Isilda

Isabella Monstrance's page

838 posts. Alias of Jesse Heinig.


Full Name

Isabella Monstrance

Race

Aasimar

Classes/Levels

Cleric of Reymenda 8 | 62/62 HP | AC 15 T 11 FF 14 | Fort +9 Ref +4 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Holy Lance 0/1 | Rebuke Death 8/8 | Touch of Good 8/8

Gender

Female

Size

Medium

Age

25

Special Abilities

Channel Energy 6/day, daylight 1/day, holy lance 1/day, rebuke death 8/day, touch of good 8/day

Alignment

Chaotic Good

Deity

Reymenda

Location

Sandpoint

Languages

Celestial, Taldane (Common); Dwarven, Elven, Giant, Orc

Occupation

Healer

Strength 13
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 20
Charisma 17

About Isabella Monstrance

Isabella Monstrance
Cleric of Reymenda 8
CG Medium outsider (native)
Init +1; Senses Perception +7, darkvision 60'

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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
HP 62 (8d8, +16 Con)
Fort +9 (+6 base, +2 Con, +1 resistance), Ref +4 (+2 base, +1 Dex, +1 resistance), Will +12 (+6 base, +5 Wis, +1 resistance)

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Offense
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Speed 30 ft.
Melee Expert falchion +8/+3 (2d4+2/18-20/x2; slashing)
Melee Cold iron dagger +7/+2 (1d4+1/19-20/x2; piercing or slashing)
Ranged Thrown cold iron dagger +7/+2 (1d4+1/19-20/x2/10 ft.; piercing or slashing)
Cleric Spells Prepared: (CL 8th; concentration +12)
• 4th (3/day + domain)—death ward, freedom of movement, holy smite (d)
• 3rd (3/day + domain)—communal resist energy, magic circle against evil (d), prayer, remove disease
• 2nd (4/day + domain)—burst of radiance, cure moderate wounds (d), hold person, lesser restoration, silence
• 1st (6/day + domain)—bless, cure light wounds, cure light wounds (d), divine favor, remove fear, shield of faith
• 0 (at will)—detect magic, guidance, mending, stabilize

(d) indicates a domain spell.

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Statistics
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Str 13, Dex 12, Con 14, Int 12, Wis 19, Cha 17
Base Atk +5; CMB +6; CMD 17
Languages: Celestial, Taldane (Common); Dwarven, Elven, Giant, Orc

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Feats
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Level 1
Selective Channeling: You can choose whom to affect when you channel energy.
Prerequisite: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.

Level 3
Angelic Blood: Your blood is infused with holy power.
Prerequisites: Con 13, aasimar.
Benefit: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.

Level 5
Craft Magic Arms and Armor (Item Creation): You can create magic armor, shields, and weapons.
Prerequisite: Caster level 5th.
Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Level 7
Craft Wondrous Item (Item Creation): You can create wondrous items, a type of magic item.
Prerequisite: Caster level 3rd.
Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

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Traits
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Faith Healer (Race): You have an unearthly appearance and soothing aura about you that make people believe you are gifted with divine powers. You learned at a young age to make use of your gift in order to make money, and you've found ways to ethically justify your work.
Benefit: You can make a Heal check weekly to earn money as though making a Profession check. In addition, you gain a +1 trait bonus on Heal checks.

Student of Faith (Campaign): While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

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Adventuring Skills
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Total skill ranks: 28/14 (14 cleric, +7 Int, +7 favored class; 14 background)

Diplomacy +16 (8 ranks, +3 Cha, +3 class skill, +2 race)
Heal +17 (8 ranks, +5 Wis, +3 class skill, +1 trait)
Knowledge (religion) +12 (8 ranks, +1 Int, +3 class skill)
Spellcraft +15 (8 ranks, +1 Int, +3 class skill)

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Background Skills
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Artistry (philosophy) +9 (5 ranks, +1 Int, +3 class skill)
Knowledge (history) +7 (3 ranks, +1 Int, +3 class skill)
Linguistics +4 (3 ranks, +1 Int)
Profession (farmer) +12 (5 ranks, +4 Wis, +3 class skill)

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Untrained Skills
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Acrobatics +1 [-1] (+1 Dex)
Climb +1 [-1] (+1 Str)
Handle Animal +3 (+3 Cha)
Intimidate +3 (+3 Cha)
Perception +7 (+5 Wis, +2 race)
Sense Motive +4 (+4 Wis)
Stealth +1 [-1] (+1 Dex)
Swim +1 [-1] (+1 Str)

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Gear
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Starting total wealth: 140 gp

Artisan's outfit (free)
Chain shirt (100 gp, 25 lbs.)
Falchion (75 gp, 8 lbs.)
Cold iron dagger (4 gp, 1 lb.)
Copper wedding band (10 gp)
Wooden holy symbol (1 gp)
Wand of cure light wounds (750 gp, caster level 1, 40 charges)
Masterwork backpack (50 gp, 4 lbs.) [
• Bedroll (1 sp, 5 lbs.)
• Boline (8 gp, 1 lb.)
• Grappling hook (6 gp, 14 lbs.)
• Grooming kit (1 gp, 2 lbs.)
• Rope, silk, 50', 2 (10 gp ea., 5 lbs. ea.)
• Trail rations, 5 (2 gp 5 sp, 5 lbs.)
• Waterskin (filled) (1 gp, 4 lbs.)
• 3,364 gp, 9 sp
]

Weight carried: 79 lbs.
Carrying capacity with masterwork backpack: 0-50/50-100/100-150

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Special Abilities
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Aasimar

Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

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Special Abilities
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Cleric 8

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

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

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
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 channeled 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. A cleric must be able to present her holy symbol to use this ability.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

Good
Granted Powers: You have pledged your life and soul to goodness and purity.
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Healing
Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
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 a number of times per day equal to 3 + your Wisdom modifier.
Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—cure critical wounds (mass), 9th—heal (mass).

