Pharasma

Izolda's page

3 posts. Alias of Umbral Reaver.


Full Name

Izolda Jadwiga

Race

Human (Kellid)

Classes/Levels

Witch (Winter Witch) 1

Gender

Female

Size

M

Age

27

Special Abilities

Cantrips, cold flesh, hex, ice magic, patron, spells, witch's familiar

Alignment

LE

Deity

None

Languages

Draconic, Giant, Hallit, Infernal, Skald, Sylvan, Taldane

Occupation

Prospective White Witch

Strength 9
Dexterity 12
Constitution 12
Intelligence 18
Wisdom 12
Charisma 14

About Izolda

Female Witch (Winter Witch) 1
LE Medium Human (Kellid)
Init +1; Perception +1

Defense

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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 7 (7)
Fort +1; Ref +3; Will +3

Offense

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Statistics

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Str 9, Dex 12, Con 12, Int 18, Wis 12, Cha 14
Base Atk +0; CMB -1; CMD10

Feats & Traits

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Feats

Alertness*: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
*applies only when the the familiar is within reach.

Cosmopolitan: (draconic, infernal, diplomacy, sense motive) You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.

Extra Hex: (misfortune) You gain one additional hex. You must meet all of the prerequisites for this hex.

Traits

Bully: You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Charming: Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Skills & Languages

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Skills

Bluff* +3 (+2 Cha, +1 ranks)
Diplomacy* +6 (+2 Cha, +1 ranks, +3 class skill)
Intimidate +7 (+2 Cha, +1 ranks, +3 class skill, +1 trait)
Knowledge (arcana) +8 (+4 Int, +1 ranks, +3 class skill)
Knowledge (history) +5 (+4 Int, +1 ranks)
Sense Motive +5 (+1 Wis, +1 ranks, +3 class skill)
Spellcraft +8 (+4 Int, +1 ranks, +3 class skill)

Languages Draconic, Giant, Hallit, Infernal, Skald, Sylvan, Taldane

Class Abilities

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Hexes

Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save (DC 14) negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Patron Winter 2nd—unshakable chill, 4th—resist energy (cold only), 6th—ice storm, 8th—wall of ice, 10th—cone of cold, 12th—freezing sphere 14th—control weather 16th—polar ray, 18th—polar midnight.

Witch's Familiar (see below)

Spells Prepared

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0 3/day -

1st 2/day -

Spells Known

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0arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, stabilize, touch of fatigue.

1st - cause fear, charm person, ill omen, mage armour, obscuring mist, ray of enfeeblement, sleep

Familiar

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Male Ferret (using weasel stats)
LE Tiny animal
Init +2; Senses low-light vision, scent; Perception +1

Defense

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 3 (half master's total hit points)
Fort +2, Ref +4, Will +3

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[/]b 6 (10 vs. trip)
[b]Feats
Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics
SQ alertness, improved evasion, share spells, empathic link

Special Abilities

Attach (Ex): When a weasel 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 his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his 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 his familiar to a 1 mile distance. The master can communicate emphatically 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 his familiar does.

Equipment

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Winter Witch Archetype

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Familiar: Winter witches must choose a familiar that is native to the frozen north, even when 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.

Cantrips: A winter witch adds ray of frost to her spell list, but does not automatically learn this cantrip.

Patron: 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. An asterisk (*) indicates a patron theme detailed in Ultimate Magic.

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.

Hexes: The following hexes complement the winter witch archetype: beast eye*, blight, cook people*, evil eye, feral speech*, hag’s eye, hoarfrost*, ice tomb*, witch’s hut.* An asterisk (*) indicates a hex detailed in Ultimate Magic.

A winter witch can select the following hexes:

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.