Haughty Avenger

Tesia's page

1,273 posts. Alias of Phaedra Rose.


Full Name

Tesia Aldressan

Race

Half-elf

Classes/Levels

Druid 9 HP 73/73 AC 20 FF 19 Touch 11 Perception +21 Init +5

Gender

Female

Size

M

Age

29

Alignment

NG

Deity

Erastil

Location

Valania

Languages

Common, Elven, Druidic

Strength 16
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 19
Charisma 10

About Tesia

Tesia
Height: 5'9" Weight: 135 lbs.
Female half-elf druid 9
NG Medium humanoid (elf, human)
Birthday: 16th of Blossoming
Init +5; Senses low-light vision; Perception +21
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Defense
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AC 20, touch 11, flat-footed 19 (+6 armor, +1 Dex, +1 natural, +2 shield)
hp 73 (9d8+27)
Fort +9 (+5 circumstance bonus vs. cold weather), Ref +5, Will +11; +2 vs. enchantments, +2 vs. electricity, +4 vs. fey and plant-targeted effects
Immune sleep, poison
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 shocking burst scimitar +10/+5 (1d6+4/18-20 plus 2d6 on charge plus 1d6 electricity)
Special Attacks wild shape 3/day
Domain Spell-Like Abilities (CL 9th; concentration +13)
. . 9/day—lightning lord (9 bolts/day)
. . 7/day—storm burst (1d6+4 nonlethal)
Druid Spells Prepared (CL 9th; concentration +13)
. . 5th—cure critical wounds, ice storm[D]
. . 4th—ball lightning[APG] (DC 20), cure serious wounds, cure serious wounds, sleet storm[D]
. . 3rd—call lightning[D] (DC 19), cure moderate wounds, cure moderate wounds, lightning bolt, lightning bolt
. . 2nd—bull's strength, fog cloud[D], gust of wind (DC 16), lesser restoration, lesser restoration, share language[APG] (DC 16)
. . 1st—cure light wounds, cure light wounds, deadeye's lore[UC], diagnose disease[UM], faerie fire, obscuring mist[D]
. . 0 (at will)—create water, detect magic, mending, read magic
. . D Domain spell; Domain Weather domain
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Statistics
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Str 16, Dex 12, Con 14, Int 10, Wis 19, Cha 10
Base Atk +6; CMB +9; CMD 20
Feats Elemental Focus[APG], Favored Enemy Spellcasting[ACG], Greater Elemental Focus[APG], Improved Initiative, Skill Focus (Perception), Storm-lashed[ISWG]
Traits scholar of ruins, volatile conduit
Skills Acrobatics -2 (-6 to jump), Handle Animal +7, Heal +10, Knowledge (dungeoneering) +10, Knowledge (nature) +8, Perception +21, Ride +6, Survival +15; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven
SQ elf blood, nature bond (Weather domain), nature sense, trackless step, wild empathy +9, woodland stride
Combat Gear tanglefoot bag (10); Other Gear rhino hide, darkwood shield, +1 shocking burst scimitar, amulet of natural armor +1, bag of holding iv, belt of giant strength +2, cloak of resistance +1, 2 bedrolls, belt pouch, 2 blankets, cold weather outfit, flint and steel, holly and mistletoe, mess kit, pot, soap, spell component pouch, trail rations (20), 2 waterskins, winter blanket, wooden holy symbol of Erastil, 50ft silk rope, marlin spike, ioun torch, 2 canteens, hooded lantern, 5 flasks of oil, grappling hook, grooming kit, dark blue heavy hooded cloak (Rhy), 2 sets of warm sleepwear, 2 sets of silk underthings, leather breeches, warm gold top
1377 pp, 14 gp, 6 sp, 5 cp
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Special Abilities
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Cold weather outfit +5 Fort save vs. cold weather.
Druid Domain (Weather) Granted Powers: With power over storm and sky, you can call down the wrath of the gods upon the world below.
Elemental Focus (Electricity) +1 DC to spells that deal damage of the chosen energy.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy Spellcasting (+1 DC, Favored Enemy [Aberrations]) Add +1 DC to spells vs your selected enemy.
Greater Elemental Focus (Electricity) +1 DC to spells that deal damage of the chosen energy.
Immunity to Poison You are immune to poison.
Lightning Lord (9/day) (Sp) As a standard action, call lightning on any number of foes, no two of which are more than 30 ft apart.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Rhino hide Extra 2d6 damaga on charge attack rolls.
Storm Burst 1d6+4 nonlethal (7/day) (Sp) As a standard action, ranged touch attack deals 1d6+4 nonlethal dam to foe in 30 ft. & inflicts a -2 to att for 1 rd.
Storm-Lashed Ignore many of the effects of bad weather
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Volatile Conduit (1/day) Elemental spell deals an additional 1d4 damage.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (9 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Description:
At 5'9" Tesia has a lean, but seemingly athletic build. Her dark blue eyes appear thoughtful but sad sometimes, though she tries to hide it as much as possible. She has extremely long hair that reaches past the middle of her back. The color is such a dark shade of brown that it appears to be black at times, depending what type of light she is in. It hangs on her in thick waves, and when she tries to put part of it up the sides of it come down around her almond shaped face in a cascade of curls. Her bangs seem to fall across her forehead haphazardly at times. Her mouth; while not completely full, contains a nice smile when she shows it and can be dazzling when she is truly happy or finds something extremely amusing. Her lips are the color of soft pink rose petals, and her skin has a soft glow to it from spending days at a time in the sun. Generally she is well groomed and maintains a clean appearance.

