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Varro the Haruspex's page

57 posts. Alias of primemover003 (RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16).


About Varro the Haruspex

"A young man with nut brown hair in gaudy, Valefolk garb busks along the trail ahead. He flourishes a magnificent, gilded deck of cards like a fan offering to read your fortune. Overhead a dull white raven with ice blue eyes squawks curmudgeoningly at him, as if scolding the performer."

VARRO THE HARUSPEX
Male witch (trickery) 2
CG Medium humanoid (human)
Init +2; Senses Perception +3 (alertness)

DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 16 (2d6+4)
Fort +2, Ref +2, Will +3

OFFENSE
Speed 30 ft.
Melee sickle +1 (1d6)
Ranged sling +3 (1d4; 50 ft)
Special Attacks Cackle hex, Evil eye hex (DC 14), slumber (DC 14)
Witch Spells Prepared (CL 2nd; concentration +5)
1st (2) -charm person (DC 14), ear-piercing scream (DC 14), mage armor
0 (3) - daze (DC 13), detect magic, guidance, stabilize

STATISTICS
Str 10, Dex 14, Con 14, Int 16, Wis 12, Chr 13
BAB +1, CMB +1, CMD 13
Feats Extra Hex (Cackle), Scribe Scroll
Skills Appraise +7, Bluff + 8, Diplomacy +7, Knowledge (arcana) +8, Knowledge (planes) +7, Profession (fortune-teller) +7, Spellcraft +8, Use Magic Device +6
Traits: Fast Talker, World Traveler
Languages Argot, Divina, Sylvan, Vulgar (Common)
SQ empathic link, share spells, witch’s familiar

Gear:

  • Sickle [2 lbs]
  • Sling w/ 10 bullets [5 lbs]
  • spell componant pouch [2 lbs]
  • belt pouch (Fortune-tellers Deck (masterwork), loaded dice (average), smelling salts, soothe syrup, bloodblock, scrollcase w 5 sheets of parchment, ink & pen, scrolls of comprehend languages, detect secret doors, obscuring mist [2.5 lbs])
  • masterwork backpack (bedroll, entertainers outfit, rations for 3 days, waterskin; 54gp, 4sp, 5cp [21 lbs])
  • travelers outfit (worn)
    Total encumbrance: 32.5 lbs (light load = 33/38 with mwk pack)
  • Hexes:
    Cackle Hex (Su) as a move action a witch can cackle madly, any creature within 30 ft that is under the effects of an agony, charm, evil eye, fortune, or misfortune hex caused by the witch has the duration extended by 1 round.
    Evil eye Hex (Su) one target within 30 ft 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 witches Int modifier. A successful Will saving throw reduces this to 1 round. This is a mind-effecting effect. At 8th level the penalty becomes -4.
    Slumber Hex (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.

    BONETAPPER (Raven familiar)
    N Tiny magical beast (augmented animal)
    Init +2; Senses low-light vision; Perception +6

    Defense
    AC 15, touch 14, flat-footed 13 (+2 Dex,+1 natural, +2 size)
    hp 8 (half master’s total)
    Fort +1, Ref +4, Will +4; improved evasion

    Offense
    Speed 10 ft., fly 40 ft. (average)
    Melee bite +4 (1d3–4)
    Space 2-1/2 ft.; Reach 0 ft.

    Statistics
    Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
    Base Atk +0; CMB +0; CMD 6
    Feats Weapon Finesse
    Skills Fly +6
    Languages: empathic link, Sylvan
    SQ: prankster- grants +1 to bluff checks, share spells

    Spells Stored:
    1st- animate rope(p), bungle, charm person, comprehend languages, ear-piercing scream, enlarge person, hypnotize, identify, mage armor
    0- arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, purefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue

    Background:
    Varro the Haruspex is a gambler and fortuneteller... or as the local sheriff would say a scoundral. His parents Stefan and Teodora ran an Inn along the trade way between the Vales and Tintalas raising their elder daughter Hajna and younger son Varro. As Innkeepers the children had much contact with citizens of the Empire and its metropolitan culture.

    All was well with the business until eve of Varros 17th birthday. A rowdy band of mercenaries disguised as traders attacked a seemingly feeble old tinker in the common room of the Inn. The ensuing brawl started a fire that razed the structure to its foundations and took the lives of Varro's parents. The six thugs bodies were found unburnt strangled by the beard and hair of the old tinker who likewise stood in the middle of the ruin stone dead. A peculiar white raven lingered in the debris near the tinker as Varro, his sister, and the villagers came to collect the dead. When his mothers body was hoisted onto the cart Varro found an illuminated deck of tarot cards clutched in her hands. Three cards were drawn from the deck; the Inferno, the Raven, and the Hidden Truth...

    Varro took up the deck and awakened a power within himself. He suddenly knew the Raven, who called itself Bonetapper was there to guide him and be his companion. Since that day Varro has wandered the Vales tempting his fortune while seeking his destiny.