Iramine

Tessara Omelion PFS's page

1,703 posts. Organized Play character for Gerald.


Race

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 |

Classes/Levels

Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

About Tessara Omelion PFS

Tessara Omelian
PFS Number: 12445-6
XP: 27
Prestige Gained 54 (spent 2 PP on a wand of Mage Armor, spent another 2 PP on a wand of Cure Light Wounds, spent another 2 PP on a wand of Endure Elements, spent another two PP on a scroll of Lightning Bolt with 2 castings, spent one PP for spellcasting, spent 2 PP to learn Orc so currently has 43 PP)
Fame 54
Completed Adventures: First Steps Vol. 1, First Steps Vol. 2, First Steps Vol. 3, 2-15 Shades of Ice (Part I), 5-08 The Confirmation, PFS Special: Siege of the Diamond City, Carrion Crown Book 1 (3 xp, 4 PP), 4-14 My Enemy's Enemy, 05-22 Scars of the Third Crusade, 05-99 The Paths We Choose, 04-13 Fortress of the Nail, 5-23 The Cairn of Shadows, 06-09 By Way of Bloodcove, 06-21 Tapestry's Toil, 0-16 To Scale the Dragon, 6-17 Fires of Karamoss, 5-25 Vengeance at Sundered Crag, 7-09 The Blakros Connection, 8-00 The Cosmic Captive, 08-99 Solstice Scar Version A, Race for the Runecarved Key, 08-99 Solstice Scar Version B, 08-99 Solstice Scar Version C. 08-99 Solstice Scar Version D, 02-14 The Chasm of Screams.

Female Elf Witch 10
Time Patron
Neutral Good Medium Humanoid
Init. +3; Perception +15
Lowlight vision
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Defense
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AC 15 (10 + 3 Dex + 1 NA + 1 Deflection), touch 14, flat footed 12
HP: 72/72 (10d6 + 20 Con + 10 FC)
Fort: +8 (+3 base, +2 Con + 3 Magic)
Ref: +9 (+3 base, +3 Dex + 3 Magic)
Will +12 (+8 base, +1 Wis + 3 Magic) (+2 v. Enchantment effects)
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Offense
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Speed 30'
Melee: +4 Dagger, 1d4-1 (19-20/x2)

Ranged: Spell +8 (+ 5 BAB, +3 Dex)
: +8 Short bow, (1d6/x3) 70' range
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Statistics
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STR 8
DEX 16 (14, + 2 racial)
CON 14 (14, -2 racial +2 Magic)
INT 23 (15, + 2 racial + 1 @ 4th level, + 1 @ 8th level, +4 Magic)
WIS 12
CHA 13

BAB: +5; CMB +4; CMD 18

Spells:

Spoiler:

Spells Known by Familiar
0-Arcane Mark, Bleed (DC 16), Dancing Lights, Daze (DC 16), Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue (DC 16)
1-Burning Hands (DC 17), Cause Fear (DC 17), Charm Person (DC 17), Command (DC 17), Cure Light Wounds, Ear Piercing Scream (DC 17), Enlarge Person, Hypnotism (DC 17), Ill Omen (DC 17), Mage Armor, Obscuring Mist (DC 17), Snowball (DC 17), Summon Monster I, Ventriloquism*
2-Blindness/Deafness (DC 18), False Life, Glitterdust (DC 18), Hold Person (DC 18), Silence*, Summon Monster II, Vomit Swarm (DC 18)
3-Haste*, Lightning Bolt (DC 19), Stinking Cloud, Suggestion (DC 19), Summon Monster III
4-Confusion (DC 20), Cure Serious Wounds, Dimension Door, Summon Monster IV, Threefold Aspect*
5-Feeblemind (DC 21), Hold Monster (DC 21), Hungry Earth, Summon Monster V, Teleport*
*is spell granted by Time Patron

Typically Memorized:
DC 16 + spell level
(4)0-Detect Magic, Guidance, Light, Message
(6)1-Burning Hands (DC 17), CLW (x2), Ill Omen (DC 17), Mage Armor, Obscuring Mist
(5)2-False Life, Glitterdust (DC 18)(x2), Hold Person (DC 18), Silence
(4)3-Haste (x2), Lightning Bolt (DC 19), Stinking Cloud
(4)4-Confusion (DC 20), Cure Serious Wounds (x2), Dimension Door
(3)5-Feeblemind (DC 21), Hungry Earth, Teleport
^-means spell already used for the day

Feats:

Spoiler:

1. Accursed Hex
B. Alertness (from familiar)
3. Extra Hex (Cackle)
5. Extra Hex (Flight)
7. Spell Penetration
9. Greater Spell Penetration

Hexes:

Spoiler:

DC 21 Will (10 + 6 Int + 5 Level)

1. Slumber Hex--(Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
2. Evil Eye--(Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
3. Cackle--move action to continue Agony, Charm, Evil Eye, Fortune and Misfortune hex for one round.
4. Misfortune--Effect: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
5. Fly-Fly for a number of minutes per day equal to class level.
6. Fortune-a creature within 30' can reroll any d20 for one round.
8. Healing Hex-CMW 1/day on basically everyone.
10. Retribution major hex.
.

