Jadrenka

Verona of the Wilds's page

31 posts. Alias of Delightful.


Full Name

Verona of the Wilds

Race

| HP: 8/9 | AC: 12, T: 11, FF: 11 | CMB: -1, CMD: 10 | F: +1, R: +1, W: +3 | Init: +3 | Darkvision 60 Ft., Perc: +1, SM: +1

Classes/Levels

| Speed 30 Ft.| Hexes (Evil Eye [-2, 6 Rounds]) | Spells:

Spoiler:
0—Daze (DC 13), Detect Magic, Light|1st—Burning Hands (DC 14), Mage Armor
| Active Conditions: None

Gender

Female NG Changeling Witch 1

Size

Medium

Age

18

Special Abilities

Hexes

Alignment

Neutral Good

Deity

Pharasma

Languages

Aklo, Common, Elven, Goblin, Varisian

Occupation

Herbalist

Strength 8
Dexterity 12
Constitution 10
Intelligence 17
Wisdom 12
Charisma 12

About Verona of the Wilds

Character Stats:

Verona of the Wilds
Female Changeling Witch 1
NG Medium Humanoid (Changeling)
Init +3 (+1 Dex, +2 Trait); Senses Darkvision 60 Ft.; Perception +1 (+1 Wis)
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Defense
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AC 12, Touch 11 (+1 Dex) Flat-Footed 11 (+1 Natural Armor)
HP 9 (1d6+3)
Fort +1 (+1 Trait), Ref +1 (+1 Dex), Will +3 (+1 Wis, +2 Class)
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Offense
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Speed 30 Ft.
Melee 2 Claws -1 (1d4-1) or Quarterstaff -1 (1d6-1)
Ranged Light Crossbow +1 (1d8/19-20)
Special Attack Hexes (Evil Eye [-2, 6 Rounds])
Witch Spells Prepared (CL 1st; concentration +4)
1st—Burning Hands (DC 14), Mage Armor
0 (At Will)—Daze (DC 13), Detect Magic, Light
Patron Healing
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Statistics
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Str 8 (-1), Dex 12 (+1), Con 10 (+0), Int 17 (+3), Wis 12 (+1), Cha 12 (+1)
Base Atk +0; CMB -1 (+0 BAB, -1 Str); CMD 10 (10, +0 BAB, +1 Dex, -1 Str)

FEATS
Extra Hex [1 Level Feat]: You gain one additional hex. You must meet the prerequisites for this hex. If you are a shaman, it must be a hex granted by your spirit rather than one from a wandering spirit.

TRAITS
Outlander (Exile): For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to twon, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.

Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

SKILLS (+2 Witch, +3 Int, +1 FCB = 6 Ranks)
Craft (Alchemy) +7 (+1 Rank, +3 Int, +3 Class)
Heal +5 (+1 Rank, +1 Wis, +3 Class)
Knowledge (Arcana) +7 (+1 Rank, +3 Int, +3 Class)
Knowledge (Nature) + 7 (+1 Rank, +3 Int, +3 Class)
Profession (Herbalist) +5 (+1 Rank, +1 Wis, +3 Class)
Spellcraft +7 (+1 Rank, +3 Int, +3 Class)

LANGUAGES Aklo, Common, Elven, Goblin, Varisian

COMBAT GEAR Acid; OTHER GEAR Light Crossbow, Crossbow Bolts (9), Quarterstaff; Backpack, Bedroll, Belt Pouch, Candles (10), Chalk (10), Familiar Satchel, Flint and Steel, Ink, Inkpen, Iron Pot, Mess Kit, Soap, Spell Component Pouch, Trail Rations (5 Days), Traveler's Outfit, Waterskin, Wooden Holy Symbol, 1 GP / 0 SP / 9 CP

Favored Class Bonus: Witch (+1 Skill Point)

Racial Traits:

Changeling
+2 Wisdom, +2 Charisma, –2 Constitution: Changelings are frail, but are clever and comely.
Medium: Changelings are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Changelings have a base speed of 30 feet.
Hag Racial Trait: Each changeling inherits one of the following racial traits, depending on her mother’s hag type.

Green Widow (Green Hag): The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.

Claws: Changelings’ fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Natural Armor: Changelings have a +1 natural armor bonus.
Darkvision: Changelings can see in the dark up to 60 feet.
Languages: Changelings begin play speaking Common and the primary language of their host societies. Changelings with high Intelligence scores can choose from the following languages: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.

