Voren the Outsider's page

814 posts. Alias of tieflingwizard.

Full Name

Voren the Outsider




Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point






21 (Technically 122)

Special Abilities

darkness, hard to kill, hexes, mythic hexes, mythic power, spontaneous healing, surge +1d6, wild arcana




Mostly Immonhiel




Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Kellish


Healer, Knight of the Fifth Crusade

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

About Voren the Outsider

Voren the Outsider
Male Tiefling Witch (Hedge Witch) 6/Archmage 1
NG Medium Outsider (Native)
Init: +6, Senses: darkvision 60 ft, Perception +1
AC 15, touch 12, flat-footed 13 (+3 natural)
hp 51
Fort +5, Ref +6, Will +8; +2 against death effects; +2 sacred bonus vs insanity or confusion effects
Resist Fire 5

Speed 30 ft
Melee +1 adamantine morningstar +4 (1d8/x2)
masterwork cold iron heavy mace +4 (1d8/x2)
cold iron dagger +3 (1d4/19-20)
Special Attacks evil eye hex (DC 17; -2; 7 rounds), slumber hex (DC 17; 6 rounds)
Space 5 ft; Reach 5 ft

Witch Spells Prepared (CL 6th, concentration +12):
3rd (3/day) - Bestow Curse, Reach Cure Moderate Wounds, Summon Monster 3
2nd (4/day) - Blindness/Deafness, Cure Moderate Wounds, Lesser Restoration, Web
1st (4/day) – Cure Light Wounds, Ear-Piercing Scream, Enlarge Person, Ill Omen
0 (at will; can choose 4) – Detect Magic, Message, Stabilize, Read Magic
Witch Spells Known
3rd - Bestow Curse, Dispel Magic, Fly, Remove Disease, Pugwampi's Grace, Summon Monster 3
2nd - Blindness/Deafness (DC 16), Cure Moderate Wounds[M] [2d8+6+1], Fog Cloud, Lesser Restoration, Summon Monster 2, Web (DC 16)
1st - Burning Hands, Cause Fear (DC 15), Charm Person (DC 15), Comprehend Languages, Cure Light Wounds [1d8+5+1], Ear Piercing Scream (DC 15), Enlarge Person, Ill Omen, Mage Armor, Remove Fear, Summon Monster 1
0 - know all cantrips
Patron: Healing
Bold = Patron Spell
Spell-Like Abilities
1/day - Darkness (CL 6th)

Str 10 (+0), Dex 14 (+2), Con 13 (+1), Int 19 (+4), Wis 12 (+1), Cha 12 (+1)

Base Atk +3; CMB +3; CMD 15 (17 with medal of valor)
Feats: Alertness (when familiar’s within arm’s reach), Extra Hex (Cauldron), Extra Hex (Evil Eye), Fey Foundling, Mythic Spell Lore[M], Reach Spell
Traits Blessed Touch (heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell), Riftwarden Orphan (+2 to concentration checks)

