Arazni

Melashara the Crone's page

263 posts. Alias of mbauers.


Full Name

Melashara the Crone

Race

(HP 16/16, AC 12 CMD 12, Fort +5, Ref +2, Will +5)

Strength 9
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 14
Charisma 8

About Melashara the Crone

Description:

Name: Melashara the Crone
Chaotic Neutral Human Witch (Winter Witch)
Age: 47 Height: 5’2” Weight: 105 lbs Eyes: Blue Hair: White
Languages: Common, Draconic, Sylvan, Giant, Elven
Favored Class: Witch
The noise of the crowd is hushed as the slight figure walks slowly into the arena. At a distance it looks like a young girl, until she reaches the center of the circle and pushes her hood back. Her long white hair conceals ears blackened from frostbite. The pale flesh on her face looks cracked, like rotten ice. Her eyes are bright blue and would be beautiful, if it weren't for the menacing stare she fixes on her opponent. Before the fight she looks around at the audience, unable to hide her contempt. Melashara the Crone has arrived.

Background:
Many years ago Melashara lived a simple life in a small village in a frozen land. Her people were tough, survivors who knew how to scrape an existence out of an unforgiving landscape. They lived peacefully and humbly. Yet every year, as the worst winds of winter blew, the beast would return to her tribe. It demanded one girl, a sacrifice, to keep the village safe for another year. And every year, Melashara watched as another girl went quietly to her death. Her father, the chieftain, and the other men stood by, their heads hanging in shame.

The harshest winter was in her 12th year. She could feel the cold in her lungs, her blood, and knew the time for the beast was upon them. That night she couldn't sleep, so she sat up in her shelter, straining to hear the men huddled around the fire. Melashara heard their drunken boasts about how this year would be different. They would fight, and be free of the creature forever. Her father nodded, and sharpened his spear. Only then did she drift into sleep, for her father had spoken.

She woke with a start, her father standing over her with ice crusted in his beard. He told her to be quiet, and remain under her furs. She must not leave the shelter for any reason.

Moments later she heard the booming voice of the beast, demanding his prize. But when she crept forward to listen, she heard no sounds of battle. She peered out from her hiding place and saw the men of her village, unarmed, lining up the girls for the beast to choose. She strode forth, looked the beast in the eyes, and quietly walked off with him. Even then, her father did nothing.

It was a harsh trip to the beast's layer, blinding snow obscuring her vision and biting winds freezing her to the core. She began hearing things, meaningless sounds at first, then words formed out of the ice and wind. The creature did not seem to notice.

The words told her to fight, that winter's power was hers to command. At the mouth of the cave, where countless others had perished, she stopped. The beast faced her. She told the driving snow to bury him, and it did.

She spent the night in the cave amidst the bones of the creature's other kills. By the time she returned to her village, the cold had transformed her beautiful face into something unrecognizable. But her father saw her eyes and knew her. She threw the creature's horn onto the fire and left without a word.

Statistics:
Str 9, Dex 14, Con 14, Int 18, Wis 14, Cha 8
Base Atk +0; CMB -1; CMD 11
Init +2

Starting Statistics:
Str 10 (0 points used,-1 for age), Dex 15 (7 points used, -1 for age), Con 15 (7 points used, -1 for age), Int 15 (7 points used, +1 for age, +2 human bonus), Wis 13 (3 points used, +1 for age), Cha 7 (-4 points used, +1 for age)

Defense:
AC 12, touch 12, flat-footed 10
HP 16/16 (2d6+ 4 con +2 favored class)
Fort +5, Ref +2, Will +5

Feats:
Rime Spell, Extra Hex (Prehensile Hair), Alertness (from familiar)

Traits:
Magical Lineage (Frostbite), Resilient (+1 to Fort Saves)

Skills:
Intimidate +3 (1 rank),
Knowledge (Arcana) +9 (2 ranks),
Knowledge (History) +9 (2 ranks),
Knowledge (Nature) +9 (2 ranks),
Knowledge (Planes) +9 (2 ranks),
Perception +5 (1 rank),
Sense Motive +4 (0 ranks),
Spellcraft +9 (2 ranks),
Use Magic Device +4 (2 ranks)

Class Features:
Cantrips, Hex, Patron Spells (Winter), Witch's Familiar, Frozen Caress Hex, Prehensile Hair Hex, Slumber Hex, 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 (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.)

