Little Girl

Hendrina Verkirk's page

127 posts. Alias of rdknight.


Full Name

Hendrina Verkirk

Classes/Levels

Female Half Elf Bonded Witch 5 | HP: / | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +4, R: +4, W: +8 (+10 vs Enchantments) | Init: +3 | Perc: +10, SM: +3 | Speed 30'

Size

Medium

Age

25

Alignment

CG

Languages

Taldane, Elven, Halfling, Sylvan, Infernal, Osiriani, Celestial

Homepage URL

Hendrina Portrait

Strength 8
Dexterity 16
Constitution 14
Intelligence 22
Wisdom 12
Charisma 12

About Hendrina Verkirk

Statistics:
Female Half Elf Witch 5
CG Medium Humanoid

Init +3; Senses Perception +10
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DEFENSE
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AC 13, touch 13, flat-footed 10
hp
Fort +4, Ref +4, Will +8 (+10 vs Enchantments)
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OFFENSE
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Speed 30 ft.

Melee +1

Ranged +5
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STATISTICS
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Str 8, Dex 16, Con 14, Int 22, Wis 12, Cha 12
Base Atk +2; CMB 1; CMD +14
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Traits

Magical Lineage:
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness.
Benefit: Pick one spell (Ill Omen) when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Affable:
You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you.
Benefit: You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Drawback

Feats

Extra Hex (Misfortune):
You have learned the secrets of a new hex.
Prerequisite: Hex class feature.
Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.
Special: You can gain Extra Hex multiple times.

Orator:
You’re able to construct statements and commands that are much more convincing than their content would otherwise suggest.
Prerequisites: Skill Focus (Linguistics).
Benefit: You can use a Linguistics check in place of a Bluff check to tell a falsehood or conceal information, in place of a Diplomacy check to change the attitude of a creature, or in place of an Intimidate check to force a creature to cooperate. You must deliver your attempt in a language the target understands.

Accursed Hex:
You can make a second attempt at failed hexes.
Prerequisites: Hex class feature
Benefit: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.

Skill Focus (Linguistics):
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Skills
(55 points; +10 class, +35 INT , +10 Background)
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Acrobatics* +4 = DEX 3+1+0
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Appraise +8 = INT 6+2+0 (+2 Background)
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Bluff +1 = CHA 1+0+0 (Sub Linguistics for Falsehoods or Concealed Information)
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Climb* +0 = STR -1+1+0
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Craft 5 = INT 6+0+0
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Diplomacy +7 = CHA 1+1+3+2 (+2 Gather Information / Trait) (Sub Linguistics to Improve Attitude)
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Disable Device*† +3 = DEX 3+0+0
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Disguise +1 = CHA 1+0+0
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Escape Artist* +3 = DEX 3+0+0
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Fly* +3 = DEX 3+0+0
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Handle Animal† +1 = CHA 1+0+0
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Heal +1 = WIS 1+0+0
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Intimidate +1 = CHA 1+0+0 (Sub Linguistics to Force Cooperation)
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K (Arcana)† +14 = INT 6+5+3
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K (Dungeoneering)† +6 = INT 6+0+0
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K (Engineering)† +6 = INT 6+0+0
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K (Geography)† +10 = INT 6+1+3
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K (History)† +12 = INT 6+3+3 (+3 Background)
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K (Local)† +12 = INT 6+3+3
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K (Nature)† +11 = INT 6+2+3
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K (Nobility)† +6 = INT 6+0+0
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K (Planes)† +14 = INT 6+5+3
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K (Religion)† +10 = INT 6+1+3
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Linguistics† +11 = INT 6+5+0 (+5 Background)
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Perception +10 = WIS 1+4+3+2 (+2 Half Elf)
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Perform +1 = CHA 1+0+0
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Profession† +1 = WIS 1+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +3 = WIS 1+2+0
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Sleight of Hand*† +3 = DEX 3+0+0
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Spellcraft† +14 = INT 6+5+3
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Stealth* +6 = DEX 3+3+0
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Survival +1 = WIS 1+0+0
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Swim* +5 = STR -1+2+0+4 (+4 Flight Hex)
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Use Magic Device† +9 = CHA 1+5+3
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses

+2 Perception (Half Elf)

Linguistics used for Diplomacy (Improve Attitude), Bluff (Deception), Intimidate.

