Vimanda

Tokara's page

43 posts. Alias of Mystic_Snowfang.


Full Name

Tokara

Race

Aasimar

Classes/Levels

Cleric 3

Gender

Female

Size

Medium

Age

22

Alignment

Neutra Good

Deity

Shelyn

Languages

Common, Celestial, a mix of languages spoken by Katapesh street rats.

Occupation

None

Strength 10
Dexterity 16
Constitution 12
Intelligence 11
Wisdom 20
Charisma 15

About Tokara

Spoiler:
Name: Tokara
Race: Aasimar
Player:
Classes: Cleric3
Hit Points: 33
Experience: 15000 / 23000
Alignment: Neutral Good
Vision: Darkvision (60 ft.)
Speed: Walk 30 ft.
Languages: Celestial, Common
Stat Score Mod
STR 10 (+0)
DEX 16 (+3)
CON 12 (+1)
INT 11 (+0)
WIS 20 (+5)
CHA 15 (+2)

Skills:

Skill Total Rnk Stat Msc
Acrobatics 6 1.0 3 2
Appraise 0 0.0 0 0
Bluff 2 0.0 2 0
Climb 1 1.0 0 0
Craft (Untrained) 0 0.0 0 0
Diplomacy 8 1.0 2 5
Disguise 2 0.0 2 0
Escape Artist 4 1.0 3 0
Fly 5 0.0 3 2
Heal 9 1.0 5 3
Intimidate 2 0.0 2 0
Perception 7 0.0 5 2
Perform (Untrained) 2 0.0 2 0
Ride 6 3.0 3 0
Sense Motive 5 0.0 5 0
Stealth 5 2.0 3 0
Survival 6 1.0 5 0
Swim 1 1.0 0 0

Feats:

Acrobatic
You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Exotic Weapon Proficiency (Whip)
You make attack rolls with the weapon normally.

Extra Channel
Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Armor Proficiency, Medium
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.

Simple Weapon Proficiency
You make attack rolls with simple weapons without penalty. [Paizo Publishing - Core Rulebook, p.133]


Special Qualities:

Adoration
[Paizo Publishing LLC - Advanced Player's Guide, p.93]
    As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability 8 times per day. This is a mind-affecting effect.
Aura of Good
[Paizo Publishing - Core Rulebook]
    You project a faint good aura., You project a moderate good aura., You project a strong good aura., You project an overwhelming good aura.
Bonus Spell Penetration Vs Outsiders (3x)
[Paizo Publishing LLC - Advanced Player's Guide]
    Add +1 on caster level checks made to overcome the spell resistance of outsiders.
Orisons
[Paizo Publishing - Core Rulebook, p.41]
    You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Resistance to Acid
[Paizo Publishing - Bestiary, p.303]
    You may ignore 5 points of Acid damage each time you take acid damage.
Resistance to Cold
[Paizo Publishing - Bestiary, p.303]
    You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity
[Paizo Publishing - Bestiary, p.303]
    You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistant Touch
[Paizo Publishing - Core Rulebook, p.46]
    As a standard action, you can touch an ally and grant them your +1 resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability 8 times per day.
Skilled
[Paizo Publishing - Pathfinder Roleplaying Game Bestiary, p.7]
    Aasimars gain a +2 racial bonus on Diplomacy and Perception checks.
Spontaneous Casting
[Paizo Publishing - Core Rulebook, p.41]
    You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name)., You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).

combat:

Total / Touch / Flat Footed
AC: 11 / 11 / 10
Initiative: +3
BAB: +2
Melee tohit: +2
Ranged tohit: +5
Fortitude: +5
Reflex: +5
Will: +9
Unarmed attack:
to hit: +2
damage: 1d3
critical: 20/x2
Glaive:
to hit: +2
damage: 1d10
critical: 20/x3
Quarterstaff:
to hit: +2
damage: 1d6
critical: 20/x2

Equipment

what I'm wearing:

Name QTY LBS
Barbed Vest 1 4lbs
Holy Symbol (Silver) 1 1lbs
Outfit (Cold-Weather) 1 7lbs Special: +5 circumstance bonus on Fortitude saves vs cold weather
Scarf (Pocketed) 1 0lbs
warm wide brimmed hat 1 0lbs
Backpack (Masterwork) (78.5 lbs.)

In the backpack:

Name QTY LBS
Antiplague (Vial) 3 0lbs
Earplugs 1 0lbs
Footprint Book 1 3lbs Special: 50 pages
Grappling Hook 1 4lbs
Healer's Kit 3 3lbs
Lantern (Bullseye) 1 3lbs Special: Normal illumination (60'), plus 1 step (120'), 6 hr./pint
Lantern (Hooded) 1 2lbs Special: Bright illumination (30'), shadowy illumination (60'), 6 hr./pint
Light Detector 1 0lbs
Pulley 1 10lbs
Rope (Silk/50 ft) 5 25lbs Special: 4 hp, DC 24 Strength check to burst
Signal Whistle 1 0lbs
Antitoxin (Vial) 4 0lbs Special: +5 alchemical bonus to Fortitude saves against poison for 1 hour
Tanglefoot Bag 1 4lbs
Torch 1 1lbs
Bell 1 0lbs
Blanket (Winter) 1 3lbs
Cleats 1 2lbs
Climber's Kit 1 5lbs
Compass 1 0lbs
Disguise Kit 1 8lbs
Drill 1 1lbs

