Girl

Tesseract Squires's page

270 posts. Alias of extinct_fizz.


Full Name

Tesseract Squires

Race

Human

Classes/Levels

Witch 3

Stats:
HP 17/17, NL 0 | AC 12, T 12, FF 10 | CMB +2, CMD 14 | F +2, R +5, W +4 | Init +6, SPD 30 | Perc +3, SM +3 | Light Crossbow+3/1d8/19-20/x2/80ft; Dkwood Qtrstaff +2/+2 (1d6+1/x2)

Gender

Female

Size

M

Age

15

Special Abilities

Hexes: Evil Eye, Cackle, Cauldron

Alignment

N

Deity

Nethys

Languages

Common, Abyssal, Celestial, Terran, Sylvan, Elven, Infernal

Strength 13
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 12
Charisma 8

About Tesseract Squires

Main Stat Block:

Tesseract Squires
Female Human Witch 3
N medium humanoid (human)
Init +6; Perception +3

DEFENSE
AC 12* touch 12, flat-footed 10*
(+4 if using mage armor, +2 Dex)
HP 17 (3d6+3)
Fort +2, Ref +5, Will +4

OFFENSE
Speed 30 ft. (light encumberance)
Ranged Light Crossbow +3 (1d8/19-20x2); 80 ft OR
Dagger +3 (1d4/19-20x2); 10 ft
Melee Dagger +2 (1d4+1/19-20x2) OR
Darkwood Quarterstaff +2/+2 (1d6+1/x2)
Space 5 ft. Reach 5 ft.

STATISTICS
Str 13, Dex 14, Con 12, Int 18, Wis 12, Cha 8
BAB +1, CMB +2, CMD 14

Traits
Riftwarden Orphan: You've long felt magic in your blood, and casting spells comes easy to you. You gain a +2 bonus on all concentration checks. Associated Mythic Path: Archmage.
Arcane Depth: You have studied the great masters of spellcraft, and your knowledge is exceptional. You gain a bonus of either +1 on Spellcraft checks or +2 on Knowledge (arcana) checks. Which bonus you receive is chosen when you take the trait and may not be changed.

Feats
Racial Bonus Feat: Extra Hex
Familiar Bonus Feat: Alertness: +2 to Perception, Sense Motive
1st Lvl Feat: Improved Initiative: +4 to Init
Cauldron Hex Bonus Feat: Brew Potion
3rd Lvl Feat: Spell Focus (Enchantment)

Skills Appraise +5, Bluff +0, Craft (alchemy) +13, Heal +6, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (nature) +8, Knowledge (Planes) +8, Knowledge (Religion) +7, Linguistics +6, Perception +4, Sense Motive +3, Spellcraft +11, Use Magic Device +3

Languages Common, Abyssal, Celestial, Sylvan, Terran, Elven, Infernal

Combat Gear Darkwood Quarterstaff; Dagger; light Crossbow; Bolts (10); Grappling Bolt (1)
Potions & Wands potion of Cause Fear (CL 2), potion of Lesser Restoration; wand of Neutralize Poison (1 charge, CL 8)
Scrolls & Spellbooks Millorn's Spellbook (160 gp worth, including the following spells: acid splash, blur, color spray, detect magic, detect secret doors, fog cloud, ghost sound, grease, invisibility, levitate, mage armor, magic missile, read magic, resist energy, shocking grasp, silent image)
Artifacts Terendelev's Scale of Cloudwalking
Other Gear Alchemy Crafting Kit; Mwk Backpack; Bedroll; Belt Pouch; Blanket; Candles (10); Chalk (10); Compass; Explorer's Outfit; Familiar Satchel; Flint & Steel; durable Holy Text (The Book of Magic, belonged to her mother); Ink; Ink Pen; Journal (half-filled, belonged to her mother); Mess Kit; iron Pot; Rope (50 ft); Sack (2); Sewing Needle; Scroll Box; Signal Whistle (2); Silent Whistle; Soap; Spell Component Pouch; String (50 ft); Torches (10); Trail Rations (3 days); Traveler's Outfit; Waterskin
Wealth 0 gp, 11 sp, 10 cp

Carrying Capacity;
Light Load: <50 lbs
Med Load: 51-100 lbs
Heavy Load: 101-150 lbs

Carried Weight: 43 lbs (add 6-1/2 lb for Sorua, if carried)


Spells:

