Shayn is the daughter of Edalya, an Irrisen witch that fled the north pursued by Ulfen guards. Edalya hode in plain sight through the Issian lands, where she fell in love and married the draconic elven ranger Amastor Veilsong, adopting his family name and trying to leave her past behind. The couple was eventually found and the noble ranger died to protect his wife and young daughter. The two female Veilsongs barely survived; they were beaten, cursed, and by the skin of their teeth managed to flee as far as they could, to the Minatan islands.
The vengeful witch was again consumed by her evil roots, and raised her daughter to seek revenge for Amastor - and even their clan. After some decades, when Shayn was still young, the mother sought patronage in infernal contracts and returned to the lands where she was once happy with her husband. Together with the young child, she brought them nights of cold despair and death, and eventually the last of her pursuers was brought to a painful chilling demise.
Shayn took a lot from her mother, including her worshipping of the evil lord of the cold waves, Kelizandri; however, the young Elf was never as evil as Edalya, and her powers - despite being intensely trained - were also combined with her father bloodline. Shayn was very much a capable winter witch, just not as pure, and her heart was much more neutral; she wasn't a seeker of freezing slaughter, but an adventurer, a proud woman willing to write her own destiny.
When Shayn came of age, Edalya decided to return to the Irrisen and get back in touch with the reminant descendants of Baba Yaga. The daughter stayed behind, lending her spells to parties of adventurers exploring the new lands. Eventually she heard of the Stolen Lands and the opportunities there, and seeking to get involved with it, she took the road seeking the local nobility...
Appearance and Behavior:
Shayn isn't the most attractive of elves, but she still carries some mysticism. She has a large tattoo on her upper torso of an arctic hare, and other tattoos on her arms and legs representing waves and winter. She paints her face and body frequently, which just ends up adding more to her exotic features. Her hair is a very light silver gray, and her eyes are a pale, almost colorless blue. She is slender, skinny, and not too tall.
Her intelligence is absolutely apparent - she is focused and a naturally curious scholar, carrying knowledge in different fields. She has a bit of the usual elven arrogance, but she forces to quickly disperse these impressions as a defense mechanism. Having being pursued a good part of her life, the dangerous witch became paranoid, and as such acts in a reserved and analytical way towards most people until she learns to trust them.
Despite her appearance and powers, and what one would suppose from a winter witch, Shayn isn't evil. She is as close to neutral as one would be, not really caring for good or evil, law or chaos. She is in the game absolutely for herself and doesn't hide it, but is intelligent enough to know to work with others, and to know that only by doing so she will achieve true power and transcend her natural boundaries. With her whole life story, she is obsessed with finding a group that respects her, to trust and grow together.
Mechanics and Plans:
My plans are to continue evolving Shayn as a Winter Witch and eventually (by level 7) get to the prestige class. She's designed to work as a cold-focused blaster with a backup role to help with crowd control and debuffs. She is a bit of a glass cannon, as supposed from a d6-based arcane caster. Her oracle side is also focused in cold/water spells, and she has the putrid curse.
Shayn's familiar is an arctic hare named Amastor, for her father. The magical animal stays the entire time tattooed on her upper torso, except on the very brief early moments of the day when the witch is studying her spells and communing with her patron.
Shayn Veilsong
Female elf (Snowcaster) sorcerer (crossblooded, tattooed sorcerer) 1/witch (winter witch) 2/oracle* (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Ultimate Magic 69)
NG Medium humanoid (elf)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +6
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 19 (3d6+5)
Fort +1, Ref +3, Will +3 (+1 trait bonus vs. mind-affecting effects); +2 vs. enchantments
Immune sleep; Resist issian
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Offense
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Speed 30 ft.
