About Ice King Petrikov
Init+5, Senses Perception+, Darkvision 60ft.
AC 32 ( +8 Insight, +3 Dex, +11 Natural) Touch 13, Flat-Footed 24, HP 300, Fort+8 Ref+6, Will+11 Defensive Abilities Immunities Cold, Bleed, Poison, and magic sleep effects, does not need to eat, sleep or breathe. 50% Fortification Res Fire 30. Weakness Vulnerable to Fire.
Feral Speech (Su): This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way.
At 12th level, the witch can use this hex to communicate with vermin.
*Flight (Su): [FAQ] The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
Frostfoot (Su) This ability works like the spider climb spell, but the surfaces the witch climbs must be icy. The witch can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. She can move across regular snow without penalty, and heavy snow only costs her 2 squares of movement instead of 4.
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 successful save negates this additional cold damage.
Hoar Blade (Su): The witch can grant a creature within 30 feet the ability to deal +1d6 cold damage with unarmed, weapon, and natural weapon attacks for 1 round. At 8th level and 16th level, the
Hoarfrost (Su): The target is rimed with a shell of frost needles that slowly work their way into its flesh (Fortitude negates). The target turns pale and blue, and takes 1 point of Constitution damage per minute until it dies, saves (once per minute), or is cured. Break enchantment, dispel magic, remove curse, and similar spells end the effect. If the target saves, it is immune to this hex for 1 day. This is a cold effect.
Ice Tomb (Su): A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day.
Major Healing (Su): By calling upon eerie powers, the witch’s touch can mend even the most terrible wounds of those she touches. This acts as cure serious wounds, using the witch’s caster level. Once a creature has benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level, this hex acts like cure critical wounds.
Numbing Chill (Su): Whenever the winter witch casts a spell that deals cold damage, she can imbue the spell with a debilitating eldritch chill as a swift action. She chooses one of the spell’s targets or a creature within the spell effect. If that creature takes cold damage from the spell, it must also succeed at a Fortitude save or take 1d4 points of Dexterity damage and be staggered for 1 round. The creature need only make this saving throw once per spell, even if the spell deals damage multiple times. If the target saves successfully, it is immune to this hex for 1 day. This is a cold effect.
Blizzard (Su): As a standard action, you can create a blizzard of snow and ice. You can create one 10-foot cube of this storm per oracle level. These cubes can be arranged in any pattern you desire, but each cube must be adjacent to another, and at least one must be adjacent to you. Any creature caught in the blizzard takes 1d4 points of cold damage per oracle level, with a successful Reflex save resulting in half damage. The storm lasts for a number of rounds equal to your Charisma modifier; the ground remains icy (+5 to Acrobatics DCs) as long as local conditions permit. The blizzard obscures sight beyond 5 feet, providing total concealment. A creature within 5 feet has concealment. You can use this ability once per day. You must be 11th level to select this revelation.
Child of Winter (Ex): You gain the constant benefit of endure elements, but only against cold temperatures. You can move across regular snow without penalty, and heavy snow costs you only 2 squares of movement instead of 4. You can move across icy surfaces without penalty, and never need to make Acrobatics checks to run or charge on ice. You leave no trail in ice or snow, and cannot be tracked (you may choose to leave a trail if you so desire). During winter months, you gain a +2 insight bonus on Initiative checks and Reflex saving throws.
Cold Aura (Su): As a swift action, you can cause waves of cold to radiate from your body. This cold deals 1d6 points of cold damage per 2 oracle levels to all creatures within 10 feet. A successful Fortitude save halves the damage. In addition, a flurry of snow momentarily surrounds you, granting you concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every 5 levels thereafter.
Freezing Spells (Su): Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow saves do not slow creatures. At 11th level, the slow duration increases to 1d4 rounds.
Ice Armor (Su): You can conjure armor of ice that grants you a +4 armor bonus to AC. At 7th level and every 4 levels thereafter, this bonus increases by 2. At 13th level, this icy armor grants you DR 5/piercing. In cold conditions, the armor bonus and DR bonus increase by 2; in very hot conditions, however, they decrease by 2. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but must be spent in 1-hour increments.
Elemental Focus(Cold), Greater Elemental Focus(Cold), Greater Spell Focus(Evocation), Improved Familiar(Ice Mephit), Intensify Spell, Irrisen Icemage, Spell Focus(Evocation), Witch Knife.
Base Abilities Amazing Initiative, Hard to Kill, Mythic Power(9/day), Recuperation, Surge(+1d6).
Path Abilities Inspired Spell, Legendary Item, Mythic Hexes, Mythic Mystery, Wild Arcana.
Feats Dual Path, Witch Knife.
Oracle Spells Known:
1: Cause Fear, Cure Light Wounds, Detect Law, Endure Elements(b), Obscuring Mist, Shield of Faith.
2: Augury,Desecrate, Eagle's Splendor, Enthrall, Frostfall(b), Shard of Chaos.
3: Animate Dead, Deeper Darkness, Magic Vestment, Sleet Storm(b) Speak With Dead.
4: Blessing of Fervor, Chaos Hammer, Dismissal, Ice Storm(b), Spiritual Ally.
5: Breath of Life, Icy Prison(b), Major Curse, Plane Shift, True Seeing.
6: Cold Ice Strike, Cone of Cold(b), Create Undead, Greater Dispel Magic.
7: Greater Restoration, Ice Body(b), Regenerate, Word of Chaos
8: Create Greater Undead, Divine Vessel, Greater Planar Ally, Polar Ray(b).
Witch Spells Known:
Well over fifteen hundred years ago a young boy deep in the heart of Iceland grew up hearing tales of The Dear Grandmother, Baba Yaga, The Queen of Witches. Most of his tribesmen were scared spitless of her, as any sane man would be, but Petrikov was never fully right in the head. Instead of fearing the Old Crone, he was enamored with her.
He was just a boy however, and had no power of his own. So he sought out legends and tales of beings that could grant him what he craved. While not fully of sound mind, Petrikov was smart. He reasoned that if he too could master the icy cold of winter, than perhaps he could catch the attention of Baba Yaga.
His quest long and perilous, the young man was not prepared for the harshness of the land beyond his village. His food ran out after a week, his clothing began to fall apart, and a vicious blizzard caught him by surprise. He was way too far way from any sort of shelter, and as he struggled to find some place to protect him from the storm, he stumbled right into a half frozen river.
At this point, Petrikov knew he was going to die, and never even laid eyes on his mythical love. As he was pulled down river, he called out to the heavens, asking for some sort of way to survive, promising he would do whatever it took to live.
Something answered his pleas. It might have been Mephistopheles, archdevil of the frozen, eighth layer of Hell. Perhaps it was Grandfather Winter. Or some other, unknown power of ice and cold. Whom or whatever it was, it pulled the half dead youth out of the waters and deposited him on the shore.
Along with a new lease on life, Petrikov also found himself in possession of new found powers. Mystickal powers, with a decidedly frozen bent. He thus was able to easily continue his journey and soon found a mighty white dragon who took the frozen youth as his apprentice. This particular member of his species possessed a bit more of a sharper mind, and knew how to create eldritch pacts with otherwordly forces.