Almah Rovshki

Milica Agolli's page

6 posts. Alias of rdknight.


Full Name

Milica Agolli

Race

Half-Elf

Classes/Levels

Cleric 1

Gender

Female

Size

Medium

Age

22

Alignment

CG

Deity

Desna

Location

Ustalav

Languages

Taldane, Varisian, Elven

Strength 8
Dexterity 15
Constitution 12
Intelligence 12
Wisdom 18
Charisma 15

About Milica Agolli

Milica Character Art

Statistics:
Female Half-Elven Cleric (Ecclesitheurge / Varisian Pilgrim) 1
CG Medium Humanoid

Init +4; Senses Perception +4
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DEFENSE
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AC 15, touch 12, flat-footed 13 (+3 studded leather armor, +2 dex)
hp 10
Fort +4, Ref +3, Will +6
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OFFENSE
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Speed 40 ft.

Melee +2 Starknife

Ranged +2 Starknife
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STATISTICS
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Str 8, Dex 15, Con 12, Int 12, Wis 18, Cha 15
Base Atk +0; CMB -1; CMD +11
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TRAITS

Resilient (Combat):
Gain a +1 trait bonus on Fortitude saves.

Elven Reflexes (Race):
Requirement(s) Half-Elf
One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes. You gain a +2 trait bonus on initiative checks.

Friend in Every Town (Social):
You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.

True Devotion (Campaign):
You wake from your recent ordeal with a sense of shame, as if you had sinned deeply against your morals and beliefs. However, you feel a bit of relief as well, as if your god had granted you a second chance. You not only have a drive to figure out what happened to you, but an urge to fight back against the unspeakable forces of evil. If, during the course of your investigation, you discover that you took part in unsavory activities that would normally be opposed to your faith or alignment, this event no longer has any impact with your standing in the eyes of your god due to your renewed righteous convictions.
Once per day when casting a divine spell, you can attempt to cast the spell without losing the spell from its spell slot or using one of your allotted spells per day. There is a 20% chance that this attempt is successful. In addition, select one domain or inquisition you have. You can use the first granted power of that domain or inquisition one additional time per day. You must have a good alignment and be class capable of casting divine spells in order to select this trait.

Naive (Drawback):
Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers (see the Pathfinder RPG Advanced Player’s Guide).

FEATS

Cunning:
You are particularly devious, and can master more skills than others in the same amount of time.
Benefit: You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

Psychic Sensitivity:
Benefit: You gain access to occult skill unlocks (see page 194) for any skills in which you have ranks. If you have no ranks in the appropriate skill, you can’t use the occult skill unlock, even if that skill can be used untrained.
Normal: You must have the ability to cast psychic spells in order to use occult skill unlocks.

Spell Focus Conjuration:
Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Skills (6 points; 2 class, 1 INT, 1 Cunning, 2 Background)
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Acrobatics* +2 = DEX 2+0+0
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Appraise +6 = INT 1+1+3+1 (+1 Trait) (+1 Background)
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Bluff +2 = CHA 2+0+0
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Climb* -1 = STR -1+0+0
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Craft +1 = INT 1+0+0
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Diplomacy +7 = CHA 2+1+3+1 (Trait)
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Disable Device*† +2 = DEX 2+0+0
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Disguise +2 = CHA 2+0+0
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† +2 = CHA 2+0+0
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Heal +4 = WIS 4+0+0
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Intimidate +2 = CHA 2+0+0
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K (Arcana)† +1 = INT 1+0+0
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K (Dungeoneering)† +1 = INT 1+0+0
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K (Engineering)† +1 = INT 1+0+0
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K (Geography)† +1 = INT 1+0+0
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K (History)† +6 = INT 1+1+3+1 (+1 Background)
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K (Local)† +1 = INT 1+0+0
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K (Nature)† +1 = INT 1+0+0
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K (Nobility)† +1 = INT 1+0+0
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K (Planes)† +5 = INT 1+1+3
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K (Religion)† +5 = INT 1+1+3
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Linguistics† +1 = INT 1+0+0
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Perception +5 = WIS 4+1+0
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Perform +2 = CHA 2+0+0
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Profession† +4 = WIS 4+0+0
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Ride +2 = DEX 2+0+0
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Sense Motive +5 = WIS 4+0+0+1 (+1 Trait)
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Sleight of Hand*† +2 = DEX 2+0+0
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Spellcraft† +1 = INT 1+0+0
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Stealth* +2 = DEX 2+0+0
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Survival +4 = WIS 4+0+0
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Swim* -1 = STR -1+0+0
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Use Magic Device† +2 = CHA 2+0+0
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Taldane, Varisian, Elven

Special Abilities:

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SPECIAL ABILITIES
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HALF-ELF

Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Starchild:
Some half-elves descend from elves who are not from this world, but rather visitors from another world, plane, or dimension. Half-elves with this trait gain Psychic Sensitivity (Occult Adventures 138) as a bonus feat at 1st level. This racial trait replaces adaptability.

