About Tessa MithrandirStats: Aquatic Elf Diviner (foresight Subschool) 5 NG Medium Humanoid (aquatic, elf) Init +6 (Forewarned); Senses Low-light vision Perception +4 (+6 if Azil is near) ————— Defense ————— AC 17, touch 12, flat-footed 15(+2 Dex, +1 Natural, +4 Mage Armor) hp 32 (5d6+5+5) Fort +2, Ref +3, Will +3 (+2 v. charm, compulsion) Immune Sleep ————— Offense ————— Speed 30 feet; 30 swim Melee cold iron dagger +1 (1d4-1) Ranged light crossbow +4 (1d8) Special Attacks Prescience 8/day Wizard Spells Prepared (CL 5th; concentration +9) (+2 CL to overcome SR) . . 3rd(2+1*/day)— . . 2nd(3+1*/day)— . . 1st(4+1*/day)— . . 0 (at will)—Detect Magic, Prestidigitation, Mage Hand, Ray of Frost Opposition schools: Enchantment, Necromancy ————— Statistics ————— Str 8, Dex 14, Con 12, Int 21, Wis 9, Cha 10 Base Atk +2; CMB +1; CMD 13 Feats Scribe Scroll, False Focus, Craft Wondrous Item, Sacred Geometry (1) (Extended Spell, (Alertness) Traits Azlanti Scholar (UMD), Warrior of Old Skills Knowledge (arcana, engineering) +13, Knowledge (history, dungeoneering) +12, Knowledge (religion) +11, Knowledge(nature, geography, local, planes) +10, Linguistics +13, Spellcraft +13, Perception +4 +4 Bluff, Disguise to pass as a surface elf, +2 spellcraft to ID items, +2 Perception, Sense Motive if Azil is within arm's reach, +2 K (history) for checks involving Azlant Languages Aklo, Aquan, Azlanti, Common, Draconic, Elven, Celestial, Draconic, Sylvian, Goblin, Terran SQ Amphibious, Weapon Familiarity, Surface Features, Arcane Bond (ioun wyrd named Azil) Other Gear: 13 gp, adventurer's outfit, wizard's kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin), spellbook, cold iron dagger, light crossbow, 20 bolts, shell focus worth 100 gp ————— Special Abilities ————— Surface Features Surface Features
Weapon Familiarity
FCB: +2 HP Spellbook: 0-level: All 1st-level Grease, Color Spray, Enlarge Person, Burning Disarm, Burning Sands, Lucky Number, Mage Armor, Heightened Awareness, Reduce Person, Burning Hands, air bubble, alarm, magic weapon, shield, touch of the sea 2nd-acid arrow, cat's grace, glitterdust, mirror image, resist energy, scorching ray, see invisibility, unnatural lust, detect thoughts, invisibility, Web, Levitate Backstory: Growing up, Tessara Mithrandir was always… different from her fellow elves. Hair that never seemed dry, eyes the color of the blue sea, and a constant longing for water, despite living in the middle of Kyonin and having never seen a body of water larger than a lake. The daughter of a wizard herself, there was never any doubt that the bright (if reckless) young girl would become one of the arcane order, and her magical training began at the tender age of twenty five. While she never much cared for the more subtle arts of the mind, and necromancy was of course all but banned in Iadara, where her keen mind really shone was, in all places, divination. She simply saw how the world worked, and was always looking for a new puzzle, some new adventure, some new answer or equation (she loves math and engineering, oddly enough). When on pursuit of a riddle or some question, she would be relentless, casting caution to the wind in her search. The only question she never had answered were about herself: who was her father? Why did she never feel at home amongst the trees? Why were her eyes different? She was always told that she would learn one day, but never when or how. Finally, when her training came to an end and she was of age, Tessa set off from her homeland, following the whimsical pull inside her south through Druma and then to Andoran. Finally, she found her destination when she heard tell of an expedition to the lost continent of Azlant. A whole continent, full of exciting new puzzles, challenges, and things to be discovered! Tessa had loved the stories of the brave Mordant Spire elves and their allies, exploring the ruins of the lost civilization in search of knowledge and riches. She interviewed for the expedition, happy to show off her knowledge of the lost continent, and also demonstrate her knowledge of engineering, which must surely be helpful to building a settlement (right?).
My dear Tessara,
(It also included a few more pages from a few other people, but Tessa doesn't share what's on them.) As the Peregrine set sail, Tessa finally felt at home. She was at sea, on an adventure, and ready to explore a brave new world. As she fastened the necklace her mother sent her around her neck, and Azli floating by her side, she knew for certain that her life would be good. Appearance: More or less like this, except with solid-blue eyes and without the dragon (for now). Tessara is a fairly average-looking elf, except for when she inhales water, and her gills unfold and a transparent membrane opens between her fingers, courtesy of her aquatic heritage. However, as of the start of the campaign, she has never (for obvious reasons) tried to breathe under water, and as such is unaware of this side of her heritage. She prefers to wear form-fitting wizard-style robes the color of flowing water (that don't hinder her movement) and the necklace her mother gave her.
Character Discussion: So, a few things: One, the most obvious one is that Tessara isn't a full aquatic elf, but rather only half. This results in her not really looking like one, but still having several of the same characteristics- most notably the swim speed and ability to breathe underwater. I went with this mostly from a 'convenience' standpoint- as this is the 'underwater' AP, this is one of the better times to play an aquatic race. I've also wanted to play an elf for quite some time now, but never got around to it. And here, the two mixed excellently. It seemed like a natural choice. As for a note in the future, I plan on taking Sacred Geometry at least once, likely more times, to account for Tessa's love of puzzles and riddles, something that Arithmancy seems to account for. Plus, PBP is maybe the perfect medium for the insane amount of math needed. (Also, I like math IRL, so I've been meaning to try it for some time now.) (And yes, Tessa's last name is Gandalf's elven name. That was fully intentional) Azil (Familiar):
Ioun Wyrd NG Tiny construct Init +2; Senses blindsight 30 ft.; Perception +8 Defense AC 17, touch 15, flat-footed 14 (+2 Dex, +1 dodge, +2 size, +2 natural) hp 10 (3hd) Fort +2, Ref +4, Will +6 Immune construct traits Offense Speed fly 30 ft. (average) Melee slam +0 (1d4–3) Space 2-1/2 ft., Reach 0 ft. Statistics Str 4, Dex 15, Con —, Int 7, Wis 14, Cha 5 Base Atk +1; CMB +1; CMD 9 Feats Dodge Skills Fly +10, Perception +8 Languages Common (can’t speak) SQ ioun affinity, share iouns, improved evasion, share spells, empathetic link, deliver touch spells Special Abilities Ioun Affinity (Su) An ioun wyrd may integrate a number of ioun stones into its body up to 1 + 1/2 its Hit Dice. Because an ioun wyrd sees all ioun stones as equal and gains no benefits from them, the wyrd’s ioun stones can be swapped out by any creature the wyrd trusts. Share Iouns (Su) A character with an ioun wyrd familiar gains the benefits of its ioun stones as long as he’s within 30 feet of the ioun wyrd.
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