Winter Witch

Ryksa the White's page

78 posts. Alias of Seth Parsons.


Full Name

Ryksa 'the White' Aelena

Race

Human (Jadwiga)

Classes/Levels

Witch [Winter Witch] 1

Gender

Female

Size

Medium

Age

17

Special Abilities

PATRON: WINTER

Alignment

NG

Languages

Common, Skald, Draconic, Sylvan, Elven, Giant

Occupation

Generalist Adept in Heldren

Strength 10
Dexterity 13
Constitution 10
Intelligence 18
Wisdom 12
Charisma 14

About Ryksa the White

Ryksa the White
Female Human Witch [Winter Witch]
NG Medium Humanoid [Human]
Init +1 Perception +1
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Defense
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AC 12 T 11 FF 11
HP 7 (1d6 + 1 FC)
Fort 2 Ref 1 Will 6
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Offense
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Melee
Dagger 0 Atk, 1d4, 19-20/x2 P/S (x2 daggers)
Ranged
Weapon +1 Atk, 1d4, 19-20/x2 P/S (x2 daggers)
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Statistics
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Str 10 Dex 13 Con 10 Int 18 Wis 12 Cha 14
BAB 0 CMB 0 CMD 11
Feats Extra Hex, Iron Will
Languages Common, Skald, Sylven, Elven, Draconic, Giant
Traits
Failed Winter Witch - As a child, you were apprenticed as a winter witch in the frozen land of Irrisen, but you did not complete your training. Perhaps you disagreed with the politics of Irrisen’s White Witches, or you had an altercation with one of your teachers, or maybe you were just ill-suited to the practice of witchcraft. Whatever the reason, you left the ranks of the winter witches and left Irrisen. Whether or not you have continued your training on your own, you still retain some small knowledge of witchery and the magic of the icy north. You gain a +1 trait bonus on Knowledge (arcana) and Spellcraft checks to identify spells or magical effects with the cold descriptor, and one of these skills (your choice) is a class skill for you. In addition, you gain Hallit or Skald (this does not count toward your number of languages).
Indomitable Faith - You gain a +1 trait bonus on Will saves.
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Skills
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Heal +5 (1SP, +3CS, +1Wis)
Intimidate +6 (1SP, +3CS, +2Cha)
Knowledge (Arcana) +8 (1SP, +3CS, +4Int)
Knowledge (History) +8 (1SP, +3CS, +4Int)
Knowledge (Nature) +8 (1SP. +3CS, +4Int)
Spellcraft +8 (1SP, +3CS, +4Int)
Use Magic Device +6 (+1SP, +3CS, +2Cha)
(+1 to Know [Arcana] and Spellcraft to identify spells with the cold descriptor)
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Racial Abilities
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Bonus Feat - Bonus feat at 1st level
Skilled - Gain an extra skill point at 1st level and every level thereafter.
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Class Abilities
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Cantrips
Hexes - 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.
Patron spells - 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.
Familiar - 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.
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 (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.
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Spells
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Spells in Familiar
All 0-level Witch Spells and Ray of Frost
1 - Chill Touch
1 - Cure Light Wounds
1 - Ear-Piercing Scream
1 - Frostbite
1 - Icicle Dagger
1 - Mage Armor
1- Unseen Servant
Spells Prepared
0 - Dancing Lights
0 - Detect Magic
0 - Ray of Frost
1 - Ear-Piercing Scream
1 - Mage Armor
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Hexes Known
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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.
Evil Eye (SU)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.
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Equipment
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40 GP
Armored Kilt, Witch's Kit, Daggers (x2), Traveller's Outfit, Cold Weather Clothing, Winter Blanket, 50 ft. hempen rope, walking staff, eye makeup
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Background
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Born in far away Irrisen, Ryksa and her twin sister Halina, distant 'heirs' of the Witch Queen Aelena who ruled centuries earlier, soon showed the signs of witchcraft inherent in their blood. Taken to Whitethrone and given to various teachers, they soon were being brought up on the path of the Witch.
But life wasn't easy, despite being 'noble' Jadwiga. Training was difficult, and fear of retirubiton over the smallest of faults clouded both sister's days. It also did not help that neither sister cared much for out-and-out brutality. After all, sometimes the carrot worked better than the whip.
It was for this reason that the sisters soon learned that they were 'on the chopping block,' so to speak. Despite their lineage, Queen Elvanna and her followers would brook little to no resistance to their rule, nor how they ruled. Learning of their impending doom, the sisters packed bags, and secretly set out in the night. Their skills and magic protected them from the worse, but they knew they needed to get far, far away from the land of eternal winter.
For more than a year, the sisters worked their way south until they felt safe. They were soon settled into the small town of Heldren where they passed themselves off as simple adepts from the Lands of the Linnorm Kings. Setting themselves up in a small yet cozy hut just out of the towns 'limits', they took to helping out around their new hometown, from assisting the various shops to the occasional rare casting of a spell (cure spells especially).
But fear of rejection (or worse, being captured by agents of the Northern Witches) plague them. But life goes on, and they are now looking to their future.
Ryksa, in the short term, wishes to continue her studies in hopes of helping her newfound neighbors though her long-term goal will be to raise groups of lemmings. They make wonderful pets, their furs are nice (if small) and they breed fairly quickly, amking them good for feeding to larger carnivorous pets or animals. An odd future, but hopefully one 'common' enough to only elicit a raised eyebrow. She has begun trying to contact merchants in hopes they may help her start a rout of lemmings.
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Familiar
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Lina the Lemming CR 1/8 XP 50 N Diminutive animal Init +1; Senses low-light vision; Perception +1 DEFENSE AC 16, touch 16, flat-footed 15 (+1 Dex, +4 size, +1 natural) hp 3 Fort +2, Ref +3, Will +1 OFFENSE Speed 15 ft. Space 1 ft.; Reach 0 ft. STATISTICS Str 1, Dex 12, Con 6, Int 6, Wis 13, Cha 4 Base Atk +0; CMB –3; CMD 2 (6 vs. trip) Feats Great Fortitude Skills Climb +5, Stealth +17; Racial Modifiers +4 Stealth ABILITIES: Alertness, improved evasion, share spells, empathic link