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Svetlana Kalashnikov's page

No posts. Alias of ChazzAtron5000.


Full Name

Svetlana Kalashnikov

Gender

{HP 8/8 | AC10 T10 FF10 CMD10 | F/R/W 1/0/2 | Init +0 Per +2 SM +2} Female Human Witch

About Svetlana Kalashnikov

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Stats:

HP 8/8
AC 10 T10 FF10 CMD 10
F/R/W 1/0/2
Spells
0th - Daze, Detect Magic, Light
1st - Burning Hands, Charm Person, Mage Armor
Effects
None

Name Svetlana Kalashnikov

Female Human Witch 1
Chaotic Good, Medium, Humanoid (Human)
Init +0; Perception +2

DEFENSE

AC 10, touch 10, flat-footed 10
hp 8/8 (1d6+1, +1 favored class bonus)
Fort +1, Ref +0, Will +2

OFFENSE

Speed 30'

Melee
Club +0 1d6
Wooden Stake +0 1d4

Ranged
Club +0 1d6 10ft
Wooden Stake +0 1d4 10ft

Combat Options
See spells and hexes

STATISTICS

Str 10, Dex 10, Con 13, Int 20, Wis 10, Cha 10

Base Attack +0; CMB +0; CMD 10

Feats
Extra Hex
Extra Hex
Brew Potion
Alertness

Traits
Teacher's Pet
Alchemical Adept

Skills
+3 Climb*
+15 Craft Alchemy
+9 Knowledge Arcana
+9 Knowledge History
+9 Knowledge Nature
+9 Knowledge Planes
+11 Knowledge Religion
+2 Perception
+2 Sense Motive
+9 Spellcraft
+4 Use Magic Device

*Armor Check Penalty -0

Languages
Common, Infernal, Abyssal, Celestial, Draconic, Necril

EQUIPMENT
Weapons
Club
Wooden Stake

Armor
None

Other Gear
Donkey "Jack"
Cart
Portable Alchemist Lab
Spell Component Pouch
Explorer's Outfit
Waterskin
Flint and Steel

Wealth
None

Carrying Capacity
Light: 33
Medium: 66
Heavy: 100
Carried: 18

SPELLCASTING
Concentration +6
Spells per day
0th - 3
1st - 3
Save DC 15 + Spell Level
Spells Prepared
0th - Daze, Detect Magic, Light
1st - Burning Hands, Charm Person, Mage Armor
Spells Known
0th - All
1st - Air Bubble, Burning Hands, Charm Person, Ear-Piercing Scream, Mage Armor, Obscuring Mist, Ray of Enfeeblement, Summon Monster I

Hexes DC 15
Cauldron
Healing
Evil Eye

Patron
Time: 2nd—ventriloquism, 4th—silence, 6th—haste, 8th—threefold aspect, 10th—teleport, 12th—disintegrate, 14th—expend, 16th—temporal stasis, 18th—time stop.

Familiar
Pungo (reskinned spider familiar)

Stats:

Pungo
N Tiny magical beast
Init +5; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 19, touch 17, flat-footed 14 (+5 Dex, +2 natural, +2 size)
hp 4 (1 HD)
Fort +2, Ref +5, Will +2
Improved Evasion

OFFENSE
Speed 30 ft.
Melee bite +7 (1d3–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS
Str 3, Dex 21, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +3; CMD 9 (21 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +13, Climb +21, Perception +4, Stealth +17; Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES
Familiar
A spellcaster who selects a scarlet spider as a familiar gains a +3 bonus on Climb checks as long as the familiar remains within 1 mile of her; a scarlet spider familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.

Poison (Ex)
Bite—injury; save Fort DC 10; frequency 1/round for 4 rounds; effect 1 Str; cure 1 save.

Familiar Rules:

Familiar Basics
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.

Hit Points
The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks
Use the master's base attack bonus, as calculated from all her classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.

Saving Throws
For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all her classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.

Skills
For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Familiar Ability Descriptions
All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.

Natural Armor Adj.
The number noted here is in addition to the familiar's existing natural armor bonus.

Int
The familiar's Intelligence score. The process of making a vermin into a familiar grants it an Intelligence score and removes the mindless trait. Vermin familiars communicate with their masters and other vermin of their kind (greensting scorpions with other scorpions, house centipedes with other centipedes, and scarlet spiders with other spiders) by way of a strange combination of behaviors, slight changes in coloration, and even the excretion of scents, subtle and otherwise. As with other types of familiars, other creatures cannot understand this communication without magical aid.

Alertness (Ex)
While a familiar is within arm's reach, the master gains the Alertness feat.

Empathic Link (Su)
The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.

Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells
The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Store Spells
Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

Deliver Touch Spells (Su)
If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.

Speak with Master (Ex)
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex)
If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Spell Resistance (Ex)
If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

Scry on Familiar (Sp)
If the master is 13th level or higher, she may scry on her familiar (as if casting the scrying spell) once per day.

Witch Abilities:

Class Skills
The witch’s class skills are Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiency
Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.

Spells
A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier.

