About Tess of TosofPROFILE
In the golden wheat fields of Geb, legions of groaning undead harvested grain that would be someday destined for Absalom. A morrigna named Tosof landed, her wings full of spiders. She glanced at the fields full of undead workers with an oddly calm expression. It was not her place to slay every minor undead in the world, however satisfying that would be. Besides, Geb would be an educational place to manifest her child. The girl would have to learn about them at some point. Better here, where they were a lawful majority. Tosof extended out her hand, and the girl manifested as a fully formed adult. The girl took her first breath, and then turned slowly, her long red hair swaying back and forth, and the tattoos of skulls covering her silvery skin. Tosof handed a tunic to the girl, and said gently in osiriani, “You are number four.” Because number four was ‘Tess’ in Osiriani, the girl repeated back, “I am... Tess?” Tosof smiled. “Close enough. You are the fourth soul I have brought back into the world. Before those souls were forced to my destiny and purpose, but the Age of Omens is past, and I have learned... humility.” Tess frowned. “I have no purpose?” Tosof smiled. “You have one that you will find for yourself. You have free will. Grow. Learn. Surprise me.” The girl looked around. “Why am I here?” As Tosof opened her mouth to reply, the fierceness in Tess’s countenance stopped her. Tess pointed to the legions of undead that surrounded them in the land of Geb. “Mom. Why am I here?” The corners of Tosof’s mouth turned up. “Because your mother has a sense of humor.” ★ ---- ★ ---- ★ ---- ★ Like all duskwalkers, Tess materialized full grown. Her progenitor, the powerful morrigna Tosof, is the psychopomp who serves as parole officer for powerful mortals like Artokus Kirran who have temporarily extended their lives far beyond their normal years, and interfered with the flow of souls. Tosof’s experience dealing with such mortals left the morrigna with a sense of humor, and an odd willingness to compromise and consider mitigating factors. Having come out of Geb, Tess has joined the Pathfinder Society so that she can discover and learn. Being only a few months old, just about everything surprises her. She delights in new experiences, especially in the strange new foods and cultural traditions she learns along the way. ★ ---- ★ ---- ★ ---- ★ Bot Me!:
[dice=Fortitude E]1d20+13[/dice] [dice=Reflex T]1d20+14[/dice] [dice=Will E]1d20+16[/dice] ★ ---- ★ ---- ★ ---- ★ [dice=Acrobatics]1d20 +14[/dice]
★ ---- ★ ---- ★ ---- ★ ◈ [dice=Elven Curve Blade+Striking (Finesse, Forceful, Ghost touch)]1d20+16+1[/dice]
◈ [dice=Elven Curve Blade+Striking (Finesse, Forceful, Ghost touch)]1d20+16+1-5[/dice]
◈ [dice=Dagger (Deadly Simplicity)]1d20 +16[/dice]
◈ [dice=Short bow+Striking (Deadly, Ghost touch)]1d20+16+1[/dice]
★ ---- ★ ---- ★ ---- ★ ◈◈ [dice=Disrupt Undead (DC 24 Fortitude)]5d6[/dice] ◈◈ [dice=Electric Arc (DC 24 Reflex) Electric Damage]5d4[/dice] ◈◈ [dice=Spout (DC 24 Reflex) Bludgeoning]5d4[/dice] ◈◈ [dice=Ray of Frost]1d20+14[/dice]
◈◈ [dice=Soundburst Sonic Damage (DC 24 Fortitude)]4d10[/dice] ◈◈ [dice=Searing Light attack]1d20 + 14[/dice]
◈◈ [dice=Heal]4d10+32[/dice] ★ ---- ★ ---- ★ ---- ★
PFS Information
★ ---- ★ ---- ★ ---- ★ Nationality: Absalom
★ ---- ★ ---- ★ ---- ★ Ancestry Duskwalker Elf
SENSES
Special Senses: darkvision, low light
DEFENSES
HP 63
OFFENSE
Class DC: 24 =10 + 4 WIS +8 Levels +2 [T] Speed: 35 Attacks: Check out 'Bot me!' spoiler at the top! Weapon Proficiencies
MAGIC
Magic Traditions Divine:
Focus Points: 3/3 (maximum) Spell Slots per Day
Spells Known
Cantrips from witch and familiar:
Cantrips from Spell Hearts
1st:
2nd:
3rd:
4th:
DISRUPTING WEAPONS:
SPELL 1
NECROMANCY POSITIVE Traditions divine Cast [two-actions] somatic, verbal Range touch; Targets up to two weapons, each of which must be wielded by you or a willing ally, or else unattended Duration 1 minute You infuse weapons with positive energy. Attacks with these weapons deal an extra 1d4 positive damage to undead.
