Geppa

Tatiana Fortuna's page

278 posts. Alias of Jubal Breakbottle.


Full Name

Tatiana Fortuna

Race

Human

Classes/Levels

Prophet of Desna | HP 74/74 | Hero 3 | Mythic 5/5 | Channels 6/6 | Agile 8/8 | Freedom 8/8

Stats:
AC 25/11/24 | Fort +8 Ref +5 Will +12 | Init. +3 | Perception +14, Darkvision | CM +6/17

Gender

Female

About Tatiana Fortuna

APPEARANCE:
Tatiana Fortuna is so staggeringly beautiful that both men and women find themselves initially speechless in her presence. She is relatively tall at six feet, and her statuesque build is a perfect harmony of strength, grace, and femininity. Over fine full plate armor, she always dresses in elegant outfits that accentuate her natural curves and platinum holy symbol of Desna and a fine buckler. Her weapon’s belt hangs a Morningstar, scabbards a dagger, and straps a chirurgeon’s kit. When adventuring, she shoulders a masterwork backpack, light crossbow, and two quivers of bolts.
PERSONALITY:
Tatiana Fortuna is an eternal optimist and devout believer of Lady Desna. Her presence improves the mood of where ever she is like a warm summer breeze scented with flowers. She feels confident to tackle most anything, because she believes that Lady Desna works through her. She has fallen completely and deeply in love with Szymon Wojcik and cannot rationally explain it, so the feelings must be the will of Her.
Chaotic Good Female Human (Varisian)
Medium Humanoid (Human) & Outsider (Native)
alternate racial traits:
Dual Talent These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Class Cleric 7 / Hierophant 1
Favored Class Cleric
Age 100 Height 6-ft, 0-in Weight 130 lb.
Hair Blonde Eyes Blue
Initiative +3 (Reactionary); Senses Perception +14, Darkvision
Hero points 3

==DEFENSE==
AC 25, touch 11, flat-footed 24 (+11 armor, +3 shield, +1 dex)
HP 74 7x(1d8 +1 Con +1 Favored Class +4 Mythic 1)
Fort +8, Ref +5, Will +12
Armor Masterwork full plate armor, Heavy
Defensive Abilities
- Birthmark +2 trait bonus on all saving throws against charm and compulsion effects.
- Aasimar You gain a +2 dodge bonus to your AC against attacks of opportunity from evil outsiders or undead. Nonmagical insects never bite or sting you unless magically compelled to do so. You are immune to undead creatures' create spawn special ability. You gain a +2 racial bonus on saving throws made against disease.
- Headband of Unshakeable Resolve Whenever the wearer suffers a fear effect, she may spend an immediate action to reduce the severity of the fear effect by one step. If the wearer would become panicked, she is instead frightened. If she would become frightened, she is instead shaken. If the wearer would become shaken, the effect is negated entirely. The wearer can use this ability up to three times per day.

==OFFENSE==
Speed 30 ft/x3 (Travel domain +10 ft)
Melee +1 Guided Celestial mithral morningstar +10 (1d8+2) 20/x2
Melee Masterwork cold iron dagger +7 (1d4+1) 19-20/x2
Melee Gauntlets +6 (1d3+1) 20/x2
Ranged Masterwork light crossbow +7 (1d8) 19-20/x2
Offensive Abilities
- Celestial mithral morningstar counts as silver and good for the purpose of overcoming damage reduction, affecting regeneration, and vulnerability to silver and good. If a creature’s damage reduction can be overcome by silver and/or good, regeneration stops functioning due to a silver/good attack, and/or those vulnerable to silver/good takes half again as much damage (+50%) from a celestial mithral weapon (additional dice damage, such as that from a burst special ability or sneak attack damage, is not increased).