A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Canrtips
Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

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: Witch. 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.

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. 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.

Witch's Familiar (Ex)
At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch’s Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Major Hex
Starting at 10th level, and every two levels thereafter, a witch can choose one of the following major hexes whenever she could select a new hex.

Grand Hex
Starting at 18th level, and every two levels thereafter, a witch can choose one of the following grand hexes whenever she could select a new hex.

Appearance:

Clone of the Pathfinder iconic witch, because why fix something that isn't broken :)

Age: 19, Height: 5'5", Weight: 125 lbs.

Speaks with a Russian accent, because in Chelxian Russia...

Pungo typically nests in Svetlana's long white hair, biting anyone else that gets close.

Personality:

Svetlana is incredibly intelligent, to the point where it has become difficult for her to communicate with all of the inferiors that surround her. The addition of a privileged upbringing has compounded this. She has a mischievous streak, and uses her superior logic to avoid being caught. If she were to have a friend other than Pungo, she might find out that she has a kind streak hidden under all the years of evil upbringing and being ostracized for being the smartest person in the room. She also has a great disdain for clergy, especially when they shove the Word of whatever particular brand of god they worship down others' throats.

When not nesting in Svetlana's hair or hunting for dinner, Pungo likes to entertain her by sneakily crawling onto unsuspecting targets, especially when they are sleeping.

Background:

Svetlana was born in Cheliax to the Kalashnikov family. The Kalashnikovs are arms dealers, involved with trade all over the Inner Sea region. Svetlana's father specializes in firearms, which manages to produce quite the healthy profit. The Kalashnikov family has long been ingrained into Chelaxian politics, so needless to say they are lawful evil as hell. Due to Svetlana's rebellious attitude, her parents decided to send her away to a boarding school at the age of 11. Despite their disdain for her attitude, they still wanted her to have a prestigious education. Their hope was that the school structure would break her of her contrarian attitude. Svetlana had always terrorized her private tutors, but they all agreed that she was extremely intelligent and would excel at the arcane arts. There was only one school good enough for the Kalashnikov's to send their daughter away to - the Magnus School of Wizardry.

The Magnus School of Wizardry is hidden away; none but the staff know its location. Admissions offices are located in all major cities, and potential students are put through rigorous testing to see if they are adequately prepared. Once accepted they attend schooling for 7 straight years, studying a variety of topics. Svetlana excelled at her studies, however, her attitude did not improve. She eventually learned how to manipulate the system at school to avoid getting in any serious trouble. She was not well liked by her classmates because she was a brainy know it all, and she never made any attempts to change their opinions of her.

Svetlana also realized early on that her spell book was a big waste of time. Her familiar, Pungo, seemed to be able to give her access to magic without all the silly writing it down nonsense. She then found out that she was in fact practicing witchcraft. Witchcraft was highly frowned upon at the Magnus School of Wizardry due to the silly superstitions of some of the more generous donors. While academic classes are tought about witchcraft, witches are not trained at the Magnus School of Wizardry. Fortunately for Svetlana, she was able to go through the motions with a spell book and the sight of Pungo on her desk kept most of the instructors from getting too close to her desk. Svetlana excelled at alchemy and potion making, which impressed several of her instructors.

During the last year of her schooling, Svetlana attended a course taught by a guest instructor, Professor Lorrimor. He taught about philosophy, religion, magic, and their effects on historical and modern society. Svetlana was fascinated by the Professor. The classes included debates, and when they touched upon the religious aspects Svetlana would become very vocal. Her parents were very religious, and as a result she is against organized religion because of the effects it had on her while growing up. Svetlana spent hours studying about the idiosyncrasies of the organized religions of the world, and used this information to make the more religious in the class feel like fools. The Professor was impressed by Svetlana's passion, and often invited her to private tutoring sessions to discuss advanced topics. The Professor was the first person that Svetlana had ever connected with, one that didn't lay down silly expectations and allowed her to be free with her thoughts. He was very kind to her when he rebuffed her advances, and she handled it well because the way he came across was that it wasn't her, it was women in general.

After graduation, Svetlana went back to her home in Cheliax. She spent a short time there, with her parents informing her of all of the things they had planned for her life, including a marriage proposal to a local clergyman of high standing. At one evening meal, during the soup course, both of Svetlana's parents fell face down in their bowls. As the servants rushed to aid their masters, Svetlana made off with a cart full of expensive items stolen from the house. By the time her parents came to from the sleeping drought she had spiked their soups with, Svetlana was long gone. She was able to sell off their ill-gotten gains and used some of it to cover her tracks. Svetlana chose to go north, not quite certain as to why. As her funds began to dwindle, she used her talents to become a traveling provider of fine alchemical and medicinal products. The proceeds from this helped to maintain a certain amount of luxury on the road, and she never stayed in a village too long lest the inhabitants realize that their vitality potion was just ginseng and sugar water. Along the way, word came about the death of the Professor, with an invitation to attend his funeral. Given that she was already headed in that general direction, Svetlana pushed on forward to Ravengro. Hopefully the Professor left her some money, because her coin purse ran out staying in the last town.