Gypsy

Treesa Lore's page

57 posts. Alias of AGM Lemming.


Gender

Witch (Time) | HP 9/9 | AC: 13, T: 13, FF: 10 | CMB: -1, CMD: 12 | F:+3, R:+3, W:+4 | Init: +4 | Perc: +2, SM: +4

About Treesa Lore

Basics:

Character Name: Treesa Lore
Character Race: Human
Alignment: Lawful Evil
Deity: Asmodeus

Current Moderator:
Adventure:
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Gender: Female
Age: 25
Height: 4' 11"
Weight: 95 lbs.
Eyes: Blue
Hair: Black


Appearance & Attitude:

Appearance: Normally Treesa maintains her appearance with good hygiene and magic. Her hair is long and usually left loose to hang down her back. Her eyes are a strange blue, uncommon for humans with black hair. She is rather thin and is not athletic, nor an outdoorsy type, so what little color her skin has is from her parentage. She usually has a smile on her face, but is it a sign of happiness? Or is it a smirk because she sees something that she thinks is funny? Hard to tell.

Attitude: Treesa isn't outgoing. At social functions she gravitates toward others that stay on the edge of the crowd, or outside of it. What few friends she has had in her life are the very rare people that could come close to matching her intelligence. She does occasionally flatter those that are big and strong, but usually that is just so she can stay behind them if things go sour.


Stats:

Character Level: 1
EXP Points Gained: 0
EXP Needed For Next Level:

Known Languages
Common/Taldane, Yutak, Infernal, Dwarven, Draconic, Chelaxian
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Strength: 8
Dexterity: 17
Constitution: 17
Intelligence: 20
Wisdom: 15
Charisma: 14

18, 17, 17, 15, 14, 8
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Hit Points: 9 (d6+3)


Defense:

Armor Class: 13 (Base: 10, Dex +3)
Flatfooted Armor Class : 10
Touch Armor Class: 13

Special Armor Class Notes: None
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Save vs. Fortitude: +3 (Base: +0, Con: +3)
Save vs. Reflex: +3 (Base: +0, Dex:+3)
Save vs. Will: +4 (Base: +2, Wis: +2)

Special Save Notes: None


Offense:

Initiative Modifier: +4 (Dex +3, Class Boon +1)
Base Attack Bonus: +0
Melee Attack Bonus: -1/+3
Ranged Attack Bonus: +3

Special Combat Notes: None
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Weapons:


Skills:

Total skill points earned: 10/level (2 + Game bonus(2) + Int(5)+ Favored Class(1))

Witch class skills: Craft(Int), Fly(Dex), Heal(Wis), Intimidate(Cha), Knowledge(arcana)(history)(nature)(planes)(Int),
Profession(Wis), Spellcraft(Int), Use Magic Device(Cha)
Trait/Crime: Bluff & +2

Acrobatics: = +3 (Dex 3)
Appraise: = +5 (Int 5)
Bluff: = +10 (Cha 2) 1 Ranks +3 [Class Skill] Trait +2, Race Trait+2
Craft(Alchemy): = +5 (Int 5)
Diplomacy: = +5 (Cha 2) 1 Ranks Trait +2
Disguise: = +2 (Cha 2)
Escape Artist: = +3 (Dex 3)
Handle Animal: = +3 (Cha 2) 1 Ranks
Heal: = +6 (Wis 2) 1 Ranks +3 [Class Skill]
Intimidate: = +6 (Cha 2) 1 Ranks +3 [Class Skill]
Knowledge (arcana): = +9 (Int 5) 1 Ranks +3 [Class Skill]
Knowledge (history): = +9 (Int 5) 1 Ranks +3 [Class Skill]
Perception: = +2 (Wis 2)
Perform: = +2 (Cha 2)
Profession: = +N/A
Ride: = +3 (Dex 3)
Sense Motive: = +4 (Wis 2) 1 Ranks Class Boon +1
Spellcraft: = +9 (Int 5) 1 Ranks +3 [Class Skill]
Stealth: = +3 (Dex 3)
Survival: = +2 (Wis 2)
Use Magic Device: = +6 (Cha 2) 1 Ranks +3 [Class Skill]


Feats & Traits:

Feats:
1st Level: Extra Hex

Human Bonus: Extra Hex

Traits:
Magic: Two-World Magic: Add Acid Splash to your available Cantrips.
Crime: Fraud: You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
Punishment: Life at hard labor in the salt mines Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.


Race: Human:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Alternate Racial Traits:
- Silver Tongued
Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Alternate Favored Class Bonus: Familiar gains one spell. Level has to be at least 1 below Max currently available.


Class:

Legendary Witch / Time Patron
- Boon: - Peer Along the Timestream (Su)
Starting at 1st level, a legendary witch that has a time patron can see things coming in time before they arise. They add half their legendary witch class levels as an insight bonus to their initiative (to a maximum of their Intelligence bonus, minimum +1) and Sense Motive checks.
- Bonus Spells: 1st—anticipate peril, 2nd—anticipate thoughts, 3rd—haste and slow, 4th—dimension door, 5th—glimpse of truth, 6th—legend lore, 7th—memory of function, 8th—temporal stasis, 9th—time stop

Hexes:
- Cackle (Su) (Advanced Player's Guide pg. 66): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round. The creature must be able to hear the witch to be affected by the cackle.
- Evil Eye (Su) (Advanced Player's Guide pg. 66): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
- Feral Speech (Su): This hex grants the legendary witch the ability to speak with and understand the response of any animal as if using speak with animals. The legendary witch can make themself understood as far as their voice carries. This hex does not predispose any animal so addressed toward the legendary witch in any way.
At 10th level, the legendary witch can use this hex to communicate with vermin.

