Iramine

Velathwen Rhuiviel's page

1 post. Alias of Pedwiddle.


Full Name

Velathwen Rhuiviel

Race

Elf

Classes/Levels

Witch (Time Patron) 1 [ HP 8/8 | AC 12/T12/FF10 | Fort +2, Ref +2, Wil +3 | Init +7 | Perception +5 (Low-Light Vision) ]

Gender

Female

Size

M

Special Abilities

Cantrips, Familiar, Hexes, Spells

Alignment

NG

Languages

Common, Elf

Strength 10
Dexterity 14
Constitution 12
Intelligence 19
Wisdom 12
Charisma 13

About Velathwen Rhuiviel

Crunch:

COMBAT
HP: 8 (1 - 6+1+1)
Init: +7 (2 (Dex) + 4 (Familiar) + 1 (Trait))
AC: 12 (Touch: 12, Flat-footed: 10) (+2 Dex)
Fort: +2, Ref: +2, Will: +3
BAB: +0
CMB: +0 (0 (BAB) + 0 (Str))
CMD: 12 (10 + 0 (BAB) + 0 (Str) + 2 (Dex))

ATTACKS
Melee
Cestus (+0 to hit, 1d4 damage (B or P), 19-20/x2 crit.)

Ranged

Racial and Class Features:

RACIAL FEATURES
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.
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).
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.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

CLASS FEATURES
Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
Hex: 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, as noted on Table 2–10. 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.
Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.

A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.
Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.
Witch's Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).

Feats, Traits, Skills:

FEATS
Extra Hex (Cackle): You gain one additional hex. You must meet all of the prerequisites for this hex.

TRAITS
Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
River Lander (Kingmaker Campaign Trait): Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

SKILLS - Current ACP: 0
Acrobatics: 2 (0 + 2 (Dex)) (ACP)
Appraise: 4 (0 + 4 (Int))
Bluff: 1 (0 + 1 (Cha))
Climb: 0 (0 + 0 (Str)) (ACP)
Craft (Alchemy)*: 8 (1 + 3 (Class Skill) + 4 (Int)) (Background)
Diplomacy: 1 (0 + 1 (Cha))
Disguise: 1 (0 + 1 (Cha))
Escape Artist: 2 (0 + 2 (Dex)) (ACP)
Fly*: 2 (0 + 2 (Dex)) (ACP)
Heal*: 1 (0 + 1 (Wis))
Intimidate*: 1 (0 + 1 (Cha))
Knowledge (Arcana)*: 8 (1 + 3 (Class Skill) + 4 (Int))
Knowledge (History)*: 8 (1 + 3 (Class Skill) + 4 (Int)) (Background)
Knowledge (Nature)*: 8 (1 + 3 (Class Skill) + 4 (Int))
Knowledge (Planes)*: 8 (1 + 3 (Class Skill) + 4 (Int))
Linguistics: 4 (0 + 4 (Int))
Perception: 4* (1 + 1 (Wis) + 2 (Racial)) (* - +2 w/familiar)
Ride: 2 (0 + 2 (Dex)) (ACP)
Sense Motive: 1* (0 + 1 (Wis)) (* - +2 w/familiar)
Sleight of Hand: 2 (0 + 2 (Dex))
Spellcraft*: 8* (1 + 3 (Class Skill) + 4 (Int)) (* - +2 (Racial) to identify magic properties of items)
Stealth: 2 (0 + 2 (Dex)) (ACP)
Swim: 0 (0 + 0 (Str)) (ACP)
Use Magic Device*: 5 (1 + 3 (Class Skill) + 1 (Cha))

Spells:

SPELLS MEMORIZED
Cantrips (3/day): Detect Magic, Dancing Lights, Read Magic
1st-level (2/day): [ ] Ear-piercing Scream, [ ] Mount

