Telandia Edasseril

Merwyn Bot's page

14 posts. Alias of Jenrah.


About Merwyn Bot

Basic Stats
Str 8, Dex 14, Con 12, Int 12, Wis 10, Cha 20
BAB +1, CMB -2, CMD +10
Init +2; Perception +0

Defense
AC 16, touch 13, flat-footed 13 (+2 armour, +2 dex, +1 size, +1 Deflection)
hp 21 (3d8+3)
SR 0
Fort +2, Ref +3, Will +3
Armour: Haramaki, Armored Kilt

Offense
Spd 20 ft/x4
Ranged

Feats
Spell Focus (Illusion), Boon Companion, Effortless Trickery,

Trait/Feat: Varisian Tattoo(Illusion)

Skills
Disguise +10, Perform(Oratory) +14, Knowledge(Arcane) +11, UMD +10

Traits
Outlander (Lore-Seeker)(Color Spray, Silent Image, Snowball)
Savant (Perform(Oratory))
Trickster
Sleepy (Drawback)

Languages
Common, Gnomish, Sylvan, Thassalonian, Katapeshi

Equipment
Haramaki (3gp), Armored Kilt (20gp), Gnomish Story Book (50gp), Gnomish Book of the Arcane (50gp), Cage of Thrushes and Canaries (1gp), Riding Saddle (10 gp), 50 ft of hemp rope (1 gp), Silent Whistle (1 gp), Signaling Horn (1 gp), Lots of Gnomish Ice Cream (1 gp), Gnomish Trail Mix (2 gp), Plunger of Indeterminate Use, Ring of Protection +1, Light Crossbow (35 gp), 100 bolts (10 gp), Staff (1 gp)

Coin Purse: 37.5 gp

Spells Known (Spells per day)
Cantrips (Infinite): Detect Magic, Prestidigitation, Ghost Sound, Read Magic, Haunted Fey Aspect
Level One (7/day): Color Spray (DC 19), Silent Image(DC 19), Disguise Self, Entangle

Academician
Darkvision
Gift of Tongues

Abilities:
Woodland Stride

Cob Crunch:
Initiative: +5
STR: 13
DEX: 20
CON: 9
INT: 2
WIS: 13
CHA: 11

HP: 12
AC: 20 (10 + 5[Natural Armor] + 5[DEX])

Low Light Vision

Attacks:
2 talons (1d4 + 1)
Bite (1d6 + 1)

Feats:
Stable Gallop (+4 to rider's concentration checks)
Flyby Attack

Speed: 30 ft (land), 90 ft (fly)

Background:

Merwyn was born with the innate gnomish drive to explore and the unique ability to experience her dreams as if they were reality. She was notably the only child in her village that was not upset when her parents put her to bed, because for her, going to sleep was just entering another magical world, but this unique gift came at a terrible price. In her mind, the lines between dreams and reality began to blur, and she began to act recklessly in the real world. The feeling of euphoria and invincibility fostered in the world of dreams slowly crept into her perception of reality. Her delusion was fostered by her ability to manipulate the image of reality, just as she could change her dreams.

Her parents soon became worried and brought her to the best magical healers in her village, but to no avail. Merwyn was becoming a danger to her village. Her parents stayed up day and night to watch Merwyn, but their erratic sleep schedules soon caught up to them. One fateful night, both parents fell asleep and Merwyn was left unattended. Off she went, frolicking around in the village as if she was in yet another wonderful dream.

On her merry way, she accidentally knocked over a wooden chair into a campfire. The flames began to dance up the chair legs and past the stones surrounding the campfire. Merwyn wished the fire away and went on her way, but this was no dream. Her magic had only masked the image of the fire. The flames quickly spread into the communal area and began to climb up the trees to the homes of the gnomes. No matter how much she tried and wished, Merwyn couldn't do anything against the blaze. In the ensuing carnage, three gnomes were killed and the entire village was burned to the ground.

By unanimous vote of the village elders and the support of her parents, Merwyn was forever exiled from the village. Merwyn completely agreed with their decision; despite her relative youth, she understood the horrifying consequences of her actions. Over the years, Merwyn has traveled across the world to understand her curse, from the highest mountains (see story below) to the hottest deserts. She's learned to keep her unique abilities under control, but she is still searching for a final cure. Now though, after years of searching, she has finally overcome her reluctance to entering settlements and decided to travel to Sandpoint Cathedral, with the hope that this journey will be the one to finally bring a cure for her curse.

Appearance:

Like any other gnome, Merwyn is short. But unlike other gnomes, she moves with the serene grace of a dancer in a dream. Her hair is a flowing blonde and she wears a floppy green hat, while her pale green robes flop around her with careless abandon. Merwyn's brown eyes never completely focus, and her default expression is a dreamy smile.

Personality:
Merwyn's personality is a conflict between guilt, drive for exploration, and the wistfulness of her dreams. She'll often be reckless and jumpy, while at other times, she'll try to be restrained and reserved. She also possesses strong morals and concern for the well-being of others. Her favorite hobby is daydreaming, but at the same time, she does her best to stay in reality, often poking herself with a needle to make sure that she stays out of the dream world.