Spells Per Day (at lvl 2, 18 Int): 4 Cantrips, 3 1st-Lvl

Spells Prepared
Set 1: Not-Killing-People Day
0: Dancing Lights; Detect Magic; Read Magic
1: Charm Person; Comprehend Languages

Set 2: Probably-Have-To-Attack-Stuff Day
0: Dancing Lights; Daze; Detect Magic
1: Ear-Piercing Scream; Ray of Enfeeblement

Set 3: I Want More Spell Slots
0: Dancing Lights; Daze; Detect Magic
1: Cause Fear; Ear-Piercing Scream

Set 4: Town and Out
0: Daze; Detect Magic; Guidance; Read Magic
1: Beguiling Gift; Memory Lapse; Obscuring Mist

Spells Stored by Familiar || Patron: Insanity

Cantrips:
Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue

1st-Level
Adhesive Spittle, Beguiling Gift, Cause Fear, Charm Person, Comprehend Languages, Detect Secret Doors, Ear-Piercing Scream, Identify, Mage Armor, Memory Lapse, Obscuring Mist, Ray of Enfeeblement

2nd-Level
Glitterdust, Hold Person

Terendelev's Scale of Cloudwalking || 3/day
Cloudwalking: Three times per day as a standard action, a scale can be used to cast levitate. A pillar of roiling clouds rises below the levitating object or creature, growing and shrinking with the target's altitude. This pillar is 5 feet in diameter (regardless of the target's size) and provides concealment (20% miss chance) to any creature or object wholly contained within.

Familiar || Sorua the Magical Fox:

Sorua
Male fox
N Tiny magical beast 3
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 Nat Armor Familiar bonus)
hp 8 (half Tess's HP)
Fort +4, Ref +5, Will +4

OFFENSE
Speed 40 ft.
Melee bite +5 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 9, Dex 15, Con 13, Int 7, Wis 12, Cha 6
Base Atk +1; CMB +0; CMD 12 (16 vs. trip)

Feats: Skill Focus (Perception)

Skills: Acrobatics +6 (+14 when jumping), Bluff -1, Climb +2, Craft (alchemy) 0, Fly +6, Heal +3, Linguistics 0, Knowledge (Arcana, History, Nature, Planes) -1, Knowledge (Religion) +1, Perception +8, Spellcraft +1, Stealth +10, Survival +1 (+5 scent tracking), Swim +2, Use Magic Device -1

SPECIAL ABILITIES
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
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).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically 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 his familiar does.
Deliver Touch Spells:If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would.

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.

Familiar: The master of a fox familiar gains a +2 bonus on Reflex saves.
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.
Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Appearance:

Tess is small and slender (no real surprise, given her age), but you'd never mistake her for frail. Her inky-black hair is usually kept in a braid, although strands of it always manage to escape and curl around her face. Her skin is nearly as pale as the paper of the books she is usually pored over, and her eyes are the faint green of newly budding leaves. Tess wears rectangular glasses, and has a habit of polishing them on her shirttail when approached with a new problem or way of thinking.

However, her most distinguishing physical feature by far is the large birthmark on her face. In stark contrast to the rest of her body, the right side of her face is almost completely covered in a dark purple blemish.

She kind of looks like this.


Backstory:

Tesseract Squires always was a sheltered girl. She was born with a spiraling pattern of purple blemishes on the right side of her face- a birthmark that no salve could seem to lighten, no pigment could hope to conceal. Her parents had suffered some strange fate, leaving her in the care of foster parents that had once surely been trusted allies, but had since become weary of the toll the Crusades were taking in Kenabres.
Tess's foster father, Karl, blamed the girl's "disfigurement" on her parents' interest in magic and the arcane. He was superstitious, as many were in those days, and feared the magic that (he believed) had caused no end of agony to those towns unfortunate enough to be near the Worldwound. Her foster mother Linnae had been close friends with Tess's mother, and often busied herself with her work in other rooms on the occasions that Karl went off on his rants about the "devil-worshipp'n hethurns" who must've called down whatever misfortune currently plagued their city. When Tess got old enough to work alongside her, Linnae told her stories of her mother and their girlhood together. Yes, she had dabbled in some magic or another, the woman remarked. "But there weren't no harm innit. Usually just small stuff; fix'n a wound faster than it should'a healed, gett'n the pig pens clean'r inna moment than you'd've been able teh if you'd spent all day." Linnae was responsible for teaching Tess to read, and had given her a few treasured books of her mother's on her birthday... What she didn't realize (or would never admit to knowing) was that some of the books she bestowed upon Tess were her mother's old books on sorcery and spellcraft. The girl was entranced by them all, but especially by a holy text of the god Nethys- The Book of Magic. When she saw the icon of his face, darkened on the very same side as hers, the girl felt camaraderie the likes of which she had never known.

