Female Human

Relisha Tamm's page

485 posts. Alias of Itzi.


Classes/Levels

| Spells 1st: 1/6 | Shatter 0/1 | Inspired 1/1 | Channel 3/4 | Wand CLW: 18

Gender

Female Tiefling Oracle (life) 3 | HP 33/33 | AC 15 T 11 FF 15 | Fort +4 Ref +2 Will +4 | Initiative +1 | Perc +6, darkvision 60' |Resist cold 5, elec 5, fire 5

About Relisha Tamm

Basics:

Oracle 3 (follower of Sarenrae)
LG Medium tiefling (humanoid, outsider, native), 5'0", 104 lbs, 24 yrs old

Init +1; Senses darkvision 60 ft.; Perception +6

Defense:

AC 15, touch 11, flat-footed 14 (+4 hide armor, +1 Dex)
hp 33 (3d8+15)
Fort +4 (+1 base, +3 Con, Ref +2 (+1 base, +1 Dex), Will +4 (+3 base, +1 Wis)
Resist cold 5, electricity 5, fire 5

Offense:

Speed 30 ft.

Melee Heavy Mace +2 (1d8 20/x2; bludgeoning)

Melee Scimitar -2 (1d6 18-20/x2; slashing)

Ranged Dagger +2 (1d4, 19-20/x2; piercing, 10')

Statistics:

Str 10, Dex 13, Con 16, Int 10, Wis 12, Cha 16
Base Atk +2; CMB +2; CMD 13
Languages Common, Abyssal, Tien

Feats:

Level 1

Armor Proficiency (Light):
Skilled at wearing light armor

Armor Proficiency (Medium):
Skilled at wearing medium armor

Simple Weapon Proficiencies - All:
Trained in the use of all basic weapons.

Shield Proficiency:
When you use a shield (except a tower shield), the shield’s armor check penalty only applies to Strength– and Dexterity-based skills.

Toughness
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Level 3

Selective Channel
When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Traits:

Inspired
Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Childhood Crush: Ameiko
You gain a +1 trait bonus on all attack rolls against foes that threaten your crush. Once per day, you may attempt to earn a kind word or a smile from the NPC whom you have a crush on by making a DC 15 Charisma check. If you’re successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you’re ever lucky enough to win the NPC’s love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active.

Tiefling Abilities:

Demon-Spawn

Ability Modifiers
+2 Dexterity, +2 Intelligence, and –2 Charisma.
+2 Strength, +2 Charisma, and –2 Intelligence.

Fiendish Resistance:
Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Skilled:
Tieflings gain a +2 racial bonus on Bluff and Stealth Disable Device and Perception checks.

Spell-like ability:
Tieflings can use darkness shatter once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.

Darkvision:
Tieflings can see perfectly in the dark for up to 60 feet.

Oracle Abilities:

Level 1

Mystery: Life
Class Skills: Handle Animal, Knowledge (nature), Survival

Curse: Powerless Prophecy
You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat.

A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions.

Revelation: Life Link - 2 links
As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

Level 3

Channel (SU): 2d6 - DC 14 - 4/day
You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

Spells:

Concentration Check: +5
Melee Touch Attack: +1
Ranged Touch Attack: +2

0 - unlimited per day

Create Water
Detect Magic
Light
Purify Food and Drink
Stabilize

1 - 6 per day
Cure Light Wounds
Detect Undead
Protection From Evil
Remove Fear
Sanctuary DC 14

Skills:

Adventuring Skills

Total skill ranks: 12 (12 oracle)

