Character Gallery: Mirys Wandstar

Elf Maiden by Sketchwell

Elf Maiden by Sketchwell

Mirys grew up in an isolated marsh far from the elven forests that her family once called home. She never learned what exactly her ancestors had done to earn this exile, and her parents never discussed it. What she did learn at a young age is the fact that the swamp can be dangerous, and it was on a simple hunting trip that Mirys lost both her mother and her own life to a nest of giant spiders.

A hunting party was later able to return the bodies to the Wandstar family. Desperate, her father turned to a lizardfolk shaman who owed him a favor. Mirys was reincarnated, returning as an elf who bore no family resemblance to the rest of the Wandstars but who was still definitely her father’s daughter. Her mother, unfortunately, remained dead, her spirit having already passed on to its final rest.

Unsettled by her experience, Mirys threw herself into her studies, focusing on the art of magic, of which her mother had been a dabbler. She became especially fascinated by the art of necromancy, as the question of why she had been able to return but her mother hadn’t loomed heavily on her mind.

The swamp had its mysteries but was ultimately limited, so Mirys left home to become an adventurer. She has wandered ever since, eager to learn the secrets of life and death and fascinated by what lies beyond the veil.

When encountered, Mirys will either be studying new lore or seeking an adventuring group. She can serve as a functional mage for low-level parties and has the strength needed to hold her own in a battle. She will be especially willing to lend her aid to good groups battling undead – while she dislikes such creatures, she knows that their presence often serves as a signal that interesting necromantic lore is nearby.

Mirys Wandstar (CR ½)
XP 200
Female elf wizard 1
LG Medium humanoid (elf)
Init +0; Senses low-light vision; Perception +3

DEFENSE
AC
10, touch 10, flat-footed 10
hp 7 (1d6+1)
Fort +0, Ref +0, Will +2; +2 vs. enchantments
Immune sleep

 

OFFENSE
Melee
longsword +2 (1d8+2, 19-20) or dagger +2 (1d4+2, 19-20) or touch spell +2 touch (by spell)
Ranged dagger +0 (1d4+2, 19-20, 10 ft.) or ray +0 touch (by spell)
Special Attacks channel positive energy (turn undead only, DC 11, 6/day)
Spell-Like Abilities (CL 1st; concentration +4; +3 to overcome spell resistance)
6/day—grave touch
Spells Prepared (CL 1st; concentration +4; +3 to overcome spell resistance)
1st (DC 14)—chill touch, enlarge person, ray of enfeeblement
0 (DC 13; at will)—detect magic, prestidigitation, read magic, touch of fatigue
Arcane School necromancy; Opposition Schools enchantment, illusion
Other Spells Known 0—all except daze and ghost sound; 1—feather fall, jump, reduce person

STATISTICS
Str
14 (+2), Dex 10, Con 11, Int 17 (+3), Wis 10, Cha 12 (+1)
Base Atk +0; CMB +2; CMD 12
Feats Arcane Strike, Scribe Scroll, Turn Undead
Skills Knowledge (arcana) +7, Knowledge (geography) +7, Knowledge (religion) +7, Perception +3, Spellcraft +7 (+9 to identify magic items)
Languages Common, Draconic, Elven, Orc, Sylvan
SQ arcane bond (staff)
Combat Gear feather token (fan), 2 potions of cure light wounds; Other Gear longsword, 3 daggers, bonded mwk staff, spell component pouch, backpack, bedroll, flint and steel, spellbook, trail rations (7 days), waterskin, whetstone, belt pouch, 5 gp, 3 sp, 8 sp

 

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