Dinvaya

Tessamine Oceancalled's page

431 posts. Alias of Ralphrius.


Full Name

Tessamine "Tess" Oceancalled

Race

| HP 36/44 | AC 20 | FORT +9 REF +7 WILL +7 |PERC +5

Classes/Levels

| Speed 25ft | Active conditions: none | Focus: 1/1

Gender

Female LG Half-Elf Champion 3

About Tessamine Oceancalled

Backstory:

As a child, the Almas-born half-elf Tessamine Asara, to the frustration of her parents, often played with other children in the harbor. Exploring unattended drydocked ships, diving from the pier... Even then, she saw a wonderful beauty to the endless waves, stretching far beyond the horizon. Her eyes often glanced towards the sea.
One day, they got caught. The children tried to run from an intimidating sailor, but Tess tripped, and saw her friends not even turn back to help her up. The sailor proceeded to give her an earful. Though now she thinks back to it with a nostalgic smile, to ten-year old Tess, this was the worst thing that had ever happened to her.
She felt betrayed, ashamed and alone. For days she was out of it. She was too scared to go back to the harbor, and too hurt to talk to her friends again. Her depressed wandering through the city brought her to a small park, with a bench overlooking the sea in the distance.
Knowing it was a little silly, she softly spoke, "Sometimes it feels like the water is my only friend..."

She didn't expect anything to respond.

It was a strange sensation. She knew something was communicating with her, but not with words. Her mind was receiving emotions and images.

The Voice of the Ocean, as she came to call this strange presence, started communicating with her regularly. At first, it soothed her. It got her out of her depressive rut. Then, it started intriguing her. The Voice sent her images of the sea, of the world of plants and animals under the waves. And images of a glorious, beautiful pearl.

And as she listened to what it had to say, she herself started changing too. She started seeing things. People's auras. Strange, random flashes of the past when holding innocuous objects. And the Voice was guiding her along in discovering and expanding these abilities, until on the age of 15 she had achieved full psychic sensitivity.

At this point, she realized that the Voice was grooming her for something. And she realized that she was more than willing to perform whatever task it would give to her. Her family, who had been aware of her unusual development, didn't understand. So she left. She held no ill feelings towards them, but if she were to follow the Voice, it wouldn't do to have them impede her growth. From that day forward she discarded the Asara name and gave herself a new name: Oceancalled.

The next long years were spent on travel all over Andoran. The Voice contacted her much less frequently, but enough for her to understand the course it had set out for her. The Voice gave her visions of swordfighting, so she learned how to handle a blade. The Voice gave her visions of horses, so she learned how to ride mounts. She could easily spend years truly working at mastering an art, and then drop the pursuit entirely after the Voice gave her a new vision.

Sometimes she visited her old family. They could never truly understand what she dedicated her life to, but they saw how their Tess had grown into a fine young woman. So eventually, she got their approval. Though she had no desire to return to the family, they would always welcome her in their home. If not as an Asara, then as a beloved friend. She was 20 when this happened, five years after she left.

Every once in a while, the Voice presented the pearl to her. At first, she didn't understand why this specific pearl was so important. Then, one day, she asked. "Do you want me to find this pearl?"
The response she got was an immense feeling of joy sent to her. And she responded with joy of her own. She finally discovered the task the Voice sent her out to do. All this time, the answer had been so simple.

When she was 26, her training was complete, and her task was set before her. However, finding one pearl in the massive oceans of Golarion was no easy task. Using Almas as a home base, she started making trips out into sea, trying to dive for pearls. For practice, if nothing else: she didn't expect it to be that easy. The trips started getting farther and farther, though after three years, she hadn't gone much further than the coasts of Andoran's direct neighbours. The Voice had reminded silent, but she was convinced it approved of her actions.

Then, one day, after returning to Almas from one of her travels, the Voice came to her for the first time in years. It showed her images of a few islands, surrounded by the vast blue ocean. This was followed by the very clear vision of a name. "Bountiful Venture Corp."

That same day, she applied to become one of the colonists to travel to Talmandor's Bounty.

