Lilith    (Human Female Witch)
Character Information   
Name: Lilith XP/Next lvl: /
Class: Witch HP:curr/max 11 / 11
Alignment: Chaotic Good AC:reg/rear/no shield 10 / /
Race: Human Level: 5
Age: 25 Height: 5'10
Weight: 130 Gender: Female
Encumbrance: Movement: 12
Languages: Common
Ability Scores   
STR: 9 ()
INT: 17 ()
WIS: 13 ()
DEX: 9 ()
CON: 10 ()
CHR: 9 ()

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
10 13 11 15 12

Notes:

Description and Background   
Description:
Long silky black hair, deep pondering grey eyes, pale almost albino-like skin.

Background:
Raised in a small village outside the walls of Lankhmar, Lilith had always been interested in learning more about the world than her fellow villages thought worth while. One night while returning to her village a small group of male city guards stopped and assaulted her. The village elders went on to report the incident, but no punishment was ever handed down to her attackers. Holding a contempt for men and the current rule, Lilith was quick to sign up for the Sisters of Mercy once Queen Gloriana took power. Seeking to change the world for the better and using her new resources Lilith delved into the art of manipulation to achieve her goals. When Queen Gloriana's agenda seemed to shift from seeking justice/equality for women to the domination of humans over the fey Lilith became disillusioned with the Queens mission and shortly after left the Sisterhood. Now on her own she travels The Otherworld helping the good of heart, while also looking to expand her own knowledge and power.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Dagger 1 1 2 1-4/1-3 y n
Equipment
Qty Item Location
1 Belt Hip
1 Girdle, Normal Waist
1 Pouch, Belt, Large Belt
1 Pouch, Belt, Small Belt
1 Backpack, Leather Back
3 Torch Backpack
1 Skin, for Water or Wine Belt
4 Rations, Iron, 1 Week Backpack
1 Mirror, Small, Silver Small Pouch
2 Dagger Belt, Girdle
1 Necklace of Shielding Neck
1 Tinder Box, Flint and Steel Large Pouch
3 Oil, Flask of Large Pouch
1 Bracers of Defense (AC 4) Arms
1 Boots of Sound Suppression (Dex x5 chance to be silent) Feet
1 Cloak of Chameleon (x3 to be detected) Shoulders


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 390 0 0 0
Magic Items
Qty Item Location
1 Egg Yolk Potion (Irregular Climbing Ability) Small Pouch
1 Scroll of Charm Mammal Small Pouch
1 Scroll of Cure Light Wounds Small Pouch
1 Cobble Stone Block (Sticky, Smells like Ocean) Large Pouch
1 Book of Animals (Contains all animal based spells) Large Pouch
1 Egg Yolk Potion (Speed) Small Pouch
1 Scroll of Rope Trick Small Pouch
1 Butt Plug like Object (Runes of Abjuration) Large Pouch


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 0
Read Magic
Write Magic

Level 1
Change Self
Minor Quest
Minor Quest
Seduction I
Unseen Servant

Level 2
Pacify
Pacify
Speak in Tongues

Level 3
Mystic Rope


Spell Book


Level 1
Change Self
Find Familiar
Minor Quest
Read Languages
Seduction I
Unseen Servant

Level 2
Pacify
Seduction II
Speak in Tongues

Level 3
Mystic Rope
Seduction III


Notes
Orders
For any magical creature or plant, DNA collection via blood, skin, leaf or saliva is a requirement when possible, and to be stored in the DNA receptacle slot of the Eling robot.

Magical items are particularly prized for research and should not be fully expended before turning in.

Please provide a 15 ml sample of any magical potion procured, to be deposited in the liquids receptacle of the Eling robot.

Agents should never disclose the existence of Aden or their mission.

If the Eling robot is compromised, it should be destroyed or its self-destruct order issued.

Agents should keep a detached perspective and be wary of the temptations of the OtherWorld.

Keep in mind Aden discipline, the rewards of a successful mission, and the dangers of “going native.”
Familiar
Pseudo-Dragon
Name: Eling
Hit Points: 10/12
Armor Class: 2
Movement: 6"/24"

Attacks (1 per round)
-Bite (1d3)
-Poison Sting (1d3): +4 to hit, if hit target must save versus poison or become catalepsy for 1d6 days. Victim has a 25% chance die each day they're affected by the poison.

Abilities
-Chameleon Power (Reflector Scales): Blend in with any typical background becoming 80% undetectable to creatures unable to detect invisibility when stationary.
-Detect Invisibility (Sonar)
-Microtools: Can repair basic technological equipment.
-Hyposhot: 1 Poison Antidotes, 2 Steroid/Cell Accelerators (1d10 heal), 2 Adrenaline Boosters (+1 Str, Dex, Con, and 1d6 HP for 4 rounds).
-Eye of Analysis: Can see in most spectrums, microscopic 25x filter, and 5x telescopic filter.
-Ear of Listening: 10x normal hearing, 50% chance to detect nervousness/lying.

Special Notes
-Will only take commands from the party
-Doesn't breathe
-Recharges power cells by solar
-Takes double damage from electrical attacks
Special Items
Implanted Cyanide Tooth: Commit suicide in case of capture.

Necklace of Shielding: A technological item that emits an energy that distorts mind influencing and mind reading spells in a 15’ radius. Can be switched off.
Special Abilities
Luck (3/3): Add +1 or reroll any roll once per day; regain 1d3 luck post-sleep.

Brew Poisons and Narcotics: One of either; once per day.

Brew Truth Drug: Make once per week, Only potent for one day after brewing.

Brew Love Potion: