About Treesa LoreBasics:
Character Name: Treesa Lore Character Race: Human Alignment: Lawful Evil Deity: Asmodeus Patron: Ardad Lili Current Moderator:
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: 3 Known Languages
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Defense:
Armor Class: 13 (Base: 10, Dex +3) Flatfooted Armor Class : 10 Touch Armor Class: 13 Special Armor Class Notes: None
Special Save Notes: None
Offense:
Initiative Modifier: +4 (Dex +3, Class Boon +1) Base Attack Bonus: +2 Melee Attack Bonus: -1 Ranged Attack Bonus: +3 Special Combat Notes: None
Skills:
Total skill points earned: 10/level (2 + Game bonus(2) + Int(5)+ Favored Class(1)) - 9/ Level after lvl 2 Witch class skills: Craft(Int), Fly(Dex), Heal(Wis), Intimidate(Cha), Knowledge(arcana)(history)(nature)(planes)(Int),
Acrobatics: = +5 (Dex 3) 2 Ranks
Feats & Traits:
Feats: 1st Level: Extra Hex Human Bonus Level 1: Extra Hex Level 3: Extra Hex Traits:
Race: Human:
Alternate Racial Traits:
Alternate Favored Class Bonus: Familiar gains one spell. Level has to be at least 1 below Max currently available.
GM Boon: Boon of the Serpent's Eye:
https://paizo.com/campaigns/v5748p75j5zxo/gameplay&page=22#1065 Once per day, Treesa may channel Asmodeus' cunning to hex with terrible potency. A hex she uses automatically bypasses immunity or resistance for that use (even against mind-affecting effects, unless the target is outright mindless).
Class:
Legendary Witch / Time Patron - New Patron, Still Time but with a Name: "Konsule" Possibly an alias or something else. Treesa doesn't know. - Boon: - Peer Along the Timestream (Su)
- 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 - 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.
Hexes:
Hexes: Will Save DC 10 + 1/2 Level + INT(5) Level 1: 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. Feat at Level 1: 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. Human Bonus feat at Level 1: 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.
Level 2: Protective Luck (Su): The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result. At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck. Feat at Level 3: Charm (Su): A legendary witch who selects this hex becomes more appealing to others. Diplomacy becomes a class skill for the legendary witch and they may use their Intelligence modifier in place of their Charisma modifier for diplomacy checks. In addition, the legendary witch can charm living creatures within 30 feet by beckoning and speaking soothing words. This allows the legendary witch to use the diplomacy skill to improve a creature’s attitude as a standard action.
Rufus:
Guard Dog, Small Animal Init +2; Senses low-light vision, scent; Perception +8 DEFENSE AC 14, touch 12, flat-footed 12 (+2 Dex, +1 natural, +1 size) hp 13 Fort +4, Ref +4, Will +1 OFFENSE Speed 40 ft. Melee bite +3 (1d6+3 plus trip) STATISTICS Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Base Atk +1; CMB +3; CMD 15 (19 vs. trip) Feats Skill Focus (Perception) Skills: Familiar: Smiley:
Thrush Diminutive animal Init +2; Senses low-light vision; Perception +5 Defense AC 18, touch 18, flat-footed 16 (+2 Dex, +4 size) Gains +2 Nat Armor from familiar bonus HP: Half of mine Fort +0, Ref +4, Will +2 Offense Speed 10 ft., fly 40 ft. (average) Melee bite –1 (1d2–5) Space 1 ft., Reach 0 ft. Statistics Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6 Base Atk +0; CMB –2; CMD 3 Feats Skill Focus (Perception) Skills: Acrobatics: +7 (Dex+2, 2 ranks, Class Skill +3) Climb: Fly: +12 Perception: +10 (Wis +2, 2 ranks, Class Skill +3, Skill Focus +3) Stealth: +18 (Dex +2, 1 rank, Class Skill +3, Diminutive size +12) Survival +6 (Wis +2, 1 rank, Class Skill +3) Alertness feat to me when within arm's reach Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Equipment & Gold:
Explorer's outfit Witch's Kit
healing kit Silver Medallion: Unholy Symbol of Asmodeus Iron Circlet: Functions as a Hat of Disguise Adventurer's sash
Golden circle with a sigil of Asmodeus on it. Weight: 3 lbs. Value 200 GP Scroll of Flaming Sphere Total weight carried: Carrying capacity : Light -> 26 lbs., Medium -> 27–53 lbs., Heavy -> 54–80 lbs. Money: 100gp
Movement:
Magic:
Spells recorded with Familiar: - All Cantrips Prestidigitation - 1st level spells
- 2nd level spells known:
Spells Per Day
Spells Prepared:
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.
Treasure:
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