Torgra Stigardsdam

Kutsya Saltenlock's page

67 posts. Alias of pH unbalanced.


Full Name

Kutsya Saltenlock

Race

Dwarf

Classes/Levels

(White-Haired) Witch 1

Statline:
hp: 7/9; AC:14 T:10, FF:14; Fort 2, Ref 0, Will 4; BAB 0 Melee 2 CMB 2/4/5 CMD 12/14; Init: +0 Perc +3

Gender

Female

Size

M

Alignment

LN

Deity

Ylimancha

Location

Sasserine

Languages

Common, Dwarvish, Giant, Orc, Terran

Occupation

sailor, dockworker

Strength 14
Dexterity 10
Constitution 14
Intelligence 16
Wisdom 15
Charisma 8

About Kutsya Saltenlock

GENERAL:
Female Dwarven (White-Haired) Witch 1
Lawful Neutral Medium Humanoid (Dwarf)
Init: +0; Perception: +3
Languages: Common, Dwarven, Giant, Orc, Terran

Str: 14 Dex: 10 Con: 14 Int: 16 Wis: 15 Cha: 8

BOOKKEEPING:

Archetype: White-Haired Witch
Patron: Strength
Familiar: King Crab
Feats: Combat Expertise
Traits: Magical Knack (Magic), Water Rat (Campaign)
Favored Class: Witch (+1 hp)
Skills Purchased: 1 Rank each in Intimidate, Perception, Profession (Sailor), Spellcraft, Swim

COMBAT INFO:

DEFENSE

AC:14 Touch 10, Flat-footed 14 (+4 armor (Mage Armor))
hp 9 (1d6 +3)
Fort +2, Ref +0, Will +4
CMD 12/14 Grapple

OFFENSE

BAB +0; CMB +2/+4 Grapple/+5 Grapple wHair
Spd 20 ft.

Weapons:
Hair +2 (1d4+4/x2/B/S/P)
Hair w/wpn -3 (1d4+1/x2/B/S/P)
Heavy Pick +2 (1d6+2/x4/P)


SKILLS:

Appraise: +3 (+5 for underwater treasure)
Bluff: -1
Climb: +2
Craft +3
Diplomacy: -1
Disguise: -1
Handle Animal: -1
Heal: +2
Intimidate: +3
Perception: +3
Perform: -1
Profession(Sailor): +8
Sense Motive +2
Spellcraft: +7
Survival: +2 (+4 on shipboard)
Swim: +5
Use Magical Device: -1

WITCH ABILITIES:

Weapon and Armor Proficiency Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.
Witch’s Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
King Crab: Master gains a +2 bonus on combat maneuver checks to start and maintain a grapple

DWARVEN RACIAL TRAITS:

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Dark Vision: Dwarves can see in the dark up to 60 feet.

Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods found in or under the water. (altered per Saltbeard above)

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

WHITE-HAIRED WITCH:

White Hair (Su): At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.

At 4th level and every four levels thereafter, a whitehaired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.

The hair cannot be sundered or attacked as a separate creature.

SPELLS KNOWN:

0-Level
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Guidance
Light
Mending
Message
Putrefy Food & Drink
Read Magic
Resistance
Spark
Stabilize
Touch of Fatigue

1-Level
Chill Touch
Comprehend Languages
Cure Light Wounds
Enlarge Person
Ki Arrow
Mage Armor
Unseen Servant

SPELLS MEMORIZED:

0-Level:
Detect Magic
Message
Touch of Fatigue

1-Level:
Chill Touch
Mage Armor[cast]

TRAITS & FEATS:

Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Magical Knack: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Water Rat: You gain a +2 bonus on Swim checks. When wearing light or no armor and not encumbered, fatigued, or exhausted, you can swim at one-half your speed as a move action or your full speed as a full-round action. While swimming, you gain a +2 bonus on Initiative checks.

BACKGROUND:

After the three whalers discarded her in the trash pit of a derelict gutting plant, Kutsya Saltenlock lay there for nine days. Nine days pinned in stagnant briny backwash by broken steel tabletops and splintered crabpots, with her thick black braids wrapped tightly around her face. "So that we can stand to look at the ugly wench," one of the whalers had said.

On the first day she ripped out three fingernails and tore raw the flesh on her hands, arms, and legs trying to pull herself free from the debris that trapped her. The salt burned in her wounds like acid.

On the second day she prayed to Ylimancha for wings that she might fly away.

On the third day Kutsya's thoughts turned to her family, as she wondered where they were searching for her. There had always been Saltenlocks in Sasserine, as solid a family of Dwarven seafolk as there had ever been. Some were sailors, some were crafters, and some were dockworkers, but they were Saltbeards all, and woven into the very fabric of the city. She knew they would never find her, but her biggest fear was that she had been such a vagabond in recent years that they hadn't yet realized she was missing.

On the fourth day she prayed to Gozreh, that a storm might lash its way through the building, destroying everything and setting her free. Rainwater dripped into her mouth through holes in the ceiling, but nothing more.

On the fourth day Kutsya cursed her acid tongue, and wished for the six hundredth time that she had not sassed Captain Parrel, forcing him to discharge her from The Jaunty Marlin, the best ship she'd ever served on. This would never have happened, if only she'd been at sea, instead of loading barges on the docks.

On the fifth day she prayed to Torag and Trudd and Dranggvit and Magrim. And Desna and Cayden and Sarenrae and every other god she could think of, beseeching them to free her.

On the seventh day she no longer shivered or ached, as her awareness narrowed to nothing more or less than her slow shallow breaths.

On the eighth day she prayed to Pharasma to let her die.

On the ninth day she was offered the strength to survive, the strength to free herself, and the strength to exact her revenge, in exchange for service freely given. She accepted, and soon the water roiled with activity as scores of crabs severed her bonds, pushed aside the heavy detritus trapping her, and carried her out into the sea.

On the tenth day, Kutsya Saltenlock walked into The Drunken Dolphin, draped in rags and the heavy smell of brined offal. She drove a pick through the skull of one of her tormentors, and strangled a second with her now salt-white braid. The third escaped long enough to confess to the guard and turn himself in, preferring his slow inevitable fate at the hands of the Law to the tender mercies Kutsya would have lavished on him.

Needless to say, "the Dwarven Banshee" was the talk of the town for quite a few days afterwards.

EQUIPMENT:

At home:
Bedroll
Common Buoy 5gp
Iron Pot
Mess Kit
Soap
Trail Rations (5)
Torches (10)
Familiar Satchel 25gp

Worn:
Backpack
Waterskin (fresh)
Waterskin (salt) 1 gp

At Belt:
Spell Component Pouch
Belt Pouch
Heavy Pick 8gp
Impact Foam
Thunderstone
Acid flask 10gp

In Backpack:
Buoyant Balloon 10gp
Candles (10)
Chalk (10)
Defoliant
Foaming Powder
Ink
Ink Pen
Scroll of Damp Powder
Scroll of Jury Rig
Scroll of Remove Sickness
Scroll of Unbreakable Heart
Drill 5sp

In Belt Pouch:
Flint & Steel
69 gp
55 sp
50 cp