Priestess of Nethys

Letitia Frost's page

1,143 posts. Alias of Stalwart.


Gender

HP: 54/54, 4 thp, AC 18 t:13 ff:16, f+6 r+7 w+8; Resist Cold 5; Perc +15, init +2, Fly 8/9, Active:

Strength 10
Dexterity 14
Constitution 12
Intelligence 22
Wisdom 11
Charisma 12

About Letitia Frost

Letitia Frost
Female Human Winter Witch 9
LN Medium Humanoid (Human)
Init +2 (+2 Dex); Senses; Perception +15 (+18 in shadows or darkness)

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DEFENSE
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AC 14 touch 13, flat-footed 12 (+2 dex, +1 Nat. Armor, +1 Defl.) (18 with mage armor)
hp 54 (9d6+18)

Fort +6 (3 base, 1 Con, 2 resistance)
Ref +7 (3 base, 2 Dex, 2 resistance)
Will +8 (6 base, 0 Wisdom, 2 resistance)

Defensive Abilities
Cold Flesh (endure elements vs. cold temps only)
Resist cold 10
feather fall (constant)
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OFFENSE
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Spd 30 ft. (30 ft. base).

Melee
icicle wand +5 (1d4 19-20/x2 plus 1 cold)
Emberchill +5 (1d6+1 x2 plus 1d6 cold)

Ranged
Mwk Light Crossbow +6 (1d8 19-20/x2)

Space 5 ft.; Reach 5 ft

Special Attacks
Hexes DC 20

Spells prepared:
arcane mark, detect magic, ray of frost, read magic, charm person, chill touch, comprehend languages, inflict light wounds, mage armor, ray of enfeeblement, lipstitch, blindness/deafness, hold person, false life, glitterdust, resist energy, dispel magic, lightning bolt, remove curse, vampiric touch, summon monster IV, confusion, wall of ice, baleful polymorph, cloudkill

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STATISTICS
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Str 10
Dex 14
Con 12
Int 20 (22)
Wis 11
Cha 12

Base Atk +4
CMB 4 (+4 BAB, 0 str)
CMD 16 (10 +4 BAB, +2 Dex, 0 str)

Feats
(Alertness), Extra Hex (Evil Eye), Extra Hex (Cauldron), (Brew Potion), Extra Hex (Misfortune), Extra Hex (Healing), Leadership, Extra Hex (Cackle)

Skills
Craft Alchemy +14 (1 rank, 6 Int, 3 class, 4 insight)
Fly +9 (4 rank, 2 Dx, 3 class)
Intimidate +15 (9 rank, 1 Ch, 3 class +2 cloak)
Knowledge (arcana) +18* (9 rank, 6 Int, 3 class)
Knowledge (history) +10 (1 rank, 6 Int, 3 class)
Knowledge (local) +8 (2 rank, 6 Int)
Knowledge (nature) +18 (9 rank, 6 Int, 3 class)
Knowledge (nobility) +15 (9 rank, 6 Int) (Headband)
Knowledge (planes) +18 (9 rank, 6 Int, 3 class)
Perception +15** (9 rank, 2 Awareness, 1 trait, 3 class)
Linguistics +7 (1 rank, 6 Int)
Spellcraft +18* (9 rank, 6 Int, 3 class)
Swim +4 (4 racial)
Use Magic Device +13 (9 rank, 1 Cha, 3 class)
*+1 when dealing with ice magic
**+3 in shadows or darkness

Skill Points -- 2 + 5(Int) + 1(human) = 72
Languages
Common, Hallit, Skald, Giant, Infernal, Sylvan, Iobarian, *Minkaian, Minkaian
Traits
Failed Winter Witch Apprentice: As a child, you were apprenticed as a winter witch in the frozen land of Irrisen, but you did not complete your training. Perhaps you disagreed with the politics of Irrisen’s White Witches, or you had an altercation with one of your teachers, or maybe you were just ill-suited to the practice of witchcraft. Whatever the reason, you left the ranks of the winter witches and left Irrisen. Whether or not you have continued your training on your own, you still retain some small knowledge of witchery and the magic of the icy north. You gain a +1 trait bonus on Knowledge (arcana) and Spellcraft checks to identify spells or magical effects with the cold descriptor, and one of these skills (your choice) is a class skill for you. In addition, you gain Hallit or Skald (this does not count toward your number of languages).
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Cantrips: A winter witch adds ray of frost to her spell list, but does not automatically learn this cantrip.
Patron -- Moon: 2nd—darkness, 4th—darkvision, 6th—owl's wisdom, 8th—moonstruck, 10th—aspect of the wolf, 12th—control water, 14th—lunar veil, 16th—horrid wilting, 18th—meteor swarm.

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
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.

Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Cauldron (Ex): The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.

Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

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 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.

Healing (Su): This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Flight (Su): 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.

Swine (Su): The witch can partially transform an enemy into a pig. The effects of the transformation are mostly cosmetic and do not change the creature’s size category or overall shape, but the affected creature takes a –2 penalty on Will saving throws for a number of rounds equal to the witch’s Intelligence modifier (Will negates). At 8th level, the affected creature’s hands (or paws) turn into hooves, preventing it from using claw attacks or taking any action that would require the creature to use its fingers.

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.

Lazlo, snowy owl familiar:

Init +3; Senses low-light vision; Perception +18
DEFENSE
AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size +4 nat.)
hp 24
Fort +4, Ref +7, Will +8
Improved Evasion
OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +9 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 6, Dex 17, Con 11, Int 10, Wis 15, Cha 6
Base Atk +4; CMB +5; CMD 15
Skills Fly +9, Perception +17, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth (in snowy conditions)
SPECIAL
Alertness, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its type.

Spells Known
0-level — arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink*, ray of frost, read magic, resistance, spark*, stabilize, touch of fatigue.

1st-Level — charm person, chill touch, command, comprehend languages, cure light wounds, darkness, frostbite, hex ward, ice knife, inflict light wounds, mage armor, ray of enfeeblement, remove sickness, sleep, snowball, unshakeable chill

2nd-Level — blindness/deafness, cure moderate wounds, darkvision, delay poison, false life, glitterdust, hold person, lipstitch, owl's wisdom, resist energy

3rd-Level — bestow curse, dispel magic, fly, ice spears, iron spike, Irriseni mirror sight, lightning bolt, remove disease, remove curse, sleet storm, suggestion, summon monster 3, vampiric touch

4th-Level — black tentacles, confusion, dimension door, ice storm, greater aggressive thundercloud, moonstruck, summon monster IV, wall of ice

5th-Level — baleful polymorph, cloudkill

EQUIPMENT
120 gp Starting
+60 gp crafting
-21 gp witch's kit -- 21 lbs
-01 gp dagger -- 1 lbs
-01 gp caudron -- 5 lbs
-35 gp light crossbow -- 4 lbs
-02 gp 20 bolts -- 2 lbs
-12.5 gp scroll ray of frost (now in familiar)
-75 for potions
-30 for alchemy

3,772.5 gp
Potions: cure light wounds, resist energy (cold), darkvision, delay poison

Alchemy: alchemist's fire (2)

Scrolls: comprehend languages, cure moderate wounds, blink, see invisibility, scorching ray, threefold aspect, unseen servant, youthful appearance, animate object.

Witch's Kit, Weight 17 lbs.
This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (9), a flint and steel, ink, an inkpen, an iron pot a mess kit, soap, a spell component pouch, torches (9), trail rations (4 days), and a waterskin.

cloak of the yeti (+1 nat. armor, +2 Intimidate); icicle wand (29 chg), +2 headband of intellect Radosek's cauldron, wand of spider climb (12 chg), screaming bolts (2), ring of protection +1, hyperboreal robe, Emberchill

Ice spears:

conjuration (cold)
Casting time: 1 standard action
Components V,S, M (a small stalagmite-shaped crystal)
Range close (25ft + 5ft/2 lvls)
Effect 1 ice spear/4 levels
Saving Throw Reflex half; SR no
One or more giant spears of ice lance up out of the ground. Each icicle affects a 5-ft space and reaches 10 feet high. Creature in the space takes 2d6 piercing and 2d6 cold per square. They also attempt a combat maneuver check to trip any targets that take damage: bonus CL+Int, Wis, Ch modifier. Each additional spear grants a +10 to the check. A successful Reflex save halves the damage and prevents the trip attempt.
In areas covered with ice and snow, the saves against this effect are -2 and the effect gains a +4 bonus to trip.
These spears remain, and melt as normal. They can provide cover. An ice spear has hardness 5 and 30 hp.

Weight carried: 28 lbs total, 22 lbs in backpack.
Light: 33, Medium 66, Heavy 100

BACKGROUND

Helka Elvanna, baroness of the town Ledenica within the province of Thronehold and niece of Queen Elvanna, was briefly the talk of the wintry nation when she gave birth to triplets in AR 4696 -- seventeen years before the expected end of the current queen's reign. She immediately set about training her daughters in the ways of witchcraft and preparing them to rule. She had lofty expectations of both herself and her daughters when Baba Yaga returned to instate a new daughter on the throne.

Her three daughters, Letitia, Lobelia, and Lucretia, all showed excellent promise. They were beautiful, white-haired and blue-eyed darlings and everything that their mother could have hoped for. They were given the finest tutoring as they grew up in the town on the Marbleflow River. Strangely enough, despite the lessons in the ruthlessness of Irriseni politics, the three girls were incredibly close and looked after each other. Whenever one faltered, the other two would be there to help her up.

