MARJATTA CR 4

XP 1 200

Femelle race bonus language ~ modern human language human (jadwiga) witch (winter witch) 5

N Medium humanoid (human)

Init +1; Senses Perception +3

DEFENSE

AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex)

hp 33 (5d6+10)
Fort +3, Ref +5, Will +7, +1 trait bonus on saves against effects causing the nauseated or sickened condition and against all ingested poisons.

Resist cold 5

OFFENSE
Speed 30 ft.
Melee hair -3 (1d3+2)
Ranged liquid ice (flask) +3 (1d6)
Melee dagger +2 (1d4/19-20)
Ranged dagger (thrown) +3 (1d4/19-20)
Melee mace (light) +2 (1d6)
Melee dagger (cold iron) +2 (1d4/19-20)
Ranged dagger (cold iron/thrown) +3 (1d4/19-20)

Space 5 ft.; Reach 5 ft.

Special Attacks prehensile hair

Wayfinder Spell-Like Abilities: light (at will)

Witch Spells Prepared (CL 5th, concentration +10):

3rd—ice spears ISM (2) (DC 21)

2nd—false life, frost fall UC (DC 20), ice slick MC (DC 20)

1st—frostbite UM, mage armor, snowball POTN (2) (DC 16), wave shield ACG

0 (at will)—detect magic, ray of frost, read magic, touch of fatigue (DC 15)

STATISTICS
Str 10, Dex 12, Con 12, Int 20, Wis 14, Cha 8
Base Atk +2; CMB +2; CMD 14

Feats Chilling Amplification, Elemental Focus (CATEGORY=Internal|Elemental Focus (Cold)), Extra Hex, Greater Elemental Focus (Greater Elemental Focus (Cold))

Skills Escape Artist +6 , Intimidate +5 , Knowledge (Arcana) +13 , Knowledge (Dungeoneering) +6 , Knowledge (History) +9 , Knowledge (Local) +10 , Knowledge (Nature) +9 , Knowledge (Nobility) +7 , Knowledge (Planes) +9 , Knowledge (Religion) +6 , Linguistics(Kelish, Osiriani) +7 , Perception +3 , Sense Motive +3 , Spellcraft +13 , Survival +3 , Use Magic Device +7

Languages Aquan, Common, Giant, Hallit, Kelish, Orc, Osiriani, Skald

SQ bonus feat, cantrips, cold flesh, deliver touch spells, familiar, familiar's alertness ability inactive, frostfoot, frozen caress, hex, ice magic, resistance to cold 5, skilled, winter patron, witch patron spells

Combat Gear urea (36), antitoxin (vial), antiplague, liquid ice (flask) (3), scroll (obscuring mist), scroll (spectral hand), scroll (touch of idiocy), scroll (winter's grasp/witch/3rd/arcane/minor); Other Gear hair, liquid ice (flask) (3), dagger, mace (light), dagger (cold iron), ring of protection +1, cloak of resistance +1, wayfinder (pathfinder), handy haversack, rod (rime/lesser), pearl of power (1st level), wand of cure light wounds, outfit (scholar's), spell component pouch, wrist sheath, spring loaded, wrist sheath, spring loaded, familiar satchel, belt pouch, parasol (umbrella), hot weather outfit, scroll case

SPECIAL ABILITIES

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

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Cold Flesh (Ex) A winter witch gains cold resistance 5, making her comfortable in near-freezing temperatures.

Current Prestige Points (4x) The character has 4 current prestige points.

Deliver Touch Spells (Su) Your familiar can deliver touch spells or hexes for you. If you and your familiar are in contact at the time you cast the touch spell, you can designate your familiar as the "toucher". Your familiar can then deliver the touch spell just as you would. As usual, if you cast another spell before the touch is delivered, the touch spell dissipates. If you activate a hex, your familiar can be used to make the touch. You do not have to be in contact with your familiar to use this ability.

Fame (26x) The character has accumulated 26 Fame. He has a +2 to Diplomacy with members of his faction. Maximum Item Cost: 208000 gp

Familiar You form a close bond with a familiar native to the frozen north, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know. If you gain the Improve Familiar feat, you cannot select a familiar with the fire subtype.

Familiar's Alertness ability inactive (Ex) PC does not have a familiar with the Alertness class feature or is not within arm's reach.

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.

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. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. 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 17.

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.

Mythic Legacy [__] Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle sheet.

Patron

Prehensile Hair (Su) You can instantly cause your hair (or even your eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate your hair as if it were a limb with a 20 Strength score. Your hair has reach 10 feet, and you can use it as a secondary natural attack that deals 1d3 points of damage. Your hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from your elongated hair shrink away to nothing. Using your hair does not harm your head or neck, even if you lift something heavy with it. You can manipulate your hair for 5 minutes per day; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

Free purchase up to 750 gp (2x) Free purchase up to 750 gp (2 PP)

Information Brokerage You’re connected to a network of spies and informants who keep you abreast of the goings-on in the world. This network has allowed you to capitalize on sharing or refusing to share specif ic information as the situation and your clients dictate. Your experience building your cache of valuable information grants you a +2 circumstance bonus on Diplomacy skill checks made to gather information. You can use Knowledge (local) to attempt Day Job rolls.

Retraining (8x) The character has spent prestige points to retrain.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

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

Volatile Conduit You discovered a secret that enhances the energy of some spells. Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type.

Whitethrone Gourmand You gain a +1 trait bonus on saves against any effect causing the nauseated or sickened condition and against all ingested poisons.

Winter Patron

Witch Patron Spells 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. Spells marked with an asterisk (*) appear in Chapter 5 of this book. 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.