Koriah Azmeren

Tiesa Koneleja's page

15 posts. Alias of Jon A.


Full Name

Tiesa Koneleja

Race

Half-elf

Classes/Levels

Sea Witch 1; HP 10/11; AC 11 (T 11, FF 10); Init +2; Fort +2, Ref +1, Will +3

Gender

Female

Size

Medium

Age

24

Alignment

Chaotic Good

Strength 8
Dexterity 13
Constitution 14
Intelligence 17
Wisdom 12
Charisma 10

About Tiesa Koneleja

Female Half-elf Sea Witch 1
Chaotic Good Medium humanoid (half-elf)
Favored Class Witch
Initiative +1; Senses Perception +3* (+1 Wis +2 race), low-light vision
-------
AC 11, touch 10, flat-footed 10
HP 11 (6+1x2 Con+3 toughness)
Fort +2 (+0 base +2 Con), Ref +1 (+1 Dex), Will +3 (+2 base +1 Wis)
Str 8, Dex 13, Con 14, Int 17, Wis 12, Cha 10
BAB +0, CMB +1, CMD 10 (+0 BAB +1 Dex, -1 Str)
Speed 30 ft/x6
Melee Boarding pike (1d8) Piercing 20x3 Brace, reach

RACIAL ABILITIES
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

FEATS
Weapon Proficiencies (Simple) – Witch
Toughness – 1st level

TRAITS
Water Child: Gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the half-elf's adaptability and multitalented racial traits.
Campaign Trait: Touched by the Sea: You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.

SKILLS
6 ranks = (1x2 +3 Int +1 fav class)
(1) Craft(Scrimshaw) +6
(1) Knowledge (nature) +6
(1) Profession (fishing) +4
(1) Spellcraft +6
(1) Swim +8
(1) Use magic device +8

Untrained Skills:
Perception +4 (+2 w/ Chumbucket nearby)
Sense Motive +1 (+2 w/ Chumbucket nearby)
Survival +1 (+3 w/ Chumbucket nearby)

Languages Common, Elven, Aquan, Auran, Sylvan

EXTRAORDINARY & SUPERNATURAL ABILITIES
Know Direction (Sp): So long as she near a sizable body of water (at least a lake with a diameter of 1 mile or more), a sea witch may cast know direction at will as a spell-like ability.
Sea Creature Empathy (Ex): A sea witch can influence the attitude of water-dwelling animals and animals that live along coasts and shores, including birds, as if using wild empathy. This ability functions just like a Diplomacy check made to improve the attitude of a person. The witch rolls 1d20 and adds her witch level and her Charisma modifier to determine the sea creature empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. This ability replaces the witch's 1st-level hex. To use sea creature empathy, the witch and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

SPELLS & SPELL-LIKE ABILITIES:

Spell-casting
Patron: Water

Spells Known:
0-Level Witch Spells— 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 Witch Spells— comprehend languages, ear-piercing scream, ill omen, mage armor, obscuring mist, unseen servant.
Spells Prepared & Cast
0th–level (3 at-will): detect magic, guidance, light
1st-level (1+1 per day): obscuring mist, unseen servant

EQUIPMENT:

Worn
(free) Explorer’s Outfit – 8 lb.
(8 gp) Boarding pike – 9 lb.
(2 gp) Dagger (boot) – 1 lb
Ready in belt
Scrimshaw pendant
Spell component pouch
Belt pouch
(21 gp) Backpack (28 lb total)
Mess kit
Iron pot
Bedroll
Candles x10
Chalk x10
(2 sp) Flask (rum)
Flint and steel
Soap
Torches x10
Trail rations x5
Waterskin
(55 gp) Masterwork artisan’s tools (scrimshaw) - +2 to Craft
Current Load 38 lb. Medium load w/pack
Currency 19 gp
Carrying Capacity Medium Load = 27–53 lbs.

==============================================
DESCRIPTION:

Age 24 Height 5-ft, 10-in Weight 150 lb.
Hair black Eyes deep blue
Tiesa is a slight half-elven woman with dark hair and piercing blue eyes. She is dressed in a worn blouse and skirt with a sturdy pair of boots on her feet. Her hair is long and a bit unkempt, with several scrimshawed beads threaded through a few strands. She carries a boarding pike that she uses as a staff, which has a variety of carvings in the handle and an assortment of bones, shells, and feathers tied near the hook. She wears a scrimshawed pendant around her neck, which displays an albatross in flight. She is often seen in the company of a scruffy looking seagull, which will perch on her shoulder on occasion.

PERSONALITY:

Having been treated as an outsider most of her life, Tiesa is a bit aloof and stand-offish. It takes quite a while for her to develop a strong relationship. However, once she forms a bond with someone, she is very loyal to them, and will make a concerted effort to protect or assist them. She generally tries to live a good life, but has no regard for civic laws or regulation. She has too often seen how they can be abused. She has a strong tie to the sea, and would completely happy spending the rest of her life at sea.

BACKGROUND:

Tiesa grew up in a small fishing village on the outskirts of the Shackles. She was raised by her human father, who worked as a fisherman. She never knew her mother. Rumor was that her mother was an elven pirate, who spent a night carousing with her father one time when her ship was in port. The ship sailed the next day, and Tiesa’s father never saw her mother again. About a year later, Tiesa’s father found his baby daughter in a basket on his doorstep. There was no note, but tied to the basket was a small scrimshaw pendant with a picture of an albatross. Tiesa wears the pendant to this day.

Tiesa’s father was a loving parent, and did his best to provide for his daughter. Being only half-human, Tiesa was viewed by many of the village folk as an outsider, and treated her as a pariah. The one person who treated her well was the local hedge witch, “Aunt” Meg, who was a bit of an outcast herself. Tiesa spent a good deal of time with Aunt Meg growing up, especially when her father was out on the boat working. Her mystical powers began manifesting when she was a teenager. Tiesa was frightened of this at first, but Aunt Meg, knowing a bit about these sorts of things, was able to work her through the changes. Aunt Meg worked with Tiesa to master her powers, and even taught her a few tricks of the trade.

As she grew older, Tiesa found herself spending more time staring out at the sea. The pettiness and tedium of the small village eventually got to her, and she decided to leave. She has struck out to find her fortune, and make something of herself in the wider world.

Familiar: Chumbucket the Seagull:

N Tiny animal
Init +2; Senses low-light vision; Perception +6
==DEFENSE==
AC 15, touch 15, flat-footed 12 (+2 Dex, +2 size)
hp 5 (HD: 1)
Fort +1, Ref +4, Will +4
Defensive Abilities
==OFFENSE==
Speed 10 ft., fly 40 ft.
Melee bite +2 melee (1d3–4)
Space 2-1/2 ft., Reach 0 ft.
==STATISTICS==
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills: Fly +6, Perception +3;
Special Ability: +3 Survival (must be within 1 mile of master)

SQ: alertness, empathic link, share spells
Class Skills: Fly and perception are class skills.
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.
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.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat (+2 Perception and +2 Sense Motive).
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).
Witch's Familiar (Ex): A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).
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.