Tessara Yandalëra's page

389 posts. Alias of CampinCarl9127.

Full Name

Tessara Yandalëra




Fighter 1/Wizard 5/Eldritch Knight 1










Common, Elven, Hallit, Orc, Draconic, Giant, Androffan

Strength 12
Dexterity 20
Constitution 12
Intelligence 17
Wisdom 10
Charisma 7

About Tessara Yandalëra

Female Fighter (Lore Warden) 1/Wizard 5/Eldritch Knight 1
CG Medium Humanoid (Elf)
Init +5; Senses Perception +15 (+3 in dim light); low-light vision
AC 17, touch 15, flat-footed 12 (+2 armor, +5 dex)
hp 50
Fort +5, Ref +6, Will +6 (+2 vs enchantment)
Speed 30 ft.

Melee Longsword +6 (1d8+1)
Dagger +5 (1d4+1)

Ranged Longbow +12 (1d8+2)
Str 12, Dex 20, Con 12, Int 17, Wis 10, Cha 8
Base Atk +4; CMB +8; CMD 23
Traits Magical Knack, Highlander, Veteran Jungle Guide
Drawbacks Oppressive Expectations
Feats Point Blank Shot, Rapid Shot, Precise Shot, Scribe Scroll, Weapon Focus (longbow), Focused Shot, Bullseye Shot
Skills (32 points; 4 fighter, 10 wizard, 2 eldritch knight, 21 INT)
ACP -0
(1) Climb +5
(4) Craft (bows) +12
(5) Knowledge (Arcana) +11
(1) Knowledge (Dungeoneering) +7
(3) Knowledge (Engineering) +9
(2) Knowledge (Local) +8
(2) Knowledge (Nature) +8
(2) Knowledge (Religion) +8
(1) Linguistics +7
(6) Perception +15 (+3 in dim light)
(1) Spellcraft +7
(6) Stealth +14 (+1 in hilly/rocky areas)
(1) Survival +4 (+1 in jungle)
(1) Swim +5
*Armor Check Penalty applies to these skills
Non-Standard Skill Bonuses
+2 Perception (race)
+1 Stealth (trait)
+1 Stealth in hilly/rocky areas (trait)
+1 Perception (trait)
+1 Survival in jungle (trait)
+3 Perception in dim light (class)
+2 Craft (bows) (gear)
+3 Perception (item)
Languages Common, Elven, Hallit, Orc, Draconic, Giant, Androffan

Special Abilities:

Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses Elves receive a +2 racial bonus on Perception checks.

Silent Hunter Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait).

Arcane Focus Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Low-Light Vision Elves can see twice as far as humans in conditions of dim light.

Magical Knack Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Highlander You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Veteran Jungle Guide You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills becomes a class skill for you.

Oppressive Expectations When you fail at a skill check, you take a –2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first.

Familiar Altlan

Arcane School (Transmutation, Enhancement)
Physical Enhancement (+1 dex) You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Augment As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Knowledge is Power Your understanding of physical forces gives you power over them. You add your Intelligence modifier on combat maneuver checks and to your CMD. You also add your Intelligence modifier on Strength checks to break or lift objects.

Bonus Feat At 1st level, an eldritch knight may choose a bonus combat feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. An eldritch knight gains an additional combat feat at 5th and 9th level.

Diverse Training An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats.


0th (at will) Detect Magic
Read Magic
Mage Hand

1st (5/day) True Strike (Prepared x2)
Vanish (Prepared)
Protection from Evil
Abundant Ammunition
Mage Armor
Obscuring Mist (Prepared)
Gravity Bow (Prepared)
Unseen Servant
Expeditious Retreat

2nd (4/day) Arrow Eruption (Prepared)
Ricochet Shot (Prepared)
Invisibility (Prepared)
Cat's Grace (Prepared)
Shadow Anchor

3rd (3/day) Fly (Prepared x2)
Heroism (Prepared)


Carrying Capacity
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried 30 lb.