Shadowhunter:
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).

Multitalented:
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Illustrious Urbanite:
City elves have a remarkable ability to combine magic harmoniously with their surroundings. They gain Spell Focus with conjuration, illusion, or transmutation spells as a bonus feat. When casting spells of this school, the elves can choose to have the spell leave undamaged any building or structure that would normally be affected. This racial trait replaces keen senses.

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CLERIC (Varisian Pilgrim):

Fortunate Road:
At 1st level, a Varisian pilgrim must select the Chaos, Community, Liberation, Luck, Travel, or Weather domain (or the Exploration, Fate, Freedom, Trade, or Seasons subdomains.

Caravan Bond (Su):
At 1st level, by leading a group prayer for 1 minute, a Varisian pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus. She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch. This ability replaces the cleric’s proficiency with medium armor and shields— she retains proficiency with light armor only.

Domain (Travel):

Granted Powers:
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.

Desna's Shooting Star (Replaces Agile Feet):
Initial Benefit: You can add your Charisma bonus to attack rolls and damage rolls when wielding a starknife. If you do so, you don’t modify attack rolls and damage rolls with your starknife with your Strength modifier, your Dexterity modifier (if you have Weapon Finesse), or any other ability score (if you have an ability that allows you to modify attack rolls and damage rolls with that ability score).

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.

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 a number of times per day equal to 3 + your Wisdom modifier.

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.

Spells:

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Spells
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0th (3 at will)

1st (2/day)

Gear/Possessions:

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GEAR/POSSESSIONS

Light Crossbow
Crossbow Bolts (20)
Starknife x2
Dagger (cold iron)
Studded Leather Armor
Holy Symbol x2
Backpack
Waterskin
Grooming Kit
Bedroll
Belt Pouch
Notebook
Pen & Ink
Flint & Steel
Mess Kit
Soap
Chalk (5)
Charcoal (5)
Map Case & Sheets of Paper (5)
Rope, Hemp 50'
Torches x10
Rations (5 Days)
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 33 GP 2 SP 1 CP

Background:

Appearance and Personality:

Height: 5'6" | Weight: 125 | Hair: Black | Eyes: Green

Appearance

Milica is a little taller than average and quite skinny. In fact she looks a bit frail or sickly. Her skin tone is pale, which is emphasized by her black hair and bright green eyes. The thinness of her face tends to make her eyes look large and prominent. Milica's hair is wavy to curly and long enough to fall about halfway down her back.

Milica favors dresses for daily wear. These are mostly simply constructed "peasant" dresses that allow for easy movement and are suitable for a variety of activities. She will switch to trousers or perhaps a loose dress over leggings if it's more practical, for example when traveling. Milica buys good quality clothing, and retains the Varisian taste for color. But Ustalav isn't Varisia, so the colors she chooses tend to be accent pieces and more muted. For example, a scarf of burgundy red rather than a patterned bright red one. Regardless of what she may be wearing on a given day, Milica always has a sleeveless blue robe with white trim, similar to a long jacket, with her. She dons it when she needs to conduct any business as a formal or official representative of Desna. She also carries several holy symbols for Desna, and at least one is always prominently displayed.

Personality

Milica may not presently remember anything about herself, but her past is still present in that certain habits and patterns of thought and action persist for her.

1. Milica seems to be a calm and level-headed person. That may not always be true of what she is feeling inside, but to those around her she remains positive and focused on how to make the best of things even in bad situations.

2. She presents as a warm and friendly personality who is easy to talk to and be around. She tends to ask others about themselves rather than talking about herself. She is not judgmental, and does not press her religion or beliefs on others. Milica isn't exactly pantheistic, but she does respect the fact that other deities fill other roles, and meet other needs.

3. While Milica will not shy away from unavoidable conflict, she prefers negotiation and win-win outcomes whenever possible. She is a good mediator.

4. There is an often an air of dreaminess or maybe fogginess about Milica. She can seem to lose track of things, or trains of thought sometimes. Sometimes she says things that don't track with the current conversation or situation. This can make her seem a bit loopy to some others. It could also be perceived by others as a sign of second-sight or a sensitivity to the unseen world.

5. While Milica is generally pleasant and mild, not exactly a dynamic and scintillating presence, people tend to be drawn to her. She is not the enemy of fun, and likes to have a good time as much as anyone. She does however, have a sense of the need to retain dignity so that she is an example to others.