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About Andromeda & VirgoAndromeda:
Female Fey Boreal Human Oracle 1 Winter Witch 10 Witch (Winter Witch) 6 N Medium Fey ((humanoid), cold, human) Init +10; Senses low-light vision; Perception +26 Andromeda in gnome form
Skills
Languages Abyssal, Aklo, Aquan, Auran, Catfolk, Celestial, Common, Cyclops, Daemonic, Dark Folk, Draconic, Dwarven, Elven, Ettin, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Sahaugin, Shadowtongue, Sphinx, Strix, Sylvan, Tengu, Terran, Undercommon
-------------------- Virgo:
Female Fey Boreal Dinosaur, Compsognathus N Tiny Fey ((animal), cold) Init +8; Senses low-light vision, scent; Perception +20 Virgo in gnome form -------------------- Defense -------------------- AC 33, touch 19, flat-footed 29 (+6 armor, +4 Dex, +2 size, +8 natural, +3 deflection) hp 77 (1d8+5) Fort +10, Ref +9, Will +12 (+4 vs. Mind Affecting effects) DR 5/cold iron; Immune cold; Resist +4 to will saves vs mind affecting effects, cold 10, electricity 10; SR 24 Weakness vulnerability to fire -------------------- Offense -------------------- Speed 40 ft., flight (60 feet, good), swimming (20 feet) Melee +1 Siccatite (Cold) Dagger +6/+1 (1d2/19-20/x2) and . . Bite (Fey Boreal Dinosaur, Compsognathus) +9 (1d3-1+1d6 cold/x2) Space 2.5 ft.; Reach 0 ft. Special Attacks poison (dc 15) Spell-Like Abilities Dancing Lights (3/day), Faerie Fire (1/day), Light (At will) -------------------- Statistics -------------------- Str 8, Dex 19, Con 20, Int 15, Wis 11, Cha 7 Base Atk +8; CMB +10; CMD 22 Feats Improved Initiative Skills Acrobatics +8 (+12 jump), Bluff +10, Climb +8, Diplomacy +6, Disguise -1, Escape Artist +5, Fly +28, Handle Animal -1, Heal +6, Intimidate -1, Perception +20, Sense Motive +3, Spellcraft +19, Stealth +17 (+21 in snow/frigid waters), Survival +4 (+6 to avoid becoming lost, +8 in snow/frigid waters), Swim +16, Use Magic Device +15 Languages Common, Draconic, Gnome, Sylvan SQ gnome, improved evasion, trackless step Combat Gear Elemental earth belt, Feychild necklace, Potion of barkskin +2, Potion of cure serious wounds, Potion of magic fang, greater +1, Ring of spell storing (minor); Other Gear +1 Siccatite (Cold) Dagger, Ioun stone (vibrant purple prism, cracked), Ring of protection +3, Robes of Xin-Shalast, Wayfinder (empty), You have no money! -------------------- TRACKED RESOURCES -------------------- +1 Siccatite (Cold) Dagger - 0/1 Dancing Lights (1/day) - 0/1 Dancing Lights (3/day) (Sp) - 0/3 Elemental Body III (Earth Form) (1/day) - 0/1 Faerie Fire (1/day) (Sp) - 0/1 Ghost Sound (1/day) - 0/1 Light (At will) (Sp) - 0/0 Potion of barkskin +2 - 0/1 Potion of cure serious wounds - 0/2 Potion of magic fang, greater +1 - 0/1 Prestidigitation (1/day) - 0/1 Speak with Animals (1/day) - 0/1 -------------------- Special Abilities -------------------- +4 to Will saves vs Mind Affecting effects (Ex) You get +4 to Will saves against Mind Affecting effects. Change Shape (gnome) (Su) You can change into a specific individual of another form. Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks. Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks. Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks. Elemental earth belt Immune to push, pull, or forceful movement, but not teleportation effects. Feychild necklace +4 to Cha skills/checks vs gnomes, +2 vs fey, -2 vs all others. Flight (60 feet, Good) You can fly! Immunity to Cold You are immune to cold damage. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Ioun stone (vibrant purple prism, cracked) This stone bears an obvious crack, whether as a result of crafting, because the raw stone began cracked, or due to damage. It stores one spell level, as a ring of spell storing (stored spells must be placed by a spellcaster but can be used by anyone). A Prism is usually faceted, with a long shape where top and bottom have the same number of sides. Normally the width and angle of all sides are uniform. Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Poison (DC 15) (Ex) Poison—Injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. Ring of spell storing (minor) A minor ring of spell storing contains up to 3 levels of spells (either divine or arcane, or even a mix of both spell types) that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is the same as the casting time for the relevant spell, with a minimum of 1 standard action. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the ring of spell storing. The ring magically imparts to the wearer the names of all spells currently stored within it. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Spell Resistance (24) You have Spell Resistance. Swimming (20 feet) You have a Swim speed. Trackless Step (Ex) A boreal creature does not leave a trail in snow and cannot be tracked. It can choose to leave a trail, if it so desires. This special quality does not apply to aquatic boreal creatures. Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage. Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51). spellbook:
Arcane Mark Witch 0 School: Universal; Components: V, S; Casting Time : 1 action; Range: Touch; Effect: One personal rune or mark, all of which must fit within 1 sq. ft.; Duration: Permanent; Save: None; Resistance: No Inscribes a personal rune on an object or creature (visible or invisible). Bleed Witch 0
