Bilit Taauth    (Atlantean Female Witch)
Character Information   
Name: Bilit Taauth XP/Next lvl: 9500 / 13500
Class: Witch HP:curr/max 24 / 24
Alignment: Chaotic neutral AC:reg/rear/no shield 8 / 9 / 8
Race: Atlantean Level: 4
Age: 19 Height: 5'9'
Weight: 133 Gender: Female
Encumbrance: Movement:
Languages: Common, Atlantean, Northman, Chaotic neutral
Ability Scores   
STR: 13 (-/-/+100 Weight Allow./ Open Doors 1-2/ Bend Bars 4)
INT: 10 (2 Additional Languages)
WIS: 17 (+3 Magical Attack Adjustment)
DEX: 15 (0 Reaction/ 0 Attack Adjust./ -1 Defensive Adjust.)
CON: 13 (0 HP/ Sys. Shock 85/ Resurrection 90)
CHR: 18 (Max 15 Henchmen/ +40 Loyalty Base/ +35 Reaction Adj.)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
9 12 13 15 14

Notes: +1 to saves that can be dodged, +3 to saves involving mental attacks- beguiling, charming, fear, hypnosis, illusion, magic jar, phantasmal force, possession, rulership, suggestion, telepathic attack, etc.

Description and Background   
Description:
Bilit Taauth photo Bilit Taauth_zpsvp4jkw2t.jpg

Background:
Bilit and her family fled Atlantis in a small boat when the island began sinking. Unfortunately, her parents did not survive and she washed up on an unknown shore after her boat was destroyed in a storm. An old crone found the young child near death on the beach, and brought her home where she raised her as her own. The witch was a cruel mistress, but the child thrived, learning magic from the old woman. As her skills grew, the witch knew she would not stay with her for much longer, so she turned Bilit loose to make her way in the world.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Spear 1 1/2/3 1-6/1-8 n n 21
Dagger 1 1-4/1-3 n n 21
Dagger (thrown) 1 1/2/3 1-4/1-3 n n 21 1
Longtooth Dagger +2 (Stark Embrace) 1 1/2/3 1-4+2/1-3+2/ n n 21 Can store 3 Witch spells of any level
Sling (Bullet) 1 5/10/20 2-5/2-7 n n 21 20
Sling (Stone) 1 4/8/16 1-4/1-4 n n 21
Equipment
Qty Item Location
1 Fur Armor Worn
1 Fur Boots Worn
1 Fur Cloak, Hooded Worn
1 Backpack, Leather Worn
1 Waterskin/ Drinking Horn Belt
1 Blanket BP (external)
6 Candle, wax BP
1 Spell Component Pouch Belt
6 Jars of various pigments BP
1 Hand axe Home


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 10 0 0 0
Magic Items
Qty Item Location
1 Potion of Heal Backpack
1 Dwarven Runes stone of Foe Warning Worn as necklace
1 Baba Yaga's Motherfuckin' Hut!


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 0
Spells Per Day: 6/3

Level 1
Grimalkin
Obedient Beast
Pyrokinesis
Pyrokinesis
Regenerate
Regenerate (Stored)
Touch of Suggestion (Stored)
Witch Candle
Witch Candle (Stored)

Level 2
Heal Affliction
Raven Spy
Stunning Allure


Spell Book


Level 1
Grimalkin
Obedient Beast
Pyrokinesis
Regenerate
Touch of Suggestion
Witch Candle

Level 2
Heal Affliction
Raven Spy
Stunning Allure


Notes
Armor/ Shield Permitted
Leather or padded armor only, with or without a shield
Weapons Permitted
Club, dagger, hand axe, sling, spear, staff.
Second Sight 58
The witch's innate power to see invisible
things and detect magical auras. The
witch spends one turn concentrating and
has the percentage chance listed to see
invisible or detect magic.
Contact Spirit 54
The witch's chance to speak with the
local spirits, if any. Although certain
spirits can be helpful, as a general
rule spirits are often mischievous
and much of what they have to say
is likely to be disinformation.
Weapon Proficiencies
2 + 1 every 3 levels
Penalty for non-proficiency -4

Spear, Dagger, Sling
Acquisition of Witch Spells
Occult spells differ from divine and druidic
ones in that they are not automatically
available—each spell must be acquired by
the witch. They differ from arcane and
phantasmal spells in that there is no 'chance
to learn' occult spells; witches always
understand any spell they find. Also, witches
neither have nor need spellbooks. Knowledge
of a witch spell is traditionally passed
by word of mouth. Spells can also be
taught by a spirit that knows the spell.

