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About Rhasadilara WynterfallFemale Human Witch (Winter Witch) 5 / Winter Witch 2
Init +3; Senses Low-light vision, Perception +7 {+9 w/ familiar} Hero Points 3/3 ==DEFENSE==
==OFFENSE==
Ranged
==STATISTICS==
Skills:
Skill points: 49 (2 +5 INT)/lvl
Headband Skill Ranks (Fly 7, Perception 7) Acrobatics +3 (0 +3 DEX)
Languages Common, Celestial, Draconic, Aquan, Kellid Concentration +13 (CL 6 +7 int)
~ +1 DC with cold spells
Spells Known:
0th (all): Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food & Drink, Ray of Frost~, Read Magic, Resistance, Stabilize, Touch of Fatigue
1st (11+1): Charm Person, Chill Touch, Command, Cure Light Wounds, Frostbite~, Icicle Dagger~, Mage Armor, Obscuring Mist, Ray of Enfeeblement, Ray of Sickening, Remove Sickness, +Unshakable Chill~ 2nd (8+1): Adoration, Cure Moderate Wounds, False Life, Frost Fall~, Hold Person, +Resist Energy (cold)~, Soothing Word, Spectral Hand, Zone of Truth 3rd (4+1): Dispel Magic, Ice Spears~, +Ice Storm~, Remove Curse, Remove Disease, Sleet Storm~ Feat Descriptions:
• ALERTNESS (General) {when familiar is within arms reach}: You often notice things that others might miss. Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. • CELESTIAL OBEDIENCE (General) [Tolc]: Your reverence for an empyreal lord is so great that daily prayer and minor sacrifices grant you special boons. Each empyreal lord requires a different obedience, but all obediences take only 1 hour to perform. Once you've performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the empyreal lord. If you have at least 12 Hit Dice, you also gain the first boon granted by your empyreal lord upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the empyreal lord's second boon. If you have 20 Hit Dice or more, you also gain the empyreal lord's third boon. Unless a specific duration or number of uses per day is listed, a boon's effects are constant. ==Obedience: Kneel naked outdoors at night while dipping your hands in two bowls of tepid water. Slowly raise your hands above your head and hold them there until the water from both bowls has evaporated. Gain a +4 sacred bonus on saves against cold effects. ==Boon 1: Frozen Magic (Sp) mount (caribou only) 3/day, chill metal 2/day, or protection from energy 1/day ==Boon 2: Icy Shards (Su) Three times per day, you can breathe a 15-foot cone of ice particles. The cone deals 1d6 points of damage per HD you possess (maximum 15d6). Half this damage is cold damage, while the other half is slashing damage. A Reflex save (DC 10 + 1/2 your HD) halves damage taken from this attack. ==Boon 3: Glacial Dark (Sp) You can cast polar midnight once per day. • CRAFT WONDROUS ITEMS (Item Creation): You can create wondrous items, a type of magic item. You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item. See magic item creation rules for more information. • EXTRA HEX (General): You have learned the secrets of a new hex. You gain one additional hex. You must meet all of the prerequisites for this hex. You can gain Extra Hex multiple times. • IMPROVED FAMILIAR (General): This feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar. When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate). • LEADERSHIP (General) (Score: 12 [7 +2 cha +2 renown +1 fairness]): You attract followers to your cause and a companion to join you on your adventures. This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs. See Table: Leadership for what level of cohort and how many followers you can recruit. Traits:
• NOBLE BORN: Irrisen (campaign): You have been raised to expect obedience from those around you, regardless of their station, and are not shy about demanding what you want. You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (your choice) is always a class skill for you. • WHITETHRONE GOURMAND (regional): You grew up privileged in the city of Whitethrone, and indulged in many exotic and unnerving pleasures . You gain a +1 trait bonus on saves against any effect causing the nauseated or sickened condition and against all ingested poisons. • Drawback - BURNED: You were badly burned once by volcanic ash, torch-wielding mobs, or some fiery accident, and the scars pain you terribly you whenever you are too near to fire. You take a –1 penalty on saving throws against fire effects. In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.) Race Abilities:
• DUAL TALENT: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits. Class Abilities:
• 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.
