Aasimar

Abigail Merosa's page

398 posts. Alias of Edward Sobel.


Full Name

Abigail Merosa

Race

Aasimar

Classes/Levels

Cleric 3

Gender

stats:
| HP 22 / 22 | AC 15 | T 10 | FF 15 | CMD 11 | Fort +4 | Ref +1 | Will +6 | Init +0 | Perc +5

Strength 10
Dexterity 11
Constitution 13
Intelligence 12
Wisdom 17
Charisma 17

About Abigail Merosa

the story of a divinely touched girl::

Abigail's full story begins long before she was born. Her parents came from Celestial origins and would travel Mendev helping those in need and battling the demons of the Worldwound; concentrating their efforts in and around Kenares. But their lives became complicated when her mother was with child.
Trey was born many years before Abigail, but the presence of a child touched by celestial origins was dangerous for the Merosa family.

The family was forced to flee Kenabres and they headed south. They were marked beings, an attraction to the demons of the Worldwound.

They were unable to escape the pursuit of the demons. It was as if someone or something was tracking them.

They eventually reached Thornstep in Razmiran. Once there Trey was given to an Orphanage to be cared for. It would seem that this act abated the demon pursuit for a bit. What became of Trey can be found here, as she ended up in an Orphanage in Korvosa.

--- Fast forward a few years ---

Abigail was born just outside the small town of Willip in fertile farmlands of Numeria, to the name of Abigail Merosa, Daughter of Jonathon and Krista Merosa. Abigail and her family never truly called anyplace home since they traveled quite frequently. Jonathon was a well-known salesman among the locals, frequently providing healing salves and ointments to many people at a price that anyone could afford. "People are always more important than Profit" He would always say. Except for not having a steady home Abigail was as happy as any girl could be. She loved her parents as much as girl could.

When Abigail was only 12, raiders attacked her family and took all three prisoner. They were sold to slavers and split up among different buyers. Abigail was a servant for an abusive noble family that wanted to keep their slave trade a secret living on a plantation about 10 miles north of Kenabres. Jonathon ended up in the heart of the Worldwound, as was Krista. What happened during their time away is unknown to Abigail.

Abigail worked hard for her master, Lord Falis, but despite her horrid living conditions and continuous beatings at the cruel hand of the work master, Abigail always had hope and faith. Each night she would pray an angel would come and take her away. Little did she know that Sarenrae was listening to her.

Abigail had a good heart; she never believed that she had a pure heart. Perhaps her innocence kept it pure or perhaps it was by the design of the gods, no mortal will ever know for sure. After 2 years Sarenrae answered her prayers but not directly.

An unnatural wind drove a ship toward Thornstep arriving there at just the right time to intercept a slave trader leaving port. Now this misguided ship had among her crew a band of adventurers, one of which recognized the slaver's ship and a battle soon followed. Taking the slave master prisoner the group learned of other being held captive and their mission became clear. These adventurers saved Jonathon and Krista from the torments they were enduring, which lead these adventurers back to Kenabres to free Abigail. Could it be coincidence? Or did the gods have some influence in the course of events? That is uncertain but the fact remains that this group of heroes freed Abigail and her family. But freedom did not come without a price. Krista died on the ship during childbirth, and the child? He is the bastard brother of Abigail; Krista was raped and beaten numerous times in her captivity this child was the result of those devices.

As pure as Abigail's heart was; her brother's was black and vile. With the blood of murderers, slavers, and demon warlords coursing through his veins it could be said that the balance was maintained.

One among the adventurers sensed the evil in the child and tossed it overboard. But a dark, demonic force brought deliverance to the child.

What happened to the child is unknown to Abigail but when the time is right she will know.

The adventurers arrived after many months of travel to the plantation where Abigail was enslaved. But what they thought to be an easy victory over some stuffy noble turned into an Epic battle. For Lord Falis was a demonic servant of great power, he was able to bring many demons to bear upon the heroes. Jonathon sought out Abigail while the battle raged on covering the entire plantation. Many minions of the "hells" that escaped the fury of the adventurers were moving among the slaves slaughtering them in a seemingly systematic genocide. Jonathon's failing health from age got the better of him and he was unable to escape the swath of Lemures that raged unchecked among the slaves. Abigail screamed to her father but he lay unmoving in a pool of blood. Abigail ran to her father's side. There she was seeing the life ebb from him. Abigail prayed to the angels and soon she felt the power of Sarenrae course through her and her father. She now believed that the angels of her dreams were real; the angel had a name, Sarenrae.

The angels did not grant life back to her father but instead took his life force and gave it to Abigail infusing her with power she never realized. Grabbing the spear her father was carrying she turned to face the creatures approaching. Then with an angelic fury she began to turn the battle to her favor, fighting with the strength of the heavens.

Abigail collapsed after the battle was over. When she awoke there was a new wisdom in her eyes. She asked for her father, for surely the angels would have given him back to her. But it was not to be. His soul was now a part of her forever. The adventurers told Abigail all that occurred on the journey. Now her father gone and her mother dead she had to move on. She carries with her the soul of her father and the heart of her mother. The pain brought on by the events of that battle Abigail vowed to try and to never take the life of an innocent.

Abigail took on the craft her father had before but now with a new meaning. With Sarenrae's light shining within her, she will give aid to those needing it. Sarenrae will provide her with the means to live. Her help will be free to help end the suffering of innocents and stop the influence of demonic powers in the world. Seek to find a sign of hope in a land of evil and be aware of the evil in the hearts of even the best of paladins.

Abigail's journeys, whether by chance or by fate have brought her to Kenabres; the place where it all started many years before she was even born.

