Winter Witch

Whisper Heanfeld's page

4 posts. Alias of DajellyMan.


Full Name

Whisper Heanfeld

Race

Human

Classes/Levels

Winter Witch, 2 | HP: 11/11 | AC: 12/12/10 | Fort: +1 | Ref: +2 | Will: +4 | Perc: + 3 |

Gender

Female

Size

Medium

Age

22

Alignment

CN

Location

Irrisen

Languages

Common, Dwarven, Giant, Sylvan, Aklo

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

About Whisper Heanfeld

Background and Appearance:

This chillingly beautiful lady at once appears to be as fragile as a snowflake, but it really is just a hint at the cold ice that encases her heart. Prideful and vain, Whisper typically does not seek the companionship of anyone other than her cat Indica.

Whisper was born and raised in the town of Hoarwood, located in Irrisen at the northern tip of Avistan. She was an only child, and spoiled by her parents. Her mother, was a winter witch of some fame, and as she got old enough she decided to follow in her mother's footsteps and become a winter witch herself.

Defense:

HP = 11/11 (2d6 + 2 favored class)
AC: 12 Touch AC: 12 Flat-footed AC: 10
CMD: 13

Fort Save: +1
Ref Save: +2
Will Save: +4

Cold Resistance 2
Init +2
Speed: 30'
Medium Female Humanoid (Human)

Offense:

BAB: +1
Base Melee: +1
Base Ranged: +3
CMB: +1

mw Cold Iron Dagger: +2 (1d4), +4 (1d4) when thrown

Ray of Frost: +3 (1d3 cold damage)

Frozen Caress of Fatigue: +1 (Vs. Touch AC; DC 15 Fort or Fatigued 2 rounds and 1d4 cold damage)

Feats and Traits:

Feats:

Human - Extra Hex (Cackle)
Level 1 - Spell Focus (Necromancy)

Traits:

Northern Ancestry: One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north.

You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.

Pragmatic Activator: While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic.

You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Skills:

Total Skill Points- 14

Craft (Alchemy): +8 (1 rank + 3 trained + 4 mod)
Heal: +5 (1 rank + 3 trained + 1 mod)
Intimidate: +5 (1 rank + 3 trained + 1 mod)
K. Arcana: +9 (2 ranks + 3 trained + 4 mod)
K. History: +8 (1 ranks + 3 trained + 4 mod)
K. Nature: +8 (1 rank + 3 trained + 4 mod)
K. Planes: +8 (1 rank + 3 trained + 4 mod)
Perception: +3 (2 ranks + 1 mod)
Spellcraft: (2 ranks + 3 trained
Use Magic Device: +9 (2 ranks + 3 trained + 4 mod)

Class Features:

Hexes: DC 15 to resist.

Evil Eye (Su):The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. 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.

Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

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 successful save negates this additional cold damage.

Patron (Winter):

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.

Winter: 2nd—unshakable chill, 4th—resist energy (cold only), 6th—ice storm, 8th—wall of ice, 10th—cone of cold, 12th—freezing sphere 14th—control weather, 16th—polar ray, 18th—polar midnight.

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.

Witch's Familiar:

Cat Familiar: +3 bonus on stealth checks.

Indica

N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +1
OFFENSE
Speed 30 ft.
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7
Base Atk +1; CMB +0; CMD 6 (10 vs. trip)
Feats: Weapon Finesse, Alertness, Improved Evasion, Share Spells, Empathic Link
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth

Witch’s Familiar (Ex)

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.

Spells Stored:

0th Level Spells:

All level 0 witch spells, and ray of frost.

1st Level Spells:

Cause Fear (DC 16)

Enlarge Person

Chill Touch (DC 16)

Cure Light Wounds

Mage Armor

Ray of Enfeeblement (DC 16)

Obscuring Mist

Command (DC 15)

Sleep (DC 15)

Unshakable Chill (DC 17)

Spells:

Spells per Day:
0th - 4/4
1st - 3/3

Spells Prepared:

Cantrips: Ray of Frost, Touch of Fatigue (DC 15), Dancing Lights, Detect Magic

1st: Chill Touch (DC 16), Unshakeable Chill (DC 17), Ray of Enfeeblement (DC 16)

Equipment:

MW Cold Iron Dagger, wand of Mage armor (14 charges), wand of enlarge person (8 charges), wand of CLW (10 charges), mw backpack, winter blanket, bedroll, water skin, spell component pouch, belt pouch, trail rations (5 days), alchemists fire (2), acid flask (4), jar of alchemical grease (2),

47.9g