Yarzoth

Tepti's page

42 posts. Alias of Blade.


Full Name

Tepti

Race

Lizardfolk (8RP)

Classes/Levels

Oracle/Evangelist/Hierophant 1

Gender

Female

Size

6'5"

Age

24

Special Abilities

Multiple see character description

Alignment

Neutral Good

Deity

Arshea

Location

Stolen lands

Occupation

Tanner, Ti is her Trapper

Strength 15
Dexterity 10
Constitution 15
Intelligence 14
Wisdom 12
Charisma 18

About Tepti

Changes Per Corsario:
Tepti, let's see:
- Wrecker curse. I loved the idea of making it nature based instead of hell based.
So let's try this.
First World essence (based on Wrecker).
The power of the First World permeates you. Everything that is not alive or was alive once gains the Broken condition when in touch with your body.
So a wooden shield doesn't, but a metal shield does. Same with armor. The "traps" part only works with "artificial" traps, one make of vines and wooden spikes is not affected.
The 5 level effect only works with natural attacks, and only artificial objects. If you hit with your claws a metal armor, for example.
The 10th level effect the same. If you hit something with a 10 foot pole it doesn't affect it.
The 15th level effect sounds about right.

Erosion Touch sounds really nice and in Theme.

About the "Died and Meet Arshea"... it's an Oracle, since birth she has felt that affinity... but also another one. An affinity with the First World. A somewhat "dark" affinity with the most unbound parts of the natural world. Like an angel (Arshea) and a demon (The First World / Nyrissa) on her shoulders.

Tephti 'The Destroyer'
Female Lizardfolk 8RP Evangelist 2/Oracle 5/Hierophant 1 (Pathfinder Campaign Setting: Inner Sea Gods 0; Pathfinder RPG Advanced Player's Guide 42)
NG Medium humanoid (reptilian)
Hero Points 3
Init +0; Senses Perception +8
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Defense
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AC 24, touch 15, flat-footed 19 (+4 armor, +2 shield, +4 Dex, +3 natural, +1 dodge)
hp 74 (7d8+18)
Fort +4, Ref +2, Will +6
Defensive Abilities hard to kill
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Offense
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Speed 30 ft., swim 30 ft.
Melee bite +7 (1d3+3) and
. . 2 claws +7 (1d6+3)
Ranged +1 composite longbow +1 (1d8+4/×3)

Special Attacks bite, mythic power (5/day, surge +1d6), revelations (erosion touch, nature's whispers)

Oracle Spells Known (CL 6th; concentration +10):
. . 3rd (4/day)—cure serious wounds, speak with plants, stone shape
. . 2nd (6/day)—barkskin, cure moderate wounds, grace{super}APG{/super}, silence (DC 16)
. . 1st (7/day)—charm animal (DC 15), cure light wounds, divine favor, obscuring mist, shield of faith, stone shield{super}ARG{/super}
. . 0 (at will)—create water, detect magic, light, mending, purify food and drink (DC 14), read magic, stabilize
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Statistics
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Str 17, Dex 10, Con 15, Int 16, Wis 12, Cha 18
Base Atk +4; CMB +7 (+9 sunder); CMD 18 (20 vs. sunder)
Feats Deific Obedience, Dynasty Founder, Improved Natural Attack (claw), Improved Sunder, Leadership, Mythic Spell Lore[M], Power Attack
Traits armor expert, blessed touch, pioneer
Skills Acrobatics +3, Bluff +4 (+8 vs. those who could be sexually attracted to you), Climb +7, Diplomacy +14 (+12 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +18 vs. those who could be sexually attracted to you), Disable Device +4, Disguise +14 (+18 vs. those who could be sexually attracted to you), Fly +5, Heal +6, Intimidate +4 (+8 vs. those who could be sexually attracted to you), Knowledge (history) +10, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +4, Perception +8, Profession (tanner) +5, Ride +4, Sense Motive +5 (+3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +11, Stealth +10, Survival +10, Swim +15
Languages Aklo, Common, Draconic, Elven, Sylvan
SQ +4 to charisma checks vs. sexually attracted, bypass object hardness, disable by touch, hero points, mysteries (mystery [nature]), oracle's curses (wrecker), pride
Combat Gear bloodblock (2), caltrops (2), tangleburn bag (2); Other Gear +1 leaf armor, +1 darkwood buckler, +1 composite longbow, amulet of natural armor +1, belt of giant strength +2, hat of disguise, headband of mental prowess +2 (Int, Cha), sleeves of many garments, backpack, masterwork, oracle's kit, 1,389 gp