CIRCLE OF PROTECTION (via Esoteric Spellcaster Boon):
SPELL 3
UNCOMMON ABJURATION Traditions divine, occult Cast [three-actions] material, somatic, verbal Range touch; Area 10-foot emanation centered on the touched creature Duration 1 minute You ward a creature and those nearby against a specified alignment. Choose chaotic, evil, good, or lawful; this spell gains the opposing trait. Creatures in the area gain a +1 status bonus to AC against attacks by creatures of the chosen alignment and to saves against effects from such creatures. This bonus increases to +3 against effects from such creatures that directly control the target and attacks made by summoned creatures of the chosen alignment. Summoned creatures of the chosen alignment can't willingly enter the area without succeeding at a Will save; repeated attempts use the first save result.
SEARING LIGHT:
Spell 3 AttackEvocationFireGoodLight Source Core Rulebook pg. 367 2.0 Traditions divine, primal Bloodlines angelic, psychopomp Cast somatic, verbal Range 120 feet; Targets 1 creature You shoot a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target is a fiend or undead, you deal an extra 5d6 good damage. Critical Success The target takes double fire damage, as well as double good damage if a fiend or undead.
If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target.
____________________ SKILLS
Please see Botting Spoiler for skills. RAISED BY BELIEF BACKGROUND Whether in a monastery, a religious household, or just as part of your everyday life, your upbringing was steeped in the traditions of a particular deity (page 35). You might remain committed or you may have turned from your childhood creed, but your skills are still founded in your devotion. Choose two attribute boosts. One must be to an attribute specified in your deity's Divine Attribute and the other is a free attribute boost. You're trained in the deity's listed Divine Skill and gain the Assurance feat with that skill. You are also trained in a Lore skill related to your deity (Abadar Lore, for example). ____________________ ABILITY SCORES
Ancestry Elf, Dex, Wisdom, Int, -Con
Ability Score Summary:
Str +0 Dex +4 ABF5 Con +1 -A,F5 Int +2 A5 Wis +4* ABCF5 Cha +1 F STR 0, DEX +4, CON +1, INT +2, WIS +4, CHA +1 ____________________ DEITY: Pharasma
THE LADY OF GRAVES Areas of Concern birth, death, fate, prophecy, time Edicts strive to understand ancient prophecies, destroy undead, lay bodies to rest
Devotee Benefits
____________________ CLERIC DOCTRINES (and other abilities):
Warpriest You have trained in the more militant doctrine of your church, focusing on both spells and battle. First Doctrine (1st): You're trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the Shield Block general feat (page 262), a reaction to reduce damage with a shield. If your deity's favored weapon is a simple weapon or an unarmed attack, you gain the Deadly Simplicity cleric feat (page 113). At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor. Second Doctrine (3rd): You're trained in martial weapons. Third Doctrine (7th): You gain expert proficiency with your deity's favored weapon, martial weapons, simple weapons, and unarmed attacks. When you critically succeed at an attack roll using your deity's favored weapon, you apply the weapon's critical specialization effect; you can use your spell DC in place of your class DC. Tess uses the Flexible Spellcaster Archetype from Secrets of Magic. Healing Font: You gain 4 additional spell slots each day at your highest rank of cleric spell slots. You can prepare only heal spells (page 335) in these slots. At 5th level, the number of additional slots increases to 5, and at 15th level, the total number of additional slots increases to 6. ____________________ FEATS:
Ancestry Feats and Abilities Special 1st: Medium, darkvision
1st: WILLING DEATH [reaction] FEAT 1
Frequency once per day Trigger An ally within 30 feet takes damage that would otherwise reduce them to 0 Hit Points and give them the dying condition. Once, you died because you valued someone else's life above your own; just as then, you protect an ally by suffering in their stead. Reduce the damage the triggering ally would take by 1 + your level. You redirect this damage to yourself, but your immunities, weaknesses, resistances, and so on don't apply. You aren't subject to any conditions or other effects from whatever damaged your ally (such as poison from a venomous bite)—your ally is still subject to those effects even if you redirect all of the triggering damage to yourself. If the redirected damage prevents the ally from being reduced to 0 Hit Points, they remain conscious and don't gain the dying condition.