Melee mwk sickle +5 (1d6-2) or
. . unarmed strike +4 (1d3-2 nonlethal)
Special Attacks hexes (frozen caress, slumber[APG])
Spell-Like Abilities (CL 3rd; concentration +4)
. . 3/day—dancing lights Witch Spell-Like Abilities (CL 2nd; concentration +7)
. . Constant—endure elements (cold only) Sorcerer (Crossblooded, Tattooed Sorcerer) Spells Known (CL 1st; concentration +2)
. . 1st (4/day)—infernal healing[ISWG]
. . 0 (at will)—detect magic, prestidigitation, read magic
. . Bloodline Boreal, Draconic
Witch (Winter Witch) Spells Prepared (CL 3rd; concentration +8)
. . 1st—chill touch (DC 16), mage armor, snowball[UW] (2)
. . 0 (at will)—detect poison, putrefy food and drink[APG] (DC 15), ray of frost, touch of fatigue (DC 15)
. . Patron Trickery (infernal contract) (1d6)
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Statistics
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Str 7, Dex 16, Con 12, Int 20, Wis 10, Cha 12
Base Atk +1; CMB +4; CMD 12
Feats Agile Maneuvers, Alertness, Combat Expertise, Deadly Aim, Irrisen Icemage, Power Attack, Spell Focus (evocation), Varisian Tattoo[ISWG]
Traits issian, magical knack, wayang spell hunter
Skills Acrobatics +9, Craft (tattoo) +11, Escape Artist +7, Fly +7, Intimidate +5, Knowledge (arcana) +11, Knowledge (history) +9, Knowledge (nature) +9, Knowledge (planes) +9, Perception +6, Sense Motive +2, Spellcraft +11, Survival +4, Use Magic Device +7
Languages Abyssal, Aklo, Aquan, Azlanti, Common, Elven, Undercommon
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), bloodline tattoos, cold flesh, familiar tattoo, finesse weapon attack attribute, mystery (waves), oracle's curse (putrid), paranoid, revelation (freezing spells), tongue of the sea, witch's familiar (arctic hare named Amastor)
Other Gear mwk sickle, bedroll, belt pouch, flint and steel, masterwork backpack[APG], masterwork tattooing tools, mess kit[UE], spell component pouch, tattoo[UE], trail rations (5), waterskin, 2806 gp, 6 sp, 1 cp
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Tracked Resources
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Dancing Lights (3/day) - 0/3
Endure Elements (cold only, Constant) - 0/0
Irrisen Icemage (3/day) - 0/3
Trail rations - 0/5
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Boreal +1 DC for [cold] spells.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (Cold only) (Ex) Exist comfortably in cold regions.
Familiar Bonus: +4 to initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Freezing Spells (1 round) (Su) Creatures who fail to save against your cold spells are slowed.
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 su
Irrisen Icemage (3/day) All of your spells with the cold descriptor are cast at +1 caster level. Any spell with a different energy descriptor is cast at –1 caster level.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Misfortune (1 round, DC 16) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Paranoid Aid Another DC 15 for attempts to help you.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Putrid Liquids in 10 ft. are fouled while near +1 hr., nauseate 1 rnd. if drunk. CL check to purify with magic.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (2 rounds, DC 16) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Tongue of the Sea Mordant Spire elves speak the ancient languages of their ancestors, enemies, and other creatures native to the Steaming Sea. Elves with this racial trait begin play speaking Azlanti and Elven. Elves with high Intelligence scores can choose from the f
Trickery (Infernal Contract) (1d6) Each day when you prepare spells you must deal 1d6 points of damage to yourself.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
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Amastor CR –
Arctic hare (Ultimate Wilderness 191)
NG Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +5
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Defense
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AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 9 (1d8-1)
Fort +1, Ref +5, Will +6
Defensive Abilities improved evasion
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Offense
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Speed 50 ft.
Melee unarmed strike +6 (1 nonlethal) or
. . bite +6 (1d3-4)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 3, Dex 16, Con 9, Int 7, Wis 12, Cha 5
Base Atk +1; CMB +2; CMD 8 (12 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Run
Skills Acrobatics +9 (+13 to jump with a running start, +17 to jump), Escape Artist +4, Fly +11, Intimidate -2, Perception +5, Spellcraft +1, Stealth +15 (+19 in snow), Survival +2, Use Magic Device +0; Racial Modifiers +4 Stealth in snow
SQ empathic link, finesse weapon attack attribute
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Tracked Resources
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. . -none-
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.