Nazhena Vasilliovna

Tuva Black Raven's page

32 posts. Alias of Jesse Heinig.


Full Name

Tuva Black Raven

Classes/Levels

INACTIVE - GAME DIED

Size

Medium

Age

21

Alignment

Neutral Good

Deity

None

Location

The Frozen North

Languages

Common (Faerunian), Bothii, Chondathan, Dethek, Northern

Occupation

Scrimshaw artist and petty magician

Homepage URL

Picture

Strength 10
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 13
Charisma 14

About Tuva Black Raven

Tuva Black Raven
Female human (Uthgardt) witch (winter witch) 1
NG medium humanoid (human)
Init +3; Senses Perception +2

--------------------
Defense
--------------------

AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 7 (1d6, +1 Con)
Fort +1 (+0 base, +1 Con), Ref +2 (+0 base, +2 Dex), Will +3 (+2 base, +1 Wis)

--------------------
Offense
--------------------

Speed 30 ft.
Melee Dagger +0 (1d4/x2; piercing or slashing)
Ranged Dagger +2 (1d4/19-20/x2; piercing or slashing; 20 ft.)
Spells Prepared (CL 1st; concentration +6)
• 1st (2/day)—cure light wounds, sleep
• 0 (at will)—dancing lights, guidance, stabilize

--------------------
Statistics
--------------------

Str 10, Dex 14, Con 12, Int 18, Wis 13, Cha 14
Base Atk +0; CMB +0; CMD 12
Languages: Common (Faerunian), Bothii, Chondathan, Dethek, Northern

--------------------
Feats
--------------------

Human
Spellfire Wielder: You are one of the rare people who have the innate talent to control raw magic in the form of spellfire.
Benefit: You can use spellfire to absorb spell energy, fire destructive blasts, or heal others, as described in the Spellfire section of the previous chapter.
Special: You can only take this feat as a 1st-level character. Acquiring this feat requires the approval of the DM.

Level 1
Eschew Materials: You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

--------------------
Traits
--------------------

Arcane Temper (Magic): You have quick reactions and fierce concentration.
Benefits: You gain a +1 trait bonus on concentration and initiative checks.

Elemental Pupil (Regional): You have studied at the feet of the masters of the colleges of elemental magic, and so increased your own mastery of the elements.
Benefit: Choose one of the following energy types: acid, cold, electricity, or fire. When casting a spell of 1st level or higher that deals damage of your chosen energy type, the spell deals 1 extra point of damage of this type.
Chosen energy type: Cold

--------------------
Adventuring Skills
--------------------

Total skill ranks: 9 (2 class, +4 Int, +1 human, +2 background)

Heal +5 (1 rank, +1 Wis, +3 class skill)
Knowledge (arcana) +8 (1 rank, +4 Int, +3 class skill)
Knowledge (nature) +8 (1 rank, +4 Int, +3 class skill)
Perception +2 (1 rank, +1 Wis)
Spellcraft +8 (1 rank, +4 Int, +3 class skill)
Survival +2 (1 rank, +1 Wis)
Swim +1 (1 rank)

--------------------
Background Skills
--------------------

Craft (jewelry) +8 (1 rank, +4 Int, +3 class skill)
Knowledge (geography) +5 (1 rank, +4 Int)

--------------------
Untrained Skills
--------------------

Acrobatics +2 (+2 Dex)
Appraise +7 (+4 Int, +3 familiar)
Bluff +2 (+2 Cha)
Climb +0
Diplomacy +2 (+2 Cha)
Intimidate +2 (+2 Cha)
Sense Motive +1 (+1 Wis)

--------------------
Gear
--------------------

Total starting wealth: 180 gp

Cold weather outfit (free starting outfit)
Dagger (2 gp, 1 lb.)
Jewelry, scrimshaw of a leaping whale on leather cord (10 gp)
Masterwork backpack (50 gp, 4 lbs.)
[
• Artisan's tools, masterwork, jewelcrafting (55 gp, 5 lbs.)
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Flint and steel (1 gp)
• Grooming kit (1 gp, 2 lbs.)
• Healer's kit (50 gp, 1 lb.)
• Snowshoes (5 gp, 4 lbs.)
• Trail rations, 6 days (3 gp, 6 lbs.)
• Waterskin (1 gp, 4 lbs.)
• 6 gp, 4 sp
]

--------------------
Special Abilities
--------------------

Human

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Witch (winter witch) 1

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.

Cantrips: 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.
A winter witch adds ray of frost to her spell list, but does not automatically learn this cantrip.

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.
Ward: A witch can use this hex to place a protective ward over one creature.
• Effect: The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.

