Variel Arivae's page

438 posts. Organized Play character for Merck.


Witch 6 [ HP 32/32 NL 0 | AC 16 T 13 FF 13 | CMD 15 | F +4 R +6 W +6 | Init: +7 Per: +10 & bird+10]






Common, Elven, Celestial, Draconic, Orc and Sylvan.

About Variel Arivae

PFS # 35561-7
STR 08, DEX 16, CON 12, INT 19, WIS 10, CHA 12
Medium Size
Witch, Hedge Witch lvl 6

BaB +3
Init +7; Senses Low Light Vision, Perception: Variel +10 & Thrush +11
CMB +2 (+3BaB -1strength)
CMD 15 (+3BaB -1strength +3dexterity +10)
Favored class Witch (+6HP at lvl 6)

AC 16, touch 13, flat-footed 13 (+3 armor, +3 DEX)
HP 38/38 (6d6+6)(+6 Favored Class)
Fort +4
Ref +6
Will +6

Speed 30 ft, 30 ft Armored
Melee Cestus +2 (1d4-1/19-20x2)
Melee Dagger +2 (1d4-1/19-20x2)
Ranged L. Crossbow +6 (1d8/19-20x2), range 80ft.
Space 5 ft; Reach 5 ft

Focused Mind: +2 concentration checks checks.
Easy of Faith: +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Improved Initiative
Extra Hex: Fortune
Extra Hex: Misfortune

Fly 7 [3+1+3]
Diplomacy 14 [3+6+1+1+3]
Intimidate 8 [3+2+1+2]
Heal 4 [3+1+0]
Knowledge (Arcana) 12 [3+5+4]
Knowledge (History) 8 [3+1+4]
Knowledge (Nature) 11 [3+4+4]
Knowledge (Planes) 12 [3+5+4]
Perception 10 [0+6+2+2]
Spellcraft 10 [3+3+4]
Use Magical Device 5 [3+1+1]


Cackling Hag’s Blouse: This loose-fitting blouse is adorned with grotesque fetishes and trophies, granting the wearer a +2 competence bonus on Intimidate checks. If the wearer is a witch, she gains the cackle hex. If the wearer already has the cackle hex, twice per day she can use her cackle ability as a swift action instead of a move action. 6000gp
1st lvl Pearl of Power, 1000gp
2nd lvl Pearl of Power, 4000gp
+2 Haramaki Armor (+3/-/-/0%), 4153gp, 1 lbs
Cestus (B or P) 1d4 dmg, crit 19-20x2, 5gp, 1 lbs
Dagger (P or S), 1D4 dmg, crit 19-20 x2, 2gp, 1 lbs
Light Crossbow (P), 1D8 dmg, crit 19-20 x2, reach 80ft, 35 gp, 4lbs
40x Crossbow Bolts
Backpack, 2gp, 2 lbs
Bedroll, 0.01gp, 5 lbs
Flint and Steel, 1gp, - lbs 49
Grappling Hook, 1gp, 4 lbs
Belt Pouch, 1gp, 1/2 lbs
Hemp Rope (50ft.), 1 gp, 10 lbs 68
Waterskin, 1gp, 4 lbs
Explorer's Outfit, 8 lbs
Spell component pouch, 5gp, 2 lbs
5x Trail Rations, 0.15gp, 3 lbs
Miner's Lantern 15 gp 2 lbs
Oil x3
Wand of Cure Light Wounds - 38/50 charges
Cold Weather Outfit 8gp
Scroll of See Invisibility 150gp
Scroll Box 50gp
Cloak of Resistence +1, 1000gp
4x Alchemist Fire 80gp

Money spent:$ gp
Money left:$ gp
Total equipment weight: lbs
Equipment carried on his body: lbs
Equipment carried on backpack: lbs




Stabilize *
Detect Magic *
Dancing Lights*
Read Magic
Arcane Mark
Detect Poison
Putrefy Food and Drink
Touch of Fatigue

1st LVL:

Charm Person*
Comprehend Languages
Ear-Piercing Scream
Enlarge Person *
Hypnotism *
Infernal Healing
Ray of Enfeeblement
Air Buble*
Mage Armor
Cause Fear
Burning Hands
Ear Piercing Scream
Ill Omen
Summon Monster I
Obscuring Mist.

2nd LVL:
Detect Thoughts*
Vomit Swarm*
See Invisibility
Touch of Idiocy
False Life
Hold Person
Summon Monster II.

3rd LVL:
Dispel Magic*
Stinking Cloud*
Remove Curse

* memorized ones


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. 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.

Variel's Hexes:
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.

Slumber (Su)
A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.

This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Fortune (Su)
The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

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)
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.

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.

Patron Spells - Deception:

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

Hedge Witch Archetype:

Spontaneous Healing (Su):
A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell.

This replaces the witch’s hex gained at 4th level.

Empathic Healing (Su):
A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch suffers the effects of the failed save instead of the poisoned creature. For a diseased target, the witch must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but the witch suffers the effects of the failed save instead of the diseased creature. The witch does not actually become poisoned or diseased (and is not contagious and does not need to be cured), but suffers the effects of the affliction as if she had been. The witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if the witch is immune to disease or poison.

This replaces the witch’s hex gained at 8th level.

Elven Traits:

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Elves are Humanoids with the elf subtype.

Base Speed: Elves have a base speed of 30 feet.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf's character level). This racial trait replaces elven immunities.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

FAMILIAR - Thrush:

Master gains a +3 bonus on Diplomacy checks

N Diminutive animal
+2; Senses low-light vision; Perception +5

AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size, +1 nat.)
hp 8 (2d8–4)(master's)
Fort +0, Ref +4, Will +4

Speed 10 ft., fly 40 ft. (average)
Melee bite 2 (1d2–5)
Space 1 ft.; Reach 0 ft.

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

Alertness, empathic link, improved evasion, share spells, store spells


Property: Caravan (5 PP)
You own a controlling share in a caravan that makes regular trips through the Inner Sea region. You arent required to maintain a presence in the caravan, and thus do not need to accompany the caravan as it makes its journeys, but you shoulder some of the responsibility of ownership.

For the most part this means handling things like representing the caravan's interests to important merchants, politicians and aristocrats. You do so as an upstanding citizen and above-the-board merchant, you can use Diplomacy to make Day Jobs rolls.