Verik Vancaskerkin

Rowan Elwood's page

13 posts. Alias of inxpitter.


Full Name

Rowan Elwood

Race

Human

Classes/Levels

Witch (shadow) 1

Gender

Male

Size

Medium

Age

24

Strength 8
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 10
Charisma 10

About Rowan Elwood

Rowan Elwood
Male Human Witch (shadow) 1
NG Medium humanoid
Init +2;

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Defense
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AC 12 (+0 armor, +2 Dex), touch 12, flat-footed 10
HP 7 (1d6, +2 Con)
Fort +5 (+0 base, +2 Con), Ref +4 (+0 base, +2 Dex, +2 Fox), Will +2 (+2 base, +0 Wis)

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Offense
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Speed 30 ft.
Dagger (1d4+0/19-20x2)
Crossbow, Light (1d8+0/19-20x2)

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Statistics
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Str 8, Dex 12, Con 14, Int 18, Wis 10, Cha 10
Base Atk +0; CMB -1; CMD 10
Languages: Common, Hallit, Elven, Undercommon, Draconic.

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Feats
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Extra Hex
Prerequisite: Hex class feature.
Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.
Special: You can gain Extra Hex multiple times.

Accursed Hex
Benefit: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.

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Traits
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Subject of Study(Aberration): Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the run- in and the means by which you avoided death or injury, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you.
Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type. See the ranger favored enemy suggestions for a list of creature types most likely to appear in this campaign.

Hedge Mage: -5% gp cost when creating Magic items.

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Skills
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Fly +5 (1 rank)
Heal +4 (1 rank)
Knowledge (arcana) +8 (1 rank)
Knowledge (nature) +8 (1 rank)
Spellcraft +8 (1 rank)
Use Magic Device +4 (1 rank)

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Background Skills
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Craft (Alchemy) +8 (1 rank)
Profession (Herbalist) +4 (1 rank)

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Gear
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Explorers Outfit (10 gp, - lbs.)

Backpack (2 gp, 2 lbs.)
[
* backpack
* bedroll
* belt pouch
* candles (10)
* chalk (10)
* flint and steel
* ink
* inkpen
* iron pot
* mess kit
* soap
* spell component pouch
* torches (10)
* trail rations (5 days)
* waterskin.
*
*
*149 gp
]

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Special Abilities
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Human

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Witch (shadow) 1

Weapon and Armor Proficiency

Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.

Spells
A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.

A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

Hex
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.

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 Spells

At 1st level, 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. While these forces need not be named, they typically hold influence over one of the following forces.

At 2nd level, and every two levels thereafter, a witch's patron 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 patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

Witch's Familiar (Ex)

At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.

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. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Fox: +2 Reflex

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Spell List
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0-Level Spells - 3 per day
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Dancing Lights: Creates torches or other lights.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Putrefy Food and Drink: Makes food and water inedible.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Touch of Fatigue: Touch attack fatigues target.

1st-Level Spells - 2 per day

Ear-Piercing Scream
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.

Mount
You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

Mage Armor
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Frostbite
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.

Adhesive Spittle
Once during this spell's duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell's DC rather than a tanglefoot bag's normal DCs. The adhesive persists for 2d4 rounds after you spit it.

Cure Light Wounds
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Bungle
The target takes a –20 penalty on its next attack roll or check that requires a d20 roll. The action must be one deliberately taken by the target on its turn. Creatures with more than 10 HD are unaffected by this spell.

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Hexes
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Cackle: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

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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Backstory
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Age: 24
Hair: Brown
Eyes: Hazel
Height: 5' 10"
Weight: 120 lbs.

Backstory: Rowan was raised in Ustalav by both his parents, herbalists who served as the best medical help for the next several miles. Though, more often than not all they could do was impart some herbs, replace soiled bandages, and send them on their way.

Eventually, Rowan became of age and his folks began to teach him their methods and ways with herbs. He learned eagerly, and one unfortunate night departed alone to gather ingredients for the next day so as to surprise his weary parents.

A mistake he would not repeat.

His parents, discovering he was missing in the morning spread word of their plight and a few grateful volunteers searched for the boy. It wasn't long until they found him unconscious, deep in the Elder Wood, large gashes on his back and sides. He was brought home, and after several days of herbal treatment and paying quite a sum of money for divine healing, he awoke.

Even as he recovered, Rowan felt something was wrong inside him. His parents assured him that the odd visions and pains would pass in time. They stopped saying that when dark smoke began billowing out of him when he wasn't paying attention.

Not a couple days later, the Elwoods front door was nearly knocked over as a very eager Professor Lorrimor. The strange man introduced himself as such and pleaded to examine the boy. After some initial check-ups, the Professor concluded that a powerful aberration had stricken Rowan with some sort of dark ability. While this allowed him access to magic abilities, it also gave him delusions, causing him to see things that aren't there.

Lorrimor eventually had to return to his home, but he promised to write to Rowan and keep him updated on possible medications and methods to keep his symptoms in check. A few years passed as Lorrimor, true to his word, sent back whatever he had discovered to alleviate Rowan's plight.

And then the letters stopped coming.

As Rowan's power grew, the former treatments stopped being effective and he had condemned himself to live in question of what was real and what was only wisps of darkness.

He was an adult now and had long ago taken over his parents practice serving those nearby as an herbalist. Yet his delusions haunted him and he refused to leave his home depending on messengers and his only apprentice to get what he needed.

And then one day a letter came, bearing the name of Professor Lorrimor...

Personality: Rowan's main concern is that everything around him is real. When approaching a chair he'll grasp it, rock it back and forth, and perform all manner of tests to ensure that it is not some fake conjured by what curse is ailing him. Because of this, there are times when Rowan considers everything a possible threat or an elaborate hoax playing out in his head. However, if you real and true to him, he'll cling to you as an anchor point in which he can depend on. Until of course, you leave his sight. Then he has to reconfirm you're actually there once more.

Fear is not an emotion he experiences often, more bewilderment as the terrors of his childhood haunt him. He won't get angry easily, though is most easily provoked at the C-word (crazy). If you can understand his obsession with the real, then you'll win him over.