Grigori Svenok was the fifth son of a humble farming family. They lived a fairly decent life for peasants, since they were able to supplement their diet and income by hunting in the nearby woods. That was, until the local lord decided to expand the border of his own hunting grounds, overtaking theirs and leaving them with nowhere to find game. After that, the family was poor, but not destitute. At times they were hungry, but not starving. At Grigori's young age, though, it felt like he had lost everything. His brothers decided to cheer him up by inviting him to sneak into the woods to see how nobles hunt. It must be so exciting, they told him. The nobles have horses and a small army of hounds and fancy crossbows. What the brothers saw was a disgrace. Rich folk in polished armor, drinking brandy Grigori's mother would have to sell her house for a bottle of and shooting their enchanted weapons at everything that moved. They left half of their kills just rotting on the ground after remembering they had enough fox or boar heads at home. This was what they took the land for. This was why they kept his parents awake at night worrying over the next tax collection.<br/><br/>Grigori's brothers ran when a bolt landed a little too close to the bushes they were hiding in, but he stayed glued to the spot, unsure if it was fear or rage that had him shaking so intensely. After the hunters had passed, a dead fox turned its head and looked right at him. He knew it was dead, it had to be. The bolt that pinned it to the ground must have pierced both of the animal's lungs, but it opened its eyes and looked right at him. That wasn't the last time Grigori snuck out into the woods, but it was the last time his brothers went with him. He spent time with the few animals that were left after the lord's drunken rampages, feeding those who could no longer find food or prey and healing the ones who had been carelessly injured and left to die. He learned which were indifferent to him as the animals on the farm, which would attack him if he came within a certain distance, and which could be bribed to let him closer. Still, his efforts were only those of one boy. And when the woods were all but devoid of life, he left home to join the coven.<br/><br/>Name: Grigori Svelnok<br/>Age: 20<br/>Sex: Cis Male<br/>Alignment: Lawful Evil<br/>Deity: Erastil<br/>Race: Human<br/>Level: Beast-Bonded Witch 3<br/><br/>Str: 10<br/>Dex: 10<br/>Con: 10<br/>Int: 20<br/>Wis: 13<br/>Cha: 14<br/><br/>HP: 21<br/>AC: 10. Flat-Footed: 10. Touch: 10<br/>Fort: 1=1 Base+0 Con<br/>Ref: 1=1 Base+0 Dex<br/>Will: 4=3 Base+1 Wis<br/><br/>BAB: 1<br/>CMB: 1<br/>CMD: 11=1 Bab+0 Str<br/><br/><strong>Natural-Born Leader:</strong>All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.<br/><strong>Diabolical Dabbler:</strong>Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.<br/><br/><strong>Skilled:</strong>Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.<br/><strong>Eye for Talent:</strong>Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat trait.<br/><br/><strong>Patron:</strong>Animal<br/><strong>Familiar:</strong>Anna the Pig (+2 Str from Eye for Talent)<br/><strong>Transfer Feats:</strong>Whenever the beast-bonded witch is capable of learning a new feat, she may choose to instead have her familiar learn the feat as a bonus feat. The familiar must meet the prerequisites for any feats that it learns this way. If her familiar is lost or dies, the witch can reclaim the feat slots and select new feats for herself, or apply the slots toward her new familiar.<br/><strong>Hexes</strong><br/><em>Feral Speech:</em>This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way.