Shark

Aurinkuu Tettyakka's page

2 posts. Organized Play character for Jeremy Packer.


About Aurinkuu Tettyakka

Female Human Winter Witch 1
NG Medium humanoid (human)
Init +2; Senses Perception +1 (+3 with familiar present)

-----DEFENSE-----
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +3; +1 vs spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters

-----OFFENSE-----
Speed 30 ft.

Melee:
  • cold iron dagger +0 (1d4/19-20)
  • or melee touch +0 (varies)

Ranged:
  • cold iron dagger +2 (1d4/19-20)
  • or ranged touch +2 (varies)

Special Attack evil eye hex (Will DC 14, 7 rounds); healing hex (Will DC 14, 1d8+1), ice magic
Witch Spells Prepared (CL 1, concentration +5)
-----STATISTICS-----
Str 10, Dex 14, Con 12, Int 18, Wis 13, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Extra Hex (evil eye), Improvisational Healing
Skills Craft (alchemy) +10, Heal +5, Knowledge (arcana) +8, Knowledge (nature) +8, Knowledge (nobility) +5, Knowledge (planes) +8, Linguistics +5, Perception +1 (+3 with familiar), Spellcraft +8 (+9 to identify spells cast by evil arcane spellcasters)(+10 to brew potions), Use Magic Device +4
Languages Common, Dwarven, Elven, Hallit, Kelish, Sylvan, Skald
SQ cold flesh, hexes (evil eye, healing hex), skilled, witch’s familiar (Star Foot)
Traits perfectionist’s brew, warded against witchery

Racial Abilities:
Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.


Class Abilities:
Favored Class (witch): +1 hit point

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. In addition, she receives bonus spells per day if she has a high Intelligence score.
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: Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each 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.

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.

Hexes: 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.

Evil Eye (Su): 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.
[Will save DC 14, 7 rounds]

Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
[Will save DC 14, 1d8+1]

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.

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 if 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.

Witch’s Patron: Witch's Patron: 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.
A winter witch must choose her patron from one of the following patron themes: ancestors, deception, enchantment, endurance, moon, occult, portents, stars, transformation, trickery, vengeance, water, winter, or wisdom.


Traits:
Perfectionist’s Brew (magic trait): You know that potion recipes should be followed with exact precision. You gain a +2 trait bonus on all Craft (alchemy) checks and on Spellcraft checks made to brew potions.

Warded Against Witchery (campaign trait): Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts. You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.


Backstory:
Aurinkuu, her mother called her Aurin, grew up in southern Taldor knowing nothing of her true heritage or the harrowing life her mother face before she was born. Aurin is the daughter of a disgraced Jadwiga Winter Witch and an Ulfen warrior, who helped her escape the death sentence that was handed down. Aurin simply knew them as Mama and Papa, a farmer and a medicine woman. She was a happy child from a loving home.

Tragedy struck quickly though when she turned thirteen. Her mother took ill, a ravaging disease that neither her mother nor the local priesthood could understand. Within a week, her mother had passed leaving her father to raise her alone. He loved Aurin and did the best he could, and even tragedy he still saw to making sure she grew up happy.

The strangeness began on the night of Aurin’s sixteenth birthday. She took ill that night, like her mother did years before. Her father feared the worse, but Aurin told him not to worry. Don’t fear Papa. Mama has sent her white weasel friend to care for me. He said he would return tomorrow night with help. Aurin’s father assumed she was delirious from fever, and the next day he set off to get the priest, in hopes he had learned what this may be.

Aurin’s father returned home to find her laughing in her room. Safe and no longer ill, though there seemed a chill to her as if she had been swimming in the early spring. Storutor came back, just like he said he would. He read some words from a paper and then pronounced ‘The curse is lifted.’ Then I felt better. Aurin’s father did not care that none of it made sense to him, though deep in his mind he knew what she said was true. Her mother had an ermine familiar, perhaps she had looked out for Aurin after all.

From the day of her miraculous recovery, Aurin received daily visits from Storutor, or Star Foot as he preferred to be called. He did in fact have a star on the pad of each paw, so it seemed appropriate. He would speak to her, telling her stories of the north, of the mighty magic the witches could control. He eventually told her about the dangers her parents had faced. Aurin had so many questions but nagged at her the most.

Storutor, she asked one day. How is it you can speak? And how is it that Mama never told me of her ermine friend?

This young Aurin is truly why I am here. the ermine replied. I am the son of your mother’s familiar. Your mother was a witch, as I have said, and all witches have a trusted friend. And I, Aurin have been sent to teach you and guide you to help the spirits of snow and ice. This is your birthright Aurin. Tomorrow we begin.

Aurin slept little that night, and many nights for months. A combination of excitement, and anxiety keep her mind from drifting off and just below the surface was a hint of dread. Who had cursed me? Who would have cursed her mother? She asked Star Foot, but that he was never clear on. He seemed to know more, but he brushed it off a number of times. Still though, even with the sleepless nights, even with the dread she felt about what may be hidden from her, still she remained a happy young woman.

Now, at the age of 23, Aurin helps her father on the farm. She serves as the healer for the community. She had taken up the role her mother had filled, and she continued to receive visits from her familiar. Life is simple, help the sick, feed the chickens, and learn to fire a ice blue bolt of magic to freeze your target’s nerves. Aurin wanted nothing to change, she was happy but the peacefulness was not going to last forever..

Her father returned from his monthly trip south to the small town of Heldren with word of trouble. A child had fallen into a nearby lake but when she was found she had the most unusual wound. An area, a hand print I am told it looked like, around her arm had turn black, the flesh all but dead. I’d swear it was frostbite if only it was not a warm spring day. The poor child isn’t expected to live through the week. Such a tragic thing.

That night Star Foot came to see her, and he had heard the same tale. Young Aurin, this child needs the help of a skilled healer, and from the sound of the wound, one skilled in the damage cold can do to one’s body. I think you should, and I think this time I should go with you.

Heldren, huh? Aurin asked but never paused to hear a reply. Papa will just have to care for the chickens without me.

Inspirational Image – Stetova Hevva