As part of his or her initial training before
adventuring begins, the witch may select 6
spells that he or she knows. Thereafter the
spirits will teach the witch one new spell
each time he or she gains a level. The witch
may choose this new spell from all those he
or she can cast at the new level, so a witch
advancing to second level may choose a
first or second level spell, and a witch
advancing to 11th level may choose a spell
of any level except 7th.

Other spells may be taught by other witches
(PC or NPC) or received from a coven.
Covens
Covens are groupings of three to thirteen
witches. There will be a coven leader.
When a PC witch joins a coven, he or she
will naturally be the newest and most junior
member. The coven may teach witch spells
to loyal coven members, typically in return
for a payment or service.

The game function of a coven is to add
flavor, provide reasons to adventure and
to help siphon off any excess cash the
players might acquire.
Grimalkin
Grimalkin (Occult conjuration/summoning)
Level: Witch 1 Components: V,S
Range: 20 ft Casting time: 5 seg
Duration: 2d8 rounds Saving throw: None
Area of effect: 1 summoned creature

With a chant and a gesture, the witch
conjures a Grimalkin—an evil spirit bound
into the form of a long-bodied cat-like
creature, about the size of a lynx. The
Grimalkin will fight as the witch commands.
If there is no enemy to fight, it will perform no
other service, and will demand that the
witch feeds it some of her blood (costing her
1d3 hp). The Grimalkin fights as a Huge
Weasel: AC7, MV 150ft, HD 1+1, AT1, dam
1d8 + blood drain. When the spell's duration
expires or the Grimalkin is killed, it fades
back into the spirit world, leaving no corpse.
Obedient Beast
Obedient Beast (Occult enchantment/
charm)
Level: Witch 1 Components: V,S
Range: 30 ft Casting time: 3 seg
Duration: 1d6 rounds Saving throw: Neg.
Area of effect: 1d6 hit dice of creatures

While under this spell, animals will typically lie
down and take no action unless physically
harmed or caused to make a saving throw
(in which case the spell is broken). Trained
creatures, such as dogs or horses, obey any
verbal commands that they understand as if
the caster were their owner, and disregard
their real owner for the duration of the spell.
Pyrokinesis
Pyrokinesis (Occult evocation/invocation)
Level: Witch 1 Components: V
Range: Touch Casting time: 1 seg
Duration: Instant Saving throw: Neg
Area of effect: 1 object, up to 1 ft³/caster lvl

Whispering a secret word, the caster
conjures a fire-spirit to his or her fingertips.
The fire spirit will leap to the next flammable
thing the caster touches, and ignite it (first
drying it out if the object's water content
would prevent easy ignition). If the caster
touches an item, then it must make a saving
throw vs. normal fire or be burned and
probably ruined. If the caster touches a
creature, it suffers 1d6 hp damage. Note
that while touching a creature in melee
requires a 'to hit' roll, the fire spirit will remain
on the caster's fingers until discharged, or
until 1 hour has passed (whichever comes
first).
Regenerate
Regenerate (Reversible) (Occult necromancy)
Level: Witch 1 Components: V,S
Range: Touch Casting time: 1 round
Duration: See below Saving throw: None
Area of effect: 1 creature

Regenerate heals injury on the target
creature at the rate of 1hp per round. It lasts
for at least 1d6 rounds with a minimum of 1
round per caster level. Thus, a 7th level
witch need not roll, since her spell will always
last for 7 rounds.

