Vinexa's page

163 posts. Alias of Drogeney.

Full Name



Spells: Lvl 1 3/3 | Pow: 1/1


female half-elf sorceress 1 | HP 15/15 | AC 13, TAC 13 | Class DC 17 | F +4, R +6, W +1 | Per +2 |

About Vinexa


human (half-elf), entertainer, sorceress 1
CN, medium, humanoid (human, elf)
Senses Low-light Vision
Perception +2 = 4 – 2 + Item T

HP 15/15 , Temp
AC 13 (14) = 10 + 0 + 0 (1) + 3 + Item
TAC 13 = 10 + dex+ Item
F +4 = 3 + 1 + Item T
R +6 = 3 + 3 + Item T
W +1 =3 - 2 wis + Item E
Armor Proficiencies
Unarmored T
Light U
Medium U
Heavy U

Melee dagger +6 = 1d4 + misc; 1d4 s/p
Range sling +6= + 3 +3 +item; 1d6 b
Weapon Proficiencies
Simple T
Martial U
Advanced U
Unarmed T
Other U
Offense Spells

Type occult
Atk Rolls +7 =+3+4 T
Spell Dcs 17=10++3+4 T
1st – (3/3) illusory disguise, charm, ray of enfeeblement
0-lvl (infi) detect magic (hs), daze (gs), dancing lights, prestidigitation, telekinetic projectile, shield
Power 1/1
1pt-Jealous Hex
Cast 1 action: verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration up to 1 minute

You draw forth a hag's innate jealousy to deny a target its greatest attribute. The target gains an adverse condition depending on its highest ability modifier: Strength (enfeebled); Dexterity (clumsy); Constitution (drained); or Intelligence, Wisdom, or Charisma (stupefied). On a tie, the creature decides which of the conditions associated with the tied ability modifiers to take. The target must attempt a Will save.

At the start of each of your turns, the target can attempt another Will save, ending the effect on a success.

Success The target is unaffected.
Failure The condition's value is 1.
Critical Failure The condition's value is 2.

Ability Scores Str 10, Dex 16, Con 12, Int 12, Wis 7, Cha 18
Speed 25 ft; Class DC +17; Hero Points 1

Acrobatics +3 = +3 + 0 + Item U
Arcane +4 = +1 + 3 + Item T
Athletics +0 = +0 + 0 + Item U
Crafting +n = +n + n + Item U
Deception +7 = +4 + 3 + Item T
Diplomacy +4 = +4 + 0 + Item U
Intimidation +4 = +4 + 0 + Item U
Lore (lore) +4 = +1 + 3 + Item T
Medicine -2 = -2 + n + Item U
Nature -2 = -2 + 0 + Item U
Occultism +4 = +1 + 3 + Item T
Performance (sing) +7 = +4 + 3 + Item T
Performance (dance) +7 = +4 + 3 + Item T
Religion -2 = -2 + 0 + Item U
Society +1 = +1 + 0 + Item U
Stealth +3 = +3 + 0 + Item U
Survival -2 = -2 +0 + Item U
Thievery +3 = +3 + 0 + Item U
Languages common, elven

Elf Atavism Your elven blood runs particularly strong, granting you features far more elven than those of a typical half-elf. You may also have been raised among elves, steeped in your elven ancestors’ heritage. You gain the benefits of the elf heritage of your elven parent or ancestors. You typically can’t select a heritage that depends on or improves an elven feature you don’t have. For example, you couldn’t gain the cavern elf’s darkvision ability if you didn’t have low-light vision. In these cases, at the GM’s discretion, you might gain a different benefit.

Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.
Seer Elf You have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.
feat name description
Fascinating Performance When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time.
feat name description
Max: nB
Carried: nB nL

Weapons dagger, slingshot, 20 sling bullets
Armor explorer’s clothing
Magic Items
Gear backpack, bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, waterskin, 2 sets of caltrops, bandolier, sheath
Special Abilities

Blood Magic Spiteful curses punish your foes. The first creature that deals damage to you before the end of your next turn takes 2 mental damage per spell level and must attempt a basic Will save.


