Geppa

Dr. Allison Jones's page

146 posts. Alias of Sersi.


Full Name

Frau Doktor Doktor Allison Sabrina Nicole Jones, MD, BM BCh

Race

Aasimar (British-German)

Classes/Levels

Oracle 1 / Sorcerer 8 / Mystic Theurge 10 | Mythic Archmage 9 (Lvl 19)

Gender

Female

Size

M

Age

27

Alignment

CG

Deity

Loki

Location

Munich, Germany

Languages

Common (English), Aboleth, Abyssal, Aklo, Aquan, Auran, Cantonese, Celestial, Daemonic, Draconic, Dwarven, Elven, French, German, Gnome, Ignan, Infernal, Japanese, Protean, Russian, Sasquatch, Sylvan, Terran, Undercommon

Occupation

Surgeon / Biomedical Researcher

Strength 8
Dexterity 20
Constitution 20
Intelligence 22
Wisdom 14
Charisma 40

About Dr. Allison Jones

Character Sheet:

Dr. Allison Jones
Female Azata-Blooded Aasimar (Musetouched) Mystic Theurge 10/Oracle 1/Sorcerer 8/Archmage 9 (Pathfinder RPG Advanced Player's Guide 42; Pathfinder RPG Advanced Race Guide 0)
CG Medium outsider (human, native)
Init +31; Senses darkvision 60 ft.; Perception +20
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Defense
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AC 35, touch 20, flat-footed 30 (+6 armor, +2 shield, +5 Dex, +7 natural, +5 deflection)
hp 202 (1d8+18d6+122)
Fort +19, Ref +19, Will +26
Defensive Abilities hard to kill, mythic saving throws, unstoppable; Immune inhaled poison; Resist acid 5, cold 5, electricity 5; SR 24
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Offense
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Speed 30 ft.
Ranged masterwork revolver +17/+12 (1d8/×4)
Special Attacks mythic power (21/day, surge +1d10), spell synthesis
Spell-Like Abilities (CL 19th; concentration +34)
. . 1—corruption resistance (vs evil hr/lvl on self) (DC 27)
Oracle Spells Known (CL 15th; concentration +30):
. . 5th (7/day)—flame strike (DC 30), mass cure light wounds, true seeing
. . 4th (9/day)—aura of doom{super}UM{/super} (DC 29), cure critical wounds, dismissal (DC 29), mythic severance (DC 29)
. . 3rd (10/day)—blindness/deafness (DC 28), cure serious wounds, dispel magic, magic circle against evil, vision of hell{super}UM{/super} (DC 32)
. . 2nd (10/day)—augury, cure moderate wounds, false life, silence (DC 31), spear of purity{super}UM{/super} (DC 27), spiritual weapon
. . 1st (10/day)—cure light wounds, detect evil, forbid action{super}UM{/super} (DC 26), know the enemy{super}UM{/super}, obscuring mist, sanctuary (DC 26)
. . 0 (at will)—create water, detect poison, enhanced diplomacy, guidance, light, purify food and drink (DC 25), scrivener's chant, spark{super}APG{/super} (DC 25), stabilize
Sorcerer Spells Known (CL 20th; concentration +35):
. . 9th (5/day)—meteor swarm{super}M{/super} (DC 34)
. . 8th (7/day)—maze{super}M{/super}, scintillating pattern
. . 7th (9/day)—finger of death{super}M{/super} (DC 32), prismatic spray, project image (DC 36)
. . 6th (9/day)—chain lightning{super}M{/super} (DC 31), greater dispel magic, veil (DC 35)
. . 5th (9/day)—cone of cold{super}M{/super} (DC 30), phantasmal web{super}APG{/super} (DC 34), shadow evocation (DC 34), telekinesis
. . 4th (9/day)—phantasmal killer{super}M{/super} (DC 33), rainbow pattern (DC 33), shadow conjuration, wandering star motes{super}APG{/super} (DC 33)
. . 3rd (10/day)—fireball{super}M{/super} (DC 28), fly, haste, loathsome veil{super}UM{/super} (DC 32), shrink item (DC 28)
. . 2nd (10/day)—burning arc (DC 27), glitterdust (DC 27), hypnotic pattern (DC 31), invisibility, make whole, mirror image
. . 1st (10/day)—charm person (DC 26), color spray{super}M{/super} (DC 30), enlarge person (DC 26), lesser confusion (DC 26), silent image (DC 30), snowball (DC 26)
. . 0 (at will)—acid splash, dancing lights, detect magic, ghost sound (DC 29), mage hand, mending, open/close (DC 25), prestidigitation, read magic
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Statistics
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Str 8, Dex 20, Con 20, Int 22, Wis 14, Cha 40
Base Atk +9; CMB +10; CMD 28 (32 vs. bull rush, 32 vs. trip)
Feats - Bonus Non-Mythic Feat -[M], Blind-Fight, Craft Wondrous Item, Effortless Trickery, Empower Spell, Eschew Materials, Fabulous Figments[M], Forge Ring, Greater Spell Focus (illusion), Greater Spell Penetration, Improved Initiative, Improved Initiative[M], Iron Will, Maximize Spell, Mythic Spell Lore[M], Quicken Spell, Racial Heritage[APG], Spell Focus (illusion), Spell Focus[M], Spell Penetration, Spell Penetration[M]
Traits magical knack, reactionary
Skills Acrobatics +8, Appraise +13, Bluff +22, Climb +2, Craft (Clockwork) +20, Diplomacy +40, Disguise +18, Escape Artist +8, Fly +21, Heal +9, Intimidate +22, Knowledge (arcana) +21, Knowledge (dungeoneering) +21, Knowledge (engineering) +13, Knowledge (geography) +10, Knowledge (history) +13, Knowledge (local) +10, Knowledge (nature) +20, Knowledge (nobility) +10, Knowledge (planes) +21, Knowledge (religion) +20, Linguistics +20, Perception +20, Ride +8, Sense Motive +20, Spellcraft +31, Stealth +8, Survival +5, Swim +2, Use Magic Device +40