Traits:

Spoiler:

*Desperate Focus--+2 to Concentration Checks
*Observant--Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you. Chose Perception.

Skills:

Spoiler:

60 ranks (2 per level, +4 per level for Intelligence)

Acrobatics +15 (9 ranks + 3 Dex, + 3 Familiar)
Craft Alchemy +17 (8 ranks + 6 Int + 3 Class)
Diplomacy +5 (4 ranks + 1 Cha)
Intimidate +9 (3 ranks + 1 Cha + 3 Class + 2 Blouse)
Know. Arcana +19 (10 ranks, + 6 Int, + 3 Class)
Know. Dungeoneering +16 (10 ranks + 6 Int)
*ranks associated with headband
Know. Local + 15 (9 ranks + 6 Int)
*ranks associated with headband
Know. History +12 (3 ranks, + 6 Int, + 3 Class)
Know. Nature +10 (1 rank + 6 Int + 3 Class)
Know. Planes +12 (3 ranks + 6 Int + 3 Class)
Perception +16 (7 ranks+ 1 Wis + 2 Racial + 2 Feat + 3 Class + 1 Trait)
Spellcraft +19 (10 ranks, + 6 Int, + 3 Class),
*+21 to Identify Magic Items
UMD +6 (2 ranks + 1 Cha + 3 Class)

Languages:

Spoiler:

Abyssal
Common
Elven
Draconic
Celestial
Giant
Infernal
Orc
Terran

Racial Characteristics:

Spoiler:

*+2 Int, Dex, -2 Con
*Medium Size
*30' Movement
*Low light vision
*Immune to magical sleep.
*+2 on saves versus Enchantment spells
*+2 to caster level checks to overcome Spell Resistance
*+2 on Spellcraft to Identify Magical Items
*+2 on Perception checks
*Proficient with Longbows, Shortbows, rapiers, and longswords

Animal Companion:

Spoiler:

Zeriah--Monkey
Tiny animal
Init +2; Senses low-light vision; Perception +5
AC 15, touch 15, flat-footed 13 (+2 Dex, +2 size, +1 NA)
hp 36 (10d6)
Fort +2, Ref +4, Will +1
Speed 30 ft., climb 30 ft.
Melee bite +4 melee (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse+
Skills Acrobatics +10, Climb +10, Perception +5; Racial Modifiers +8 Acrobatics
SPECIAL
*Alertness (Ex)--While a familiar is within arm's reach, the master gains the Alertness feat.
*Empathic Link (Su)--The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
*Improved Evasion (Ex)--When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
*Share Spells--the witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
*Store Spells--Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

Equipment:

Spoiler:

10978 gold + 1334 gold. + 575.5 gold + 575 gold + 245 gold + 75 gold.

Rod of Wonder, 12000 gold
Cackling Hag’s Blouse, 6000 gold
1st level Pearl of Power (x2), 2000 gold
2nd Level Pearl of Power, 4000 gold
Lesser Metamagic rod of extend spell, 3000 gold
Belt of Incredible Constitution +2, 4000 gold
Amulet of Natural Armor +1, 2000 gp
Aegis of Recovery, (earned through The ParaCountess's Debt boon)--An aegis of recovery grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.
Headband of Vast Intelligence +4, 16000 gp
Ring of Protection +1, 2000 gp
Cloak of Resistance +3, 9000 gp
Wand of Mage Armor (x 46), 2 PP
Wand of Endure Elements (x48), 2 PP
Wand of Cure Light Wounds (x20), 2 PP
Wand of Lesser Restoration (x10), 1080 gp (from Carrion Crown)

Shortbow, 2 lbs, 30 gp.
20 arrows, 3 lbs., 1 gp.
Dagger 1 lb., 2 gp.

