Dashki

Varro Zawinul's page

7 posts. Organized Play character for primemover003 (RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16).


Full Name

Varro Zawinul

Race

human (varisian)

Classes/Levels

witch (portents) 1

Gender

male

Size

Medium

Age

26

Special Abilities

hexes

Alignment

CN

Deity

Pharasma

Location

Magnimar

Languages

common, giant, goblin, shoanti, varisian

Occupation

fortuneteller and gambler

Strength 10
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 12
Charisma 13

About Varro Zawinul

"A young man with coal black hair in gaudy, Varisian garb busks along the trail ahead. He flourishes a magnificent, gilded deck of harrow cards like a fan offering to read your fortune. Overhead a dull white raven with ice blue eyes squawks curmudgeoningly at him in goblin no doubt scolding the performer."

VARRO ZAWINUL
Male witch (portents) 1
CG Medium humanoid (human)
Init +6; 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)

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.

Witch Spells Prepared (CL 1st; concentration +4)
1st (2/d) - ear-piercing scream (DC 14), mage armor
0 (3/at-will) - daze (DC 13), detect magic, guidance

STATISTICS
Str 10, Dex 14, Con 14, Int 16, Wis 12, Chr 13
BAB +0, CMB +0, CMD 12
Feats Extra Hex (Cackle), Improved Initiative
Skills Appraise +10, Bluff + 6, Diplomacy +5 (+7 gather info), Knowledge (arcana) +7, Spellcraft +7, Use Magic Device +5
Traits: Fast Talker, I Know A Guy
Languages common, giant, goblin, shoanti, varisian
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 (mwk fortune-tellers deck, loaded dice - average, smelling salts, soothe syrup, bloodblock; xx lbs)
  • masterwork backpack (bedroll, entertainers outfit, rations for 3 days, waterskin; 54gp, 4sp, 5cp [21 lbs])
  • travelers outfit (worn)
    Total encumbrance: xx lbs (light load = 33/38 with mwk pack)
  • 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 4 (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, goblin
    SQ: share spells

    Spells Stored:
    1st- charm person, chill touch, comprehend languages, ear-piercing scream, 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