Madame Ivanja

Nadiya's page

253 posts. Alias of DeathQuaker (RPG Superstar 2015 Top 8).

Full Name

"Old Lady" Nadiya Nadiyevna


NG Human Witch (hedge witch) 7 | hp 41/41| Init +2 | Perception +1/+3 | AC 21 (17)/T 14/FF 17(13) | CMD 15 | Fort +5 Ref +5 Will +7



About Nadiya

“Old Lady” Nadiya Nadiyevna
NG Human Witch (Hedge Witch Archetype) 7
Speed 30 ft.
Init +2
Senses Perception +1/+3 with cat


AC 17 (+ 2 Dex, +1 deflection, +1 dodge, +2 armor, +1 natural) (Touch 13, Flat Footed 13)
CMD 16
HP 41 (7d6+14)
Fort+5 (Base 2 + 2 Con + 1 Cloak) Ref +5 (Base 2 +2 Dex + 1 Cloak) Will +7 (Base 5 + 1 Wis + 1 Cloak)



BAB +3 CMB +3
Mwk mithral dagger +6 (1d4/19-20) (finessed) (counts as silver for DR)

+1 Lt. Crossbow +6 (1d8+1/19–20) (Range 80 ft)
mwk mithral dagger +6 (1d4) (Range 10 ft)
Alchemist’s Fire or Liquid Ice +6 (1d6 of appropriate element) (Range 10 ft)

Witch Abilities and Hexes:

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

Healing Hex (Su) (3d8+5): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level (7). 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. Hexes are a standard action which do not provoke an AOO.

Flight Hex (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. 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 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.

Slumber Hex (Su) (30 ft, Will DC 17, 7 rounds): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as 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. Hexes are a standard action which do not provoke an AOO.

Spontaneous Healing (Su): A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not a cantrip in order to cast any cure spell of the same spell level or lower, even if she doesn't know that spell. This replaces the witch's hex gained at 4th level.

Ward (Su): (+2) A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.

Witch Spells:

CL 6, Concentration +10/+14 defensive:

* = Prepared
0-Level Witch Spells – DC 14; prepare 4 per day, cast prepared at will
arcane mark, bleed, dancing lights*, daze, detect magic*, detect poison, grasp, guidance, light, mending, message*, putrefy food and drink, read magic, resistance, spark*, stabilize, touch of fatigue

1st-Level Witch Spells – DC 15; prepare and cast 4 per day
air bubble, burning hands*, chill touch, command, comprehend languages, cure light wounds, diagnose disease, ear-piercing scream*, endure elements, mage armor*, mount, ray of enfeeblement, remove sickness, sanctify corpse*

2nd-level Witch Spells – DC 16; prepare and cast 4 per day
bear’s endurance*, flurry of snowballs*, inflict moderate wounds*, see invisibility*, status, web

3rd-level Witch Spells – DC 17; prepare and cast 3 per day
dispel magic, fly*, protection from energy, iron stake*, remove disease*

4th-level Witch Spells - DC 18; prepare and cast 2 per day
Aggressive Thundercloud, Greater*, Dimension Door*

Str 10 (+0); Dex 14 (+2); Con 14 (+2); Int 18 (+4); Wis 12 (+1); Cha 11 (0)
(20 point buy, +2 human bonus to Intelligence; +1 to Int at 4th level)

Feats, Traits, and Proficiencies:

Alertness (familiar): +2 to Perception and Sense Motive when cat is within arm’s reach
Combat Casting (Human bonus): +4 to Concentration checks when casting defensively
Extra Hex (L1 & L7) Gain one extra hex
Brew Potion (Bonus from hex) Able to create potions
Dodge (L3) (EIR) You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened
tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Precise shot (L5): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Poverty-Stricken (social): Gain Survival as a Class Skill and +1 to the skill
Worldly Traveler (race-human): Gain Knowledge (Local) as a class skill and +1 to the skill

Proficiencies 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.

