Arcanist

Penelope 'Nella' Tabor's page

1,052 posts. Organized Play character for Lady Ladile.


Race

l Senses: Perception +4

Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5

Classes/Levels

Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

Gender

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6

About Penelope 'Nella' Tabor

Penelope 'Nella' Tabor
PFS ID# 192133-1
Occupation: Priestess, Crafter of Musical Instruments
Experience: 23
Fame: 42
Prestige: 34
Wealth: 24,872 gp, 7 sp, 1 cp

Female Human (Varisian) Cleric (Ecclesitheurge) of Shelyn 8
NG Medium Humanoid (Human)
Init +6; Senses Perception +4
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 67
Fort +10, Ref +6, Will +12
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Offense
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Speed 30 ft.
Melee
Dagger +6/+1 (1d4/19-20/x2/P)
Quarterstaff +6/+1 (1d6/x2/B)
Ranged
Light Crossbow +8 (1d8/19-20/x2/P)
Special Attacks
Channel Positive Energy 5/day (DC 16, 3d6)
Domain Spell-Like Abilities (CL 8th; concentration +12)
7/day — Resistant Touch (+2)
Cleric Spells Prepared (CL 8th; concentration +12)
4th - Blessing of Fervor, Holy Smite (DC 18), Communal Prot. Energy
3rd - Daylight, Dispel Magic, Magic Circle against Evil, Prayer
2nd - Burst of Radiance, Communal Protection from Evil, Silence (DC 16), Spiritual Weapon
1st — Liberating Command x2, Shadow Trap, Shield of Faith x2
0 (at will) — Create Water, Detect Magic, Guidance, Stabilize
Domain Spells Prepared (CL 8th; concentration +12)
4th - Heroism
3rd - Protection from Energy
2nd - Shield Other
1st - Sanctuary
Domains Love (Primary), Protection (Secondary)
Alternate Secondary Domain (Spells Only) Luck
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Statistics
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Str 10, Dex 14, Con 14, Int 12, Wis 18, Cha 15
Base Atk +6; CMB +6; CMD 18
Feats
Clarifying Channel
Toughness
Reach Spell
Improved Initiative
Spell Penetration
Traits
Artisan
Inspired
Skills
Craft: Musical Instruments +11 - (5 rank, 3 class, 1 Int, 2 trait)
Diplomacy +13 - (8 rank, 3 class, 2 Cha)
Heal +11 - (4 rank, 3 class, 4 Wis)
Kn. Arcana +5 - (1 rank, 3 class, 1 Int)
Kn. History +6 - (2 rank, 3 class, 1 Int)
Kn. Planes +8 - (4 rank, 3 class, 1 Int)
Kn. Religion +12 - (8 rank, 3 class, 1 Int)
Linguistics +7 - (3 rank, 3 class, 1 Int)
Sense Motive +11 - (4 rank, 3 class, 4 Wis)
Spellcraft +5 - (1 rank, 3 class, 1 Int)
Languages Common, Halfling, Ignan, Infernal, Skald, Varisian
Magical & Special Gear
Handy Haversack
Headband of Inspired Wisdom +2
Pearl of Power (1st Level)
Pearl of Power (2nd Level)
Sleeves of Many Garments
Lesser Extend Metamagic Rod
First Aid Gloves
Spellguard Bracers
Wayfinder
Other Gear
Artisan's Outfit, Artisan's Tools, Bedroll, Belt Pouch, Candle (10), Cold Weather Outfit, Flint and Steel, Hemp Rope (50 ft.), Holy Text (Shelyn), Holy Symbol Tattoo, Masterwork Backpack, Mess Kit, Pot, Soap, Spell Component Pouch, Torch (10), Trail Rations (5), Waterskin, Wooden Holy Symbol of Shelyn, Wrist Sheath (spring-loaded x2)
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Special Abilities
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Adoration (7/day, DC 18) (Su) - As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

Aura of Protection (Su) - At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Blessing of the Faithful (Su) - As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge's next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.

