Ru-Shi

Martin Stribog's page

20 posts. Alias of Donald Robinson (RPG Superstar Season 9 Top 32).


Full Name

Martin Stribog

Race

Samsaran

Classes/Levels

Winter Witch 1

Gender

Male

Size

Medium

Age

67

Alignment

NG

Location

Heldren

Languages

Common, Samaran, Skald, Hallit, Elven, Dwarven, Draconic

Occupation

Apothecary

Homepage URL

www.thedmdr.com

Strength 12
Dexterity 16
Constitution 10
Intelligence 19
Wisdom 14
Charisma 7

About Martin Stribog

Stat Block:

Martin Stribog
Samsaran Witch (Winter Witch)1
NG Medium Humanoid (Samsaran)
Init +7; Senses Perception +2 (+4), Lowlight Vision
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 6 (1d6+0)
Fort +0, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Dagger +1 (1d4+1/19-20/x2) or Club +1 (1d6+1/x2)
Ranged: Sling +3 (1d4+1/x2, 50 ft)
Witch Spells Known:
0- All Witch Cantrips, + Ray of Frost
1- Obscuring Mist, Mage Armor, Ill Omen, Color Spray, Comprehend Languages, Detect Secret Doors, Cure Light Wounds
Witch Spells Prepared (CL 1):
0 (3)- Light, Detect Magic, Ray of Frost
1 (2)- Color Spray, (One slot left open)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 19, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 14
Feats Extra Hex (Evil Eye), Alterness*
Skills (6pts/lvl+1Favored Class): Heal +6, Knowledge(Arcana) +9, Knowledge(History) +8, Knowledge(Nature) +8, Knowledge(Planes) +8, Spellcraft +8 (+9 To identify Cold Spells), Perception +2 (+4 w/ Opal), Use Magic Device +2,
Languages Common, Samaran, Skald, Hallit, Elven, Dwarven, Draconic
Combat Gear Dagger, Sling, 10 Sling Bullets, Club
Other Gear: Witches Kit[MW backpack (price difference 48gp), a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin], 4 days animal feed (bird/hare?), Cold Weather Outfit
Total Weight: 37
Carrying Capacity: Light 43 (50), Medium 86 (100), Heavy 130 (150)
--------------------
TRACKED RESOURCES
--------------------
Sling Bullets (10):
Gold: 33
Silver: 7
--------------------
Special Abilities
--------------------
Trait: Failed Winter Witch Apprentice- +1 K.Arcana, +1 Spellcraft to identify cold spells, + Skald langauge

Trait: Sacred Touch - As a standard action, you may automatically stabilize a dying creature merely by touching it.

Trait: Student of Philosophy - You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Patron- Winter

Familiar– Opal HP:3 (Arctic Hare, gives +4 Initiative and *Alertness when within arm’s reach) Has improved Evasion, share spells, empathic link.

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:
*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.

*Healing (Su): [FAQ] A witch can soothe the wounds of those she touches. 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.


Racial Features:

Defense Racial Traits

•Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Feat and Skill Racial Traits

•Mystic Past Life (Su) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past. (Spells Chosen (5): Color spray, Haste, Create Pit, Spiked Pit, Hungry Pit)

•Low-Light Vision: Samsarans can see twice as far as humans in conditions of dim light.
Magical Racial Traits

•Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.

Background:

Being regarded as a special birth, Martin was taken at a young age to be trained as a Winter Witch. After a few short years, the witch training Martin, Ysenia, decided that Martin did not possess the cold heart required to become a successful winter witch. Martin was sent back to live with his family.

Upon his return, his family grew distrusting of him. Though his heart was too "warm" to become a winter witch, his nature had been tainted by the icy winds and the frozen heart of his master. After struggling to fit back into his old home, Martin took his leave; alone.

Over the years, Martin found that he had a gift, the ability to heal people of minor wounds. With just a touch, part-frost and part-divine power, he could stabilize almost any wound. Using this gift and the minor magical training he received as a winter witch's apprentice, Martin began traveling around Taldor as a wandering apothecary and healer. Any time that he was away from civilization on his travels, he continued to practice the magic he learned as a winter witch.

After years of wandering without a real purpose, Martin happened upon a traveler left for dead in the snow. The traveler was a trader that attacked a winter witch after mistakening it as the person that attacked his village. Martin did his best to not speak of witches around the traveler, because of the trader's severe distrust of them. After healing the trader and accompanying him to the neaerest village, Martin decided what he must do. He decided that he would find a way to change the mindset of others about the winter witches while also finding a way to prove to the Irrisen council that one does not need a frozen heart to be a powerful winter witch. He knew he that it wouldn't be easy, but he would find a way to change the leadership of the Irrisens and show that they can work with other people without distrust and hate.

Personality:

Not fitting in at home or with the winter witches, Martin's solitude has affected his ability to interact with others. Though Martin is generally kind and always willing to help others, he struggles to find the right things to say or how to properly say what is on his mind. He tries his best not be shy around others, but sometimes at a loss for words, Martin comes off as stand-offish. When in combat, Martin perfers to either heal/aid an ally or try to neutralize an enemy without damage (such as color spray or the evil eye hex). Martin will sometimes even get in harms way to stabilize a dying ally with his Sacred Touch. When allowed, Martin prefers to analyze the situation and recall the knowledge he has learned in this life and his previous one.