3rd: ELVEN WEAPON FAMILIARITY FEAT 1
You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows. In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons. 5th: GHOST HUNTER FEAT 1
Your connection to the Boneyard ensures that your blows strike true against spectral beings. Your weapon and unarmed attack Strikes against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a ghost touch property rune. Skill Feats Background: ASSURANCE (MEDICINE) FEAT 1
2nd: MULTILINGUAL FEAT 1
Prerequisites trained in Society You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary. Special: You can select this feat multiple times. Each time, you learn additional languages.
4th: BATTLE MEDICINE FEAT 1
6th: ADDITIONAL LORE
General Feats
Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat. 7th: FLEET Class Feats and Abilities Feat 2nd: FLEXIBLE SPELLCASTER Tess took the Flexible Spellcaster Dedication from p 208-209 of Secrets of Magic. Feat 4th: WITCH DEDICATION Archetype Dedication Multiclass
You cast spells like a witch. Choose a patron; you gain a familiar with two common cantrips of your choice from your chosen patron's tradition, but aside from the tradition, you don't gain any other effects the patron would usually grant. Your familiar has one less familiar ability than normal. You gain the Cast a Spell activity. You can prepare one cantrip each day from your familiar. You're trained in spell attack rolls and spell DCs from your patron's tradition. Your key spellcasting ability for witch archetype spells is Intelligence, and they are witch spells of your patron's tradition. You become trained in the skill associated with the patron's tradition; if you were already trained in it, you instead become trained in a skill of your choice. Special You can't select another dedication feat until you have gained two other feats from the witch archetype Feat 6th: HEALING HANDS FEAT 6
Prerequisites healing font Your vitality is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s. Feat 8th: Cremate Undead
____________________ EQUIPMENT
(See ITS) Magic Items: Wayfinder Pearly White Spindle:
When you invest this aeon stone, it slowly starts healing your wounds, restoring 1 HP every minute.
The resonant power grants you resistance 1 to negative damage. LADY'S CHALICE:
ITEM 3
UNCOMMON CONJURATION DIVINE GOOD Price 60 gp Usage held in 1 hand; Bulk L This silver chalice bears the symbol of Pharasma, a swirling cloud that transforms into a flight of whippoorwills that encircle the top. The chalice can be activated in one of two ways, though only once per day total.
Activate [one-action] Strike; Frequency once per day; Requirements The Lady's chalice is full of a vial's worth of holy water; Effect The chalice splashes a spiral of holy water into an adjacent space. This is a simple thrown weapon with a range of 5 feet. Unlike an alchemical bomb, it doesn't add the manipulate trait to the attack made with it. If it hits, it deals 2d6 good damage and 2 good splash damage (including to you, if you're evil). Perfect Droplet:
Item 3+ Evocation Magical Spellheart Water Source Secrets of Magic pg. 171 1.1 Usage affixed to armor or a weapon Intense blue water magically holds its shape—a perfect sphere. The spell DC of any spell cast by Activating this item is 17. (But if you are a spellcaster with a higher DC, you can use your own DC for this.)
Bulk: # (Encumbered at: 5; Maximum at: 10) Coins: See ITS ____________________ BOONS
All ACP Boons are found in 00 numbers for Tess’s Chronicles
____________________ CHRONICLES
For Chronicles: Tess’s Chronicles For Reputation and Faction Information: See ITS |