SPELLS AVAILABLE
Cantrips
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible). (Touch, 1 sq. ft.)
Bleed: Cause a stabilized creature to resume dying. (Close range, 1 living creature, Will DC 13 neg., Instantaneous)
Dancing Lights: Creates torches or other lights. (Medium range, Up to 4 lights in a 10' radius, 1 min)
Daze: A single humanoid creature with 4HD or less loses its next action. (Close range, 1 humanoid, 1 round)
Detect Magic: Detects all spells and magic items within 60 ft. (60' cone, up to 1 min/level)
Detect Poison: Detects poison in a creature or object. (Close range, One creature/object/5' cube, Instantaneous)
Guidance: +1 on one attack roll, saving throw, or skill check. (Touch, 1 min or until discharged))
Light: Object shines like a torch. (Touch, 10 min/level)
Mending: Makes minor repairs on an object. (10' range, 1 object, 10 min casting time)
Message: Whisper conversation at a distance. (Medium range, 1 creature/level, 10 min/level)
Putrefy Food and Drink: Makes food and water inedible. ()
Read Magic: Read scrolls and spellbooks. (Personal, 10 min/level)
Resistance: Subject gains +1 on saving throws. (Touch, 1 creature, 1 min)
Spark: Ignites flammable objects. (Close range, 1 fine object, Instantaneous)
Stabilize: Cause a dying creature to stabilize. (Close range, one living creature)
Touch of Fatigue: Touch attack fatigues target. (Touch, Creature touched, Fort DC 13 neg., 1 round/level)

1st-level
Charm Person: Makes one person your friend. (Close range, One humanoid creature, 1 hour/level, Will DC 15 Neg.)
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Ear-piercing Scream: Deal sonic damage and daze target.
Ill Omen: Target rolls twice for checks and attacks and uses worst roll.
Mage Armor: Gives subject +4 armor bonus. (Touch, One creature, 1 hour/level)
Mount: Summons riding horse for 2 hours/level. (Close range, 1 mount, 2 hours/level)
Obscuring Mist: Fog surrounds you.

Hexes:

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.
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.

Gear and Encumbrance:

ENCUMBRANCE
Current Encumbrance: Light
Light Encumbrance: up to 33 lbs.
Medium Encumbrance: 34-66 lbs.
Heavy Encumbrance: 67-100 lbs.

GEAR
Traveler's Outfit (5 lbs.)
Cestus

Backpack
- Ink
- Inkpen
- Journal
- Scroll Case
-- Scroll (Cure Light Wounds)
-- Paper (5 sheets)
-- Trail Rations, Elven (2 days)
- Waterproof Bag

Belt Pouch
- Alchemist's Fire (2)
- Compass
- Money (5 gp 5 sp)

Donkey
- Harness
- Pack Saddle
-- Alchemy Crafting Kit
-- Bedroll
-- Blanket
-- Firewood (5 days)
-- Silk Rope (50')
-- Survival Kit
-- Trail Rations, Elven (3 days)

Spell Component Pouch (2 lbs.)

Appearance:

DESCRIPTION
Velathwen is a fairly attractive elven woman, with dark hair and green eyes. Though she is somewhat graceful, she is far from being physically intimidating. She has a confidence that stems from other sources, however; one look in her eyes, and that source becomes plainly evident. Those eyes contain vast knowledge of the world around her, and she knows how to use that knowledge to her advantage - or to your detriment.

PHYSICAL CHARACTERISTICS
Height: 5'8"
Weight: 102 lbs.
Skin: Fair
Hair: Black
Eyes: Green

PERSONALITY
Velathwen is generally good-natured and helpful to those in need, or to those that help others; she can't do much on her own, but her gifts lend aid to those around her and allow them to succeed where she could not. She does realize there is evil in the world, and that evil must be dealt with, but she also believes there is a place for redemption in it.

Background:

Velathwen was born on the outskirts of the Gronzi Forest south of the city of Stoneclimb, near the Icerime Peaks. Her parents, worshippers of Erastil and studiers of the natural world around them, had built a home nestled between the slopes of the mountains to the east and the shores of a small lake to the west. They had a small flock of mountain goats and a plot of land near the lake where they had a small subsistence farm. Her childhood was simple, and she counted herself happy even if the weather or other circumstances made it occasionally difficult.

As she grew, her parents realized that she was particularly bright, so they sought to challenge her, teach her what they could of nature, history, magic, even planar theory; before long, she had learned all that they could teach her and hungered for more. She began to teach herself about the relationships between nature and magic, first approaching the relationship from the natural side and inadvertently teaching herself the art of crafting alchemical substances. While this was certainly interesting, she could not deny that she felt there had to be...more.

So began her obsession. She spent months - years, even - trying to make progress; she analyzed the world around her, performed experiments designed to tease out the arcane inherent in the natural. Suffice to say, it did not go well. She failed. A lot.

...

