Kazim

Adrielle Terryne's page

39 posts. Alias of Akihiro.


Race

Human

Classes/Levels

Cleric 1

Gender

Female

Size

Medium

Age

20

Alignment

CG

Deity

Shelyn

Languages

Common, Kelish, Elven

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

About Adrielle Terryne

Domains: Luck and Charm (love)

Offense:

Base Attack Bonus: +0
Weapon: Glaive
-: [Type] P/B
- 2-hand 1d10/X3
Weapon: Morningstar
-: [Type] P/B
- 1-hand 1d8/X2
Weapon: Light Crossbow
-: [Type] P
- 2-hand 1d8/19-20/X2 range 80 ft.
Melee:
Touch: +0
CMB: +0
Range:
Touch: +0

Defense:

Hit Points: 10 (1d8 + 2 CON)
Armor Class:
Full: 15
Touch: 10
Flat-Footed: 15
Bonuses:
Armor: +5
Sheild: +0
Natural: +0
Dexterity: +0
Dodge: +0
Deflection: +0
Size: +0
Saves:
Fortitude: +3
Base: +2
CON: +1
Reflex: +0
Base: +0
DEX: +0
Will: +6
Base: +2
WIS: +4
CMD: 10

Spells:

Spell slots:
0th: 3
1st: 2 + 1 domain
Spell DC: 10 + 4 + spell level
0th: 14
1st: 15
Cleric Spells:
0th:
- Create Water
-Detect Magic
-Spark
1st:
-Divine Favor
-Protection from Evil
Domain:
-1:Charm Person
Domain Abilities:
Charm: Love
-Adoration (7/day): 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. Will negates
Luck:
-Bit of Luck (7/day): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.

Stats:
Score + Racial = Final
STR: 10 + 0 = 10
DEX: 10 + 0 = 10
CON: 14 + 0 = 14
INT: 14 + 0 = 14
WIS: 16 + 2 = 18
CHA: 14 + 0 = 14

Skills:
ACP: -4 | STR: +0 | DEX: +0 | INT: +2 | WIS: +4 | CHA: +2
Stat: *(class skill) skill : (ranks) bonus (*ACP) (**notes) [dice code]
DEX: Acrobatics: (0) -4 (*ACP)
INT: Appraise*: (0) +2
CHA: Bluff: (0) +2
STR: Climb: (0) -4 (*ACP)
INT: Craft (Armor): (0) +2
INT: Craft (Weapons): (0) +2
CHA: Diplomacy*: (1) + 6
DEX: Disable Device: (0) -4 (*ACP)
CHA: Disguise: (0) +2
DEX: Escape Artist: (0) -4 (*ACP)
DEX: Fly: (0) -4 (*ACP)
CHA: Handle Animal: (0) +2
WIS: Heal*: (0) +4
CHA: Intimidate: (0) +2
INT: Knowledge (Arcana)*: (0) 2
INT: Knowledge (Dungeoneering): (0) 2
INT: Knowledge (Engineering): (0) 2
INT: Knowledge (Geography)*: (0) 3
INT: Knowledge (History)*: (0) 2
INT: Knowledge (Local): (0) 2
INT: Knowledge (Nature): (0) 2
INT: Knowledge (Nobility)*: (0) 2
INT: Knowledge (Planes)*: (0) 2
INT: Knowledge (Religion)*: (1) +6
INT: Linguistics: (0) 2
WIS: Perception: (0) +4
CHA: Perform* ([sing]): (1) +6
WIS: Profession*: (0) 1
DEX: Ride: (0) -4 (*ACP)
WIS: Sense Motive*: (1) +8
DEX: Sleight of Hand: (0) -4 (*ACP)
INT: Spellcraft*: (1) +6
DEX: Stealth: (0) -4 (*ACP)
WIS: Survival: (0) +4
STR: Swim: (0) -4 (*ACP)
CHA: Use Magic Device: (0) 2

Traits:

Character:
Intense Artist (Shelyn): +1 trait bonus to two perform skills (singing). Perform (sing) is always a class skill for you.
Exalted of the Society: You can channel energy 1 additional time per day.
Exchange Agent: +1 trait bonus to Knowledge (Geography). Always a class skill
Racial: Human
Class:
Cleric:
Aura: The character has a particularly strong aura of their deity's alignment (Good)
Spontaneous Casting (Cure): The character can spontaneously convert her spell slots to "Cure Wounds" spells of the same level.
Channel (Positive) Energy (6/day, DC: 13): 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.

Feats:

(1st) Improved Initiative: +4 to initiative checks
(1st) Iron Will: +2 to will save

Equipment:

Money: GP: 22 SP: 0 CP: 0
Encumbrance: 00 lbs (Light)
Weapons:
Melee: glaive (10 lbs)
Melee: morningstar (6 lbs)
Range: light crossbow (8 lbs)
Armor: Scale Mail (30 lbs)
Magic:
Gear: bedroll (5 lbs)
Backpack (2 lbs)
rope, silk (5 lbs)
waterskin (4 lbs)
Crossbow bolt (40) (4 lbs)
Total: 69 lbs

Appearance and Personality:
Adrielle is a very beautiful, tall woman with short light brown hair and blue eyes. She has painted Shelyn's holy symbol on her armor, and she often wears a flower in her hair.

While she would prefer to avoid confrontation, Adrielle is passionate and can be easy to rile up. She can be a bit defensive, but her heart is always in the right place. She is loyal to her friends and is quick to defend them, though slow to completely trust someone. She loves to sing and often hums a tune under her breath. She is quick to see the good in people, and always tries to find something of beauty in everyone.

Adrielle is quite insecure of her abilities, stemming from the low expectations that her family had of her. She wants to prove them wrong, that she was destined for more than a life in the docks. However, at times, it feels like she is trying to just prove it to herself. That said, she generally has a happy disposition, and when push comes to shove, she focuses on the task at hand.

Background:
Born in the docks of Absalom to a tailor, Adrielle was a bit of a rebellious child. Expected to continue her mother’s business as a tailor, Adrielle wanted to paint and sing. Realizing she would never win her family’s approval, and unsatisfied with her proposed life in the docks, Adrielle ran away from home and sought shelter in the church of Shelyn.

Adrielle was grateful to the church for taking her in, and was inspired by Shelyn’s teachings of the spreading of love and art, so she decided to become an initiate of the faith.

A few years later, she met a man, a pathfinder named Gareth. She was inspired by his talks of adventuring the world, and seeing all there was to see. The two kept seeing each other, and fell in love. Adrielle joined the pathfinder society to travel the world with him. However, this did not last long. While she was finishing her training, Gareth was sent to Magnimar; promising to return to her as soon as he was able, and promising to write as often as he could.

The letters stopped coming after a few months. Having finished her training and worried that he might never return, Adrielle set off for Magnimar, hoping to find out what happened to her lover.