Female Human

Relisha Tamm's page

1,017 posts. Alias of Itzi.


Race

Female Tiefling Oracle (life) 4, Paladin 3| HP 73/73 | AC 19 T 10 FF 16 | Fort +10 Ref +5 Will +11 | Initiative +0 | Perc +9, darkvision 60' |Resist cold 5, elec 5, fire 5

Classes/Levels

| Spells 1st: 7/7, 2nd: 4/4 | Shatter 1/1 | Inspired 1/1 | Smite 1/1 | LoH 4/4 | Channel 4/4

About Relisha Tamm

Basics:

Oracle 4 (Life)
Paladin 3 (follower of Sarenrae)
LG Medium tiefling (humanoid, outsider, native), 5'3", 104 lbs, 24 yrs old

Init +1; Senses darkvision 60 ft.; Perception +9

Defense:

AC 19, touch 10, flat-footed 16 (+1 mithral chain shirt {+5}, +1 heavy steel shield {+3}, +1 amulet of natural armor)
hp 73 (4d8+3d10+32)
Fort +10 (+4 base, +3 Con, +3 Divine Grace), Ref +5 (+2 base, +0 Dex, +3 Divine Grace), Will +11 (+7 base, +1 Wis, +3 Divine Grace)
Resist cold 5, electricity 5, fire 5

Immune to fear.
Allies within 10' gain +4 on saves vs fear effects.

Offense:

Speed 30 ft.

Melee Dagger +8/+3 (1d4+2 P/S, 19-20/x2, 10')
Melee Light Mace +8/+3 (1d6+2 B 20/x2)
Melee Whispering Shrike (+1 wakizashi) +5/+0 (1d6+3 P/S 18/x2 )
Melee Heavy Shield Bash +8/+3 (1d4+2 20/x2, bludgeoning)
Melee Suishen (+2 katana) +10/+5 (1d8+4 S +1d6 fire 18/x2

Ranged Dagger +6/+1 (1d4+1 P, 19-20/x2, 10')

Statistics:

Str 14 (+2), Dex 11 (+0), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 17 (+3)
Base Atk +7; CMB +8; CMD 18/18
Languages Common, Abyssal, Tien, Minkaian, Elven

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

Exotic Weapon Proficiency: Wakizashi

Level 5

Selective Channeling
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.

Level 7[/i]

[b]Reward of Life
Each time you use your lay on hands ability to heal a creature other than yourself, you heal a number of hit points equal to your Charisma bonus. This ability has no effect if you use lay on hands to harm undead.

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 - 3 links - 130' range
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 (100' + 10'/level), 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 2

Mystery Spell: detect undead

New Spells
Cantrip: mending

Level 3

Revelation: Channel
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.

New Spells
1st: divine favor

Level 4

Mystery Spells: lesser restoration

New Spells
Cantrip: guidance
2nd: spiritual weapon

Paladin Abilities:

Level 1

Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su) 1/day
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Level 2

Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su) 4/day, 1d6
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Level 3

Aura of Courage (Su)
The paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex)
The paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su) Shaken
The paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

Spells:

Concentration Check: +7
Melee Touch Attack: +7
Ranged Touch Attack: +5

0 - unlimited per day - DC 13

Create Water
Detect Magic
Guidance
Light
Mending
Stabilize

1 - 7 per day - DC 14
Cure Light Wounds
Detect Undead
Divine Favor
Protection From Evil
Sanctuary

2 - 4 per day - DC 15
Cure Moderate Wounds
Restoration, Lesser
Spiritual Weapon

Skills:

Adventuring Skills

Total skill ranks: 22 (16 oracle {4/lvl}, 6 paladin {2/lvl} )

Acrobatics +0 (+0 Dex)
Bluff +6 (+3 Cha, +3 circlet)
Climb +1 (+1 Str)
Diplomacy +15 (6 ranks, +3 Cha, +3 class skill, +3 circlet)
Disable Device -- (+2 racial)
Disguise +6 (+3 Cha, +3 circlet)
Escape Artist -0 (+0 Dex)
Fly +0 (+0 Dex)
Heal +10 (4 ranks, +3 class skill, +1 Wis, +2 Healer's Kit)
Intimidate +6 (+3 Cha, +3 circlet)
Knowledge (nature) +0 (+3 class skill, +0 Int)
Knowledge (religion) +8 (5 ranks, +3 class skill, +0 Int)
Perception +9 (6 ranks, +1 Wis, +2 racial)
Ride +0 (+0 Dex)
Sense Motive +5 (1 rank, +3 class skill, +1 Wis)
Spellcraft -- (+3 class skill, +0 Int)
Stealth +0 (+0 Dex)
Survival +1 (+3 class skill, +1 Wis)
Swim +1 (+1 Str)
Use Magic Device -- (+3 Cha, +3 circlet)

Background Skills

Appraise +0 (+0 Int)
Craft (alchemy) +5 (2 ranks, +3 class skill, +0 Int)
Craft (weapons) +5 (2 ranks, +3 class skill, +0 Int)
Handle Animal +10 (1 rank, +3 class skill, +3 Cha, +3 circlet)
Knowledge (history) -- (+3 class skill, +0 Int)
Linguistics +3 (3 ranks, +0 Int)
Profession (midwife) +8 (4 ranks, +3 class skill, +1 Wis)
Sleight of Hand -- (+0 Dex)

Gear:

artisan clothes
dagger (2 gp, 1 lbs)
wooden holy symbol of Sarenrae (1 gp, 1 lbs)
whispering shrike (+1 wakizashi) (5940 gp, 2 lbs)
Suishen (+2 defending/flaming katana) [ooc](- gp, 6 lbs)
[i]+1 mithral chain shirt
[ooc](12.5 lbs, 2100 gp)

+1 heavy steel shield (15.0 lbs, 1170 gp)
circlet of persuasion (4500 gp)
belt of giant strength +2 (1.0 lb, 4000 gp)
+1 amulet of natural armor (2000 gp)

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

backpack
[
waterskin (1 gp, 4 lbs)
healers kit (50 gp, 1 lb)
bedroll ( 5 lbs)
]

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 embarrassment. 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.

Combat Macros:

[dice=Cure Light Wounds]1d8+4[/dice]
[dice=Cure Moderate Wounds]2d8+4[/dice]

[dice=Whispering Shrike Attack]1d20+8[/dice]
[dice=Whispering Shrike Attack]1d20+4[/dice]
[dice=Whispering Shrike Damage - P/S]1d6+3[/dice]

[dice=Suishen Katana Attack]1d20+10[/dice]
[dice=Suishen Katana Attack]1d20+5[/dice]
[dice=Suishen Damage - S / Fire]1d8+4+1d6[/dice]

[dice=Spiritual Katana Attack]1d20+8[/dice]
[dice=Spiritual Katana Attack]1d20+3[/dice]
[dice=Spiritual Katana Damage]1d8+1[/dice]

[spoiler=Wound Tracking/Status]
Ahreni 60/60 [i][ooc]link[/ooc][/i]
Relisha 73/73
Flori 35/35 [i][ooc]link[/ooc][/i]
Kitasai 58/58 [i][ooc]link[/ooc][/i]
Sylyn 58/58 [i][ooc]link[/ooc][/i]

[ooc]Spells: 1st:7/7, 2nd:4/4
Lay On Hands: 4/4
Channel: 4/4
Smite: 1/1[/ooc]
[/spoiler]