Alauriel Elowin |
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Alauriel - a blue-eyed dark haired exotic beauty. Her features are a blend of human and elvish, strangely different from most of the half-elves of the Isle, her skin slightly darker and golden. Long black hair flows down the arch of her back and frames a striking face. Her ice blue eyes entrancing yet they belie a wisdom and intelligence rare in one so young and her full lips slip easily from a heart-warming smile to a seductive grin. She carries herself like a queen, her form lithe, supple and graceful as a serpent or a cat, while an aura of seductive innocence radiates from her.
Fine garments of the most sensuous material adorn her exquisite form, always cut revealingly and for ease of movement. The scent of wild roses follows her and a thin silver chain is woven through her dark hair, a hint of moonlight in the night, keeping it out of her eyes. A dagger is strapped to her thigh but she is otherwise unarmed.
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Personal Information
Name: Alauriel Elowin |
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Race: Half-elf |
Gender: Female |
Height: 5'3" |
Age: 18 |
Class: Witch |
Level: 5 |
Weight: 133 lbs |
XP: 27,880 |
Alignment: True Neutral |
Next Level: 35,000 |
Character Points: 9 |
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Ability Scores
Str: |
12 |
Stamina: |
12 |
Weight Allowance: 45 lbs |
Bend Bars/Lift Gates: 4% |
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Muscle: |
12 |
Attack Adj.: +0 |
Damage Adj.: +0 |
Max. Press: 140 lbs |
Open Doors: 7 |
Dex: |
15 |
Aim: |
14 |
Missile Adjustment: +0 |
Pick Pockets: +0% |
Open Locks: +0% |
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Balance: |
16 |
Reaction Adjustment: +1 |
Armor Class: -2 |
Move Silently: +0% |
Climb Walls: +0% |
Con: |
14 |
Health: |
13 |
System Shock: 85% |
Poison Save: +0 |
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Fitness: |
15 |
Hit Point Adjustment: +1 |
Resurrection Chance: 94% |
Int: |
15 |
Reason: |
14 |
Max. Spell Level: 7th |
Max. Spells Per Level: 9 |
Illusion Immunity: None |
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Knowledge: |
16 |
Bonus Proficiencies: 5 |
Chance to Learn New Spell: 70% |
Wis: |
17 |
Intuition: |
17 |
Bonus Clerical Spells: 2, 2, 1, 0, 0, 0, 0 |
Clerical Spell Failure Chance: 0% |
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Willpower: |
17 |
Magic Defense Adjustment: +3 |
Spell Immunity: None |
Cha: |
16 |
Leadership: |
14 |
Loyalty Base: +1 |
Maximum Number of Henchmen: 6 |
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Appearance: |
18 |
Initial Reaction Adjustment: +7 |
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Saving Throws
Paralyzation: 9 |
Poison: 9 |
Death Magic: 8 |
Petrification: 12 |
Polymorph: 12 |
Rod: 13 |
Staff: 13 |
Wand: 13 |
Breath Weapon: 15 |
Spell: 14 |
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Combat
Hit Points: |
27 |
Base THAC0: |
18 |
Melee THAC0: |
18 |
Missile THAC0: |
18 |
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Armor
Natural armor class |
10 |
Balance Defensive adj. |
-2 |
FINAL: |
8 |
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Non-Weapon Proficiencies
Alchemy - Base |
10 |
Astrology |
9 |
Astromancy - CNWW |
9 |
Curse Lore |
10 |
Fungi Recognition (PO:S&P) |
13 |
Healthy Cooking |
10 |
Herbalism |
10 |
Meditation ToVK |
5 |
Midwife |
13 |
Numerology - CNWW |
9 |
Toxicology |
10 |
Witchcraft |
12 |
Native Languages |
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Common, Human - regional dialect |
Reading/Writing |
11 |
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Human - regional dialect |
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Weapons - Primary and Offhand
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THAC0 |
Attacks/ |
Speed |
Damage |
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Range |
(-2) |
(-5) |
(-10) |
Weapon |
Melee |
Missile |
Round |
Factor |
Sm-Med |
Large |
Type |
Size |
PB / |
S / |
M / |
L / |
EX |
Primary: |
Dagger |
19 |
18 |
1 |
2 |
1d4 |
1d3 |
P |
S |
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2 |
4 |
6 |
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Offhand: |
Dagger |
21 |
18 |
1 |
2 |
1d4 |
1d3 |
P |
S |
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2 |
4 |
6 |
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Racial Abilities
Infravision - Infravision with a range of 60'.
