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No posts. Alias of Delightful.

Full Name

Astrid Snædóttir


| HP: 7/7 | AC: 11, T: 11, FF: 10 | CMB: -1, CMD: 10 | F: +1, R: +1, W: +4 | Init: +1 | Perc: +2/+4, SM: +2


| Speed 30 Ft.| Hexes (Evil Eye [-2, 6 Rounds]) | Prepared Spells:

0—Daze (DC 13), Detect Magic, Ray of Frost|1st—Mage Armor
| Active Conditions: None


Female N Human Witch (Seducer/Winter Witch) 1





Special Abilities









Celestial, Common, Draconic, Northern, Sylvan

Strength 8
Dexterity 12
Constitution 10
Intelligence 16
Wisdom 14
Charisma 16

About Astrid Snædóttir

Character Stats:

Astrid Snædóttir
Female Human Witch (Seducer/Winter Witch) 1
N Medium Humanoid (Human)
Init +2; Senses Low-Light Vision; Perception +2 (+4 with Familiar)
AC 11, Touch 11 (+1 Dex) Flat-Footed 10
HP 7 (1d6+1)
Fort +1, Ref +1, Will +4
Speed 30 Ft.
Melee Dagger -1 (1d4-1/19-20)
Ranged Ray of Frost +1 (1d3)
Special Attack Hexes (Charm [3 Rounds], Evil Eye [-2, 6 Rounds])
Spell-Like Abilities (CL 1st; concentration +3)
1/day—Detect Poison, Know Direction, Purify Food and Drink, Snow Shape
Constant—Endure Elements (cold temperatures only)
Witch Spells Prepared (CL 1st; concentration +3)
1st—Ill Omen, Mage Armor
0 (At Will)—Ray of Frost, Detect Magic, Read Magic
Patron Enchantment
Str 8 (-1), Dex 12 (+1), Con 10 (+0), Int 16 (+3), Wis 14 (+2), Cha 16 (+3)
Base Atk +0; CMB -1; CMD 10
Skills (+2 Witch, +3 Int, +2 Background = 7 Ranks)
Bluff +7 (+1 Rank, +3 Cha, +3 Class)
Diplomacy +7 (+1 Rank, +3 Cha, +3 Class)
Knowledge (Arcana) +7 (+1 Rank, +3 Int, +3 Class)
Knowledge (History) +7 (+1 Rank, +3 Int, +3 Class)
Knowledge (Geography) +7 (+1 Rank, +3 Int, +3 Class)
Knowledge (Nature) +7 (+1 Rank, +3 Int, +3 Class)
Spellcraft +7 (+1 Rank, +3 Int, +3 Class)
Celestial, Common, Draconic, Northern, Sylvan
Extra Hex (Level 1 Feat): You gain one additional hex. You must meet the prerequisites for this hex.
Precise Shot (Human Feat): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Overwhelming Beauty (Magic): Your wiles are particularly potent against people who share a race with you, as your beauty is often held up as a symbol of perfection. The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.

Fey Mediator (Region): You gain Sylvan as a bonus language. Additionally, choose Bluff, Diplomacy, or Knowledge (nature). That skill is a class skill for you.

Resilient (Combat): Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Occult Bargain (Drawback): You draw magical power from a source, such as a mysterious eidolon, shame-filled phantom, or First World patron, who insists that its identity remains secret. You take a -1 penalty on concentration checks, and you must invoke the entity’s name by word or text each day or be unable to regain spell slots that day. You must be able to cast 0-level and 1st-level spells as a class feature to select this drawback.
==Combat Gear Equipped==
Dagger (2gp) (1 lbs.)

==Miscellaneous Gear Equipped==
Backpack, Common (2 gp) (2 lbs.)
Bedroll (1sp) (5 lbs.)
Belt Pouch (1 gp) (1/2 lbs.)
Canteen (2 gp) (1 lbs.)
Ink (8 gp) (—)
Inkpen (1 sp) (—)
Jewelry (25 gp) (—)
Traveler's Outfit (Free) (6 lbs.)
Spell Component Pouch (5 gp) (2 lbs.)
Trail Rations x5 (25 sp) (5 lbs.)
Scroll of Cure Light Wounds (25 gp) (—)
Scroll of Enlarge Person (25 gp) (—)

==Magical Items==
------------------------ (Belt Slot)
------------------------ (Body Slot)
------------------------ (Chest Slot)
------------------------ (Eyes Slot)
------------------------ (Feet Slot)
------------------------ (Hands Slot)
------------------------ (Head Slot)
------------------------ (Headband Slot)
------------------------ (Neck Slot)
------------------------ (Shoulder Slot)
------------------------ (Wrist Slot)
------------------------ (Ring Slot 1)
------------------------ (Ring Slot 2)

Carrying Capacity
Light 0-26 lbs. Medium 27-53 lbs. Heavy 54-80 lbs.
Current Load Carried 22.5 lbs.
Current Wealth 5 GP / 3 SP / 0 CP

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium Size: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision. (Favored Terrain [Cold])
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above). (Diplomacy, Sense Motive)
Languages: Humans begin play speaking Common and their ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

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 2–10 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 2–10. 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.

