Grey Maiden

Saranie of the Rising's page

48 posts. Alias of Cydrius.


Full Name

Saranie Cherryspoke

Race

Halfling

Classes/Levels

Paladin (Divine Hunter) 3 | AC 17 T 13 FF 14 | HP 28/28 | F +7 R +7 W +6 (+2 vs Fear) | Init +3

Strength 12
Dexterity 16
Constitution 13
Intelligence 10
Wisdom 10
Charisma 17

About Saranie of the Rising

Saranie of the Rising
Female Halfling Paladin (Divine Hunter) 3
N Small Humanoid(Halfling)
Init +3; Senses Perception +2
-------
Daily-Use Abilities
-------
Lay on Hands [x][][][] (4)
Smite Evil [] (1)
Adaptable Luck [][][] (3)
-------
Appearance
-------

Appearance:
Age : 25
Size : Medium, 3'2", 29 lbs.
Type : Humanoid (Halfling)
You see a tall (by halfling standards) halfling woman clad in well-maintained mithral chainmail, and wearing a red-plumed helmet; a strange choice given the rest of the armor. The front of her armor is decorated with the holy symbol of Sarenrae, and she wears a red silk scarf embroidered with the same.

Very few have seen Saranie’s face since her incident; she generally keeps it hidden beneath her helm, or hidden with her scarf. Her hair is strawberry blonde in color, and she keeps it cut short. Through the eye-holes of her elm, one can see hazelnut irises full of determination, but wrinkled with past regrets.

A composite longbow, a longsword, and a shield are readied on her back and her belt, and she carries a light travel pack; most of her equipment is stowed away in her mount’s saddlebags.


-------
Background
-------
Saranie of the Rising?:
Cramson and Labella Cherryspoke were halfling traders of small renown, driving their caravan from town to town, trading goods for a living as they pursued the sights of the world. Together, they begat twin sisters Saranie and Mellira.

The sisters grew amongst the many people of the caravan; becoming apprentices under friends of their parents. The feisty Saranie, eager to defend and protect, trained under their Ranger guide, learning to be accurate and efficient with a bow and a blade despite her small size, becoming an honorable and stalwart defender.

Her sister, in turn, was not as inclined to combat. She favored craftsmanship and care, apprenticing under the caravan's farrier.

Their lives were peaceful for many years, but this was not due to last, as fate is not always a kind mistress.

One night, Saranie awoke in the wagon she shared with her sister, her eyes watering and feeling herself choke. Dark, thick smoke filled the wagon. It was not long before she realized that their wagon was ablaze. Mellira was unconscious on the floor next to her bed.

Saranie tried to awaken her sister, but alas, there was no use to it. She hoisted her unconscious twin over her shoulders and tried dragging her outside, but soon heard the roof give a loud creak. She only had time to throw her sibling out before the roof collapsed onto her, the weight of the wood and the choking heat of the flames and smoke condemning her to what she believed was an early death.

Then, in a moment that would define the rest of her existence, a torrential downpour began, dousing the flames with remarkable efficiency. As fellow caravaneers, alerted by her earlier shouts, dug her out of the wagon's smoldering remains, she saw the sun rise from the horizon; a light of hope in the face of injury and tragedy.

Still, all was not right in the world. The fire had not been accidental. Bandits, seeking to rob the caravan of its goods, had set some of the lesser wagons ablaze as a means of distraction and panic mongering, then swooped in, weapons unsheathed, and slain most of the caravan guard. The twin's parents had been of the numbers slain during the battle, and the caravan was a complete loss.

The remaining travelers limped to the next town down the road, grieving and sullen. Despite her injuries, Saranie offered words of hope, driving everyone to forge ahead to a safe shelter.

In the town, a temple of Sarenrae welcomed them as refugees, offering to treat their wounds and give them the means to rejoin their families.

Though they had no family to return to, the twins found a home within the temple itself. There was no doubt in their minds that the intervention of the Everlight's dawn had been her salvation from certain death. Inspired by their experiences, they joined the temple.

They became honored figures in the temple over time, Saranie as a Paladin and Mellira as a cleric, spreading hope and justice in the region. Saranie, ashamed of her deep burn scars, took to wearing a helm despite her choice of lighter armor, masking her face with a red scarf when not in armor. Neither she or the temple had the means to clear these scars away.

Ire, however, festered within Saranie's heart. She sought to bring the brigands which had gutted their caravan to justice, but they eluded her time and time again. It eventually became an obsession, an act of revenge rather than protection.

