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Dimitrialtjunbuderkin Yanalvidy's page

66 posts. Alias of Xzarf.


Full Name

Dimitrialtjunbuderkin Yanalvidy

Race

Gnome

Classes/Levels

Cleric 2

Gender

Male

Size

Small

Age

62

Alignment

CG

Deity

Desna

Languages

Common, Gnome

Strength 10
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 16
Charisma 18

About Dimitrialtjunbuderkin Yanalvidy

Character Sheet:
Dimitrialtjunbuderkin Yanalvidy
Male Gnome Cleric 2
CG Small humanoid (Gnome)
Init +0; Senses: Perception +5
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DEFENSE
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AC 16, touch 12, flat-footed 16 (Armor +4, Size +1, Def +1)
hp 18 (2d8+5); current 18/18
Fort +5, Ref +0, Will +6 (+8 vs Charm/Compulsion, Fear, Illusion)
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OFFENSE
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Spd 30 ft.
Melee:
Longspear: +2 (1d6+1, x3)
Light Mace +1 (1d4, x2)
Ranged:
Light Crossbow +1 (1d6, 19-20/x2)
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STATISTICS
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Str 10 (-), Dex 10 (-), Con 14 (+2), Int 10 (-), Wis 16 (+3), Cha 18 (+4)
Base Atk: +1; CMB +0; CMD 10
Feats: Selective Channeling
Skills
Diplomacy +9 (R:2/A:4/CS:3)
Heal +7 (R:1/A:3/CS:3)
Knowledge(Religion) +6 (R:1/CS:3/Rc:2)
Perform(Singing) +10 (R:1/A:4/CS:3/T:2)
Spellcraft +4 (R:1/CS:3)
Languages: Common, Gnome
SQ:
Traits: Birthmark, Savant(Singing)
Combat Gear: Longspear +1, Light Mace, Dagger, Light Crossbow, Bolt(x20), MW Chain Shirt, Alchemists Fire(x2)
Other Gear: MW Backpack, Belt Pouch, Scroll Case, Stein, Courtier's Outfit(w/Jewelry), Wandermeal(x10), Chalk(x5), Signal Whistle(on chain), Blanket
Magical Gear:
Wands: Cure Light Wounds - (25 Charges Remaining)
Scrolls: Lesser Restoration
Potions: Cure Moderate Wounds
Ring of Protection +1
Currency: gp:7, sp:7, cp:5; Encumbrance:Light
Hero Points 1/1; XP 2000; Next Level 5000

Spells & Domains:
Spells
0 Level (DC:13): Create Water, Light, Stabilize, Detect Magic
1 Level (DC:14): *Longstrider*, Shield of Faith, (Cast)Bless, Obscuring Mist
Channel Positive Energy: 7/day, 1d6, Will(DC:14) (7/7 Remaining)
Domain: Luck
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 6 times per day. (5/6 Remaining)
Domain: Travel
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 6 times per day . (6/6 Remaining)
Gnome: 1/day: Dancing lights, Ghost sound, Prestidigitation, and Speak with animals.

Racial Traits:

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.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)
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.
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. 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.
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.
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. (Religion)
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Background:

Dimitrialtjunbuderkin Yanalvidy (Dim) was born into a family of clockmakers. Talk about boring. Sitting around all day and night making little machines that keep track of time. Dim would rather explore, travel around, see the world, and have fun. Everyone was always so serious. The wish of the family is that he would marry a serious and boring woman and raise serious and boring kids. Dim just couldn't stand it any more so one day wandered into his father's shop, said his good-byes and left. (Or rather ran from his very serious father's rage.)
Dim spotted her from across the tavern (or rather through the legs of the tall folk in the way) and knew it was love. She was an acolyte of Desna and he was unemployed and mostly broke, truly a match made in heaven. She introduced him to the church of Desna and opened his eyes to the possibilities in life. He truly was in love, with her and the church. Then she was gone, apparently not staying in one place was part of the lifestyle of Desnians. Oh well.
Dim now wanders the world, bringing the message of Desna and singing her love to all. He truly loves the life he has found and not so secretly hopes that he can find his true love once again. If Desna wishes it, it will happen and if not, well... the search and chase is most of the fun anyway.