Tiressia

Teasel's page

160 posts. Alias of MadScientistWorking.


Full Name

Teasel

Race

Human

Classes/Levels

Tree Soul Oracle 2 Fort: 2 Reflex: 0 Will: 3 Spells /5 1st 19/19HP

Gender

F

Size

Medium

Age

19

Special Abilities

Fort: 2 Reflex: 0 Will: 3 Spells /5 1st 19/19HP

Alignment

LG

Deity

Imbrex

Location

Darkwood Forest

Languages

Common, Gnome, Sylvan

Strength 16
Dexterity 10
Constitution 14
Intelligence 14
Wisdom 10
Charisma 14

About Teasel

Background: Teasel was adopted by dryads when her family died during a mass plague in the forest. As time went on she came to become a diplomat between the fey and humans of the forest. Due to the increase in aggression from the Aspis and the Lumber Consortium Teasel has decided to try and directly intervene in the conflict.

Appearance: Teasel tends to wear natural clothing and fibers made from the forest. Her skin and body consists of leaves and bark from her bond with her tree. This combined with her resulting demeanor often means she is mistaken for a dryad rather a human.

Personality: Her mindset is very much fey and foreign. Concepts like money are still relatively new her netting her trouble.

Spoiler:

TEASEL
Female Human oracle 2
NG medium humanoid (human)
Init +0; Senses Perception +0,
Languages Common, Gnome, Sylvan
AC 18, touch 10, flat-footed 18
hp 19 (2HD)
Fort +2, Ref +0, Will +3, +2 vs. death
[b[Speed[/b] 20 ft. (4 squares)
Melee
scythe (two handed) +4 ((two handed) 2d4+4/x4)
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +1; CMB +4; [CMD 14
Known Oracle Spells (CL 2nd):
1st (5/day) - liberating command (DC 13) , shield of faith (DC 13) , cure light wounds (DC 13) , warp wood (DC 13)
0th (at will) - detect magic , detect poison , guidance (DC 12) , light , stabilize (DC 12) Abilities Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 14
Special Qualities Battle Mysteries, Bonus Feat, Orisons, Skill at Arms, Skilled, Transform Wood, Tree Bound Curse, Weapon and Armor Proficiency,
Feats Extra Revelation, Fey Foundling
Skills Acrobatics -7, Acrobatics (Jump) -11, Appraise +2, Bluff +2, Climb -4, Craft (Untrained) +2, Diplomacy +8, Disguise +2, Escape Artist -7, Fly -7, Handle Animal +8, Intimidate +2, Knowledge (Nature) +7, Knowledge (Religion) +7, Perform (Untrained) +2, Ride -6, Spellcraft +7, Stealth -7, Survival +5, Swim -4, Use Magic Device +8,
Possessions scythe; lamellar (stone);
Battle Mysteries You draw upon the divine mystery of Battle to grant your spells and powers.
Bonus Feat Humans select one extra feat at 1st level.
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Ease of Faith Your mentor, the person who invested your faith in you from an early age, took steps to ensure you understood that what powers your divine magic is no different from that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Fey-Taken As a child, you were whisked away to the First World by mischievous fey for a time. When you returned, you were ever after considered odd and distant. You long to return there, and find the mortal world dull and at times revolting, so you do not eat as you should and do not question strange visions. You take a -2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey.
Friend to Animals (Handle Animal) You gain a +1 bonus on Handle Animal and Ride checks, and one of those skills (your choice) is always a class skill for you.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Skill at Arms (Ex) You gain proficiency in all martial weapons and heavy armor.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Transform Wood (Su) As a standard action you can temporarily transform 3 5-foot cubes of wood each day. The wood takes on the quality of darkwood for 2 minutes. The range of a treesoul's transform wood ability is touch.
Tree Bound Curse (Su) You bind your power to a specific tree. Any damage to the tree deals the same amount of damage to you, overcoming DR, energy resistance, and immunities. Damage you take in this way cannot be healed by normal or magical means until your bonded tree is healed or destroyed. The damage can reduce you to 0 hit points but not below. If the tree is destroyed, you are considered to be staggered and are unable to cast oracle spells or use supernatural or spell-like class abilities until you bond with a new tree in a ceremony that takes 12 hours to complete. Once per month, you can create a new bond with a different tree in a ceremony at that tree that takes 12 hours to complete. You lose your bond with your previous tree in the process.
Weapon and Armor Proficiency Tree souls are proficient with light and medium armor but are prohibited from wearing metal armor. A tree soul can also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Tree souls are proficient with shields (except tower shields) but can use only those crafted from wood. A tree soul who wears prohibited armor or uses a prohibited shield is unable to cast oracle spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.