• FREEZE AND THAW (Su) (1/d): At 2nd level, a winter witch can freeze water or melt ice and snow with a touch. As a standard action, a winter witch can melt an adjacent 5-foot cube of ice or a 10-foot cube of snow. Melting snow produces a volume of water equal to 10% the snow’s volume. Alternatively, a winter witch can freeze 5 cubic feet of water into solid ice. This freezing takes place gradually over 1 round, making it almost impossible to trap a creature unless it’s helpless. This cannot affect water within a creature. One cubic foot of ice contains roughly 8 gallons of water and weighs about 60 pounds. This ability works on fresh water and saltwater, but has no affect on water creatures; on liquids (frozen or otherwise) other than water; or on magical water, ice, or snow. A winter witch can use this ability a number of times per day equal to 1/2 her class level. • HYPERBOREAL PATRONAGE: A winter witch’s patron reveals an icy aspect. A winter witch adds the following spells to her spell list at the following class levels, but does not automatically learn them: 3rd—wall of ice, 5th—icy prison, 7th—freezing sphere. • 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. • WINTER WITCHCRAFT: Levels of the winter witch prestige class stack with witch levels for determining when she learns new hexes, the effect of her hexes and other witch class abilities (including archetype abilities), the abilities of her witch's familiar, and the level at which she can select major hexes or grand hexes. • WITCH CANTRIPS: Witches can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A winter witch adds ray of frost to her spell list, but does not automatically learn this cantrip. • WITCH FAMILIAR: You have selected a Cassisian (improved) familiar. See the rules for familiars in [PFCR 82-83]. See Witch’s Familiar section for additional rules. • WITCH 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. You have chosen the following Hexes: == Cackle (Su) *from Blouse*: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round. ==Evil Eye (Su) (DC 20, 9 rounds {1 on save}): 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. == Flight (Su) (fly - 7 min, levitate - 1/d): 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 per 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. == Misfortune (Su) (DC 20, 1 round): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. == Slumber (Su) (DC 20, 7 rounds): 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. • WITCH PATRON (Winter): At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide. 2nd—unshakable chill, 4th—resist energy (cold only), 6th—ice storm, 8th—wall of ice, 10th—cone of cold, 12th—freezing sphere, 14th—control weather, 16th—polar ray, 18th—polar midnight. • WITCH WEAPONS AND ARMOR: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Familiar:
Special Abilities: Alertness, Deliver Touch Spells, Empathic link, Improved evasion, Share spells, Speak With Master, Store spells
About familiar Angel, Cassisian familiar
==DEFENSE==
==OFFENSE==
==STATISTICS==
Skill Ranks Bluff (m,c) 1, Craft (c) 0, Diplomacy (m) 6, Fly (m) 7, Heal (m) 7, Knowledge (arcana) (m) 1, Knowledge (history) (m) 1, Knowledge (nature) (m) 1, Knowledge (nobility) (m) 1, Knowledge (planes) (m,c) 3, Knowledge (religion) (c) 1, Perception (m,c) 7, Sense Motive (c) 1, Spellcraft* (m) 7, Stealth (c) 1, Survival (m) 7, Use Magic Device* (m) 7
PERFECT MEMORY (Ex): Though they are not particularly intelligent, cassisians have perfect memories and remember everything they see or hear. They can faultlessly recite conversations they heard hundreds of years before. They also have the power to erase portions of their own memories, which they do (usually under orders from superior angels) to protect sensitive information. LESSER PROTECTIVE AURA (Su): A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time. A cassisian’s protective aura is fragile, and as soon as an evil creature successfully strikes the cassisian, or as soon as the cassisian fails a saving throw against an evil source, its protective aura fades away and is no longer applicable. The cassisian can reactivate its protective aura by spending 1 minute concentrating upon the task. TRUESPEECH (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active.
Equipment:
Encumbrance 17.5 lbs / 26 (light)
Belt Belt of Incredible Dexterity +2 [DC 18 (5 +5 no cat's grace +8 CL)] (2000 gp, 1 lb)
Ring 1 Ring of Sustenance (2,500 gp)
Slotless
Wands
Scrolls
Other Items
__._ Courtier's Outfit & Jewels (80 gp)
In Haversack
_5.0 Trail Rations x5 (2.5 gp) Wealth 232 gp 4 sp
Appearance:
Rhasadilara is a beautiful white-haired pale human woman who seems to have a slight blue tinge to her skin and eyes that seemingly glassy and reflecting the light. All together makes her appear as a statuesque figure carved from the ice, her breath even seems to mist up in warmer areas. Her robes are a mixture of cool, pastel blues and whites, while resting atop her head is an icy crystalline winged helmet.