Stats:
===Tessamine Oceancalled===
Half Elf LG Champion 3

HP: 44
Perception (T) + 5

STR +4 (18)
DEX +2 (14)
CON +2 (14)
INT +0 (10)
WIS +0 (10)
CHA +1 (12)

==DEFENSE==
AC: 20 (DEX +2 ; PROF +5 ; ITEM +3), Steel Shield +2
FORTITUDE (E): +9
REFLEX (T): +7
WILL (E): +7

==OFFENSE==
SPEED: 25 ft

Trident (Melee): +9, 1d8+4
Trident (Thrown): +7, 1d8+4

SKILLS:
Acrobatics (U)(DEX): +2
Arcana (U)(INT): +0
Athletics (E)(STR): +11
Deception (U)(CHA): +1
Diplomacy (U)(CHA): +1
Intimidation (U)(CHA): +1
Lore (Sailing) (T)(INT): +5
Medicine (U)(WIS): +0
Nature (T)(WIS): +5
Occultism (T)(INT): +5
Performance (U)(CHA): +1
Religion (T)(WIS): +5
Society (U)(INT): +0
Stealth (U)(DEX): +2
Survival (T)(WIS): +5
Thievery (U)(DEX): +2

CLASS FEATURES/CLASS FEATS

Passive

Champion's Code:

You follow a code of conduct, beginning with tenets shared by all champions of an alignment (such as good), and continuing with tenets of your cause. Deities often add additional strictures (for instance, Torag’s champions can’t show mercy to enemies of their people, making it almost impossible for them to follow the redeemer cause). Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren’t in a no-win situation; instead, follow the more important tenet. For instance, as a paladin, if an evil king asked you if you’re hiding refugees so he could execute them, you could lie to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet (for example, promising not to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code.

If you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an atone ritual, but you keep any other champion abilities that don’t require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity.

Tenets of Good
You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.

You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.

Tenets of the Paladin Cause
You must act with honor, never taking advantage of others, lying, or cheating.
You must respect the lawful authority of legitimate leadership wherever you go, and follow its laws.

Deific Weapon:

You zealously bear your deity’s favored weapon. If it’s uncommon, you gain access to it. If it’s an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12).

Tessamine does not worship any specific deity in particular, she worships the sea. Her weapon of choice is the trident.

Deity's Domain:

You embody an aspect of your deity. Choose one of your deity's domains. You gain the domain's initial domain spell as a devotion spell.

Chosen domain: Water. Grants Tidal Surge.

Devotion Spells:

Your deity's power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.

Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules are found here. You gain a devotion spell depending on your cause, and you are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.

Esoteric Oath:

You've sworn an oath to slay the alien abominations that lurk in the remote corners of Golarion. Add the following tenet to your champion's code, after the other tenets. “You must slay evil aberrations you encounter as long as you have a reasonable chance of success.”

Your Retributive Strike gains a +4 circumstance bonus to damage against an evil aberration, or +6 if you have master proficiency with the weapon you used. The resistance you gain from Glimpse of Redemption against damage from an evil aberration is 7 + your level. If you use Liberating Step triggered by an evil aberration, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.

You don't consider evil aberrations to be legitimate authorities, even in nations they rule.

Divine Ally:

Your devotion attracts a spirit of your deity's alignment. Once you choose an ally, your choice can't be changed.

Steed Ally: You gain a young animal companion as a mount. Ordinarily, your animal companion is one that has the mount special ability, such as a horse. You can select a different animal companion (GM's discretion), but this ability doesn't grant it the mount special ability.

With GM agreement, Tessamine's Steed Ally is a Hippocampus, like what she would've gotten were she still a 1E Pearl Seeker Paladin.

Actions

Champion's Reaction: Retributive Strike:

Cost: Reaction
Trigger: An enemy damages your ally, and both are within 15 feet of you.

You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.

Shield Block:

Cost: Reaction
Trigger: While you have your shield raised, you would take damage from a physical attack.

You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Desperate Prayer:

Frequency: Once per day
Trigger: You begin your turn and have no Focus Points in your pool.
You call out to your deity in a plea for their aid. You instantly recover 1 Focus Point.

Tidal Surge:

Cast: Single Action, Somatic
Range: 60 feet; Targets 1 creature
Saving Throw: Fortitude
You call forth a tremendous wave to move the target either in a body of water or on the ground. The target must attempt a Fortitude save.

Failure
You move the target 5 feet in any direction along the ground or 10 feet in any direction through a body of water.

Critical Failure
You move the target up to 10 feet in any direction along the ground or 20 feet in any direction through a body of water.

ANCESTRY FEATS

Natural Ambition:

You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Chosen feat: Desperate Prayer

GENERAL/SKILL FEATS

Underwater Marauder:

Prerequisites: trained in Athletics
You’ve learned to fight underwater. You are not flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.

Hefty Hauler:

You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.

Breath Control:

You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.