Class Features:

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.

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.

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.

Evil Eye: 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.

Healing: A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Witch's Familiar: 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).

Familiar Stats:

Prince
Toad
N Diminutive Animal
Init +1; Senses Low-Light Vision, Scent; Perception +5
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Defense
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AC 16, Touch 16, Flat-Footed 14 (+1 Dex, +1 Natural Armor, +4 Size)
HP 2 (1d8–2)
Fort +0, Ref +3, Will +2
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Offense
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Speed 5 Ft.
Space 1 Ft.; Reach 0 Ft.
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Statistics
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Str 1, Dex 12, Con 6, Int 6, Wis 15, Cha 4
Base Atk +0; CMB –3; CMD 2 (6 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +5, Stealth +21; Racial Modifiers +4 Stealth
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Special Abilities
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Alertness While a familiar is within arm's reach, the master gains the Alertness feat.

Empathic Link 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.

Familiar Bonus The master of a toad familiar gains 3 hit points

Improved Evasion 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).

Monetary Bookkeeping:

Starting Witch Wealth: 105 GP 0 SP 0 CP
Quarterstaff: Free
Light Crossbow: -35 GP
Crossbow Bolt (10): -1 GP
Acid: -10 GP
Backpack: -2 GP
Bedroll: -1 SP
Belt Pouch: -1 GP
Candles (10): -10 CP
Chalk (10): -10 CP
Familiar Satchel: -25 GP
Flint and Steel: -1 GP
Ink: -8 GP
Inkpen: -1 SP
Iron Pot: -8 SP
Mess Kit: -2 SP
Soap: -1 CP
Spell Component Pouch: -5 GP
Trail Reactions (5 Days Worth): -5 SP
Traveler's Outfit: Starting Outfit
Waterskin: -1 GP
Wooden Holy Symbol: -1 GP
Playing Varisivia: -1 CP
Profit From Sold Remedies: +66 CP

Current Wealth: 10 GP / 0 SP / 74 CP

Familiar Stored Spells:

Cantrips = All cantrips known.

Level One = Burning Hands, Cause Fear, Cure Light Wounds, Eye-Piercing Scream, Ill Omen, Mage Armor.

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FLUFF
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Background:

Verona would never know her father. All she can suspect is that he gave her up to an infamous hedge witch that resided in the dark wilds of Ustalav’s Shudderwood. Despite the many rumors to the contrary, Mirela of the Wilds was not an evil woman. Neither was she a brood mother to werewolves, a servant of Mestama, or an eater of children. She was simply a lonely old herbalist who had lost her family decades ago and came to prefer the solitude of the wilds over the intimacy of towns and cities. But even so, when she saw a baby on her cabin’s front porch, she couldn’t help but be reminded of her long-gone children and take the babe into her household.

Mirela was wise to the various creatures of the Shudderwood and recognized that the child was a changeling, but mattered little to the old herbalist. She was a defenseless babe in need, and though Mirela hadn’t been a practicing apothecary in many years, her dedication and oath to help those in need still held strong in her heart. Thus, she would name the dark-haired child Verona, after the eldest of her deceased children, and raise her as her own.

Mirela's efforts would not be wasted. Verona would grow up to be a sharp-minded young woman, fascinated by herbology, midwifery and the healing methods that she learned at her adopted mother’s side. Though she was raised mostly in isolation, with her mother being her only constant companion, Verona would at times journey with her mother to the villages that resided in the Shudderwood to administer herbal cures to the sick and assist in childbirths.

These trips were not without danger, though. Many of the villagers took Mirela’s cures as a last resort, and even then, most were suspicious of the herbalist and her strange daughter. One day these tensions reached a new and murderous level when a hysterical villager blamed the pair for his daughter’s disappearance. Ambushed and cornered by the angry man as they were traveling back home, the two would have surely been killed together if not for Verona suddenly casting a spell that sent the would-be murderer running in terror.

Mystified by her daughter’s sudden display of power, Mirela asked how she was able to conjure such magic. With tears in her eyes, Verona came clean and explained how her dreams had recently been filled with mysterious voices warning her of approaching danger and offering her power and protection in exchange for her entering a pact with them. Verona told her mother how she first resisted voices offers but eventually acquiesced when she began to fear that the paranoid townsfolk of the Shudderwood would one day turn on them and reveal themselves to be the great danger the voices warned of. Scared of the bargain that her daughter had struck, but grateful that her powers had saved them, Mirela came to accept Verona’s newfound abilities, even nurturing their development.

