Lily

anti-social witch girl

Description:

Level 2 Neutral Female Human Witch
Age: 13 Weight: 90 lbs Height: 5’0"

Str 10
Dex 12 ( +1 )
Con 10
Int 17 ( +3 )
Wis 15 ( +2 )
Cha 9 ( -1 )

Max HP: 9 Current HP: 9
AC 11 (11 touch, 10 flat-footed)
BAB 1 (+1 with ranged weapons, CMB +1, CMD 2)
Saves: Fort +0, Ref +1, Wil +5
Initiative +1
+1 to Concentration checks (Jask training)

Languages:
Common, Celestial, Infernal, Abyssal

Magic Known: (Patron: Plague type)

Spells “stored” in Lemmy:

All Level 0 Cantrips:
Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue

Level 1:
Summon Monster 1, Mage Armor, Cure Light Wounds, Chill Touch, Cause Fear, Sleep,
Comprehend Languages, Ray of Enfeeblement, Detect Undead

Prepared Spells:
Level 0 (four slots, DC 13) – Touch of Fatigue, Detect Magic, Guidance, Daze
Level 1 (three slots, DC 14) – Chill Touch, Ray of Enfeeblement, Detect Undead

Hexes:
Cauldron (Craft Potion)
Evil Eye (DC 14, opponent within 30’ is -2 on some class of rolls for 6 rounds)
Flight (Feather Fall at will, +4 to Swim checks)

Traits:
Scholar of the Great Beyond ( +1 to Kn: History and Kn: Planes )
Ghost Sight ( +2 locate undead, Ethereal creatures are considered Invisible )

Feats:
Magical Aptitude (+2 to Spellcraft and Use Magic Device)
Extra Hex
Alertness (when Lemmy is near)

Skills: (total skill ranks 14)

Name Ranks Class Atts Other Total
Acrobat 1 0 +1 0 +2
Appraise 0 0 +3 +3 +6
Climb 1 0 0 0 +1
Craft (general) 0 0 +3 0 +3
Craft: Alchemy 1 +3 +3 +4 +11
Craft: Sewing 1 +3 +3 0 +7
Handle Animal 1 0 -1 0 0
Heal 1 +3 +2 0 +6
Intimidate 0 0 -1 0 -1
Kn: Arcana 2 +3 +3 0 +8
Kn: History 1 +3 +3 +1 +8
Kn: Planes 1 +3 +3 +1 +8
Kn: Nature 1 +3 +3 0 +7
Perception 2 0 +2 +2 +6
Perform (general) 0 0 -1 0 -1
Ride 1 0 +1 0 +2
Sense Motive 0 0 +2 +2 +4
Spellcraft 2 +3 +3 +2 +10
Stealth 0 0 +1 0 +1
Swim 0 0 0 0 0
Survival 2 0 +2 0 +4
Use Magic Device 2 +3 -1 +2 +6

Equipment:
(Encumbrance: light load = 33 lbs)

Carrying: masterwork quarterstaff (1d6, +1 strike)

Wearing: Adventure School logo clothes, bone ring, ankh necklace, jade bracelet, ash bracelet, fingerless gloves, quality cloak, utility belt, potion belt, backpack (mw), locket

In potion belt: 2x Cure Light Wounds, 2x Mage Armor, 2x Guidance, Read Magic, Detect Poison, Mending (oil), Resistance, Detect Magic

In utility belt: sewing kit, spell components, quartz amulet, raven treats, sketchbook/diary, pencil, compass, finger bones, glass vial (x2), dagger (1d4, 10’), masterwork sickle (1d6, +1 strike)

In/on masterwork backpack: outdoor gear, waterproof bags containing: school notebook, scrolls, pencils, quills, vial of ink, water canteen, rations (2), flint & steel, carving tools (mw), candles, chalk, bell, whistle, mirror, tarot cards (mw), healer’s kit, herbs kit (allnight, belladonna, flayleaf, wolfsbane), soap, twine (50’), whetstone, blanket, glass bottle (x2), glass vial (x10), potion roll (2 each of: Cure Light Wounds, Mage Armor, Light, Mending, Guidance, Read Magic, Detect Magic, Detect Poison), small tent, bedroll, blanket, bullseye lantern, flask of oil, scroll of Raise Dead

At camp: shovel, 50’ hemp rope, chunk of canvas, torches

Familiar:
Lemmy the Raven

Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
HP 4
AC 15 (flat-footed 13)
Saves: Fort +1, Ref +5, Will +5
Bite attack +5 to strike, 1d3-4 damage, CMD is 6
Initiative +2, low-light vision

Speed 10’, Fly 40’

Skills: Perception +6, Fly +6
Feats: Skill Focus (Perception), Weapon Finesse
Abilities: Improved Evasion, Empathy, Share Spells

Bio:

Lily’s parents, the Lord and Lady Chateaunuef le Rouge, were necromancer supervillains who were conducting strange experiments designed to change the world forever. Her father was a wizard and her mother was a witch. Their family was once wealthy but the last few generations have blown all the money without doing anything to make more, and the peasants who used to work the land and pay taxes have all fled or perished from mysterious plagues.

Lily grew up in a crumbling, moldy castle full of spiders and rats. The family servants were all zombies and skeletons and her history tutor was the spirit of a suicide victim. Her playmates were the creepy little ghosts of twin girls who were drowned by their own mother. She grew up assuming everybody lived this way and was reasonably happy.

At the climax of their great experiment, Lily’s parents were killed by a party of heroic adventurers. Lily was given to a nice family to try and turn her away from her evil roots. She isn’t fitting in too well, and they’ve now sent her (along with her new brother) to Adventure School, partly as a growing experience, and partly to get her out of the house.

Lily is smart enough to realize that her parents probably were pretty evil and it’s now clear that she’s had an unusual upbringing. Still, she’s unimpressed by most of the normal people she’s met and spends most of her time alone, meditating or talking to her pet Lemmy. She likes to go wandering at night and avoids sunlight and bright-colored clothing at all costs. She can be painfully shy and mumbly around people, or dreadfully rude if forced to speak, but will happily engage in polite conversation with vermin and ghosts.

Lily

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