Skills and Skill-Related Abilities:

(Class 2 + Human 1 + Int 4 = 7 per level +1 favored class = 8 lvls 1-7; 2 background points/level):
* = Background Skill
Craft (Alchemy) +17 (+7 ranks + 3 class + 4 insight + 3 Int)
Craft (Sewing)* +12 (+5 ranks + 3 class + 4 Int)
Heal +11 (+7 ranks +3 class +1 Wis)
Knowledge +14 (Arcana) (+7 ranks +3 class +4 Int)
Knowledge +13 (History)* (+6 ranks + 3 class + 4 Int)
Knowledge +17 (Local) (+7 ranks + 3 class + 4 Int + 1 trait)
Knowledge +13 (Nature) (+6 ranks +3 class +4 Int)
Knowledge (Planes) +10 (3 ranks + 3 class + 4 Int)
Perception (+1 Wis) +1/+3 when near familiar
Profession (Midwife)* +8 (3 ranks + 3 class +1 Wis)
Sense Motive +8/+10 (7 ranks +1 Wis) when near familiar
Spellcraft +14 (+7 ranks +3 class +4 Int)
Stealth (+2 Dex ) +2 -> +5 with cat familiar
Survival +10 (+5 ranks, +3 class +1 trait +1 Wis)

Languages: Common, Varisian, Skald, Orc, Sylvan


Equipped Gear:

+1 light crossbow (2,335 gp , 4 lbs)
Mwk mithral dagger (502 gp, 1/2 lb)
Crossbow bolts (x40) (4 gp, 4 lbs)

==Worn/Strapped On==
Peasant’s Outfit (free)
Amulet of natural armor (2,000 gp, 1 lb)
Bracers of armor +2 (4,000 gp; 1 lb)
Cloak of resistance +1 (1,000 gp; 1 lb)
Handy haversack (2,000 gp, 5 lbs; negates weight of contents)
Ring of protection +1 (2,000 gp, -)
Belt Pouch (1 gp, 1/2 lb)
Spell Component Pouch (5 gp, 2 lbs)
Waterskin (1 gp, 4 lbs)
Familiar Satchel (in Nadiya’s case, this is a basket that fits to her hip, kind of like a harvester’s basket, that holds her cat) (25 gp, 6 lbs)

==In Handy Haversack==
===Haversack Central Container (Max 80 lbs, current contents 61.5 lbs)===
Portable Alchemist's Lab (75 gp, 20 lbs)
Bedroll (1 sp, 5 lbs)
Blanket (5 sp, 3 lbs)
Bowls (x3) (3 cp each=9 cp, 1.5 lbs)
Canvas (2 sq yards) ( 2 sp, 2 lb)
Cat food (5 cp, 10 lbs)
Cauldron (1 gp, 5 lbs)
Flint and Steel (1 gp, -)
Grooming Kit (1 gp, 2 lbs)
Mess kit (2 sp, 1 lb)
Sewing Kit (Mwk Artisan’s Tools) (55 gp, 5 lbs)
Silk rope (50 ft.) - 10 gp, 5 lbs
Soap (1 cp, 1/2 lb)
Yarn, ball of, 50 ft. (1 cp, ½ lb)
Teapot (1 sp, 1 lb)
Tea (4 cp for 1 lb)
Wandermeal (7 days' worth) (7 cp, 3.5 lbs)
Honey, jar of (1 gp, 1/2 lb)

===In Haversack Left Side Pouch (Max 20 lbs, current contents 6 lbs)===
Midwife's kit (10 gp, 2 lbs)
Chirurgeon's Kit (400 gp, 4 lbs)
======In Chirurgeon’s Kit=====
------------healer's kit
------------a bottle of strong brandy
------------potion of cure light wounds
------------vial of smelling salts
------------alchemist's kindness (x2)
------------antiplague (x2)
------------antitoxin (x2)
------------bloodblock (x2)
------------soothe syrup(x2)
Coinage: 70 gp, 8 sp, 1 cp

===In Haversack Right Side Pouch (Max 20 lbs, current contents 17 lbs)
Traveler's anytool (250 gp; 1 lb)
Potion of endure elements (x2) (50 x2)
Potion of magic weapon (50)
Potion of bear’s endurance (x2) (300 x2)
Potion of Lesser Restoration (300 gp, -)
Scroll of inflict serious wounds
Alchemist's Fire (x5) (each 20 gp 1 lb -> 100 gp, 5 lbs)
Liquid ice (x5) (each 40 gp 2 lbs -> 200 gp, 10 lbs)

==In Belt Pouch==
Tindertwig (x5) (1 gp, -)

TOTAL WEIGHT CARRIED: 28 lbs. (Light load is 33 lbs or less)

