstaking, and accurate. Loyal, considerate, notice and remember specifics about people who are important to them, concerned with how others feel. Strive to create an orderly and harmonious environment at work and at home.