K Local and Diplomacy in Class. +2 Diplomacy to Gather Information (Trait)

Languages Taldane, Elven, Halfling, Sylvan, Infernal, Celestial, Osiriani

Special Abilities:

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SPECIAL ABILITIES
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Half Elf:

Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Adaptability:
Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Fey Thoughts:
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

Bonded Witch:

Bonded Item (Sp):
At 1st level, a bonded witch gains a bonded item instead of a familiar. This bonded item is similar to a wizard’s arcane bond bonded item, and follows all the rules of such an item with the following exceptions.
A bonded witch’s bonded item serves as a vessel for her spells and a conduit for communication with her patron. A bonded witch must commune with her bonded item each day to prepare her spells. The bonded item stores all of the spells that the bonded witch knows, and the bonded witch cannot prepare spells that are not stored within it. A bonded witch starts with the same number of spells and gains new spells the same way as a witch, and can even add spells by learning them from scrolls in the same way, but a bonded witch cannot learn spells from another bonded item.
Since a bonded witch does not have a spellbook, starting at 2nd level, a bonded witch’s bonded item can be used once per day to cast a spell dependent on the type of bonded object chosen by the bonded witch. The spell is treated like any other spell cast by the bonded witch, including its casting time, duration, and other effects dependent of the bonded witch’s level. This spell cannot be further modified by metamagic feats or any other ability. As the bonded witch gains levels, the bonded item gains new spells that the bonded witch can cast in this way. She can cast any one of these spells once per day using her bonded object, but gains greater flexibility in what spells she can cast, and gains more powerful spells as she gains new levels. The bonded item spells associated with each item type are as follows.

Ring: 2nd—shield; 4th—ablative barrier; 6th—protection from energy; 8th—nondetection; 10th—life bubble; 12th—resinous skin; 14th—antimagic field; 16th—deflection; 18th—spell immunity.

Patron Spells (Deception):
At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

Deception: 2nd — ventriloquism, 4th — invisibility, 6th — blink, 8th — confusion, 10th — passwall, 12th — programmed image, 14th — invisibility (mass), 16th — scintillating pattern, 18th — time stop.

Hex:
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.
Unless 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.

*Evil Eye (Su)
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

*Cackle (Su):
A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

*Misfortune (Su):
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

*Flight (Su):
The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Spells:

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Spells
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0th: 4 (At Will)

Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Grasp
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilize
Touch of Fatigue

1st: 5 / Day

Burning Hands
Cure Light Wounds
Ear Piercing Scream
Ears of the City
Hex Vulnerability
Ill Omen
Mage Armor
Shadow Trap
Sleep
Touch of Blindness
Ventriloquism (Patron)
Shield (Bonded Ring - 1/day)

2nd: 4 / Day

Boneshaker
Euphoric Cloud
Glitterdust
Invisibility (Patron)
Spectral Hand
Touch of Idiocy
Vomit Swarm
Web
Ablative Barrier (Bonded Ring - 1/day)

3rd: 2 / Day

Dispel Magic
Paragon Surge
Sleet Storm

Gear/Possessions:

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GEAR/POSSESSIONS

Consumables:

Wand of CLW (50)
Scroll: Commune With Birds
Scroll: See Invisibility

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Headband of vast Intelligence +2
Cloak of Resistance +1
Pearl of Power 1st Level
Handy Haversack
Dagger (Masterwork, Cold Iron)
Waterskin
Grooming Kit
Bedroll
Belt Pouch
Notebook
Pen & Ink
Flint & Steel
Mess Kit
Soap
Spell Component Pouch
Rope, Hemp 50'
Rations (5 Days)
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 33 GP 2 SP 1 CP

Background:

Both sides of Hendrina Verkirk’s family are prominent, if not widely famous in Andoran. Hendrina’s father Tengeres was a forlorn elf who started out as a sailor on blockade runners back during the Chelish embargo of Andoran in the late 4670’s. He had risen to command of his own ship in the Andoran navy a couple of years before he was cited for heroism and skilled command of his vessel in Andoran’s defeat of the Chelish navy in the waters off Westcrown in 4689 AR.

