Dr Davaulus

Doctor Krochka's page

1 post. Alias of Johnnycat93.


Full Name

Arina Krochka

Classes/Levels

Witch (Herb Witch) - Alchemist (Chirurgeon/Crypt Breaker) 1

Alignment

Lawful Nuetral

About Doctor Krochka

Arina Krochka
XP 0
Female Human Witch (Herb Witch) 1/Alchemist (Chirurgeon/Crypt Breaker) 1
LN Medium humanoid (Human)
Init +2; Senses Perception +5
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 DEX)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +3
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OFFENSE
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Speed 30 ft.
Melee dagger +0 (1d4/19–20)
Special Attacks alkahest bomb +3 5/day (1d4+5 acid DC 14; 1d8+5 acid vs Undead and Constructs DC 14)
Witch Spells Prepared (CL 1st; concentration +5)

1stcure light wounds, frostbite
0 (at will)dancing lights, detect magic, read magic

Patron Wisdom

Alchemical Extracts Prepared

1stshield, bomber's eye
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STATISTICS
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Str 10, Dex 15, Con 14, Int 18, Wis 13, Cha 10
Base Atk +0; CMB +0; CMD 12
Traits Precise Treatment, Clever Wordplay (Use Magic Device), Meticulous
Feats Combat Casting, Splash Weapon Mastery, Throw Anything
Skills Acrobatics +3, Autohypnosis +2, Bluff +1, Craft (Alchemy) +9, Disable Device +7, Knowledge (Engineering) +5, Knowledge (Nature) +8, Perception +5, Profession (Herbalist) +5, Sleight of Hand +6, Sense Motive +1, Spellcraft +8, Stealth +3, Survival +5, Use Magic Device +8
Languages Common, Sylvan, Terran, Auran, Aquan
SQ alchemy, crypt breaker's draught, trapfinding, witch's familiar (raven), herb lore
Gear alchemist's kit, formulae book, traveler's outfit, healer's kit, spell component pouch, 5 iron vials, 2 bandoliers, bear trap, 2 alchemical cements, 7 remedies, pocketed scarf, 4 gp
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SPECIAL ABILITIES
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Herb Lore (Ex)

Herb witches are masters of herbalism, and can use their herbs to duplicate many of the effects of alchemy, as well as craft tinctures of their own. An herb witch can attempt a Profession (herbalist) check in place of any Craft (alchemy) check and gains a bonus on Profession (herbalist) checks equal to half her class level.

In addition, herb witches are adept at brewing thick herbal cure-alls called remedies. An herb witch prepares her remedies while communing with her familiar and can prepare a number of remedies equal to 3 + her Intelligence modifier (minimum 1 remedy). A remedy becomes inert if it leaves the herb witch's possession, reactivating as soon as it returns to her keeping. A witch can never have more remedies than 3 + her Intelligence modifier.

As a standard action, the herb witch can administer a remedy to herself or a creature within reach. This consumes the remedy, and the herb witch attempts a Profession (herbalist) check against the save DC of any one disease or poison currently afflicting the consumer. If the check is successful, the effect immediately ends. If the disease or poison doesn't allow saving throws, the remedy is ineffective.

An herb witch can also use a remedy to attempt to end the blinded, deafened, fatigued, nauseated, or sickened conditions. This requires a Profession (herbalist) check with a DC equal to the spell or effect that caused the condition, or a DC 25 check if the condition was caused by an effect that doesn't allow for a saving throw. If successful, the condition ends. Only a single condition, disease, or poison can be removed with each application of a remedy.

Pavel the Raven (Familiar):

Pavel
XP 65
N Tiny animal
Init +2; Senses low-light vision, perception +9
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DEFENSE
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AC 15, touch 14, flat-footed 11 (+2 DEX, +2 size, +1 natural)
hp 5
Fort +1, Ref +4, Will +4
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OFFENSE
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Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.
Spell Like Abilities (CL 1st; Concentration +3)

1/hourprestidigitation
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STATISTICS
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Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Acrobatics +5, Autohypnosis +2, Bluff +1, Craft (Alchemy) +2, Disable Device +2, Fly +6, Heal +3, Knowledge (Engineering) -1, Knowledge (Nature) -1, Perception +9, Profession (Herbalist) +2, Sleight of Hand +3, Sense Motive +3, Spellcraft -1, Stealth +14, Survival +3, Use Magic Device -1
Languages Common
SQ Able Assistant, Empathic Link, Improved Evasion, Share Spells, Store Spells, Teammate
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SPECIAL ABILITIES
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Familiar

The master of a raven familiar gains a +3 bonus on Appraise checks.

