| Race |
Human Witch 1*Init+2*Ac/FF/Tch 10/10/10*Fort+1,Ref+1,Will+1*CMB0,CMD10*hp 8/8 |
About Kohr Norland
Kohr was born in an unremarkable Kellid village in southern Irissen. He was eight years old when the Jadwiga Lurochka passed through, searching for children with arcane potential. She unerringly sniffed Kohr out of his hiding place, and was about to lead him away when his six-year old sister Moire flung herself around the witch's knees, tearfully begging her not to take her brother away. With an annoyed, uncaring gesture, the Jadwiga blasted the impudent child away. When Kohr's parents gave cry, they joined thier daughter motionless on the frozen sward. Stunned beyond word or action, Kohr let himself be lead away. He never learned the fate of Conn and Grania, his other brother and sister.
He never forgot the horror of that day, and his hatred of his mistress only grew as he watched her perform her deliberate cruelties and casual atrocities. He bided his time for years, learning the witch's craft, until one night when his mistress lay insensate after one of the Frozen Court's revels. He thrust a flaming stake of ashwood through her chest, igniting her robes and furs, and fled into the frigid night. He abandoned the cruel ermine familiar to which Lurochka had bonded him, and left Iriseen as quickly as he could.
Fleeing southward, seeing lands not touched by winter for the first time in his life, he abandoned the arcane patronage of cruel Winter for the elemental warmth of the Sun. His new patron sent him the raven Tulo to teach him. Settling in southern Taldor, he spent his days quietly trying to do some measure of good as a healer. He still regards Irissen with fear, knowing that the Jadwiga would regard him as a true warlock in the old sense of the word: traitor, oath-breaker.
The moderately reclusive and slightly morose Kellid is still snatched from sleep some nights by a nagging fear: He never paused, that night he fled Lurochka's frozen palace, to make sure that his mistress was well and truly dead...
Kohr is Tall and wiry, but typically stands slightly stooped. Most of his Irrisean accent has faded, but the slow, sonorous manner of speech is still firmly in place. The folk of Heldren learned long ago that despite his perpetual pessimism and moaning complaints, he is generally upbeat and freindly.
Kohr Norland
Human (Kellid) Witch 1
CG Medium Humanoid (human)
Init +2; Senses Perception +1
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Defense
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AC 10, touch 10, flat-footed 10
hp 8 (1d6+2)
Fort +1 (+5 circumstance bonus vs. cold weather), Ref +0, Will +3
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Offense
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Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
Longspear +0 (1d8/x3)
Ranged Light crossbow +0 (1d8/19-20/x2)
Special Attacks hexes (evil eye [dc 13], healing)
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Statistics
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Str 10, Dex 10, Con 13, Int 17, Wis 13, Cha 12
Base Atk +0; CMB +0; CMD 10
Feats Combat Casting, Extra Hex,
Traits Reactionary, Failed Winter Witch Apprentice
Skills Heal +5, Knowledge (arcana) +8, Knowledge (history) +7, Knowledge (nature) +7, Knowledge (planes) +7, Spellcraft +7 (+8 vs ID cold spells)
Languages Aklo, Common, Dwarven, Giant, Hallit, Skald
SQ +3 to appraise checks, empathic link with familiar, patron spells (elements), share spells with familiar
Other Gear Crossbow bolts (20), Dagger, Light crossbow, Longspear, Cleats, Cold weather outfit, Snowshoes, Witch's kit, 24 GP, 10 SP
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Special Abilities
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+3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Cleats -50% walking penalty for slick surfaces.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (6 round(s)) (DC 13) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Healing (1d8+1) (Su) Use cure light wounds once per day/person.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Snowshoes -50% walking penalty for heavy snow.
Familiar: Tulo the Raven (Hp 2, AC 15)
Spells Known: All cantrips, (1) Comprehend Languages, Cure Light Wounds, Ear Piercing Scream, Ill-Omen, Mage Armor, Sleep