Vinexa is a half-elven woman of twenty-eight years with long green hair who stands five foot six inches tall. She her elf-blood is much stronger than the Novan leaving her with more elven looking features than human and have slowed her aging a bit more than the normal half-elf. She wears a pale green dress that leaves most of her stomach exposed and has a skirt that is shaped like leaves and has sleeves that come down to her wrists but leaves her shoulders and neck exposed. A pair of soft, dark-brown, boots go with her look that reach up to her knees and a small pair of earrings are worn in her ears. When traveling she carries a dagger and sling at her waist.


Vinexa is a strange woman who fits in neither elven nor human society all that well. To the elves she is too young and has just enough human to make her undesirable, and to the humans she is too beautiful and exotic due to how much like an elf she looks. This has left Vinexa trying to cope with being alone, a fact made more difficult due to the whisperings of green hag in her mind which leave her distracted and suggestible.

The only time Vinexa feels like herself is when she is using her magic or performing a song or dance. Though she is much the outsider Vinexa has garnered many admirers for her beauty and performance but it is all superficial and she knows that beneath the praise is actually jealousy and fear of what she is. Overall this leave Vinexa rather isolated from others even though all she wants is to be truly accepted by someone.

Because of her circumstances Vinexa does have a darkside, one that takes delight in manipulating others by words or magic, and when it comes to the surface it causes her problems. While she tried to be good her emotional isolation from others and the whispers of the hag push her ever so slowly in the opposite direction.


Vinexa was born to the elven seeress, Fiennelloraa, as the end result of the plots of a green hag, Eusmil Delacroix. Fienne’s visions resulted in the foiling of a decades long plot by Eusmil to usurp control over the local elven populace and this left the hag feeling bitter. She found a Veran man, one who hated the elves, and convinced him to join her in her plot. With the hag's help he forced himself on the seer Fienne and their one night together before his capture and execution succeeded in the hag’s goal of impregnating the seer with a child tainted by the hag herself that could be used to reap her revenge.

The hag’s plot only partially succeeded as Fienne, despite the circumstances, kept her child and raised the young Vinexa with great caring and love. Things were fine until Vinexa’s magic came to her. The hag had made sure that her blood would be a part of Vinexa’s and when the half-elf’s magic appeared it was tainted with the powers of the hag Eusmil. While the elves were horrified, and felt fully justified now in their treatment of Vinexa, it was truly they who caused what came next.

At some point, while trying to learn control of her magic Vinexa accidentaly lost her focus when someone came and taunted her at the wrong moment. Her concentration broke and Vinexa’s power ran wild. When it was all done, and her power controlled again, many people had died including Fienne. The village wanted to end Vinexa right then and there but a last prophecy from Fienne saved her daughter’s life. It was said in the written recording that, should the elves kill her daughter, it would bring about the end of their way of life and the victory of the hag. If they let her live, however, Vinexa would one day lead to their salvation.

While no one wanted to believe the prophecy they didn’t dare kill the young woman then instead of death they chose exile. Vinexa was taken from elven lands and left far from them, turned loose to survive or not on her own, near a human village. It was around that same time that the human’s from Alderan arrived on the shores and slaughtered the village that Vinexa had been left in out of fear for their magic. While they put everyone to the sword one person knew that Vinexa was not like the others and should be taken captive to be questioned.

Now in captivity Vinexa was taken to a nearby town for interrogation and, having no reason to care about the elves secrecy any longer she told them what they wanted to know. Over time they released the half-elf on a kind of parole, she wasn’t allowed to leave the town and was to do as instructed when instructed or suffer the consequences, and she complied. She managed to make a way for herself with songs the people had never heard before, songs they found beautiful due to their exotic elven nature, and occasionally dances. It has taken her years to get any amount of freedom and she hoped that, very soon, they would let her leave so she can find somewhere more pleasant to live even though there is no place that will have her.