Verona of the Wilds's page

55 posts. Alias of Delightful.

Full Name

Verona of the Wilds


| HP: 10/10 | AC: 11, T: 11, FF: 10 | CMB: -1, CMD: 10 | F: +1, R: +1, W: +3 | Init: +4 | Perc: +2/+4, SM: +2


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

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


Female NG Human Witch 1





Special Abilities



Neutral Good







Strength 9
Dexterity 12
Constitution 12
Intelligence 18
Wisdom 14
Charisma 12

About Verona of the Wilds

Character Stats:

Verona of the Wilds
Female Human Witch 1
NG Medium Humanoid (Human)
Hero Points 1
Init +4; Senses Perception +2 (+4 with Familiar)
AC 11, Touch 11 (+1 Dex) Flat-Footed 10
HP 10 (1d6+4)
Fort +1, Ref +1, Will +4
Speed 30 Ft.
Melee Dagger -1 (1d4-1/19-20)
Ranged Light Crossbow +1 (1d8/19-20)
Special Attack Hexes (Evil Eye [-2, 6 Rounds])
Witch Spells Prepared (CL 1st; concentration +6)
1st—Ill Omen, Mage Armor
0 (At Will)—Daze (DC 14), Detect Magic, Read Magic
Patron Healing
Str 9 (-1), Dex 12 (+1), Con 12 (+1), Int 18 (+4), Wis 14 (+2), Cha 12 (+1)
Base Atk +0; CMB -1; CMD 10
Skills (+2 Witch, +4 Int, +1 Skilled, +2 Background = 8 Ranks)
Craft (Alchemy) +8 (+1 Rank, +4 Int, +3 Class)
Heal +6 (+1 Rank, +2 Wis, +3 Class)
Knowledge (Arcana) +8 (+1 Rank, +4 Int, +3 Class)
Knowledge (Nature) +8 (+1 Rank, +4 Int, +3 Class)
Knowledge (Religion) +5 (+1 Rank, +4 Int)
Profession (Herbalist) +6 (+1 Rank, +2 Wis, +3 Class)
Spellcraft +8 (+1 Rank, +4 Int, +3 Class)
Survival +7 (+1 Rank, +2 Wis, +3 Class, +1 Trait)
Use Magic Device +5 (+1 Rank, +1 Cha, +3 Class)
Aklo, Common, Goblin, Sylvan, Varisian
Extra Hex (Level 1 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.
Incredible Healer (Bonus Human Feat): When you use the Heal skill to treat deadly wounds, the target heals a number of hit points equal to either the result of your Heal check or the normal amount, whichever is higher. A creature can still benefit from having deadly wounds treated no more than once per day.
Arcane Temper (Magic): You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Outlander (Campaign): For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to town, 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.

Poverty-Stricken (Social): Your childhood was tough, and your parents always had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.
==Combat Gear Equipped==
Dagger (2gp) (1 lbs.)
Light Crossbow (35gp) (4 lbs.)
Crossbow Bolts x20 (2gp) (2 lbs.)

==Miscellaneous Gear Equipped==
Backpack, Common (2 gp) (2 lbs.)
Bedroll (1sp) (5 lbs.)
Belt Pouch (1 gp) (1/2 lbs.)
Canteen (2 gp) (1 lbs.)
Familiar Satchel (25 gp) (6 lbs.)
Ink (8gp) (—)
Inkpen (1sp) (—)
Traveler's Outfit (Free) (6 lbs.)
Spell Component Pouch (5 gp) (2 lbs.)
Trail Rations x3 (15 sp) (3 lbs.)
Wooden Holy Symbol (1 gp) (—)
Healer's Kit (50 gp) (1 lbs.)
Scroll of Remove Sickness (25 gp) (—)
Scroll of Enlarge Person (25 gp) (—)

==Magical Items==
------------------------ (Belt Slot)
------------------------ (Body Slot)
------------------------ (Chest Slot)
------------------------ (Eyes Slot)
------------------------ (Feet Slot)
------------------------ (Hands Slot)
------------------------ (Head Slot)
------------------------ (Headband Slot)
------------------------ (Neck Slot)
------------------------ (Shoulder Slot)
------------------------ (Wrist Slot)
------------------------ (Ring Slot 1)
------------------------ (Ring Slot 2)

Carrying Capacity
Light 0-30 lbs. Medium 31-60 lbs. Heavy 61-90 lbs.
Current Load Carried 0 lbs.
Current Wealth 21 GP / 2 SP / 0 CP

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium Size: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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).

Favored Class Bonus:
Witch 1 (+1 Hit Point)

Familiar Stats:

N Diminutive Animal
Init +1; Senses Low-Light Vision, Scent; Perception +5
AC 16, Touch 16, Flat-Footed 14 (+1 Dex, +1 Natural Armor, +4 Size)
HP 2 (1d8–2)
Fort +0, Ref +3, Will +2
Speed 5 Ft.
Space 1 Ft.; Reach 0 Ft.
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
Special Abilities
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).

Familiar Stored Spells:

Cantrips = All cantrips known.

Level One = Burning Hands, Cure Light Wounds, Diagnose Disease, Enlarge Person, Ill Omen, Mage Armor, Remove Sickness.

Semi-Public Background/Knowledge (Local) 15:

Verona of the Wilds is a relatively new inhabitant of Sandpoint who traveled from her homeland of Ustalav by way of caravan. She's been in town for about three months and is currently serving as Hannah Velerin's apprentice in herbology and medicine at her shop. She also lives there. Given her foreign origin, rather odd behavior, and profession in strange medicines and poisons, there's a couple unflattering and fear-mongering rumors surrounding her.

Detailed 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. 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 -- 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. 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. Sensing Verona’s burgeoning arcane power a green hag attempted to beckon Verona to her lair to devour her very heart. 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 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.

Appearance and Personality:


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

Verona would be considered eerily beautiful if not for her utter disinterest in flaunting her appearance. As is, her reddish-orange hair is usually an unruly mane of wavy curls. Verona is naturally pale-skinned and is both parts tall and slender. She also has 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.


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.

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.
- 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.

How To Speak Like a Ustalav:

Ustalav Accent: Eastern European
Trade I’s for Z’s
Trade W’s for V’s
Trade Th’s for Z (They becomes Zey, The become Ze, Then becomes Zhe, That becomes Zat, With becomes Wiz)
Trade first letter S’s for V
Yes/Yeah becomes Da.

Russians and Ukrainians often pronounce ''w'' as ''v'' (what->vat), however, that is less of an issue elsewhere in the Eastern block.