Koriah Azmeren

Ciana Andu's page

15 posts. Alias of Songdragon.


Race

Cleric/Bard 1st-level, HP 9/9, AC 19 (14 T, 16 FF), CMB -1, CMD 11, F +5, R +5, W +5, Initiative +3, Perception +6

About Ciana Andu

Ciana (chee-AHN-ah) Andu
Picture

Appearance:
Ciana stands approximately three feet tall and has a light fair complexion. She has long vibrant red colored hair that is often left to flow free as it will. She has a dark golden eyes that show signs of wisdom and compassion. A silver butterfly of Desna, for those in the know of religious symbols, hands from a small silver braided chain. A silver with blue gemstone bracelet is on the gnomes left wrist.

The small woman wears a well-worn but taken care of set of studded leather armor. A long sword is sheathed at her left side alongside of a hanging starknife. She has a bolt case full of ammunition at her right side and below strapped to her tight is a sheathed dagger. A small crossbow hangs across his back with heavy shield made of a darkened wood bearing the symbol of a purple-blue butterfly.

For those who know Ciana, know that she is unashamed of her body and has full tattoo across her back and shoulders.

Gnome, Cleric of Desna / Bard (Gestalt Level 1)
Chaotic Good, Small Humanoid (gnome)
Initiative +3; Senses Perception +6
Languages: Celestial, Common, Draconic, Gnome, Sylvan.

Hit Points: 10 (1d8 = 8 + 2 con )

Armor Class: 19 = 10 +3 dex +3 armor + 2 shield +1 size
Armor Class Touch: 14 = +10 +3 dex +1 size
Armor Class Flatfooted: 16 = +10 +3 armor +2 shield +1 size

Fortitude: +5 = +2 class +2 con +1 trait
Reflex: +5 = +2 class +3 dex
Will: +5 = +2 class +3 wis

Damage Reduction: none
Spell Resistance: none

----------------------- Combat -----------------------
Speed 25 ft (20 ft base +10 ft domain, medium load)

BAB: +1 = +0 class +1 size
CMB: -1 = +0 BAB +0 str -1 size
CMD: 11 = 10 +0 BAB +0 str +2 dex -1 size

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

Ranged
Light Crossbow +4 (1d6 /19-20, x2) (40 bolts)
Starknife +4 (1d3 /x3)
Dagger +4 (1d3 /19-20, x2)

Other Abilities
• Bardic Performance (7 rounds per day)
• Channel Positive Energy (1d6, 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
• Racial (1/day + 1 use of 1 spell per day)
dancing lights, ghost sound, prestidigitation, and speak with animals

• Cleric (Luck and Travel Domains)
0-level (3; DC 13): create water, detect magic, stabilize
1st-level (1+1+d; DC 14): shield of faith, summon monster, longstider(d)

• Bard
0-level spells: message, know direction, mage hand, prestidigitation (at will)
1st level spells: grease, silent image (2 of 2 spells slots)

----------------------- Ability Score -----------------------
Strength 10 (+0) (2 pts) -2 racial
Dexterity 16 (+3) (6 pts)
Constitution 14 (+2) (2 pts) +2 racial
Intelligence 14 (+2) (4 pts)
Wisdom 16 (+3) (6 pts)
Charisma 16 (+3) (4 pts) +2 racial

----------------------- Skills -----------------------
Skill points 11 = (+6 class +2 int +2 campaign +1 favored class) x1 class

Skills Total Rank CS Ability ACP Misc

Acrobatics n/a = +0 rank +3 ability -1 acp
Appraise +1 = +0 rank +2 ability
Bluff +3 = +0 rank +3 ability
Climb +0 = -1 rank +0 ability -1 acp
Diplomacy +7 = +1 rank +3 cs +3 ability
Disguise +4 = +0 rank +3 ability
Escape Artist +2 = +0 rank +3 ability -1 acp
Fly +2 = +0 rank +3 ability -1 acp
Handle Animal +3 = +0 rank +3 ability
Heal +3 = +0 rank +3 ability
Intimidate +3 = +0 rank +3 ability (-4 vs larger targets)
Knowledge (Arcana) +7 = +1 rank +2 ability +3 class +1 bard
Knowledge (Dungeoneering) +3 = +0 rank +2 ability +1 bard
Knowledge (Engineering) +3 = +0 rank +2 ability +1 bard
Knowledge (Geography) +7 = +1 rank +2 ability +3 class +1 bard
Knowledge (Local) +9 = +1 rank +2 ability +3 class +2 racial +1 bard
Knowledge (History) +3 = +0 rank +2 ability +1 bard
Knowledge (Nature) +3 = +0 rank +2 ability +1 bard
Knowledge (Nobility) +7 = +1 rank +2 ability +3 class +1 bard
Knowledge (Planes) +3 = +0 rank +2 ability +1 bard
Knowledge (Religion) +8 = +1 rank +2 ability +3 class +1 bard +1 trait
Linguistics +2 = +0 rank +2 ability
Perception +6 = +1 rank +3 ability +2 racial
Perform (Oratory) +4 = +1 rank +3 ability +3 class
Ride +2 = +0 rank +3 ability -1 acp
Sense Motive +7 = +1 rank +3 ability +3 class
Sleight of Hand +2 = +0 rank +3 ability -1 acp
Spellcraft +6 = +1 rank +2 ability +3 class
Stealth +10 = +1 rank +3 ability +3 class +4 size -1 acp
Survival +3 = +0 rank +3 ability
Swim +0 = -1 rank +0 ability -1 acp

----------------------- 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.