Witch Spells Known/Formulae Known:

Witch Spells Known

1stanimal purpose training, blood money, carrion compass, cure light wounds, frostbite, mage armor, obscuring mist
0arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue

Alchemical Formulae Known

1stcomprehend languages, crafter's fortune, cure light wounds, bomber's eye, polypurpose panacea, shield

Background:

Arina Krochka was born the daughter of a surgeon and a wet nurse. Her family owned and operated a small clinic on the northern border of Galt. The basement of the clinic was converted into a living space for the family while the upper floors remained a fully operational medical facility. Growing up she was heavily influenced by the occupations of her parents and so also worked as a healer in the clinic. Specifically, Arina was tasked with gathering and mixing herbal remedies from local fauna; a cheaper alternative to common treatment which, in turn, made them more affordable for the average citizen.

Galt, with its perpetual unrest, was constantly changing hands with regards to rulership. Arina grew up under the administration of one Count Ugolino Lycaon. The Count, aware of the political realities of his office, sought to consolidate his power base by enacting a policy of mandatory military service. At the age of 20 Arina Krochka was conscripted into the Galtian Armed Forces.

During the Red Revolution her father had been a battlefield surgeon for the revolutionists. Now, nearly 50 years later, Arina was in a similar position. Officially her role was that of a healer and non-combatant attached to a unit of regular footsoldiers. In practice, however, a systemic lack of supplies and manpower meant that every body was need when fighting broke out - including hers. The units deployments were similarly unpredictable, ranging anywhere from police actions to full-blown urban warfare. Arinas experiences while in the military were equally varied. During an occupation of Woodsedge she had an intense affair with an elven saboteur. It ended when her unit was ordered to withdraw in the face of growing unrest, though she took away an understanding of some of the more nefarious applications of mixing chemical reagents. On another occasion she and her unit were tasked with entering the catacombs beneath Azurestone and eliminating an undead menace that had been plaguing the town for weeks. This involved the painstaking navigation of an almost impossible network of tunnels and chambers riddled with all manner of traps, obstacles, and sealed passageways. Into the belly of the beast, as it were.

Despite his best efforts Count Lycaon eventually fell into the hands of some bloodthirsty mob and was summarily beheaded. His administration suffered a similar fate, his edicts were repealed, and the military he built was dissolved. Arina, now 24, was a soldier no more.

Transitioning into everyday life wasn't particularly challenging. She returned to her clinic and continued her work as a medical professional. At the same time Galts infrastructure continued to crumble and the people suffered as a result. Arina felt that her duty demanded more of her than remaining in the relative safety of her home. She tool to wandering the countryside offer her services to those in need regardless of race, religion, creed, or ability to pay. To the common villager she offered diagnosis and treatment along with whatever tonics and supplies she could spare. Occasionally she would come across some camp or prison used to hold the political foes of this or that regime. Typically these were places of great injustice with prisoners being held in states of squalor or, for those less fortunate, left to rot in forgotten cells. Given the nature of their imprisonment, Arina was forced to use a trained raven to ferry supplies and advice over walls and past guards. Not much, but better than what they had.

Though she maintained a sense of neutrality while going about her work, the intense political climate of Galt proved too great a thing to ignore. She was viewed as having ties (real or imagined) with all manner of groups and, as a result, was wanted dead by a half-dozen more. Faced with a growing threat to the wellbeing of herself and her family, Arina decided to flee Galt and pursue her duties across the world at large.

She is 27 years old now, her stoic beauty is beginning to show the weight of ages. Her skin is well-tanned from travel and her short black hair is kept in a tight ponytail and out of the way while her sharp intellect is betrayed by her amber eyes. She stands at a clean 6 ft. tall; a height that would normally be a little imposing if it wasn't for her borderline-unhealthy scrawniness. What she lacks in brawn, though, she makes up for with a deft hand and sharp wit. In fact, she carries almost nothing on her person in the way of arms and armor. She instead relies on careful planning and execution when faced with danger (to the point of being detrimental should things go awry). Her bag of tricks, consisting mostly of things she picked up in the army, ranges from simple spells to potent alchemical concoctions. She wears clothing loosely reminiscent of a doctors uniform (basically a scarf and heavy coat) and carries all of her ingredients and tools in a small leather bag.

Recently rumors of an outbreak of a strange new disease tearing through Holver's Folly has prompted her to make for the settlement in hopes of rendering what aid she can.