Cleric of Brigh

Alathea of Solace's page

1,015 posts. Alias of Dennis Harry.


Full Name

Alathea of Solace

Race

Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14

Classes/Levels

Cleric 9

Gender

Female

Size

Medium

Age

23

Alignment

Lawful Neutral

Deity

Zivilyn

Languages

Common, Abanisian

Occupation

Bartendress

Strength 10
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 22
Charisma 18

About Alathea of Solace

Alathea of Solace
Human (Female) Cleric of Zivilyn 9
LN Medium humanoid (Human)
Init +1; Senses Perception +14
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Defense
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AC 23, touch 10, flat-footed 16 (Breastplate +1 (Symbols of the Lilly Knights etched upon the front) & Small Steel Shield) + Shield of Faith + Ring of Protection +1
HP 71 (1d8)
CMD - 15 ---- CMB +5
Fort +9, Ref +4, Will +13
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Offense
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Speed 30 ft.
Base Attack +6/+1

Melee Heavy Mace +1 +7/+2 (1d8+1 -- x2)

Ranged Masterwork Heavy Crossbow +7 (1d10 -- 19-20x2) [19 Bolts]

Special Attacks Channel Positive energy (DC 18 - 7d6+1)
9x Per Day

Domains

Knowledge Domain

Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

Meditation Domain

Granted Powers: Communion with your god offers spiritual enlightenment and knowledge beyond normal mortal reckoning.

Meditative Touch (Sp): You can touch a creature as a standard action to grant it an insight bonus equal to ½ your cleric level (minimum +1) to their next Intelligence or Wisdom-based skill check. 7x day.

Empty Mind (Su): At 6th level, you may apply the Empowered Spell feat to a spell you are about to cast without increasing the casting time. This ability does not use up a higher-level spell slot. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels you possess beyond 6th.

Domain Spells: 1st - comprehend languages, 2nd - owl's wisdom, 3rd - locate object, 4th - tongues, 5th - spell resistance, 6th - find the path, 7th - spell turning, 8th - mind blank, 9th - astral projection.

Concentration +14

Cleric Spells Prepared (CL 6th)

0th - (at will)— Light, Guidance, Resistance, Create Water.

1st (6+D) — Remove Fear (cast as CLW), Bless x2 (2 cast as CLW), Divine Favor (cast as CLW), Command (cast as CLW), Sanctuary (cast).

Domain spell - Comprehend Languages.

2nd (6+D) - Bull's Strength x2 (2 cast as CMW), Summon Monster II (cast as CMW), Bear's Endurance (cast), Lesser restoration x2 (2x cast as CMW).

Domain spell - Detect Thoughts (cast)

3rd (4+D) - Water Walking, Water Breathing, Searing Light x2. Stunning Barrier (ACG) not for today.

Domain Spell - Locate Object.

4th (3+D) - Holy Smite, Divination, Blessing of Fervor (APG).

Domain Spell - Tongues

5th (2+D) - Flamestrike, Righteous Might (cast as Cure Critical)

Domain Spell - Spell Resistance

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Statistics
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Feats Simple Weapon Proficiency, Light and Medium Armor Proficiency, Shield Proficiency, Selective Channeling, Combat Casting, Turn Undead, Craft Wands, Quick Channel (2 Slots Channel as Move Action), Craft Wondrous Items.

Traits Sacred Conduit (+1 DC to Channel), Arcane Temper (+1 Concentration & Initiative)

Skills:
Acrobatics +0,
Diplomacy +10,
Heal +8,
Knowledge History +5,
Knowledge Nature +4,
Knowledge Religion +12,
Perception +14 (Extra Skill as Human),
Profession +4 (Inn Keeper),
Ride +1,
Sense Motive +10,
Spellcraft +8

Languages Common
SQ Aura, Orisons, Channel Energy, Domains

Other Gear:
Backpack
Rope (Hemp)
Waterskin (2)
Torches (10)
Flint & Steel

Scroll of bless.
Ring of Wisdom +2
Ioun Stone +2 Charisma
Baton found in the Mountain - The baton has a similar effect to the deathwatch spell although it is also can tell the user if the subject is poisoned or diseased. The rod functions by touching the subject and saying the command word. The stone on top then shows a color depicting the condition.
Cloak of Protection +1
Ring of Protection +1
Phylactery of Positive Channeling
Necklace of Cat's Grace +?

Wand of Cure Light Wounds (25)
Wand of Cure Light Wounds (Expired)
and of Wand Cure Light Wounds (50)
Wand of Bless (50)

Horse (Light - Combat Trained)
Rations 15 Days )
Pack Saddle
Saddle Bags

Holy Symbol (Silver) Medallion of Faith

Steel 638
Silver 9

Background:

Alathea of Solace grew up in the village of Solace hearing tales of the Companions who saved the world. Her hero was Goldmoon who found the Disks of Mishakal and brought the Knowledge of the Gods back to the world. Sadly before her birth the Gods once again went silent leaving Alathea nothing but stories of these impossible beings. Still, Goldmooon herself would regale Alathea with these stories in her brief visits to Solace. To be touched by Goldmoon though never have her the apark of the divine, known as a Mystic which Alathea craved.