Blue fancy dress (Noble's outfit), 75 gp
Assorted aquamarine jewelry (ring, bracelet, necklace), 100 gp
Rare Perfume (1 use/used at party already), 10 gp

Cold weather gear, 8 gp
9 day's rations 4.5 gp
Green party dress, 50 gp
Emerald bracelet, 75 gp
Traveler's Outfit free, no weight
Waterskin 4 lbs., 1 gp.
Belt Pouch .5 lbs., 1 gp.
Bedroll 5 lbs, 1 sp.
Ink vial-, 8 gp.
Parchment (x5)-, 1 gp.
Ink Pen-, 1 sp.
Spell Component Pouch, 2 lbs., 5 gp.
Flask, Acid, 1 lb., 10 gp.
Holy Water vial (x2), 2 lb., 50 gp.

Appearance:

Spoiler:

Tessara is a slighly built young attractive female elf. She has pale of skin and hair color. She is friendly, speaking quite often, sometimes to her ever present monkey, normally hidden in the folds of her outfit as much as she does to most humanoids. She wears a basic traveler's outfit, and has a shortbow slung across her back.

Boons:

Spoiler:

*Debt of the Kirin--You possess a series of letters and a trade agreement between any holder of that agreement and a group called the Way of the Kirin.
*Kayle's Blessing--You gain a +1 luck bonus on any saving throw gainst a dragon's breath weapon. This bonus can be applied after a roll is made but before the results are determined. You may only use this ability once per saving throw. This ability may be used three times.
*Friend of Janira Gavix--+1 on Knowledge checks attempted while in the Grand Lodge.
*Confirmed Field Agent--given a free Wayfinder with name and date of graduation engraved.
*Explore, Report, and Cooperate--as a free or immediate action, you may ask whether a particular course of action would help realize the goals of the Pathfinder Society. The GM will answer whether the action would result in a positive, negative, or negligible result. Once used, the boon should be crossed off the sheet.
*Defender of Nerosyan (Overwhelming Victory)--While in Mendev or the Worldwound, reduce the cost of purchasing a prestige award while outside a settlement of 5000 residents or more by four. Also reduce the cost of any magic item requiring a Good spell descriptor in creation by 10%.
*Mendevian Commendation- +1 bonus on Charisma check to influence crusaders of Mendev.
*Old Loyalties-your faction recognizes your tireless efforts on its behalf. This boon reduces the PP cost for a vanity or a prestige award equal to your fame divided by 10. Cannot reduce the price below zero. Cross off sheet when used.
*The ParaCountess's Debt- choose one item worth 1500 of less.
*Respect of the Nail--future encounters with the Order of the Nail, they will remember and respect you.
*Return the Favor: You have gone into the dark and dangerous lands of Nidal, learned about the horselords, and thwarted enemies of the Lodge. You may use this boon to have your body and possessions recovered by a Pathfinder rescue team at no cost. When using this boon, cross it off your sheet.
*Wayang's Favor: +2 on Cha checks vs. Wayangs. Boon might combine with others to give other wayang related bonuses.
*Tanbaru's Respect: You may cast Fog Cloud, Invisibility, or Dispel Magic once, then cross this boon off the sheet.
*Sky Key Component (Hao Jin Tapestry)
*Apsis Revealed (Grand Lodge): you may cross off one checkbox to receive a +1 insight bonus on attacks, damage and saves versus a known Apsis member for the res too the scenario. You may check off both boxes for a +3 to attack, damage, and saves against a known agent of the Apsis for the remainder of the scenario.
*Outstanding Bounty: You have an outstanding bounty document issued by the City of Brass on the Plane of Fire, and you have also secured proof that you have fulfilled the bounty’s conditions. While adventuring in the City of Brass, you can turn in the bounty document in order to restore 4 previously spent Prestige Points. Alternatively, you can give the bounty document to a native of the Plane of Fire with an Intelligence score of at least 8 in order to gain a +10 bonus on any Diplomacy checks made to influence it. You must cross the boon off your Chronicle sheet in order to use either of this boon’s benefits.
*Redoubt’s Repairs: Your discoveries in the Red Redoubt of Karamoss have expanded the Pathfinder Society’s understanding of the advanced technology of Numeria, and you can use these findings and tools to extend the lifespan of a broken piece of equipment. You can forgo your Day Job check and cross this boon off your Chronicle sheet in order to restore 1d4+1 charges to a timeworn weapon, timeworn armor, or another timeworn device. If you have the Technologist feat, you instead restore 1d4+5 charges to the item. Any charges that exceed the item’s maximum capacity are lost.
*Citadel Explorer (Grand Lodge): as a swift action, can gain a +2 insight bonus on attacks, damage, saves, skills, and caster level checks and a +2 dodge bonus to AC against any one trap, construct or other device built by the dwarves of Jormurdun or any other Sky Citadel. If you already have an insight bonus, it increases by two. Bonus lasts for a minute or until the challenge is defeated. Mark off the bonus after it is used.
