Caroliss Minerran

"Tessa"'s page

69 posts. Alias of Ash...


Race

Half-Elf

Classes/Levels

Hospitaler Paladin 2/Tatooed Sorcerer 2 | AC18 T12 F16 | HP 36/36 | F+11 R+6 W+8 (+2 vs enchantments, death; immune:sleep) | Init+2 | Per-2

About "Tessa"

HL Stat Block:
"Tessa" Tesserae Alymora Andrea Adelaide Robinsdau
Half-elf paladin (hospitaler, sacred servant) 2/sorcerer (tattooed sorcerer) 2 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder Player Companion: Animal Archive, Pathfinder RPG Advanced Player's Guide 116, 117)
LG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception -2
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 36 (4 HD; 2d6+2d10+12)
Fort +11, Ref +6, Will +8; +2 vs. enchantments, +2 vs. death
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+2/19-20) or
. . mwk cold iron greatsword +6 (2d6+3/19-20) or
. . mwk silver cestus +6 (1d4+2/19-20) or
. . wooden stake +5 (1d4+2)
Ranged paueliel composite longbow +6 (1d8+2/×3)
Special Attacks smite evil 1/day (+4 attack and AC, +2 damage)
Spell-Like Abilities (CL 4th; concentration +8)
. . 3/day—acid splash
. . 1/day—create water, detect poison, faerie fire, spark (DC 14)
Paladin Spell-Like Abilities (CL 0th; concentration +4)
. . At will—detect evil
Sorcerer (Tattooed Sorcerer) Spells Known (CL 4th; concentration +8)
. . 1st (5/day)—mount, snowball (DC 15)
. . 0 (at will)—arcane mark, detect magic, mage hand, mending, prestidigitation
. . Bloodline Aquatic
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 12, Wis 7, Cha 18
Base Atk +3; CMB +5; CMD 17
Feats Arcane Armor Training, Fey Foundling[ISWG], Skill Focus (Knowledge [planes]), Varisian Tattoo[ISWG]
Traits magical knack, vialesk historian (plane of water)
Skills Acrobatics -1 (-5 to jump), Bluff +8, Craft (bows) +5, Diplomacy +8, Handle Animal +8, Heal +2, Intimidate +8, Knowledge (arcana) +5, Knowledge (planes) +5 (+7 to identify outsiders with the water subtype), Knowledge (religion) +5, Ride +3, Spellcraft +5, Use Magic Device +8
Languages Aquan, Common, Elven
SQ bloodline tattoos, elf blood, familiar tattoo, fey magic, lay on hands 5/day (1d6)
Combat Gear mwk cold iron durable arrow (50), scroll of feather fall, glide, vanish, wand of cure light wounds, caltrops, cold iron (5), oil (2); Other Gear +1 armored kilt mithral chain shirt, light steel quickdraw shield, dagger (2), mwk cold iron greatsword, mwk silver cestus, paueliel composite longbow (+2 Str), wooden stake (4), adventurer's sash, bedroll, belt pouch, chalk (2), fishhook (2), flint and steel, grappling arrow (5), holy text, masterwork backpack, mess kit, mug/tankard, pot, powder, sewing needle, signal whistle, silk rope (50 ft.), soap, spell component pouch, spell component pouch, string or twine (5), thread (50 ft.), torch (10), trail rations (7), waterskin, waterskin, whetstone, wooden holy symbol of Tanagaar, wrist sheath, spring loaded, wrist sheath, spring loaded, 11 gp
--------------------
Special Abilities
--------------------
Aquatic +1 CL for [water] spells, aquatic/swimming summoned creatures gain +1 to hit and damage.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
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.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Fey Foundling Magical healing works better on you
Fey Magic (Favored Terrain [Urban]) Gain spell-like abilities in selected terrain.
Lay on Hands (1d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Sorcerer [Tattooed Sorcerer]) +2 CL for a specific class, to a max of your HD.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Smite Evil (1/day) (Su) +4 to hit, +2 to damage, +4 deflection bonus to AC when used.
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.
Vialesk Historian (Plane of Water) +2 to ID outsiders with water subtype, +1 CL when summoning same.

Knots:
Knots
Female napping turtle snapping turtle (pilferer, sage) (Pathfinder RPG Bestiary 2 273)
LN Tiny magical beast (animal)
Init -1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 13 (-1 Dex, +2 natural, +2 size)
hp 18 (1d8+1)
Fort +4, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 10 ft., swim 20 ft.
Melee bite +4 (1d3-3)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 4, Dex 8, Con 13, Int 7, Wis 13, Cha 6
Base Atk +3; CMB +0 (+2 steal); CMD 7 (9 vs. steal, 11 vs. trip)
Feats Improved Steal, Weapon Finesse
[b]Tricks
Attack, Break Out, Fetch, Heel, Sneak, Track, Watch
Skills Acrobatics -1 (-9 to jump), Knowledge (arcana) +3, Knowledge (religion) +3, Perception +5, Sleight of Hand +3, Stealth +11, Swim +5
SQ attack, break out, fetch, heel, hold breath, shell, sneak, track, watch
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Break Out [Trick] Chews through bars and bindings restricting itself or indicated creature.
Fetch [Trick] The animal will get a specific object.
Heel [Trick] The animal will follow you.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Improved Steal You don't provoke attacks of opportunity when stealing.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shell (Ex) As a move action, a snapping turtle can pull its extremities and head into its shell. It cannot move or attack as long as it remains in this state, but its armor bonus from natural armor increases by +4 as long as it does.
Sneak [Trick] Creature stays hidden.
Swimming (20 feet) You have a Swim speed.
Track [Trick] The animal will track a scent.
Watch [Trick] Stands watch over designated area.