Monday, July 29, 2013

Wren (Human Witch)

Wren (Miranda Vitteri) Varisian Witch
(Miranda Vitteri) Human Witch 1
(Patron: Trickery / God: Desna)     

CG Medium humanoid (Human)

Str 8 (-1), Dex 16 (+3), Con 12 (+1), Int 18 (+4), Wis 10, Cha 14 (+2)

Height: 5'11"     Weight: 135 lbs     Age: 21

  • Feats ~ Alertness (when familiar is in reach) ~ Extra Hexes (2)
  • Traits ~ Harrow Chosen (+2 Divination level on spells, 2/week cast Augury Spell) ~ Child of the Streets ~ Varisian Tattoo (+1 Saves vs charm/compulsion; proficient in Starknives and bladed scarfs) 
  • Drawback ~ Headstrong (must correct actions of others that contradicts alignment or she is shaken for 1 hour)
  • Skills ~ Knowledge (arcana) (+8), Intimidate (+6), Profession (Fortune Teller) (+4), Sleight of Hand (+8) Spellcraft (+8), and Use Magic Device (+6) ~ From Familiar: Appraise (+6) ~  Perception (+9) ~ Sense Motive (+4)
  • Languages ~ Common, Goblin, Elvish, Runic, Orc
  • Class Abilities ~ Familiar (Raven) +3 Appraise Skills; Alertness Feat; +2 Sense Motive / Perception ~
COMBAT ~ Base Attack (BAB) +0; CMB: -1; CMD: 12
Initiative: +3; Senses ~ Perception +1

Defense ~ AC 13 / 17 (+3 Dex / +4 Mage Armor); touch 13; flat-footed 14
HP 7        SAVES ~ Fortitude +1, Reflex +3, Will +6 (+1 saves vs charm/compulsion)
  
Offense ~ Speed 30 ft. ~ Melee ~ Bladed Scarf -1 attack (1d6-1 / x2; d4 vs grapples; Trip/Disarm) ~ Ranged ~ Starknife +3 attack (1d4-1 / critical x3 / Range 20' (5) ~ Sling (worn around wrist) +3 attack (d4-1 / x2 / Range 50' (10) Bullets: 10

Hexes ~ Slumber ~ Evil Eye ~ Healing (heal d8+1; 1/day per person)
(Hex DC = 1/2 witch level + Int + 10 = 15)

Spells ~ all 0-level spells ~ 7 1st level spells (Memorize: 3, 0-lvl; 2, 1st)

0-level ~ (3/day) Prepared Spells: Dancing Lights: Creates torches or other lights ~ Detect Magic: Detects all spells and magic items within 60 ft ~ Stabilize: Cause a dying creature to stabilize.

1st Level ~ (2/day) Mage Armor: Gives subject +4 armor bonus ~ Beguiling Gift: Subject immediately accepts an offered item and uses it ~ Charm Person: Makes one person your friend ~ Ear-Piercing Scream: Deal sonic damage and daze target ~ Frostbite: Target takes cold damage and is fatigued ~ Obscuring Mist: Fog surrounds you ~ Peacebond: Locks a weapon in place on the target's body

Familiar ~ MerlaRaven acts as a spellbook for a witch; Merla can communicate using either an empathic link (range 1 mile) to send general emotions or speak any languages Wren can

Tactics ~ Before Combat Wren casts Mage Armor During Combat she uses her Sleep or Evil Eye Hexes to defend herself following up with Charm Person to "recruit" a foe to help her

Gear ~ explorer's outfit, daggers (3), pocketed scarf (harrow deck / +4 Sleight of Hand- hide objects), patchwork cloak, backpack: bedroll, sewing needles, iron pot, flint and steel, waterskin, dice, rations (5 days), spell component pouch, mifwife kit (+2 Heal)  // GP: 8 SP: 12 CP: 4

Background ~ Before her birth, Wren's father, Fane Vitteri, lead an uprising against the Tyrant who had subjugated the Varisian's for decades as indentured slaves. Normally a nomadic peoples, they had been forced to tend the Tyrant's land as payment for a past slight long forgotten. Over the years they had tried to revolt, but the Tyrant's magic was too potent. To secure his victory, Fane made a secret pact with a Green Hag who lived in the region ~ he would give her a child for her aide. She agreed and the shackles were cast off, the Tyrant defeated. But when the time came to pay her price, Fane broke his pact and kept the child. With the help of the clan's priest, they cast the hag away but not before she placed a hex on Merla, Fane's wife who died a week later. Wren was raised by her Aunt- Jocasta, a hedge witch who trained her as a healer and taught her the ways of the harrow deck.

Merla
As they tried to rebuild their caravan and gather supplies to move on, a blight struck the land killing all the crops and livestock. They were forced to abandon their wagons and march on foot into the nearby mountains hoping to find food and water. They wandered for 10 years, chased by the blight and other misfortunes as the hag drove them away from safety. Always, just when it seemed all would be lost, the hag gave them a reprieve, sometimes weeks, sometimes years before yanking hope from them. Once such reprieve was a mountain vale with verdant fields and clear water, but the hag and her coven were waiting there with a clutch of harpies to capture the Varisians. Their journey was at an end as the harpies rounded them up and forced them into servitude. To escape capture, Jocasta leapt from a cliff and feather fell to safety, flinging hexes at the pursuing harpies. Jocasta used her magic to cloud Wren's memories of the past to spare the child the nightmares of their past. They escaped to Riddleport where they served a healers over the next 7 years before Jocasta felt Wren was old enough to hold her own as a healer and witch. She left to try and set her people free, but not before leaving Wren her harrow deck and telling her that she would leave Arcane Marks in the towns she passed through should Wren need to find her - she hasn't seen Jocasta since.

Wren began her life as a wanderer, looking for her aunt and making her way from hamlet to city working odd jobs- harrower, barmaid, cook, healer, tinker, peddler.. but never staying more than half a year. She always leaves an account on the walls of inns of her travels and plans always looking for signs of her aunt but finding none.

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