While traveling, riding her horse, or just visiting friends and family she will wear simple travelers clothing. When she is dressed for adventure or an actual battle she will wear her rhino hide armor and carry her Scimitar and shield. Both her weapon and shield are beautifully made, with the symbol for Erastil and other decorative markings engraved into them. She can always be found wearing her wooden holy symbol of Erastil with whatever garment she may have on at the time.

Upon first glance, Tesia may seem almost like any other young woman her age. She usually comes off as thoughtful, quiet, reserved, and at times even a bit shy. On occasion she will be outspoken when she feels it's necessary. Given her mentors gruff nature she finds it difficult sometimes to socialize with others in certain situations. She may also at times seem a little brash in her way of thinking, but her intentions always come from her heart.

She is made up of many different layers, but if anyone is willing to take the time to get to know her...they might be surprised to find what lies beneath it all.

Backstory:
Tesia was born in a moderate sized village in the forests of Lakkara. As an only child, she was adored by her parents, who were artisans. Her mother was a painter and her father was a carpenter, who helped to build many of the temples to Erastil.

While she was young, her father passed away from a terrible illness. Seeing the pain her mother went through, Tesia vowed she would not fall in love. If she never loved, she would never hurt in that way. During this very emotional time she started developing strange powers that she couldn't control. The abnormalities they caused in the weather patterns had the people of her village in an outrage against her as well as her mother. Not wanting to cause her mother more pain, she packed a few belonging's and after leaving a brief note, ran away into the wilds to try and figure out who she was and where she belonged.

She found work where ever she went and saved as much as she could. She could never stay in one place very long before strange things started happening and people weren't very understanding of the young girl. All she knew was she had to keep moving, and so she used most of the money she had saved and took many voyages to far off places. Throughout her journeys, storms always seemed to seek her out. Often times while on a boat, or out in the dessert or other lands, sudden and fierce storms would come out of nowhere and bash her about with wind, rain, and lightning.

After a few of these experiences she began to slowly learn how to control the torrents around her, using them to her advantage. She became willful, resentful, and angry at being made an outcast. Not knowing how to deal with these emotions, she would bring on such storms that farmlands as well as surrounding areas would be nearly destroyed by her destructive behavior.

Finally, her actions earned her the attention of the green circle. They wanted to hone her skills and abilities to use for the greater good, and teach her that there were better outlets for her frustration, anger, disappointment, and other emotions that she had let rule her over the last several years.

However, now the willful young girl, was a willful and difficult to manage teenager. Many tried to win her over, but she almost always just "stormed" away. She was quarrelsome and difficult to communicate with to say the least. Her defensiveness put up a large wall between her and the other druids that tried to help her.

Finally completely wore out and not knowing how to get through to the now young lady, they started reaching out to other sects of the green circle in an attempt to find someone, anyone that could mentor the rampaging storm bringer.

One day their prayers were answered when a surely Dwarf and senior member of the green circle came to them about mentoring the girl. His mannerisms were very gruff, and he brooked no nonsense. While Kaplan Cinderfist was never mean or cruel to Tesia, he didn't put up with any nonsense either. He wasn't very liberal with praise, but was quick to reprimand her and often reminded her that being a druid was about duty and sacrifice, not joy, happiness, or any other "feelings". There was no room for such things, as they just gave way to temptation.

Oddly enough, Cinderfist's approach seemed to work better on the girl, than everyone else's coddling approach. She lacked discipline, and it was this that she responded to. That and she really really didn't want to upset her mentor. She found that out the hard way on a few occasions. But that was all it took for her to start listening to him and do as she was told.

The next five years were spent as his apprentice, and going everywhere with him. She became used to his gruffness, but it has limited her communication skills somewhat. She finds it a little difficult to understand others at times, but when Kaplan isn't around she allows herself to relax somewhat and finds that she rather enjoys people in a way she never could before.

When she heard they would be traveling to Zahvroma to meet with Elder sister she became very excited, until Kaplan reminded her that her "feelings" didn't matter, only obedience mattered. He agreed to go, but didn't seem very happy about it, but then again Kaplan never seems very happy about anything. She couldn't remember seeing him smile even one time in the five years she had known him. Who knows, this could be a whole new start for her. She eagerly packed her bag while keeping her smile to herself as she thought about the possibilities.