About Aloria AduAloria Adu Gnome, Cleric of Desna 3
Hit Points: 26 (3d8 = 9+9+8) Armor Class: 21 = 10 +2 dex +6 armor + 2 shield +1 size
Fortitude: +4 = +3 class +1 con
Damage Reduction: none
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BAB: +2 = +2 cleric
Melee
Ranged
Other Abilities Channel Positive Energy (2d6, 6 times per day) Bit of Luck (Sp) (Any time the target rolls a d20, he may roll twice and take the more favorable result) (6/day) Agile Feet (Su) (ignore all difficult terrain for 1 round) (6/day) Spells (Luck and Travel Domains)
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Skills Total Rank CS Ability ACP Misc Appraise +0 = +0 rank +0 ability
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• Scribe Scroll You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. ----------------------- Traits -----------------------
• Naturally Gifted For unknown reasons, you have deeper reserves of magical energy than those around you. Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness. Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day. ----------------------- Racial Abilities -----------------------
----------------------- Class Abilities ----------------------- • 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 deities. • 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). (Good: Faint) • Spells: 4 0-level (DC 13); 2+1+1 1st-level (DC 14); 1+1+1 2nd level (DC 15) • Channel Energy (Su): 2d6 (DC 14) 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. (6 times/day) • Domains: ~ Travel: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (6 times per day) Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection. ~ Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune. Bit of Luck (Sp): 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. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (6 times per day_ Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th. Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle. ----------------------- Equipment -----------------------
Breastplate Armor - 15 (200g)
Morningstar - 3.0 (8g)
Silver Holy Symbol - 1.0 (1g)
Backpack - 0.5 (2g)
Wand of Cure Light Wounds (50 charges)
Coins
Current load: Medium (33.0 lbs)
----------------------- Description ----------------------- Race: Gnome
----------------------- Relationship Levels ----------------------- Koya: +7 (+3 cha +4 trait) Friendship
----------------------- Background -----------------------
The many experiences had, kept a young gnome enthralled. Aloria saw a lot, sometimes too much. While there are the many good folk of the world, there are also those that were not. The young gnome was taught not only to embrace and enrich her life with travel but how to help and defend those in need. During the travels of the Adu family, they often came across fellow travelers and adventurers. On one such road the came across a bard, Amekio, and her companions. They traveled together for a few weeks before parting ways, each leaving their impressions on the other. As Desna would prove the Adu family would come across Amekio many more times throughout the years in one manner or another. A strong friendship would form and young Aloria would learn much from the adventuring bard. Aloria has gone on to adventuring herself, but continue to stop in Sandpoint to see Amekio and stay at her inn. The two continue to swap tales of adventures past. |