Valdric's page

132 posts. Alias of Deylinarr.


Full Name

Valdric

Race

Half Elf

Classes/Levels

Bonded Witch 2

Gender

M

Size

M

Alignment

Neutral

Languages

Common, Elven, Draconic, Goblin, Polyglot, Aquan, Infernal

Strength 8
Dexterity 16
Constitution 10
Intelligence 20
Wisdom 10
Charisma 10

About Valdric

Spoiler:
One of Valdric’s earliest memories is of Dillie reminding him “Im not your mother.”

Dillie was his aunt, and had raised him in her small cottage in the hills since he was a baby. She provided for him, taught him, cared for him almost as if he was her own. Only two things marked their relationship as anything but parent and child; her propensity to remind him that she was his aunt and her complete refusal to tell him anything about his parents. He did not even know if she was a relation on his mother or father’s side. Growing up, the only clue he had to his past was a small copper amulet embossed with the symbol of a crescent moon. His aunt said it belonged to his parents, but again would not say which parent or what it represented.

As he grew up it became apparent that he was unlike his aunt. She seemed to be aging a lot faster than he was, but it wasn’t until a trip into the local village that he realized just how different he was. It was on that trip where he first came to understand that his violet eyes were truly unusual, that the pointedness of his ears marked him as not quite human. The village was made up completely of humans, and while they were not unkind to him it was clear to Valdric that he was earning quite a few second glances, was the subject of quite a few hushed conversations after he had passed by.

After returning from that trip, Dillie offered up the first (and what turned out to be the only) story of his past. It seemed that his parents had been forbidden lovers: one an elf, the other a human, accepted by the families of neither. They were shunned, practically living in exile, as the members of their families pretended they did not exist. It seemed that their mere existence was offensive to them. But when they showed up again with a baby in tow it was too much of an affront, and the shunning changed to hunting. They left the child with Dillie, the only distant relative they could trust to care for him until they returned.

Valdric had many questions: the story was missing many details, and the details that were there simply did not fit together. But the next morning his aunt’s refusal to talk about the subject was back as strong as ever so he was left confused and wanting for more information. Over the next few days he spent quite a bit of time alone in the fields, staring at the amulet as if it held the answers.

And then on one morning, he sensed something. Something within the amulet was trying to give him the answers. Not words or anything specific, but he felt coming from it a sense of connection, a sense that the family he had been missing all these years were suddenly with him and watching over him. The more he stared at the amulet the more it filled him with a sense of purpose, a knowledge of something greater than himself.

Excited he ran to his aunt, eager to share what he had learned and even summoned light to prove it to her. Her face filled with a look of horror as she backed away from him screaming. She kept calling him “touched” until she ran away from the house and down the hill. Even more confused than before he waited for her return. Return she did, but not alone. The men she brought with her bound the young man’s hands and took him away (after handing her a small purse). Valdric looked back as they dragged him off, but his aunt had already gone inside and shut the door behind her.

As quickly as that, he found himself sold into slavery and pulling an oar on a ship. It was a short-lived indenture as the crew quickly learned of his quick hands, agile mind, and of the healing training his aunt had given him. Soon he found himself learning from the ship’s surgeon, and too soon after that he found himself as the only surgeon on the ship. His affinity for healing continued to be reflected in the arcane arts he was hiding, and he used it to aid his efforts when he could.

After saving the captain from a particularly nasty wound the fact that he was using more than basic skills to heal the crew was obvious. Much to his surprise the captain and crew had a very different reaction than his aunt’s: not only did they accept it, they welcomed it and encouraged it. For the first time in his young life Valdric learned that the powers he was tapping into were not that uncommon at all. On a certain level he was relieved but it accentuated the fact that he knew so little about his past. The amulet continued to teach him things but it was not enough.

At the next port of call the captain released him. As a free man, Valdric began his personal quest to learn more about his family, more about his ancestry, and more about the powers growing within him.

