Tonia Pegason-Aldrecen | |
Aliases: | "Anna" |
Age: | 20 |
Hair: | Platinum Blond |
Eyes: | Silver |
Height: | 5ft 4inches |
Weight: | 119 Pounds |
Race: | Aasimar |
Class: | Cleric 6, Radiant Servant 9 |
Level: | 15 |
Deity: | Tamara |
Alignment: | Neutral Good |
Experience: | 106,620 |
For Level Up: | 120,000 |
Hit Points: | 133/133 |
Gold: | 12,297 |
Current Status: | Active |
Played by Lisa J. |
- Description
- Abilities & Skills
- Racial traits
- Feats & Class Abilities
- Equipment
- Spells
- Questionnaire
- Theme Song
Gallery
Amongst the followers of the Dragon of Mercy, Tamara, Tonia is one who gives her all in her devotion to her faith. Having heard the call to serve at a very young age, she uses the gifts granted by the dragon to heal the sick and save the dying without any regard for herself at times, however certain events in her life have increased her burdens. Though still a healer of men, she takes the role of a protector very seriously.
Ability | Score | Mod |
Strength | 10 | +0 |
Dexterity | 18 | +4 |
Constitution | 12 | +1 |
Intelligence | 14 | +2 |
Wisdom | 32 | +11 |
Charisma | 24 | +7 |
Languages: Common, Celestial +2, Sylvian, Literate |
Armor Class | |
Total | Base 10 + Millennial Chainmail (+8) + Dexterity (+4) + Shield (+5) + Items (+2) = 26 |
Flat-Footed | 25 |
Touch | 21 |
Saving Throws | Base | Bonus | Total |
Fortitude | +11 | +5 | +16 |
Reflex | +5 | +9 | +14 |
Will | +11 | +13 | +24 |
BAB | Mod | Total Range/Melee |
+11/+6/+1 | +4 Dex/+0 Str | +15/+10/ 5, +11/+6/+1 |
Initiative |
---|
4 Dex, +4 Initiative |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
X | Appraise (Int) | +0 | +1 | +0 | +0 | +1 |
X | Balance (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Bluff (Cha) | +0 | +7 | +0 | +0 | +7 |
X | Climb (Str) | +0 | +0 | +0 | +0 | +0 |
C | Concentration (Con) | +11 | +1 | +0 | +5 | +17 |
C | Craft (Int) | +13 | +2 | +0 | +0 | +15 |
X | Decipher Script (Int) | +0 | +2 | +0 | +0 | +2 |
C | Diplomacy (Cha) | +10 | +7 | +0 | +0 | +17 |
X | Disable Device (Int) | +0 | +2 | +0 | +0 | +2 |
X | Disguise (Cha) | +0 | +7 | +0 | +0 | +7 |
X | Escape Artist (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Forgery (Int) | +0 | +2 | +0 | +0 | +2 |
X | Gather Information (Cha) | +0 | +7 | +0 | +0 | +7 |
X | Handle Animal (Cha) | +0 | +7 | +0 | +0 | +7 |
C | Heal (Wis) | +10 | +10 | +0 | +5 | +25 |
X | Hide (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Intimidate (Cha) | +0 | +7 | +0 | +0 | +7 |
X | Jump (Str) | +0 | +0 | +0 | +2 | +0 |
C | Knowledge (Arcana, Nature, Planes, Religion) (Int) | +19 | +2 | +0 | +0 | +21 |
X | Listen (Wis) | +0 | +11 | +0 | +0 | +11 |
X | Move Silently (Dex) | +0 | +3 | +0 | +0 | +3 |
X | Open Lock (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Perform (Cha) | +0 | +7 | +0 | +0 | +7 |
C | Profession (Wis) | +10 | +11 | +0 | +0 | +21 |
X | Ride (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Search (Int) | +0 | +2 | +0 | +0 | +2 |
C | Sense Motive (Wis) | +10 | +11 | +0 | +0 | +21 |
X | Sleight of Hand (Dex) | +0 | +4 | +0 | +0 | +4 |
C | Speak Language (n/a) | +1 | +0 | +0 | +0 | +1 |
C | Spellcraft (Int) | +19 | +2 | +0 | +0 | +21 |
X | Spot (Wis) | +0 | +11 | +0 | +0 | +11 |
X | Survival (Wis) | +0 | +11 | +0 | +0 | +11 |
X | Swim (Str) | +0 | +0 | +0 | +0 | +0 |
X | Tumble (Dex) | +0 | +4 | +0 | +0 | +4 |
X | Use Magic Device (Cha) | +0 | +5 | +0 | +0 | +5 |
X | Use Rope (Dex) | +0 | +4 | +0 | +0 | +4 |
Profession: Scribe
Crafts: Cooking, Tailoring, Alchemy
Where C is Class and X is a Cross Class Skill
Skill Tricks:
None yet…
Skill Point Total:
1st 20, 2nd 25 3rd 30, 4th 35, 5th 40, 6th 45, 7th 54, 8th 61, 9th 68, 10th 75, 11th 82, 12th 89, 13th 96, 14th 103, 15 110
* +2 Wisdom, +2 Charisma.
