Gnome

Aloria Adu's page

96 posts. Alias of Songdragon.


Race

HP 26 / 26, AC 21 (19 FF, 13 Touch)

Classes/Levels

Fort +5, Ref +3, Will +6

Gender

Current Castle Map

About Aloria Adu

Aloria Adu

Gnome, Cleric of Desna 3
Chaotic Good, Medium Humanoid (gnome)
Initiative +2; Senses Perception +5
Languages: Celestial, Common, Elven, Gnome, Goblin, Sylvan, Tien.

Hit Points: 26 (3d8 = 9+9+8)

Armor Class: 21 = 10 +2 dex +6 armor + 2 shield +1 size
Armor Class Touch: 13 = +10 +2 dex +1 size
Armor Class Flatfooted: 19 = +10 +6 armor +2 shield +1 size

Fortitude: +4 = +3 class +1 con
Reflex: +3 = +1 class +2 dex
Will: +6 = +3 class +3 wis

Damage Reduction: none
Spell Resistance: none

----------------------- Combat -----------------------
Speed 20 ft (30 ft base, medium load)

BAB: +2 = +2 cleric
CMB: +1 = +2 BAB +0 str -1 size
CMD: 13 = 10 +2 BAB +0 str +2 dex -1 size

Melee
Morningstar +3 (1d6 /x2)
Starknife +3 (1d3 /x3)
Dagger +3 (1d3 /19-20, x2)

Ranged
Light Crossbow +6 (1d6 /19-20, x2) (40 bolts)
Starknife +5 (1d3 /x3)
Dagger +5 (1d3 /19-20, x2)

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)
0-level (4; DC 13): create water, detect magic, light
1st-level (2+1+1; DC 14): bless (x2), comprehend languages, true strike (d)
2nd level (1+1+1 DC 15):

----------------------- Ability Score -----------------------
Strength 10 (+0) (2 pts) -2 racial
Dexterity 14 (+2) (5 pts)
Constitution 13 (+1) (1 pts) +2 racial
Intelligence 12 (+1) (2 pts)
Wisdom 16 (+3) (10 pts)
Charisma 16 (+3) (5 pts) +2 racial

----------------------- Skills -----------------------
Skill points 12 = (+2 class +1 int +1 favored class) x3 cleric

Skills Total Rank CS Ability ACP Misc

Appraise +0 = +0 rank +0 ability
Bluff +2 = +0 rank +2 ability
Climb -5 = +0 rank -1 ability -4 acp
Diplomacy +11 = +3 rank +3 ability +3 cs +2 trait
Disguise +3 = +0 rank +3 ability
Escape Artist -2 = +0 rank +2 ability -4 acp
Heal +7 = +1 rank +3 ability +3 cs (+2 healer's kit)
Intimidate +3 = +0 rank +3 ability
Knowledge (Arcana) +5 = +1 rank +3 cs +1 ability
Knowledge (Religion) +8 = +2 rank +3 cs +1 ability +2 racial
Linguistics +7 = +3 rank +1 ability +3 cs
Perception +5 = +0 rank +3 ability +2 racial
Ride -2 = +0 rank +2 ability -4 acp
Sense Motive +7 = +1 rank +3 cs +3 ability
Spellcraft +5 = +1 rank +3 cs +1 ability
Stealth +2 = +0 rank +2 ability -4 acp +4 size
Survival +3 = +0 rank +3 ability
Swim -4 = +0 rank +0 ability -4 acp

----------------------- Feats -----------------------
Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. (3 targets may be selected not to receive channeling)

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 -----------------------
Best Friend You are best friends with Ameiko; you’ve grown up together, and while your friend has had a much more exciting life than you so far, you hope one day to follow in your friend’s footsteps and see the world—or perhaps even become an adventurer yourself. You’ve picked up a lot from your friend, but particularly his or her skill in interacting with others. If Ameiko is your best friend, you gain a +2 trait bonus on Diplomacy checks. In addition, in situations where your best friend is in danger, you gain a +1 trait bonus on all attack rolls
against foes that threaten your friend.

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 -----------------------
• Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
• Slow Speed: Gnomes have a base speed of 20 feet (base speed 30 ft due to Travel Domain)
• Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)
• Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities:
1/day — dancing lights, ghost sound, prestidigitation, and speak with animals. (Caster level 1; DC 11)
• Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
• Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
• Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces the defensive training and hatred racial Traits.
• Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This racial trait replaces the obsessive racial trait.

----------------------- 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 -----------------------
Starting gold 1000 gp

Breastplate Armor - 15 (200g)
Darkwood Heavy Shield - 2.5 (207g)

Morningstar - 3.0 (8g)
Dagger - 0.5 (2g)
Starknife - 1.5 (24g)
Darkwood Light Crossbow - 1.0 (355g)
(10 Bolts x4) - 2.0 (4g)

Silver Holy Symbol - 1.0 (1g)
Spell Component Pouch - 0.5 (5g)

Backpack - 0.5 (2g)
Pouch, Belt - 0.25 (2g)
Waterskin - 1 (1g)
Bedroll - 1.25 (1sp)
Chalk (10) -- (1sp)
Flint and Steel - 0.0 (1g)
Rations (4 days) - 1 (2g)
Expoerer's Outfit - 0.0 (0g)
Healer's Kit - 1.0 (50g) (8 uses remaining)
Holy Water - 1.0 (25g)

Wand of Cure Light Wounds (50 charges)
Ioun Torch - 0.0 (75g)

Coins
293 gp
8 sp

Current load: Medium (33.0 lbs)
Encumbrance
22.5 lbs. / 45 lbs. / 67.5 lbs.

----------------------- Description -----------------------

Race: Gnome
Gender: Female
Age: 54
Height: 3 ft
Weight: 33
Hair Color: currently a vibrant purple
Skin Color: light pinkish color
Personality: Happy go lucky. Looking to see what the world and Desna have to offer.

----------------------- Relationship Levels -----------------------

Koya: +7 (+3 cha +4 trait) Friendship
Sandru: +3 (+3 cha) Association
Shalelu: +3 (+3 cha) Association
Ameiko: +3 (+3 cha) Association

----------------------- Background -----------------------
Aloria grew up traveling with her parents. Taking to the tenants of Desna, Morel and Jandice Adu explored the lands of Golarion ever gaining new experiences wherever they traveled. While the family might stop for several months, they never made any one place home. Home was the small gypsy-like wagon drawn by an old pair of ponies.

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.