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Backstory
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Description: Isabella has silvery hair and eyes with a strangely bright and iridescent outer ring to the irises, set in a rounded face with a pert nose and unblemished skin. She has a ready smile and a retiring but congenial manner. Though she is not powerfully muscled, she has the strength of regular day-to-day labor. She has a wholesome appearance and while she could be considered "conventionally attractive" she does not flaunt this nor emphasize such qualities.
When armed and armored, Isabella wears a gray tabard over her armor and wears a leather thong around her neck that has her copper wedding band strung through it, then attached to her holy symbol, a wooden disk painted blue with a black rose on it.

Hair: Silver
Eyes: Iridescent-ringed blue
Height: 5' 7"
Weight: 122 lbs.
Age: 25 years

Personality: Isabella seems like a study in contrasts. She is congenial, happy to listen to people's problems, slow to complain and quick to take pleasure in beautiful skies and good humor. She is in many ways a caregiver, though sometimes she surprises people with sudden verve and her curious desire to see unique or intriguing phenomena - pushing for her friends to come with her to see something new, or exclaiming that she wants to experience strange food, unconventional games, or dances brought from abroad.
When she's alone at night is when she suffers most from depression and despair, and sometimes she finds herself forlornly lost in her memories. But not when other people can see.
Isabella is fond of flavorful black bread, locally-brewed ales and wines, medium-rare meat in moderation, and a medley of vegetables. She likes shellfish and crustaceans occasionally. She enjoys the company of animals and children and is especially compassionate toward young ones. She dislikes shouting arguments, poultry, and the color red.
As a result of her scars, Isabella avoids wearing midriff-exposing clothing.
Isabella is very tactile, and she likes to pick things up, handle interesting objects, touch artwork, and make physical contact with friends and relatives.

Background: Isabella was raised in one of the small farm villages that surrounds Sandpoint. Nobody's sure if her obviously-inhuman heritage was a quirk of fate, an expression of celestial power long-buried in a distant lineage, or the touch of something divine; she knew only that she had a loving family, a protective older brother, and a small community that accepted her as one of their own. Like most farm villagers, her family survived by gardening, farming, herding, and participating in community work like lumber harvesting, gathering, hunting, and making local ale, beer, wine, and shoes.
Isabella grew up curious and charming, always with an eye toward the mysterious beauty of a foggy morning or a clear blue lake on the edge of winter. She learned her letters and numbers from an old woman who tutored many of the village children, helped her parents and her brother about the farm, and socialized with a local dwarf, Rodeg, who had retired from mercenary work many years before and decided to settle down in the innocuous village as well. Rodek taught her the dwarven language and told her many stories about his adventures and about the dwarven culture.
Sadly, Sandpoint's environs are dangerous terrain, especially with the large numbers of local goblin tribes. Though these nuisances were an occasional threat, they turned into a veritable swarm when Isabella was 19 years old - engaged to one of the local men (Lawrence) and looking forward to the tough but simple rustic family farm life - and goblins boiled out of the nearby woods and marshlands to raid the village for food and tools. The villagers mounted an admirable defense but still suffered greatly from the raid, with many farms burned and villagers wounded or killed.
Isabella awakened from her fevered injuries several days later, tended to by the old teacher. As she regained her strength she learned the terrible news. Her fiance had been killed fighting the goblins - her father as well. Her brother survived and was helping tend to her mother and the devastated household.
Isabella had suffered grave injuries - while she was trying to protect her home, she'd been ambushed by a handful of goblins and impaled several times by their small spears. The old teacher had stabilized her, but her massive torso wounds were too serious to easily heal. She had been feverish with infection. At last the fever broke, but the damage was done: The torn holes in her abdomen, mended by painstaking care but still sore and red, left scars both internal and external. Her ruined womb would never bear a family now, even if her fiance had survived.
From the ashen remnants of her life, Isabella gathered strength from the teachings of her old tutor. She looked to the scraps of lore about the Empyreal Lords, those angels of hope, not so distant from humanity but with comprehensible motivations, and from the teachings of Reymenda she found solace for her new, sad state.
Taking a few consoling gifts from her friends and family, she set out to Sandpoint to try to find a new direction. There she was aimless for nearly a year before she finally decided to dedicate herself more fully to studying the teachings and trappings of faith.
Over the next few years she learned rudiments of her new calling, until the Late Unpleasantness happened in Sandpoint. She was not at the church that night, but she saw the fire and she heard the wails of the dying. No stranger to this kind tragedy, she struggled to aid the people of the town in containing the fire, and her faith against these terrible odds bloomed into hope and healing for the wounded.
Bolstered by these divine gifts, Isabella chose to interpret this as a sign that though her life had been veered from her chosen course, she could still find things to love and care for, people to help and a community to call her own. Though still wistful over her losses, she worked to forge a new life for herself, and Sandpoint has become her new home.
Isabella currently supports herself by working as a healer at Hannah's and by serving as a sounding board and counselor to townspeople going through hard times.