* Medium size.
* An aasimar’s base land speed is 30 feet.
* Darkvision: Aasimars can see in the dark up to 60 feet.
* Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
* Racial Feats: An aasimar gains feats according to its class levels.
* Special Attacks (see above): Daylight.
* Special Qualities (see above): Resistance to acid 5, cold 5, and electricity 5.
* Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
Feats:
Level 1 - Extra Turning
Level 3 - Empower spell
Level 6 - Energize Spell
Level 9 - Maximize Spell
Level 12: Divine Metamagic, Maximize
Level 15: Divine Metamagic, Empower
Class Abilities:
Cleric:
Turn Undead
Check: 1d20+Charisma(+7)+Knowledge Religion (+2)
Damage: 2d6+15(Level)+7(Cha) Can opt to turn or destroy.
Spheres: Healing, Balance, Family
Turnings Per Day: 17 3+Charisma Mod(+7)+Extra Turning(+4)+ Reliquary Holy Symbol(+3)
Radiant Servant:
Radiance: When a Radiant Servant casts any spell using the "light" descriptor, the radius of illumination is doubled, and the spell is treated as one level higher than it is for all purposes including if it can counter or dispel with the darkness descriptor. Thus, a daylight spell cast by a Radiant Servant sheds light in a 120ft radius and is treated as a 4th level spell, allowing it to counter or dispel any darkness spell 4th level or lower.
Divine Health: A radiant servant of 2nd level is immune to all diseases, both normal and magical including mummy rot and lycanthropy.
Extra Greater Turning: A Radiant Servant can perform a Greater Turning (the granted power of the Sun sphere) a number of times equal to 3+her charisma modifier.
Empower Healing:
When a Radiant Servant reaches 2nd level and uses a Healing domain spell, that spell is as if affected by the Empower Spell feat. It does not use a slot one level higher.
Aura of Warding:
Beginning at Level 3, the Radiant Servant exudes an Aura of Warding. The Radiant Servant and all allies within 10 feet of her gain +2 morale bonus to all will saves.
Bonus Domain:
At 5th level, the Radiant Servant may select a 3rd cleric domain or can choose the Glory or Purification domains. She can use the powers of the granted domain and may select spells from any of the three she can use as her domain spell.
Maximize Healing:
When a Radiant Servant reaches 6th level and uses a Healing domain spell, it can be treated as if the Maximize Spell feat was applied. This ability does not use spell slots.
Positive Energy Burst:
At 8th level, the Radiant Servant can use a Positive Energy Burst as a standard action that deals 1d6 per level to all undead creatures within a 100ft radius of the Radiant Servant. A reflex save (DC 10 + Caster level) negates the damage. This ability uses up two turning attempts each time.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Rod of Defiance (Hammer) | +9 | 1d8+1 | 20 x2 | Bludgeoning |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Summoner's Millennial Chainmail of the Soulfire | +8 | +8 | -2 | 15% | 30ft | 20lb |
Summoner's Ghost Touch Winged Shield | +5 | +0 | -2 | 5% | 30ft | 5lbs |
Slot | Item | Description |
Head | Angelhelm of Charisma | Grants limited abilities of a celestial, +4 charisma |
Face | Third eye, Penetrate | +2 to Caster Checks against SR. |
Neck | Perapt of Wisdom +6 | Increases Wisdom score |
Shoulders | Cloak of Resistance | +3 to all saves |
Torso | Ephod of Authority (Vestments of Divinity) | +1 Level to Turn Undead |
Arms | Bracers of Repulsion | Repel enemies |
Hands | Gloves of Dexterity | Raises Dexterity |
Right Ring | Ring of Protection | Increases AC |
Left Ring | Ring of Natural Armor | Increases AC |
Waist | Cord of Favor (Vestments of Divinity) | +5 to Sense Motive, Sacrifice any spell slot to cast Divine Favor. |
Feet | Dimension Stride Boots | +2 to Jump Checks, Teleport up to 60ft 5 times/ day. |
Pack | Waterskin,Trail Rations /1, Bedroll, Sack Flint and Steel, Reliquary Holy Symbol (1,000Gp), Three Torches, Cleric's robes X3, Shield Potion X5, (250 GP) Healer’s kit, Holy water X3, Potion, Shield Potion X2, Diamonds, 5,000 GP worth in a small felt bag. | Magical, always 5lbs. |
Statistics of Items:
Angelhelm: An angelhelm allows a good-aligned wearer to emulate certain traits of celestial beings. Your melee attacks are treated as good-aligned weapons for the purpose of overcoming damage reduction. This is a continuous effect and requires no activation.
