The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/character/16703.aspx

Delilah Mayfaire

by Kendermage


Female Civilized human Witch 6
Strength10 Fortitude+2 Armor Class13
Dexterity13 Reflex+3 Flat-footed AC11
Constitution11 Will+8 Touch AC12
Intelligence13 AlignmentN Base Attack+3
Wisdom16 Speed30 ft. Melee Attack+3
Charisma14 Initiative+1 Ranged Attack+4
Hit Points16 SizeMedium

Special

Summon Familiar

Skills

Concentration +5, Craft (alchemy) +8, Handle Animal +4, Heal +11, Knowledge (arcana) +7, Knowledge (nature) +10, Listen +3 (+5 when Whisper is within arms reach), Profession (fortune teller) +15, Spellcraft +10, Spot +3 (+5 when Whisper is within arms reach, +8 in shadows ), Survival +8 (+10 in aboveground natural environments)

Feats

Brew Potion, Self Sufficient, Skill Focus (Profession/fortune teller), Soothsay (Talis Cards)*, Sympathetic Magic*
* feats taken from The Witches Handbook

Languages

Common, Ergot, Sylvan

Spells Known

CL 6th; DC 13 + spell level, melee touch +3, ranged touch +4 - 0 (6/day) arcane mark, cure minor wounds, daze, detect magic, mage hand, prestidigitation, sobriety 1st (7/day) disguise self, identify, hideous laughter, quicken healing 2nd (6/day) cure moderate wounds, touch of idiocy 3rd (4/day) clairaudience/clairvoyance

Weapons

Witch's Dagger, +3 ghost touch dagger +3 melee or +4 ranged (1d4+3/19-20, range inc 10 ft.)*
masterwork silver dagger +4 melee or ranged (1d4/19-20, range inc 10 ft.)
*If it is used to cut anything material (solid), the witch's dagger loses its powers until an atonement spell is cast on it.

Possessions

ritual tools (athame, boline, cauldron, chalice, incense), healer's kit, 2 candles of quicken healing (CL 6th), wand of hold person (50 charges), amulet of natural armor +2, deck of Talis cards, and pavilion. She also has a cart and a mule named Sebastian; hp 22 pg 276 MM (Sebastian never engages in combat preferring to run away; sometimes while the cart is still attached)

Whisper

Male great horned owl
Familiar; CR included with master; tiny animal; HD 6d4; HP 8; Init +3, Spd 10 ft, fly 40 ft. (average); AC 20, touch 18, flat-footed 17; Base Atk +3; Grp -11; Atk talons +6 melee (1d4-3); Full Atk talons +6 melee (1d4-3); Space/Reach 2-1/2 ft./0 ft.; SA -; SQ Low-light vision, Familiar special abilities (deliver touch spells, improved evasion, share spells, speak with master); AL N, SV Fort +2, Ref +5, Will +5; Str 4, Dex 17, Con 10, Int 8, Wis 14, Cha 4.
Skills and Feats: Listen +14, Move Silently +17, Spot +6; Weapon Finesse

Description

Delilah is an Ergothian woman approaching middle age. Her black hair is streaked with gray and a fine network of wrinkles around her eyes gives her a wizened and curious expression. People often remark how alike Delilah and her owl appear to be.

Personality

Delilah knows many secrets and has an air of mystery about her. She has the ability to use her cards to foretell the fortunes of those who come to see her. She charges 10 steel pieces for a ten minute reading; but will consent to longer readings at an additional 10 steel pieces per ten minutes. She always has incense burning in her tent; the better to enhance her aura of mystery. Delilah does not deceive those that come to see her. She is bluntly honest in her readings. If she does not know or cannot see the answer in her cards, she will tell the querant so and refund any monies paid. It is a matter of pride that she holds to the highest standard of honesty. This does not stop those who do not like her predictions from claiming she lied. She does not hold this against the querent but will not long abide being called a liar before showing the person making insinuations against her honesty the door. She also brews and sells a small number of potions and magic candles.

Background

Delilah hails from Northern Ergoth; though she no longer calls that land home. In her youth it was discovered that she had "the sight"; the ability to see the future. As a child she was always talking to unseen others and made predictions about this or that event; many of which proved to be true. This unsettled her parents who were prominent members of the village. They were unsure how to handle their daughter and so consulted the village wise woman. This wise woman, Lillith Gillari took Delilah under her wing and taught her how to control the ability to see images of far of places and the future by focusing it through the Talis deck. As she became more proficient in the use of the cards her parents decided her talent was vogue and frequently forced her to do readings for their party guests; most of which who called her a liar when she saw something they didn't like. One night nearly 20 years ago, after such a spectacle she left everything behind and hopped a ship to the mainland. She has never looked back.

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