Pouch (Belt) (4.52 lbs.):

Name QTY LBS
Coin (Platinum Piece) 51 1lbs
Loaded Dice (Superior) 1 0lbs
Magnet 1 0lbs
Magnifying Glass 1 0lbs Special: a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed.
Marbles 1 2lbs
Mirror (Small/Steel) 1 0lbs
Zircon 1 0lbs

Bucket (2 lbs.)
Carriage (3680.5 lbs.):

Name QTY LBS
Abacus 1 2lbs
Cheese (Hunk) 20 10lbs
Chicken 10 0lbs
Cloves (per lb) 1 1lbs
Feed (Per Day) 51 510lbs
Firewood (Per Day) 100 2000lbs
Fishhook 1 0lbs
Fishing Net (25 Sq Ft) 5 5lbs
Flour (per lb) 15 15lbs
Fortune-Teller's Deck (Masterwork) 1 1lbs
Ginger (per lb) 1 1lbs
Ale (Gallon) 8 64lbs
Hammer 1 2lbs
Hourglass 1 1lbs
Ink (Color/1 oz Vial) 1 0lbs
Inkpen 1 0lbs
Jug (Clay) 3 27lbs
Mug or Tankard (Clay) 10 10lbs
Oil (1 Pint Flask) 10 10lbs
Parchment (Sheet) 10 0lbs
Pepper (per lb) 1 1lbs
Perfume (Exotic/1 Dose) 5 0lbs
Bedroll 1 5lbs
Portrait Book 1 3lbs Special: 100 pages
Pot (Iron) 1 10lbs
Sack 17 8lbs
Saffron (per lb) 1 1lbs
Salt (per lb) 1 1lbs
Scale (Merchant's) 1 1lbs Special: +2 to appraise items valued by weight
Sealing Wax 1 1lbs
Sewing Needle 1 0lbs
Sled 1 300lbs
Snowshoes 1 4lbs
Bellows 1 3lbs
Soap (per lb) 5 5lbs
String (50 ft.) 6 3lbs
Symptom Kit 1 5lbs
Blanket 1 1lbs
Bucket 1 2lbs
Butterfly Net 1 2lbs
Cage (Small or Medium) 1 60lbs
Cauldron 1 5lbs

Horse (Heavy) (0 lbs.):

Bit and Bridle 2 2lbs
Carriage 1 600lbs
Saddle (Riding) 1 25lbs
Saddlebags 1 8lbs

Horse (Light/Combat Trained) (0 lbs.):

Barding (Chainmail) 1 40lbs
Saddle (Riding) 1 25lbs
Jug (Clay) (9 lbs.)
Mug or Tankard (Clay) (1 lbs.)
Pot (Iron) (10 lbs.)
Sack (0.5 lbs.)

Saddlebags (114 lbs.):

Name QTY LBS
Tent (Pavilion) 1 50lbs
Thieves' Tools 1 1lbs
Twine (50 ft.) 6 3lbs
Waterskin (Filled) 9 36lbs
Whetstone 1 1lbs
Wine (Fine/Bottle) 10 15lbs
Sled (300 lbs.)

Total weight carried: 106.52 lbs.
Current load: Light
Encumbrance
Light: 38
Medium: 76
Heavy: 115
Combat:

Total / Touch / Flat Footed
AC: 11 / 11 / 10
Initiative: +3
BAB: +2
Melee tohit: +2
Ranged tohit: +5
Fortitude: +5
Reflex: +5
Will: +9
Unarmed attack:
to hit: +2
damage: 1d3
critical: 20/x2
Glaive:
to hit: +2
damage: 1d10
critical: 20/x3
Quarterstaff:
to hit: +2
damage: 1d6
critical: 20/x2

Magic:

Innate Spells
Daylight (Evocation) - 1 per day
Saves: None
DC:
Casting: 1 standard action
Duration: 60 minutes [D]
Range: Touch
Components: V, S
SR: No
Effect: You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius.
Target: Object touched

Level zero spells -4
Create Water
Stabilize
Read Magic
Virtue

Level One Spells - 5
Command
Sanctuary
Comprehend Languages
Cure light wounds
Contingent Minor Healing

Level two spells- 3
Cure Moderate wounds
Enthral
Zone of Truth

Appearance::
Tokara celestial heritage is a lot closer in her background than many of her race, in fact it only goes back to her grandfather who was a particularly amorous vulpinal bard.

Tokara, Tok for short, stands slightly shorter than the average human her age. However her large perked foxlike (fennec like) ears do serve to add a little bit to her height. She has thick black that is very curly, showing a bit of Varisian heritage (her mother's side). She has a fox's tail. Her arms and legs are also more animal like, meeting with her deeply tanned human skin like gloves and boots.