Skills Craft (alchemy) +15, Fly +7, Heal +12, Intimidate +6, Knowledge (arcana) +12, Knowledge (history) +10, Knowledge (planes) +13, Linguistics +9, Spellcraft +10, Use Magic Device +7
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Kellish
SQ beguiling liar, darkness, familiar (greensting scorpion), fey foundling, hard to kill, hexes (healing hex [2d8+6+1], cackle hex), mythic hexes, mythic power, prehensile tail spontaneous healing, surge +1d6, wild arcana
Combat Gear +1 adamantine morningstar (6 lbs), cold iron dagger [1 lb] (stored in belt pouch), masterwork cold iron heavy mace (8 lbs); Other Gear chirurgeion’s kit (consists of a leather pouch, a healer's kit, a bottle of strong brandy, a potion of cure light wounds, a vial of smelling salts, and 2 doses each of alchemist's kindness, antiplague, antitoxin, bloodblock, and soothe syrup) [4 lbs], masterwork backpack [4 lbs], a bedroll [5 lbs], a belt pouch [0.5 lbs], a flint and steel, a mess kit [1 lb], soap [0.5 lbs], a spell component pouch [2 lbs], trail rations (6 days) [6 lbs], waterskin [4 lbs], traveler’s clothes [5 lbs], cloak of resistance +2 [1 lb], wand of cure light wounds [CL 1st; 40 charges], 6 potions of cure light wounds, potion of shield of faith +2, potion of sanctuary, 2 potions of lesser restoration, 2 potions of protection from evil, 9 doses of gold, 6 doses of spirit of wine, troll oil [1 lb], bracers of armor +1 (1 lb), wand of cure moderate wounds (CL 2nd, 4 charges), Scroll of Shocking Grasp, Scroll of Resist Energy, Wand of Magic Missile (CL 3rd, 7 charges), wand of neutralize poison (CL 3rd, 1 charge), scroll of dimensional lock, amulet of natural armor +1, 2 potions of cure moderate wounds, potion of mage armor, 1 scroll of comprehend languages, scroll of restoration, Wardstone fragment, mess kit (1 lb), bedroll (5 lbs), medal of clarity (pinned), medal of valor (pinned), tender (140 gp, 48 sp, 45 cp) (carrying 43 lbs)

Portable alchemist's lab - with caravan (20 lbs)
Iron Cauldron - with caravan (5 lbs)

Other items Cloudwalking Scale

Gave letter to Aravashnial

For Easier Reference

Potions Carried
- 7 potions of cure light wounds
- potion of shield of faith +2
- potion of sanctuary
- 2 potions of protection from evil
- 2 potions of lesser restoration
- 2 potions of cure moderate wounds
- potion of mage armor

Wands Carried
- wand of cure light wounds [CL 1st; 40 charges] (No UMD check required)
- wand of cure moderate wounds [CL 2nd; 4 charges] (No UMD check required)
- wand of magic missile [CL 3rd; 7 charges] (UMD check DC 20 required)
- wand of neutralize poison [CL 3rd; 1 charge] (No UMD check required)

Scrolls Carried
- scroll of shocking grasp (UMD check DC 21 required)
- scroll of resist energy (UMD check DC 22 required)
- scroll of dimensional lock (UMD check DC 28 required)
- 1 scroll of comprehend languages (UMD check DC 21 required)
- 1 scroll of restoration (UMD check DC 24 required)

Magic Items Equipped
Shoulders: cloak of resistance +2
Wrists: bracers of armor +1
Neck: amulet of natural armor +1 (wolf jawbone and thick cord)

Alertness (when familiar is in arm's reach) You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Beguiling Liar Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings' practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.
Brew Potion You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Cackle Hex (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.
Cauldron Hex Voren receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.
Evil Eye Hex 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.
Fey Foundling Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
Hard to Kill Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Healing Hex 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.
Medal of Clarity As a swift action, the wearer of the Medal of Clairity can gain a +2 sacred bonus to Intelligence for 1 minute (once a day). In addition, this medal grants a constant +2 sacred bonus on saves against insanity or confusion effects.
Medal of Valor As a swift action, the wearer of the Medal of Valor can gain a +2 sacred bonus to Strength for 1 minute (once a day). In addition, this medal grants a constant +2 sacred bonus to CMD.
Mythic Hexes Your hexes are more effective against non-mythic targets. When you use a hex that requires a saving throw against a non-mythic target, that target is automatically affected for 1 round (which doesn't count toward the hex's duration) and can't attempt a saving throw to resist the hex. On your turn the next round, the creature attempts its saving throw as normal. If it succeeds at this saving throw, it breaks free of the hex; otherwise, it's affected as normal. You must have the hex class feature to select this ability. You can select this ability twice. If you select it a second time, it also affects your major hexes.
Mythic Spell Lore You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell.
Mythic Power Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Reach Spell You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. A reach spell uses up a spell slot one level higher than the spell’s actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks. Spells that do not have a range of touch, close, or medium do not benefit from this feat.
Surge You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Scale of Cloudwalking CL 19th. Three times per day as a standard action, a scale can be used to cast levitate. A pillar of roiling clouds rises below the levitating object or creature, growing and shrinking with the target's altitude. This pillar is 5 feet in diameter (regardless of the target's size) and provides concealment (20% miss chance) to any creature or object wholly contained within.
Scaled Skin The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Slumber Hex A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Spontaneous Healing A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell.
Wild Arcana As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Age: 21
Height: 6’1”
Weight: 147 lbs