- Spells: A legendary witch casts arcane spells drawn from the witch spell list. A legendary witch must prepare their spells ahead of time, but unlike a wizard, their spells are not expended when they are cast. Instead, they can cast any spell that they have prepared consuming a spell slot of the appropriate level, assuming they haven’t yet used up their spell slots per day for that level.
To learn, prepare, or cast a spell, the legendary witch must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a legendary witch’s spell is 10 + the spell’s level + the legendary witch’s Intelligence modifier.
A legendary witch can only cast a certain number of spells of each spell level per day. their base daily spell allotment is given on Table 2: Witch Spells per Day. In addition, they receive bonus spells per day if they have a high Intelligence score.
A legendary witch may know any number of spells, but the number they can prepare each day is limited.


Equipment & Gold:

Total weight carried: 0

Carrying capacity : Light -> 26 lbs., Medium -> 27–53 lbs., Heavy -> 54–80 lbs.

Money: None

Movement:
Base Speed: 30 ft.

Magic:

Spells recorded with Familiar: None/Dead
- All Cantrips plus 8 (3 + INT(5)) 1st level spells
- Adhesive Spittle
- Charm Person
- Cloak of Secrets
- Cure Light Wounds
- Decompose Corpse
- False Face
- Icicle Dagger
- Sleep
Patron Bonus- Anticipate Peril

Spells Per Day
Level 1: 3 (Base 1 + INT(2))

Spells Prepared:
Cantrips: (4) Acid Splash, Daze, Guidance, Light
Level 1: 2
- Adhesive Spittle
- False Face

Save DC: 10 + Spell Level + INT(5)


Character History:

First off, my family name hasn't always been Lore. Hah! My first name wasn't originally Treesa. Who keeps the name given by the waste of skin that granted them to you? I was born a quarter of a century ago to Aleece and Jordan. I won't give their last names because they are very remotely tied to someone important that is still living. Aleece was a priestess of Iomedae, and Jordan was a knight. No, he wasn't a Paladin, thank the powers other than the Trinity!

I detested my family and the organization that they reported to since as far back as I can remember. I was constantly getting in to trouble for doing what I wanted to do! I was far more intelligent than they were, and I had my own rules and hated theirs! Why did they always have to help everybody, even when it caused trouble for them!?!

Well, really I guess I was the main source of their trouble. I was the one that didn't always do what I was told to do. I was the one that was always figuring out how to twist their rules so they were more like mine. And I was the one that eventually caused enough trouble to get them transferred from Ghastenhall to Daveryn.

I never told them when I first gained my powers. My bed got 'invaded' by a strange looking mouse. I didn't know exactly what it was, but I knew it was special, and I knew that I needed to keep it hidden. I felt a link with Rat immediately and somehow I was able to understand his squeaks as actual language. I was able to match his squeaks and he could understand me. Still, the link was emotional more than anything, even though Rat was obviously more intelligent than a simple animal. Over time the connection grew and I felt an intelligence connected through Rat. That intelligence taught me things, magic spells and hexes. I never learned a name for the Intellect, my Patron. But over time I learned that it was an extra-planar entity, one of a group called Inevitables. I learned that my ability to talk with Rat was a Hex, and I could use it to talk with any animal. Animals didn't always want to talk with me, but they could understand me and I could understand them.

I was a grown woman when I left my family. It had been harder and harder to hide my power from my parents. But it was even harder to disguise my complete lack of respect for them. I understood and followed their rules, most of the time. When needed, I learned to hide using a magical disguise and a faked, squeaky voice. I saved for most of a year before I disappeared from home, taking all of my possessions and money. I took nothing of theirs, except their daughter.

Living away from home turned out to be harder than I thought it would. I ran through my savings too fast and fell on hard times. I needed coin but didn't have any training for a good paying job. I had my smarts, and my magic. I planned my crime carefully. I picked a non-noble family with lots of money and I used one of my disguises, a simple-minded red haired floozy. I had changed her name several times, this time it was just Karen. The husband was easy, and he helped me to hide from the others. Several times I had to use the disguise spell twice so my fake face didn't fade. I accepted several expensive gifts from him, and kept the relationship fun until I knew I could pretend pregnancy. Then I threatened to expose 'us' to his family. When he wouldn't pay the gold to keep me quiet I told his wife, and accidentally his children as well. I threatened to out him to his business partners, but his wife called in the authorities. She already knew and had hired someone to investigate me. Somehow she knew about my magic, and the source. Rat died in seconds, hit by magic missiles, and I was knocked unconscious before I even knew of it.

I woke in prison. I hurt all over and my link to my Patron was dead. I still have my magic, but only the spells that I had ready and my hexes. And I am caged, for life. And nobody even knows who I really am. I asked when I would get my day in court and was laughed at. The husband that I thought to exploit just happened to be married to Judge Iannis. She knew her husband was a lech, and didn't care. My threatening him was a crime that had earned me a life at hard labor. They said I should be happy that they hadn't added any charges that would send me to gallows or the flames.