By the time he was feted as a hero of Andoran, Tengeres was already married to Anneke Verkirk, a scion of the wealthy Verkirk family. The Verkirks were shipping magnates in Almas and one of the city’s wealthier families. Tengeres had no surname of his own, so he took his wife’s family name.

Hendrina did not see much of her father as a young child. Tengeres did not settle down into a domestic life. Instead he took a new command with the Gray Corsairs, which kept him at sea much of the time. Hendrina spent those years in the Admiralty Hill district of Augustana with her mother, living among other naval families like hers. When she was seven, Tengeres’s ship did not return to port as scheduled. When she was nine, Tengeres’s ship was declared lost at sea with all hands.

Afterward Anneke returned to Almas with Hendrina, moving back into the Verkirk mansion. Hendrina attended a private academy for part of her education, but in the most important things, Anneke tutored her daughter. Anneke was the third, following her mother and grandmother, to possess the ring that imparted the power of witchcraft upon its bearer. Hendrina would be the fourth. Hendrina proved to be a very gifted student, both talented and hard working.

Hendrina made her debut into Almas high society at the age of twenty-one, a few years later than usual but she was a bit slower to mature, probably due to her elven blood. At the same time Anneke bequeathed her ring to Hendrina. It was an early transfer of the mantle from mother to daughter, but Hendrina showed great promise as its wielder. Besides, Anneka had never had much interest in developing her talents with it. She was content to retire in favor of devoting her time to charitable work.

Hendrina didn’t make a big splash in her debutante year. She was generally well liked, but she also became known for having a very sharp mind, and equally sharp tongue. Hendrina also showed little enthusiasm for the many brunches, dinners, and cotillions that crowd a debutante’s calendar. She was not disappointed when the year ended for her without an engagement or any serious suitors.

Developing her capabilities in the use of magic interested Hendrina far more. Unlike her mother, Hendrina has not been secretive about her abilities. In the almost five years since she received the family ring as her own, Hendrina has begun to build a solid reputation as an expert in arcane matters considering her young age. She even teaches a course in planar geography as a guest lecturer at a local college and a couple of private academies. She does not use describe herself as a ‘witch’ though. Hendrina prefers vaguer terms like ‘arcane scholar’ or ‘magic practitioner’ for herself.

In keeping with her ancestors’ service to Andoran, Hendrina is a patriot. Her father is a hero, and the Verkirk family rendered service by braving waters controlled by the Chelish navy to keep Andoran flow of trade open. A couple of Verkirks also served as Representatives on the People’s Council in the past. For her own part, Hendrina has acted as a consultant to the Andoran government and the local Pathfinder Society in unraveling Chelish and Aspis Consortium Plots in Almas. If asked about it, Hendrina would not rule out a future career in politics.

Appearance and Personality:

Height: 5'7" | Weight: 125 | Hair: Dark Brown | Eyes: Blue

Appearance

Hendrina’s appearance is very typical for half elves. Her physique is somewhat taller and more slender than that of most human women. Her dark brown, almost black hair and lighter skin tone suggests an ancestry more Chelaxian than Taldan on the human side. But her light blue eyes suggest at least some Taldan ancestors. She has a scattering of light freckles across her cheeks and nose.

Personality

Myers-Briggs Type: INTJ

Hendrina is a very intelligent and focused young woman. The advantages to this are usually obvious, but the disadvantages can be less so. Hendrina is something of an introvert, and tends to take her own path in terms of interests.

While Hendrina is well schooled in manners and etiquette, she doesn’t do small talk or chit chat well. It’s difficult for her to connect with people unless she has some common interest or purpose with them.

She tends to be serious-minded and scholarly. She does have a sense of humor, but sometimes doesn’t gauge the effects of what she says well. This can make her seem cutting and sardonic at times.

Although she isn’t exactly a successful socialite, Hendrina is well-connected due to her family, and isn’t reticent about using those connections if there is a need.

Hendrina idolizes her father, but she barely remembers him. It’s the stories from her mother and his heroism that has formed the attraction.

Hendrina’s patriotism is born from a philosophical belief in citizen government and freedom for all people, but also a desire to live up to her father’s memory.