But another of the books intrigued her even further- this one handwritten, with detailed drawings and rows of words carefully lined on the page... It was a journal kept by her mother. She couldn't understand most of it, as age and poor keeping had lightened the ink and softened the pages, but Tess found sketches of a spiraling mark that seemed to trace the same curves as the blemish on her face. It appeared that the mark had been found on other infants, the children of people her parents had known. All were born of a certain group of people- the Riftwardens?- who had drawn too near to the Worldwound and been affected by a magic from planes unknown. As she read, she traced the angry mark with the tips of her fingers, wondering once more what had befallen her parents.

Linnae was uncomfortable when Tess pressed her for answers one evening after supper. She kept glancing out the window to make sure Karl was otherwise occupied- "Yes, yes, the Riftwardens... However did yeh hear of a thing like that? Well, yer mum an' dad- an' he was sweet to her, know that- anyway, she always told me she was want'n to practice what she'd been readin' about, an' he had heard of some troubles near the Worldwound. When hasn't there been trouble there, I'd like teh know. But they left awful sudden and when they came back, she was pregnant and he was tryin' teh make sure she had all the proper things to keep 'er healthy. Ta keep yeh both healthy. But almost as soon as yeh came out they were visited by some men in cloaks and she handed yeh off to me. Said she'd be back soon, but the Riftwardens had needed her one last time...." The woman suddenly straightened, snapping out of the daze of memories, and glanced out the window hurriedly. "Finish yer chores," she muttered, as Karl clattered back into the house.

It wasn't very much longer after that that Tess began dreaming of a wild fox kit. In her dreams it appeared alongside black-eyed daisies in a meadow, or underneath a sky filled with thunderclouds and sunlight, or batting at a black-and-white pinwheel she held above it as a toy. These dreams always ended abruptly, more than once with the feeling that she had stepped wrongly and fallen through a trapdoor.

And then one morning she saw the kit- the very same kit!- patiently sitting near the back door, merely watching her through the doorframe, waiting for her. Hesitantly Tess stepped outside, expecting it to run at any moment, but when it did turn to walk, it stopped as if to make sure she was coming. Tess followed the kit to the outskirts of town, just past the blockades. There she sat with the kit, and began to feel a mysterious power inside her. As she played with the kit, letting it bat a string from her skirt, the power intensified- and suddenly the string was emitting light!

Tess has begun communing with the kit daily, practicing the simple tricks the fox has granted her, but her foster parents have noticed her extended absences with worry, and she thinks a guard may have followed her more than once. While she has no doubt that Linnae would defend her to the death, she's painfully aware that witches are not looked upon kindly in Kenabres- least of all by Karl. She has begun secretly putting some gear in order, for she feels she cannot stay here much longer.

Since there's a witch hunt on, I had the idea that Tess would carry a "spellbook" to attempt to throw off suspicion. Also, when she opened it to "prepare" spells in the morning, her fox would lay on it like a cat on a keyboard.


Personality and Philosophy:

Tess has always been a solitary, ponderous- but not melancholy- child. She read voraciously even prior to discovering her fondness for arcane magic, and although now she mostly keeps to the forest and wilderness, she occasionally slips into towns to pick up a second-hand novel or book on local wildlife. This pales in comparison to her single-minded pursuit of new magical knowledge, however. Tess covets scrolls and potions and treasures any chance to have a new spell added to her repertoire.
She has always been self-conscious of her birthmark, feeling embarrassed and ashamed when it is commented on or gossiped about within her earshot. Since she has found her resemblance to Nethys, however, Tess has begun to feel a bit more proud than ashamed of her mark; to her it is a mark of destiny, almost a badge of honor.

Class Stuff:

Favored Class Bonus:
Lvl 1: Extra skill rank
Lvl 2: Extra skill rank
Lvl 3: Bonus 1st-lvl spell (Adhesive Spittle)

Hexes:
Cackle (Su):A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
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.
Cauldron (Ex): The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.