White Estrid

Ykatarina Yframovitcha Ystrova's page

54 posts. Alias of Wellard.


Full Name

Ykatarina Yframovitcha Ystrova von Eiredor

Race

Human(Iresseni/Taldan)

Classes/Levels

Witch(Winter Witch Archetype) 1

Gender

Female

Size

M (5'9")

Age

19

Special Abilities

Witch powers

Alignment

Lawful Neutral

Deity

Iomedae

Languages

Taldan(common), Hallit, Skald,Kelish, Auran

Occupation

Winter Witch

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

About Ykatarina Yframovitcha Ystrova

Female Human Witch(Winter Witch) 1(favoured class)
AL NG Size Medium Humanoid (human)
Init +1; Senses no special senses
DEFENSE

AC 11 , touch 11 , flat-footed 10

HP 7 (1d6+1);
Fort +4 Ref +1 Will+3
Defensive Abilities DR none; Immune nil Resist Cold 2; SR 0% Permanent Endure Elements

OFFENSE

BAB +0
Spd 30 ft.,

CMB +1
CMD 14

Quarter Staff +0 [1d6]
Dagger +0 [1D4]
Light Crossbow +1 [1d6]

STATISTICS

Str 10, Dex 13, Con 12, Int 18(includes+2 bonus), Wis 12, Cha 13

Feats & Talents
Spell Focus Evocation
Extra Hex
Alertness when Familiar within arms reach.

Patron
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*.

Hexes
Frozen Caress (Su) :
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

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.

Spells/day
Cantrips:3
1st Level:2

Spells Known

0-Level Witch Spells—arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink*, read magic, resistance, spark*, stabilize, touch of fatigue, ray of frost

1st-Level Witch Spells—cause fear, chill touch, cure light wounds,ill omen*,mage armor, obscuring mist,sleep

Skills[skill pts/lvl=8: 2 Class +4 Int +1 race,+1 favoured class ]

The witch’s class skills are Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Heal +5 [1 rank +3 class +1 wis]
Intimidate +5 [1 rank +3 class +1 cha +1 trait]
Knowledge +8 (arcana) [1 rank +3 class +4 int]
Knowledge +8(history) [1 rank +3 class +4 int]
Knowledge +8(nature) (Int) [1 rank +3 class +4 int]
Knowledge +8(planes) [1 rank +3 class +4 int]
Spellcraft +8[1 rank +3 class +4 int]
Use Magic Device +5[1 rank +3 class +1 cha]
Perception +1,+3 with familiar
Sense Motive +1,+3 with familiar

Traits
Jadwiga Scion: You come from a family that commands respect. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, you gain a +1 trait bonus on Knowledge (nobility) checks related to the Irrisen aristocracy.

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.Or maybe one of your ancestors had 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.

Languages

Taldan(common), Hallit, Skald,Kelish, Auran

Racial Abilities
SQ +2 to one ability score: Human characters get a +2 bonus
on one ability score of their choice at creation, to represent
their varied nature.

Medium: Humans are Medium creatures, and have no
bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common.
Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.

Combat Gear
Dagger
QuarterStaff
Scroll of Frostbite x2(UM)
Scroll of Charm Person
Scroll of Sleep
Light Crossbow
20 Bolts

Other Gear
Bckpack
Bedroll
Iron Pot
6 Days Rations

12 GP
1 SP

Physical Description

Ekaterina is a tall perhaps overly thin young woman,attractive in her way but with a certain coldness to her demeanour.She speaks rarely and then only to offer reasoned and well thought out comment.

Background

Ykatarina is the product of the union between Efram Eiredor a Taldan knight and Natalya Ystrova the Iresseni witch whose heart the dashing Cavalier stole on a trip to Whitethrone as escort to an Embassy.

Her parents eloped from Iressen and after many hair raising adventures finally managed to reach Taldor where they settled down to a generally blissful and loving relationship despite Natalya being regarded with suspicion by the majority of the folk around.

Ykatarina was born after 5 years of Marriage the only child of the pair.Shortly after her birth her father was slain in a border raid by Quadiran troops.

As noted above Natalya was generally shunned by the Taldans and this shunning extended to her daughter..the girl grew up with only her mother and an enquiring mind for company and soon found herself developing talents off her own..talents that seemed to focus on the cold and depths of winter.

Natalyah schooled her daughter well giving her the tools she needed to survive..and teaching her about the traditions of the North..Eventually the girl began to realise that the traditions of the White Witches were as important to her as if she had been born in that far off land of eternal Ice and snow although she could not bring herself to follow the teachings of the cruel gods off that land turning instead to her fathers diety of Iomedae

When she was 16 her mother fell ill, a strange wasting disease that nothing Ykatarina was able to do could stop. Eventually she died leaving the girl in a small tumbledown cottage on the edges of what might be termed civilisation.

SPECIAL ABILITIES

Spoiler:

Winter Witch
The descendents of Baba Yaga rule the frozen realm of Irrisen, and possess a unique power stemming from their otherworldly origin and ties to cold magic. This power is partly magical, partly political, and partly cultural.