In addition, your angelhelm allows you to use cure critical wounds, dispel evil (DC 17), and resist energy (acid or cold only) as spell-like abilities each once per day. The helm grants no benefit to nongood wearers. Also, it conveys a +4 enhancement bonus to charisma. (Added Separately).
Ephod of Authority: While wearing an ephod of authority, your effective cleric level is treated as
one higher than your actual level for the purpose of turning (but not rebuking or commanding) undead.
Cord of Favor:A cord of favor grants you a +5 competence bonus on Sense Motive checks. This is a continuous effect and requires no activation. In addition, three times per day you can activate the cord and sacrifice a prepared divine spell or divine spell slot of 1st level or higher to use divine favor (as the spell), using your own caster level or that of the cord, whichever is higher.
(Wearing 2 pieces of the Vestments of Divinity confers a +1 to all saves against spells and effects from any creature of evil alignment. )
Hammer of Defiance: You can use a rod of defiance in combat as a +1 heavy mace. In addition, each undead creature within 30 feet of you while you hold the rod is treated as if it had 4 fewer Hit Dice (minimum 1 HD) for the purpose of turn or rebuke undead checks.
Tunic of Steady Spellcasting: (Magic Item Compendium, Page 144) +5 to All concentration checks. 2,500 GP.
Periapt of Wisdom +6: +6 Enhancement Bonus to Wisdom Score. 32,000 gp
Dimension Stride Boots: (Magic Item Compendium, Page 94) +2 to Jump Checks, teleport up to 60ft 5times/day. 2000 GP.
Reliquary Holy Symbol:Price (Item Level): 1,000 gp (4th)
Body Slot: Throat
Caster Level: 3rd
Aura: Faint; (DC 16) evocation
Activation: —
Weight: —
This hollow holy symbol holds a pinch of dust and a fragment of bone. As the repository of a tiny fragment of a long-dead high priest of a particular deity, a reliquary holy symbol functions just like any other holy symbol. In addition, for each of the following prerequisites that you meet, the holy symbol grants you one additional daily use of your turn or rebuke undead ability:
• At least 5 ranks in Knowledge (religion)
• Improved Turning feat
• At least one divine feat (CD 77)
Each reliquary holy symbol is crafted for a specific deity and is only useful to characters
dedicated to that deity (or in the case of a character who isn’t devoted to a specific deity, whose alignment matches that of the deity).
Cloak of Resistance +3 Price: 9,000 Gold +3 to all Saving Throws.
Ring of Protection +1. Raises AC by +1 Via a Deflection Bonus, 2000 GP
Ring of Natural Armor +1. Raises AC by +1 via natural armor Bonus
Gloves of Dexterity: Improves Dexterity Score by +2, 4,000 GP
Bracers of Repulsion:
Price (Item Level): 4,000 gp (8th)
Body Slot: Arms
Caster Level: 11th
Aura: Moderate; (DC 20) evocation
Activation: Swift (command)
Weight: —
Each of these steel bracers bears an oval of smoky quartz carved with the image of an upraised hand.
Bracers of repulsion produce an instantaneous wave of force that pushes back enemies. When you activate the bracers, all enemies within 10 feet must succeed on a DC 19 Fortitude save or be pushed
5 feet away from you. Huge and larger creatures are unaffected by bracers of repulsion, though incorporeal creatures can be affected. This ability functions three times per day.
Summoner's Millennial Chainmail Armor of the Soulfire: (+7 armor)
This suit of armor feels like mithral chainmail to the touch, but its minuscule rings are a pale green color that turn brighter when exposed to the sun. If you are chaotic good, chaotic neutral, or neutral good, millennial chainmail functions as +3 elven chainmail while you wear it. It is considered light armor and has a maximum Dexterity bonus of +8, an armor check penalty of - 2 , and an arcane spell failure chance of 15%.
Relic Power: If you have established the proper divine connection, a suit of millennial chainmail painlessly extends tiny green roots into your skin when you don it. This effect grants you fast healing 3 as long as you are in brighter than shadowy illumination. To use the relic power, you must worship Tamara and either sacrifice a 4th-level divine spell slot or have the True Believer feat and at least 7 HD. (See Nikki)
Soulfire: This armor’s wearer is immune to all death spells, magical death effects, and energy drain, and any negative energy effects (such as from chill touch or inflict spells).
Called: Provided that you and your called armor or shield are on the same plane, you can call it to you by speaking the proper command word, regardless of the intervening distance, if you aren't wearing armor at the time, a suit of called armor appears on your body, as though you had donned it in the normal fashion, if you are wearing other armor when you speak the command word, the called armor appears in your space or in an adjacent space you designate that is capable of holding it. A called shield appears on the proper arm if you are not already using another shield when you call for it.
