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 About Naranae BellámueTiefling Witch 3
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 Researching the Blot Benefit You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a magic item is equal to 20 + the item’s caster level. DrawbackEffect: Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect. Pragmatic ActivatorBenefit: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. Skills: Acrobatics +3
 Other Gear
 Languages: Common, Abyssal, Draconic, Dwarven, Elven, Infernal, Aquan Darkvision: Tieflings can see perfectly in the dark for up to 60 feet. Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Fiendish Sprinter Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled. (Cloven Hooves) Spell-like ability:You gain a +2 bonus on saving throws against nausea. 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: The following hexes complement the winter witch archetype: beast eye, blight, cook people, evil eye, feral speech, hag’s eye, hoarfrost, ice tomb, witch’s hut. A winter witch can select the following hexes: Frostfoot (Su) This ability works like the spider climb spell, but the surfaces the witch climbs must be icy. The witch can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. She can move across regular snow without penalty, and heavy snow only costs her 2 squares of movement instead of 4. 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. Familiar Winter witches must choose a familiar that is native to the frozen north, even when they themselves operate in other regions. Traditionally, this limits winter witch familiar choices to bat, cat, fox, hawk, owl, rat, raven, or weasel. A winter witch who gains the Improved Familiar feat can select any familiar she desires, save for familiars with the fire subtype. Cantrips A winter witch adds ray of frost to her spell list, but does not automatically learn this cantrip. Patron A winter witch must choose her patron from one of the following patron themes: ancestors, deception, enchantment, endurance, moon, occult, portents, stars, transformation, trickery, water, winter, or wisdom.(Trickery:) Owl 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. Hex Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier. Weapon and Armor Proficiency 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. ------------
 Evil Eye Effect: 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. SlumberEffect: 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. -------------
 0-Lvl Spells
 1-Lvl Spells
 2-Lvl Spells
 I was running... it felt like it was from the blackness itself... The fear of being caught was lit within me like a flame unto gasoline. The very thought of it was overwhelming, allowing me to only gasp for air as I drowned in a sea of ice. It now surrounded me as if I were a needle in the water. The sound of my heartbeat rung in my ears like the base of a melody. Whether I was crying or not was unapparent. The icy waters hugged my body numbing me as they sought after my capture, weaving their very being into my soon to be frigid soul becoming as void as they. Where was I? How did it come to this? Was I dead?... None of this seemed to stay in my mind, washing away with what little feeling I had left. The thought of warmth?... It was all foreign to me now, a hopeless fairytale conspired by the youthful in a prayer that it might somehow exist. I closed my eyes and dream of fire and its warmth, if I'll ever experience its embrace again, the solidity of this dream is all that's holding me to this world now. 
 This was a dream I always had, or better yet, a memory. How I came to survive is beyond me, the experience left me... changed. My old life I gave too little towards helping those that truely needed it, the heavens gave me another chance though. I was once told my heart was made of ice, it is my goal to thaw my forever winter in this one by any means. The abilities I'd gained granted by the very thing that killed me,... I was blessed. "The chill of winter was now one with my soul, a scar that redefined my very being. I will make use of my gift" spoiler:  Basically I got dropped into the Plane of water to slowly die, but was somehow lucky enough to have been kept alive and returned to the material plane Familiar:  Owl	CR 1/3
 N Tiny animal Init +3; Senses low-light vision; Perception +12 --------------
 AC 17, Touch 15, Flat-Footed 14 (+3 Dex, +2 size, +2 natural)
 OFFENSE
 STATISTICS
 Feats: Weapon Finesse, Alertness -------------
 Racial Modifiers: +4 Perception, +4 Stealth Share Spells, Empathic Link, Deliver touch spells
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