About Venjaracial abilities:
Peri-blooded Aasimar +2 int, +2 cha Truespeaker +2 lang per pt in linguistics +2 sense motive, +2 linguistics Incorruptible cast Corruption Resistance as SLA 1x/day, dur is 1 hour if cast on self Celestial resistance resist acid 5, resist cold 5, resist elec 5 SA: resist fire 5 darkvision 60' traits:
eyes and ears of the city +1 perception and it's a class skill Failed winter witch apprentice +1 know arcana and spellcraft checks to ID spells or magical effects with cold descriptor, speak Hallit or Skald feats:
Celestial Servant - Familiar is Celestial Creature Extra Hex - Healing (like cure light wounds, 1x/24 hrs per person... at 5th lvl, acts like cure moderate wounds) Extra Hex - Flight (60' move usable lvl mins/day in 1 min increments) Angelic Blood Benefit: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage. class abilities:
familiar Arctic Hare (celestial) +4 init checks 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. add ray of frost to cantrips list, must opt to learn spell 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. Patron = Ancestors: bonus spells: 2nd—bless, 4th—aid, 6th—prayer, 8th—blessing of fervor, 10th—commune, 12th—greater heroism, 14th—refuge, 16th—euphoric tranquility, 18th—weird 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 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. Freeze and Thaw (Su) 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. Unnatural Cold (Su) At 3rd level, whenever a winter witch’s spell, spell-like ability, or supernatural ability deals cold damage, treat affected creatures as having half their normal cold resistance when determining the damage dealt. Sculpt Ice and Snow (Sp) At 4th level, a winter witch can sculpt ice and snow into any shape that suits her purpose (as stone shape, except that it works with ice). This ability also works on snow, doubling the volume affected. At 7th level, this ability functions on ice or snow like the fabricate spell, increasing the volume manipulated and allowing a higher degree of craftsmanship. The winter witch must succeed at appropriate Craft checks to form complex items or ones with fine detail. Items created by the fabricate version of this ability solidify into ultra-hard ice (hardness 5, 10 hit points per inch of thickness) that resists normal melting but takes double damage from fire. The ice remains in this ultra-hard state for 1 hour per class level before returning to normal ice. A winter witch can use this ability a number of times per day equal to 1/2 her class level. hexes:
Prehensile hair can attack as natl weapon, use int for str to hit and dmg, 1d3+5 dmg. can manipulate objects, 10' range, usable lvl minutes/day in one minute increments. Used today for: 1 minute 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. Healing (Su) This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Flight (Su) At 5th level, the witch 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. Tongues A witch with this hex can understand any spoken language for a number of minutes per day equal to her level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a witch can use this ability to speak any language, as per tongues. Slumber (Su) Effect: 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. (will save dc 18?)
Accursed Hex You can make a second attempt at failed hexes. Prerequisites: Hex class feature Benefit: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day. skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 10, heal 5, intim 7, Kn arcane 15(16), know planes 10, know history 10, know nature 10, kn local 9, linguistics 8, perception 13, sense motive 3, spellcraft 15(16), stealth 1, UMD 10 spells known by familiar:
0 level: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Stabilize, Tough of Fatigue, Ray of Frost 1st level: Bless, Charm Person, Chill Touch, Cure Light Wounds, Ear Piercing scream, Enlarge person, Expeditious Retreat, Featherfall Frostbite, Identify, Mage Armor, Ray of Enfeeblement, Summon Monster I, Web Bolt, nereid's grace 2nd level: Aid, Cure Moderate Wounds, Glitterdust, ironskin, steal breath, Vomit Swarm, Web, spectral hand, stone discus 3rd level: Irriseni mirror sight, adjustable disguise, Swarm of Fangs, lightning bolt, fly, dispel magic, sleet storm, deep slumber, pup shape, ice spears, stinking cloud, prayer 4th level: black tentacles, dimension door, enervation, ice storm, blessing of fervor, charm monster, summon monster iv 5th level: baleful polymorph, teleport spells memorized:
spells per day 4(st15)/4+1(st16)/4+1(st17)/3+1(st18)/2+1 (st19)/1+1 (st 20) level 0: Message, Resistance, Detect Magic, Ray of Frost level 1 (5): Mage Armor , Ray of Enfeeblement , Ray of Enfeeblement, Summon Monster I, bless level 2 (5): Glitterdust , glitterdust, stone discus , vomit swarm, web bolt level 3 (4): lightning bolt , lightning bolt, ice spears, stinking cloud, level 4 (3): dimension door, black tentacles , blessing of fervor level 5 (2): baleful polymorph, teleport equipment:
bracers ac 1
-264 gp from her share of split background:
Venja was raised as a sheltered and coddled child of the town of Heldren's baker and his wife. While never allowed to play in the warm bakery, she was still a happy child, unphased by the unusual aura of chill around her that caused heat sources to damp down from time to time and lights to dim. Her parents kept her out of the bakery because of these strange events, and her mother kept her busy outside of the kitchen at home. She grew up carefree and happy. But when Elena, her mother, passed away suddenly while giving birth to her younger brother, her life suddenly changed. She became at the young age of 8, the surrogate mother for her younger brother, as their father was always busy in the bakery. Finally, when Venja was still a child of 9, her aunt Madelyn arrived from far-away Varisia to help raise Vallen, now one. Aunt Maddie was a stern woman with strict rules and Venja and Madelyn did not get along well at all. Venja ran away from home and within a few days was found by a traveling hedge witch who recognized her strange abilities as a predeliction toward the chill of winter. Thinking the youngster might make a formidable witch herself, if trained properly, took her north to the winter witches of Irrisen. They took the child in and trained her, but she was unfocused and undisciplined and in time, they sent her away. Again, she was alone in the world, at age 25, finally a young lady and already almost a decade into the long years of adolescence for an aasimar. She wandered for many years before she found her way back to Heldren. She was 50 when she arrived back in the town of her birth, still looking like a young woman in her 20's. Her father was deceased. Her brother, Vallen, now the town's baker was a middle-aged man with a family of his own and no memory of his older sister. Venja found a small home she could turn into a small business, and offered her services to the town as a healer. Using skills and spells she'd learned among the winter witches of the north, she was an adequate healer and soon found a place among the townsfolk, and made a small but adequate living treating both people and animals. She has made many friends in town though not all trust her. She frequently offers her services pro bono to those in need who cannot pay. Her brother, having no direct knowledge of her other than tales he'd been told as a child, eventually accepted her presence as his sister, and she got to know his family and became 'Aunt Ven' to his children. Still, despite forging friendships and connections throughout the town, Venja found herself struck by frequent wanderlust and often went for long walks outside of town, frequently camping outside town for a night or two before returning. She especially has enjoyed a warm and friendly relationship with Aneira Nightstorm, another town healer. While Aneira has the more developed bedside manner, Venja shares her desire to help others. Venja frequently (but not entirely) turns her healing efforts to pets and farm animals while Aneira treats more people. appearance & personality:
Venja has stark white hair, often tinged with the spark of ice crystals. Her eyes are dark deep blue-black. Her clothes tend to be simple and utilitarian. Though she is not unaware that her form and features are pleasing, she rarely dresses to accentuate these aspects. Venja's spirit and proclivities are constantly at war within her, drawing her to both flame and ice, and threating always to dampen one with the other if she doesn't keep them in balance. As such, she is soft-spoken and almost demure in her behavior as she carefully considers everything she says and does before acting or speaking. After her failures among the witches of the north, she is always fearful of further failings and strives to please all who come to her for aid or friendship. familiar:
"SNOW"
Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of it's own kind. Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures. Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher. Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice. Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind. Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves. Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills. A celestial creature's CR increases by +1 only if the base creature has 5 or more HD. A celestial creature's quick and rebuild rules are the same.
