Feiya

Zvetlana's page

10 posts. Alias of eriktd.


About Zvetlana

F Human (Varisian) Witch (White-Haired Witch) 1
CG M humanoid (human)
Init +2; Perception +4
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 8/8 (1d6+2)
Fort +2, Ref +2, Will +1
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OFFENSE
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Speed 30 ft
Melee white hair +0* (1d4+6, x2) plus grab +8
(+1 attack vs foes that threaten Koya)
Space 5 ft, Reach 5 ft
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SPECIAL ABILITIES
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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 (1d3 for a Small witch) 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.

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

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.

Zvetlana's familiar is a king crab (+2 CMB/CMD vs grapple).
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STATISTICS
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Str 11 (+0), Dex 14 (+2), Con 14 (+2), Int 19 (+4), Wis 8 (-1), Cha 8 (-1)
Base Atk +0; CMB +2* (+2 grapple); CMD 13 (+2 vs grapple)

Feats: Additional Traits*, Rime Spell

Racial Traits: Bonus Feat, Giant Ancestry (+1 CMB/CMD, -2 Stealth)

Traits: Accelerated Drinker* (can drink ready potions as move action), Bred for War (+1 CMB, +1 Intimidate), Bruising Intellect* (use INT for Intimidate, +1 Intimidate), Friend of the Family (+1 Perception, class skill), Magical Lineage (cast frostbite metamagic at -1 spell level)

Skills: Intimidate 1+9, Knowledge (Arcana) 1+7, Knowledge (Nature) 1+7, Knowledge (Planes) 1+7, Perception 1+3, Spellcraft 1+7, Stealth 0+0

Background Skills: Craft (Alchemy) 1+7, Knowledge (History) 1+7

Languages: Abyssal, Common, Giant, Minikan, Tien, Varisian

Witch Spells Prepared
cantrips (DC 14): grasp, guidance, resistance
1st (DC 15): frostbite (rime spell) x2

Witch Spells Known
cantrips: (all)
1st: chill touch, enlarge person, frostbite, hermean potential, ill omen, mage armor, sure casting

Witch's Patron: Water
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GEAR/POSSESSIONS
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aquarium ball (80 gp, 20 lbs), backpack (2 gp, 2 lbs), bedroll (0.1 gp, 5 lbs), belt pouch (1 gp, .5 lbs), bladed scarf (12 gp, 2 lbs), blanket (.5 gp, 3 lbs), candles (x10, .1 gp), canteen (2 gp, 1 lb), ink (1 gp), inkpen (.1 gp), mess kit (.2 gp, 1 lb), spell components pouch (5 gp, 2 lbs), traveler's outfit (free, 5 lbs), waterproof bags (x2, 1 gp, 1 lb)

Carrying Capacity Light: 38 lbs, Medium: 76 lbs, Heavy: 115 lbs

Currency: 0 gp
Total Weight: 42.5 lbs (34.5 without bedroll and blanket)

Background:
Zvetlana's mother was a native Varisian: a wanderer, magic-user, fortune-teller, and something of a loner. When she met Zvetlana's father, an immigrant who had recently arrived in Sandpoint from Tien Xia, she took an instant liking to him, and soon she had a child. Zvetlana has no idea what happened to her father, but based on what her mother has told her she believes he returned to his ancient homeland.

Zvetlana grew up in Sandpoint, mostly, though wanderlust would often take her mother and she would feel compelled to travel elsewhere. When she was younger Zvetlana would go with her, but as she got older her mother began to leave her in the care of Niska Mivashti, an old family friend. The last time her mother left Zvetlana had just turned 18, and she hasn't come back since. She left a special scarf for her daughter, the traditional kapenia of her family, and Zvetlana wears it every day. She is curious about its martial properties, though she doesn't like to fight with it as it is an heirloom.

Zvetlana always was a strange one, her foster mother said. Her wild blonde hair was so pale it seemed white, and when brushing it she would laugh that it had a mind of its own. The ocean spoke to her, she would say, and one day a tiny sea crab followed her home. She took care of it and the two have formed a strange bond. Obviously it is her familiar, and some folk whisper that she must have learned black magic from Mother Niska. She has at least learned how to make strange liquid concoctions and is quite adept at using them.

She is curious about what happened to her father, who she has deduced was an unusual person-- a very large man, possibly with demon blood if the stories she has heard whispered in town may be believed. She would love the opportunity to seek him out, and like her mother she often feels the desire to travel, though she has not done so in many years.

Description:
Svetlana is very tall, more than six feet high, like her body has been stretched. She has very pale blonde hair and features that seem partly Varisian and partly Tien. Her voice is harsh and gutteral, like she has difficulty controlling it. She wears a special Varisian scarf on her head-- or carries it in her hand when she needs her hair free. Her eyes are dark and deep, her head is slightly larger than normal, and she has enormous hands.

She is very intelligent, and a bit manipulative. She convinced Niska Mivashti to take her in by offering to look after her, and ever since she died she has been worried about her future. Niska's daughter Koya has been friendly, and Zvetlana has been emphasizing her interest in Desna's faith to get the old woman to like her. She doesn't know what she'd do if Koya went away on her caravan and never came back, so she has offered to go with her if she goes.

In truth she felt compelled to make that offer, because Mother Niska asked her to do so before she died. Almost as if the old woman knew some things about the future! To avoid feeling creepy about it, she has convinced herself that it is her own idea, but sometimes she still feels like the old woman is watching her.

Advancement Outline:
While she starts as a witch, she is intended to advance as a magus, specifically a Greensting Slayer/Hexcrafter/Kapenia Dancer. She is a scrappy, creepy, melee-focused magic-user.

1. Witch (White-Haired Witch) 1, Additional Traits*, Rime Spell
2. Magus (Greensting Slayer/Hexcrafter/Kapenia Dancer) 1, Weapon Focus* (bladed scarf)
3. Magus 2, Enforcer
5. Magus 4, Brew Potion*, Combat Reflexes
6. Magus 5, Dirty Fighting*
7. Magus 6, Improved Dirty Trick
9. Magus 8, Quick Dirty Trick
11. Magus 10, Greater Dirty Trick
12. Magus 11, Weapon Focus* (white hair)
13. Magus 12, Improved Grapple
15. Magus 14, Greater Grapple
17. Magus 16, Dirty Trick Master