Statistics:
Init +4; Perception + 7
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Defense
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AC 13, touch 13, flat-footed 10 (+0 armor, + 3Dex)
hp 12 (2d6+2 favored)
Fort +1(+0 +0Con +1trait); Ref +3(+0 +3Dex); Will +3(+3 +0Wis)
+2 vs enchantment spells and effects
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Offense
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Speed 30 ft.
Melee
Quarterstaff +0 (1d6+0/x2)
Dagger +0 (1d4+0/19-20/x2)
Ranged
Light Crossbow +4 (1d8/19-20/x2) range 80
Ranged Dagger +4 (1d4-1/19-20/x2) range 10
Witch Spells per Day (CL 1):
1 (4/day)
0 (at will) 4 prepared

--------------------
Statistics
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Str 8, Dex 16, Con 10, Int 20, Wis 10, Cha 10
Base Atk +1; CMB +0; CMD 12
Feats Extra Hex, Skill Focus (Stealth)
Traits Eye for Plunder (+1 to Appraise and Perception checks, 50gp in trade goods), Resilient (+1 to Fort saves), Survivor (+1 to Initiative and Sense Motive, SM is class skill)
Skills 4+10(INT)
+11 Appraise: 2(rank) +5(INT)+3(class) +1(trait)
+3 Heal: 1(rank) +0(WIS)+3(class)
+10 Knowledge (Arcana): 2(rank) +5(INT)+3(class)
+10 Knowledge (Nature): 2(rank) +5(INT)+3(class)
+8 Perception: 2(ranks) +0(WIS) +3(class) +1(trait) +2(race)
+4 Profession- Sailor: 1(ranks) +0(WIS) +3(class)
+5 Sense Motive: 1(rank) +0(WIS)+3(class) +1(trait)
+9 Spellcraft: 1(rank) +5(INT)+3(class)
+8 Stealth: 2(rank) +3(DEX) + +3(focus)

Languages Common, Elven, Draconic, Goblin, Polyglot, Aquan, Infernal

Racial Abilities:

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 saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Chapter 3 for more information about favored classes.

Special Abilities:

Healing Hex: (Su) A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. DC 15
Evil Eye Hex (Su) The witch can cause doubt to creep into the mind of a foe within 30 feet that he 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. DC 15
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. DC 15
Bonded Item 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 his spells and a conduit for communication with his patron. A bonded witch must commune with his bonded item each day to prepare his 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. He can cast any one of these spells once per day using his bonded object, but gains greater flexibility in what spells he can cast, and gains more powerful spells as he gains new levels.
Witch Patron – Ancestors

Spells:

KNOWN
0 level spells bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue.
1st level spellsBless (patron spell), Burning Hands, Cause Fear, Command, Ear Piercing Scream, Enlarge Person, Identify, Mage Armor, Ray of Enfeeblement, Sleep, Summon Monster I

TYPICAL PREPARED
0 level spells detect magic, guidance, mending, message
1st level spellsBless (patron spell), Ear Piercing Scream, Enlarge Person, Summon Monster I

Worn/Carried:
(Total Weight: 24.5 lbs)
Traveler's Outfit (5 lbs)
Belt Pouch (0.5 lbs)
-Healer Kit (1 lb)
-Flint and Steel
Light Crossbow (4 lbs)
-20 bolts (2 lbs)
2 Dagger (2 lb)
Quarterstaff (4lbs)
Wand of Mage Armor
Waterskin (4 lbs)
3 days Trail Rations (3 lbs)

Coins: 9 cp, 14 sp, 183 gp

Personality:
Growing up basically as a shut in, Valdric tends to be quiet and unsure of himself around others. His years at sea have started to wear away at this but he simply spent too many years alone with his aunt in the hills, and old habits are hard to break. Its also made him a bit of a 'pleaser' which translates into a natural instinct to help and support others first. He believes that the reason his ancestors taught him the healing hex first was to validate his role in the service of others.
His time sailing is starting to have a positive affect on him as he gains confidence, especially when combined with the assuring presence of his ancestors in his life.