Skin Tone: Red
Body shape: Lanky
Ears: Pointed
Horns: Ram-like
Skin: Scaled
Teeth: Fanged
Hair Color and Style: black hair that reaches shoulders; many braids

Eyes: Glowing yellow
Hands: Clawed
Feet: Cloven hooves
Clothes: Dark, dirty robes. Very patchwork, as if they were made from various old scraps of fabric. The colors of the fabric range from black, grays, dark reds, and other dark colors. The shoulders of the robes are adorned with crow feathers. Various trinkets and oddities hang off of the robes in various locations. The trinkets include fey made tokens (provide no magical benefits), skulls, feathers, teeth, fangs, and claws. The hood is very deep to conceal his face and horns.
Ayne (6 HD)
Female Greensting Scorpion (Bestiary 4)
N Tiny magical beast
Init +3; Senses darkvision 60 ft.; Perception +4
AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 25
Fort: +2, Ref: +5, Will: +5
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
Str 3 (-4), Dex 16 (+3), Con 10 (+0), Int 8 (-1), Wis 10 (+0), Cha 2 (-4)
Base Atk +2; CMB +2; CMD 8 (20 vs Trip)
Feats Weapon Finesse
Skills Climb +7, Craft (alchemy) +2, Fly +4, Heal +2, Intimidate -3, Knowledge (arcana) +3, Knowledge (history) +1, Knowledge (planes) +4, Linguistics +1, Perception +4, Spellcraft +1, Stealth +15, Use Magic Device -3
Environment warm or temperate forests
Organization solitary, pair, or colony (3–6)
Treasure none
Special Abilities
Alertness (within arm's length)
Deliver Touch Spells
Empathic Link (Ex)
Improved Evasion (Ex)
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Share Spells
Store Spells
Speak with Master

Voren was once a child of Sarkoris. Never knowing his parents, he was treated as an outsider due to his appearance while living in Undarin. He often took to wearing heavy cloaks and deep hoods. During this time, his only friend was a scorpion he called Ayne, who he could understand. Over time, he discovered an unusual talent: that of magical healing. The druids of his tribe took an interest and taught him. He also questioned about a peculiar mark on his arm. Though the answer was never revealed.

However, in 4606 AR, the Abyss began to open. Voren fled with everyone else, getting separated and joining other refugees at every turn. He kept his hood and cloak on, fearing what would to him happen in these trying times. Eventually, he found himself in the Shudderwood. Worn and weary, he continued to flee from the demons that attacked. However, he eventually collapsed, darkness taking hold.

Voren eventually woke. He stumbled around, coming across the untainted fey of the woods, in particular the dryad, Amayla. He was shocked to learn that the year was 4707 AR, at the tail end of the Fourth Mendevian Crusade. She explained that he was in a “fey slumber” that kept him safe and in a odd type of stasis. She and the other fey decided to take him in due to a strange glowing marking that encompassed his body that marked him as having some connection to the First World, believing that the marking allowed him to be in the fey slumber. He wandered into the various towns in Mendev and Ustalav to sell the alchemic items that he’s crafted and buy supplies, careful and jumpy of the townsfolk and the witch hunts that both countries participate in due to Mendev’s close proximity of the Worldwound and Ustalav’s superstitious mentality.