Known as winter witches, these scions of Baba Yaga have not coveted or hidden their secrets, for they understand the truth that those who see winter witches work their frozen magic will simply assume the witch works for Irrisen.

By opening their traditions to those who have no blood connection to Baba Yaga or the rulers of Irrisen, they spread the notoriety and infamy of their magic far beyond what they could accomplish on their own. While winter witches are most commonly encountered in Irrisen, they can and have been encountered throughout the Inner Sea region, working to spread their nation’s notoriety with each frozen spell and manipulative hex

A winter witch has the following class features.

Familiar: Winter witches must choose a familiar that is native to the frozen north, even when they themselves operate in other regions. Traditionally, this limits winter witch familiar choices to bat, cat, fox, hawk, owl, rat, raven, or weasel. A winter witch who gains the Improved Familiar feat can select any familiar she desires, save for familiars with the fire subtype.

Cantrips: A winter witch adds ray of frost to her spell list, but does not automatically learn this cantrip.

Patron: A winter witch must choose her patron from one of the following patron themes: ancestors*, deception, enchantment*, endurance, moon*, occult*, portents*, stars*, transformation, trickery, vengeance*, water, winter*, or wisdom. An asterisk (*) indicates a patron theme detailed in Ultimate Magic.

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.

Hexes: The following hexes complement the winter witch archetype: beast eye*, blight, cook people*, evil eye, feral speech*, hag’s eye, hoarfrost*, ice tomb*, witch’s hut.*

An asterisk (*) indicates a hex detailed in Ultimate Magic.

A winter witch can select the following hexes:

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.

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.

Class Features
The following are the class features of the witch.
Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook).

Spells: A witch casts arcane spells drawn from the witch spell list (see
pages 70–71). A witch must choose and prepare her spells ahead of time.
To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level.
The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier.

A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook)

A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.

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

Witch's Familiar

Spoiler:

Adding Spells to a Witch's Familiar Witches can add new spells to their familiars through several methods. A witch can only add spells to her familiar if those spells belong to the witch's spell list.
Spells Gained at a New Level: A witch's familiar learns a certain amount of lore and magic as the witch adventures. Whenever a witch gains a level, she may add two spells from the witch spell list to her familiar. The two free spells must be of spell levels she can cast.
Familiar Teaching Familiar: A witch's familiar can learn spells from another witch's familiar. To accomplish this, the familiars must spend one hour per level of the spell being taught in communion with one another. At the end of this time, the witch whose familiar is learning a spell must make a Spellcraft check (DC 15 + spell level). If the check succeeds, the familiar has learned the spell and the witch may utilize it the next time she prepares spells. If the check fails, the familiar has failed to learn the spell and cannot try to learn that spell again until the witch has gained another rank in Spellcraft. Most witches require a spell of equal or greater level in return for this service. If a familiar belongs to a witch that has died, it only retains its knowledge of spells for 24 hours, during which time it is possible to coerce or bribe the familiar into teaching its spells to another, subject to GM discretion.
Learn from a Scroll: A witch can use a scroll to teach her familiar a new spell. This process takes 1 hour per level of the spell to be learned, during which time the scroll is burned and its ashes used to create a special brew or powder that is consumed by the familiar. This process destroys the scroll. At the end of this time, the witch must make a Spellcraft check (DC 15 + spell level). If the check fails, the process went awry in some way and the spell is not learned, although the scroll is still consumed.

By forging strange bonds with unnameable beings, witches gain the service of a mystical advisor, a familiar to both serve her and reveal to her secrets unknown to most mortals. A familiar is an animal chosen by a witch to aid her in her spellcasting and grant her special powers. This uses the same rules as the wizard's arcane bond class feature, except as noted below. A witch uses her level as her effective wizard level when determining the abilities of her familiar. A witch can choose any of the familiars available to a wizard in addition to the new familiars presented here.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the witch's level. If a witch possesses such levels, her familiar always uses the witch rules for familiars, not those provided by other classes, such as wizards or sorcerers with the arcane bloodline. A witch's familiar only stores witch spells. All other spells are stored normally, as noted in their class features.

If a familiar is lost or dies, it can be replaced 1 day later through a special ritual that costs 500 gp per witch level. The ritual takes 8 hours to complete. A new familiar begins knowing all of the 0-level spells plus two spells of every level the witch is able to cast. These are in addition to any bonus spells known by the familiar based on the witch's level and her patron (see patron spells).

Store Spells: Starting at 1st level, a witch's familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch's familiar adds new bonus spells to the witch's spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

Deliver Touch Spells (Su): If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.

Albino Rat Familiar (Snowbank)

XP 100

N Tiny animal

Init +2; Senses low-light vision, scent; Perception +1

Defense

AC 15, touch 15, flat-footed 13 (+2 Dex, +2 size, +1 natural)

hp 4 (1d8)

Fort +2, Ref +4, Will +1

Offense

Speed 15 ft., climb 15 ft., swim 15 ft.

Melee bite +4 (1d3–4)

Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2

Base Atk +0; CMB +0; CMD 6 (10 vs. trip)

Feats Weapon Finesse,Improved Evasion,Share Spells, Empathic Link

Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth