"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
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.
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.