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Katja Alterborg, Exiled Orphan

Female Ulfen Winter Witch 6
N Medium humanoid (human)
Homeland Alterborg, Taldor; Deity Baba Yaga
Init +2 Senses Perception +1 (+3 when Grandmother is within 5ft.)

Defense

AC 17, touch 13, flat-footed 15
   (+4 armor, +1 deflection, +2 Dex)
hp 38 (6d8+12)
Fort +6, Ref +8, Will +8 (+2 trait bonus vs. charm and compulsion)
Resist 5 cold; DR 1/cold iron (sickened for one round if taking cold iron damage)

Offense

Speed 30ft
Melee wand of icicle +2 (1d8+-1/ x3)
     +1 silver dagger +2 (1d4+-1/ 19-20)
     club +2 (1d6+-1)
     touch +5 (per spell)
Ranged sling +5 (1d4+-1)
     mwk lt crossbow +6 (1d8/ 19-20)
     Ray +5 (per spell)
Spell-like ability (CL 6th; concentration +13, +17 defensively)
   At-will - endure elements (cold only)
Witch Hexes DC = 20
   Cackle (Ex) 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.
   Cauldron (Ex) The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.
   Evil Eye (Su) (10 rounds) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will save for 1 round).
   Healing (Su) 2d8+6 once per person per day
   Slumber (Su) Cause creature within 30ft. to sleep as spell, without HD limitation for 6 rounds. Target cannot be roused by noise or light but can be by a standard action or taking damage. Once per person per day (save or fail).
Witch Spells Prepared (CL 6th; Base DC 17+spell level; concentration +13, +17 defensively)
   3rd - dispel magic, prayer, vampiric touch
   2nd - blindness/deafness, cure moderate wounds, glitterdust, hold person
   1st - beguiling gift, bless, cure light wounds,
   0 - detect magic, light, ray of frost, stabilize

Statistics

Abilities Str 8, Dex 14, Con 14, Int 25, Wis 12, Cha 12+2i
Base Atk +3 CMB +2 CMD 15
Feats Accursed Hex, Brew PotionB, Combat Casting, Extra Hex (cauldron, evil eye)
Skills Bluff +9, Craft (alchemy) +19, Heal +10, Intimidate +7, Knowledge (arcana) +19, Knowledge (dungeoneering) +8, Knowledge (history) +12, Knowledge (local) +8, Knowledge (nature) +15, Knowledge (planes) +11, Perception +1 (+3 when Grandmother is within 5ft.), Spellcraft +18, Use Magic Device +6
Languages Aklo, Common, Draconic, Giant, Hallit, Iobarian, Shoanti, Skald, Sylvan

Traits

Adaptive Magic (Campaign) +1 Knowledge (arcana) and UMD, UMD becomes class skill. (RoW Player's Guide)
Chillblight Emissary (Regional) You have spent considerable time at Chillblight, but have escaped this unearthly fey outpost. You gain DR 1/cold iron but become sickened for 1 round if damaged by a cold iron weapon.(APG)
Child of two People (Ethnicity) Jadwiga/Ulfen +2 Will vs. charm & compulsion, automatically know the languages of both parents (People of the North)

Special Abilities

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.

Equipment

Silken ceremonial armor
+1 silvered dagger whose hilt resembles the head of a blue-eyed winter wolf, Club, Sling
Backpack, black ink, chalk, cloth (2sq yrd), earplugs, flint and steel, hammer, lamp, paper (2), parchement, 5 pitons, spell component pouch, scroll case (empty), soap, whistle
saddlebag, bell, 2 caltrops, grappling hook, hemp rope, sealing wax, shovel
courtier's outfit, snow shoes
a gold signet ring with the signet of the Jadwiga Tashanna dating back to the Witchwar 500 years ago (worth 250 gp)
silver necklace with star-shaped ice diamond pendant (worth 500 gp)
bracers of armor +2
ring of white gold set with a large green sapphire. This ring is magical, and can be identified as a ring of regeneration (you can't remove it)
hexing doll
hex nail X
pearl of power I O O O
pearl of power II O O
pearl of power III O
ring of protection +1
Money 210gp