Bonded Holy Symbol (Su) - At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item. As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability. This ability replaces the increase to channel energy gained at 3rd level.

Charming Smile (Sp) - At 8th level, you can cast Charm Person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.

Clarifying Channel +2 (1/day) - Once per day when you channel positive energy to heal living creatures, if any of the creatures you healed are currently affected by one or more charms or compulsions that allowed a saving throw, you grant each of those creatures an immediate save to prematurely end one of those effects. Creatures healed gain a sacred bonus on this save equal to your Charisma bonus (minimum +1).

Cleric (Ecclesitheurge) Domain (Protection) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Domain Mastery - At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain's spell list. Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain's spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain's granted powers or gain access to the other domain's granted powers.

Inspired (1/day) - Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Resistant Touch +2 (7/day) (Sp) - As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Introduction & Background:

"Hi! I'm Penelope Tabor, but I'd really prefer it if you just call me Nella - all my friends do. I'm originally from Magnimar but after my mother passed from illness I realized that I needed a change of pace in my life. That's why I decided to join the Pathfinder Society and the Silver Crusade; what better way to see the world, spread the word of Shelyn, and help others, right?"

The young redheaded woman smiles. "I know I don't look like I'd be much help in a tight spot and I'll admit that when I took my vows to follow the Eternal Rose I vowed to only rely on her protection and that of my friends to shield me. But don't worry! I'm a trained healer and I promise that I can put the gifts given to me by Shelyn to good use! Oh and in case you haven't noticed, I like to talk," she laughs. "Some people tell me that I'm pretty good at reading others, too. Call it intuition, I guess - either way, it certainly comes in handy at times."

Appearance:

Nella is 24 and stands 5'5" and weighs 145 lbs. She keeps her dark red hair at shoulder length and parted to one side. Green eyes that always seem to be twinkling with amusement peek out from a light-skinned freckled face. Her build is slight and she wears no armor, relying solely on the strength and magic of her faith in Shelyn and her fellow Pathfinders to be her shield. Instead, she wears simple traveling clothes of purple and silver, a wooden holy symbol of Shelyn around her neck.

Personality:

Nella is friendly and a bit on the mischievous side, getting a big kick out of teasing others (all in good fun, of course). Though she may seem flighty and a bit of ditz at times, she's surprisingly good at reading other people and shows amazing patience and care when it comes to the crafting of instruments. She also fancies herself something of a matchmaker. You've been warned.

Favored Class Bonuses:

1st: +1 Skill Point
2nd: +1 Skill Point
3rd: +1 Skill Point
4th: +1 Skill Point
5th: +1 Skill Point
6th: +1 Skill Point
7th: +1 Skill Point
8th: +1 Skill Points

Stat Increases:

4th: +1 Wisdom
8th: +1 Charisma

Consumables:

Alchemist's Fire x2
Disguise Kit (10 uses)
Holy Weapon Balm
Cold Iron Crossbow Bolt (20)
Alchemical Silver Crossbow Bolt (20)
Potion of Darkvision
Potion of Remove Blindness/Deafness
Oil of Daylight
Smokestick
Scroll of Break Enchantment
Scroll of Remove Disease
Scroll of Remove Curse
Scroll of Remove Blindness/Deafness
Wand of Bless (22 charges)
Wand of Comprehend Languages (40 charges)
Wand of Cure Light Wounds (12 charges)
Wand of Endure Elements (45 charges)
Wand of Lesser Restoration (9 charges)
Wand of Lucky Number (23 charges)
Wand of Moment of Greatness (48 charges)

Purchases:

2 PP - Wand of Cure Light Wounds
2 PP - Wand of Bless
2 PP - Wand of Lucky Number
2 PP - Wand of Endure Elements
1080gp - Wand of Lesser Restoration (12 charges)
1000gp - Pearl of Power
300gp - Potion of Darkvision