Toff Ornelos

Votun Raveneye's page

141 posts. Alias of Jubal Breakbottle.


Full Name

Votun Raveneye

Race

Old man/elf?

Classes/Levels

Winter Witch

Stats:
HP 7/7 | AC 13/13/10 | Fort +0 Ref +3 Will +2 | Init. +3 | Perception +2, 60-ft. Darkvision | CM +0/13

Size

Medium

Age

Adult, 100+

Alignment

Neutral Good

Occupation

Herbalist

Strength 10
Dexterity 16
Constitution 10
Intelligence 19
Wisdom 10
Charisma 10

About Votun Raveneye

APPEARANCE:
Votun Raveneye is often mistaken for an elderly Human with his white hirsute beard and his slightly pointed ears hidden behind shoulder-length, white hair. His slender physique is casually viewed as weak and fragile from old age, even his almond-shaped eyes of the color of the horizon (pale blue) only hint of Elven heritage. He wears a grey-hued explorer’s outfit complete with wide-brimmed hat, sturdy leather boots, leather belt and breeches, silk shirt, many-pocketed overtunic, and a voluminous, many-pocketed cloak. At his belt, swings a cold iron Morningstar with “Feyswatter” engraved on it, but no one has seen him use it.

Neutral Good Male Elf
Alternate racial trait

Darkvision:
Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Class Witch (Winter) 1
Favored Class Witch
Age Adult and 100+ Height 6-ft, 1-in Weight 165 lb.
Hair White Eyes Horizon, pale blue
GAME MECHANICS:
Initiative +3; Senses Perception +2, Darkvision 60-ft

==DEFENSE==
AC 13, touch 13, flat-footed 10 (+3 dex)
HP 7 (1d6 +0 Con +1 favored class)
Fort +0, Ref +3, Will +2
Armor none
Defensive Abilities Elven Immunities (Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.); Keen Senses (Elves receive a +2 racial bonus on Perception checks.)
Special Defenses Cold Flesh (Ex) (At 1st level, a winter witch gains endure elements as a constant spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures. At 9th-level, this increases to cold resistance 10, and at 14th level, it becomes immunity to cold.)

==OFFENSE==
Speed 30 ft/x4
Melee Cold Iron Morningstar +0 (1d8+0) 20/x2
Melee Club +0 (1d6+0) 20/x2
Ranged touch Ray of frost +3 (1d3 cold) 20/x2 Close Range
Special Attacks 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.); Weapon Familiarity (Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.); Ice Magic (When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by +1. A winter witch cannot learn or cast spells with the fire descriptor at all.)

==STATISTICS==
Str 10, Dex 16, Con 10, Int 19, Wis 10, Cha 10
BAB +0, CMB +0, CMD 13

Feats Breath of Experience, Weapon Proficiencies (Simple, longbow, longsword, rapiers, and shortbow)

Traits Eastern Mysteries (faction) [Once per day, you may select one single spell that you are casting that allows for a saving throw. You may increase the DC of that spell by +2.], Adaptive Magic (campaign) [You gain a +1 trait bonus on Knowledge (arcana) and Use Magic Device checks]

Skills 2+4 ranks
(0) Appraise +7 = Int + Raven
(1) Knowledge (arcana) +11
(1) Knowledge (history) +10
(1) Knowledge (nature) +10
(1) Knowledge (planes) +10
(0) Knowledge (all others trained) +6
(0) Perception +2 = Wis + Keen Senses
(1) Profession (herbalist) +6
(0) Profession (all others trained) +2
(1) Spellcraft +10
(0) Use Magic Device +1
Armor Check Penalty –0

Languages Common, Elven, Celestial, Draconic, Goblin, and Sylvan

HEXES & SPELLS:

Hexes Evil Eye, 7 rounds or Will DC 14 for 1 round (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.)

Spell-casting
Patron = Deception
Caster level check to overcome spell resistance +3
Concentration check +5
Spell DC = 4 + spell level + Ice Magic
Ice Magic (When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by +1. A winter witch cannot learn or cast spells with the fire descriptor at all.)

Spells Stored
0th – level: all witch & ray of frost
1st – level: Command, Charm Person, Ear Piercing Scream, Enlarge Person, Infernal Healing, Mage Armor, Mount, Ray of Sickening, Sleep, Snowball, Unseen Servant

Spells Prepared
(3) 0th – level: daze, detect magic, ray of frost
(2) 1st – level: Sleep, Sleep
* = used today

FAMILIAR:

Raven named Munin
Neutral Male Tiny Animal
Initiative +2; Senses Perception +8, Low-light vision

==DEFENSE==
AC 15, touch 14, flat-footed 13 (+1 natural armor +2 dex +2 size)
HP 3 (half 7)
Fort +1, Ref +4, Will +2
Special Defenses Empathic Link, Improved Evasion

==OFFENSE==
Speed 10 ft., fly 40 ft. (average)
Melee Bite +3 (1d3–4) 20/x2

==STATISTICS==
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
BAB +0, CMB +0, CMD 6
Feats Alertness, Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +8, Sense Motive +4
Languages Common
Special Abilities Share spells, Store spells

EQUIPMENT:
Gear
Worn
(5 gp) Pouch, spell component – 2 lb.
(16 gp) Cold iron morningstar – 6 lb. (loaned to Jorgo)
(10 gp) Loaned cold iron longsword (with Sigrun)
- Flask of Alchemist's fire - 1 lb. (from Jorgo)
- Club - 3 lb. (found)

Traveler’s Outfit – 5 lb.
(21 gp) Witch's kit – 21 lb.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a backup spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one.
(5 gp) Snowshoes – 4 lb. (carried by Sigrun, bought her and Jorgo a pair)

Spent on scrolls learning more spells
(25 gp) Charm Person
(25 gp) Enlarge Person
(25 gp) Command
(25 gp) Obscuring Mist

Currency 13 gp

Load 33 lb., Light load without morningstar and snowshoes

BACKGROUND:

Votun Raveneye woke up four years ago walking on the trail toward the village of Heldren. His only companion was the raven Munin. After significant and aggressive interrogation, Munin has absolutely refused to answer any question regarding Votun’s past explaining that Votun himself made Munin promise to maintain his silence. It is still a sensitive topic between them.

When he arrived in Heldren, Votun discovered the village lacked an herbalist. The wise woman’s land and hut was still abandoned three years after her death. He accepted her land and hut in exchange for providing villagers with herbs at cost. Visitors could be charged whatever he wanted. He has earned a reputation among the villagers as a kindly, eccentric old man who knows quite a bit about a great many things.

ADVANCEMENT:

2nd – Cackle, Ray of Enfeeblement, Cure Light Wounds
3rd – Extra Hex (Misfortune)
4th – nothing
5th – Extra Hex (Slumber)
6th – Winter Witch prestige class & Flight
7th – Winter Witch prestige class & Improved Familiar

POSTING HABITS:

During the weekday, I usually can post frequently between 9am to 4pm and 8pm to 10pm. During the weekend, I usually can only post at the very beginning of the day and at the end of the day. All times Eastern time zone.