Lady Martella Lotheed

Piella Pollyhum-Prettyfoot's page

543 posts. Alias of snelss0.


Full Name

Piella Pollyhum-Prettyfoot

Race

Gnome Oracle1/Sorcerer 2

Classes/Levels

HP: 20/19 | AC: 17 (T13, FF15) | Init: +2 | Perception: +7 Low-light | Fort: +1 Ref: +2 Will: +5 | CMB: -1 | CMD: 11 | Speed: 15 | Appraise +5, Diplomacy +8, Handle Animal +8, KNArcana +5, Profession (Trader) +4, Spellcraft +5, UMD +8 |

Gender

Female

Size

Medium

Age

48 (Looks in her 20's)

Alignment

Neutral Good

Deity

All the Celestial Council

Strength 8
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 10
Charisma 19

About Piella Pollyhum-Prettyfoot

Piella's Short Background:
Daughter of a miner. She had premonitions growing up about disasters and warned people. She became a good-luck charm and that led her into trouble when her father didn’t want her doing that anymore. She was kidnapped so she could continue in her ability. Eventually rescued, she was protectively escorted far away by her father to Old Soeji’s estate; for both protection and to help aid him with her gifts.

Piella's Longer Background:
Piella was born on the outskirts of Piaofeng. There, in the many mining camps, resided Piella's family. The mines were dark and dangerous--not a place for little children. At a young age, Piella was given a vision that the local mine would collapse, and it was her greatest desire to provide a warning for those in the mine shaft. The tiny 1-ft tall gnome (at the time) waddled down the mineshaft and warned as many people as she could. Many didn't listen and perished, but those who did got out safely; she and her father included. She was heralded as an oracle, and many times in the coming years as she grew, she did this. Piella was their good-luck charm.

One day, in her attempt to save the lives of some miners, the prophecy almost came too late, and despite the risks, she went into the mine. Getting the last of them out, she cut things too close and a boulder fell from the roof of the tunnel. It collided with her and nearly crushed her. At the last minute, her father pulled her out of the way and as a result, it only gashed her leg. The young girl was rushed to the healers and nearly died. For months she recovered, and though eventually, the flesh has healed perfectly, from then on she walked with a hampering limp.

Her father decided, unlike many others her age who were ready to go off and mine, that she would never step foot in a mine again. Instead, he set her up to sell goods in the general store. There she could sell gems and precious stones to outsiders and tradespeople. Due to her injured leg and charismatic way of speaking to people, the other miners accepted her position, but some more selfish beings were not happy that their good-luck-charm was gone.

It started with snide comments behind her back about her being afraid to go into the mines. Then it grew into open mockery and disdain until one group of dwarves took things too far and kidnapped Piella, bringing her down into the mines to serve as a "divine warning system"; should a cave-in happen. The other miners saw that she was missing and went in search of her, but for many days, they could not find a trace of her. It was by magic that her father located her. When the miners found out, they valiantly rescued her from capture.

Since then, Piella Pollyhum-Prettyfoot has been timidly afraid of gruff people, bullies, and tight spaces, but her father knew that she needed to break her fear. An old friend, Soeji, had been sending out requests to his companions of bygone ages for help, and Piella's father was one of them.

The fey-blood was strong in their family, and he knew that Piella could help Old Soeji out, so together, the two of them set off for his place. For many days they traveled. It was painful and slow going due to her lameness and the riding of a pony, but during the journey, her father taught her aspects of herself she didn't fully understand; primarily the nature of magic in her family. How, with practice, she too could control that magic. He taught her that her powers didn't start and stop with what the gods gave her, and she was worth so much more.

By the time that they had arrived, he had given her all the little bits of wisdom a poor miner could give his beautiful young daughter, and left her in the care of his old friend.


Piella's Description:

Character Image
Animated Character Image

There are different levels of beauty among the different races. Different perceptions of what that beauty is. However, Piella’s beauty seems to unnaturally span across the various races. There are aspects of her features that appeal to all. Her stunning countenance has made men and women consider her as the cutest thing they’ve ever seen. On top of that, she is personable, kind, and sweet. Harming Peilla, could lead people to a rallying of armies.