(Total Spent out of 16,000: 15,929.19)



When little Nadiya (called Navala when she was little) was barely walking, her home village in rural Ustalav was raided by orcs, burned down to the last hut. Out of a family of seven, only she and her mother survived, fleeing into the woods to hide and survive. Mother had a few tricks up her sleeve—old magics passed down from generation to generation—that had helped save her and Navala (if barely). As they traveled to try to re-assemble their lives, her mother put these same “tricks” to work to provide them some way of living, given home and all valuables were utterly gone. Using gifts of healing and magical boons—and sometimes darker curses to fend off even darker foes, Navala’s mother offered services to nearby villages that others could not provide—but they seldom stayed long. While mother said it was because the Ustalavan countryfolk did not trust witches, and thus she did not want to outstay their welcome, Navala often wondered if it was more that mother could never feel at home after their original home was gone. It might seem like their grief was forgotten, though of course, it never could be.

Mother persisted in her work, providing healing services wherever she went, and the locals began to tell tales of Old Lady Nadiya, the kind witch who came at the moment a baby’s birth was breach, or appeared at the moment a traveler was in trouble on the road.

Old Lady Nadiya eventually died, of a mysterious disease that Navala suspected was likely the still-crushing grief over her other five children; when Navala noticed she was fading, her mother fended off her daughter’s inquiries with stoic silence.

After burning her mother’s body in a funeral rite of one, Navala traded her diminutive name for her true given name, which was also her mother’s: Nadiya. As she did with her mother, she still travels around Ustalav, using all that her mother taught her to aid those in need where she finds them. Sometimes she serves as midwife, sometimes healer, sometimes seamstress—and sometimes, even, undead slayer. As such, she carries on the legacy of "Old Lady" Nadiya, the magic matron who appears when necessity draws her, even though Nadiya herself is just 28 years old.

Like her mother, she has tended so far not to stay in one place for too long, avoiding the accusations of the superstitious. Still, unlike her mother, she does not envision remaining itinerant forever and hopes fate may one day allow her to settle in one place—but until then she will go where she feels she may do the most good. When she learned of troubles in Canterwall—and those gathering forces to address them—she figured they could likely use a healer’s aid, and sought to see what help she could offer there.


"Old Lady" Nadiya is of course not old at all, but a young woman, a little taller than average with sturdy legs and wide hips and shoulders. Her long black hair is usually kept back under a colorful red scarf, and she regards those around her with inquisitive but kind grey eyes. In her adventures and travels she has assembled some valuable items but takes care not to show them off, and tends to stay wrapped in a plain shawl or other garb. Nadiya is kept company by her grey tabby cat Mishka, one of the many poor souls she’s rescued—although Mishka in truth being a familiar, the story is more complicated than the one she usually tells.

Nadiya has always been at heart a compassionate soul, and patient with foolishness caused by superstition and fear, willing to heal a man’s fractured limb even as he curses her for touching him with “dark” magics. Still, she has no problem defending or asserting herself when needed, and harbors little abuse. She hates to leave a problem unsolved, and will do all she can to find resolution or find someone who can help before giving up. She is not necessarily gifted with words, but does lend a sympathetic ear to any who need it.

Favored Class: Witch


Mishka the Cat:

N Tiny animal
Speed 30 ft.; Init +2;
Senses low-light vision, scent; Perception +7

AC 17, touch 15, flat-footed 14 (+2 Dex, +2 size, +3 natural)
hp 17 (6d8; hp=half master’s)
Fort +1, Ref +5 (Improved Evasion), Will +6

Base Atk +3; CMB +2; CMD 8 (12 vs. trip)
Melee 2 claws +7 (1d2–4), bite +6 (1d3–4)

Str 3, Dex 15, Con 8, Int 8, Wis 12, Cha 7

Feats Alertness

Skills Acrobatics +6, Climb +4, Perception +7, Sense Motive +3, Stealth +10, Survival +5, and Swim +0 (Racial Modifiers +4 Climb, +4 Stealth)

Special Abilities
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on himself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with her familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Familiar Ability Details:

Patron: Endurance
Witch's Familiar (Ex): Must commune with familiar each day for 1 hour to prepare her spells. 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.
Store Spells: Starting at 1st level, a witch's familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch's familiar adds new bonus spells to the witch's spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

Deliver Touch Spells (Su): If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.