As the darkness of the Dragonlords descended on the land, the Legion of Steel rose to prominence in these dark times, providing what help it could against the Dragon Tyrants. Alathea assisted the organization in mundane ways as she was little more than a Tavern girl in the famous Inn of the Last Home.

As the Dragons fell and the God returned, Alathea met a Cleric of Zivilyn passing through the village. She recognized the devotion of Alathea to the Gods and manufactured for her a symbol of Zivilyn, to Alathea’s joy, the symbol allowed her to channel the divine energies of Zivilyn as one of the Goddesses chosen on Krynn. As something more than a mere tavern maid, Alathea seeks to make a difference in the world. For as the Gods of Light and Neutrality have returned, so have the Gods of Darkness…

Legion of Steel Faction Rating: 10

Starjewel Insignia

She gains access to Legion safehouses and can requisition courrier/smuggling services from the Legion. In addition Alathea gets the Legion Knowledge benefit allowing her to tap into the Legion information network to aid in some knowledge checks. She adds 1/2 her character level to a relevant knowledge check so long as she taps into a legion safehouse or contact network as a source of information.

Where is the Tear?
Sorrow says "You look for the tears of the Bearer of Light."

Mourn says "That lie within these lands of blight."

Lament says "They are among the things you seek."

Sorrow says "For without them your future appears to be bleak.

Mourn says "One tear bears the touch of Life."

Lament says "The other bears the touch of Death."

Sorrow says "But both of them you must find and claim."

Mourn says "One from the hands of the radiant blue flame."

Lament says "The other from the place where darkness came"

Sorrow says "You must seek the ones with blood divine."

Mourn says, "Who ride the skies on burning fire."

Lament says, "They hold that which you desire."

What does the key open?
Sorrow says, "The box you hold is an ancient key."

Mourn says, "But not what you first perceive."

Lament says, "Its song is more than a pleasant melody."

Sorrow says, "The key is relic of an elven queen."

Mourn says, "A pact forged in an age that has been."

Lament says, "For righteous deeds the dragons have seen."

Sorrow says, "The melody unlocks the Sanctuary of Spirits."

Mourn says, "That exists beyond where this world lies."

Lament says, "Where the souls of dragons go to die."

Sorrow says, "Bring the key to the proper place."

Mourn says, "And open to gate to where the dragon's graced."

Lament says, "And fulfill the destiny that you face."

How can we heal the elves of the Blight?

Sorrow says "The blight exists upon the elves."
Mourn says, "For a sin they committed they themselves."
Lament says, "Offending the Rat King God himself."

Sorrow says, "Defiling the god's unholy ground."
Mourn says, "With their presence there abound."
Lament says, "A curse of sickness is what they found."

Sorrow says, "The unholy power of this disease."
Mourn says, "Will take more than spells to ease.
Lament says, "They must chose which god to appease."

Sorrow says, "But if the Black Wind is not who they pray."
Mourn says, "You must seek yet another way."
Lament says, "Seeking the goddess tears from where they lay."

Sorrow says, "One tear of light."
Mourn says, "The other of dark."
Lament says, "Both must be sought for they are apart."

Sorrow says, "The tears must brought to the healing pool."
Mourn says, "Cleansed of the taint that cesspools."
Lament says, "Allowing the divine light again to rule."

Sorrow says, "With the strength restored."
Mourn says, "The tears powers full."
Lament says."They may cure any plague no matter how cruel."

Tear of Mishakal

While carrying the Tear on your person, you are constantly under the effect of "Shield of Faith" as cast by a 15th level caster. So it gives a +4 deflection bonus to armor class. You are also constantly under dimensional anchor spell as well as cast by a 15th level caster.

Their major powers are described below. The tear has a total of 20 charges and recovers 1 charge per day at dawn or can be fully charged if anointed in a temple to the Blue Lady. All spells are considered LV 15 caster level.

The following powers expend 1 charge:

bless
cure light wounds
sanctuary

The following powers expend 2 charges:

calm emotions
cure moderate wounds
restoration, lesser

The following powers expend 4 charges:

cure serious wounds
remove blindness/deafness
remove disease

The following powers expend 6 charges:

cure critical wounds
neutralize poison
restoration

The following powers expend 8 charges:

cure light wounds, mass
death ward
dispel evil

In addition if the Tear can transform a gallon of water into holy water if it remains inside such a source for 24 hours as though a bless water spell was cast. There may be other powers that can spontaneously manifest at times as well but those are the major powers.