So close..., thinks Velathwen after one particularly long exercise in frustration. I felt...something. A maple tree had fallen in the recent storm; the wind had blown so hard the old tree's roots were ripped out of the ground, upper branches submerged in the nearby lake. She sits on the trunk near those roots and looks around to make sure she is still alone, then cocks her head to one side, listening to the lapping of the small waves against the shore, the rustling of the brushes and leaves of the other vegetation nearby. Nothing out of the ordinary. What, then?

She stands, ready to head back, when she feels a sudden, inexplicable sense of loss; tears begin falling unbidden from her eyes. Unsure of what brought this on, she begins picking her way across the frigid beach when she notices movement out of the corner of her eye; she gasps, a sense of fear courses through her. Turning her head quickly, she catches a glimpse of a tail darting behind a tree. Control yourself; you know these woods, there are no surprises here... She calms herself, slowing her breathing and letting her heart follow, then steps toward the tree confidently. At the same time, a lizard-like creature peers around the tree, meeting her gaze. Calm...calm... she repeats to herself, forcing her nerves to settle once more as she and the creature approach one another. Curiosity, then...hand outstretched to stroke under the chin, snake-like head nuzzling the back of her hand, getting her scent. Before she knew it, the creature had climbed up her arm and settled around her shoulders, and a sense of joy and contentment had settled around her heart.

...

With the discovery of her familiar, Velathwen's studies became significantly more fruitful. She found that spending time with the creature - a compsognathus, she had learned - helped to center her, focus her thoughts. With that focus came understanding, and with understanding came...results.

...

Velathwen's forehead, lined with effort, beads with sweat despite the frigid air. She feels the comforting presence of her familiar nestled in the small pouch at her side as she stares at the candle's wick. Remember how the energy flows around you, through you, through all things. Just divert a part of the energy, focus it, and use that energy to light the candle. She sighs, Simple. Her gaze drops as she bows her head, defeated again. Time to reconsider my base theories; perhaps this isn't possi..., but before she can finish the thought, a dark form scitters across the floor. Rat! Without so much as a thought, her lips form the words once more and the candle sputters to life. She quickly grabs the candle and rushes to the corner of her room...only to see a familiar face. She smiles, "You did that on purpose..."

...

That first victory was one of many more to come. She learned new ways to exercise this power she had discovered, using the energy around her in a myriad of ways. As she spent more time with her familiar, her focus improved as well. Eventually, she got to the point where, as long as she spent some time with her small dinosaur in the morning, she found that she could maintain her focus throughout the day. Over time, she began to learn other ways to influence the world around her, even to the point of being able to manipulate chance. So it was that she spent the next several years, growing in power and ability.

Now, given the opportunity to explore the nearby lands, to learn all that she can about the area and test her skills and mettle against the unknown, she can barely contain her excitement. She equips herself as she is able and makes her way south...

Familiar (Compsognathus):

Init +6; Senses low-light vision, scent; Perception +4

DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 4 (1 HD)
Fort +4, Ref +4, Will +2

OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +1 melee (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9
Feats Improved Initiative
Skills Perception +4, Swim +10

SPECIAL ABILITIES
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Future Development:

Equipment at Level 1:
180 GP
- 5 GP Cestus
------
175 GP
- 5 GP Spell component pouch
------
170 GP
-38 GP 6 SP Backpack, Bedroll, Belt Pouch, Blanket, Compass, Scroll: Cure Light Wounds
------
131 GP 4 SP
-36 GP 6 SP Ink, Inkpen, Journal, Paper (5 sheets), Silk Rope (50'), Scroll Case, Survival Kit, Waterproof Bag
------
94 GP 8 SP
-25 GP Alchemy Crafting Kit
------
69 GP 8 SP
-10 GP Elven Trail Rations (5 days)
------
59 GP 8 SP
-14 GP 2 SP 5 CP Donkey, Feed (5 days), Harness, Pack Saddle
------
45 GP 5 SP 5 CP
-40 GP Alchemist's Fire (2)
------
5 GP 5 SP 5 CP
- 5 CP Firewood (5 days)
------
5 GP 5 SP

Level 1
- Hex: Misfortune
- Feat: Extra Hex (Cackle)

Level 2
- Hex: Slumber

Level 3
- Feat: Craft Wondrous Item

Level 4
- Hex: Cauldron
+1 Int

Level 5
Feat: Extra Hex (Flight)

Level 6
- Hex: Tongues

Level 7
Feat: Leadership (?)

Level 8
- Hex: Scar
+1 Cha

Level 9
Feat: Accursed Hex

Level 10
- Hex:
- Major Hex: Retribution

Level 11
Feat: Split Hex

Macros: