Yrja's page

458 posts. Alias of Kittenmancer.

Full Name



NG Tiefling Witch 5 | HP 33/33 | AC 14-14-12 | F+4, R+4, W+6 | Resist cold/electricity/fire +5 | Per +6, Init +4, darkvision 60 ft. | Hex DC 17





Strength 8
Dexterity 14
Constitution 14
Intelligence 19
Wisdom 12
Charisma 10

About Yrja

Tiefling witch 5 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 264)
NG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +6
AC 14, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 enhancement)
hp 33 (5d6+15)
Fort +4 (+5 circumstance bonus vs. cold weather, +2 circumstance bonus vs. cold weather), Ref +4, Will +6; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.
Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Melee dagger +1 (1d4-1/19-20)
Ranged +1 sling +5 (1d4)
Special Attacks hexes (cackle[APG], evil eye[APG], flight[APG], misfortune[APG], slumber[APG])
Spell-Like Abilities (CL 5th; concentration +5)
. . 1/day—darkness
Witch Spell-Like Abilities (CL 5th; concentration +10)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 5th; concentration +10)
. . 3rd—ray of exhaustion (DC 18), remove curse
. . 2nd—blindness/deafness (DC 17), glitterdust (DC 17), hold person (DC 17)
. . 1st—comprehend languages, ear-piercing scream[UM] (2, DC 16), hypnotism (DC 16), mage armor
. . 0 (at will)—daze (DC 15), detect magic, detect poison, message
. . Patron Time
Str 8, Dex 14, Con 14, Int 20, Wis 12, Cha 10
Base Atk +2; CMB +1; CMD 14
Feats Accursed Hex[UM], Alertness, Extra Hex[APG], Extra Hex[APG]
Traits reactionary, warded against witchery
Skills Bluff +2, Craft (alchemy) +10, Craft (clothing) +9, Fly +10, Heal +5, Knowledge (arcana) +13, Knowledge (history) +9, Knowledge (nature) +13, Knowledge (planes) +13, Perception +6, Sense Motive +3, Spellcraft +13 (+14 to identify spells cast by evil arcane spellcasters.), Stealth +4, Swim +3, Use Magic Device +8; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Aklo, Common, Giant, Hallit, Skald, Sylvan
SQ prehensile tail[ARG], witch's familiar (bat named Pufos)
Combat Gear potion of cure light wounds, potion of enlarge person, potion of remove sickness, thunderstone (2); Other Gear sling, dagger, attentive mirror, cauldron of overwhelming allies, belt pouch, chalk, cold weather outfit, flint and steel, furs[APG], sewing needle, spell component pouch, tindertwig, donkey, alchemy crafting kit, backpack, bedroll, blanket, cauldron, furs, tailoring tools, torch, trail rations, waterskin, winter blanket, 1,032 gp, 8 sp, 6 cp
Special Abilities
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evil Eye -2 (8 rounds, DC 17) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
Misfortune (1 round, DC 17) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (5 rounds, DC 17) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Donkey - carrying alchemy crafting kit, bedroll, blanker, winter blanket, backpack, cauldron, artisan's toolkit - clothing, 5 trail rations, waterskin, 3 torches
Yrja: belt pouch, spell components pouch, flint and steel, sewing needle and thread, chalk, traveller's outfit, cold weather outfit

Familiar (bat):
Pufos CR –
Male bat (Pathfinder RPG Bestiary 131)
N Diminutive magical beast (animal)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +12
AC 19, touch 16, flat-footed 17 (+2 Dex, +3 natural, +4 size)
hp 16 (1d8-2)
Fort +0, Ref +4, Will +6
Defensive Abilities improved evasion
Speed 5 ft., fly 40 ft. (good)
Melee bite +8 (1d3-5)
Space 1 ft.; Reach 0 ft.
Special Attacks deliver touch spells
Str 1, Dex 15, Con 6, Int 8, Wis 14, Cha 5
Base Atk +2; CMB +0; CMD 5
Feats Weapon Finesse
Tricks Come, Fetch, Guard, Heel, Seek, Stay
Skills Acrobatics +2 (-10 to jump), Fly +17, Heal +3, Perception +12, Spellcraft +4, Use Magic Device +2; Racial Modifiers +4 Perception
Languages speak with master
SQ come, empathic link, fetch, guard, heel, seek, stay
Special Abilities
Blindsense (20 feet) (Ex) Sense things and creatures without seeing them.
Come [Trick] The animal will come to you on command.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fetch [Trick] The animal will get a specific object.
Fly (40 feet, Good) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
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.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Master (Ex) You can communicate verbally with your master.
Stay [Trick] The animal will stay where it is.

Donkey (Momo):
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5 (+2 circumstance bonus vs. cold weather), Ref +4, Will +0
Speed 40 ft.
Melee 2 hooves +2 (1d3+1)
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
Other Gear alchemy crafting kit[APG], backpack, bedroll, blanket[APG], cauldron[APG], furs[APG], torch (3), trail rations (5), waterskin, winter blanket
Special Abilities
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Character Advancement:

Level 2: Hex, +1 Will
Level 3: +1 Fort, +1 Ref, 2nd level spells, feat
Level 4: Ability increase 1 (Int), Hex, +1 Will
Level 5: 3rd level spells, feat
Level 6: Hex, +1 Fort, +1 Ref, +1 Will
Level 7: 4th level spells, feat (Improved Familiar - flying kitty!)
Level 8: Ability increase 2 (Con), Hex, +1 Will
Level 9: 5th level spells, feat
Level 10: Hex, Major hex, +1 Will
Hexes: Evil Eye, Misfortune, Cackle, Flight, Fortune, Ice Tomb

Generations ago, her ancestors fled Irrisen and the tyranny of the ice witches. Perhaps they had a little... outside help with it, perhaps they didn't. What is certain is that seventeen years ago Inga Einarsdottir birthed a demonic-looking child. Her Taldorian husband snatched the babe from the midwife and strode out of the door, his boots crunching on the freshly-fallen snow. Weak from childbirth and blood loss, Inga tried to crawl after him, but only managed a few paces before losing consciousness. When she awoke, it was too late. The babe was gone, left in the depth of the forest to die of exposure.

But it did not die. The hag Mahb found it a few days later while foraging for herbs, purple with cold but still alive. On an impulse, she took it back to her cave. It was a close thing, but the child lived. Mahb fed it donkey milk until it was old enough to eat solids, then switched it to a diet of mushrooms and grubs. She named the girl (for it was a girl) something that sounded strange to Taldan ears, but to Mahb it reminded her of her long-lost home.

The girl was not stupid, so Mahb taught her a few things: herbs and berries, mushrooms and flowers, mixing this and that to make a cure or a poison, even a spell or two. What Mahb didn't teach her, didn't have to, was that she was different. They were both different. Heldren was a small place, with small-minded people. The girl could see how they shunned Mahb in the daylight, while at night they came furtively to ask for help with this or that problem. And Mahb had painted a vivid picture of what the villagers would do if they ever saw Yrja - mothers snatching their children away when she approached, the children themselves throwing rocks and sticks at her, dogs barking like mad. It made her sad, but what could you do?

Appearance, Personality and Quirks:
Yrja sees herself as ugly and deformed, which is a source of constant anguish for someone who finds such joy in beauty. The faint purple cast to her skin and the blackened lips and fingernails make her look like she's suffering from permanent frostbite and her pale blue, almost white irises contribute to that impression. Two small, sharp horns sprout from her forehead and she has a bony ridge above her eyes which make her look angry, although she seldom is. The severe exposure immediately after her birth and years of malnutrition have made her physically frail. She is quite short and very thin, her shoulders hunched forward as if she expects to be hit (or perhaps unconsciously imitating Mahb). Unlike Mahb, however, she takes good care of herself. She bathes daily, even in mid-winter, and the chill of the water doesn't seem to bother her. Yrja's black-and-red hair is always brushed and she keeps it neatly in place with strips of fabric or deft braids. Not content to wear rags, she has learned to use needle and thread to fashion herself clothes in pleasingly matched colours and patterns.

Personality and quirks:

  • - Yrja is quite awkward in social situations, as she was raised in isolation (if one doesn't count Mahb). She rarely understands humour, but has a decent sense for sarcasm (although she doesn't use it herself). Her vocabulary contains a surprising amount of curses and profanities, but she's not completely aware of their meaning and sometimes (mis)uses them casually in conversation.
  • - She considers her tiefling features as deformities and tries her best to conceal them. One time when she was six she spent four days wearing a mud mask to try and hide the unusual hue of her skin. She also tried to cut off her horns, but the pain was so great that she passed out. One of her horns bears a scratch from that attempt.
  • - Raised by a grouchy, sometimes overbearing old woman, she is shy and insecure. She hesitates to speak unless spoken to and is quite timid around people.
  • She is distrustful of written words. Mahb has taught her how to read and write, but just barely. She can read Common with difficulty and her writing is like a 7 year old's, but she does have a talent for spoken languages and knows no less than six.

Goals and Connections:
  • - Yrja's ultimate goal is to build a good reputation for herself and be judged on her own merits and not based on her heritage.
  • - She is also curious about her human roots and what caused the taint in her blood; she knows the identity of her parents and that her mother's family came to Heldren from the far north, just like Mahb. One day she would like to see those lands.