Vangral's page

54 posts. Organized Play character for EbonFist.

Full Name





M Elf Witch (Gravewalker) [HP 12/12, AC 12(16) /ff 10(14) /t 12, Fort +0, Ref +2, Will +3, Init +1, Per +0, Spd 30' (20’ in armor)







Special Abilities







Common, Elven, Celestial, Draconic, Sylvan, Goblin, Orc

Strength 10
Dexterity 13
Constitution 10
Intelligence 20
Wisdom 10
Charisma 10

About Vangral

Male Elf Gravewalker Witch 2
LN Medium Humanoid (Elf)
Init: +1 Senses: Lowlight Vision, Perception 0
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 12 (2d6 + 2)
Fort: 0, Ref: 2, Will: 3
Speed: 30 ft
Melee: Longsword +0 (1d8 - 1/19-20)
Ranged: Longbow +3 (1d8/20)
Witch Spells Prepared (CL2nd; concentration + 7)
1st – burning hands (DC16)[], chill touch (DC16)[], mage armor[], sleep (DC16)[]
0 – dancing lights, detect magic, message, stabilize
Str 8, Dex 15, Con 10, Int 20, Wis 10, Cha 10
Base Attk: +1; CMB: +0; CMD: 12
Feats: Breadth of Knowledge
Skills: Craft (Clothing) +11, Fly + 6, Intimidate + 5, Knowledge (Arcana) +12, Knowledge (History) +12, Knowledge (Nature) + 12, Perception +2, Spellcraft +14
Traits: Classically Trained, Devil’s Mark
Languages: Common, Celestial, Draconic, Elven, Goblin, Orc, Sylvan
Special Abilities: Aura of Desecration, Bonethrall, Elven Immunities, Elven Magic, Keen Senses Spell Poppet
Combat Gear: 2 x Acid Flask, Alchemist Fire Flask, longbow, longsword, Wand of Cure Light Wounds (30 charges); Other Gear: backpack, Ioun torch, 50’ silk rope, MW tailor’s kit, 4 days trail rations, waterskin
Vaultkeeper’s Stored Spells
1st – burning hands (DC16)[], chill touch (DC16), mage armor, obscuring mist, sleep (DC16)[x]
0 – bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue
Special Abilities
Aura of Desecration (Su): Vangral can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1.
Bonethrall (Su): Vangral can take control of an undead creature within his aura of desecration by forcing his will upon it (DC16 Will negates). If it fails the save, the creature falls under his control as if he had used command undead (once control is established, the undead remain controlled even if outside the Vangral’s aura). Intelligent undead receive a new saving throw each day to resist his command. Vangral can control up to 2 HD of undead creatures. If an undead creature is under the control of another creature, Vangral must make an opposed Charisma check whenever his orders conflict with that creature’s.
Elven Immunities: Vangral is immune to magic sleep effects and gets a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic: Vangral receives a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, Vangral receives a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Hexes (DC16)
Evil Eye (Su): Vangral 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 (Vangral’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for 8 rounds. A Will save reduces this to just 1 round. This is a mind-affecting effect.
Keen Senses: Vangral receives a +2 racial bonus on Perception checks.
Spell Poppet: Vangral carries around a gristly, inanimate poppet stitched from human skin and stuffed with shards of bone, fingernails, and grave dirt named Vaultkeeper. Vangral’s spells come from the will of evil spirits residing in Vaultkeeper, and its ability to hold spells functions in a manner identical to the way a witch’s spells are granted by her familiar. Vangral must commune with Vaultkeeper each day to prepare his spells and cannot prepare spells that are not stored in Vaultkeeper.