Shelyn

Morwel's page

6 posts. Alias of Guy Humual.


About Morwel

2nd level Witch (APG)
LE medium humanoid (Tiefling)
Init +4; Senses darkvision 60, Perception +3
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AC 12, t 12, ff 10
hp 17 (2d6+2 +5 racial hit dice)
Fort +1, Ref +2, Will +4
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Spd 30 ft (6 squares)
Melee knife -1 (1d4-1)
Ranged crossbow +2 (1d8)
Base Atk 0 CMB -1 CMD 11
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Str 9
Dex 14
Con 12
Int 12
Wis 12
Cha 20
Age 18 Height 5'10 Weight 115lbs
Eyes purple Hair auburn Skin golden
Appearance Morwel is beautiful. Few can look on her without marveling at her looks. Unfortunately Morwel is all too aware of her beauty and takes full advantage of it, often wearing revealing clothing, and flirting with both men and women alike.

Morwil has long thick hair, it goes to her knees, she prefers to let it hang loose but without proper servants she's taken to keeping it braided. Morwel is never seen without her gloves or boots on. Not that anyone would mind, the thigh high boots and elbow length gloves are usually the most significant things she wears.

Apart from her unnatural beauty Morwel doesn't have any elven features, it would appear that she is most likely human or half elven, only her hands and feet betray her demonic blood. Morwel has one extra perfectly functional, perfectly beautiful finger on both of her hands, and one extra perfectly beautiful, completely functional, toe on both of her feet. Morwel often hides these features with gloves and boots and it requires a DC 30 perception check to notice anything unusual about her when she's wearing these items.
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Demon-spawn Tiefling Racial traits:

Spoiler:
+2 Strength, +2 Charisma, –2 Intelligence: Savage and monstrous, the terrifying spawn of demons know the chaotic furry of their Abyssal ancestors.
Darkvision: Tieflings see in the dark up to 60 feet.
Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Variant Tiefling abilities:
00 Roll twice (ignore results of 00)
09 you gain an additional +2 racial bonus on your Charisma
70 You are aware of and can choose the result of any attempt to detect your alignment
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery: Tiefling sorcerers and witches treat their charisma score as being 2 points higher for all sorcerer and witch class abilities and hexes
Languages:Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

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Spells per Day
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
4 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Spells usually prepared:
0: Daze, Detect Magic, Guidance, mending
1: Burning hands, cure light wounds, Mage armour, Ray of Enfeeblement

Hexes:

Spoiler:

Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. At 8th level the penalty increases to –4.

Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.


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Feats
Eschew Materials
You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Traits
Spoiler:
Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.
Benefit: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Princess You have been raised to expect obedience from those around you, regardless of their station, and are not shy about demanding what you want.
Benefit: You gain a +1 trait bonus to Diplomacy and Intimidate checks, and Diplomacy is always a class skill for you.
Adopted You were adopted and raised by someone not of your actual race, and raised in a society not your own.
Benefit: Select a race trait from your adoptive parents’ race.
Warrior of Old (Elf Racial Trait) As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.
Benefit: You gain a +2 trait bonus on Initiative checks.

Skills
Bluff +16
Disguise +5
Diplomacy +11
intimidate +6
spellcraft +6
Stealth +4
Use magic device +10
Possessions
Spoiler:

Dagger
Crossbow
10 bolts
Explorer's outfit
Courtier' dress
Jewelry (50gp)
signet ring
silvered mirror
ivory comb
scented soaps and oils
beauty kit
50ft silk rope
flint and steel
trail rations (4 days)
Bedroll and blanket
whetstone
4 pitons
Small hammer
Chalk
grooming products

G 12
S 5
C9

Personality Morwel is selfish, cruel and petty. She is quite adapted at hiding her true nature from strangers but she has no qualms about revealing her true nature to those she trusts, after all, she reasons, anyone capable of loving her must accept who she really is.

Although petty and selfish Morwel has a strong sense of honor and loyalty. If she gives her word (which she rarely does) she never breaks it. She is surprising loyal to her friends and even to her subordinates. She seems easily capable of forgiving those she sees as a friend but demands complete obedience from those she sees as a subordinate.

Despite her vain and childish nature Morwel is capable of incredible impulse control at times and is capable of bidding her time while waiting for revenge. Personal slights from those she sees as adversaries or equals almost always require retribution. Friends and companions she is capable of forgiving.
History

Spoiler:
Morwel was raised in the Fairy Kingdom of Celene. She grew up in the lap of luxury and was given anything she wished for by her doting adoptive elven parents. From a very young age Morwel learned how to manipulate her parents, crying, throwing tantrums, or even just pretending to be good would often get her what she wanted. Sometimes the young fiend would ask just test her limits. Pushing and gaining new freedoms wherever she could. By the time she was of school age Morwel was a holy terror. She went through tutors, governesses and nannies faster then her parents could replace them. Morwel was fine with this of course, she hated being told what to do, and the hired help seemed to think they could boss her around. Morwel was eventually sent to study in a more public setting. Her parents believed that socializing with people more her own age would be better for her development and would teach her how to get along with others. They were partially right.

