About Tessara of the Great Green
1st: Investigator; Alchemy, Inspiration, Trapfinding; Favored Class (Investigator), +1 skill point
F Elf Investigator 1 Age 146
NG Medium Humanoid (Elf)
Patron Deity: Shelyn
Init +1; Senses Low-Light Vision; Perception +7
AC 11, touch 11, flat-footed 10
Hit Points 9
Fort +1, Ref +2, Will +2
Speed 30 ft. (30 ft. base)
Melee Dagger +1 (1d4+1 19-20x2)
Ranged Dagger +1 (1d4+1 19-20x2)
Space 5 ft., Reach 5 ft.
Str 13, Dex 12, Con 13, Int 16, Wis 13, Cha 12
Base Atk +0; CMB +1; CMD 12
Inspired - Kneading dough and twisting and shaping it before it goes in the oven is the greatest joy in the world for Tessara, and she doesn't let anything bake without helping it become what it's meant to be.
Inner Beauty - While the crust is important when making bread, Tessara knows that it's the crumb inside that matters most, and applies this philosophy to other aspects of her life.
Skills (12 points; 6 investigator, 3 Int, 2 bonus, 1 favored class):
Racial Modifiers: +2 Dexterity, +2 Intelligence, –2 Constitution, Low-Light Vision, Elemental Resistance (fire), Envoy, Keen Senses, Weapon Familiarity
Languages: Celestial, Common, Draconic, Elven, Sylvan
Location: On Person
Money:3 GP 0 SP 0 CP
Artisan's Outfit 4 lbs. - 1 GP
Dagger 1 lb. - 2 GP
Formula Book 3 lbs. - 15 GP
Investigator's Kit 24 lbs. - 40 GP
Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.
An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table 1–8: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player’s Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.
An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1stlevel formulae of his choice, plus a number of additional formulae equal to his Intelligence modif ier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these f lashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Extracts Per Day/Bonus Extracts
1st (Save DC 14) - 1/1
Formula Book/Formulae Prepared
1st: Cure Light Wounds, Crafter's Fortune (2), Endure Elements, Heightened Awareness, Polypurpose Panacea
Tessara was born in the forest known as the Great Green, the child of rather traditionalistic elven parents. Her childhood wasn't that different from the average elf. She'd frolic, play harps, shoot bows and wax philosophical about the state of the world, but these events left her feeling hollow and unfulfilled. She wasn't sure what was missing, but one evening she shared a meal with her family and realized what it was. She felt the laughter and joy they spent together as they broke warm bread fresh from the oven and shared it. Tessara knew in that moment what her life was going to be. She'd bring bread to others, and share that same joy.
Her parents were not enthused with her decision, claiming the breads of other peoples were inferior, that she'd have to go to terrible, inhospitable places like deserts, mountains and...CITIES...to pursue this mad course of action. Tessara, for the first time in her life, stood up for herself and left home to learn all she could about baking. She hitchhiked with travelling caravans, worked part-time in various town bakeries for a year or two before moving on, and even joined a cohort of dwarven soldiers on campaign to learn the secrets of dwarven battle-bread. There were times when she was homesick, she admitted. Times where she'd look at herself in the water, see how the sheer amount of bread she'd eaten over her life had caused her to balloon to the point where her elven nature wasn't readily apparent. But every evening she'd break bread and share it with whoever she was staying with, and would feel that same warmth and joy, and be reminded of why it was all worth it.
Now, over a century later, Tessara has returned to the lands near where she was born, Lord Shmultzfeather's lands ironically bordering the Great Green. Armed with bread recipes and skills from all over the world, and ready to show the world what she can do, Tessara of the Great Green eagerly applied to work for the new restaurant, seeking to share her breads with all who'd come to dine there.
Dedicated; Tessara is serious about learning everything she can about the world's various breads. She was willing to defy the will of her parents and essentially abandon almost all things elven in order to achieve her dream.
Knowledgeable; In her travels around the world, Tessara has obtained more than just recipes and baking styles. She knows a great deal about the world and the people who inhabit it, as well as a solid knowledge of alchemy and chemistry as she experiments with new ingredients and mixes constantly.
Warm; What makes Tessara so obsessed with bread is her belief that since it's something all cultures have, it's something that can bring people together. That sharing a meal together can bring peace and happiness, and she sought to join Lord Schmultzfeather's crew to share that with others. Some who've met her say that Kindness is her middle name.
Shy; Tessara greatly prefers the company of ovens and rising loaves to other people, especially since leaving her homeland was hard on her. It takes her a lot of effort to open up to others instead of hiding in the kitchen, and she tends to downplay her own work as less important than that of others.
Resourceful; While Tessara prefers to be prepared to make whatever is asked of her (or whatever she feels like, if she has free time), she tends to have a plan whenever the unexpected comes along, and can make delicious bread out of almost anything people have lying around, and can mix up things on the fly with little effort, a point of pride for her.
Gluttonous; Despite her giving nature, Tessara will be the first to admit that spending so much time in kitchens and festhalls has had a significant impact on her appetite. While most elves do enjoy the taste of fine food, Tessara has a tendency to pair quality with quantity, either over-preparing her work, resulting in extra leftovers she tends to eat, or when she's the guest of another, to comment for hours about flavor and texture before embarassedly asking for more. She's partly proud of, and ashamed of her resulting girth, as it shows her weakness for food, but also that she takes it seriously and knows what she's talking about.
Wt: 318 lbs
An anomaly amongst her people, Tessara is more than three times fatter than the average elven woman, a byproduct of her quest to sample and understand the world's breads. Many years of working primarily at night have given her a pale complexion that looks even paler given her penchant for wearing nothing but white clothing. She ties her coppery hair in tight buns and wears a cap to avoid hairs getting in her dough, and her hands are almost always covered in flour. She has a small, shy smile and she rarely raises her voice unless she coaches herself to beforehand.