Achievements

Current Experience 30298

Healing Touch (must have 1000 healed) 1281 - 2x1 = 1279







Consummables

Consummables
   Acid flask   O O
   Alchemist fire   O O
   Greenblood oil   O O O
   Liquid Ice   O O O
   Bottle of Fey Wine   O
   Non-al-Zawree oil   O O O O
   sunrod   O
   Bolts
   O O O O O   O O O O O   O O O O O   O O O O O   O O O O O
   oil of taggit   O O
   striped toadstool   O O O
   terinav root poison   O O
Magical Consummables
   elixir of love   O
   oil of mask dweomer   O
   oil of protection from evil   O
   potion of cure light wounds cl4   O O O O
   potion of cure moderate wounds cl3   O O
   potion of cure moderate wounds cl4   O
   potion of cure moderate wounds cl4 ***   O
   potion of cure serious wounds cl5 **   O O
   potion of delay poison   O O
   potion of fly   O
   potion of feather fall   O
   potion of gaseous form   O
   potion of invisibility   O
   potion of mage armor  
   potion of nondetection   O
   scroll of cause fear*   O O O
   scroll of command   O O
   scroll of cure moderate wounds   O
   scroll of Irriseni mirror sight**   O
   scroll of remove sickness   O O
   scroll of threefold aspect**   O
   wand of air walk    O O O O O    O O
   Wand of Icicle
   O O O O O   O O O O O   O O O O O   O O O O O   O O O O O
   O O O O O   O O O O O   O O O O O
   Wand of cure light wounds
   O O O O O   O O O O O   O O O O O   O O O O O   O O O O O
   O O O O O   O O O O O   O O O O O   O O O O O   O O O O O
   Wand of cure light wounds
   O O O O O   O O O O O   O O O O O   O O O O O   O O O O O
   O O O O O   O O O O O   O O O O O   O O O O O   O O O O O
   Wand of cure light wounds
   O O O O O   O O O O O   O O O O O   O O O O O   O O O O O
   O O O O O   O O O O O   O O O O O   O O O
   Wand of mage armor
   O O O O O   O O O O O   O O O O O   O O O O O   O O O O O
   O O O O O   O O O O O   O O O O O   O O O O O   O O O O
   wand of spider climb    O O O O O    O O O O O    O O O O O    O O

**: blindness
***: Feast of Ashes

Non Core Book Items

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.
Normal: You can only target a creature with these hexes once per day.

Source

Ultimate Magic

Hexing Doll
Aura faint enchantment; CL 5th
Slot none; Price 2,500gp; Weight 1lb.

Description

This malevolent-looking doll is made out of cheap rags and embroidery thread and is stuffed with straw or sawdust. A creature holding or carrying the doll takes a –4 penalty on saving throws against witch hexes. Alternatively, if the doll is stuffed with the hair of a creature, any witch holding the doll increases the DC of her hexes by +2 when using the hexes against that creature. A doll used in this way does not cause the witch to take a penalty on her saving throws.

Construction

Requirements Craft Wondrous Item, bestow curse; Cost 1,250gp

Source

Ultimate Equipment

Strangling Hair
Shool transmutation; Level sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S
Range close 40 ft.
Target one creature
Duration concentration up to 6rnds
Saving Throw none Spell Resistance yes

Description

Your hair animates and extends to grapple and constrict an opponent. Make a grapple check with CMB = +7. This grapple check does not provoke attacks of opportunity. If your hair succeeds in grappling a foe, that creature takes 1d6 points of damage or your unarmed strike damage, whichever is greater, and gains the grappled condition. Your hair receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that your hair succeeds on a grapple check, it deals an additional 1d6 points of damage. The CMD of your hair is 17.

Once you choose a target, your hair continues to attack that target independently of your own actions. You may designate a new target as a move action, which causes your hair to release its current target (if any) and attack the new target that round. Your hair cannot be targeted as a separate creature, but it can be dispelled.

Source

Ultimate Magic

Rimepelt price
Aura moderate transmutation; CL 11th
Slot shoulders; Price 3,350gp; Weight 5lbs.lb.

Description

This snow-white fur pelt of a winter wolf can be worn over the shoulders as a cloak. The pelt functions as furs, granting its wearer a +2 bonus on Fortitude saves to resist cold weather. The wearer can, as a standard action, transform into a Large winter wolf as if using beast shape IV.

In certain special locations where winter wolves have the ability to take human form, such as the Howlings district of Whitethrone or the town of Redtooth, the wearer of a rimepelt in wolf form can take human form as winter wolves do, appearing as a whitehaired, blue-eyed human. In either wolf or human form, the wearer of a rimepelt smells like a winter wolf to other winter wolves and creatures with the scent ability. When the wearer returns to his normal form, or after 2 hours have elapsed, the rimepelt becomes a mundane winter wolf pelt.

Very rarely, a properly skinned winter wolf pelt manifests the properties of a rimepelt without requiring additional enchantment. A winter wolf whose pelt has such potential usually manifests some telltale physical attribute, such as heterochromatic eyes. Creating a rimepelt from such a rare creature requires a successful DC 25 Profession (hunter) or Survival check. Taking 20 is not allowed in this situation, and a failed check results in the pelt being utterly ruined for any use.

