Tellanya
Female half-elf (Shoanti) oracle (spirit guide) 4 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +8
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 30 (4d8+9)
Fort +3, Ref +2, Will +5 (+2 trait bonus vs. charm and compulsion); +2 racial bonus vs. necromancy and curse spells and spell like abilities and to remove negative levels, +2 bonus vs. traps and hazards while underground
Defensive Abilities uncanny dodge
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron morningstar +5 (1d8+2) or
. . dagger +5 (1d4+2/19-20) or
. . mwk silver heavy mace +6 (1d8+2) or
. . paueliel longspear +6 (1d8+3/×3)
Ranged underwater light crossbow +4 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with paueliel longspear)
Spell-Like Abilities (CL 4th; concentration +7)
. . 1/day—lter self alter self (specific human, drow, or elf form) Oracle (Spirit Guide) Spells Known (CL 4th; concentration +7)
. . 2nd (4/day)—burst of radiance (DC 15), cure moderate wounds, shield other, spiritual weapon
. . 1st (7/day)—bless, cure light wounds, divine favor, liberating command[UC], shield of faith, unseen servant, weapons against evil
. . 0 (at will)—create water, detect fiendish presence, detect magic, grasp, guidance, light, mending, stabilize
. . Mystery Ancestor
. . S spirit magic spell; Spirit Tribe
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Statistics
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Str 14, Dex 12, Con 14, Int 13, Wis 12, Cha 16
Base Atk +3; CMB +5; CMD 16
Feats Combat Reflexes, Eldritch Heritage[UM], Shake It Off[UC], Skill Focus (Knowledge [history])
Traits child of two peoples, seeker, time lost
Skills Acrobatics -2 (-6 to jump), Bluff +3 (+5 to pass as full drow, elf, or human), Diplomacy +9, Disguise +4 (+6 to pass as full drow, elf, or human), Heal +5, Knowledge (arcana) +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +10, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +3, Perception +8, Sense Motive +6, Spellcraft +5
Languages Aklo, Common, Elven, Sakvroth, Shoanti, Thassilonian
SQ blightborn[HA], bonded spirit, bonded spirit hex (curse of faltering), darklands guide, elf blood, hidden half-breed, oracle's curse (powerless prophecy), revelation (voice of the grave[APG]), spirit (), vestige ring
Combat Gear acid, darkflare (5), holy water (3), holy weapon balm[ACG] (2), reagent, cold iron (5), reagent, dew of lunary (4), reagent, magnesium (5), shard gel[UE] (2); Other Gear leather armor, mwk agile breastplate[APG], mwk shield spikes heavy wooden shield, cold iron morningstar, dagger, mwk silver heavy mace, paueliel longspear, underwater light crossbow[ARG], cracked dusty rose prism ioun stone, hex nail, hex nail, traveler's any-tool[UE], vestige ring, bandolier[UE], bedroll, belt pouch, canteen[UE], disguise kit, inkpen, jetcaster, journal[UE], masterwork backpack[APG], mess kit[UE], powder[APG] (5), silk rope (50 ft.), tindertwig (5), trail rations (5), wrist sheath[UE], wrist sheath[UE], 114 gp, 3 sp, 6 cp
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Special Abilities
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Arcane Bond (Vestige Ring) (1/day) (Sp) At 1st level, you gain an arcane bond, per a wizard equal to your sorcerer level, with an object constructed by a long-lost civilization. Your sorcerer levels stack with any wizard levels you have when determining the powers of your bonded object. Th
Blightborn +2 to save vs. necromancy, curses, and temp negative levels.
Bonded Spirit Gain a wandering spirit each day.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Curse of Faltering (-3 penalty, DC 15) (Su) Imm act, when enemy in 30 ft threatens crit, force reroll with Cha mod penalty (Will neg).
Darklands Guide +2 to saves vs. traps and hazards while underground.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Hidden Half-Breed +2 to bluff and disguise to pass as full drow, elf, or human.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Shake It Off Gain +1 to all saving throws per adjacent ally
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Voice of the Grave (4 rounds/day) (Su) As speak with dead, with penalty of dead creature to resist effects.
Appearance and Personality:
Tellanya is a tall, muscular, and attractive woman with dark greyish brown skin, black hair, and violet irises. She typically wears her hair in braids, bound together with a fabric band that keeps her elven heritage (ears) hidden. She has a number of shoanti tattoos on her back and upper arms showing bones, a vulture skull, and the Sosmo and Graxt runes (all signifying membership of the Skoan-Quah). These are frequently covered by her clothing, which is loose-fitting but not revealing. She stands tall as she walks, keeping a thoughtful gaze on the areas she enters, and speaks as quietly as the people of the Skoan-Quah are taught. She sometimes frames her thoughts in terms of historical events. She can also be a graceful dancer despite her injury, though she rarely indulges in the process. She is can be a little quick anger when challenged, and especially hates pureblooded dark elves. She is prideful and does not back down from a challenge, but does not go out of her way to seek them. She tends to give quarter to the fallen.
She has odd habits - she will stop and sound as if she's listening to things that aren't there. Sometimes she sees things others do not. She indicates that she is merely listening to the spirits, when she does this.
She also has an abiding and deep appreciation for ancient history, especially the history of Varisia and the Shoanti. She knows a great deal about both, and will try to draw inferences from historical events as allegory.
Backstory:
Tellanya was born in the darkness, the illicit child of a drow priestess and a shoanti slave of the Skoan-Quah that was kidnapped and taken to the darklands during a surface raid. Half elves are an anathema to the Drow, who see in them weakness and are typically disgusted by their existence, and Tellanya's experience was no difference. Her mother was distant, and while she was kinder than most Drow, did not spend much time with her, as her "dalliance" was always a blot on her career advancement. Her father raised her to venerate the spirits of the world around them, and the ancestors of the shoanti, who occasionally would visit Tellanya during trying times to reassure her. Other spirits also visited her, spirits of eternity, which bound her venerate history. She doesn't know who speaks to her about these, but she venerates them for their wisdom.
Her father manged to escape with her, freed by her mother when she was a teenager, and they spent some time travelling through the darklands, before they escaped to the surface and he travelled back to his clan. He was older when he was kidnapped, and the trip proved very hard on his health, so he passed away shortly after meeting his relatives and introducing Tellanya to them. They were suspicious as many Shoanti are of outsiders and non-humans, but appreciated her connection to the spirit realm and her ability to know the history of the land.
Tellanya moved to Magnimar to ply her trade as an adventurer, never feeling perfectly at home with the Shoanti, and having no other home to speak of. She served as a minor priestess and mercenary, hiding her strange religious devotion, and eventually feeling compelled via spirits and visions to travel to Roderick's Hollow to resolve issues with ancient artifacts and the lost kingdom of Thassalon.
Tellanya has such a strong connection to ancient civilizations and history that sometimes she believes that the spirits she speaks to are those of the lost Azlanti. She is convinced that she has a connection to them, somehow, and is searching for clues as to why a shoanti would be receiving these visions.