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About ValeskaCombat Stats:
Init +1 (+1 Dex) Fort +2 (+2 Con) Ref +1 (+1 Dex) Will +4 (+3 base, +1 Wis) HP 16 (6+4 +4 Con, +2 FC) AC 11/ff 10/touch 11 (+1 Dex) BAB +1 CMB +1 CMD 12 (10 +1 CMB +1 Dex) Move 30' Attacks:
Half-Elf Racial Features:
Medium Size, 30' move Low-Light Vision Keen Senses: +2 Perception Water Child: +4 Swim, can always Take 10 while Swimming Elf Blood Elven Immunities: Immune to Sleep, +2 vs. Enchantment Witch Class Features:
Arcane Bond: Familiar Cantrips and Spells Endurance Patron Cauldron Hex: free Brew Potion feat, +4 insight bonus to Craft(Alchemy) Slumber Hex: Cast sleep on a single target within 30 ft, Will DC 15. No HD limitation, 1/day per target, lasts 2 rounds Evil Eye Hex: Target in 30 ft gets -2 on one of the following: AC, ability checks, attack rolls, saving throws, skill checks. Lasts 7 rounds, or 1 round on Will save. DC 15. Feats:
Extra Hex: Cauldron Brew Potion Alertness (by familiar) Skills:
Appraise +7 (+4 Int, +3 Familiar) Craft (Alchemy) +13 (2 BG ranks, +3 class, +4 Int, +4 Cauldron) Heal +6 (2 ranks, +3 class, +1 Wis) Knowledge (Arcana) +9 (2 ranks, +3 class, +4 Int) Knowledge (Nature) +9 (2 ranks, +3 class, +4 Int) Perception +7 (2 ranks, +1 Wis, +2 Keen Senses, +2 Alertness) Profession (Fortune-Teller) +6 (2 BG ranks, +3 class, +1 Wis) Sense Motive +3 (+1 Wis, +2 Alertness) Spellcraft +9 (2 ranks, +3 class, +4 Int) Swim +10 (2 ranks, +3 class, +1 trait, +4 racial) Traits:
Brigand (+100 gp, +1 Bluff, Diplomacy, Intimidate, Sense Motive vs. brigands) River Rat (+1 damage with dagger, +1 Swim, Swim is a class skill) Equipment:
Entertainer's Outfit -- 4 lb worn Cold Iron Dagger 4 gp 1 lb belt Spell Component Pouch 5 gp 2 lb belt Belt Pouch 1 gp 0.5 lb belt Harrow Deck 100 gp -- pouch Potion of mage armor Potion of cure light wounds Backpack 2 gp 2 lb back Bedroll 1 sp 5 lb backpack Winter Blanket 5 sp 3 lb backpack 3 Glass Vials 3 gp -- backpack Cauldron 1 gp 5 lb backpack Healer’s Kit 50 gp 1 lb backpack Potion supplies 75 gp -- backpack Sling -- -- belt 10 Silver bullets 20.1 gp 5 lb pouch 145 gp, 9 sp, 2 cp Total Encumbrance: 28.5
Spells Known:
Cantrips: Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue First Level: Cure Light Wounds, Enlarge Person, Hypnotism, Mage Armor, Obscuring Mist, Remove Sickness, Unseen Servant, Endure Elements, Comprehend Languages, Ray of Enfeeblement
Prepared Spells and Effects:
Cantrips (DC 14): Daze, Light, Stabilize, (open slot) First Level (DC 15): Ray of Enfeeblement, Obscuring Mist, (open slot)
Potion List:
Potion of enlarge person: Cassandra Potion of remove sickness: Carinna Potion of mage armor: Valeska 2x Potion of cure light wounds: Valeska 2x Potion of cure light wounds: Carinna 2x Potion of cure light wounds: Korinne Potion of cure light wounds: Telmarni Potion of cure light wounds: Cassandra Familiar:
Tzerny, Raven Familiar NG Tiny Magical Beast
Defense
Offense
Statistics
Special Abilities
For every bit of innocence and kindness that beams forth from Valeska, her familiar Tzerny matches it with callousness and cynicism. Tzerny is a very talkative and opinionated bird, unafraid to speak in the presence of others. Filled with guidance, goads, chiding, and occasional selfish vitriol, Tzerny is ostensibly filled with mysteries and wisdom far beyond the age of a normal bird. Usually, however, he is just looking for a good meal. One of the oddities about the relationship between Valeska and Tzerny is that it is not always clear who is the master of whom. Normally, the two maintain a hierarchy similar to most spellcasters, with the witch in control and the familiar following. But on occasion, Valeska grows silent and Tzerny seems to speak for her. During these fleeting periods, her behavior seems dictated by the occult passerine. Yet even when everything appears normal, Tzerny does not shy away from making his feelings known, protesting against Valeska, acting superior to her, or demonstrating confusion at trying to see things from a land-bound, mammalian perspective. He is both Valeska’s greatest guardian and her staunchest critic. * * * * *