Senses The creature gains darkvision 60 ft. Defensive Abilities The creature gains damage reduction and energy resistance as noted on Table: Celestial Creature Defense. SR The creature gains spell resistance equal to its new CR +5 Special Attacks The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests). resist cold 5, elec 5, acid 5 boons:
from Lady Argentea: To Venja, I know little about you other than you are strangely attached to that cat of yours. Take care of her and she may well take ca of you someday. If in the future you are near my home, I will introduce you to a friend of mine that has a strange connection with a pig. She claims it can talk but I have yet to see it do so. You might find her interesting. from the Herald of Baba Yaga: Option 2: Accept the quest and pledge yourself to the cause. This has 2 results. First you get an untyped +2 bonus to 1 ability score of yourchoice. The downside is that you are under a modified geas compulsion that can only be removed by a limited wish, wish or miracle spell which removes the +2 ability bonus as well. Thus if you are not in some ways attempting to fulfill your quest you suffer the penalties of geas. This does not mean that you need to rush to wherever and fight heads on an entire army, you could spend a bit crafting weapons, armor, magic, to help you and justify that it is in the best interest to be fully prepared before you take on the next part of the quest. Further you are a servant of Baba Yaga allowing you to bypass certain wards like entering the Dancing Hut. our task:
Baba Yaga returns every 100 years to replace the queen of Irrisen. This time something happened and her three heralds, were alerted through magical wards set up centuries ago should this happen. We immediately started our search for BAba Yaga. However queen Elvana has been actively persueing us to thwart our attempts. My two brethren have been slain already by Elvana's assassins. I shall join them in the grave here soon. Before that happens though I must impart some knowledge to you so you may take up my mantle. Queen Elvanna has implemented the portals to cover all of Golarion in ice and snow. Only by finding and freeing Baba Yaga can she be defeated and her plans completely destroyed. The portals can be closed but nothing short of Baba Yaga can prevent her from opening up others. To close this portal you must go through it to the other side and find the focus there. After that I beg of you to continue to find Baba Yaga. In order to do so you must free her Dancing Hut. With it you can travels the planes known and unknown if you know how to activate it. It currently resides in the capital of Irrisen, Whitethrone, but is useless without the proper keys. I have two of them that I stole from Elvanna but she deactivated them before I could reclaim them. I have the power to reactivate them but only if I know you will pledge yourselves to finish this quest. quickly I am fading fast, what is your answer? the Pale Tower:
link to Variel's Tower Post with map link area descriptions of the Pale Tower: Q1: The outer gate is composed of a full 9 inches thick slab of ice that remains closed unless the guards decide to open in from the inside. The walls are built out of ice as well and thick enough to walk upon. I have never seen anything like it before. Q2: The courtyard holds an immense ice dragon sculpture. The detail on it is so fine and the ice is soo sharp that I heard a guard almost got killed when he slipped in fell against the dragon's claws. He was tending to the dogs at the time when they barked and startled him. I don't think he ever made that mistake again to fall near the sculpture. Q3: This is my favorite place in the tower. The center of the room holds a hot spring. The water is so warm compared to the rest of the castle. Why the ice doesn't melt on the edge of the spring I don't know and frankly I don't care. I loved it when it was my turn to do the dishes. Water from the spring would divert to the sink in the kitchen and I could spend all day there. Just don't make the mistake of washing the dishes all day. That will earn you 10 lashes for being lazy. Q4: Yuck, At least twice a week I was sent into the privies to clean them. The warm water from the spring made washing your hands afterwards nice but the stench in there mixed with the warm air was almost too much to bear. I am sooo glad I am not working there any more. Q5: These mirrors are cool to the touch but are imbued with magic. You say the words "A gathering within the hall, take one, take us all." and they will transport you to the dining room on the second floor. Unfortunately I was never allowed to go anywhere beyond the dining hall and kitchen on that level so I can't tell you any more than that. Q6 and Q7: This is where the guards sleep and relax when not out on patrols. Nasty bunch as a whole but there are some that are pressured into joining the group.
finding Solveig:
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