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.
Patron: Winter

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.
Winter witches must choose a familiar that is native to the frozen north, even when they themselves operate in other regions. Traditionally, this limits winter witch familiar choices to bat, cat, fox, hawk, owl, rat, raven, or weasel. A winter witch who gains the Improved Familiar feat can select any familiar she desires, save for familiars with the fire subtype.
Chosen familiar: Raven
• 1st—cure light wounds, frostbite, nature's paths, remove sickness, sleep, snowball, unseen servant
• Cantrips—Arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, stabilize, touch of fatigue

Ice Magic: When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by +1. A winter witch cannot learn or cast spells with the fire descriptor at all.

Cold Flesh (Ex): At 1st level, a winter witch gains endure elements as a constant spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures. At 9th-level, this increases to cold resistance 10, and at 14th level, it becomes immunity to cold.
This replaces the witch’s 4th-level hex.

--------------------
Backstory
--------------------

Description: Tuva is a quintissential Uthgardt woman: Tall, well-formed, with long, free-ranging hair, icy blue eyes, and a complexion like the snows. She is a bit distant and offputting at first, primarily because her upbringing has made her a little standoffish. She has shadowed cheekbones and a lean build.
Though Tuva rarely feels the cold, she often dresses in a fur-lined parka and skirts, fur-trimmed boots, and a circlet to keep her hair out of her eyes. She carries a pack made of tough hides with lacquered buckles (so they don't freeze and break in the cold), which bears her tools and her traveling gear, including a pair of snowshoes lashed to the back.
She is always accompanied by a clever black raven.

Hair: White
Eyes: Blue
Height: 5' 9"
Weight: 140 lbs.
Age: 23

Background: Tuva was a daughter of the Black Raven tribe of the Uthgardt, one of the strict traditionalists of the barbarian people of the north. As a young girl she had blonde hair and an infectious smile, but just before she became a teenager she was separated from her family during a terrible winter snowstorm. Though she was presumed lost and she feared that she would freeze to death, a strange black raven found her in the storm and led her to an icy bank where she sheltered from the wind. When she came out, she no longer felt the sting of the cold. In the distance, the aurora borealis danced its rainbow hues.
During her teen years she became increasingly rebellious, and her blonde hair grew out to a shocking snow-white color. Instead of becoming a favored daughter, pursued by hunters as a marriage prospect, she became shunned, a woman touched by supernatural forces - one who should have died in the cold. The tribal shamans debated whether she was supposed to have died, and whether her survival would anger Auril. Should she be sacrificed to appease the goddess of winter?
Little did they know that her raven friend had been talking to her, teaching her, whispering bits of wisdom, scraps of lore stolen out of the frozen ice of the far north, glittering secrets from the auroras. Slowly, Tuva discovered that she could manipulate the threads of magic. This was unthinkable to the Uthgardt, and filled her with disgust at herself. Should she not have died that day? Would it not be better? She wanted only to be a scrimshaw artist, a villager, perhaps someday a good wife and mother. But now her fate was sealed.
Fearing that she was cursed, she cast herself into the Sea of Moving Ice, hoping to drown. But the cold did not kill her, and she washed up on a woody shore far to the south.
Followed by her raven, dripping from the icy water, she trudged inland, wondering what fate had in store for her next. Eventually she made her way to a farmer's hut, where she traded some of her petty magic for a place to sleep for the night; then to a village, where she traded one of her beaded bracelets for food and a few small coins; then to Luskan, at last, where she slowly found a niche, carving small winter trinkets out of bone and selling them, earning enough money to survive and keep a rented roof over her head. She accumulated a few useful tools and took to traveling.
But now she wonders if she should head north again. What became of her tribe? Of her family? Would they ever accept her? Should she have died that day, or does fate have something else in store for her?
And why does the aurora surround her in times of the direst darkness?

Personality Traits: Tuva is well-spoken, but quiet. She can be congenial, but there is always a sense of loss to her interactions. She feels unworthy, like she was destined to have died and has cheated Auril of her due, so someone else must pay the price. She feels like a freak and an outcast. As a result she has very low self-esteem. Nevertheless, she is soothing and easy to get along with, although she can be self-effacing.
Tuva likes the traditional foods of her people, such as reindeer and elk meat, and especially likes fresh fish. She has acquired a taste for pickled foods, such as pickled cabbage, usually stored for winter. She is not accustomed to sweet foods like honey or wine. She dislikes cat and dogs (they chase her familiar) and is indifferent to horses (they are just beasts of burden to her). She is torn in her feelings about children - once upon a time, she might have been a mother; now, as an outcast, she might never have children of her own.