Trinia Sabor

Sunny.'s page

230 posts. Alias of Sunset.


Race

HP 28 / 28 Init: +3, Perc: +11, (AC=18)

About Sunny.

DM Bloodgargler's other game

Background:

What Sunny 'Remembers'.:
'Sunny' (As she prefers to be called by her friends) is a cheery, happy soul. Having grown up about the ports and harbors of she has earned a living, up until now, by working on small fishing boats and trawlers or by providing impromptu entrainment at the small local taverns in the hamlets where the ships would put in for berth.

Now, slightly bored of the sea (And always cleaning the salt from her hair), she has headed inland to see what the world at large holds in store for her.

N'so, a description o' th' kin 'Back home'. Island Elves of which she wus a part of would seem to be more 'Native' like. Simple hunter, gather-ers who might supplement things with a bit of 'natural' crop farming and other horticulture'l endeavors.

Now, bein' Native don't mean bein' Stoopid. Frowns and waggles a warning finger at folks.

Since they're more like Seals then Fish, they'd be on goodly terms wi' th' Merfolks there abouts an' probably have good trade relations wi' 'em. As fer raiders an' such? Well, every community puts up with that sort o' folk in a fantasy setting, right (^.~) ?

Sunny's (Elasandriel) kith and kin have been living on the edges of the sea from time immemorial. Whether it was exploring some new and pristine beach or scampering about the rigging of whatever sailing vessel was the fashion of the day. Being 'Of the sea and shore' are part of her nature.

Description

Race: Island Elf(link)

Link to 'Aquatic Elf' rulings etc

Age: 'Mature' :P
Race: Elf
Height: 6' 1"
Weight: 107 Lbs
Gender: Female

Cleric 5 (Evangelist:
Alignment: Neutral Good
Speed: 30' Swim 20', Fly 20(Poor)
Init: +3,Perception: +11,Senses: Low Light Vision,

Languages: Common,
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DEFENSE
__________________________________________________________
AC: 12,(20)(10Base,+2Dex,+2Def(ShieldFaith),+6InstantArmor))

Touch: 12,(14)(10Base,+2Dex,+2Def(ShieldFaith))

Flat Footed: 10,(16)(10 Base,+2Def(ShieldFaith),+6(InstantArmor))

Special:

CMB: +3

CMD: 15

HP: 28 Wounds:
Fort: +4,Ref: +3,Will: +8,
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OFFENSE
__________________________________________________________
BAB: +3

Melee: +

Elven Curved-blade: +5

Damage: 1d10+1, 18–20/x2, (S)

Ranged +(+5Base)

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STATISTICS
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Str: 10
Dex: 16
Con: 11
Int: 12
Wis: 17
Cha: 16 (+1,4thLvl)

Traits:

Trait1: Quick Learner

Trait2: Birth Marl

Trait3: Innocent

Trait4: Gregarious

Feats:

General Feat(1stlvl): Additional Traits

Cleric (1stLvl): Aura, channel energy 1d6, domains, orisons,
Sermonic Preformance: An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level.

Note* Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric’s channel energy damage at 7d6 points.

Cleric (2ndLvl): NA

General Feat(3rdLvl): Weaponfinesse
Cleric (3rdLvl): Channel energy 2d6

Cleric (4thLvl): NA

General Feat (5thLvl):
Cleric (5thLvl): Channel energy 3d6

Spells:

Orisons:
1) Create Water
2) Enhance Diplomacy
3) Stablize
4)

1st Lvl: (X),(/),(/),(/)
1) Cure Light Wounds
2) Shield of faith
3) Summon minor monster (1D3 Animals)
(D) Charm Person (X)

2ndLvl (X),(/),(/)
1) Instant armor (Chainmail)
2) Cure Moderate Wounds
(D) Calm Emotions

3rdLvl (.),(.)
1) Sacred Bond
(D) Suggestion (X)

Skills:

Acrobatics()():+4 (+2,+2Dex)
Appraise()(C):
Bluff()():
Climb()(): +
Craft()(C):
Diplomacy()(C):+7=(+2R,+2Cha,+3Cl)
Disable Device()(): +
Disguise()():
Escape Artist()(): +
Fly()(): +6 (+4,+2Dex)
Handle Animal()():
Heal()(C): +8=(+2R,+3Cl,+3Wis)
Intimidate()():
K(Arcana()(C):
K(Architecture/Engineering()()):
K(Dungeoneering()()):
K(Engineering()()):
K(Geography()()):
K(History()(C)):
K(Local()()): +
K(Nature()()):
K(Noble()(C)):
K(Planes()(C)):
K(Religion()(C)):
Linguistics()(C):
Perception()(): +8=(+5R,+3Wis)
Perform; Dance()():+5 (+2R,+3Cha)
Perform; Dance()():+8+5R,+3Cha)
Profession()()(C): +
Ride()():
Sense Motive()(C):
Spell Craft()(C): +
Stealth()(): +
Swim()(): +2
Survival()():
Use MagicDevice()():

Gear:

Starting Gold 900Gp
-----------------------------------------------------------------------
Winter Blanket 1 Gp
Bedroll 1 Gp
Adventurer's Sash 20 Gp
Adventurer's Sash 20 Gp
Sealing Wax(4Lb) 4 Gp
Back-pack 2 Gp
Chest(Mstwk) 35 Gp (+Lock Superior 150 Gp)
+Sunrod(X20) 40 Gp
+Rope(Silk)50'(X2) 20 Gp
+Chain(Mstwk)10'(X2) 120 Gp
+Soap(1 Lb) .5 Gp
+Fishing Net 4 Gp
+Manacle(Mstwk)(X2) 100 Gp
+Wizards Spellbook(Blank)(Mstwk) 55 Gp
++Hidden Compartment(Mstwk) 55 Gp
Handy Haversack 2000 Gp
Manacles of Co-operation 2000 Gp
Mstwknet(To wear) 320 Gp
Assorted jewelry(To afix said netting) 500 Gp

Moneys Left:(Inside Hidden Compartment) 508 Gp

Silversheen Cobra (portal seeker)
N Small construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
hp 15 (1d10+10)
Fort +0, Ref +2, Will +0
DR 5; Immune construct traits;
OFFENSE
Speed 30 ft. Swim 30 ft.
Melee: None
STATISTICS
Str 12, Dex 15, Con —, Int 3, Wis 11, Cha 8
Base Atk: None; CMB +0; CMD 13 (can't be tripped)
Skills Stealth +6;

Portal Seeker (Ex): Once per day, the cobra's master can order it to find a specific planar portal within 10 miles, which it does as if guided by discern location. The master must be holding a matching portal sigil or key for this order to function.

May be wielded as a masterwork whip... dealing 1d6/19-20x2

Add the fact that it does lethal damage

With this construct, your creators were hoping to use you (and future clones of you) for two tasks

Reconnect to the Timeless Garden through the Plane of Water.

and track down the exact locations of the cube artifacts not in their possession (which are planar portals to demiplanes)

XP

Spoiler:

[spoiler=Working tools]