==STATISTICS==
Str 12, Dex 12, Con 12, Int 12, Wis 18+2=20, Cha 16
BAB +5, CMB +6, CMD 17

Feats
Cleric – Armor Proficiency (Light, Medium)
Cleric – Shield Proficiency (all except tower)
Cleric – Weapon Proficiencies (Simple & starknife)
Story – Prophet
1st – Selective Channeling
3rd – Armor Proficiency (Heavy)
5th – Craft Wondrous Items
7th - Craft Magic Weapons & Armor
7th bonus – Leadership: Cohort (Topper Red)
Mythic 1st - Craft Magic Weapons & Armor

Traits
1. Birthmark This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

2. Reactionary

Skills 7x (2 +1 Int) = 21 ranks
(7) Diplomacy +15 (+2 Aasimar)
(1) Heal +11 (+2 Aasimar)
(7) Perception +14 (+2 Aasimar)
(6) Spellcraft +10
*Armor Check Penalty -5 masterwork full plate armor

Languages Common, Celestial

SPELLS & ABILITIES:
RACIAL
Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Skilled Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
You gain a +2 racial bonus on saving throws made against poison.
Once you've reached adulthood, you never appear to age, although you take aging penalties normally and die when it is your time.
You gain a +2 dodge bonus to your AC against attacks of opportunity from evil outsiders or undead.
Nonmagical insects never bite or sting you unless magically compelled to do so.
You feel sick to your stomach and take a -1 penalty on ability checks when within 30 feet of an evil outsider.
You gain a +2 racial bonus on Heal checks.
You are immune to undead creatures' create spawn special ability.
Your kiss invigorates others. Once per day, you can kiss a creature to change its condition from exhausted to fatigued, or from fatigued to normal.
You can sense when a creature is pregnant by standing within 10 feet of the creature.
You always know the current position of the stars.
You gain a +2 racial bonus on saving throws made against disease.
If you die, your body can never be reanimated as an undead creature.
You gain a +1 trait bonus on Perform (string) checks.

SUPERNATURAL
Agile Feet (Su) 8 rounds per day. As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Liberation (Su) 8 rounds per day. You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Channel Positive Energy (Su) 4d6, 6 per day, DC 16. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

EXTRAORDINARY
Aura of Good A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

SPELL-LIKE ABILITY

SPELL-CASTING
Concentration check +10
Spell DC = 4 + spell level
Spontaneous casting of healing spells

Domain Spells
Liberation & Travel – Bold-face prepared
1st – level: Remove Fear, Longstrider
2nd – level: Remove Paralysis, Locate Object
3rd – level: Remove Curse, Fly
4th – level: Freedom of Movement, Dimension Door

Spells Prepared
0th – level: Create Water, Detect Magic, Light, Stabilize
1st – level (4+2 per day): Bless (2), Liberating Command (2), Protection from Evil (2)
2nd – level (3+1 per day): Silence, Spiritual Weapon (2), Eagle's Splendor
3rd – level (2+1 per day): Resist Energy (communal), Wind Wall, Prayer
4th – level (1+1 per day): Death Ward, Freedom of Movement

MYTHIC:

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): 5/day. Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Alter Channel (Su): If you're in the area of an opponent's channel energy ability and the energy type is the opposite of yours, as an immediate action you can expend one use of mythic power to transform the opponent's channeled energy to the opposite type. You can cause the altered energy to either affect the opposite kind of targets (undead or living), or change whether it heals or harms, but not both. Channeled energy that has been changed in this way heals or deals half the normal amount of damage. For example, if an evil cleric attempts to channel negative 32 energy to heal undead, you can expend one use of mythic power to convert that to channeled positive energy that either heals the living or harms undead. You must have the channel energy ability to select this ability.

Inspired Spell (Su): As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level divine spell you can cast from that spellcasting class.

EQUIPMENT:
Gear
Worn
(500 gp) Platinum holy symbol – 1 lb.
(100 gp) Signet ring
(5,600 gp) Headband of Unshakeable Resolve
(11,008 gp) +1 Guided, Celestial Mithral Morningstar – 6 lb.
(5,650 gp) +2 full plate armor – 50 lb.
(4,155 gp) +2 buckler – 5 lb.
(4,000 gp) Cloak of Resistance +2 – 1 lb.
(1,000 gp) Boots of the Cat – 1 lb.
(200 gp) Sleeves of Many Garments – 1 lb. (wrist slot)
(250 gp) Traveler’s Any-tool – 2 lb.
(5 gp) Pickpocket’s outfit – 3 lb.
(304 gp) Masterwork cold iron dagger – 1 lb.
(370 gp) Masterwork light crossbow (underwater) – 4 lb.
(2 gp) flight bolts (20/5 silver) – 2 lb.
(2 gp) blunt bolts (20/5 silver) – 2 lb.
(5 gp) silver weapon blanche used on 10 bolts
(61 gp) durable adamantine bolt (1)
(1 gp) Grappling bolt (1) – ½ lb.
(400 gp) Chirurgeon’s kit – 4 lb.
(This sturdy leather case straps to the waist or thigh, or can be slung over a shoulder. It consists of a leather pouch, a healer's kit, a bottle of strong brandy, a potion of cure light wounds, a vial of smelling salts, and 2 doses each of alchemist's kindness, antiplague, antitoxin, bloodblock, and soothe syrup.)
(+48 gp) Masterwork backpack – +2 lb.

