Nazhena Vasilliovna,Witch 8
Perception +11;
Languages None selected
Skills Acrobatics +4, Arcana +14, Athletics +0, Deception +11, Diplomacy +11, Intimidation +15, Medicine +11, Nature +11, Occultism +14, Religion +11, Society +16
Str +0, Dex +4, Con +2, Int +4, Wis +1, Cha +1
Items Bands of Force, Healing Potion (Moderate) (2), Hovering Potion, Oak Potion, Frost Vial (Moderate), Wand of Clinging Rime (7th-Level Spell)
AC 25; Fort +15, Ref +15, Will +14
HP 80; Resistances fire 5
Recognize Spell Prerequisites trained in Arcana, Nature, Occultism, or Religion Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd rank or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest rank of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.
Bands of Force Activate Return Force (force, manipulate); Trigger A creature critically misses you with a melee Strike. Effect You Shove the creature using the bands’ Athletics modifier of +14.
Speed 25 feet
Melee +1 Striking Frost Emberchill +15 (Agile, Finesse, Trip, Cold, Magical, Counteract (fire)), Damage 2d4 S +1d6 Cold
Frost Vial (Moderate) (Alchemical, Bomb, Cold, Consumable, Splash) Activate Strike
Primal Prepared Spells DC 26, attack +16; 4th Fire Shield, Fly, Hydraulic Torrent; 3rd Cave Fangs, Fireball, Haste; 2nd Blazing Bolt, Dispel Magic, Fireproof; 1st Aqueous Blast, Chilling Spray, Fleet Step; Cantrips Frostbite, Eat Fire, Gale Blast, Gouging Claw, Glass Shield, Tangle Vine, Ignition
Arcane Innate Spells DC 23, attack +13; Cantrips Detect Magic
Arcane Innate Spells DC 23, attack +13; Cantrips Shield
Focus Spells (2 points) Clinging Ice
Patron’s Puppet
Cackle
Additional Feats Arcane Sense, Arcane Tattoos, Assurance, Cackle, Cantrip Expansion, Courtly Graces, Toughness, Wild Witch’s Armaments, Witch’s Armaments
Additional Specials Arcane Tattoo (Shield), Assurance (Intimidation), Familiar, Familiar of Freezing Rime, Hex Spells (Patron’s Puppet), Patron (Silence in Snow), Witch Spellcasting, Witch’s Armaments (Living Hair)
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