Bird

Nhilune Rilyn'rahel's page

91 posts. Alias of Mimesyne.


Race

| Hexs: cauldron, evil eye (-2, 7 rounds); DC15 | Spells: 1st 0/3 | CLW Wand: 34

Classes/Levels

| Active conditions: mage armor (2hr)

Gender

Changeling Witch 2 | HP: 9/12| AC: 17 (12 Tch, 15 Ff) | CMD: 13 | F: +0, R: +2, W: +6; +2 vs disease | Init: +2 | Perc: +3, SM: +2

About Nhilune Rilyn'rahel

Appearance:

Shade by GUWEIZ

This contemplative woman has wide eyes of mismatched color. One is a sage green and the other closer to the color of pale slate. Her skin is fair and black hair spills down her back; a combination that makes many wonder if she's of Chelaxian decent.

Background Info Relating to Campaign:

Nhilune grew up in the rural areas outside of Cassomir closer to the edge of the Vurduran Forest where her father trapped for furs and meat. Although she never went along on his hunting trips deeper in the forest, she did learn how to set a few traps to catch simple game such as rabbits and quails. Her mother focused on teaching her to identify edible and poisonous plants and how to tend to a garden. Trips into the city were always exciting, and a nice break from the wilds of the forest, but almost exclusively for her father's business and trade at the docks rather than sightseeing (a real shame in the eyes of a child).
Although the couple who raised her have since retired to the city itself for a simpler life, Nhilune still lives on the edge of the forest, coming into town to trade furs, herbs, and antidotes or to visit her adoptive parents on a regular basis. She enjoys life on the edge of civilization though she tends to linger around Cassomir a little longer than usual as of late, checking out some of the local landmarks and points of interest.

With the Pike and Tankard being a more respectable establishment than most found along the docks, Nhilune will usually stop in there after a day of business for a meal and drink. After years of biweekly patronage she's developed some report with Vasaro and his daughter. She occasionally brings in various ingredients indigenous to the Vurduran Forest as a gift for the proprietor, or bunches of wild flowers for his daughter.
Though there is a substantial age gap between Nhilune and Basila they always manage to find common ground to gossip about for hours on end. Basila keeps Nhilune up to date on local news and ongoings, while Nhilune tells Basila fantastical stories about the fey rumored to live in the Vurduran Forest.

Additional Background Info:

Sorry for point form notes :P
~ currently 32 years old
~ ignored the calling from her hag mother when she was a young woman
~ was left on the doorstep of her adoptive parent's cottage
~ her mother explained her magical prowess as being "fey touched" from living so close to the forest
~ is on good terms with other inhabitants in the area
~ scared to death of wolves
~ raven companion has been roosting on her cottage roof directly above where she sleeps since she was first dumped on the doorstep
~ has beliefs that align with that of druids
~ worshiper of Gozreh

Spellbook:

1st (3/day) — beguiling gift, comprehend languages, cure light wounds, enlarge person, hex vulnerability, infernal healing, mage armor, obscuring mist, ray of enfeeblement
0 (4/day) — arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue

Nhilune Rilyn'rahel
Female Changeling Witch (herb witch) 2
Medium humanoid (changeling)
Initiative +2; Senses darkvision 60ft; Perception +3
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DEFENSE
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AC 13, touch 12, flat-footed 12 (+2 Dex, +1 natural armor)
hp 12 (2d6+0)
Fort +0, Ref +2, Will +6; +2 vs disease
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OFFENSE
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Speed 30ft
Melee staff +2 (1d6+1), claws + (1d4+1)
Special Attacks hexes (DC 15 - cauldron, evil eye)
Spells Prepared (CL 2; concentration +6)
1st (3/day) — cure light wounds, mage armor
0 (at will) — arcane mark, dancing lights, detect magic, message
Patron plant
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STATISTICS
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Strength 13(+1), Dexterity 14(+2), Constitution 9(-1), Intelligence 18(+4), Wisdom 16(+2), Charisma 12(+1)
Base Atk +1; CMB +2; CMD 14
Feats Brew Potion, Extra Hex
Skills Appraise +7, Heal +8, Knowledge(arcana) +9, Knowledge(nature) +8, Profession(herbalist) 9, Spellcraft +9, Survival +7, Use Magic Device +6
Traits Child of Nature, Resiliant
Languages Aklo, Common, Draconic, Elven, Orc
SQ witch's familiar (raven)
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EQUIPMENT
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Weapons staff
Armor traveller's outfit
Backpack bedroll, mess kit, trail rations (x days) waterskin
Belt Pouch wand of cure light wounds, flint and steel, 238gp 4sp
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OTHER INFORMATION
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Carrying 25.5lb
Carrying Capacity 50lb/100lb/150lb
Favored Class Bonuses
1st — hp; 2nd — hp
Ability Score Increases
4th —

Special Features Breakdown:

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RACIAL
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Claws Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Darkvision Changelings see perfectly in the dark up to 60 feet.
Heartstone Heritor The changeling gains a +2 racial bonus on saving throws against disease.
Natural Armor Changelings have a +1 natural armor bonus.
Witchborn Most changelings are talented witches. They gain a +2 bonus to Intelligence and Charisma instead of a +2 bonus to Wisdom and Charisma. This racial trait alters the changeling's racial ability score modifiers.
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HERB WITCH
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Herb Lore An herb witch can attempt a Profession (herbalist) check in place of any Craft(alchemy) check and gains a bonus on Profession(herbalist) checks equal to half her class level.
In addition, herb witches are adept at brewing remedies. An herb witch prepares her remedies while communing with her familiar and can prepare a number of remedies equal to 3 + her Intelligence modifier. A remedy becomes inert if it leaves the herb witch's possession, reactivating as soon as it returns to her keeping.
As a standard action, the herb witch can administer a remedy to herself or a creature within reach. This consumes the remedy, and the herb witch attempts a Profession (herbalist) check against the save DC of any one disease or poison currently afflicting the consumer. If the check is successful, the effect immediately ends. If the disease or poison doesn't allow saving throws, the remedy is ineffective.
An herb witch can also use a remedy to attempt to end the blinded, deafened, fatigued, nauseated, or sickened conditions. This requires a Profession (herbalist) check with a DC equal to the spell or effect that caused the condition, or a DC 25 check if the condition was caused by an effect that doesn't allow for a saving throw. If successful, the condition ends. Only a single condition, disease, or poison can be removed with each application of a remedy.
Hexes Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.
Patron When a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. Patron spells are automatically added to the list of spells stored by the familiar.
Witch's Familiar Familiars aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar.
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HEXES
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Cauldron The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.
Evil Eye 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. This is a mind-affecting effect. At 8th level the penalty increases to –4.
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FEATS
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Brew Potion You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Extra Hex (Evil Eye) You gain one additional hex. You must meet all of the prerequisites for this hex.
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TRAITS
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Child of Nature The wild places are your home, and provide everything you need to be happy. You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you.
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.