Hex Descriptions:
Frozen Caress Hex: 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.

Prehensile Hair Hex (2 minutes total): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

Slumber (Su) Hex (DC 15 WS): 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.

Spells:
Spells Known

Oth: All Witch spells (plus Ray of Frost)
1st: Charm Person, Chill Touch, Comprehend Languages, Cure Light Wounds, Ear-Piercing Scream, Ill Omen, Frostbite, Mage Armor, Obscuring Mist, Ray of Enfeeblement, Unshakable Chill

Spells Memorized
Oth (DC 14): Daze, Detect Magic, Light, Ray of Frost (unlimited)
1st (DC 15): Rime Frostbite, Rime Frostbite, Ray of Enfeeblement (+1 save DC when used with Frozen Caress)

Familiar:

Ugrut
N Tiny Magical Beast (Rat)
Init +2; Senses low-light vision; Scent; Perception +2

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 Natural armor)
hp 8 (2 HD)
Fort +2, Ref +4, Will +4

OFFENSE
Speed 15 ft., Climb 15 ft., Swim 15 ft.
Melee bite +5 (1d3–4)
Space 2.5 ft.; Reach 0 ft.

STATISTICS
Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2

Base Atk +1; CMB +1; CMD 7 (11 vs trip)

Feats: Weapon Finesse

Skills: Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth (plus Master's ranks in appropriate skills)

SPECIAL ABILITIES

Scent (Ex):

This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Familiar Abilities: Alertness (granted to Master when within arm's reach), Improved Evasion, Share Spells (spells with range of "You" can be cast on familiar), Empathic Link, Store Spells

Equipment:
Morningstar (supplied), Heavy Crossbow (supplied), ? Bolts (supplied), Dagger, Backpack, 2 sunrods, 2 torches, Flint and Steel, Waterskin, Belt Pouch, 4 days trail rations, 8 servings of wandermeal, Traveler's outfit, Liquid Ice, Scroll of Mage Armor x4, Scroll of Cure Light Wounds x2, Scroll of Obscuring Mist, Scroll of Glitterdust, Potion of Cure Light Wounds x2, Potion of Mage Armor, Potion of Endure Elements, Vermin Repellent

15 pp 12 gp 4 sp cp

Possible Advancement:
Lev 3 Feat: Accursed Hex, Lev 4: No Hex granted, Lev 5 Feat:??, Lev 6 Hex:??, Lev 7 Feat: ??, Lev 8 Hex: ??, Lev 9 Feat:??, Lev 10 Hex: Ice Tomb, Lev 11 Feat: Split Hex

Dice:

[spoiler=Stats] HP 16/16
AC 12
Fort +5 Ref +2 Will +5
Effects: none
Ammo (x-bow): /


Initiative
[dice]1d20+2[/dice]

Initiative [dice]1d20+2[/dice]

Trip Attempt with Prehensile Hair [dice]1d20+5[/dice]

Natural attacks
Prehensile Hair attack [dice]1d20+5[/dice] 10 ft. reach
Damage [dice]1d3+6[/dice]

Prehensile Hair attack with Power Attack [dice]1d20+4[/dice]
Damage [dice]1d3+8[/dice]

Prehensile Hair attack with Combat Expertise [dice]1d20+4[/dice]
Damage [dice]1d3+6[/dice] +1 dodge bonus to AC

Magic attacks

Ranged touch attack--Ray of Frost [dice]1d20+3[/dice]
Cold Damage [dice]1d3[/dice]

Ranged touch attack--Ray of Frost with Liquid Ice Focus [dice]1d20+3[/dice]
Cold Damage [dice]1d3 + 1[/dice]