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Special Abilities
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+4 to Charisma checks vs. sexually attracted +4 to Charisma checks and skills vs. those who could be sexually attracted to you.
Armor Expert -1 Armor check penalty.
Bite (Ex) Prerequisites: Small or larger size.
Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Blessed Touch Heal +1 damage when using lay on hands, channeling energy, or casting a cure spell.
Bypass Object Hardness At 5th level, whenever you attempt to damage an object with a melee attack, reduce its hardness by an amount equal to your oracle level before determining the damage you deal with that attack.
Celestial Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Disable By Touch Disable Device becomes a class skill for you and you can make Disable Device checks to destroy nonmagical traps as a move action without the need to use tools or take any action beyond simply touching it.
Dynasty Founder Gain followers as Leadership feat.
Erosion Touch (6d6 damage, 1/day) (Su) Melee touch attack deals 6d6 damage to an object or construct.
Faith's Reach (Su) Your touch divine spells have a range of 30 ft.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Leadership (Base Score 17) You attract loyal companions and devoted followers.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Sleeves of many garments Transform current clothes into any non-magical new form.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swimming (30 feet) You have a Swim speed.
Wrecker The restorative power of the first world seeps from your very pores and into your belongings and surroundings. Objects gain the broken condition if they are not made out of once living materials when you use or equip them but regain their actual condition if employed by someone else.
[/spoiler]

Appearance:

Tall and muscular with black, grey and green tones throughout her scales. However her underbelly is white like freshly fallen snow. Her beauty is staggering to lizardfolk but lost on others. She keeps herself swathed in magical leaves made from the biggest trees in the Whispering Swamp. Even then though she has a very toned athletic figure, easily visible through the tight armor she wears.

Her horns curve back behind her head in perfect symmetry, her eyes are like the purest ice.

Personality:

Strong Her strength and pride drive her to rise to the occasion and face uncertain situation's with courage.

Determined She is determined to see her dream through, to make the promise that was made a reality.

Faithful She is Ti'Itza's companion and he is hers. She'll never betray him or their cause. Even in the face of death.

Religious Her vision has shaken her to her core and she is faithful to the god or goddess that has called to her and convinced her to do what she could to make this pact occur.

Background:

Born as a simple female in a tribe where her only role was to be nothing more then a breeding egg layer and gatherer. As she grew into adulthood though she started having visions and in these visions she met a being without a single form. Male, Female, Lizardfolk, Human, Dragon. It didn't matter which it chose as each form was perfect. It was through these visions she found her true calling, her purpose and her curse...

The strange being in her dreams called itself Arshea, a being of great power and open belief's. It granted her curse and granted her the power she needed to survive the coming winter. For winter is coming and it shall cover the entire stolen land... it said, Strange humans will come before you one day, they will be the new lords of this land and beside them your kind will prosper, but the path ahead is dark and full of hardship. Do you have the strength to walk it little scale?

She nodded in agreement and Arshea smiled. Good, you will need another. You'll know him when he comes and he will need your council. With that Arshea left without another word, just a smile on its scaled muzzle as it left her in the form of her kind.

Her other vision's came when her curse finally started to reveal itself, she dreamed of lands untouched by mortals. Nothing constructed was there, nothing made, only the most pure wilderness stretching for miles in all directions. Creatures that time forgot or never were walked before her eyes and as these visions became more prevalent her curse started to become far more destructive to non-living materials.

She openly worshiped her new deity and that, coupled with her dreadful curse, quickly caused her people to force her out of the village to live on the fringes of their society. Forevermore an outcast. A Female that couldn't be touched, taboo and rightly so as she found, at first, she couldn't control her curse. She collapsed buildings at a touch, shattered blades with a brush and reduced armor to broken ruin with a single grip. However she never regretted her decision, accepting the fact she would never hold anything easily again and That her eggs would possibly carry the same curse as she did long after her bones had sank into the great swamp.

After the uprising she found the fallen chieftains son laying wounded on the riverbank. It wasn't until she nursed him back to health that she realized that Ti'Itza was the one that Arshea may have spoke of. So she spent her time advising him and remaining close to her nest mate so that when the time came she could help him make the best decision. For the Stolen lands and their people.

Just as Arshea had predicted.

They survived out in the woodlands, ranging far from their home lest Ti and her were discovered and killed by their own kind. They clashed with the bandits and creatures of the stolen land and amassed great wealth until the day that the Stag Lords men found one of their hidden mounds. They ambushed them and after a long struggle they were defeated. At the Bandits fort she learned how determined Ti'Itza was, he shielded her all night from them and fought back much to her dismay.