Svetocher

Sonechka Alkaeva's page

437 posts. Alias of karlprosek.


Full Name

Sonechka Alkaeva

Race

Tiefling

Classes/Levels

Witch 5/Winter Witch 5 (HP 70/70 | AC:16 | T:12 | FF:14 | CMB: +5 | CMD:17 | Fort:+5 | Ref:+5 | Will:+7/+9 vs Illus | Init:+2 | Perc: +10 (See in Darkness) | Speed 30)

Gender

Female

Size

M

Age

81

Special Abilities

Darkness 1/day, See in Darkness, Cold/Fire Resistance 5, Prehensile Tail

Alignment

LN

Deity

Patron: Deception

Languages

Common, Abyssal, Aquan, Auran, Draconic, Giant, Ignan, Sylvan, Terran

Strength 10
Dexterity 15
Constitution 14
Intelligence 20
Wisdom 10
Charisma 10

About Sonechka Alkaeva

Sonechka Alkaeva
F LN Tiefling Winter Witch, Level 10, Init +2, HP 70/70, Speed 30
AC 16, Touch 12, Flat-footed 14, Energy Resistance (Cold/Fire) 5, CMD 17, Fort +5, Ref +5, Will +7, CMB +5, Base Attack Bonus 5
(WEAPONS) +5 ()
(ARMOR) (+)
Abilities Str 10, Dex 15, Con 14, Int 20, Wis 10, Cha 10
Condition None

BACKGROUND:
Sonechka's name means 'my wish' or 'my gift', a fitting name for the result of a pact with a being from the lower planes. Sonechka is the daughter of an overeager and ambitious young ethran who made a deal with a powerful evil being from the lower planes; the young woman wished for arcane power and found herself pregnant with a tiefling child.

Sonechka's was taken in by the hathrans when her first testing revealed the extent of her potential and the extent of her mother's ambition. Between her first few years with her mother, constantly reminding her how special she was, and her remaining youth spent living among a group of woman seen as just a short step below the spirits of the land, Sonechka developed an outsized sense of importance.

Living among the people of Iobaria, this was no hindrance, as her natural gifts insure a place of esteem for her in the future. But when she left Iobaria on her dajemma her hauteur brought her into conflict with haughty Brevic nobles, touchy Swordlords, and those who just didn't like someone acting like she was better than they.

In spite of her spoiled attitude her magical abilities found her and her barbarian bodyguard a place with a party of adventurers exploring the wilderness on the far side of the Icerimes. With his sword and her magic, they were an invaluable addition to the party. Unfortunately, in spite of their individual abilities and teamwork they bit off more than they could chew and were decimated by a trio of trolls.

Her bodyguard being killed was Sonechka's first real setback in what until then had been a blessed life. She was more fond of the big brute than she had been willing to admit, and his death touched her deeply. Today she doesn't act quite as spoiled or entitled and thinks more about the needs of others than she did before his death. She's no paladin, but she much is less of an ice queen than she used to be.

The fight with the trolls taught her another thing- she needed to diversify her spells. Since that fight she has gone out of her way to learn spells unrelated to cold, since her spells did so little to hamper the monsters who killed half her adventuring party.

APPEARANCE:
Inhumanly beautiful, with skin the color of fresh snow and blue eyes so pale they look a ghostly near-white. Her long black hair is as dark as her familiar's feathers. Weighed against her alien perfection of body and face is the long tail she keeps hidden under cloaks or clothes.

In spite of her undeniable beauty, there is an off-putting strangeness about Sonechka that puts people off. Her skin is perpetually cold, like she has just come inside on a frigid winter's day. In warm temperatures, her breath steams in the air like the mist breathing off melting ice. In the dark, her eyes glow a baleful blue-white and she never has trouble navigating in even the deepest night.

TRAITS/FEATS
Trait: Magical Knack
Trait: Vigilant Etiquette
1: Irrisen Icemage
3: Scribe Scroll
5: Craft Wondrous Item
7: Rime Spell
9: Craft Rod

TRAINED SKILLS 82 = 2 + [(2 +5/lvl) x10] + 10 FCB
Craft: Alchemy +15 =7 +5 Int +3 Class
Fly +10 =5 +2 Dex +3 Class
Knowledge: Arcana +18 =10 +5 Int +3 Class
Knowledge: Dungeoneering +10 =5 +5 Int
Knowledge: Engineering +6 =1 +5 Int
Knowledge: Geography +6 =1 +5 Int
Knowledge: History +10 =2 +5 Int +3 Class
Knowledge: Local +10 =5 +5 Int
Knowledge: Nature +18 =10 +5 Int +3 Class
Knowledge: Nobility +6 =1 +5 Int
Knowledge: Planes +18 =10 +5 Int +3 Class
Knowledge: Religion +8 =3 +5 Int
Linguistics +10 =2 +5 Int +3 Class
Spellcraft +18 =10 +5 Int +3 Class
Use Magic Device +13 =10 +0 Cha +3 Class

UNTRAINED SKILLS
Appraise +7
Sense Motive +2
Stealth +4

SPELLS KNOWN:

0: All Witch cantrips, Ray of Frost
1: Beguiling Gift, Chill Touch, Charm Person, Command, Cure Light Wounds, Ear-Piercing Scream, Frostbite, Identify, Ill Omen, Mage Armor, Mount, Obscuring Mist, Reduce Person, Unseen Servant, Ventriloquism
2: Alter Self, Blindness/Deafness, Blood Transcription, Chill Gaze (Burning Gaze), Cure Moderate Wounds, Detect Thoughts, Flash Freeze (Burning Arc), Freezing Ray (Scorching Ray), Frost Fall, Fog Cloud, Glitterdust, Hold Person, Icy Sphere (Flaming Sphere), Invisibility, Spectral Hand, Snow Shape, Symbol of Mirroring, Touch of Idiocy, Vomit Swarm, Web
3: Dispel Magic, Excruciating Deformation, Fly, Ice Spears, Icy Explosion (Fireball), Ray of Exhaustion, Sleet Storm, Stinking Cloud, Suggestion, Summon Monster III, Wall of Ice
4:
5: Icy Prison

Bold indicates a Cold descriptor spell with +1 to DC and Caster Level
Italics indicates a spell whose energy type has been changed to Cold.

SPELLS PREPARED
0 (4), DC 15: Detect Magic, Guidance, Ray of Frost*, Stabilize
1 (6), DC 16: Charm Person, Command, Ear-Piercing Scream, Obscuring Mist
2 (5), DC 17: Blindness/Deafness, Glitterdust, Invisibility
3 (4), DC 18: Ray of Exhaustion, Sleet Storm*
4 (4), DC 19:
5 (3), DC 20:
* indicates a Cold descriptor spell with +1 to DC and Caster Level

HEXES, DC 20
1: Evil Eye
2: Slumber
4: Cackle
6: Flight
8:
10: Ice Tomb

PATRON/ARCHETYPE SPELLS:
1: Ray of Frost (Lvl 0)
2: Ventriloquism (1)
4: Invisibility (2)
6: Blink (3)
8: Confusion (4)
10: Passwall (5)
12: Programmed Image (6)
14: Mass Invisibility (7)
16: Scintillating Pattern (8)
18: Time Stop (9)

CLASS/RACIAL ABILITIES:
Medium sized native Outsider
Scaled Skin (replaces Fiendish Resistance)- +1 AC, Energy Resistance (Fire) 5
Skilled- +2 to Bluff, Stealth
SLA- Darkness 1/day
See in Darkness (replaces Darkvision)
Prehensile Tail (replaces Fiendish Sorcery)
Ice Magic- +1 to DC of spells with Cold descriptor
Cold Flesh- permanent Endure Elements against Cold; Energy Resistance (Cold) 5
Hyperboreal Patronage
Winter Witchcraft
Freeze and Thaw 2/day Freeze or unfreeze 5 cu. ft. of ice or 10 cu. ft. of snow
Unnatural Cold Targets only apply half their Cold Resistance against her spells, SLAs, and SU abilities
Sculpt Ice and Snow 2/day As Stone Shape but with ice
Winter Hex Must choose Hoarfrost, Ice Tomb, or Numbing Chill as first 3 Major Hexes

