
Marco Theseus Cain |

finally had time to get on my computer and coppy paste the last bits of my statblock, sorry for the delay guys

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You were plannig to make an arcane caster seeing as the party lacked one
We have some psionic casting, but not much, and we have some healing in the form of the paladin (the cleric will join later) and we have an abundance of martial, and we have plenty of skill monky

Edward Sobel |

Ok here is the first cut...
I need a "cool" name and to buy equipment
Unnamed Hero
Male Arctic Elf (Snowborn) Witch (Winter Witch) 3
N Medium humanoid (elf, human)
Init +1; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 17 (3d6+3)
Fort +2 (+4 vs. fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments), Ref +2, Will +4; +1 trait bonus vs. cold damage, +1 trait bonus vs. cold effects, +4 trait bonus vs. cold environments
Resist cold 5
Weakness light sensitivity
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Offense
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Speed 30 ft.
Melee unarmed strike +1 (1d3 nonlethal)
Special Attacks bloodline arcana: elemental, hexes (flight, frozen caress)
Spell-Like Abilities (CL 3rd; concentration +4)
. . Constant—endure elements (cold only)
. . At will—feather fall (self only)
. . 4/day—elemental ray
. . 1/day—levitate (self only)
Witch (Winter Witch) Spells Prepared (CL 3rd; concentration +6):
. . 2nd—flurry of snowballs (DC 17), winter's grasp
. . 1st—frostbite, snowball (2, DC 16)
. . 0 (at will)—detect magic, layer of ice (DC 13), ray of frost, stabilize
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Statistics
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Str 10, Dex 13, Con 12, Int 16, Wis 12, Cha 13
Base Atk +1; CMB +1; CMD 12
Feats Eldritch Heritage, Elemental Focus, Skill Focus (Knowledge [planes])
Traits elemental pupil, frostborn, ice walker (kellid)
Skills Acrobatics +5, Appraise +4, Diplomacy +2, Disguise +2, Knowledge (arcana) +9, Knowledge (nature) +8, Knowledge (planes) +10, Perception +5, Sleight of Hand +2, Spellcraft +9, Survival +2, Swim +5; Racial Modifiers +2 Perception
Languages Aquan, Common, Draconic, Elven, Orc
SQ desert runner, elf blood, cold flesh, paranoid, patron spells (winter)
Other Gear 3,000 gp
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TRACKED RESOURCES
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Elemental Ray (4/day) (Sp) - 0/4
Endure Elements (cold only, Constant) - 0/0
Feather Fall (self only, At will) - 0/0
Levitate (self only, 1/day) - 0/1
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Special Abilities
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Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Cold energy.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Desert Runner +4 Con checks and Fort vs. fatigue, exhaustion, running, forced marches, hot or cold environments.
Elemental (Water) You may change any energy spell to use your bloodline's energy type.
Elemental Focus (Cold) +1 DC to spells that deal damage of the chosen energy.
Elemental Pupil (Cold) +1 dam when cast damaging spells of chosen element.
Elemental Ray (4/day) (Sp) Ranged touch attack deals 1d6 Cold damage
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (Cold only) (Ex) Exist comfortably in cold regions.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Familiar Bonus: +3 to Acrobatics checks You gain the Alertness feat while your familiar is within arm's reach.
Frostborn You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold effects.
Frozen Caress (Su) Whenever the winter witch casts a touch spell, she can infuse the magic with cold as a swift action. This grants the spell the cold descriptor, and adds 1d4 points of cold damage to the spell’s effect. If the touch spell allows a saving throw, a succ
Ice Walker (Kellid) +1 bonus on saves against cold; ignore Acrobatics penalty for ice
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Paranoid Aid Another DC 15 for attempts to help you.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
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Arcane Familiar
Monkey (Pilferer)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +6
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Defense
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AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 8 (1d8)
Fort +2, Ref +4, Will +4
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Offense
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Speed 30 ft., climb 30 ft.
Melee bite +5 (1d3-4) and
. . unarmed strike +5 (1-4 nonlethal)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Base Atk +1; CMB +1 (+3 steal); CMD 7 (9 vs. steal)
Feats Improved Steal, Weapon Finesse
Tricks Defend, Fetch, Flee, Get Help, Seek, Watch
Skills Acrobatics +14, Appraise -1, Climb +10, Diplomacy -2, Disguise -2, Perception +6, Sleight of Hand +7, Spellcraft +1, Stealth +11, Survival +2, Swim +6; Racial Modifiers +8 Acrobatics
SQ defend, fetch, flee, get help, seek, watch
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TRACKED RESOURCES
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. . -none-
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Special Abilities
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Climbing (30 feet) You have a Climb speed.
Defend [Trick] The animal will defend you.
Fetch [Trick] The animal will get a specific object.
Flee [Trick] Attempts to run away or hide.
Get Help [Trick] Attempts to bring back people it considers "help"
Improved Steal You don't provoke attacks of opportunity when stealing.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Watch [Trick] Stands watch over designated area.

icehawk333 |

Alright.
A few issues, but not many.
No need for tricks for your familiar.
It is a sentient creature, and behaves as such- no need for teaching it tricks.
Winter witches must take an animal companion native to a cold terrain.
Eldritch heritage doesn't give bloodline arcana,
That's all I've seen so far.