A Reign of Winter Adventure Path Character

TISWICHTT LEVEL 6

Female orc witch (scarred witch doctor) 6

N Medium humanoid (orc)

Init +2+2 Dex; Senses darkvision 60 ft.; Perception +2

  DEFENSE

AC 16, touch 13, flat-footed 14 (+2 armor, +1 deflection, +2 Dex, +1 natural)

hp 45 (6d6+186d6 witch, +6 Con, +6 Tribal Scars feat, +6 Favored Class, +0 Toughness feat)

Fort +4+2 base, +1 Con, +1 Spirit Animal trait, Ref +4+2 base, +2 Dex, Will +4+5 base, -1 Wis; +2 vs. cold or pain

Defensive Abilities ferocity

Weaknesses light sensitivity

  OFFENSE

Speed 35 ft.30 ft. base, +5 ft. Tribal Scars feat, -0 ft. armor

Melee orc double axe +5BAB plus +2 Str (1d8+3+3 1.5x Str/x3) or
orc double axe (primary) +1BAB plus +2 Str plus -4 primary hand with light off-hand weapon (1d8+2+2 Str/x3) and orc double axe (off-hand) -3BAB plus +2 Str plus -8 off hand with light off-hand weapon (1d8+1+1 half Str/x3) or
dagger +5BAB plus +2 Str (1d4+2+2 Str/19-20)

Ranged thrown dagger +5BAB plus +2 Dex (1d4+2+2 Str/19-20; increments 55 = thrown | 10 = projectile; range/increment 1010 ft. ft.)

Special Attacks hexes (flight [feather fall at will, levitate 1/day, fly 6witch level minutes/day], fortune [12 rounds at 8th level, 3 rounds at 16th level round], healing, slumber [DC 1710 plus 1/2 witch level plus Fierce Intelligence modifier])

Witch Spells Prepared (CL 6th; concentration +10)

3rd—empowered burning hands (DC 15), lightning bolt (DC 17), rage

2nd—molten orb, resist energy (cold only), silk to steel, unshakable chill (DC 16)

1st—burning hands (DC 15), chill touch (DC 15), comprehend languages, icicle dagger

0 (at will)—detect magic, message, read magic, stabilize

Patron Winter; M Requires costly material component to cast.

  STATISTICS

Str 1410 base, +4 race, +0 level, Dex 1414 base, +0 race, +0 level, Con 1313 base, +0 race, +0 level, Int 1615 base, -2 race, +1 level, +2 Black Rider bonus, Wis 810 base, -2 race, +0 level, Cha 911 base, -2 race, +0 level

Base Atk +3; CMB +5+3 BAB, +0 size, +2 Str; CMD 1810 +3 BAB, +0 size, +2 Str, +2 Dex, +1 deflection, +0 dodge

Traits Adaptive Magic, Spirit Animal (Mammoth)

Feats Empower Spell, Extra Hex, Simple Weapon Proficiency (all), Tribal Scars (Raptorscale)

Skills (armor check penalty -0-0 armor, -0 shield); Acrobatics +40 ranks, +2 Dex, +2 Tribal Scars feat, -0 armor, Appraise +30 ranks, +3 Int, Bluff +01 ranks, -1 Cha, Climb +20 ranks, +2 Str, -0 armor, Diplomacy +12 ranks, -1 Cha, Disguise -10 ranks, -1 Cha, Escape Artist +20 ranks, +2 Dex, -0 armor, Fly +72 ranks, +2 Dex, +3 class skill, -0 armor, Heal +51 ranks, -1 Wis, +3 class skill, +2 circumstance from Fetish Mask, Intimidate +84 ranks, -1 Cha, +3 class skill, +2 circumstance from Fetish Mask, Knowledge (arcana) +136 ranks, +3 Int, +3 class skill, +1 Adaptive Magic trait, Knowledge (history) +82 ranks, +3 Int, +3 class skill, Knowledge (nature) +82 ranks, +3 Int, +3 class skill, Perception +23 ranks, -1 Wis, Ride +20 ranks, +2 Dex, -0 armor, Sense Motive -10 ranks, -1 Wis, Spellcraft +81 ranks, 1 bonus GM rank, +3 Int, +3 class skill, Stealth +20 ranks, +2 Dex, -0 armor, Survival +51 ranks, -1 Wis, +5 ushanka of the northlands, Swim +60 ranks, +2 Str, +4 racial from Flight hex, -0 armor, Use Magic Device +74 ranks, -1 Cha, +3 class skill, +1 Adaptive Magic trait

Languages Common, Hallit, Orc, Undercommon

SQ fetish mask (mask), fierce intelligence, hex scar, scarshield (+31/2 witch level, minimum 1, 61 per witch level minutes), weapon familiarity

Combat Gear liquid ice, potion of cure moderate wounds

Other Gear dagger, orc double axe, amulet of natural armor +1, bracers of armor +2, ring of protection +1, ushanka of the northlands, backpack, bedroll, belt pouch, blanket, canteen, cleats, cold-weather outfit, ember pot, flint and steel, gear maintenance kit, iron pot, mask, mess kit, orc trail rations (7), rope (50 ft.), snowshoes, soap (50 uses), torches (5), trail rations (7), 93 pp, 9 gp, 6 sp, 7 cp