Glaza, Raven familiar:
N Tiny animal
Init +2; Senses low-light vision; Perception +9

DEFENSE

AC 17, touch 17, flat-footed 15 (+2 Dex, +2 size, +3 Natural)
hp 20 (5d8)
Fort +1, Ref +4, Will +5

OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee bite +6 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7
Base Atk +2; CMB +2; CMD 8
Feats Skill Focus (Perception), Weapon Finesse

SKILLS

Fly +7
Knowledge: Arcana +3
Knowledge: Dungeoneering -1
Knowledge: Engineering -1
Knowledge: Geography -1
Knowledge: History +0
Knowledge: Local +1
Knowledge: Nature +3
Knowledge: Nobility -1
Knowledge: Planes +0
Knowledge: Religion -1
Perception +9
Spellcraft +3
Stealth +6
Use Magic Device +3

LANGUAGES
Common

SPECIAL ABILITIES

Familiar
Alertness
Improved Evasion
Share Spells
Empathic Link
Deliver touch spells
Speak with Master

GEAR:

Bag of Endless Caltrops

Copied spells, 880 gp
Headband of Vast Intelligence (Perception) +2, 4000 gp
Scroll case: Charm Person x2, Alter Self x2, 176 gp
Scroll case: Cure Light Wounds x2, Cure Moderate Wounds x2, 176 gp
Scroll case: Spectral Hand x2, Touch of Idiocy x2, 301 gp
Scroll case: Mount, Obscuring Mist, Reduce Person, Unseen Servant, 51 gp
Scroll case: Invisibility x2, Vomit Swarm, Web, 301 gp
Portable alchemist's lab, 75 gp
Scroll case: Fly, Ray of Exhaustion x2, Stinking Cloud
Witch's kit, 21 gp

Acid x2
Alchemist's Fire x8
Tangleburn Bag x3

Eagle Cape Feather Fall at will, 1/day Beast Shape I into an eagle for 10 minutes, +5 to Perception checks when Beast Shaped
Rod of Threatening Illusion 3/day can make illusions threaten foes, DC 10 + spell level + Int mod
Verdant Vine bracelet 20' radius Entangle 1/day, DC 16
Campfire Bead creates a campfire; must wait twice as long as fire burned until next use
Beads of Force 5d6 damage to 10' radius, 10 minute Resilient Sphere on target, DC 16 Ref save

3453 gp
2 sp

OLD LEVEL 5 PROFILE:
Sonechka Alkaeva
F LN Tiefling Winter Witch, Level 5, Init +2, HP 40/40, Speed 30
AC 16, Touch 12, Flat-footed 14, Energy Resistance (Cold/Fire) 5, CMD 14, Fort +3, Ref +3, Will +5, CMB +2, Base Attack Bonus 2
Longspear +2 (1d8, x3)
Spiked gauntlet +2 (1d4, x2)
Leaf armor (+3 armor, +2 Dex, +1 Natural)
Abilities Str 10, Dex 15, Con 14, Int 20, Wis 10, Cha 10
Condition None

BACKGROUNDSonechka's name means 'my wish' or 'my gift', a fitting name for the result of a pact with a being from the lower planes. Sonechka is the daughter of an overeager and ambitious young ethran who made a deal with a powerful evil being from the lower planes; the young woman wished for arcane power and found herself pregnant with a tiefling child.

Sonechka's was taken in by the hathrans when her first testing revealed the extent of her potential and the extent of her mother's ambition. Between her first few years with her mother, constantly reminding her how special she was, and her remaining youth spent living among a group of woman seen as just a short step below the spirits of the land, Sonechka developed an outsized sense of importance.

