Sorshen

Vera Ravenholdt's page

59 posts. Alias of Murph..


Full Name

Veronika Ravenholdt

Race

Half-elf

Classes/Levels

Witch 4 | HP 28/28, AC 14 t12 ff12, CMD 14, F+2 R+3 W+5 (+2 vs enchant, illusion) | Percept +9

Gender

Female

Size

Medium

Age

35

Alignment

CG

Languages

Common, Elven, Aklo, Draconic, Giant, Hallit, Sylvan

About Vera Ravenholdt

Inventory sheet on google docs

Background

Vera has not set foot in Brevoy proper for nearly two decades. Born to a cousin of the ruling Surtovans, her elven features immediately confirmed the rumors of her heritage, and she was subject to scorn and neglect as a child. As she entered her teenage years, a small bird began coming to her and whispering in her ear at night, offering both arcane secrets and companionship, and the temptation of a world beyond.

Vera ran away from home -- to her family’s relief -- and has spent the years since as a relative hermit in the Stolen Lands, emerging only occasionally to procure supplies, to rescue some hapless traveler from being harassed by fey, or to chase lumberjacks or bandits away.

On her most recent trip to Oleg’s, however, she found her life of stable solitude had been upended by adventurers sent forth from Brevoy to clear the way for a new charter. Vera traveled home for the first time in years to confront her family for not leaving her well enough alone -- and they packed her right back again as part of the settlement party, offering her a hand in the area’s development in exchange for keeping her embarrassing face away from home.

Appearance
A slight woman of 35 with piercing eyes and auburn hair starting to turn silver, Vera usually shows the hint of a smirk -- as does the small bird usually perched on her shoulder, trading knowing looks with her.

Her garments are a jarring mix of drab, hardy wilderness apparel and a worn silken ceremonial robe -- stolen impulsively on her way out the door, and since enchanted to both serve as armor and remain at just her desired level of disheveled.

Vera (Veronika) Ravenholdt

Half-elven Witch 4
CG Medium Humanoid (human+elf)
Init +4; Senses Perception +8

DEFENSE

AC 14, touch 12, flat-footed 12
(+2 armor, +2 dex)
hp 28 (4d6 +4 Con)
Fort +3, Ref +4, Will +6 (+2 vs enchantment, illusion)

OFFENSE

Spd 30 ft.
Melee Quarterstaff +2 (1d6) +2 BAB
Melee Dagger +2 (1d4, 19-20/x2) +0 BAB
Ranged Masterwork Light Crossbow +5 (1d8, 19-20/x2), 80 foot range +2 BAB +2 Dex
Ranged Dagger +4 (1d4, 19-20/x2), 10 foot range +2 BAB +2 Dex

Space 5 ft.; Reach 5 ft.

STATISTICS

Str 10, Dex 14, Con 12, Int 20, Wis 10, Cha 10 (points: 0 / 5 / 2 / 13 / 0 / 0; Racial bonus +2 Int; 4th level Int)
Base Atk +2; CMB +2; CMD 14

Spells Known (All / 12+1 / 4+1)
0: (all)
1: burning hands, charm person, cure light wounds, identify, ill omen, mage armor, obscuring mist, sleep, summon monster I, unseen servant, ventriloquism
2: alter self, blindness/deafness, delay poison, glitterdust, invisibility

Spells Prepared (4/5/3)
0: dancing lights, daze, detect magic, mending
1 (DC 16): burning hands, cure light wounds, ill omen, obscuring mist, sleep
2 (DC 17): delay poison, glitterdust, invisibility

Hexes (DC 17)
1: Evil Eye: The target within 30 feet 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.
2: Flight: 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.
3E: Misfortune: 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.
4: Cackle: 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.

Skills (8 Witch +20 Int +2 f/c)
Check Penalty: 0 under light load (shown)
Trained:
* Diplomacy +5 (2 ranks)
* Disguise +1
* Fly +6
* Heal +4
* Knowledge (Arcana) +9
* Knowledge (Local) +6
* Knowledge (Nature) +10 (2 ranks)
* Knowledge (Planes) +9
* Perception +9 (4 ranks)
* Sense Motive +7 (4 ranks)
* Spellcraft +12 (4 ranks)
* Stealth +3
* Survival +3 (3 ranks)
* Use Magic Device +7 (4 ranks)
-1 to all Cha-based skills when dealing with nobility

Background Skills (8)
* Craft (Alchemy) +10 (2 ranks)
* Handle Animal +1
* Knowledge (Geography) +9
* Knowledge (History) +9
* Knowledge (Nobility) +6
* Linguistics +6
* Profession (Herbalist) +4

Feats
1: Improved Initiative: You get a +4 bonus on initiative checks.
3: Extra Hex: You gain one additional hex. You must meet all of the prerequisites for this hex.

Traits
* Bastard: You take a –1 penalty on all Charisma-based skill checks made when dealing with members of nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)
* Elven reflexes: You gain a +2 trait bonus on initiative checks.

SPECIAL ABILITIES

Racial abilities:
* Size: Half-elves are Medium creatures and thus receive no bonuses or penalties due to their size.
* Speed: Half-elves have a base speed of 30 feet.
* Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)
* Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
* Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
* Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
* Alert for Betrayal: You gain a +2 racial bonus on saves against illusion spells and effects. Perception and Sense Motive are class skills for you. This racial trait replaces adaptability.
* Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

Class abilities:
* Witches are proficient with all simple weapons. They are not proficient with any type of armor or shields.
* Hexes: Standard action, do not provoke. Save: 10 + ½ level + Int modifier
* Cantrips: must select those prepared for day, but not expended when used
* Spells: must prepare each day by getting 8 hours of sleep and communing with familiar for 1 hour.
* Familiar: Serves as the witch’s spellbook; otherwise as wizard’s arcane bond feature.
-- Thrush: Can speak; master gains a +3 bonus on Diplomacy checks
* Patron: vague and mysterious force serves as witch’s source of power.
-- Deception

FAMILIAR: Sava (thrush)
N Diminutive animal
Init +2; Senses low-light vision; Perception +5

DEFENSE

AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size, +2 natural)
hp 14 (4 HD)
Fort +0, Ref +4, Will +6

OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS

Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills Fly +12, Perception +5
Languages: Elven

Alertness (Ex)

While a familiar is within arm’s reach, the master gains the Alertness feat.

Empathic Link (Su)

The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.

Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells

The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar‘s type (magical beast).

Store Spells

Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

Deliver Touch Spells (Su)

If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.