Tragically, though, one grief-filled madman would turn out not to be the threat the voices warned of. Verona’s “true” mother, a green hag, finally sent forth The Call, beckoning her progeny her side so that she could begin Verona's transforming into a hag. Verona very well could have been lured to her doom if not for her mother stopping her from walking into the Shudderwood in a hypnotic haze. Alas, the green hag would not be denied and one night the creature directly tried to capture Verona for herself. Mother and daughter would try to repel the hag, but ultimately, Mirela would be forced to sacrifice her own life to allow Verona to escape.

And so, Verona fled the Shudderwood and her homeland of Ustalav. She would travel far to escape the grasp of her biological mother, trekking through the knightly realm of Lastwall and the strife-filled forests of Nirthamas until finally reaching the vast territory of Varisia. Verona is still unsure if she plans on making the small town of Sandpoint her new home, but for now she sees it as a safe harbor and perhaps even where she can become more accepted than she ever was in Ustalav. Only time well time if this is the case, but until then, Verona has found lodging and purpose as Hannah Velerin's apprentice herbalist.

Personality:

As young as she is, Verona is an old soul, not easily prone to hurried action or rushed judgments. She prefers to take her time on things if she believes there’s an opportunity to think things through before acting. She's also cautious, a trait that comes from a life of hiding away from others for fear that they may reject her changeling nature. As such, Verona is quite reserved, preferring to get to know someone before deluging her secrets and troubled past.

When it comes to interests, Verona is fascinated by magic and medicine, seeing both as intellectual pursuits worth understanding and promoting. Given her years of isolation in the wilderness, she has habits that can come across as bizarre to others, like enthusiastic describing the effects of a poison. Despite this seemingly anti-social exterior, Verona does ultimately want to help people as her adopted mother did and she dreams of becoming an herbalist whose trusted rather than feared.

Appearance:

Portrait

Verona would be considered eerily beautiful if not for her utter disinterest in flaunting her appearance. As is, her raven-black hair is usually an unruly mane of wavy curls. Like many changelings, Verona is naturally pale-skinned and is both parts tall and slender. She also has the common changeling trait of heterochromia, with her left eye being an emerald green and her right a deep blue. Given her rustic upbringing, Verona is used to wearing practical clothing: usually kirtles, tunics and cloaks made out of durable materials. Though not picky, she tends to wear black over other colors.

Height: 5'8" Weight: 130 lbs. Hair: Black Eyes: Blue and Green (Heterochromia)

Minor Character Tidbits and Quirks:

- Verona has only been in Sandpoint for three months. Beforehand she made a living on the road selling herbal remedies.
- Verona has a notable, but still understandable, Ustalavic accent.
- Verona is almost never without her mother’s Pharasmite pendant around her neck.
- Verona usually keeps Prince in a protective familiar satchel, but she'll release him to a pond or swamp whenever she thinks its safe to do so. She routinely collects dead insects for him to eat.
- Her moniker of Verona "of the Wilds" originates from the fabled Witches of the Wild of Ustalavic folklore. Verona's adoptive mother was accursed of being one long ago and went on to appropriate the title as a mark of pride. Verona has taken moniker in honor of her, but by no means does she demand that others use the title.
- Verona is decidedly not a fan of hags, and her biggest fear is her mother finding her again and turning her into one.
- Verona has a crush on Hannah Velerin, her mentor and employer. She doesn't quite know what to do with these feelings, having up until now never really thought of romance or courtship beyond the abstract.
- A few examples of Verona's off-beat "quirks" are: collecting whatever odd plants she finds in the wild, mumbling the ingredients for remedies to yourself seemingly at random, and rarely making eye contact with people.
- Verona is Neutral Good with Chaotic Good tendencies. This is especially true in regard to her not always acting in ways considered "normal" in proper society.
- Verona doesn't know who her "patron" is, with her familiar being tight-lipped on the matter, but she hypothesizes (and hopes) that it is one of the healing deities she worships. Pharasma and Immonhiel are her two front-runners in this theory.
- Verona chiefly worships Pharasma as a goddess of life and birth but she also reveres other major gods (Desna, Gozreh, Nethys) along with a few obscure healing deities (Dalenydra, Dammer, Immonhiel, Shei, Teshallas) as well.
- A young Helena Bonham Carter is a close proximation of what Verona would look like in the real world. Just add black hair and heterochromia.