<br/><em>Unnerve Beasts:</em>The target becomes offensive to animals (Will negates). Animals become distraught and aggressive in the victim’s presence—horses buck, dogs snap and bark, bulls charge, and so on. The hex lasts a number of hours equal to the witch’s Intelligence modifier. A creature that saves against the hex cannot be affected by the hex for 1 day. The reaction of the animals is a mind-affecting charm effect, but the hex on the target is not.[/spoiler]<br/><br/><strong>Fast Learner:</strong>When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class  reward.<br/><strong>Spell Focus (Conjuration):</strong>Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.<br/><strong>Augment Summoning:</strong>Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.<br/><br/><strong>Acrobatics: 4</strong>=0 Dex+1 Rank+3 Class Skill<br/><strong>Bluff: 8</strong>=2 Cha+3 Ranks+3 Class Skill<br/><strong>Climb: 4</strong>=0 Str+1 Rank+3 Class Skill<br/><strong>Diplomacy: 11</strong>=2 Cha+3 Ranks+3 Class Skill+3 Familiar<br/><strong>Handle Animal: 8</strong>=2 Cha+3 Ranks+3 Class Skill<br/><strong>Heal: 7</strong>=1 Wis+3 Ranks+3 Class Skill<br/><strong>Intimidate: 8</strong>=2 Cha+3 Ranks+3 Class Skill<br/><strong>Knowledge (Nature): 11</strong>=5 Int+3 Ranks+3 Class Skill<br/><strong>Perception: 7</strong>=1 Wis+3 Ranks+3 Class Skill<br/><strong>Ride: 6</strong>=0 Dex+3 Ranks+3 Class Skill<br/><strong>Sense Motive: 9</strong>=1 Wis+3 Ranks+3 Class Skill+2 Racial Feature<br/><strong>Spellcraft: 11</strong>=5 Int+3 Ranks+3 Class Skill<br/><strong>Stealth: 6</strong>=0 Dex+3 Ranks+3 Class Skill<br/><strong>Survival: 7</strong>=1 Wis+3 Ranks+3 Class Skill<br/><strong>Swim: 4</strong>=0 Str+1 Rank+3 Class Skill<br/><br/><strong>Cantrips:</strong>DC 15, Infinite Per Day<br/>All of Them<br/><br/><strong>First Level:</strong>DC 16, 4 Per Day<br/>Air Bubble<br/>Charm Animal (Patron)<br/>Cure Light Wounds<br/>Diagnose Disease<br/>Enlarge Person<br/>Infernal Healing<br/>Mage Armor<br/>Mount<br/>Reduce Person<br/>Summon Minor Monster<br/>Summon Monster I<br/><br/><strong>Second Level:</strong>DC 17, 2 Per Day<br/>Summon Monster II<br/>Summon Swarm[/spoiler]<br/><strong>Equipment</strong><br/>Club<br/>Sling<br/>Dagger<br/>10 improvised sling bullets<br/><br/><strong>Adventuring Gear</strong><br/>Bedroll<br/>Blanket<br/>Tent, Medium<br/>Camouflage Netting (Forest)<br/>Compass<br/>Heatstone<br/>Silk Rope (50')<br/>Twine (50')<br/>Pack Saddle (on Anna)<br/>Adventurer's Chronicle (Nature)<br/>Backpack, Masterwork<br/>Waterproof Bag<br/>Spell Components Pouch<br/>Canteen<br/>Chain (10')<br/>Saw<br/>Drill<br/>Crowbar<br/>Shovel<br/>Climber's Kit<br/>Antidote Kit (10 uses)<br/>Healer's Kit (10 uses)<br/>Midwife's Kit (10 uses)<br/>Veterinarian's Kit (10 uses)<br/>Surgeon's Tools<br/>Cooking kit<br/>Mess Kit<br/>Miner's Pick<br/>Mapmaker's Kit<br/>Masterwork Survival Kit<br/>Alchemical Grease<br/>Alchemical Cement<br/>Alchemical Glue (full)<br/>Alchemical Solvent<br/>Deodorizing Agent<br/>Embalming Fluid<br/>Nushadir<br/>Padzahr<br/>Bone Paste (full)<br/>Shrieking Paste<br/>Rusting Powder<br/>Wismuth Salix<br/><br/><strong>Wondrous Items</strong><br/>Beast-Bond Brand (Applied, 10 charges)<br/>Muleback Cords (worn by Anna)<br/><br/><strong>Money</strong><br/>Platinum: 2<br/>Gold: 1<br/>Silver: 1<br/>Copper: 5<br/>IC On/Offs: Grigori prefers his encounters wild and animalistic. Though he has no real interest in siring children at the moment, he finds the idea arousing in theory and likes to pretend he's impregnating any partner capable of carrying children. His encounters with other men often become struggles for dominance much like those of certain pack animals. Grigori has difficulty being gentle or precise with his partners, but is willing to try for their benefit. He cannot stand the use of whips, crops, or other tools used to motivate animals through pain.