Money 2883.2 GP 3 SP 3 CP
+1 Longbow, Masterwork Composite (+1) (2166.67gp) (3 lb.)
Longsword, Masterwork (315gp) (4 lb.)
Dagger (2gp) (1 lb.)
Rosewood Armor (50gp) (15 lb.)
Efficient Quiver (1800gp) (2 lb.)
Quick Runner's Shirt (1000gp)
Bracers of Falcon's Aim (4000gp)
Artisan's Tools, Masterwork (55gp) (5 lb.)
Arrows (All crafted for 1/3 price)
-Common x40 (0.67gp)
-Blunt x20 (0.67gp)
-Dye x3 (1gp)
-Pheromone x2 (10gp)
-Slow Burn x2 (100gp)
-Smoke x3 (10gp)
-Splintercloud x3 (25gp)
-Tanglefoot x3 (20gp)
-Thistle x6 (2gp)
-Trip x3 (25gp)
-Whistling x20 (0.67gp)
Scroll of Abundant Ammunition (150gp)
Scroll of Levitate (150gp)


Tessara was a high born elf, her parents both important members of their society hidden in the wild. Her father Raikel is a praised archer and her mother Svitlana a powerful wizard, both of them loved and respected. Tessara had a brother who was the elder by less than a year, but he succumbed to the fever before his Tessara's first birthday. Her parents were distraught, and also left with a problem. The stars no longer favored a child (Svitlana was extremely spiritual) but they knew their legacies were expected to be carried on. Left no other choice, they decided Tessara would have to hold both of their mantle's.

Growing up learning two different worlds and having so much expected of her did horrors to Tessara's nerves, outlook of the world, and relationships with other elves. Ever since she could read there has been dozens of old books and writings thrust upon her, and ever since she was strong enough she had been learning to shoot a bow. However, Tessara was a child full of wanderlust, taking to her father's lessons with much more vigor than her mother's. She would finish all of Raikel's lessons, but then later instead of studying magic she would be found in the mountains, hunting. Svitlana was a patient women, but years of Tessara sneaking off and failing to ever produce even a cantrip wore on her nerves. Tensions grew between them, leaking out in arguments more and more often as Tessara grew older.

Tessara's coming of age went and past, only making tensions with her mother grow thinner. Raikel, in an effort to smooth things over, told her that his lessons would cease until she managed to catch up on her arcane studies. However this had quite the opposite effect her father had expected, Tessara storming off into the mountains in her anger. Svitlana grew worried and went to search for her, but upon finding Tessara grew furious. She was throwing up her books and shooting them out of the air with her bow. The following argument was the worst they ever had, both of them saying things they would regret later. As the argument came to its climax the two women were standing twenty feet apart, Tessar with a drawn bow and Svitlana with a glowing hand. They stayed that way for a moment, realizing what their frustration has come to. Tessara fled into the mountains, her atelophobia overcoming her common sense.

Svitlana sat down on that plateau for a good hour, scared of what had become of her relationship with her daughter and pondering what to do. Finally she set out to find Tessara in the wilderness, determined to set things right.

Tessara was hiding in a small cave when she hear her mother calling her name. She ignored the calls until they turned into cries of fear. She grabbed her bow and ran to Svitlana, but was too late. She came upon the site and fell to her knees in shock. Her mother was laying up against a tree with a sword through her chest and the smoldering bodies of a pack of orcs around her. Tessara ran to her mother, but it was too late; she had already passed into the void. Tessara openly grieved for a time, upset not only at the death of her mother but also at having their last words to each other full of hate. That's when she saw the book clutched in her mother's hand, it was a beginner's spellbook that her mother hand-crafted for her. She opened the cover with shaking hands, and on the inside cover, written in the blood of her dying mother were the words I love you Tess. With tears in her eyes she clutched the book to her chest with her mother's hand, then got up and fled to man-made settlements, away from the life that had given her so much pain.

Appearance and Personality:

Tess (as she likes to be called now) has pale, almost marble colored skin. Her bone-white hair falls only as far as her neck and looks as if it had been cut short with a sword. She wears a worn set of rosewood armor underneath her elven noble clothes, a white set with a high collar and several ancient markings on them.

Tess is a bit of a rebel, spurning authority and any figures who represent it. She fiercely defends the little guy and has been known on more than one occasion to get into trouble with local authorities, partly from her contempt for corrupt law-keepers and partly due to her lack of cultural understanding. She warms to strangers slowly, but the few she calls friends she has close, unbreakable bonds with, and would sacrifice her life to protect.

The main reason Tess came to Numeria is that she sees their advanced technology as a possible bridge between the teachings of her parents. Maybe with time she could even create such a bridge...