Background:
Rhasadilara was born to Queen Elvanna, eighteen years ago. Although only one of the queens numerous daughters, she was still a princess of Irrisen and was accorded the proper respect. As she grew up, however, there was something about her that made her different from her sisters. Whether it be the empathy and kindness she would offer her servants and lessers, or some ephemeral aura of destiny that seemed to surround her. Her sisters that were around her age were both jealous of this, but also angered at her kindness. Whenever they could they teased and bullied her mercilessly. Still, Rhasadilara was not turned into the cruel girls her sisters had become and still offered kindness and safety to those who needed it. Eventually word of these practices reached the ears of her older sisters and, in passing, even the Queen, who became quite concerned. The bloodline of the Queen was not in question, but perhaps the father... He had remained close to his daughter, but only able to steal a few moments at a time. He was not a bad man, but one who happened to catch the eye of the Queen. ----- Rhasadilara was used to eating strange delicacies in the house, the flavours could vary from bland through powerfully spiced. It was one such occasion, where she was chewing on a spiced piece of meat with her sisters, where things changed for her. Her sisters were watching her as they all ate, a small smirk on their face. "Mmmm. This is wonderful, don't you agree sisters?" one of them asked. The other sisters agreed with a chuckle. "What about you, Razzy? Like it?" "It's not too bad," Rhasadilara said suspiciously. "Oh! Then you should see the rest of it!" the sister chortled as she lifted the cover of one of the platters in the middle of the table. There, surrounded by some winter vegetables, was the head of her father. Rhasadilara looked down at the meat on her fork and then into her dead father's eyes in horror, while her sisters cackled in glee. "Mother ordered it special, just for you! Our older sisters were thinking it would help cleanse you, but we think you're still the same. What's a matter Razzy? Going to cry?" they called after her as she fled the room. ----- Lying in her bed, having run to her chambers immediately afterwards, Rhasadilara, depressed and disgusted at what had happened, thought about her predicament. How could they do this? No... The question is why haven't I noticed their evil before? Was I too complacent, a princess in her palace? I hate this horrible place! She remained in her chambers, without food or drink for three days and nights, the mere thought of food, repulsing her. On the third night, her locked door opened with ease. Rhasadilara looked up, surprised. There stood the Queen, her mother. Cold eyes looked at her for a moment, before the Queen frowned slightly and stalked out of the room. What was... Rahasadilara began to think, but was interrupted when her cruel sisters flooded into the room, grabbing and pawing at her, tearing off her clothes and dragging her out of the room and to the roof of the tower. There a large bonfire was burning. Rhasadilara was frozen in terror, wondering what her fate was to be, for she had realized the Queen's visit was really to determine whether she would suffer whatever this fate was to be, or not. She had failed that test. Her sisters threw her into the bonfire, sneering and laughing as they were finally going to be rid of her. The flames licked at her, burning her flesh and hair. She screamed as the pain of the fire consumed her, hoping that her death would bring her respite. But that was not to be. Before the fires sent her into the Boneyards, it was quenched, her sisters using magic to drench the area. Rhasadilara was unable to move or react when her sisters grabbed her blackened and tortured form, and soared into the cold air, out of Whitethrone, out into the heavy winter snows. Once deep into the tundra, they released her, and she tumbled down, the thick snow preventing her from shattering upon impact. Darkness enveloped her. ------ Rhasadilara had no idea how much time had passed, but the pain was incredible. It was dark, but she was buried under the snow. The noise of something digging, likely what woke her up, scraped through her head. Eventually a hole opened up and she was able to breathe in fresh air as she helped to widen the hole made by a fox??? She dragged her body to the surface, the cold of the air and the heat of her burns at war with each other. After catching her breath, she turned her head and looked into the white fox's eyes... To this day, Rhasadilara does not know what passed between them, but when she 'awoke' she was healed, the burns still an insistent memory, but the physical scars were gone. The fox was a messenger of Winter (who she would eventually discover was the Empyreal Lord Tolc) and it would help train her in the ways of the Witch, but one that would be different from her family. Not wanting to be discovered by her family, she fled east and south, out of Irrisen, but not so far south that the heat would be oppressive (she found such heat to be particularly distracting), and eventually settled in Brevoy.
Followers:
Cohort: Anton Vitruvian, Aldori Swordlord Followers: 8
Experience |