Telwyn Firehand's page

No posts. Organized Play character for Jason Sonia.


Full Name

Telwyn "Firehand" Abrana

Race

Human

Classes/Levels

Witch 1/Wizard 4

Gender

Male

Size

Medium (6'2", 148 lbs)

Age

19

Special Abilities

School Powers, Hexes

Alignment

LN

Deity

Patron: Shadow

Location

Absalom

Languages

Celestial, Common, Draconic, Elven, Ignan, Kellish, Tian, Undercommon

Occupation

Jeweler

Strength 7
Dexterity 13
Constitution 12
Intelligence 20
Wisdom 12
Charisma 10

About Telwyn Firehand

Appearance:
Draped in thick, dark robes, Telwyn is a tall - and noticeably skinny - human male in his late twenties. He's bald, with only a small, stylish patch of hair below his lower lip, extending in a single line to his chin. Obviously weak, he walks with the aid of a large, ornately carved staff (it resembles flames leaping from a dark, umbral source). He bears several small tattoos on his forearms in the Varisan style. He wears a set of smoked goggles on his head, just above his clear, blue eyes.

A small, white rat rests atop his left shoulder.

History:
Born to the prolific poverty that inhabits to much of Riddleport, Telwyn spent most of his youth in self-imposed isolation. Weak and easily hurt, he was a frequent target of the dark, hungry streets. When others realized his aptitude for languages, he was quickly pulled into the thrall of several of Riddleport's various criminal organizations. When he was free, he traded his services to several of Riddleport's cypher mages, learning what magic he could. It took him nearly ten years, but when he was 27, he bought his freedom - with no questions asked - and set out for Absalom. Having heard much about the Pathfinder Lodge there, he sought out affiliation.

After a series of challenges from a number of its internal factions, he has recently earned his place in the organization - now as a full-fledged agent. His short time in the Pathfinder Lodge hasn't been without its risks, however. In one instance, he had a serious brush with the undeath, contracting Ghoul Fever and nearly dying from it. (It was only his ample resources and the grace of the Church of Pharasma that saved him from a fate worse than death). His other encounter, which happened in the privacy of his own library in Absalom, brought him into contact with his khabit (the ancient Kellish word for Heart-Shadow), forcing him to recognize his own unnatural connection to powers dwelling beyond the abyss.

Today, he adventures as a Pathfinder, seeking clues to this shadowy connection to a power he knows is not god, not devil, but something far more alien....

Skills:
Appraise +9, Craft (Jeweler) +9, Heal +5, Knowledge (Arcana) +10, Knowledge (Engineering) +9. Knowledge (History) +9, Knowledge (Nobility) +9, Knowledge (Planes) +9, Knowledge (Religion) +9, Linguistics +10, Perception +2, Spellcraft +10

Feats:
Dodge, Spell Focus (Evocation), Toughness

Traits:
Deft Dodger, Gifted Adept (Mage Armor)

Special Abilities:
Wizard Abilities Arcane Bond (ring); Force Missile x8/day for 1d4+1 dmg; Intense Spells; Opposition Schools (Enchantment, Transmutation) Witch Abilities Familiar; Hex (Healing)

Spells Known:

Wizard's Spellbook
0 level - All (except those from opposition schools)
1st level - Cause Fear (DC 16), Color Spray (DC 16), Flare Burst (DC 17), Hydraulic Push (CMB 16), Infernal Healing, Mage Armor, Magic Missile, Obscuring Mist, Shield

Witch's Familiar
0 level - All
1st level - Bungle (DC 16), Cure Light Wounds, Delusional Pride (DC 16), Diagnose Disease, Ear-Piecing Scream (DC 16), Enlarge Person, Peacebond (DC 16), Sleep (DC 16)

Spells Per Day Wiz 4/5/3 (+ 1 from bonded item); Witch 3/3