She stands an astounding 3’6”, which is quite tall for a gnome, and instead of chunky blobulous legs and features, they are acute and pretty. Even her hair springs with delight as one would expect to belong to such a creature. Strands of various shades of chocolate decorate her hair in a multi-array of dark brown and her eyes shimmer with hazelnut fissures of topaz.

Even her features are cute. Button nose, big eyes, angular jawline, and tiny hands and feet instead of lengthy or padded floppy features that most of her race have. In ways, she looks similar to a short human with some minor gnomish features, but her body shape is curvaceous and can be described by gnomes as highly attractive. Sexy even. Now that she has grown into a fine young woman, she has all such features attractive to men of her race, and even some not. She is modest though and wears typically an array of pastels and floral dresses that conceal all but that which is hugging her curved shape.

Class Information:
Name: Piella Pollyhum-Prettyfoot
Class: Heaven's Oracle 1/Sorcerer (Fey Bloodline) 2
Alignment: Neutral Good
Deity: Celestial Council
Homeland: Piaofeng
Race: Human
Size: Medium
Gender: Female
Age: 48 yrs old (Maturity 40 yrs old)
Bodily Features: 3'6", 17B-15-20, 32 lbs
Appearance: Beautiful, exotic, shapely with strong curves
Attributes: Pale-brown skin
Hair: Dark Brown, naturally spiraled
Eyes: Dark Brown with flecks of topaz, Almond-shaped, very large
Vision: Low-Light Vision

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STATS

STR 8 (-2 Racial)
DEX 14
CON 12 (+2 Racial)
INT 12
WIS 10
CHA 19 (+2 Racial)

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DEFENSES
HP: 19 (9+5+5)
Initiative: +2 (2dex)
Speed: 15ft
AC: 13 [0armor+0shield+2dex+1size+0NA+0Deflection+0Misc+10]
Touch: 13 Flat Footed: 11

SAVES
Fort: 2 =0+1+1resistance (+2 vs Death effects, +4 vs diseases/magical diseases/poison effects)
Ref: 3 =0+2+1resistance
Will: 6 =5+0wis+1resistance (+2 vs despair/illusions/fear effects)(+1 if an animal is nearby)

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ATTACKS
BAB: +1
CMB: -1 =1BAB-1Str-1Size
CMD: 11 =1BAB-1Str+2Dex-1Size+10

Melee
Dagger | +1 (-1str+1bab+1size) | 19-20x2
| P/S | 10ft | 1ammo | 1d3-1 |

Ranged
Light Crossbow | +5 (+2dex+1bab+1enhancement+1size) | 19-20x2
| B/P | 80ft | 20ammo | 1d6+1 |

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SKILLS (Total = Stat + Ranks + Modifiers)
Acrobatics (Dex)
Appraise (Int)* 5 =1+1+3
Bluff (Cha)* 8 =4+1+3
Climb (Str)
Craft Cooking (Int)* 11 =1+3+3+2item+2book
Diplomacy (Cha)* 9 =4+2+3
Disable Device (Dex)
Disguise (Cha)
Escape Artist (Dex)
Fly (Dex)*
Handle Animal (Cha)* 8 =4+1+3
Heal (Wis)*
Intimidate (Cha)*
Knowledge (arcana) (Int)* 6 =1+2+3
Knowledge (dungeoneering) (Int)
Knowledge (engineering) (Int)
Knowledge (geography) (Int)
Knowledge (history) (Int)*
Knowledge (local) (Int)
Knowledge (nature) (Int)*
Knowledge (nobility) (Int)
Knowledge (planes) (Int)*
Knowledge (religion) (Int)*
Linguistics (Int)
Perception (Wis)* 7 =0+2+5
Perform (Cha)
Profession Chef (Wis)* 4 =0+0+0+2tool+2book
Profession Trader (Wis)* 4 =0+1+3
Ride (Dex)
Sense Motive (Wis)*
Sleight of Hand (Dex)
Spellcraft (Int)* 5 =1+1+3
Stealth (Dex)
Survival (Wis)*
Swim (Str)
Use Magic Device (Cha)* 8 =4+1+3

