Painter Worshipper of Shelyn

Adu Hilnack's page

91 posts. Alias of Ever_Anon.

Full Name

Adu Hilnack




Oracle 3 | HP 24/24 | AC: 19 (T: 13, can't be FF)| Saves (+2 vs illusions): F:+4, R:+4, W:+3 | BAB: +2, CMB: +0, CMD: +12, | Init: +6 | Perc. +6, SM +8 | Spells: (1st) 3/6






Neutral Good


Common, Celestial, Draconic, Dwarven, Elven, Giant, Goblin, Gnome, Infernal, Sylvan, Terran, Undercommon



Strength 8
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 8
Charisma 18

About Adu Hilnack


Adu Hilnack
Female Gnome Oracle 3
NG Small Humanoid (Gnome)
Init +6; Senses: Darkvision; Perception +6
AC 19, touch 13, flat-footed 17 (+6 armor, +2 Dex., +1 Size)
HP 24 (3d8)
Fort +4, Ref +4, Will +3
Speed 20 ft.
Ranged Masterwork Light Crossbow +6 (1d6+0, 19-20/x2)
Melee Light Mace +5 (1d4-1, x2)
Melee Dagger +5 (1d3-1, 19-20/x2)

Other Statistics
Str 8, Dex 14, Con 14, Int 14, Wis 8, Cha 18
Base Atk +2; CMB +0; CMD +12

Spells Known:

Spell-Like Abilities:
Dancing Lights (1/day): Create torches or other lights
Ghost Sound DC15 (1/day): Figment sounds
Prestidigitation (1/day): Perform minor tricks
Speak with Animals (1/day): You can communicate with animals

Spells(CL 2):
Create Water: Create 2 gallons/level of pure water.
Detect Magic: Detect spells and magic items within 60ft.
Guidance: Touched creature gains +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks.
Virtue: Touched creature gains 1 temporary hp.

Level 1 (6/day):
Bless: Allies gain +1 on attack rolls and saves against fear.
Charm Person DC16: Make one person your friend.
Command DC16: One subject obeys selected command for 1 round. (DC17 if suggestion is peaceful)
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Murderous Command DC16: Target is compelled to kill its ally.


Improved Initiative: +4 bonus on initiative checks
Spell Focus (Enchantment): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.


Dangerously Curious (Magic): You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Etymlogist (Racial): You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.
Mediator (Social): You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.
Meticulous (Drawback): You take a –2 penalty on skill checks for skills with which you’re untrained.
Deepened Recollection (Campaign Trait): At the end of the adventuring day, as Adu writes in her log, she can make a Profession (Record Keeper) Check to deepen her recollection on any one creature she faced that day. The DC of this check is 15+CR of that creature. Whatever amount she beats the DC by becomes a Knowledge Pool for her to use the following day. If she encounters a creature of the same Type the following day, she can use any amount of points in her Knowledge Pool as a bonus to a Knowledge Skill Check made against that creature. If the creature is of the same Subtype, she can spend any amount of points in her Knowledge Pool as a bonus to an Attack or Combat Maneuver Roll made against that creature. The Knowledge Pool expires at the end of each day.


8 skill ranks per level (4 class, 2 Int, 2 Background) + 3 FCBs
Current Armor Check Penalty: -4 (Agile Breastplate)

Bluff [2]: +10 (+4 CHA, +3 class skill, +2 ranks, +1 racial)
Diplomacy [3]: +12 (+4 CHA, +3 class skill, +3 ranks, +1 racial, +1 trait)
Heal [1]: +3 (-1 WIS, +3 class skill, +1 rank)
Knowledge History [1]: +6 (+2 INT, +3 class skill, +1 rank)
Knowledge Planes [1]: +6 (+2 INT, +3 class skill, +1 rank)
Knowledge Religion [1]: +6 (+2 INT, +3 class skill, +1 rank)
Linguistics (background) [3]: +9 (+2 INT, +3 class skill, +3 ranks, +1 trait)
Perception [3]: +7 (+4 CHA, +3 ranks)
Profession (Record-Keeper) (background) [3]: +7 (-1 WIS, +3 class skill, +3 ranks, +2 racial)
Sense Motive [2]: +9 (+4 CHA, +3 class skill, +2 ranks)
Spellcraft [1]: +6 (+2 INT, +3 class skill, +1 rank)
Stealth [3]: +12 (+2 DEX, +3 class skill, +3 ranks, +4 size)
Use Magic Device [3]: +11 (+4 CHA, +3 class skill, +3 ranks, +1 trait)

Class Features:

