Tatya Dyalov's page

60 posts. Alias of Orthos.

Full Name

Tatya Dyalov


Human (Halfling mutation)


Witch 3








Chaotic Good




Apogee, Orage, Terra Occasiae


Vechen (Russian), Feltish (English), Orageois (French), Halfling Cultural, Aklo


Herbalist, Alchemist, Vodka Brewer, Medicine-Woman, Vagabond, Exile, Outlaw, Ship Thief...

Homepage URL

Vodka-stained Journal

Strength 10
Dexterity 18
Constitution 13
Intelligence 17
Wisdom 13
Charisma 18

About Tatya Dyalov

"We're not sane. Sane people don't go gallivanting about the countryside loaded for bear with blackpowder and elderroot and ancients know what else to hunt down whatever troublemaker's been causing problems for the locals; sane people settle down, start a farm, get some cattle, raise a family, have a normal life, and close and bar their doors when the sun goes down. Sane people don't go looking for trouble. They hide from it, like a sane person should. We madmen go looking for trouble, with the intent of making it stop before it eats us. And ages bless us for it, else the sane people might either fall before it or join us in the madhouse."

RACE/SEX: Female Human (Halfling mutation)
AGE: 33
HEIGHT: 3'1"
WEIGHT: 30 lbs.

Tatya is a woman of moderate figure and build for a halfling. Her auburn hair is long, mostly straight, and hangs down to the middle of her back; however a few locks have been braided to drape in front of and around her slightly-pointed ears. Her eyes are dark hazel, her skin slightly tanned, and her ears adorned with many piercings filled with studs and loops of simple metals and small, inexpensive gems.

She dresses practically, wearing simple clothing for warmth and comfort rather than to display herself or to burden herself with armor. Her normal clothing is a long-sleeved tunic under a vest if the weather is warm or a thick fur-lined coat if it is cold, with bodice and ankle-length dress over leggings and traveling boots, both of the latter padded or fur-lined during cold weather. She carries a satchel with the strap crossing over one shoulder and across her chest to the opposite hip, within which she carries most of her at-hand necessities - powders, materials, foci and the like for her spellcasting as well as potions, crafting materials, and vodka. A few daggers are slipped into her belt alongside her holstered pistol, and at least one knife is concealed in a boot.

She is at almost all times accompanied by a massive Siberian Husky equipped with chain-shirt barding and a riding saddle and a black cat with bright violet eyes.

Tatya speaks little of her past before meeting her traveling companion Mel. What she has revealed is that she was born and raised in a small woodland community primarily composed of humans, halflings, and gnomes somewhere in the wild, untamed portions of siberian Vechen. At the age of twenty-one she was taken as an apprentice to a mentor, who taught her the ways of witchcraft; five years later she left the village and the woods she had grown up in, and to this day refuses to speak of anything prior to that departure in further detail.

Ksusha, her cat familiar, accompanied her out of those woods; she quickly purchased Grom, a trained guard, guide, and riding dog, from the first city she passed in her meandering travels. She moved from city to city, doing odd jobs and billing herself as a medicine woman, vodka brewer, and alchemist in lands where witchcraft would not bring her much welcome. It is in one of these many stops that she met Melania, a markswoman and ex-soldier, and the two odd strangers formed a quick and steady friendship. They traveled together for several months, bound vaguely eastward with no ultimate destination in mind, mostly concerned with keeping out of trouble and having food and alcohol for the next day or three.

Neither really remembers for certain the course of events leading up to their most recent circumstances, though that's mostly to blame on them both being quite drunk at the time. It ended up with them being pursued by mounties and local constabularies, fleeing onto and stealing a ship from a nearby harbor to escape, and setting out into open, uncharted sea. The next thing either remembers was drifting for days in the open ocean, before miraculously managing to stumble onto a massive, uncharted island or continent... only to find it not only inhabited but home to multiple cultures vaguely reminiscent of other lands from their own continent of Idryma.

All the more shocked were they to find that this land, Terra Occasiae, had been populated by refugees from the Cataclysm that had struck Idryma thousands of years ago, and as far as these folk knew their homeland was naught but a barren, uninhabited wasteland, its peoples and history lost forever!

Tatya Dyalov
Female Halfling Witch 5
Chaotic Good Small Humanoid

Initiative: +4; Senses: Perception +5
Armor Class: 15 (+1 Size, +4 Dex, +0 Armor); Touch: 15, Flat-Footed: 11; +4 w/ Mage Armor
Max HP: 30 (5d6 + 5)
Saving Throws: Fort: +2; Ref: +5; Will: +5; +2 vs. Illusions, +2 vs. Poison and Drugs, +4 vs. Alcohol

Speed: 20 ft.
Space: 5 ft; Reach: 5ft
Base Attack Bonus: +2; Combat Maneuver: +1; CMD 15

Pepperbox Pistol +7 ranged (1d6/x4, 6 rounds, misfires on 1 or 2; touch attack <30 ft.)
Dagger +3 melee or +7 ranged (1d3/19-20)

Special Attacks:
Jinx [DC 15 Will]

Special Actions:
Hexes: Cackle, Cauldron, Evil Eye [DC 16 Will], Misfortune [DC 16 Will], Slumber [DC 16 Will]

Special Qualities:
Familiar (Black cat: Ksusha)

Combat Gear:
Barbed vest, Pepperbox Pistol, Dagger x3 (1 w/ Sawback), potion of cure light wounds (CL1) x4, potion of enlarge person (CL2) x4, potion of mage armor (CL2) x2, potion of unerring weapon (CL2) x3, scroll of magic weapon (CL1)

Languages: Feltish (English), Vechen (Russian), Orageois (French), Halfling cultural, Aklo

Abilities: STR: 10, DEX: 18, CON: 13, INT: 18, WIS: 13, CHA: 18

Racial Qualities:
Keen Senses
Slow Speed
Weapon Familiarity
Favored Class: Witch (+1 skill point for each Witch level)

Brew Potion, Extra Hex (Slumber), Extra Hex (Cackle), Craft Wondrous Item

Hedge Magician
Iron Liver

Skills: (7 per Witch level)
Craft (Alchemy): +15 (Ranks: 1, +4 Int, +3 class skill, +3 racial, +4 class)
Diplomacy: +9 (Ranks: 5, +4 Cha)
Handle Animal: +6 (Ranks: 2, +4 Cha)
Heal: +6 (Ranks: 2, +1 Wis, +3 class skill)
Intimidate: +8 (Ranks: 1, +4 Cha, +3 class skill)
Knowledge (arcana): +8 (Ranks: 1, +4 Int, +3 class skill)
Knowledge (history): +8 (Ranks: 1, +4 Int, +3 class skill)
Knowledge (nature): +8 (Ranks: 1, +4 Int, +3 class skill)
Perception: +10 (Ranks: 5, +1 Wis, +2 racial, +2 Alertness)
Ride: +6 (Ranks: 2, +4 Dex)
Sense Motive: +8 (Ranks: 3, +1 Wis, +2 racial, +2 Alertness)
Spellcraft: +10 (Ranks: 3, +4 Int, +3 class skill)
Stealth: +11 (Ranks: 0, +4 Dex, +4 size, +3 familiar)
Use Magic Device: +12 (Ranks: 5, +4 Cha, +3 class skill)

21 gp 5 sp 4 cp
MW Backpack
Alchemist's Kit
Scarf x6
Explorer's Outfit
Cold-Weather Outfit x1
Traveler's Outfit x2
Flint and Steel
Alchemist's Kindness x10
Vial (Empty) x20
Vodka (vial) x20
Riding Dog (Husky - Grom; w/ Saddle & Chain Shirt Barding)
Dog Feed (3 days)

Cantrips Prepared
Arcane Mark, Detect Magic, Detect Poison, Mending

Spells per day
Level 1: 2 + 1
Level 2: 1 + 1

Prepared Spells
Level 1: Delusional Pride, Ear-Piercing Scream, Summon Monster I
Level 2: Web, Frost Fall

Spells Known
Level 1:
Cure Light Wounds
Delusional Pride
Earpiercing Scream
Enlarge Person
Ill Omen
Mage Armor
Ray of Enfeeblement
Remove Fear
Remove Sickness
Summon Monster 1
Unerring Weapon
Weaken Powder

Level 2:
Frost Fall
Limp Lash

Level 3:
Bestow Curse
Sleet Storm

Spell DC 14 + spell level