Feiya

Brina Uisgin's page

5 posts. Alias of Ariarh Kane.


Full Name

Brina Uisgin

Race

Half Elf

Classes/Levels

Witch (Winter) 1

Gender

Female

Size

M

Age

22

Special Abilities

Cantrips, hex, patron spells, witch's familiar

Alignment

NG

Location

Heldren, Taldor

Languages

Common, Elven, Sylvan, Aklo, Skald, Hallit, Celestial

Strength 10
Dexterity 12
Constitution 14
Intelligence 19
Wisdom 12
Charisma 13

About Brina Uisgin

Physical Description:

Brina stands at 5'8" and weighs 125 lbs. She is long-legged and has just the right mix of feminine curves and toned muscle. Fair skin, wavy, long platinum white hair and pale-blue eyes. She is striking in looks.

Pic of Brina

Pic of Vivi, ermine familiar

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Personality:

Brina "cool" outward appearance is a clever smokescreen for her inner, passionate nature. Her sharp intelligence shines from her keen, light-blue eyes. Ever since she was a child, Brina has been driven to survive -- to prove that her existence is meaningful and not some ill luck brought down on her mother's family line. Brina is strong-willed and once her mind is made up, it is hard to break her from her course. She is perceptive, with an acute curiosity on how things work or why things are as they are (she is not afraid to question things and gain answers). She has been alone, without family since childhood and is brave and fearless when/where necessary. Deep inside her chest beats a compassionate heart. Brina understands what it means to feel unwanted and discarded - Being born a bastard isn't a stain or a shameful circumstance. She will not apologise for her existence. Brina only has a few close friends/acquaintances (she is discerning and to those she cares about -- she is loyal). Trust for her is not built on mere words/promises alone ... but on action. If one betrays her trust, Brina is less than likely to place her faith in that person's words again.

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Background:

Brina’s life started in Whiterook, east of Southmoor, in the Lands of the Linnorm Kings, the product of a single night’s tryst between her Human mother and an unknown Elven father. She was a rarity in her village – not only for being a half breed, but also for the strange aura of chill which seemed to surround the child at all times. Her mother, Elin, could not overcome the shame of bearing such a child, although she was as caring as she could be.

Their village bordered Irrisen and Brina often ventured on her own, irrespective of the Irrisen raiding parties coming across the Thundering River. It was on one such raid that saw twelve year old Brina taken from her home. She wondered if her mother would miss her, yet did not linger on the thought too long. In another village, where she was held captive, there was a travelling hedge witch named Anja, who noticed Brina’s predicament and saw something potent in the young girl. In the dead of night, Anja aided in the child’s escape and took her to the winter witches of Irrisen and bade them look after and teach her. They began their training, in earnest. One such duty was to stand on the city wall and watch and listen … a silent sentinel … and Brina’s keen sight was developed with practice/dedication. However, in her other training, Brina was undisciplined and she did not always share the general opinion and views of the winter witches and was openly outspoken about it. A year into her training, the winter witches turned her out – unwilling to train the wilful girl any further.

Brina did not return to her village, believing there was no future there for her. Moving from town to town, Brina continued her training on her own (as best as she could), finding hedge witches in her travels willing to teach her and adding to the small amount of knowledge of witchery and magic taught to her by the winter witches of Irrisen.

When Brina was 21 winters old, she travelled with a hedge witch named Runa to the village of Heldren, in southern Taldor. The witch had business with the local healer/herbalist and after Runa had concluded her trade, Brina decided to stay in Heldren and worked under the local healer – assisting her in her duties. That was a year ago. Brina was no longer alone, wandering, and she shared her days with her small Ermine familiar, Vivi.

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Brina Uisgin
Female Half Elf Witch (Winter) 1
NG Medium Humanoid (Human, Elf)
Init +1; Senses Low-light Vision, Perception +10
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Defense
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AC 11/15, touch 10/14, flat-footed 11/15 (+1 Dex)
hp 9 (1d6+2+1FC)
Fort +2/+7, Ref +3, Will +3
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Offense
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Speed 30 ft.
Melee Cold Iron Dagger +0 (1d4, 19-20x2)
Ranged Cold Iron Dagger +0 (1d4, 19-20x2, 10ft range)
Ranged Light Crossbow +1 (1d8, 19-20x2, 80ft range)
Spell-Like Abilities Endure Elements (constant against cold temperatures)

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Spells
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Spells Known (CL 1, Concentration +5)
1st (2/day) (DC 15)mage armor, web bolt
0 (at will) (DC 14)detect magic, message, ray of frost (DC 15)

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Statistics
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Str 10, Dex 12, Con 14, Int 19, Wis 12, Cha 13 (Ability Modifiers +2 INT)
Base Atk +0; CMB +0; CMD 11
Feats Alertness (bonus feat due to familiar), Extra Hex, Skill Focus (Spellcraft) (bonus racial feat)
Traits Eyes and Ears of the City, Failed Winter Witch Apprentice (Campaign trait)