Acrobatics -2 (+1 Dex, -3 ACP)
Bluff +3 (+3 Cha)
Climb -3 (-3 ACP)
Diplomacy +7 (1 rank, +3 Cha, +3 class skill)
Disable Device --
Disguise +3 (+3 Cha)
Escape Artist -2 (+1 Dex, -3 ACP)
Fly -2 (+1 Dex, -3 ACP)
Heal +9 (3 ranks, +3 class skill, +1 Wis, +2 Healer's Kit)
Intimidate +3 (+3 Cha)
Knowledge (nature) +4 (1 rank, +3 class skill)
Perception +6 (3 ranks, +1 Wis, +2 racial)
Ride -2 (+1 Dex, -3 ACP)
Sense Motive +5 (1 rank, +3 class skill, +1 Wis)
Spellcraft -- ()
Stealth -2 (+1 Dex, -3 ACP)
Survival +7 (3 ranks, +3 class skill, +1 Wis)
Swim -3 (-3 ACP)
Use Magic Device --

Background Skills

Appraise +0 ()
Craft (alchemy) +6 (3 ranks, +3 class skill)
Handle Animal +7 (1 rank, +3 class skill, +3 Cha)
Knowledge (history) +5 (2 ranks, +3 class skill)
Linguistics +1 (1 rank)
Profession (midwife) +5 (1 rank, +3 class skill, +1 Wis)
Sleight of Hand --

Gear:

Total Gear Value (including cash):

artisan clothes
hide armor (15 gp, 25 lbs)
heavy mace (12 gp, 8 lbs)
dagger (2 gp, 1 lbs)
holy symbol of Sarenrae (25 gp, 1 lbs)

beltpouch
[
flint and steel (1 gp)
817.04 gp
]

backpack
[
candle x10 (0.1 gp)
mess kit (0.2 gp, 1 lbs)
pot (0.8 gp, 4 lbs)
rope (1 gp, 10 lbs)
soap (0.01 gp, 0.5 lbs)
trail rations x5 (2.5 gp, 1 lbs)
waterskin (1 gp, 4 lbs)
potion of cure light wounds (x5)
potion of lesser restoration (x3)
wand of cure light wounds (750 gp)
[url=https://www.d20pfsrd.com/magic-items/wondrous-items/r-z/shawl-of-life-keeping/]shawl of life-keeping[/url (1000 gp)
healers kit (50 gp)
scimitar (15 gp, 4 lbs)
Birth of Truth and Light (Sarenrae's Holy Text)
]

Standings with NPCs:

Ameiko Kaijitsu: 7
Koya Mvashti: 3
Sandru Vhiski: 3

Background:

Relisha's parents were both acolytes of Sarenrae in Magnimar. They were humiliated when their first child - their daughter - bore an obvious abyssal taint. Seemingly ignoring the espoused tenants of their deity, they fled the city in embarassment. Travelling north, they sought out someplace to endure their 'shame' and raise the child they had been burdened with.
They settled in Sandpoint.

Since her youngest memories, Relisha has been taught that her life was given to her to bear the suffering of other people's failings. She follows the Dawnflower, but doesn't consider herself worthy of the goddess' love and blessings. Whether through self-flagellation or her parents' discipline, she considers the pain she suffers to be warranted because of her taint.

The single point of life in her life has been Ameiko Kaijitsu. She's watched the dark-haired woman since she was a child. When the woman left town years ago for a life of adventuring, Relisha almost followed. Her courage failed at the last minute, though. She resolved within herself that she was meant to live her life out alone. When the young woman returned to Sandpoint, Relisha was overjoyed. She contented herself with a cheerful word here and there that evolved into an easy friendship. She continued to remind herself that she wasn't good enough for anyone, much less the beautiful Ameiko. She was convinced even further of this fact as Ameiko turned down suitor after suitor.

Appearance:

Relisha does her best to not stand out. She stands 5' 3" and tips the scales at a scant hundred pounds. Her plain brown hair is kept pulled back on the left side. The right side she lets hang over the side of her face, partially covered her serpent-like gold right eye and the stub of the single horn on the right side of her head that she tries to keep filed down to a nub. Her left eye is a brilliant blue and her smile when it rarely appears seems to change the entire nature of her face.