Less sleep - The half-elf requires only four hours worth of sleep to be rested. This is especially valuable to spellcasters.
Life Protection Bonus - The PC gains +1 to all saves vs. death magic and life-draining attacks.
Necromatic Resistance - The half-elf is 30% resistant to Necromantic magic.
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Class Abilities
Witch
Read / Detect Magic - At 3rd level the Witch gains the ability to automatically read and detect magic. These powers act exactly like the wizard spells of the same name. They are effective on priestly, wizard or witch magic. It is not effective on psionics, unless noted in the psionic discipline.
Lesser Occult Power - At 6th level the Witch receives one lesser occult powers (see Witches & Warlocks for more info on each of the powers)Minor Occult Power - At 9th level the Witch receives one minor occult powers (see Witches & Warlocks for more info on each of the powers)Medial Occult Power - At 12th level the Witch receives one medial occult powers (see Witches & Warlocks for more info on each of the powers)
Greater Occult Power - At 15th level the Witch receives one greater occult powers (see Witches & Warlocks for more info on each of the powers):
Superior Occult Power - At 18th level the Witch receives one superior occult powers (see Witches & Warlocks for more info on each of the powers):
Turn/Control Undead - The witch can affect undead as priest of the same level. The witch can use an expanded table which continues where the priest table stops (see Witches & Warlocks). An evil witch can control undead in stead of turning them.
Witch's weapons only - A witch can only be proficient with daggers, staffs, and the special ability "Familiar's Claws", if she has a familiar and if this ability has been granted to her.
Schools of Magic - Conjuration/Summoning, Elemental Air, Elemental Earth, Elemental Fire, Elemental Water, Enchantment/Charm, Greater Divination, Illusion/Phantasm, Lesser Divination
Minor Spheres of Magic - Healing, Protection, Thought, Weather
Major Spheres of Magic - All, Astral, Charm, Creation, Divination, Elemental, All, High Secret Order (Witch), Necromantic, Summoning
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Traits
Allure - May affect Reaction roll by 3 when dealing with romantic situations, and will attract one more
henchman than normal.
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Disadvantages
Weakness -
Finding himself irresistibly drawn to a petty vice, the character must make a successful Wisdom/Willpower check to avoid succumbing to his instinctual urges whenever he's tempted by his particular weakness. Typical weaknesses include gold, alcohol, gambling, and members of the opposite sex.
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Controling Undead
Skeleton or 1 HD: |
T |
Wight or 5 HD: |
10 |
Mummy or 7 HD: |
19 |
Ghost or 10 HD: |
- |
Zombie: |
T |
Ghast: |
13 |
Spectre or 8 HD: |
20 |
Lich or 11+ HD: |
- |
Ghoul or 2 HD: |
4 |
Wraith or 6 HD: |
16 |
Vampire or 9 HD: |
- |
Special: |
- |
Shadow or 3-4 HD: |
7 |
# = Roll # or greater on a 1d20 to turn 2d6 undead. |
D = Automatically destroys 2d6 undead. |
T = Automatically turns 2d6 undead. |
D* = Automatically destroys 2d6+2d4 undead. |
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Inventory
- Items Carried
- Backpack
- Dry rations (1 week)
- Flint and steel
- Torch x3
- Wineskin
- Items Readied
- Spending Money
- * Copper Pieces x7
- * Gold Pieces x67
- * Silver Pieces x6
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Movement and Encumbrance
Encumbrance: |
Unencumbered |
Light |
Moderate |
Heavy |
Severe |
Weight (lbs): |
0-45 |
46-69 |
70-93 |
94-117 |
118-140 |
Movement: |
13 |
9 |
6 |
3 |
1 |
THAC0: |
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-1 |
-2 |
-4 |
AC: |
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+1 |
+3 |
Currently carrying 9.60 pounds (None Encumbrance, 13 Movement) |
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Spells
Class |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
Witch |
6 |
4 |
2 |
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Cleric Spell Failure Rate: 0% |
Maximum Wizard Spells Per Level: 9 |
Wizard Chance to Learn New Spell: 70% |
Maximum Wizard Spell Level: 7th |
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