Lady Andaisin

Viare Wekald's page

31 posts. Alias of FreakyFlyingElf21.


Full Name

Viare Wekald

Race

Changeling

Classes/Levels

Witch 1 (AC: 14 [T: 12 /F: 12]; CMD 13; HP: 8/8; F+1, R+2, W+3; Init: +2; Perc: +1[+3 w/familiar], 60' Darkvision)

Gender

Female

Size

Medium, H: 5ft 8 W: 125 lbs

Age

20

Special Abilities

Evil Eye (DC 15)

Alignment

Chaotic Good

Languages

Common, Draconic, Aklo, Dwarven, Elven

Occupation

Herbalist

Strength 13
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 13
Charisma 10

About Viare Wekald

Racial traits:

Witchborn: Gain a +2 bonus to Intelligence and Charisma instead of a +2 bonus to Wisdom and Charisma. This racial trait alters the changeling’s racial ability score modifiers.
Natural Armor: Have a +1 natural armor bonus.
Claws: Fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Darkvision: See perfectly in the dark up to 60 feet.
Green Widow: Gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.

Class Features:

Weapon and Armor Proficiency: Witches are proficient with all simple weapons. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.
Spells: A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.
Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
HexUnless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
Patron Spells Deception: 2nd—negative reaction; 4th—demand offering; 6th—sepia snake sigil; 8th—charm monster; 10th—dream; 12th—envious urge; 14th—waves of ecstasy; 16th—euphoric tranquility; 18th—symbol of strife.
Witch’s Familiar A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar.
Major HexStarting at 10th level, and every two levels thereafter, a witch can choose one of the following major hexes whenever she could select a new hex.
Grand HexStarting at 18th level, and every two levels thereafter, a witch can choose one of the following grand hexes whenever she could select a new hex.

Feats:

Mother's Gift: Your dark legacy manifests in one of the following ways. Surprisingly Tough (Ex): Your natural armor bonus increases by +1.

Traits:

Inspired by Greatness: Whether you knew Professor Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you and the professor corresponded, and he was delighted to hear that he had directly or indirectly motivated you to strive for your full potential. Saddened by the news of his death, you feel that you should honor his memory by fulfilling his final wishes and attending his funeral, and by ever striving to attain greater heights and someday match the inf luence and impact of your idol. Choose one spell you can cast. From now on, you always
cast this spell at +1 caster level (Mage Armor).
Two-World Magic Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn’t have 0-level spells)(Acid Splash).

Basic Attacks:

Claw: +1, 1d4+1 damage, crit x2, Slash/Pierce
Dagger: +1, 1d4+1 damage, crit 19-20/x2, Slash or Pierce
Dagger (thrown 10'): +2, 1d4+1 damage, crit 19-20/x2, Slash or Pierce
Acid Splash (25'): +2 (touch), 1d3 damage, crit x2, Acid

Skills (*Class Skill):

+2 Acrobatics
+4 Appraise
+3/(+5 vs those that are sexually attracted to her) Bluff
+1 Climb
+4 Craft*
+0 Diplomacy
+0 Disable Device
+0 Disguise
+2 Escape Artist
+2 Fly*
+0 Handle Animal
+1 Heal*
+4 Intimidate* 1r
+8 Knowledge (Arcana)* 1r
+4 Knowledge (Dungeoneering)
+4 Knowledge (Engineering)
+4 Knowledge (Geography)
+4 Knowledge (History)*
+4 Knowledge (Local)
+8 Knowledge (Nature)* 1r
+4 Knowledge (Nobility)
+8 Knowledge (Planes)* 1r
+4 Knowledge (Religion)
+0 Linguistics
+1/+3 Perception
+0 Perform
+5 Profession* (Herbalist) 1r
+2 Ride
+1/+3 Sense Motive
+0 Sleight of Hand
+8 Spellcraft* 1r
+2 Stealth
+1 Survival
+1 Swim
+0 Use Magic Device*

Spells:
# of Spells Known: All/0th 7/1st
Spells/Day: 3/0th 2/1st
Concentration: +7
Spell List: *Memorized

0th - DC 14
Arcane Mark, Bleed, Dancing Lights, Daze*, Detect Magic*, Detect Poison, Guidance, Light, Mending, Message, Putrefy food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue, Acid Splash*.

1st - DC 15
Cure Light Wounds, Hex Vulnerability, Mage Armor*, Ray of Enfeeblement, Cause Fear, Enlarge Person, Sleep*

Hex:
Evil Eye (DC 15)

Equipment:

Encumbrance: 19.5/58 lbs (116/175)
Gear:
Pouch, spell components [2 lbs]
MW Backpack [4 lbs]
Bedroll [5 lbs]
Waterskin [4 lbs]
Pouch, belt [.5 lbs]
Rations, trail x3 [3 lbs]
Explorer's outfit
Dagger [1 lb]

Money:
PP:
GP:44
SP:4
CP:

Naleka, Viper Familiar:

N Tiny magical beast (animal)

AC: 17
Touch: 15 Flat: 14
CMD: 8

HP: 4

BAB: +0
CMB: +1
Fort: +1
Ref: +5
Will: +3

Init: +3
Speed: 20' (20' climb/swim)

Bite: +5, damage 1d2–3 (plus poison DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.)

Feats: Weapon Finesse

Skills
+3/-1 Acrobatics (jump)
+11 Climb
-3 Intimidate
-1 Knowledge (arcana)
-1 Knowledge (nature)
-1 Knowledge (planes)
+9 Perception
+2 Profession (herbalist)
-1 Spellcraft
+15 Stealth
+11 Swim

Special Abilities:
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Background:

Viare was abandoned on the steps of a small cottage and raised by human parents. She never knew that she was different from them until she studied with Professor Lorrimor. Beautiful porcelain skin and dark hair that contrasts in a haunting yet enticing way. Eyes that captivate your attention on the first glance and an alluring soft voice that draws most races to her. These features did not appear by chance though. Her parents were slightly darker and had sandy brown hair, but she thought she had her mother’s bone structure. She thought that she had her father’s height. When she confronted her parents about the subject, they looked absolutely defeated. They had failed at protecting their only daughter from the truth, which was worse than anyone could have imagined.

She grew up near a swamp and would go there when she was upset. The sounds and smells of the swamp would calm her. One day, she noticed a viper in the water swimming towards her, but she didn’t feel fear. The viper kept its distance and would not let Viare come any closer to her. After months of seeing the snake, the viper slithered up to Viare. She reached down with her hands slowly and slightly timid. The snake allowed Viare to pick her up and play with her. The snake’s appearance wasn’t overly striking, but she did have a dark brown and black pattern and a white underbelly. She named her Naleka and she travels with Viare everywhere she goes.

Viare started hearing voices at a young age. A beautifully soothing woman’s voice that floated on the wind and into her ears. The voice expressed that it wanted Viare to use her special powers. She would practice with these abilities and would prepare spells. She knew that the voice wanted her to be a witch, and so did she.

As Viare grew into adulthood, she became fascinated with all sorts of magic and the people that were able to use it. She had an intense interest in a wizard, Professor Petros Lorrimor, whom published many books, which Viare read multiple times. She eventually met the famous Professor and they immediately fell into a great friendship. He is the one that helped her discover her true nature - that she was a Changeling.

Viare still hears her mother’s voice when she isn't concentrating on blocking it out. Her mother is powerful and is determined to find Viare one day, at least that's what the voice tells her. She despises that her powers come from her mother’s lineage and that she has to rely on them. She has vowed that she will not use her powers for evil deeds and is in a constant self-battle ensuring that she will not end up like her mother.