Dancing Lights Witch 0
Daze Witch 0
Detect Magic Witch 0
Detect Poison Witch 0
Guidance Witch 0
Light Witch 0
Mending Witch 0
Message Witch 0
Putrefy Food and Drink Witch 0
Ray of Frost Witch 0
Read Magic Witch 0
Resistance Witch 0
Spark Witch 0
Stabilize Witch 0
Touch of Fatigue Witch 0
Air Bubble Witch 1
Alchemical Tinkering Witch 1
Chill Touch Witch 1
Cure Light Wounds Witch 1
Frostbite Witch 1
Icicle Dagger Witch 1
Mage Armor Witch 1
Ray of Enfeeblement Witch 1
Snowball Witch 1
Undine's Curse Witch 1
Unshakable Chill Witch 1
Web Bolt Witch 1
Whispering Lore Witch 1
Flurry of Snowballs Witch 2
Fog Cloud Witch 2
Frost Fall Witch 2
Haunting Mists Witch 2
Resist Energy Witch 2
Spectral Hand Witch 2
Winter's Grasp Witch 2
Deep Slumber Witch 3
Dispel Magic Witch 3
Gloomblind Bolts Witch 3
Glyph of Warding Witch 3
Ice Spears Witch 3
Ice Storm Witch 3
Irriseni Mirror Sight Witch 3
Lightning Bolt Witch 3
Sands of Time Witch 3
Sleet Storm Witch 3
Strangling Hair Witch 3
Cure Serious Wounds Witch 4
Curse of Magic Negation Witch 4
Enervation Witch 4
Phantasmal Killer Witch 4
Scrying Witch 4
Shadow Step Witch 4
Wall of Ice Witch 4
Cone of Cold Witch 5
Curse, Major Witch 5
Icy Prison Witch 5
Suffocation Witch 5
Telepathic Bond Witch 5
Teleport Witch 5
Wind Blades Witch 5
Wreath of Blades Witch 5
Dispel Magic, Greater Witch 6
Freezing Sphere Witch 6
Ice Crystal Teleport Witch 6
Lash of the Astradaemon Witch 6
Chain Lightning Witch 7
Control Weather Witch 7
Ice Body Witch 7
Temporary Resurrection Witch 7
Cure Serious Wounds, Mass Witch 8
Polar Ray Witch 8
Stormbolts Witch 8
Dreams:
Lissandra's magic twists the pure power of ice into something dark and terrible. With the force of her black ice, she does more than freeze – she impales and crushes those who oppose her. To the terrified denizens of the north, she is known only as "The Ice Witch". The truth is much more sinister: Lissandra is a corrupter of nature that plots to unleash an ice age on the world. Centuries ago, Lissandra betrayed her tribe to evil creatures, known as the Frozen Watchers, in return for power. That was the last day that warm blood ran through her veins. With her corrupted tribesmen and the strength of the Watchers, she swept across the land like a terrible blizzard. As her empire spread, the world grew colder and ice choked the land. When the Watchers were defeated by ancient heroes, Lissandra did not lose faith and swore to prepare the world for their return. Lissandra worked to purge all knowledge of the Watchers from the world. Using magic to take human form, she masqueraded as numerous seers and elders. Over the course of generations, she rewrote the stories of the Freljord, and so the history of its people changed. Today the fragmented retellings of the Watchers are seen as children's tales. But this deception wasn't enough – Lissandra also needed an army. She set her sights on the noble Frostguard tribe. Lissandra knew corrupting the Frostguard would take centuries, and so she launched her greatest deception. She murdered and stole the identity of the Frostguard leader. Then she slowly began to warp the tribe's proud traditions. When her human form grew old, she faked her own death and then murdered her successor to steal her identity. With each generation, the Frostguard grew more insular, cruel and twisted. Today, the world still sees them as a noble and peaceful tribe that guards against evil creatures like the Ice Witch. In truth, they now serve the witch and long for the glorious return of the Watchers. Lissandra knows that on that day nations will fall and the world will be reborn in ice. "Close your eyes and let the cold take you." Andromeda opened her eyes a small layer of frost formed on her face as her sweat froze. Virgo! She cried out. Yes, m’lady Virgo replied as she jumps up on the bed beside Andromeda. I had the dream again, About the Ice witch Lissandra m’lady, you know as well as I Lissandra was killed well over a hundred years ago. You are the Ice Witch now, the last of the iceborn Virgo replies attempting to reassure Andromeda of her position. As ruler of the Glacier fortress. Andromeda gets out of her bed. And goes to the ice formed balcony overlooking the fortress courtyard. Just below her perch stand two frost giants as silent sentinels guarding the entrance to Andromeda’s private chambers. Andromeds’s morning routine is interrupted by a knock on the door. Virgo shifts form from a tiny bipedal lizard to a slightly larger gnome. And goes over to open the door. Standing there is a small gnomeish figure his frost white beard and frost covered face. Holding a small silver tray and upon the tray rests a sealed envelope. (Winter fey redcap) Message for the Ice Queen he says. Virgo retrieves the message and dismisses the messenger. He bows and exits the chamber. Andromeda turns to Virgo Well? What does it say? she commands as she returns to her chamber and closes the doors to the balcony. Before the sun’s heat ruins the day. Virgo opens the letter but apparently cannot make heads or tales of what is written on it. Well? Andromeda urges, getting impatient at the delay. It says nothing, only these runes along the edges and a line upon the bottom Virgo replies. Andromeda snatches the paper from Virgo’s hand let me see
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