Iramine

Mischa The Witch of the Woods's page

177 posts. Alias of Azih.


Full Name

Mischa

Race

Elf

Classes/Levels

Adept/1| HP 6/6 | AC 15 T 13 FF 12 | Fort 0 Ref 3 Will 6 | Init 3 | Per 6

Gender

Female

Strength 10
Dexterity 16
Constitution 11
Intelligence 15
Wisdom 18
Charisma 12

About Mischa The Witch of the Woods

Mischa
Female Elf Adept 1
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +6
Stat Block:

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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 6 (1d6)
Fort +0, Ref +3, Will +6; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee cold iron sickle +0 (1d6) and
. . unarmed strike +0 (1d3 nonlethal)
Ranged shortbow +3 (1d6/×3)
Adept Spells Prepared (CL 1st; concentration +5):
. . 1st— Cure Light Wounds, Sleep
. . 0 (at will)— Light, Stabilize, Mending
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Statistics
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Str 10, Dex 16, Con 11, Int 15, Wis 18, Cha 12
Base Atk +0; CMB +0; CMD 13
Feats Armor Proficiency (Light)
Skills Heal +10, Knowledge (nature) +6, Perception +6, Perform (wind instruments) +2, Spellcraft +6 (+8 to determine the properties of a magic item), Survival +8; Racial Modifiers +2 Perception
Languages Common, Elven, Orc, Sylvan
SQ elven magic, weapon familiarity
Combat Gear antitoxin (4), healer's kit; Other Gear leather armor, arrows (40), cold iron sickle, shortbow, backpack, belt pouch, healing salve (8), holly and mistletoe, Wooden Flute, reversible cloak
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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You are an elven adept called the Witch of the Wood by many ignorant townsfolk. They clearly fear your divine connection with nature, which suits you fine. You are introverted, and prefer to be left alone to obtain an inner peace with nature. That inner peace has been interrupted by the arrival of the ogre years ago. At the behest of Bowen, a longtime friend, you set aside your disdain for
the town, and reluctantly agreed to join the quest to vanquish an evil foe. Besides, you sense a much darker evil than a mere ogre extorting a town.

You are mysterious and aloof, if not downright haughty at times. Years of self-imposed exile have given you a dour, pessimistic view on most situations. You hide in voluminous robes and speak in Elven, unless you must converse with others. In addition to wielding divine spells to aid nature's children, you are quite adept at wilderness lore. You can track a fox through a rainstorm, and can mix herbs to create healing salves. You expect nothing in return for your aid, as money is useless to you. Acceptance for who you are and the return of the natural balance are all you need to be content, once the ogre has been defeated.