At first Morwel hated school. The other children (mostly elves) teased her, the teachers wouldn’t indulge her impulses, and worst of all she was forced to follow rules. Thankfully a wizened old sage figured out how to motivate the selfish little girl, in a word: competition. Morwel loved being the best. Once she had something to quantify her importance for she dove into school head first. However Morwel’s early successes were quickly overtaken by a couple of her classmate’s superior intellect. Morwel quickly found other ways to win. She tricked top students and teachers into giving her the answers, talked people into doing her homework; she even played mind games with her perceived rivals. She would often make them think they were wrong or mistaken or find other ways to erode their confidence. She managed to manipulate people into believing she was highly intelligent.

By the time she was in her teens she discovered a new tool to add to her arsenal: her beauty. Morwel discovered that she could now manipulate most adults with ease. A slight giggle, a well rehearsed blush, or even the slightest of touches could get adults to do almost anything for her. Morwel loved this new found power and was quick to abuse it where ever she could. In a short time Morwel’s beauty and charm became almost legendary even amongst the elves, many of whom believed that she was descended from nymphs or dryads rather then something more sinister. However the girl was starting to make her fair share of enemies, some were jilted or scored men, others were jealous female rivals and some were powerful family members of Morwel’s playthings. A plan was quickly hatched to send Morwel away.

Queen Yolande seldom becomes involved in such trivial matters of the court but Morwel didn’t exactly help her cause when she was sent to meet with the Queen. The Perfect Flower of Celene was far too wise and experienced to fall for Morwel’s tricks and charms. The Queen was forced to agree that the young lady was extremely spoiled and sheltered. She consented to the plea that the girl be sent to the human lands where she might learn hardship and the ways of the world. Morwel’s parents were forced to comply with the queens orders. In a short time later (5 years) Morwel was packed up and sent to live with a distant relative in the human lands called Diamond Lake.

Morwel naturally hated it. There were no servants. There were no banquets. No carriage rides. There was no unending wardrobe for her to choose from. Worst of all Ellival Moonmeadow expected her to work and had no qualms about telling her ‘no’. Then there were the accommodations: Her tiny room was as small as her closet back home. The town was ugly. There were no waterfalls, trees, or beautiful music. It was a grimy dirty place and even the lake stank. The only redeeming thing about the place was the humans. They were even easier to manipulate then the elves! They were also rash like her. Quick to anger, quick to forgive, and they could change their minds on a dime. They were a people she could understand. Morwel is still quite bitter about being sent to live in the human lands but she’s quickly coming to love humans.


EXP: 4010

Animal Companion
Sir Hiss Viper familiar
N tiny Magical beast
Init +3, Senses low-light vision, sent, perception +9
AC 17, t 15, ff 14 (+3 Dex, +2 natural, +2 size)
HP 4
Fort +1, Ref +5, Will +3
Speed 20ft, climb 20ft, swim 20ft (4 squares)
Attack bite +5 (1d2-2 plus poison)
Space2 1/2, Reach 0ft
Ability Scores Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2;
BAB+0; CMB+1; CMD 8 (can't be tripped)
Feats weapon finesse
Skills climb +11, perception +9, stealth +15, Swim +11, Racial modifiers +4 perception, +4 stealth
Special Qualities

Spoiler:

Alertness: While a familiar is within arm’s reach, the witch gains the Alertness feat.

Bonus Spells: At 2nd level, and every two levels thereafter, a witch’s familiar adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the type of familiar chosen. The list of bonus spells is included on the "Familiar Special Abilities" table.

Empathic Link (Su): A witch has an empathic link with her familiar to a distance of 1 mile. The witch 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 witch has the same connection to an item or place that her familiar does.

Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: A 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

Store Spells: A witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list. These spells are automatically stored by the familiar and can be prepared as normal once they are gained. The spells gained depend upon the type of familiar (see bonus spells).


Poison (Ex) Bite - injury; save Fort DC 9; Frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.

Morwel's spells
0: all

1:Burning hands, Charm person, Chill touch, Comprehend Languages, Cure Light Wounds, endure elements, Grease, identify, Mage Armor, Ray of Enfeeblement, summon monster I

Morwel's Patron Endurance