Currency 1,304 gp

Masterwork Backpack
(100 gp) Holy text – 10 lb.
(5 gp) Scroll box – 1 lb.
(50 gp) Scrolls (2) of Comprehend Languages (1st level)
(150 gp) Scroll of Align Weapon (3rd level)
(375 gp) Scroll of Remove Blindness (5th level)
(20 gp) Rope, silk (100 ft.) – 10 lb.
(9 gp) Fighter’s kit – 29 lb.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
(5 gp) Gear maintenance kit – 2 lb.
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
(1 gp) Grooming kit – 2 lb.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.

Personal Load 82.5 lb + 56 lb in backpack = 138.5 lb.
Personal Carrying Capacity 150 lb. and less for Heavy encumbrance

(300 gp) Horse, heavy (combat-trained)
(250 gp) Masterwork Parade Barding
(16 gp) Riding kit

MOUNT:

Heavy Horse named Girl
Neutral Male Large Animal
Initiative +4; Senses Perception +8, Low-light vision

==DEFENSE==
AC 18, touch 13, flat-footed 14 (+3 armor +2 natural armor +4 dex -1 size)
HP 19 (2d8+10)
Fort +8, Ref +7, Will +3
Armor Masterwork Parade Barding
Special Defenses

==OFFENSE==
Speed 50 ft./x4
Melee Bite +5 (1d4+5) 20/x2
Melee (2) Hooves +5 (1d6+5) 20/x2

==STATISTICS==
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
BAB +0, CMB +7, CMD 21 (25 vs. trip)
Feats Endurance, Run
Skills Perception +8

==COMBAT TRAINING==
An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel:
Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals.
Come (DC 15) The animal comes to you, even if it normally would not do so.
Defend (DC 20) The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Down (DC 15) The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard (DC 20) The animal stays in place and prevents others from approaching.
Heel (DC 15) The animal follows you closely, even to places where it normally wouldn’t go.

==EQUIPMENT==
(250 gp) Masterwork Parade Barding – 40 lb.
(16 gp) Riding kit – 54 lb.
This kit includes a bit and bridle, a saddle, a saddle blanket, saddlebags, and 2 days' worth of feed for a mount. The weight can be lightened 10 pounds by discarding the feed.

130 lb. – Tatiana
140.5 lb. – Personal equipment
94 lb. – Horse equipment
364.5 lb. = Current Load

Carrying Capacity 468 – 932 lb. Medium Load

BACKGROUND:

Tatiana Fortuna was born 28 years ago somewhere in the River Kingdoms. Her mother lived as midwife and healer for the communities around her. Tatiana grew up the image of her mother knowing that Lady Desna had given her to her mother to deliver and raise. Her mother died of a wasting disease when she was 20 years old calling her home to live with Lady Desna.

Tatiana shouldered all of her belongings and left the hut in which she was born never to return. She traveled around Golarion bringing the word of Desna to those unfortunate. Recently, she met a man in Restov unlike anyone she had met before. She felt crazy feelings of love deep in her soul. He was not devout and had done wicked things, but he was beautiful. He would be enlightened.

ADVANCEMENT:

6th – Cleric
7th – Cleric, Leadership bonus, Turn Undead
8th –
9th –
10th –
11th –
POSTING HABITS:

During the weekday, I usually can post frequently between 9am to 4pm and 8pm to 10pm. During the weekend, I usually can only post at the very beginning of the day and at the end of the day. All times Eastern time zone.