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Mystery (Intrigue):
Bonus Class Skills: Bluff, Disguise, Sleight of Hand, and Stealth
Bonus Spells: Charm person (2nd), false belief (4th), suggestion (6th), sending (8th), true seeing (10th), symbol of persuasion (12th), greater scrying (14th), mind blank (16th), overwhelming presence (18th).
Selected Revelations:
Whispered Glimpses: The whispers of intrigue sing to you with glimpses of insight into others’ presence and motives, granting you greater awareness than your own senses could manage. You can add your Charisma modifier instead of your Wisdom bonus on Perception and Sense Motive checks.
Assumed Form: You can change your appearance at will, as disguise self with a caster level equal to your oracle level. At 7th level, you can choose to actually transform, which works the same way but counts as a polymorph effect instead of an illusion and doesn’t allow a Will save to disbelieve. At 11th level, the ability lasts until you dismiss it or use it again, allowing you to even keep it active while you sleep. At 15th level, when you use this ability as a polymorph effect, you can gain the size bonus to your ability scores and additional racial abilities as if using alter self.

Curse (Powerless Prophecy):
You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions. In the absence of a surprise round, you are staggered for the entire first round of combat.

Uncanny Dodge:
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Racial Traits:

Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Gift of Tongues (Alternate Racial Trait): Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Darkvision (Alternate Racial Trait): Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.


Combat Gear:

Masterwork Light Crossbow: 335gp
Crossbow Bolts (40): 4gp
Blunt Bolts (10): 2gp
Silver Bolts (10): 2gp
Cold Iron Bolts (10): 2gp
Incendiary Bolts (20): 10gp
Light Mace: 5gp
Dagger: 2gp
Agile Breastplate: 400gp

Magic Items:

Oil of Magic Weapon: 50gp
Potion of Cure Light Wounds: 5Ogp
Potion of Jump: 50gp
Scroll of Cause Fear: 25
Scroll of Command: 25
Scroll of Comprehend Languages: 25gp
Scroll of Gentle Repose (3): 450
Scroll of Identify: 25gp
Scroll of Protection from Energy: 375
Scroll of Remove Sickness: 25gp

Other Gear:

Acid Flask (2): 20gp
Alchemical Glue: 20gp
Alkali Flask (4): 60gp
Antiplague: 50gp
Antitoxin: 50gp
Backpack (Masterwork): 50gp
Bedroll: 1sp
Belt Pouch: 1gp
Everburning Torch: 110gp
Flint and Steel: 1gp
Gnome Trail Rations (5): 10gp
Ink: 8gp
Inkpen: 1sp
Mess kit: 2sp
Obsession Log: 25gp
Scroll Case: 1gp
Silk rope: 10gp
Soap: 1cp
Spell Component Pouch: 5gp
Thieves Tools: 30gp
Traveler's Outfit (x2): 2gp
Vermin Repellent (2): 10gp
Waterskin: 1gp

Remaining gold: 7gp, 6sp, 9cp

Character Background:

Adu Hilnack was a gnome on a mission: to collect as many stories as possible. The best part about stories was that there were so many of them, each new and exciting and unique. Why bother going on dangerous adventures yourself when you could get all the juicy details from the people who came back? Sure, you missed out on stories from the people who didn’t come back, but it wasn’t like adventurers were in short supply.

Staying in cities also made it easy to collect even older stories from the various books, records, and manuscripts floating around. There were always dusty old libraries or city record books that could use a little more organization. Adu got to add more stories to her collection and a decent amount of coin to her purse. If she started to feel bored? Just head on to the next city where there’d be new people to meet and new books to peruse.

Which was why, after finishing a job in Carpenden, she decided to head on over to Taggoret. It was pretty close by, and the last letter she’d gotten from Toulbe said he was going there to study dwarvish cuisine. It would be good to catch up with Toulbe again. He always had the best stories. Some of them were even true.

Unfortunately, there was one flaw with this plan.

”What do you mean he’s not here?!”

It was hard for a gnome to look intimidating. Judging from the way the landlady’s face had paled slightly, she was managing it anyway.

”Um, he said something about going on an epic quest? To, uh, Droskar’s Crag?”

”Droskar’s Crag. The active volcano Droskar’s Crag. The filled with monsters that like to eat gnomes Droskar’s Crag.”

”That would be the one, yes.”

One of the worst things about being blessed (or cursed) with divine powers you didn’t fully understand: you could never be sure whether a feeling of impending doom was paranoia or foresight.

Sure, Toulbe was a grown gnome perfectly capable of taking care of himself. But...adventuring was dangerous. She liked Toulbe. She wasn’t okay with the thought of him being one of the adventurers who never came back.

Which meant there was only one thing she could do. She'd just have to make sure that once whatever fool quest he was on was over, he did come back.

”So...which way to Droskar’s Crag?”