Their lives in Ledenica was idyllic for the daughters of a winter witch. Their favorite Uncle Lazlo would take them to see the Marbleflow River and sometimes they would watch the hired adventurers that were sent to deal with the threats that would shamble out of the Frozen Fog.

On their fifteenth birthday, they were sent into the frozen wilds near their home to find their familiars. Lobelia found an arctic fox, while Lucretia made a connection with a white snow cat. Letitia, however, didn't find an animal to bond with.

The girls explored for several days, fighting the elements as Letitia tried everything to find a familiar. Frustration mounted, as did desperation. Finally, Lobelia suggested she charm an animal and pass it off as Letitia's familiar. Finding an arctic hare, they managed to capture it and return to their mother with their shared triumph.

Helka didn't notice the ruse, more concerned with the completion of their trials in the eyes of society than their actual success. Letitia kept the rabbit with her and relied upon her sisters' magic to fool their mother and instructors. They managed to keep up the ruse for four months until they were visited by Queen Elvanna herself.

The queen met at length with Helka while the triplets fretted over the queen's reasons for visiting. What sorts of business were conducted and what matters of state were discussed, the girls could only guess. But ultimately, when the two witches exited their chambers, something had been decided, and at least a portion of it involved Helka's girls.

The triplets were told to present themselves before their queen. Queen Elvanna smiled without warmth as she explained the trio were to go with her to Whitethrone to undertake study and tutelage within her own household. The honor of such a request turned to horror when Lobelia's charm on Letitia's hare wore off and the animal began fussing in the middle of the meeting.

The girls' ruse was discovered, and Letitia's shame in not having even begun the steps of becoming a winter witch was laid bare. Elvanna ordered Letitia to strangle the hare with her own hands. Then she took Lobelia and Lucretia with her to Whitethrone, and left Baroness Helka with instructions to do the same to her daughter that Letitia did to the rabbit.

Helka delayed, however. She locked Letitia up in her room so she could muster the will to do as her queen had bade. However, Letitia's uncle stole her out of her confinement and brought her to the docks. Lazlo knew the guard captain Vlad Omelinsky, who was responsible for the hiring of the mercenaries and adventurers, had been misreporting the payments and amassing a side fortune for himself. Blackmailing the guard captain, he had Letitia smuggled out of the city and the entire country with one of the adventuring parties that had finished their work.

Letitia dyed her hair and had to ride unceremoniously in a sack in the back of a wagon for most of the journey out of Irrisen. Once past the country's borders, Letitia followed the adventurers south. She didn't exactly know when to stop running, so she kept on traveling until she reached the nation of Taldor. It was there, in a small village called Heldren, that the adventurers finally dumped her.

Letitia decided she couldn't continue calling herself Letitia Elvanna, so she changed her surname to Frost. With some skill at alchemy, she found work at Willowbark Apothecary when she went in to buy some more hair dye with her last bit of coin. After several months enduring a blisteringly hot (though it was mild, the locals said) summer, Letitia began to come to the realization that she was fated to be an ordinary peasant in a foreign town. For a time, she was near inconsolable.

When winter finally arrived that year, she felt immeasurably better. She would wander in the woods in the blissful cold and feel somewhat normal. And then a snowy owl descended from the frost-covered branches and connected with her. It finally happened: she connected with a familiar!

The rest of the winter passed in a blur. Her work in the apothecary improved immensely, and her arcane abilities flourished with the guidance of her familiar, who she named Lazlo after her favorite uncle.

Unfortunately, winter ended, and spring and summer began once more. But she was a witch, and would carry winter in her heart no matter where she went.

PERSONALITY NOTES
Letitia, or "Tish" as she is often called, is still in mourning. She lost her entire way of life when the queen commanded her death. It was a rude awakening to the harsh and cruel ways of the Jadwiga that ruled Irrisen. For her formative years, she and her sisters had been taught that such cruelty was normal, and their right to treat their lessers with such casual contempt that it was beneath their notice that what they were doing was evil. Letitia endured a long journey away from Irrisen and had ample time to think, and to wonder how her sisters fared. But she knew she could not return to Irrisen except as an outcast. Even though she now wields the power of the winter witch, Queen Elvanna would not likely be one to forget that she had ordered her death. She also wondered how her mother managed, but she figured that the cruel baroness would have found a replacement body.

Letitia has adjusted to being an ordinary peasant, though she takes no pleasure in it. She has a long life ahead of her, and she knows that at some point she will leave Heldren to make something out of her life. She just has to figure out what it will be. Maybe something will come up next winter.