Skills Heal +5(1 rank), Know. Arcana +8/+9(1 rank, +1 trait), Know. History +8(1 rank), Know. Nature +8(1 rank), Perception +10(1 ranks, +1 trait, +2 KS, +2 Alertness), Sense Motive +3(0 ranks, +2 Alertness), Spellcraft +11/+12(1 rank, +1 trait, skill focus)

Languages Common, Elven, Sylvan, Aklo, Skald, Hallit (bonus due to campaign trait), Celestial

Gear
* Starting with Explorer's Outfit (worth 10gp),
* Snowshoes (5gp, 4 lbs, Improves the wearer’s ability to move across snowy surfaces. Snowshoes reduce the penalty for walking through heavy snow by 50%; for example, if moving through snow normally costs you 2 squares of movement per square traveled, snowshoes reduce this cost to 1.5 squares per square traveled.),
* Cold Weather Outfit (8gp, 7 lbs, This heavy, quilted outfit grants a +5 circumstance bonus on Fortitude saves against exposure to cold weather),
* Snow Goggles (12gp, -,These goggles, carved from bone with a narrow slit opening and held in place with leather straps, work as smoked goggles. In addition, they provide immunity to polar mirages.),
* Cleats (5gp, 2 lbs, These footgear spikes improve the wearer’s ability to move across icy surfaces. Each square of icy terrain costs only 1.5 squares of movement rather than 2 (or 3 squares rather than 4, for sloped icy terrain),
* Witch's Kit (21gp, 21 lbs, This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.),
* Light Crossbow (35gp, 4 lbs),
* 20 Common bolts (2gp, 2 lbs)
* 10 Cold Iron bolts (2gp, 1 lbs)
* Cold Iron Dagger (4gp, 1 lbs)
* Carnivore Feed (for Ermine) (2 days, 10cp, 10 lbs)

Total cost: 94gp & 10cp out of 105gp.
Total weight: 52 lbs (medium encumbrance)
(Light encumbrance: 33 lbs. or less, Medium encumbrance: 34–66 lbs., Heavy encumbrance: 67–100 lbs.)

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Special Abilities
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Lowlight vision: Half-elves can see twice as far as humans in conditions of dim light.
Cold-Honed (from Arctic Region): Half-Elves from arctic regions with this racial trait can move through natural snow and ice at their normal speed and gain a +4 racial bonus on Fortitude saves to avoid nonlethal damage from cold environments. This racial trait replaces the elven immunities racial trait.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Cantrips: A winter witch adds ray of frost to her spell list, but does not automatically learn this cantrip.
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.
Familiar: Ermine : Master gains a +2 bonus on Reflex saves

Failed Winter Witch Apprentice:
As a child, you were apprenticed as a winter witch in the frozen land of Irrisen, but you did not complete your training. Perhaps you disagreed with the politics of Irrisen’s White Witches, or you had an altercation with one of your teachers, or maybe you were just ill-suited to the practice of witchcraft. Whatever the reason, you left the ranks of the winter witches and left Irrisen. Whether or not you have continued your training on your own, you still retain some small knowledge of witchery and the magic of the icy north. You gain a +1 trait bonus on Knowledge
(arcana) and Spellcraft checks to identify spells or magical effects with the cold descriptor, and one of these skills (your choice) is a class skill for you. In addition, you gain Hallit or Skald (this does not count toward your number of languages).

Patron: Ancestors:

Ancestors: 2nd—bless, 4th—aid, 6th—prayer, 8th—blessing of fervor, 10th—commune, 12th—greater heroism, 14th—refuge, 16th—euphoric tranquility, 18th—weird.

Hex: Prehensile Hair (Su):

Prehensile Hair (Su)

Effect: The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.

The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

Secondary Natural Attack (Hair): To hit -5, dmg 1d3+2, 10 ft reach

Hex: Healing (su):

Healing (su)

A witch can soothe the wounds of those she touches.

Effect: 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.

Familiar: Ermine named 'Vivi':

ERMINE CR 1/2
Use the statistics for a weasel (Pathfinder RPG Bestiary 133). While an ermine is a type of weasel, this specimen has white fur that allows it to blend into snowy surroundings. An ermine receives a +4 racial bonus on Stealth checks attempted while in snow.

Ermine CR 1/2 (Female, named Vivi)
XP 200
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1

OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +4 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics

SPECIAL ABILITIES

Attach (Ex): When an ermine hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.

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

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

Empathic Link (Su): The master has an empathic link with her 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 her familiar does.

Stored Spells:

Cantrips: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Stabilize, Tough of Fatigue, Ray of Frost
1st level: Chill Touch, Cure Light Wounds, Enlarge Person, Featherfall, Frostbite, Mage Armor, Web Bolt