Summoner's Ghost Touched Winged Shield: (+5 Shield)
A +3 heavy wooden shield, once per day it can be commanded to fly (as the spell), carrying the wielder. The shield can carry up to 133 pounds and move at 60 feet per round, or up to 266 pounds and move at 40 feet per round.
Ghost Touch: This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of incorporeal creatures. It can be picked up, moved, and worn by incorporeal creatures at any time. Incorporeal creatures gain the armor or shield’s enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.
Called: See Above for the Armor.
*Note: Command word to summon armor: "Souchaku"
Ankh of Ascention:
When you activate an ankh of ascension, you must sacrifice a prepared divine spell or divine spell slot. The caster level of any divine spells of that level or lower that you cast before your next turn increases by 4.
Tome of Understanding +1, 27,500 (Permanent +1 to wisdom)
Spells per Day:
Spell Level | Modifier | Per day | DC |
---|---|---|---|
Level 1 | +11 | 8+1 | 22 |
Level 2 | +11 | 8+1 | 23 |
Level 3 | +11 | 8+1 | 24 |
Level 4 | +11 | 6+1 | 25 |
Level 5 | +11 | 6+1 | 26 |
Level 6 | +11 | 5+1 | 27 |
Level 7 | +11 | 5+1 | 28 |
Level 8 | +11 | 2+1 | 29 |
Domain Spells:
Healing: (+1 to Healing Spell Caster level)
1: Cure Light Wounds: 1d8+5
2: Cure Moderate Wounds: 2d8+10
3: Cure Serious Wounds: 3d8+15
4: Cure Critical Wounds: 4d8+15
5: Cure Light Wounds, Mass: 1d8+15 (All Party Members)
6: Heal: 150Hp (10 Per Caster level) recovered, Removes Mental And Physical Aliments.
7: Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8: Cure Critical Wounds, Mass: Cures 4d8+15 damage for many creatures.
Family: (Once per day as a free action, you can protect a number of creatures equal to your Charisma modifier (minimum one creature) with a +4 dodge bonus to AC. This ability lasts 1 round per level. An affected creature loses this protection if it moves more than 10 feet from you. You can affect yourself with this ability. )
1: Bless: Allies gain +1 on attack rolls and saves against fear.
2: Shield Other: You take half of subject’s damage.
3: Helping Hand: Ghostly hand leads subject to you.
4: Imbue with Spell Ability: Transfer spells to subject.
5: Rary’s Telepathic Bond: Link lets allies communicate.
6: Heroes’ Feast: Food for one creature/level cures and grants combat bonuses
7: Refuge: Alters item to transport its possessor to you.
8: Protection from Spells: Confers +8 resistance bonus.
Balance: (Once per day, as a free action, you can add your Wisdom modifier to your Armor Class. This bonus lasts for 1 round per cleric level.)
1: Make Whole: Repairs an object.
2: Calm Emotions: Calms creatures, negating emotion effects.
3: Clarity of Mind: +4 bonus on saves against mindaffecting spells and abilities, allows reroll of concealment miss chance.
4: Dismissal: Forces a creature to return to native plane.
5: Sanctuary, Mass: One creature/level can’t be attacked, and can’t attack.
6: Banishment: Banishes 2 HD/level of extraplanar creatures.
7: Word of Balance: Kills, Paralyzes or Blinds non-lawful creatures.
8: Protection from Spells: Confers +8 resistance bonus.
Heaven's Divide by Donna Burke (http://www.youtube.com/watch?v=VQzgI6xJEH0)
Petals of white
Cover fields flowing in grieving tears
And all the hearts once new,old and shattered now
Love can kill, love will die
Give me wings to fly
Fleeing this world so cold
I just wonder why
Cold as the dark
Now my words,are frosted with every breath
Still the hate burns wild,growing inside this heart
When the wind changes course when the stars align
I will reach out to you and leave this all behind
When heavens divide
When heavens divide
I will see the choices within my hands
How can we ever protect and fight with our tiny souls
Let me shine like the sun through the doubts and fear
Do you feel the storm approach as the end draws near
When heavens divide
Time will come to softly lay me down
Then I can see a face that I long to see
And for you,only you I would give anything
Leaving a trace for love to find a way
When heavens divide
I will dive into the fire
Spilling the blood of my desire
The very last time
My name scorched into the sky
When heavens divide
I will see the choices within my hands
How can we ever protect and fight with our tiny souls
Let me shine like the sun through the doubts and fear
Do you feel the storm approach as the end draws near
When heavens divide
Time will come to softly lay me down
Then I can see a face that I long to see
And for you,only you I would give anything
Leaving a trace for love to find a way
When heavens divide
And for you, only you I would give anything
Leaving a trace for love to find a way
When heavens divide