Priestess of Nethys

Irina Miklos's page

388 posts. Alias of CariMac.


Full Name

Irina Miklos

Race

Female human (Varisian) witch (winter witch) 3 CG Medium humanoid (human) Init +1; Senses Perception +3

Classes/Levels

AC 15, T 11, FF 14 hp 20/21 Fort +3, Ref +4, Will +3

Strength 12
Dexterity 13
Constitution 14
Intelligence 20
Wisdom 10
Charisma 10

About Irina Miklos

Irina Miklos
Female human (Varisian) witch (winter witch) 3 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 65)
CG Medium humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 21 (3d6+9)
Fort +3 (+5 circumstance bonus vs. cold weather), Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+1/19-20)
Ranged light crossbow +0 (1d8/19-20) or
light crossbow +2 (1d8/19-20) or
sling +2 (1d4+1)
Special Attacks hexes (cackle[APG], evil eye[APG], flight[APG])
Witch Spell-Like Abilities (CL 3rd; concentration +8)
Constant—endure elements (cold only)
At will—feather fall (self only)
1/day—levitate (self only)
Witch (Winter Witch) Spells Prepared (CL 3rd; concentration +8)
2nd—boneshaker (DC 17), glitterdust (DC 17)
1st—hex ward[UM] (DC 16), ill omen[APG], infernal healing[ISWG], mage armor
0 (at will)—detect magic, light, ray of frost, read magic
Patron Vengeance
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 14, Int 20, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 13
Feats Alertness, Combat Casting, Extra Hex[APG], Scribe Scroll
Traits failed winter witch apprentice, pragmatic activator
Skills Acrobatics -2 (-6 to jump), Fly +3, Heal +5, Intimidate +4, Knowledge (arcana) +10 (+11 to identify spells or magical effects with the cold descriptor.), Knowledge (history) +10, Knowledge (local) +7, Knowledge (nature) +9, Knowledge (planes) +9, Linguistics +6, Perception +4, Profession (barmaid) +5, Sense Motive +2, Spellcraft +11 (+12 to identify spells or magical effects with the cold descriptor.), Swim +2, Use Magic Device +11
Languages Abyssal, Common, Hallit, Infernal, Shoanti, Skald, Sylvan, Varisian
SQ cold flesh, witch's familiar (arctic fox named Wraak)
Combat Gear potion of cure light wounds, wand of cure light wounds (20 charges); Other Gear crossbow bolts (10), dagger, light crossbow, light crossbow, sling, sling bullets (50), bedroll, belt pouch, candle (10), chalk (10), cold weather outfit, flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], snowshoes[APG], soap, spell component pouch, trail rations (5), waterskin, 597 gp, 1 sp, 9 cp
--------------------
Tracked Resources
--------------------
Crossbow bolts - 0/10
Dagger - 0/1
Endure Elements (cold only, Constant) - 0/0
Feather Fall (self only, At will) - 0/0
Levitate (self only, 1/day) - 0/1
Potion of cure light wounds - 1/1
Sling bullets - 0/50
Trail rations - 0/5
Wand of cure light wounds (20 charges) - 20/20
--------------------
Special Abilities
--------------------
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (Cold only) (Ex) Exist comfortably in cold regions.
Evil Eye -2 (8 rounds, DC 16) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
--------------------

Background:
Irina born in Varisia her family traveled far and wide. Her family was traveling through the southern part of the River Kingdoms in their caravan of wagons. They arrived at a very small village of about 20 people. The family did their entertainments. While they were staying in the village a Winter Witch saw the potential in Irina.

Her family sold her at the age of thirteen to the witch. She found the training to severe and the pettiness and treachery of the witch was something Irina could not take. She ran from the apprenticeship and headed south. She made her living by working in inns as a server. She wandered for several years finally found her way to Heldren.

She met Old Mother Theodora her first day in Heldren. Irina recognized another witch in the old woman and decided to stay in town to learn what she could from her. She’s been in town for the last three years.

She met Jack Forrester not long after started working at the Silver Stoat. She enjoys talking to him when he comes to the Stoat which isn’t often. He’s a calming influence on her, and he keeps some of the locals from giving her a hard time for being a witch. She’s a follower of Calistra, and a barmaid. That’ doesn’t mean she’s a sure thing. Some of the young farmers in town don’t understand that treating her like a lady would go further than asking how much.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.