Charm: A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Witch's Intelligence modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.

Evil Eye: The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Witch's Familiar: 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 (see sidebar).

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.

Otherworldly Allure: A seducer’s power comes from her allure. She uses her Charisma rather than her Intelligence score for the purpose of all class features and effects related to her witch class, such as bonus spells per day, the maximum spell level she can cast, and save DCs of her spells and hexes.

Fey Charm (Su): A seducer gains the charm hex at 1st level. The save DC of this hex is increased by 1. If the target is (or could be) sexually attracted to the seducer, the save DC is instead increased by 2. If she and the target have had willing sexual relations in the past 24 hours, the save DC is instead increased by 3. This ability alters the hex gained at 1st level.

Favored Class Bonus:
Witch 1 (+1 Hit Point)

Familiar Stats:

N Diminutive Animal
Init +2; Senses Low-Light Vision; Perception +6
AC 14, Touch 14, Flat-Footed 12 (+2 Dex, +2 Size)
HP 3 (1d8–1)
Fort +1, Ref +4, Will +2
Speed 10 Ft., Fly 40 Ft. (Average)
Melee Bite +4 (1d3–4)
Space 2-1/2 Ft.; Reach 0 Ft.
Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6
Special Abilities
Alertness While a familiar is within arm's reach, the master gains the Alertness feat.

Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically 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 his familiar does.

Familiar Bonus Master gains a +3 bonus on Appraise checks.

Improved Evasion 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 wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Familiar Stored Spells:

Cantrips = All cantrips known.

Level One = Charm Person, Cure Light Wounds, Enlarge Person, Ill Omen, Mage Armor, Snowball.


Appearance and Personality:


Age: 24 | Height: 5' 10" | Weight: 130 lbs. | Hair: Platinum Blonde | Eyes: Blue and Green | Build: Slender

Astrid is beautiful. It is a simple fact of life, one that she has contended with since her mysterious patron saw fit to reshape her form. Though this beauty is magical in nature on the part of her patron’s influence, Astrid takes pains to maintain it even in the rustic kingdoms of Nordland. Her hair is a pale blond and is nearly always allowed to fly free in a straight waterfall of silver-gold curls that fall down to her waist. She is pale-skinned and has bright eyes the color of a clear river. She is tall, shapely, and blessed with a heart-shaped face that can turn heads. She is an altogether cold beauty.


Pride born of adversity and insecurity defines much of Astrid’s surface veneer, which to many onlookers comes across as the typical haughtiness. Astrid is a proud woman, make no mistake, one that doesn’t not easily suffer fools who make gross assumptions about her capabilities, but beneath that imperious facade there is a young woman that still fears being powerless and fragile even after some many years. As such, she is driven to use her prowess (be it in guile or sorcery) to show the world her worth and genius.

Passionate and domineering, Astrid is ever striving to make her mark in the world in by her own terms. Moreover, behind her pretty face is an inquisitive intellect that hungers for knowledge and understanding. To achieve such a grandiose goal, she places few limits on her actions. In her view, deception and seduction are acceptable tools in a world filled with the unscrupulous and the shallow. That said, the ambitious völva does have her scruples. Wanton acts of violence and the willful sacrifice of the innocent sicken and outrage her in ways that pierce her mask of jaded pragmatism. Also, for all of her desire for personal power and validation, she does dream of one day sharing her arcane knowledge to the world in the thin hope that it could make it a better place for all. In her heart of hearts, she aspires to be a teacher.

Past all the cold pragmatism, Astrid is ultimately is a young woman with passions and interests outside of the arcane. The beauty of nature has always captivated her, and she has always felt at peace when surround by the beauty of winter. As a shy child, she often sang in the forests around her village, making odes to the forest’s splendid beauty. Though she now has little time for such frolics she still enjoys singing whenever the opportunity (and inspiration) arises. In the regard to her faith, Astrid respects the Aesir goddess of Wodj. Though she is not entirely committed to all of Loki’s teachings, finding the deity’s appreciation for cunning to be inspiring.