Jirelle

Sariana Nightsong's page

848 posts. Organized Play character for Nikolaus de'Shade.


Full Name

Sariana 'Nightsong'

Race

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 |

Classes/Levels

Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

About Sariana Nightsong

Nicknames:
Sweetling = Tandri
Little One = Floare

Female Half-Elf Vampire Monk 8
LE Medium Humanoid (Elf, Half-elf, Human, Vampire, Undead)

Senses: Perception +14 (E, +2 Wis), low-light vision, darkvision.

DEFENSE
AC 26 (E, +3 Dex, +1 item) {Expert in Unarmoured}
HP 120/120 (8 + 8[10+3+1])
Negative Healing

Fort +15 (E, +3 Con)
Ref +15 (E, +3 Dex)
Will +16 (M, +2 Wis) Success is crit success
+2 vs. disease/poison, Immune to death effects. Poison resist = 1/2 level. +1 on all defenses vs. paralyze/sleep. +2 vs. controlling effects like dominate. Success is crit scucess against those effects.

Spd 40ft, Climb 15ft.
Space 5 ft.; Reach 5 ft.

ATTACK
Fangs +17, 2d6+4+2+d6 bleed. P [Grapple, Magic, Unarmed]
Fist +17, 2d6+4+2+d6 bleed. B. [Agile, Finesse, Magic, Non-lethal, Unarmed]
Stumbling Swing +17+d6 bleed, 2d8+4+2. B. [Agile, Backstabber, Finesse, Magic, Non-lethal, Unarmed]

+1 returning dagger +16, d4+4+2.
Sling +15, d6+2. B. [Propulsive, Range 50ft]

KI POWERS (Class DC 24)
Wholeness of Body (8HP*lvl-1)
Clinging Shadows Stance (d4 negative energy attack - agile)

STATISTICS
Str 19 (+4) [+2 base, +2 class, +2 race, +2 background, +2 @5]
Dex 16 (+3) [+2 base, +2 race, +2 @5]
Con 16 (+3) [+2 base, +2 background, +2 @5]
Int 10 (+0)
Wis 14 (+2) [+2 base, +2 @ 5]
Cha 10 (+0)

SKILLS
Athletics +14 (T, +4 str)
Acrobatics +15 (E, +3 dex)
Deception +15 (M, +0 cha, +1 item)
Intimidation +11 (T, +0 cha, +1 item)
Medicine +12 (T, +2 wis)

LANGUAGES
Common, Necril, Varisian.

EQUIPMENT
Sling (- gp)
Healer’s Tools (5gp)
Explorers Clothing (1sp)
Fine Clothing (2gp)
Minor Oil of Unlife (4gp)

+1 Explorers Clothes [Lvl 5]
+1 Striking, Wounding Handwraps [Lvl 7]
Demon Mask [Lvl 4]
Ventriloquist's Ring [Level 3]
+1 returning dagger [Lvl 3]
Spellguard Shield [Level 6]

Explorer's Yurt [looted from Cult of the Bloom]
- gp

FEATS

Ancestry Feats:
General Training [Ancestry 1]: Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat's prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.
Ancestral Suspicion [Ancestry 5]: Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate, and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead.

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Class Feats:
Stumbling Stance [Monk 1]: {A} You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to Deception checks to Feint. The only Strikes you can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If an enemy hits you with a melee Strike while in this stance, it becomes flat-footed against the next stumbling swing Strike you make against it before the end of your next turn.
Vampire Dedication [FA 2]: You're a newly risen vampire. You gain the undead and vampire traits and the basic undead benefits, and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals 1d6 piercing damage. They're in the brawling group and have the grapple and unarmed traits. You gain revulsion and sunlight vulnerabilities detailed in the Vampire Vulnerabilities sidebar and the Drink Blood ability.
Drink Blood {A} (divine, necromancy)
Requirements: A grabbed, paralyzed, restrained, unconscious, or willing creature is within your reach.
Effect: You sink your fangs into that creature and drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed, and automatically succeeds for any of the other conditions. If you succeed, the creature becomes drained 1, and you gain temporary HP equal to the target's level that last for 10 minutes. Further uses against the target don't increase the drained condition or grant you more temporary HP.
Stunning Fist [Monk 2]: The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Clinging Climber [FA 4]: You climb like a spider. You gain a climb Speed of 15 feet.
Wholeness of Body [Monk 4]: You can restore your health by tapping into your ki. You gain the wholeness of body ki spell. Increase the number of Focus Points in your focus pool by 1.
Daywalker [FA6]: Through a profane pledge or a bloodline quirk, you can tolerate the sun's light. You gain the advanced undead benefits and can't be destroyed by sunlight. This doesn't prevent you from becoming slowed by exposure to the sun.
Stumbling Feint [Monk 6]: You lash out confusingly with what seems to be a weak move but instead allows you to unleash a dangerous flurry of blows upon your unsuspecting foe. When you use Flurry of Blows, you can attempt a check to Feint as a free action just before the first Strike. On a success, instead of making the target flat-footed against your next attack, they become flat-footed against both attacks from the Flurry of Blows.
Manipulative Charm [FA8]: Against humanoids, you gain a +1 circumstance bonus to Deception checks to Lie, and to Diplomacy checks to Gather Information and Make an Impression.
Once per day, you can cast charm as a divine innate spell using your class DC or spell DC, whichever is higher. Casting it requires staring into the target's eyes, giving the spell the visual trait. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level charm when you are 19th level.
Clinging Shadows Initiate [Monk 8]: You learn a mystical stance that transforms your ki into sticky smoke that shrouds your limbs, clinging to everything you touch. You gain the clinging shadows stance ki spell. Increase the number of Focus Points in your focus pool by 1. While entering the stance uses a ki spell, the shadow grasp attacks it grants are not, so you can use them as often as you like while in the stance.