*Aggressive Researcher: very familiar with many libraries, you can cross the boon off your sheet to count a Know. aArcana, History, or Planes check as a 25. Alternatively, you can gain a +5 to the roll.
*Acquainted with Aslynn: the creature known as Aslynn knows you. Is could be advantageous or not.
*Impossible Feat: cross this boon off your sheet and roll one d6 and add it to a save, skill check, or attack roll. If the result is a six, you can roll again and combine the results. Maximum bonus of +18.
*322's Foe: can purchase the Heartstone of the Wronged for 8000 gold.
*Elemental Conquest:
Earth: gain a +1 insight bonus on saving throws against spells, SLAs and effects of creatures with the earth subtype, and spells with the acid or earth descriptor. If on the Plane of Earth, instead gain a +1 insight bonus to all saves. As a swift action, you can check the box to receive DR 5/adamantine for one minute. Damage equal to five times your character level can be prevented before the effect ends.
Water: gain a +1 insight bonus on saving throws against spells, SLAs, and effects of creatures with the water subtype and spells with the cold or water descriptor. If on the Plane of Water, you get a +1 insight bonus on all saves. As a swift action, you can check the box and gain a +5 to swim checks and gain the ability to breathe underwater for one minute.
*Raginori's Debt: You can recall a spell slot or prepared spell you have already cast that day. You can cast cat's grace, CMW, Lesser Restoration, Shocking Grasp, CSW, Fly, Lightning Bolt as a spell like ability. This ability can be used two times before marking it off your sheet.
*Belkzen Veteran: spent 2 PP to learn Orc as a bonus language. If cross this boon off, gain access to Orc Ferocity racial trait for one round.
*Martyr's Shard I
*Scarred Champion: when you fail a save against a spell or SLA of an undead, you can cross off this boon and add 1d6 to the save. If that turns it into a success, then it counts as a successful roll.
*Formidable Renoun: +2 on Intimidate to demoralize members of the cult of Lissala. Can be done as a move instead of a standard action.
*Magnimarian Debt: half price, either gold or PP, for raise dead, resurrection, or true resurrection. Use once then cross off sheet.
*Frozen Fortitude: cross off this boon and as a swift action, gain cold resistance equal to 5 + character level for one minute. Can activate as an immediate action, but only gains cold resistance 5for one minute.
*Martyr’s Shard 2: as a free action, can give one weapon you wield a +1 enhancement Bonus and the ability to overcome DR and regeneration as a cold iron, good aligned weapon for one minute. Also may purchase a dagger version of a Holy Avenger as if fame was 10 points higher, for 110,604 gold for having two Martyr’s boons.
*Triumph over Scales: one time when a dragon or reptilian Humanoid threatens a critical against you, can expend the boon to be treated as if you had heavy fortification armor against that attack.
*Martyr’s Shard 3: can buy dagger version of Holy Avenger for 100,604gold.
*Fangwood Purifer: can expend 2 PP to learn Sylvan. One time, can mark off the boon and use wild empathy against an animal or magical beast using character level as Druid level for the check.
*Blight Bane: one time, can mark off the boon, and challenge an animal, vermin, or plant creature for a number of rounds equal to Wisdom modifier as a swift action. You gain a +1 to attacks, and a + 1d6 to damage with weapons or via spells. Bonus increase to +2 and 2d6 if the creature has the fiendish simple template. You can instead assign this bonus to an adjacent ally as a move action.
*Blood and Courage: If below half maximum hit points, you gain +2 on Intimidate versus evil creatures and a +2 to saves against fear. Three times you can demoralize all evil creatures within a 15’ cone as a standard action, then mark off the boon.
*Empyreal Revenant: one time, within three rounds of dying, you can mark off this boon and after a minute you are restored to life as if a Raise Dead was cast with half hit points and gaining no negative levels. If from ability damage/drain, you either remove 8 points of that damage or gain enough points to make that score an eight. If you died from negatives levels, you remove half of your character levelof the temporary negative levels. At the end of the adventure, you die and can’t be saved by a Breath of Life. The cost to restore you to life is 3x the Martyr’s Shard boons you have received (4 for Tess). If a Spell is cast to restore you to life by a character, the material component is reduced by 1,000 gold for each Martyr’s Shard books earned.
*Martyr’s Shard 4: can purchase avenging dagger for 90,604 gold. Treat fame score has ten higher for purchasing this weapon.

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