Ranged touch attack--Ray of Frost with Frozen Caress [dice]1d20+3[/dice]
Cold Damage [dice]1d3+1d4[/dice]

Ranged touch attack--Ray of Frost with Frozen Caress and Liquid Ice Focus [dice]1d20+3[/dice]
Cold Damage [dice]1d3+1d4+1[/dice]

Ranged touch attack--Ray of Enfeeblement [dice]1d20+3[/dice]
Strength Penalty [dice]1d6 + 1[/dice] 25 ft range Fort Save half, DC 15

Ranged touch attack--Ray of Enfeeblement with Frozen Caress (Rime Spell) [dice]1d20+3[/dice]
Strength Penalty [dice]1d6 + 1[/dice] Cold Damage [dice]1d4[/dice] 25 ft range Fort Save half, DC 16

Touch attack--Frostbite [dice]1d20[/dice]
Nonlethal Cold Damage [dice]1d6+2[/dice] plus Fatigue

Touch attack--Frostbite with Frozen Caress [dice]1d20[/dice]
Nonlethal Cold Damage [dice]1d6+2[/dice] Cold Damage [dice]1d4[/dice] plus Fatigue

Prehensile Hair Touch attack--Frostbite [dice]1d20+5[/dice]
Nonlethal Cold Damage [dice]1d6+2[/dice] Plus Fatigue

Prehensile Hair Touch attack--Frostbite with Frozen Caress [dice]1d20+5[/dice]
Nonlethal Cold Damage [dice]1d6+2[/dice] Cold Damage [dice]1d4[/dice] plus Fatigue

Touch attack--Chill touch [dice]1d20[/dice]
Cold Damage [dice]1d6[/dice] plus 1 point Str Damage (Fort 16 negates Str Damage)
Instead of Damage, Undead opponents: Rounds of Panic [dice]1d4+2[/dice] Will Save DC 16 negates

Touch attack--Chill touch with Frozen Caress [dice]1d20[/dice]
Cold Damage [dice]1d6[/dice] Cold Damage [dice]1d4[/dice] plus 1 point Str Damage (Fort 16 negates Str Damage)
Instead of Damage, Undead opponents: Rounds of Panic [dice]1d4+2[/dice] Will Save DC 16 negates

Prehensile Hair Touch attack--Chill touch [dice]1d20+5[/dice]
Cold Damage [dice]1d6[/dice] plus 1 point Str Damage (Fort 16 negates Str Damage)
Instead of Damage, Undead opponents: Rounds of Panic [dice]1d4+2[/dice] Will Save DC 16 negates

Prehensile Hair Touch attack--Chill touch with Frozen Caress [dice]1d20+5[/dice]
Cold Damage [dice]1d6[/dice] Cold Damage [dice]1d4[/dice] plus 1 point Str Damage (Fort 16 negates Str Damage)
Instead of Damage, Undead opponents: Rounds of Panic [dice]1d4+2[/dice] Will Save DC 16 negates

Weapons

Attack with Morningstar [dice]1d20[/dice]
Damage [dice]1d8-1[/dice]

Power Attack with Morningstar [dice]1d20-1[/dice]
Damage [dice]1d8+1[/dice]

Attack with Morningstar [dice]1d20[/dice]
Damage [dice]1d8-1[/dice]

Attack with Heavy Crossbow [dice]1d20+3[/dice]
Damage [dice]1d10[/dice]

Saves
Fort Save [dice]1d20+5[/dice]
Reflex Save [dice]1d20+2[/dice]
Will Save [dice]1d20+5[/dice]

Skill Checks

Intimidate [dice]1d20+3[/dice]
Knowledge (Arcana) [dice]1d20+9[/dice]
Knowledge (History) [dice]1d20+9[/dice]
Knowledge (Nature) [dice]1d20+9[/dice]
Knowledge (Planes) [dice]1d20+9[/dice]
Perception [dice]1d20+5[/dice]
Sense Motive [dice]1d20+4[/dice]
Spellcraft [dice]1d20+9[/dice]
Use Magic Device [dice]1d20+4[/dice]

[/spoiler]