  SPECIAL ABILITIES

Equipment Descriptions

cold-weather outfit Gain +5 circumstance bonus on Fort saves against exposure to cold weather.

ember pot Keeps coals hot 24 hours. May light fire in normal conditions without Survival check.

liquid ice Throw as ranged touch with range increment of 10 ft. Direct hit deals 1d6 cold damage; every creature within 5 ft. of point of impact takes 1 hp cold damage from splash. Alternately, within 1d6 rounds of opening container use to freeze a liquid or coat an object in thin layer of ice.

Ferocity (Ex) Remain conscious and continue fighting even if hp total falls below 0; however, still staggered at 0 hp or lower and lose 1 hp each round as normal.

Fetish Mask (Su) Functions as witch's familiar. While wearing, gain +2 circumstance bonus on Heal and Intimidate checks and +2 bonus on saves against pain or with pain descriptor (factored into stats already). If destroyed, replace with same price and time as replacing a dead familiar. Can add magical abilities to mask as if you had Craft Wondrous Item feat.

Fierce Intelligence Treat Int score as 2 points higher when determining highest level spells you can cast, number spells you can cast per day, spell DCs, number of spells known at 1st level, and any effects of hexes determined by Intelligence.

Hexes Unless otherwise noted, standard action that does not provoke attack of opportunity.

Flight (Su) Can use feather fall at will and gain +4 racial bonus on Swim checks (factored into Skills already). 1/day—Cast levitate. Can fly, as spell, for one minute per day per witch level. Minutes need not be consecutive but must be spent in 1-minute increments. Hex only affects you.

Fortune (Su) 1 day/target—Temporarily grant creature within 30 feet good luck, allowing it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. Target must decide to use benefit before the first roll is made. Each individual creature can only benefit from this once every 24 hours.

Healing (Su) Touch mends injuries as cure moderate wounds. Each individual creature can only benefit from this once every 24 hours.

Slumber (Su) One target of any number of HD within 30 ft. must make a Will save or fall asleep for 1 round per witch level. Will not awaken due to light or noise, but others can rouse as standard action. Ends immediately if creature takes damage. Regardless of saving throw result, target cannot be affected by this hex for 24 hours.

Light Sensitivity (Ex) Dazzled in areas of bright sunlight or within the radius of a daylight spell.

Magic Item Descriptions

ushanka of the northlands Gain +2 resistance on saves vs. cold effects and +5 competence bonus on Survival checks (factored in Skills section already). When earflaps pulled down, gain +2 bonus on saves vs. sonic effects but -2 penalty on Perception checks to hear. Pulling earflaps down is move action.

Metamagic Feats During spell preparation, choose which spells to prepare with metamagic feats (and thus take up higher-level spell slot). Does not change level of the spell, so the DC for saving throws does not increase. Do not affect spell-like abilities. Can apply multiple metamagic feats (assuming you have an available spell slot of the resulting level) but cannot apply same metamagic feat to single spell multiple times.

Empower Spell All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. Uses spell slot two levels higher than spell's actual level.

Scarshield (Su) As standard action, gain enhancement bonus to natural armor (equal to 1/2 witch level, minimum 1) for 1 minute per day equal to witch level. Minutes need not be consecutive but must be spent in 1-minute increments.

  FETISH MASK SPELLS

0—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

1st—bungle, burning hands, charm person, chill touch, comprehend languages, icicle dagger, ill omen, unseen servant

2nd—molten orb, resist energy (cold only), silk to steel, summon swarm, symbol of mirroring, unshakable chill

3rd—ice storm, inflict pain, lightning bolt, rage, speak with dead


Height 5'3"; Weight 170 lbs.; Hair Black; Eyes Red; Skin Avocado; Age 19; Religion Gorum; Homeland Realm of the Mammoth Lords; Favored Class Witch; XP Earned 25,360 of 35,000

Defeated Enemies Gobbler, Rokhar's Raider (2), Winter Guard Falconer

History Look. Go ahead, look at me. Do you see my beauty? Well, it may not be beauty to your human eye, but to my brethren, these scars are glorious. What you cannot understand is the bond we share. Kidnapped and sold to the Raptorscale, most would have throught my fate was sealed as an enslaved warrior fighting for someone I detested. But these Kellid are different.

They saw my innate ability to spellcast and embraced it, teaching me the ways of the witch. I also learned very early that in the harshest of conditions, staying alive matters much more than any old traditions of rivalry and prejudice. Perhaps it was fate that I was sold at the same time as Deska, the half-elf. Though I was young, I had already learned to hate elves. But Raptorscale did not care; they put us together, training us, preparing us for that first winter. And when it was over, she and I not only had new names bestowed on us, but I had someone I'm proud to call sister.

So when you look at our scars, know that they were earned, and we wear them with honor.