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About HylotaCrunch:
Hylota Female changeling (winter-born) winter witch 17 CN Medium outsider (native) Init +4; Senses darkvision 60 ft; Perception +2 Favored Class: Witch Favored Class Bonus: +2 Hit Points, 15 spells added to familiar DEFENSE AC 26, touch 18 (22 vs incorporeal), flat-footed 22 (+4 armor, +4 Dex, +4 natural, +4 deflection) Hp 83 (17d6+19) Fort +10, Ref +15, Will +14 Special defenses Cold flesh; minor displacement (blur) OFFENSE Speed 30 ft Melee masterwork dagger +8 (1d4-1, 19-20/x2) Melee masterwork cold iron dagger +8 (1d4-1, 19-20/x2) Ranged masterwork dagger +12 (1d4-1, 19-20/x2, 10 ft) Ranged masterwork cold iron dagger +12 (1d4-1, 19-20/x2, 10 ft) Spells Prepared (CL 17th, Concentration +27) 9th-level (2/day) - 8th-level (3/day) - maze (DC 28), 7th-level (4/day) - ice body, mass hold person (DC 28), 6th-level (6/day) - cone of cold (DC 27), eyebite (DC 26), flesh to stone (DC 26), greater dispel magic, greater heroism, true seeing 5th-level (6/day) - baleful polymorph (DC 25), blood boil (DC 25), hold monster (DC 26), major curse (DC 25), suffocation (DC 25), mass pain strike (DC 25) 4th-level (6/day) - enervation 3rd-level (6/day) - bestow curse (DC 23) (2), ice spears (DC 24), heroism 2nd-level (7/day) - blindness/deafness (DC 22) (2), frost fall (DC 23), hold person (DC 23) (2), lipstitch (DC 22) 1st-level (7/day) - 0th-level (4/day) - arcane mark, detect magic, ray of frost, read magic Spell-like abilities (CL 17th) Constant - endure elements (cold effects only) 1/day - dancing lights, detect magic, disguise self, pass without trace Hexes (DC 28) - cackle, evil eye, flight, greater healing, healing, ice tomb, misfortune, prehensile hair, retribution, scar, slumber, snowball (3/day) STATISTICS Str 8, Dex 19, Con 13, Int 30, Wis 11, Cha 12 Base Atk +8/+3; CMB +7; CMD 21 Traits Adaptive Magic, Witch-Tongued Feats Accursed Hex, Alertness (when near familiar), Extra Hex (Cackle, Prehensile Hair, Scar), Improved Initiative, Scribe Scroll, Spell Hex (snowball), Spell Penetration, Split Hex Skills Craft (jewelry)* +30, Disguise +11, Heal +20, Intimidate +25 (+26 vs non-witches), Knowledge (arcana) +31, Knowledge (dungeoneering)** +30, Knowledge (history)* +30, Knowledge (nature) +30, Knowledge (planes)** +30, Linguistics** +30, Ride +6, Spellcraft +30, Use Magic Device +22 *- denotes background skills **- denotes headband skill Languages Common, Skald, Draconic, Dwarven, Giant, Orc, Aklo, Goblin, Elven, Gnoll, Hallit, Kellid, Abyssal, Celestial, Infernal, Auran, Aquan, Terran, Ignan, Halfling, Sylvan, Undercommon, Necril, Gnome, Adlet, Thassilonian SQ Cantrips, familiar (fox), Hag magic, Ice magic, hexes, patron (Deception) Combat Gear wand of infernal healing (44 charges), wand of infernal healing (50 charges), Other Gear headband of vast intelligence +6 (Linguistics, dungeoneering, religion), belt of physical might (Dex/Con) +4, witching gown, amulet of natural armor +4, cackling hag's blouse, bracers of armor +7 (ghost touch), ring of protection +4, ring of evasion, cloak of displacement (minor), spells for familiar, scroll of tongues (CL 10), 2 remove blindess (CL 10), 2 remove curse (CL 10), 2 remove disease (CL 10), 2 remove sickness (CL 10), scroll of stone to flesh (CL 11), rod of metamagic (quicken), bag of holding (type II), 3000 gp worth of jewelry, spell component pouch, 1,364 gp Virix:
Fox N Tiny animal Init +2; Senses low-light vision, scent; Perception +8 Defense AC 23, touch 14, flat-footed 19 (+2 Dex, +2 size, +9 natural) hp 41 (17d8+1) Fort +6, Ref +7, Will +1; SR 23 Special Defenses improved evasion, Offense Speed 40 ft. Melee bite +1 (1d3–1) Space 2-1/2 ft.; Reach 0 ft. Statistics Str 9, Dex 15, Con 13, Int 14, Wis 12, Cha 6 Base Atk +8; CMB +7; CMD 17 (21 vs. trip) Feats Skill Focus (Perception) Skills Acrobatics +2 (+10 jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent SQ Alertness, deliver touch spells, empathic link, scry on familiar, share spells, speak with master, speak with others of its kind Spellbook:
0-level - all, ray of frost 1st-level - chill touch, ear-piercing scream, ray of sickening, ray of enfeeblement, ill omen, mage armor, frostbite, snowball, ventriloquism, remove sickness, comprehend languages, enlarge person, mount 2nd-level - blindness/deafness, frost fall, spectral hand, hold person, invisibility, see invisibility, lipstitch 3rd-level - bestow curse, ice spears, dispel magic, remove blindness/deafness, blink, remove curse, remove disease, heroism, tongues, pain strike 4th-level - ice storm, fleshworm infestation, greater false life, enervation, confusion, black tentacles, death ward 5th-level - baleful polymorph, break enchantment, hold monster, major curse, passwall, teleport, blood boil, suffocation, mass pain strike 6th-level - cone of cold, greater dispel magic, flesh to stone, stone to flesh, programed image, slay living, eyebite, raise dead, greater heroism, true seeing 7th-level - ice body, mass hold person, heal, harm, mass invisibility, umbral strike, waves of exhaustion, regenerate, greater teleport 8th-level - maze, mind blank, stormbolts, destruction, scintillating pattern, trap the soul 9th-level - polar midnight, mass hold monster Backstory:
Hylota is the 7th cousin 3 times removed of Queen Elvanna (on her father’s side), which puts her so far out of the line of succession no one gave much thought to her mismatched ice blue and green eyes, or the fact that her father couldn’t actually remember who her mother was. Growing up, Hylota was far removed from the court in Whitethrone, nearly to the border with the Land of the Linnorm Kings. Still, because she was (very distantly) related to Baba Yaga, she developed a pact with a patron who schooled her in the ways of the Winter Witch - but, due to her hag ancestry, this patron also showed her means of using magic to deceive. Hylota had always been a capricious girl, given to following her whims wherever they led her. So, when she reached the age of 23, she decided to leave Irrisen and see the world outside. She and her familiar, a fox named Virix, left home to wander. She made her way through the Lands of the Linnorm Kings and down into Varisia, where she spent some time with some ogres, found a funny little goblin tribe that lived in a swamp she was amused by for a time, and then made her way to Magnimar. The city was fascinating, but her nature eventually caused her to be run out of town, which led her to Kaer Maga. In Kaer Maga, she was truly in her element, for the chaotic and wild nature of that place allowed her to manipulate, harm, and heal to her heart’s content depending on her mood and how she was feeling. Eventually, however, she grew bored of living in one spot, and joined up with a group of mercenaries who looked like they were planning interesting things. She spent several years working with them, using her abilities to hurt those who they fought against. Eventually, however, she felt a pull to return home. She did so, and once she arrived back in Redtooth, she found representatives of Duke Arvanoff Elvanna waiting for her, with a summons to appear in Whitethrone before the Queen. Uncertain of the fate that awaited her, she ventured to the capital. There, she learned that tales of her exploits had reached the Queen, and the Queen wanted her to take on a very special mission - one for which she would be quite well-rewarded. Hylota, who felt like doing something for her very distant cousin, decided that she would undertake the task. She contacted some other mercenaries she knew, and brought them to Whitethrone, from which they set out looking for the Torc of Kostchtchie.
Appearance and Personality:
Hylota stands 5 and a half feet tall with a very slim build - she could easily be mistaken for a tall adolescent were it not for the cool facade she projects. She has white and blonde-streaked hair with mismatched eyes - one ice blue, the other deep green. Now at 34 years old after her time adventuring, she has been fortunate enough to show no signs of age yet. Hylota projects a cool demeanor, as befits a Winter Witch of Irrisen. However, her capricious nature sometimes comes into play, and she can shift from playful and calm to cruel and ernaged with but a moment’s notice - and back again just as quickly. She often makes decisions based on her mood and, uses her witching gown and her assortment of jewelry to alter her appearance to reflect such - or to show a different mood than she is feeling.
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