Abigail had unknowingly cast Death Knell on her father killing him and giving her more strength. She also was blessed with the following spells for the combat: Bless, Bull strength, Protection from evil, Magic weapon, magic circle against chaos, magic vestment, Divine favor, resistance, protection from elements (fire), and weapon (+1 holy short spear). She has felt the angel's power in this sequence of events and has been forever enriched by them. This was a one time event that was a result of being touched divinely.

The effect of what happened grants her the touched by divinity campaign trait.

Abigail Merosa:

Abigail Merosa
Female aasimar cleric of Sarenrae 3 (Pathfinder RPG Advanced Race Guide 84)
NG Medium outsider (native)
Init +0; Senses Perception +5
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Defense
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AC 15, touch 10, flat-footed 15 (+5 armor)
hp 22 (3d8+3)
Fort +4, Ref +1, Will +6; +2 circumstance vs. blinded or dazzled, +2 vs. Mind-Affecting effects of Evil Outsiders.
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)

Melee
. . mwk consecrated shortspear +3 (1d6)
. . scimitar +2 (1d6/18-20)

Ranged
. . stonebow +2 (1d6)

Special Attacks channel positive energy 6/day (DC 16 [18 to damage undead], 1d6)

Spell-Like Abilities (CL 2nd; concentration +5)
. . at will— light
. . 1/day—daylight, Cure Light Wounds (DC 14) (1d8+2)

Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—rebuke death (1d4+1), touch of glory (+2)

Cleric Spells Prepared (CL 2nd; concentration +5)
. . 2nd - Cure Moderate Wounds[D] (DC 15) (2d8+3), Contingent Light Healing, Spiritual Weapon
. . 1st — bless, cure light wounds[D] (DC 14) (1d8+3), protection from evil, shield of faith
. . 0 (at will)—detect magic, guidance, infuse weapon, stabilize
. . D Domain spell; Domains Glory, Healing

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Statistics
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Str 10, Dex 11, Con 13, Int 12, Wis 17, Cha 17
Base Atk +1; CMB +1; CMD 11
Feats Selective Channeling, Efficacious Channel
Traits demon-proof mind, sacred conduit, touched by divinity

Skills
Acrobatics -2 (-6 to jump)
Diplomacy +10
Heal +10
Intimidate +3 (+5 circumstance vs. evil creatures)
Knowledge (planes) +5
Knowledge (religion) +5
Perception +5
Racial Modifiers +2 Diplomacy, +2 Perception

Languages Celestial, Common, Elven

SQ aasimar cleric, halo, overprotective, variant channeling (disease variant channeling)

Gear
oil of magic weapon
potion of cure light wounds
antitoxin
healer's kit
reagent, gold (4)
sharpstone sling bullets (10)
mwk kikko armor
mwk consecrated shortspear
sling bullets (10)
stonebow
bedroll
belt pouch
masterwork backpack
scroll case
silver holy symbol of Sarenrae
spell component pouch
tindertwig (5)
waterskin
Wand Cure Moderate Wounds (11 charges)
44 gp, 8 sp

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Tracked Resources
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Antitoxin - 0/1
Cleric Channel Positive Energy 2d6+2 (6/day, DC 16)(DC 18 2d6+3 vs undead) (Su) - 2/6
Daylight (1/day) - 0/1
Healer's kit - 0/10
Masterwork consecrated shortspear - 0/1
Oil of magic weapon - 0/1
Potion of cure light wounds - 0/1
Reagent, gold - 0/4
Rebuke Death (6/day) (Sp) - 0/6
Sling bullets - 0/10
Sling bullets, sharpstone - 0/10
Tindertwig - 0/5
Touch of Glory +2 (6/day) (Sp) - 0/6
Touched by Divinity (Healing, 1/day) - 0/1
Wand of Cure Moderate Wounds (2d8+3)(11 charges) - 0/11

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Special Abilities
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+1 to channel energy damage vs undead/evil outsiders +1/2 to damage when using positive energy vs. undead or using Alignment Channel vs. evil outsiders. (Favored class bonus)
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.

Cleric Channel Positive Energy 2d6 (6/day, DC 16) (Dc 18 2d6+3 vs undead)(Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Cleric Domain (Glory) Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Disease Variant Channeling (±1 Sacred) Heal ability damage/Sicken

Efficacious Channeling Your channeled energy is stronger. All dice rolled to determine the effect or damage of a use of channeled energy receive a +1 bonus and all saving throw DC s to resist your channeled energy are increased by +1.

Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.

Halo Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.

Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.

Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.

Selective Channeling Exclude targets from the area of your Channel Energy.

Touch of Glory +2 (6/day) (Sp) Grant +2 to a CHA-based skill or ability check.

reagent, gold In its purest form, gold is a dense, nonreactive metal. Its alchemical products are useful in stains and in treating swelling, pain, and infections.

POWER COMPONENT
Doses 1 (5 gp); Spells healing subschool

EFFECT
Spells of the healing subschool heal +1 hit point if they heal hit points.

Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability 6/day.

Touch of Glory (+2)(Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus 6/day.

character picture:

new spells:

Contingent Light Healing
School conjuration (healing); Level bard 2, cleric/oracle 2, druid 2, paladin 2, ranger 2

CASTING
Casting Time 1 standard action
Components V, S, M/DF (drop of sacred oil)

EFFECT
Range touch
Target creature touched
Duration 1 min./level (D) or until discharged
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

DESCRIPTION
You bestow a small blessing on a target creature. Whenever the creature takes 4 or more points of damage, the spell discharges, suffusing the creature with positive energy that cures 1d8 points of damage. If used against undead, this spell is triggered in one of two ways, dealing 1d8 points of additional damage either the next time the undead target takes normal damage, or the next time the undead target is 'healed' by taking negative energy damage. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. A creature may only be under the effect of one contingent healing spell (of any sort) at a time.