Harrow Chosen: Since meeting Rylana you have been drawn to the mysteries surrounding harrow and her harrow deck. Benefit: You begin play with your family's heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.

Rostlander Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

----------------------- 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)

Arcane Strike As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

----------------------- 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 -----------------------

Cleric:

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: 3 0-level (DC 13); 1+1+d 1st-level (DC 14);

Channel Energy (Su): 1d6 (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.

Bard:

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: (7 rounds per day) A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): (Will Save DC 12) At 1st level, a bard can use
his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Inspire Courage (Su): +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

----------------------- Equipment -----------------------
Starting gold 500 gp

Studded Leather Armor - 10 (25g)
Darkwood Heavy Shield - 2.5 (207g)

Long Swoard - 2.0 (15g)
Dagger - 0.5 (2g)
Starknife - 1.5 (24g)
Light Crossbow - 2.0 (35g)
(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) (10 uses remaining)
Holy Water - 1.0 (25g)

War Pony (45g)
- riding saddle (10g)
- saddle bags (4g)
- bit and bridle (2g)

Map of the Stolen Lands (Currently only borders and small outskirts from other River Kingdoms)

Coins
37 gp
9 sp

Current load: Medium (28.0 lbs)
Encumbrance
22.5 lbs. / 45 lbs. / 67.5 lbs.

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

Race: Gnome
Gender: Female
Age: 54
Height: 3 ft
Weight: 33
Hair Color: red-brown
Skin Color: lightly tanned
Personality: Happy go lucky. Looking to see what the world and Desna have to offer and who she can help along the way.

----------------------- Background -----------------------

Ciana grew up in Sweetwater, a small village of a dozen families, some 3-5 days travel from Restov. She was born to Jevyn Andu a veteran ranger and Loriceli Andu a priestess of Densa. Like many of the Andu family they were followers of Desna and enjoyed traveling the roads of Golarion. The pair only settled when Lorciceli became pregnant with Ciana. In the years since it has been to the boon of Sweetwater and the surrounding villages to have a skilled woodsman and priestess in their midst.

Ciana was a restless child always exploring and trying to understand more of the world around her. Growing up among human children almost always made Ciana the smallest but she always made up for it in being quick of action and wit. She also came to her gnomish magics early in life and would use them to her advantage. Aging slower also meant that the young gnome saw her child playmates growup. Many would start families of their own while a few would leave Sweetwater to find their lives elsewhere.

It is the last part that would often be the source of friction between Ciana and her parents. She heard the call of Desna and wanted to see more beyond the small village. Her mother, the more patience of her parents would attempt to involve her daughter in her clerical activities but to Ciana that was not enough.

Shortly after turning thirty-five Ciana left home and followed the road to Restov. While the wonder of such a city was exciting she had not considered the dangers that might lurk there. A little more than a week after arriving was the young gnome cornered by several young men, petty thugs looking to take advantage of someone much smaller and experienced then them. Fortunately for Ciana an elderly Varisian interceded and drove the trio of men off and took her in.

Rylana offered the young runaway much more than she perhaps deserved but as the gods would have it Rylana was an ex-jongleur who also followed of Desna. These days she practiced the art of Harrow reading. It was the cards that day said that she should go out that morning to render help to one that was helpless. The two were a good match for one another.

Ciana would learn much of a jongleur’s ways and even picked up on Harrow reading. But it was being so young and longing for home that would have the young gnome return home a year later.

Learning what she did she returned home humbled by only a small part of the world that she saw and experienced. She showed much remorse for her actions and having worried not only her parents it seemed but others of Sweetwater. She took her experiences to heart and tried to learn from her parents and those around her and what they could show her before she would attempt to leave again.

Once she was old enough Ciana left with her parents’ blessings and began to wander and travel. She would use her skills to help those in need and her stories of old and new made sure that she never went without a roof over her head or food to fill her belly.

Ciana did wander for time staying to those places that were considered safe. The experiences of larger cities helds its appeal, but the smaller villagers were where she felt most at home with folk living simpler lives.

On one of her return trips through Restov she learned through her contacts that Rylana had passed and had left Ciana her prized Harrow deck and a few minor items. It saddened the gnomish woman that a mentor and friend had passed, but what was, was. She continued her travels her Harrow deck always with her.

It was only recently that a call went forth offering a charter those who would explore and make safe the lands to south of Rostland, the Stolen Lands. Eager to help Ciana signed on with a motley crew of adventures who would see to just that.