Throughout his life, Voren studied and researched another peculiar mark on his arm. He often had to go into towns and use the libraries. He poured over various books with Ayne.

When Voren turned 21, he eventually found out the peculiar birthmark was what was know as a Sign of the Seeker’s Spiral, a mark of the Riftwardens. However, Voren couldn’t remember hearing about such a group in 4606 AR.

Coming to the conclusion that his birth parents are most likely dead, he realizes that the one who killed them must still be alive. He decided to head to the Worldwound to investigate and the upcoming Crusade provided the perfect opportunity. Donning his heaviest and most concealing robes, he made his way to Kenabres. Reaching the town, he decided to participate in Armasse, as an opportunity to learn about the current state of the World, the Worldwound, the current norms of society, and to have some fun before pouring into his work.
Despite his intimidating stature and appearance, Voren is very shy and docile. He’s always afraid about what would happen if any of the crusaders or paladins would do if they discovered is true appearance. He often jumps at contact. However, as a healer, he can’t help but strive to help others, either through healing or other good deeds.

Language Matrix:

Celestial: French
Common: English
Dwarven: Swedish
Abyssal: Marathi
Elven: Italian
Draconic: Georgian
Kellish: Czech

Item Wish List:

Antidote Kit
Chirurgeon's Kit
Familiar Satchel
Vials... lots of vials
Wands, scrolls, rods, potions, rings, etc

Staff of Healing
Staff of Curses
Staff of Cackling Wrath
Staff of the Planes
Staff of Life
Staff of the Hierophant
Staff of Power

Wondrous Items:

Witching Gown
Corset of Dire Witchcraft
Robe of Stars
Robe of Gates
Robe of the Archmagi
Otherworldly Kimono

Tunic of Careful Casting
Cackling Hag's Blouse
Mantle of Faith
Mantle of Spell Resistance

Eyes of Doom
Eyes of Eyebite

Jaunt Boots
Shoes of Lightning Leaping
Boots of Teleportation

Healer's Gloves
Vampiric Gloves
Gloves of the Commanding Conjurer

Ring of Sustenance
Ring of Curing
Ring of Regeneration
Ring of Summoning Affinity (Agathion)
Ring of Summoning Affinity (Angel)
Ring of Summoning Affinity (Archon)
Custom made ring w/ Legendary Item mythic ability

Circlet of Mindsight
Mitre of the Heirophant
Mask of a Thousand Tomes
Helm of Teleportation

Headband of Vast Intelligence
Headband of Aerial Agility
Headband of Counterspelling
Headband of Mental Prowess
Headband of Mental Superiority

Hexing Runes
Periapt of Health
Periapt of Wound Closure
Amulet of Natural Armor
Scarab of Protection

Cloak of Resistance
Shawl of Life-Keeping
Cloak of the Hedge Wizard
Cloak of Fiery Vanishing
Cocoon Cloak
Comfort's Cloak
Cloak of Displacement

Bracers of Armor
Verdant Vine Bracelet
Seducer's Bane Bracelet

Hexing Doll
Universal Solvent
Ioun Torch
Hybridization Funnel
Bottled Misfortune
Book of Extended Summoning
Anatomy Doll
Page of Spell Knowledge
Pearl of Power
Goblin Skull Bomb
Handy Haversack
Flying Ointment
Bag of Holding
Cauldron of Brewing
Volatile Vaporizer
Restorative Ointment
Stone Familiar
Cauldron of Plenty
Broom of Flying
Tome of Clear Thought
Tome of Understanding
Cauldron of Resurrection
Scarlet and Blue Ioun Stones

Branch of Life

Story Hooks
Who are Voren’s parents?
Why did they leave him?
Why was he put in stasis?
Why does he have the Sigil of the Seeker’s Sprial?
Why is he branded with fey marks?
Who is his mysterious healing witch patron?
Why did he gain witch powers?