Living among the people of Iobaria, this was no hindrance, as her natural gifts insure a place of esteem for her in the future. But when she left Iobaria on her dajemma her hauteur brought her into conflict with haughty Brevic nobles, touchy Swordlords, and those who just didn't like someone acting like she was better than they.

In spite of her spoiled attitude her magical abilities found her and her barbarian bodyguard a place with a party of adventurers exploring the wilderness on the far side of the Icerimes. With his sword and her magic, they were an invaluable addition to the party. Unfortunately, in spite of their individual abilities and teamwork they bit off more than they could chew and were decimated by a trio of trolls.

Her bodyguard being killed was Sonechka's first real setback in what until then had been a blessed life. She was more fond of the big brute than she had been willing to admit, and his death touched her deeply. Today she doesn't act quite as spoiled or entitled and thinks more about the needs of others than she did before his death. She's no paladin, but she much is less of an ice queen than she used to be.

The fight with the trolls taught her another thing- she needed to diversify her spells. Since that fight she has gone out of her way to learn spells unrelated to cold, since her spells did so little to hamper the monsters who killed half her adventuring party.

APPEARANCE Inhumanly beautiful, with skin the color of fresh snow and blue eyes so pale they look a ghostly near-white. Her long black hair is as dark as her familiar's feathers. Weighed against her alien perfection of body and face is the long tail she keeps hidden under cloaks or clothes.

In spite of her undeniable beauty, there is an off-putting strangeness about Sonechka that puts people off. Her skin is perpetually cold, like she has just come inside on a frigid winter's day. In warm temperatures, her breath steams in the air like the mist breathing off melting ice. In the dark, her eyes glow a baleful blue-white and she never has trouble navigating in even the deepest night.

TRAITS/FEATS
Trait: Magical Knack (planning for lost caster level from Winter Witch PrC)
Trait: Vigilant Etiquette
1: Irrisen Icemage
3: Scribe Scroll
5: Craft Wondrous Item
7: Rime Spell
9: Craft Rod

Vigiliant Etiquette traitYou are quite familiar with life as a noble in Iobaria.
The prospect of venturing out has propelled you to learn
of your equals in other lands.

Benefit: Know(nobility) is treated as a class skill,
+1 to Know(nobility), +1 to Diplomacy, Bluff, and
Intimidate checks with "nobility" and those in service of
a noble or member of the ruling class. These bonuses
increase to +2 regarding Iobarian nationals or expatriates.

TRAINED SKILLS
Craft: Alchemy +12
Fly +7
Knowledge: Arcana +13
Knowledge: Dungeoneering +6
Knowledge: Engineering +6
Knowledge: Geography +6
Knowledge: History +9
Knowledge: Local +8
Knowledge: Nature +13
Knowledge: Nobility +7
Knowledge: Planes +9
Knowledge: Religion +6
Spellcraft +13
Use Magic Device +8

UNTRAINED SKILLS
Appraise +7
Bluff +2/+3 against nobles and their servants
Diplomacy +1 against nobles and their servants
Intimidate +1 against nobles and their servants
Perception +6/+11 in eagle form
Sense Motive +2
Stealth +4

SPELLS KNOWN]0: All Witch cantrips, Ray of Frost
1: Beguiling Gift, Chill Touch, Charm Person, Command, Cure Light Wounds, Ear-Piercing Scream, Frostbite, Identify, Ill Omen, Mage Armor, Mount, Obscuring Mist, Reduce Person, Unseen Servant, Ventriloquism
2: Alter Self, Blindness/Deafness, Blood Transcription, Chill Gaze (Burning Gaze), Cure Moderate Wounds, Detect Thoughts, Flash Freeze (Burning Arc), Freezing Ray (Scorching Ray), Frost Fall, Fog Cloud, Glitterdust, Hold Person, Icy Sphere (Flaming Sphere), Invisibility, Spectral Hand, Snow Shape, Symbol of Mirroring, Touch of Idiocy, Vomit Swarm, Web
3: Dispel Magic, Excruciating Deformation, Fly, Ice Spears, Icy Explosion (Fireball), Ray of Exhaustion, Sleet Storm, Stinking Cloud, Suggestion, Summon Monster III

Bold indicates a Cold descriptor spell with +1 to DC and Caster Level
Italics indicates a spell whose energy type has been changed to Cold.