Construction

Requirements Craft Wondrous Item, beast shape IV; Cost 1,675gp

Cauldron of brewing
Aura Faint transmutation; CL 5th
Slot ; Price 3,000gp; Weight 5lb.

Description

A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.

Construction

Requirements Craft Wondrous Item, creator must be trained in Craft (Alchemy); Cost 1,500gp

Source

Ultimate Equipment

Wand of icicles
Aura Faint conjuration [cold]; CL 5th
Slot ; Price 12,250gp; Weight 1lb.

Description

This fragile-looking wand appears to be nothing more than a sharpened icicle nearly a foot in length, though it is as sturdy as any wand and the ice never melts. A combination of arcane tool and weapon, icicle wands find frequent use among the winter witches of Irrisen, and traders have carried them as far south as the mountains of Cheliax, Andoran, and Taldor. An icicle wand functions primarily as a wand of ice spears (see page 72), granting its user the ability to create and turn icy terrain against her enemies. In addition, an icicle wand can also be wielded as a masterwork dagger that deals 1 point of cold damage with a successful attack in addition to normal dagger damage. An icicle wand with a caster level of 7th or higher functions as a +1 frost dagger instead.

Construction

Requirements Craft Wands, ice spears, icicle dagger; Cost 6,125gp

Source

Reign of Winter

Grandmother

N(E) Tiny magical beast
Init +2 Senses low-light vision, scent; Perception +5 (+7 when within arms reach of Katja)

Defense

AC 19, touch 15, flat-footed 16
   (+2 Dex, +1 dodge, +4, +2 size)
hp 19
Fort +2, Ref +4, Will +6
Defensive abilities improved evasion

Offense

Speed 20 ft., climbing (20 feet)
Melee bite +7 (1d3+-4)
Special Attacks attach, deliver touch spells
Space 2-1/2ft.; Reach 0ft;
Spells Known
   8th - mass cure serious wound, maze
   7th - harm, heal, power word blind, refugeP, regenerate
   6th - analyze dweomer, flesh to stone, mass cure light wounds, true seeing
   5th - baleful polymorph, cloudkill, cure critical wounds, feeblemind, magic jar, reincarnate
   4th - black tentacles, blessing of fervorP, cure serious wounds, dimension door, phantasmal killer
   3rd - bestow curse, cup of dust, dispel magic, fly, locate object, prayerP, remove curse, remove disease, speak with dead, strangling hair, suggestion, vampiric touch
   2nd - aidP, alter self, blindness/deafness, cure moderate wounds, delay poison, feast of ashes, fester, glitterdust, hold person, levitate, pox pustules, see invisibility, spectral hands
   1st - beguiling gift, blessP, cause fear, charm person, chill touch, command, cure light wounds, ear-piercing scream, enlarge person, fumbletongue, identify, Irriseni mirror sight**, mage armor, mount, obscuring mist, ray of enfeeblement, ray of sickening, sleep, summon monster I, unseen servant, youthful appearance
   0 - arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, ray of frost, read magic, resistance, stabilize, touch of fatigue
   P Patron spell

Statistics

Abilities Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5
Base Atk +3 CMB +-3 CMD 10 (+14 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10 (+6 jump), Appraise +14, Bluff +10, Climb +10, Diplomacy +2, Escape Artist +3, Fly +11, Heal +9, Intimidate +1, Knowledge (arcana) +9, Knowledge (architecture) +0, Knowledge (dungeoneering) +0, Knowledge (geography) +0, Knowledge (history) +5, Knowledge (local) +0, Knowledge (nature) +9, Knowledge (planes) +3, Knowledge (religion) +0, Linguistics +2, Sense Motive +14, Spellcraft +14, Stealth +23, Use Magic Device +3; Racial Modifiers +4 Stealth, +8 Acrobatics
SQ alertness, empathic link, share spells, speak with master

Special Abilities

Attach (Ex) When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.



HYPERBOREAL ROBE PRICE 7,000 GP SLOT body CL 6th WEIGHT 1 lb. AURA moderate abjuration and necromancy This beautiful robe is fashioned from fine blue silk embroidered with silver thread, and trimmed with owl feathers and tiny shards of crystal. The robe grants its wearer a +2 resistance bonus on all saving throws. In addition, the flesh of the robe’s wearer becomes searing cold to the touch. Anyone who strikes the wearer with an unarmed strike, a touch attack, or a natural weapon takes 1d6 points of cold damage. The wearer can activate or deactivate this ability as a free action. CONSTRUCTION REQUIREMENTS COST 3,500 GP Craft Wondrous Item, chill touch, resistance