Languages Common (English), Aboleth, Abyssal, Aklo, Aquan, Auran, Cantonese, Celestial, Daemonic, Draconic, Dwarven, Elven, French, German, Gnome, Ignan, Infernal, Japanese, Protean, Russian, Sasquatch, Sylvan, Terran, Undercommon
SQ amazing initiative, bloodline arcana: impossible, bloodlines (impossible), combined spells, defiant mind, disorienting touch, force of will, immortal, legendary fortification, legendary power, metamagician, mythic bond, legendary surge, mysteries (mystery [heavens]), oracle's curses (legalistic), perfect surge, recuperation, rejuvenating, revelations (awesome display), scion of humanity, spontaneous generation, truespeaker, undetectable, vow to self
Combat Gear boots of escape; Other Gear masterwork revolver, metal cartridge (60), amulet of natural armor +5, belt of physical might +6 (Dex, Con), clockwork prosthesis, leg, cracked dusty rose prism ioun stone, incandescent blue sphere ioun stone, orange prism ioun stone, pale green prism ioun stone, flawed pale green prism ioun stone, - legendary item -, ring of force shield, ring of protection +5, robes of xin-shalast, stone of good luck (luckstone), tarnkappe, wayfinder, masterwork artisan's tools, gold holy symbol (Loki), hireling, 64,936 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Awesome Display -15 (Su) Your Illusion (pattern) spells treat observers as 15 HD lower than their actual HD.
Blind-Fight Re-roll misses because of concealment, other benefits.
Bloodline Arcana: Impossible Constructs are susceptible to enchantment (compulsion), treated as living.
Boots of escape (1/day) Dimension Door 1/day to escape being grappled, pinned, or entangled.
Channel Power (Su) Use 1 power for +50% dam, 2x duration, ignore SR & -4 to saves (-2 if mythic) on spell.
Clockwork prosthesis, leg (Right Leg) Lift up to 2.5x (3x for leg pair) max. load off ground.
Combined Spells (5th) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Crafting Mastery (Ex) Can craft any magic item. If you also have the feat, 2x speed & roll all checks twice.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defiant Mind At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.
Disorienting Touch (4 rounds, 18/day) (Sp) Melee touch sickens creature, multiple touches extend duration.
Effortless Trickery Maintain concentration on 1 illusion spell per rd as a swift action.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
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.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fabulous Figments [Mythic] Non-mythics can't ID illusions with Spellcraft (increase DC for mythics) & gain no bonus to disbelieve if told (+2 for mythics).
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immortal (Su) Ressurrect next day, unless killed by mythic foe's crit, or an epic weapon.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligations.
Legendary Fortification When a critical hit or sneak attack is scored against a creature wearing an item with this ability, the wearer can expend one use of legendary power to negate the critical hit or sneak attack and instead take normal damage.
Legendary Power (8/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power.
Magical Knack (Oracle) +2 CL for a specific class, to a max of your HD.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Metamagician This ability allows a spellcaster to apply a metamagic feat she knows to a spell as she casts it. She must expend a number of uses of legendary power equal to the increase of spell level the metamagic feat usually applies (minimum 1). This metamagic
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Mythic Power (21/day, Surge +1d10) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Perfect Legendary Surge (+1d6+2 to Skill Checks - Charisma, Skill Checks - Intelligence, Skill Check All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item.
Perfect Surge This item's legendary surge can apply to any d20 roll. The surge adds a further +2 bonus when applied to one of the types of rolls initially chosen for it. A legendary item must be a major artifact to have this ability.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Racial Heritage (Gnome) You count as another race for the purpose of prerequisites.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Rejuvenating (90 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard acti
Ring of force shield An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Spell Focus [Mythic, Illusion] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Resistance (24) You have Spell Resistance.
Spell Synthesis (1/day) (Su) Cast two spells with +2 vs SR and -2 to save if a foe is subject to both.
Spontaneous Generation Non-potion/spell-trigger/spell-completion item: ignore 1 spell prereq.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tangible Illusion (90 minutes, 45 cu. ft.) (Su) Touch illusion you cast and spend 1 power to temporarily transform it into a real object.
Truespeaker Learn two languages for each rank you put in Linguistics.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