The reverse of the spell, Affliction, causes the
target creature to lose 1hp per round. The
target creature must be touched (requiring
a 'to hit' roll), and receives a saving throw.
Witch Candle
Witch Candle (Occult conjuration/ summoning)

Level: Witch 1 Components: V,S,M
Range: Touch Casting time: 1 turn
Duration: 4 hours Saving throw: None
Area of effect: 1 candle

This spell is used to speed the recovery of
the party's hit points while resting. The witch
conjures a magical candle that is lit upon
arrival and will burn for up to 4 hours unless it
goes out for any reason, whence it vanishes
and the spell expires. While the candle is
burning, every living creature within 30 ft of it
regains 1hp per complete turn that elapses,
so long as that creature is resting (not
memorising spells, not standing watch, but
actually resting). No matter how many such
candles are within 30 ft, only 1hp per
complete turn can be regained with this
spell.
Raven Spy
Raven spy (Occult conjuration/summoning)
Level: Witch 2 Components: V,S
Range: 20 ft Casting time: 1 seg
Duration: Until sunset Saving throw: Neg.
Area of effect: 1 bird
Raven spy conjures one rook, raven or crow
and imbues it with a spirit allied to the
caster. The caster may specify a target and
the creature will observe it before returning
to the caster at nightfall. The spell grants the
bird speech, and it will tell the truth as it
understands it.
In areas where corvids are rare, an
alternative creature might appear. For
example, in some tropical jungles the caster
might conjure a parrot.
Stunning Allure
Stunning allure (Occult illusion/phantasm)
Level: Witch 2 Components: V,S
Range: Self Casting time: 1 seg
Duration: 6 rounds Saving throw: Special
Area of effect: Caster
This spell causes the caster to become
stunningly attractive to humans, demi-humans, humanoids, and certain intelligent
humanoid monsters capable of speech
(GM's discretion). 2d6 hit dice of creatures
are affected, starting with those closest to
the caster, provided the caster can be
seen. Affected creatures will be stunned for
1d6 rounds, after which they will act in
whatever way they think most likely to
attract the caster's attention until the spell's
duration expires.
The creatures receive a saving throw
modified by the caster's charisma, gender
and race as follows:-
Charisma 10-12 Nil
Charisma 13-14 -1
Charisma 15-16 -2
Charisma 17 -3
Charisma 18+ -4
Race same -2
Partially same -1 (e.g. human to
half-elf or half-orc)
Similar Nil (e.g. humanoid to
demi-human, or either to human)
Different +1 (e.g. human to
monster race such as a medusa)
Gender same +1
Opposite -1
If the target creature is harmed or caused to
make a saving throw, the spell will be
broken and it may act normally.
Touch of Suggestion
Touch of suggestion (Occult enchantment/
charm)
Level: Witch 1 Components: V,S,M
Range: Touch Casting time: 1 seg
Duration: 1d6 rounds Saving throw: Neg.
Area of effect: 1 creature
The caster utters the spell and touches the
targeted human, demi-human or humanoid,
who then receives a saving throw vs.
spells. Success means the spell has no
effect, but failure means the target will obey
a brief, reasonable-sounding suggestion for
1d6 rounds. Long suggestions, or those that
sound unreasonable to the target, will have
no effect.
The spell can overcome many suspicions,
but will fail in the face of certainties. For
example, if John the guard has received
orders to investigate the mysterious
disappearance of the Esoteric Jewel of
Kwal, and the witch suggests that he looks
for footprints outside the ground floor
window, then the spell might work on him;
but if he has been ordered to arrest the
witch for theft, then he will not obey her. This
spell will never work in a melee or pursuit
situation.
If instead of touching the target, the witch
kisses him or her on the lips, then the saving
throw is at -4.
Heal Affiction
Heal affliction (Occult necromancy)
Level: Witch 2 Components: V,S
Range: Touch Casting time: 1 turn
Duration: Instant Saving throw: None
Area of effect: 1 creature
This spell is as Heal ailment except that
permanent effects, including blindness,
deafness, disease, and characteristic losses
are also removed. It will not cure drastic
effects involving whole-body transformation
such as level drain, petrifaction, conversion
to green slime, etc.