She eventually found their leader and engaged him in combat. What ensued was not the righteous application of justice, but a bloody, furious massacre.

As she stood over the man's carcass, bloodied and exhausted, Saranie felt the sun blazing down at her. When she sought to heal her wounds, she found that her divine powers had abandoned her.

Devastated, she came home to her sister and confessed her actions. Mellira, horrified and ashamed, ordered her to surrender her weapons. Only through acts of peace and altruism could the former paladin ever hope for redemption.

It took three years for the divine powers to forgive Saranie for her actions. She prayed, made penitence, and served her community humbly for all this time, spreading hope where she could. Eventually, her divine resilience and her divine gifts returned, but it was still another year before she trusted herself with a bow in her hands again.

She was not, however, satisfied with remaining with the temple in her small village. She had failed once in her duty, and she felt she now had to prove that she could go above and beyond her call while remaining true to her devotion.

Thus, she one day bid farewell to her sister and left with a passing group of adventurers, to spread hope where she went and oppose evil wherever it dared fester.

Little did she know what strange adventures awaited her...

-------
Defense
-------
AC 17, Touch 13, Flat 14 (+2 when wielding shield)
HP 28 (3d10+6) [favored class bonus : 3 times]
Fort +7; Ref +7; Will +6 (+2 vs. Fear)
CMB +3
CMD 16
-------
Offense
-------
Speed 30 ft
Ranged
Masterwork Composite Longbow (1 strength rating) +8 (1d6+1; x3; 110ft; P) [Point Blank, Precise, Deadly Aim]
Melee
Masterwork Longsword +6 (1d6+1; 19-20; S)

-------
Statistics
-------

Statistics:

Str 12; Dex 16; Con 13; Int 10; Wis 10; Cha 17
Feats
  • Precise Shot (from Divine Hunter)
  • Point Blank Shot
  • Deadly Aim

    Traits

  • Greater Purpose: Saranie believes that her deity allowed her to escape death once, for some greater fate. She is confident that, until her true fate has come to pass, Sarenrae will protect her again. This grants her +1 to saves against death effects, and +1 to stabilization rolls.
  • Illuminator: Saranie speaks with the eloquent voice of Sarenrae's devout. This grants her a +2 bonus to diplomacy checks.
    Racial Traits:
  • Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
  • Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
  • Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
  • Adaptable Luck Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.
  • Fleet of Foot Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

    Class Features:

  • Aura of Good
  • Detect Evil
  • Smite Evil 1/day (+3 to hit, +3 damage, [+6 on first attack vs. Evil outsiders, evil dragons, undead] , +3 AC)
  • Divine Grace
  • Lay on Hands (1d6, 4/day)
  • Divine Health
  • Shared Precision (Su) : At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit. This ability replaces aura of courage.

    Mercies

  • Sickened

  • -------
    Skills
    -------
    Skills:
    Trained Skills:
  • Diplomacy +11 (+2 trait bonus)
  • Knowledge(Religion) +6 [2 ranks]
  • Ride +7 [1 rank]

    Spoken Languages: Common, Halfling

  • -------
    Equipment
    -------

    Equipment:

  • Composite Longbow +1
  • Masterwork Longsword
  • Masterwork Heavy Wooden Shield
  • Masterwork Mithril Chain Shirt
  • Golden Holy Symbol of Sarenrae
  • Pony, Combat Trained
  • Military Saddle
  • Chainmail Barding (Pony)
  • Saddlebags
  • Small Tent
  • Paladin's Kit
  • Grooming Kit
  • Gear maintenance Kit
  • Everburning Torch
  • Small Steel Mirror
  • Quiver containing 12 common arrows, 6 blunt arrows, 1 whistling arrow and 1 smoke arrow.
  • Spare quiver containing 12 common arrows, 6 blunt arrows, 1 whistling arrow and 1 smoke arrow.
  • Arrows, Common (36) [Not in quiver]
  • Arrows, Blunt (28) [Not in quiver]
  • Arrows, Whistling (18) [Not in quiver]
  • Arrow, Smoke (1) [Not in quiver]
  • 181 gp

  • Zenith, faithful pony steed:

    Zenith is a blonde-coated pony with a bright white mane. He is a sturdy stallion, trained for combat. Zenith is clad in light chain mail barding which is marked with Sarenrae’s holy symbol. He bears a military saddle and a set of saddlebags. His temperament is very calm and controlled, making him an excellent mount.
    Statblock ; AC 19, Touch 13, Flat-Footed 16