Valeska was born on the shores of Kallas Lake in the River Kingdoms, to a proud Kellid woman named Lyudmilla. She lived in a small cottage on the outskirts of a small fishing village, Byelsk. She grew up without a father, but Lyudmilla described him as a fantastic wandering otherworldly being. As she gathered herbs and flowers, learning her mother's trade as an herbalist, she imagined that one day, somehow, her father would arrive on magical wings, and whisk her away to a new land, where she would be princess of the other world and rule a magical crystal kingdom. She noticed the odd points on her ears, and did not let the stares of the villagers in town bother her, sure of her destiny. Yet days passed, and she grew older, and watched as men came to her mother, and Lyudmilla gave birth to twin brothers, Donskoi and Leshyan. She watched as nothing happened, day in, day out. She grew to resent her common station, not knowing her history, not knowing anything about herself. It was in this foul mood that she came to Byelsk to deliver medicines on the day of the ice-break festival. The festival occurs in spring, when the ice begins to melt, and the fishing boats replace the ice-holes. She gathered the coin that was for her family, for Lyudmilla and the growing, uncaring, increasingly boorish Donskoi and Leshyan, for food, firewood, and cloth. In a fit of pique, she wandered through the festival, and found a fortuneteller. She deserves a little something for herself, she decided, and paid the old woman her wage to tell her fortune. The woman, an ancient Varisian with long nails and long teeth, hobbled up to her, sniffed her, and sat her down, pulling from her Harrow deck. "You feel betrayed by this world, expecting more that you receive. Well, get used to it, girl, because the world owes you nothing. Can faeries come and whisk us all away to become queens? It hasn't happened to me, yet. No, don't expect to be whisked away. But, there, do you see that? Your life will change. Your life will change completely, three times. That's all you need to know, girl. Off with you!" She left the tent, feeling not one bit better, and spent the day doing chores to earn back the silvers she foolishly spent. It didn't help that rest of the day that she kept seeing this odd raven staring at her the entire time. Returning home, and after sleeping with nothing but a thrashing for supper for not returning with enough goods, she awoke in the middle of the night, with that raven perched at the foot of her bed. She cowered, tried flapping her sheet to get it to shoo. "You know I won't be taking you away to any magical kingdom, Valeska," the raven whispered. Valeska nearly screamed in terror. "Calm yourself. I am your guide, your ward, your protector. There is much I will show you. You will see. No, I am not your father, silly girl. I am not that old hag at the festival, oh no, that's ridiculous. I am your familiar, Tzerny. And I have much to show you." The next day, Valeska realized she could stay there no longer. She joined the carnival caravan and sought out the old fortune-teller. She was told that she had passed away the night previous, but a young, lovely, elfin cartomancer would be most welcome. Indeed, in the old woman’s tent, her Harrow deck lay spread out on the table, with a note attached: “To Valeska.” That’s once, Valeska realized. She wonders what, precisely, the two extra changes will be. When she expresses her worries to Tzerny, he merely laughs. Description
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