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Skill Feats:
Group Coercion [Background]: When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.
Stitch Flesh [from General Training]: You can use Treat Wounds to restore Hit Points to undead creatures, not just living ones. The techniques you use to do so vary, but all require sutures, bandages, and other tools included in healer's tools. Some conditions that might raise the DC of treating undead's wounds differ from that of living creatures.
Battle Medicine [Skill 2]: You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
Intimidating Glare [Skill 4]: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Titan Wrestler [Skill 6]: You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Slippery Secrets [Skill 8]: You elude and evade attempts to uncover your true nature or intentions. When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your identity, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing.

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General Feats:
Toughness [General 3]: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.
Shield Block [General 7]: {R} You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Background: Local Brigand: You hail from the River Kingdoms or the more lawless reaches of Brevoy. Your life has been hard. You know how to ambush travelers, bully traders, avoid the law, and camp where no one can find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over.
Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.
You’re trained in the Intimidation skill and the Banditry Lore skill. You gain the Group Coercion skill feat.
Heritage: Half-Elf: Either one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the half-elf trait, and low-light vision. In addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat.

CLASS FEATURES
Basic Undead Benefits
Advanced Undead Benefits

Vampire Vulnerabilities:
Revulsion: You can't voluntarily come within 10 feet of brandished garlic or a religious symbol of a non-evil deity. A creature must Interact to brandish garlic or a religious symbol for 1 round (similar to Raising a Shield). If you involuntarily come within 10 feet of an object of your revulsion, you gain the fleeing condition, running from the subject of your revulsion until you end an action beyond 10 feet of it. After 1 round of being exposed to the subject of your revulsion, you can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, you overcome your revulsions for 1d6 rounds, or 1 hour on a critical success.
Sunlight: If exposed to direct sunlight, you immediately become slowed 1. The slowed value increases by 1 each time you end your turn in sunlight. If you lose all your actions in this way, you are destroyed. Due to your supernatural aversion to light, you don't cast shadows or show a reflection in mirrors.

Class Features
Flurry of Blows {A}: [Flourish, Monk] Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.

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Appearance
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Sariana is a lot shorter than average, standing at exactly 5’, although her lustrous black hair and strangely silver eyes draw more attention than her height at first glance. When she has the time and funds Sariana enjoys dressing well, favouring dark colours and trousers or slit skirts that let her run and climb when necessary. Centuries of starvation have only recently been offset by semi-regular feeding and Sariana is still too thin, although her pointed ears and the tint of elven blood in her veins means that people usually consider her ‘sylph-like’ or ‘ethereal’ rather than just under-fed.

Background:
Sariana is one of the few beings left on Golarion who might remember what the world was like before Earthfall. Along with the rest of her tribe she was transformed upon the eve of calamity into a creature of darkness, power and immortal strength, one of the first vampires in the shadow-bound nation of Nidal. For centuries Sariana was mighty among the Umbral Court, an artist of Kuthite methods who could produce works of art and song powerful enough to make even her jaded peers wonder and seethe in envy. But for all her skill Sariana was arrogant, too confident in her own power and she paid the price. Captured by a group of her peers she was bound in silver and forced into an iron coffin where she starved into a state barely removed from death for thousands of years.

When her coffin was found, and broken open, by covetous treasure hunters, Sariana awoke and waited until her rescuers lay sleeping before she slew them and fed for the first time in millennia. Four bloodbags were not enough to state her thirst and she burst out into the world above in a mad whirlwind of mindless hunger. In one night she slaughtered an entire village, draining more than eighty bodies dry and glutting herself until she was sated.

The strangest moment of that night came a little before dawn when she heard a cry. Investigating out of idle curiosity Sariana found a small girl crying at the head of some stairs. Moved by some perverse instinct Sariana scooped the child into her arms, carrying her back to bed and soothing her with a gentle song from her own long-ago childhood rather than simply snapping the fragile neck and being done with it. She left the peacefully sleeping child and the village before dawn and never thought of it again.

It was months before Sariana finally learned where she was, somewhere called ‘Brevoy’ and years before she realised just how long she had been shut away from the world. She travelled to Numeria and marvelled at the Silver Mount and the strange technologies that had been found inside it. But that world was strange and foreign to her and Sariana eventually turned northwards once more, back to Brevoy, where the plains reminded her of a long-ago life of horses, tribe and family. She fell in with groups of bandits, mercenaries and explorers, and a decade passed as she lived among them for as long as she could before someone asked questions about why their companion so rarely ate and avoided the sun as though it would burn her pale skin from her bones.

So life went on until one rainswept evening Sariana decided that she'd had enough. Of the woods, of the rain, of being treated like garbage by everyone who saw her. With the combined spoils of her last bandit group stowed away in her ragged clothes she turned her path northwards once more, intent on returning to civilisation long enough for a hot bath, new clothes and a little fun.

Time to live again, just for a little while.