The Clutch of Verthandi
Noble bannerman of House Halcyon; a witch.
Male human witch 9/aristocrat 1
N Medium humanoid (human)
Init – 1; Senses Perception + 0 (+ 2 with familiar)
AC 16, touch 9, flat-footed 16
(– 1 Dex, + 5 armor, + 1 natural)
hp 57 (9d6+1d8+20)
Fort + 4, Ref + 2, Will + 8
Defensive Abilities Combat Expertise
Speed 30 ft.
Melee + 1 longsword + 7 (1d8+3/19-20)
Ranged mwk starknife + 4 (1d4+2/3/20 ft./1 starknife)
Special Attacks hexes (Will DC 18, 30 ft.; charm [2 steps, 4 rounds], disguise [9 hours], fortune [2 rounds], slumber [9 rounds], tongues [9 minutes]), Improved Trip
Witch Spells Prepared (CL 9th; concentration + 13, Combat Casting)
5th — hold monster (Will DC 19)
4th — charm monster (Will DC 18), dimension door, divine power
3rd — dispel magic, greater magic weapon, heroism, suggestion (Will DC 17)
2nd — bull’s strength, stilled cure light wounds, detect thoughts (Will DC 16), stilled enlarge person, false life
1st — charm person (Will DC 15), cure light wounds (2), divine favor, unseen servant
0 — daze (Will DC 14), detect magic, mending, read magic
Str 14, Dex 8, Con 12, Int 18, Wis 10, Cha 14
Base Atk + 5; CMB + 7; CMD 16
Feats Arcane Armor Training, Combat Casting, Combat Expertise, Eschew Materials, Improved Trip, Still Spell
Skills Appraise + 17, Diplomacy + 18, Disguise + 6, Intimidate + 6, Knowledge (local) + 17, Knowledge (nobility) + 17, Profession (clerk) + 13, Spellcraft + 17, Use Magic Device + 15
Languages Common (north & south), Dwarven, Gnome; tongues hex
SQ witch’s familiar (thrush named Majis, stores all cantrips, prepared spells, and patron spells, plus break enchantement, cure serious wounds, divination, enthrall, identify, mage armor, mount, peacebond, remove disease, and zone of truth)
Combat Gear potion of cure serious wounds, scroll of transformation, scroll of zone of truth
Other Gear + 1 longsword, mwk starknife, + 1 mithral shirt, amulet of natural armor + 1, noble’s outfit (75 sp), 450 sp worth of assorted jewelry and finery, 2 gp, 36 sp
Lord Dusun Borneo is a prominent wheat merchant and a bannerman of House Halcyon. He rose to power extremely quickly, and has become a prominent figure in court and high society. He has drawn praise from those who commend his hard work and mistrust from those who believe his successes stem from secret affairs.
In truth, Lord Dusun has vested interest in making sure his fellow townsfolk never learn his secret: that he is a witch. He has used several of his spells and hexes to garner success in his industrial farming trade, and much of his wheat empire will be forfeit if the public learned of his magical nature.