Tok's eyes are deep green with flecks of gold in them, her right eye in particular has a one patch of gold that is quite noticeable. Her eyes are more slanted and foxlike than typical and her face is quite pointed. Though she looks odd, she gets away with it using her cleric domain, mainly by using Adoration whenever someone gives her an odd look. She also wears cloaks that cover most of her form, so she can stay well hidden enough. However she's not quite used to odd looks yet, since she grew up in a land that was quite accepting, and weird.

Personality::
If someone was describing Tok, a person might ask if she had gnome blood in her. This is due to her love of life, and her endless drive to wander. However she's no gnome, at all though she does get on well with them.

Tok takes her devotion to Shelyn very seriously, and always does her best not to fight with anyone. To her the best way is diplomacy. In her mind the world would be a better place if all the races just stepped back, took a deep breath and tried to talk things out. Of course this is never going to happen, Tok knows this. The knowledge doesn't stop her from having her dreams though.

Tok is a very loving person, some people equate this to her being a bit… loose. However she doesn't sleep around, she's just very fond of hugs and kisses. She'll nuzzle a friend happily, and it doesn't matter what gender they are. Though she is straight in her sexual attraction, her romantic attractions cover anything really. To Tok, a loving bond of the heart can be formed with anyone, regardless of race or gender.

Tok doesn't agree with the perversion of anything. Nothing can send her into a rage faster than a person taking something that is meant to be loving and beautiful and twisting it into something dark.

The fastest way to Tok's heart is music. She lives for music, and is a decent singer herself. She's not the best out there, but she's can still carry a tune. Because of her fondness of music, she doesn't hate goblins as much as most people do, and really thinks that their unpleasant nature can be remedied by raising them outside of their tribes. After all, you'd lack any manners and morals if you were raised in a cage.

Tok tends to get along with most other races, though at times the stoic nature of dwarves drives her up the wall. She has little love for ogres, hobgoblins or bugbears. She's also terrified of most insects, a reasonable fear considering that she grew up in a place were most bugs were rather deadly.

History::

Tok's mother was a member of a travelling band of Varisians. She was a skilled Harrow deck reader, and was peddling her readings in the Nightmarket of Katapesh. While there she met a handsome wizard who romanced her. It was quite the whirlwind romance, and when the caravan decided to move on Tok's mother decided to stayed.

Nine months later Tok was born, causing her mother to be rather shocked by her foxlike appearance. It was then that Tok's father revealed that he was Half Celestial and had been using an Alter Self spell to assume the form of a pure human. Tok's mother took this news less than favourably and left soon after, leaving Tok's father to raise the young Aasimar.

Tok quickly prooved to be highly curious, and troublesome. There was nothing that the young girl didn't get into. By the time she was six she was out all day, and around age ten most of the night too, exploring the markets and seeing all manner of things. There was many a night that her father was up worrying about his daughter.

Tok showed no promise as either a wizard or a Sorcerer, or able to use any manner of Arcane magic at all. However, the markets were not the only place that held draw for her. She found that she could listen to the clerics of Shelyn for hours on end. She loved the stories of the goddess that everyone loved. At the age of twelve she requested to begin training at the temple, and was accepted as an apprentice cleric.

Despite being a proper apprentice now, Tok didn't give up her curious active lifestyle. When not doing her proper training she still wandered the market stalls. There was far too much wonder in her world not to. Anyway, she had far too many friends among the ragged urchins that ran the nightstalls with her. So she continued her training, and her life.

At sixteen she and one of the street rats she ran with had a romance. She was nose over tail in love with him, and he with her. Tok felt that their love was blessed by the goddess herself, that summer the two spent together was near perfect. However perfect things don't always last forever. Tok's lover was bitten by a puff adder and died. Tok was devastated by her lover's loss and poured her whole being into her studies even more. For a whole year the Nightstalls held no lure for her, the sight of them simply chafed at the raw wound of loosing her beloved.

However with time, and a few stern talkings too from some temple friends, she was able to pull herself out of the darkness she had sunken into. The Nigthstalls, and even the city were still painful. However it didn't mean she had to spend the rest of her life cooped up in a temple mourning someone who had lived life as fully as her lover had. Now nearly eighteen, Tok packed up and left her home.

She spent some time travelling around her home country, carefully avoiding the border of Nex, finding that place very creepy to say the least. To the young cleric, the kingdom of the dead was an affront to everything she put her faith in. Next she headed west and visited the edges of the Mwangi expanse, where she met up with a merchant caravan that was traveling northeast to Osirion. She joined them and worked as a healer fro them until arriving at Sothis. From Sothis she took a ship to the Isle of Kortos, and the city of Absalom where she spent several months.

However it wasn't long before the wanderlust that she had received from her vulpinal grandfather overtook her again. She spent her time with several adventuring parties, as well as quite a bit of time walking the land on her own and having many fine adventures, as well as nearly dying a few times. However it seemed that her goddess still smiled on her and she survived. Once again slightly bored, she is looking for a new group to travel with, hopefully with at least one gnome in it. She likes gnomes, since they share her wanderlust.