Vretiel Vaneldra's page

84 posts. Alias of panegyric.

Full Name

Vretiel Vaneldra


| HP 17/17 | AC 15 (15 Touch, 14 Flat-Footed) | CMB 0, CMD 11 | Fort. +1, Ref. +2, Will +3, +5 enchantment | Init. +2 | Perc. +7, Sense Motive +2


| Speed 30ft | | Spells: 1st 2/3, 2nd 1/2 | Active conditions: Mage Armour


N Male Elf Witch 3











Strength 8
Dexterity 12
Constitution 10
Intelligence 18
Wisdom 10
Charisma 14

About Vretiel Vaneldra


Vretiel Vaneldra
Male Elf witch 3
TN Medium humanoid (elf)
Init +2, Senses low-light vision; Perception +7
AC 11, touch 11, flat-footed 10 (+1 Dex, )
hp 17 ((3d6)+3)
Fort +1, Ref +2, Will +3, +2 vs. enchantment spells and effects

Speed 9 m
Melee rapier +0 (1d6-1/18-20)
Ranged longbow +2 (1d8-1/x3)

Prepared Spells
Witch (CL 3rd; concentration +8)
2nd-glitterdust(DC 16), vomit swarm(DC )
1st-enlarge person, mage armor(DC 15), obscuring mist
0th-daze(DC 14), detect magic, guidance(DC 14), message

Str 8, Dex 12, Con 10, Int 18, Wis 10, Cha 14,
Base Atk +1; CMB +0; CMD 11
Feats Accursed Hex, Alertness, Extra Hex
Skills Bluff +12, Fly +5, Intimidate +6, Knowledge (Arcana) +9, Knowledge (History) +8, Knowledge (Nature) +8, Knowledge (Nobility) +5, Knowledge (Planes) +8, Perception +7, Spellcraft +10, Spellcraft (Identify magic item) +12, Use Magic Device +6,
Traits Arcane Temper, Fast-Talker,
Languages Celestial, Common, Draconic, Elven, Orc, Sylvan
SQ cackle, cantrips, charm, deliver touch spells, elven immunities, elven magic, familiar's alertness ability active, hex, keen senses, low-light vision, misfortune, trickery patron, weapon familiarity, witch's familiar, witch patron spells,
Combat Gear Wand of Cure Light Wounds (50 charges), candles (10), rations (trail/per day) (5),
Other Gear rapier, courtier's outfit, sack, chalk (1 piece) (5), waterskin, flint and steel, ink (1 oz. vial), inkpen, soap (per lb.), spell component pouch, belt pouch, longbow, arrows (20) (2), 103.65 gp
Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Cackle (Su) The witch can cackle madly as a move action. This hex can be used only once per round. 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.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Charm (Su) The hex improves the attitude of the target by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for 4 rounds. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. This is a mind-affecting charm effect.

Deliver Touch Spells (Su) Your familiar can deliver touch spells or hexes for you. If you and your familiar are in contact at the time you cast the touch spell, you can designate your familiar as the "toucher". Your familiar can then deliver the touch spell just as you would. As usual, if you cast another spell before the touch is delivered, the touch spell dissipates. If you activate a hex, your familiar can be used to make the touch. You do not have to be in contact with your familiar to use this ability.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) 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.

Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

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. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. 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 15.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Misfortune (Su) For 1 rounds, anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

No Racial Subtype You have chosen no racial subtype.

Trickery Patron

Weapon Familiarity (Ex) 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.

Witch's Familiar You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know.

Witch Patron Spells At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. Spells marked with an asterisk (*) appear in Chapter 5 of this book. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.


Vretiel's parents were Kyonin diplomats who spent most of their lives in Taldor and, as such, were involved all the courtly affairs, from balls to intrigues to whatever other activities the bored nobility of Taldor could come up with. It was in the middle of one of those occasions that they perished, victim of a freak accident with a flaming chariot.

With his parents dead, a considerable inheritance and his tutors all in Oppara, Vretiel (barely 20 at the time), remained in the human kingdom. He eventually took up to the courtier life, enjoying most of his days partaking in the same activities as his parents (serious politics aside, of course); as he did so, his finances were severely diminished. About the same time his coffers became empty, he received a guest who claimed to be a friend of his late parents. The guest presented young Vretiel with a contract that would assure patronage from a mysterious woman in exchange for help with courtly matters. Vretiel signed it promptly and squealed with joy as he received a lovely bright coloured snake called Anastasia in return. For many years after, the elf's life continued mostly the same continuing game of love affairs, betrayal, feasts and, well, a bit of cursing the right person here and there.

A few years ago, things changed radically. Though his powers remained intact, his patron's financial support was withdrawn and he was presented with a command to roam the smaller towns of the kingdom. Infinitely frustrated but without any means of refuting, Vretiel started a very, very, very unglamorous life amongst backwater, provincial towns and villages, the latest of which is the town of Belhaim. Once there, he is supposed to speak to a certain Bassy who requires assistance with (thus far) undisclosed matters.


Vretiel comes off as a deeply vain and superficial elf. Perhaps due to most of his life being spent alongside humans who got old and died way too often, he developed a somewhat frivolous attitude towards life. He does claim to have a soft core aching for love and true friendship (and he did hold utmost loyalty to some of his human friends), but to most the credibility of these claims seems…well, weak. That said, he usually tries to keep the mood around him joyful ("Dear, your life is far too short to be sad.") and strives to be a pleasant companion.


Vretiel is usually dressed in flashy and overly decorated clothing. He has a healthy complexion, black hair and pale blue eyes.