Seoni

Terra Minora's page

111 posts. Alias of Drogeney.


Full Name

Terra Minora

Race

CG aasimar cleric-4 40/40 Born in Taldor worshiper of Calistria

Classes/Levels

Defenses and Movement:
AC: 17 T: 12 FF: 15 | Fort: +5 Ref: +3 Will: +8 | Move: 30

Size

Medium

Age

21

Alignment

chaotic good

Deity

Calistria

Location

Born in her family's dutchy in Taldor, she was disinheritted and moved to Opara at age16. She left Opara at age 19 and traveled with her mentor for about a year and has now returned home at age 21.

Languages

taldane, celestial, elven

Occupation

priestess of Calistria and professional courtesan.

Strength 10
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 18
Charisma 18

About Terra Minora

Appearance and personalityTerra is an aasimar woman who possesses the kind of figure every woman has dreamed of, her hair is long, silky, and blonde and her eyes golden orbs. She prefers wearing black leather or silk clothing with yellow accents and knees or thigh high black boots in homage to her goddess, and a silver holy symbol of Calistria. When prepared for combat, she carries a whip and wears a set of mithral chain that has been painted black with a golden symbol of Calistria painted on front and back.

She has a bubbly and charming personality with a liking for expensive things. She is very devoted to the worship of Calistria, particularly the more pleasurable aspect, and strives to show others, as many as possible, the joys of the Savored Stings worship. She is fickle and somewhat unreliable due to her somewhat capricious nature, but no one can accuse her of not being there to support her friends and allies in their time of need.

Background
Terra Minora was born in the country of Taldor to a wealthy Taldan family and was a seemingly normal child. Bright an bubbly, she came into the world and they were sure she would be the perfect daughter and catch a superb husband who could help promote their families goals. As she grew up their hope became conviction, particularly when she began to change, her appearance becoming almost unearthly, her manner more pleasant, though her eyes becoming golden orbs disturbed them, the priests told them she was an aasimar.

Now at the age of sixteen, Terra began to become an object of envy, fear, and no small amount of lust. Her parents betrothed her to a suitor, a wealthy, older, gentleman who was willing to forge a marriage alliance with them. Terra however, having become more willful and independent as she grew up, refused to marry a man five times her age. A rather significant argument ensued and when her parents told her she would marry the man or she would be no longer welcome in their home, Terra did the unthinkable, she left.

She fled to the city of Oppara to find work and forge her own way in life, but found that many of those who would hire her wanted her for something other than "honest" work. Many of them refused to hire her unless she would do "personal favors" for them, and after a time she found herself left with no choice. as she had nothing else, no skills, that anyone wanted. It was her luck that the man who hired her was rather nice, though he was almost as old as her unwanted fiancé.

Terra stayed with the man for several years despite his families anger at the gold digger who had attached herself to him. Fearing her taking him for everything he had they sought to discredit her and drive her away. In the end they succeeded, the gentleman throwing her out onto the streets with nothing but the clothes on her back. Her anger at this turn of events nearly drove her to murder until a priest found her seething about the betrayal. this meeting would be a turning point in Terra's life as he was a priest of the Savored Sting, Calistria.

The elven man taught her the worship of the goddess and aided her in getting delicious revenge for what had happened, the gentleman's family being caught as conspirators in a tax evasion scheme. their wealth was taken and they were cast out of their mansion to live on the streets. Terra made sure to rub in what had happened and to point out that it was she who made the discovery of their scheme. As she left them she could hear their screams of anger at what had happened. The reward for foiling their scheme gave Terra enough to live on comfortably if she wished but she instead invested in some very nice equipment and went on a journey with her mentor, the priest Cael.

Over the next year or so the two traveled a great deal but in the end, Terra chose to return to Taldor. As a parting gift the elf gave her a suit of specially made mithral chain and an enchanted whip to mark their time together and, after one last night of passion, Terra returned home. She went to the family manor when she returned to Taldor but found it was now vacant and eventually learned that her fiancé had ruined her parents wealth and status after she left, the two dying less than a year before her return. While she was still angry over what they did, she feels great guilt that she left things as she did. Now at loose ends, Terra has just recently arrived in Cassomir and obtained a job, a job that will lead her to her destiny.

Skills Diplomacy +13 (+14 gather info), Sense Motive +9, Knowledge (religion) +8, Profession (courtesan) +8, Spellcraft +8, Escape Artist +6 (5 with armor), Perception +6

Build:

Terra Minora
female aasimar cleric 4
CG, medium outsider (native)
Init +2; Senses darkvision 60 ft, Perception +6
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 40 (4d8+8)
Fort +5, Ref +3, Will +8
Defensive Abilities resist energy (acid, cold, fire) 5, +1 saves vs charm and compulsion effects.
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Offense
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Speed 30 ft.
Melee whip +6 (1d4+1) and
. . light mace +5 (1d6)
Ranged light crossbow +5 (1d8 /19-20×2)
Special Attacks channel energy 2d6 (dc 15) (7/7) per day, malign eye (7/7) per day, dazing touch (7/7) per day
Spells (CL 4; concentration +8):
2nd —grace, enthrall (dc 16), lesser restoration, aid (ds)
1st —divine favor, shield of faith, murderous command (dc 15), murderous command (dc 15), charm person (dc 15) (ds)
0 (at will)—detect magic, read magic, stabilize, create water
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Statistics
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Str 10, Dex 14, Con 12, Int 12, Wis 18, Cha 18
Base Atk +3; CMB +3;CMD 15
Feats selective channel, weapon finesse
Traits calistrian courtesan, adrift
Hero Points 1
Skills Diplomacy +13 (+14 gather info), Escape Artist +6 (5 with armor), Knowledge (religion) +8, Profession (courtesan) +8, Sense Motive +9, Spellcraft +8
Languages taldane, celestial, elven
SQ spells (positive), orisons, spontaneous casting
Combat Gear light crossbow (4), +1 whip (1), +1 mithral chain shirt (12.5), 20 bolts (2); Other Gear wand of cure light wounds (50 charges)
Misc Gear masterwork backpack (4), traveler's outfit (5), spell component pouch (2), waterskin (4), silver holy symbol (1), elven trail rations (5 days) (5), light horse (combat trained), saddlebags, riding saddle, feed (5 days), 197.8 gp
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Special Abilities
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Adrift You receive a +1 trait bonus on saving throws made to resist charm and compulsion effects.
Aura (Ex) 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).
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 a neutral cleric 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 a neutral cleric 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 of 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 can cast 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 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.
A cleric must be able to present her holy symbol to use this ability.
Calistrian Courtesan You worked in one of Calistria’s temples as a sacred courtesan, and you know how to f latter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you. (diplomacy)
Charm (Lust) Domain
Dazing Touch (Sp) Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells 1st—charm person, 2nd—touch of idiocy, 3rd—suggestion, 4th—confusion., 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.

Luck (curse) Domain
Malign Eye (Su) As a standard action, you can afflict one target within 30 feet with your malign eye, causing it to take a –2 penalty on all saving throws against your spells. The effect lasts for 1 minute or until the target hits you with an attack. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells 1st—bane, 2nd—aid, 3rd—bestow curse, 4th—freedom of movement, 5th—break enchantment, 6th—eyebite, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Skilled Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Spell Like Ability Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).