Background, Personality, Appearance, and Gear:

Background:
Allison's father was an physician from London, and her mother was a law professor from Berlin. Growing up in Munich (Munchen), Germany, she spent her life aspiring to be a surgeon and graduated with honours from Oxford University and Universitat de Lubeck obtaining terminal degrees in medical practice and research.

Soon after the completion of her residency, she was offered a position on a medical research expedition to Antarctica. During her stay at the German funded Neumayer-Station III, Allison worked as an assistant medical researcher and the station's chief medic. Also during this time, the Old Ones rose from their slumber destroying most of the civilized world.

Immediately following the cataclysm strange powers awoke inside the young doctor as memories of past lives flooded her as the divine DNA in her awoke. This was only the start of the unusual activities that would prove the undoing of most of the research station's inhabitants. Ancient cities of ice and stone rose from beneath the surface of Antarctica where the revived remained of the denizens had to be stopped and tackling the Elder Things.

While in the ruins of the Elder Things, Allison found a strange orange prism which unlocked the arcane might buried in her genetics allowing her eventual escape from Antarctica when the others in her party unfortunately perished. Discovered and saved by Merlin, she now has ended up back in her homeland of Germany where she can prove of use to the Fierce Ones...

Personality:
Allison is bright, thoughtful and strong-willed; however, she is also rather clumsy and can be rather awkward in social interactions in spite of her unearthly beauty. She values what is right and honourable over rules and order, and she frequently skirts authority to do what she thought was right.

Appearance:
Pre-awakening, Allison Jones was a tall and slender German woman with pale skin, long blonde hair, bright blue eyes, and a giant smile. Now that her true nature as an aasimar has emerged, she has remained mostly the same only now she has a greater undefinable beauty to her and something of a glow to her skin.

She actively hides that she is missing her right leg below the knee after a car wreck when she was a child. She currently wears a clockwork prostheses restoring most of her mobility.

While her clothes change frequently to fit her climate and she has never been a huge fan of carrying weapons or wearing armor, Allison is never without her enchanted white doctor's coat.

Notable Gear:
Holy Symbol - white gold Symbol of Loki

White Robe of the Archmagi - enchanted white knee-length lab coat

Handy Haversack - enchanted messenger bag

Luckstone - enchanted palm-sized Kenyte stone found in Antarctica

Orange Prism Ioun Stone - found in the City of the Elder Things and responsible for the awakening of her arcane abilities

Cracked Dusty Rose Prism Ioun Stone - crafted from stone fragments found in the City of the Elder Things

Wayfinders - platinum and silver spindles to contain the ioun stones patterned on discovered versions in the City of the Elder Things

Ring of Force Shield - silver ring received as a family heirloom and later enchanted

Ring of Protection - enchanted platinum ring crafted from recovered metals in the research station

Amulet of Natural Armor - Pendant of Yggdrasil

Belt of Physical Might - enchanted plain leather belt

Headband of Mental Prowess - enchanted scarf headband

Revolver - taken from deceased security officer of Neumayer-Station III