* Class Skill

Check Penalty:
Languages: Common, Gnomish, Orc

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ABILITIES
1st Level Oracle 1: Mystery, Oracle’s Curse (Lame), Revelation (Awesome Display)
Feats: Spell Focus (Illusion)
2nd Level Sorcerer 1: Bloodline Power, Eschew Materials
3rd Level Sorcerer 2: Spell Focus (Enchantment)

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RACIAL ABILITY
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 defensive training and hatred.
Fey Fortitude: Gnomes with this racial trait are infused with a connection to life. They gain a +2 racial bonus on saves to resist death effects. This replaces weapon familiarity.
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.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Nosophobia: You gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. This racial trait replaces obsessive.

TRAITS
Animal Friend - Gnome (Race): You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.
Metamagic Master (Regional): When you use the chosen spell (color spray) with a metamagic feat, it uses up a spell slot one level lower than it normally would.

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ORACLE CLASS
Curse (Lame): One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
Mystery: Class Skills: An oracle with the heavens mystery adds Fly, Knowledge (arcana), Perception, and Survival to her list of class skills.
Awesome Display (Su): Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).

SORCERER CLASS
Compulsions: Compulsion spell DCs are increased by 2.
Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect. (DC 10+1/2lvl+cha+2=16)

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SPELLS KNOWN
Racial Spells: 1/day Dancing Lights, Ghost Sound, Mending, Speak with Animals

Oracle 0-Level: Create Water, Guidance, Purify Food/Drink, Stabilize
Oracle 1st-Level: Bless, Cure Light Wounds, Liberating Command

Sorcerer 0-Level: Detect Magic, Mage Hand, Prestidigitation, Read Magic, Spark
Sorcerer 1st-Level: Color Spray (DC19), Mage Armor

SPELLS PER DAY
Oracle 1st-Level: 4 (Used 3/4)
Sorcerer 1st-Level: 5 (Used 3/5)

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EQUIPMENT
Gold 0pp 610gp 2sp 5cp
Carrying Capacity 20/40/60/60/120/300
Weight 8 lbs

ON PERSON
Artisan's outfit - 1lbs
Backpack 2gp -
Bolts 1gp -
Cloak of Resistance +1 (2000gp) 1 lb.
Darkwood (5) doses 10gp -
+1 Light Crossbow (2335gp) 2 lbs
Dagger x1 2gp -
Lamellar Curiass 15gp 2lbs
Spell Component Pouch
-Silver (20 uses) 2gp - +1 to illusion DCs
Training Bolts (Bludgeoning) 1gp -

IN BAG
Brush 2sp
Chalk (10) 1sp -
Cold Weather Outfit 8gp 2lbs
Dress, Floral 2sp 1lb
Masterwork Silk Chu-furisode 400gp
Waterskin 1gp 1lbs

Pony 30gp
Bit and Bridle 2gp
Feed x5 2sp 5cp 50lbs
Saddle 5gp 15lbs
Tricks: Down, Heel, Sneak, Stay, Watch, Work

Shortcuts:

Attacks
[dice=Attack]1d20[/dice]
[dice=AttackDamage]1d3-1[/dice]
[dice=Ranged]1d20+3[/dice]
[dice=RangedDamage]1d6[/dice]

Saves
[dice=Fortitude]1d20+1[/dice] (+2vs [death], +4 vs diseases, magical diseases, poisons)
[dice=Reflex]1d20+2[/dice]
[dice=Will]1d20+3[/dice] (+2 vs despair/illusions/fear effects)

Skills
[dice=Appraise]1d20+5[/dice]
[dice=Diplomacy]1d20+8[/dice]
[dice=HandleAnimal]1d20+8[/dice]
[dice=KnowledgeArcana]1d20+5[/dice]
[dice=Perception]1d20+7[/dice]
[dice=Profession]1d20+4[/dice]
[dice=UseMagicDevice]1d20+8[/dice]

Autopilot Me:

Round 1: Bless
Round 2: Attack with Crossbow
Round 3: Heal those who need it.