SPELLS PREPARED
0 (4), DC 15: Detect Magic, Guidance, Ray of Frost*, Stabilize
1 (4), DC 16: Charm Person, Command, Ear-Piercing Scream, Obscuring Mist
2 (3), DC 17: Blindness/Deafness, Glitterdust, Invisibility
3 (2), DC 18: Ray of Exhaustion, Sleet Storm*
* indicates a Cold descriptor spell with +1 to DC and Caster Level

HEXES, DC 17
1: Evil Eye
2: Slumber
4: Cackle

PATRON/ARCHETYPE SPELLS]1: Ray of Frost (Lvl 0)
2: Ventriloquism (1)
4: Invisibility (2)
6: Blink (3)
8: Confusion (4)
10: Passwall (5)
12: Programmed Image (6)
14: Mass Invisibility (7)
16: Scintillating Pattern (8)
18: Time Stop (9)

CLASS/RACIAL ABILITIES]Medium sized native Outsider
Scaled Skin (replaces Fiendish Resistance)- +1 AC, Energy Resistance (Fire) 5
Skilled- +2 to Bluff, Stealth
SLA- Darkness 1/day
See in Darkness (replaces Darkvision)
Prehensile Tail (replaces Fiendish Sorcery)
Ice Magic- +1 to DC of spells with Cold descriptor
Cold Flesh- permanent Endure Elements against Cold; Energy Resistance (Cold) 5

Glaza, Raven familiar]N Tiny animal
Init +2; Senses low-light vision; Perception +9

DEFENSE

AC 17, touch 17, flat-footed 15 (+2 Dex, +2 size, +3 Natural)
hp 20 (5d8)
Fort +1, Ref +4, Will +5

OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee bite +6 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7
Base Atk +2; CMB +2; CMD 8
Feats Skill Focus (Perception), Weapon Finesse

SKILLS

Fly +7
Knowledge: Arcana +3
Knowledge: Dungeoneering -1
Knowledge: Engineering -1
Knowledge: Geography -1
Knowledge: History +0
Knowledge: Local +1
Knowledge: Nature +3
Knowledge: Nobility -1
Knowledge: Planes +0
Knowledge: Religion -1
Perception +9
Spellcraft +3
Stealth +6
Use Magic Device +3

LANGUAGES
Common

SPECIAL ABILITIES

Familiar
Alertness
Improved Evasion
Share Spells
Empathic Link
Deliver touch spells
Speak with Master

GEAR

Bag of Endless Caltrops

GEARCopied spells, 880 gp
Headband of Vast Intelligence (Perception) +2, 4000 gp
Scroll case: Charm Person x2, Alter Self x2, 176 gp
Scroll case: Cure Light Wounds x2, Cure Moderate Wounds x2, 176 gp
Scroll case: Spectral Hand x2, Touch of Idiocy x2, 301 gp
Scroll case: Mount, Obscuring Mist, Reduce Person, Unseen Servant, 51 gp
Scroll case: Invisibility x2, Vomit Swarm, Web, 301 gp
Portable alchemist's lab, 75 gp
Scroll case: Fly, Ray of Exhaustion x2, Stinking Cloud
Witch's kit, 21 gp

Acid x2
Alchemist's Fire x8
Tangleburn Bag x3

Eagle Cape Feather Fall at will, 1/day Beast Shape I into an eagle for 10 minutes, +5 to Perception checks when Beast Shaped
Rod of Threatening Illusion 3/day can make illusions threaten foes, DC 10 + spell level + Int mod
Verdant Vine bracelet 20' radius Entangle 1/day, DC 16
Campfire Bead creates a campfire; must wait twice as long as fire burned until next use
Beads of Force 5d6 damage to 10' radius, 10 minute Resilient Sphere on target, DC 16 Ref save

3453 gp
2 sp