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Trinia Sabor

"Sunny"'s page

249 posts. Alias of Sunset.


About "Sunny"

DM Blackfang's Kingmaker

Full Name: Sunny

Race: Gillmen 'River Folk'

Classes/Levels: Fighter(Unarmed Specialist) 1/ Ninja() 1

DM Stuff:
Sunny's river clan are careful and quiet about their 'advantage' over most folk who dwell upon the river. She herself is looking for some where to quietly settle down some and maybe raise another generation or two of 'River clan' folks who might some day help 'expand' the family business.

Gender: Female

Size: Medium

Special Abilities: Amphibious, 'River Folk'

Alignment: Chaotic Good

Deity: Calistra

Languages:Common,

Strength: 14
Dexterity: 16
Constitution: 14
Intelligence: 11
Wisdom: 10
Charisma: 16

======================================================================
'Sunny' (As she prefers to be called by her friends) is a cheery, happy soul. Having grown up on board her clan's river boats. She has earned her keep, up until now, by working on these small fishing boats or by providing extra set of helping hands in the hamlets further up and down the river to where the ships might put in for berth between catches.

Now, slightly bored, she has decided to see what the world at large holds in offer.
========================================================================.
.
HP: 12
Combat Damage: HP TOTAL:

Combat Clothing

AC: 20 (Dex:+3,Armour:+5,Combat Expertise+1,Turtle Style+1)
Touch:15, Flat Footed:16

BAB: +1

Full Attack Melee: +2 Short Sword
Full Attack Melee: +2 Unarmed
Damage Melee: 1D6+1 (19-20/X2)
Damage Melee: 1D4+1 (20/X2)

Full Attack Ranged: +4 X-bow
Damage Ranged: 1D8 (20/X2)

Init: +3

Fort: +3
Ref: +6
Will: +0

CMB: +3
CMD 15
SPD: 30 ft 30 sw

Physical Description:

Height: 5' 11"
Weight: 114 lb
Hair: Blond
Eye Colour: Blue

Traits:

Trait1:Bandit(River Kingdoms) +100 Gp starting money

Trait2:Killer:

Spoiler:
You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or find vile pleasure in such a strike as you twist the blade to maximize the pain. You deal additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

Trait3:Threatening defender

:Feats:

Feat:1stLvl(General)Combat Expertise

Feat:1stlvl(Fighter[Unarmed Archetype]) Improved Unarmed Strike feat Style feat: Snapping Turtle Style

The unarmed fighter need not meet all the prerequisites of the style feat he chooses. This ability replaces the bonus feat at 1st level.

Feat:1stLvl(Ninja)Poison Use. Sneak Attack +1d6

Skill Points=8

Skills:

Acrobatics(N): +7=(+1R,+3Cl,+3Dex)
Appraise(N):
Bluff(N): +7=(+1R,+3Cl,+3Cha)
Climb(N)(F):
Craft(N)(F):
Craft(N):
Diplomacy(N):
Disable Device(N):
Disguise(N): +7=(+1R,+3Cl,+3Cha)
Escape Artist(N):
Fly:
Handle Animal(F): + =(+1R,+3Cl,+3Cha)
Heal:
Intimidate(N)(F):
Ks(Arcane):
Ks(Dungeon)(F):
Ks(Engineering)(F):
Ks(Geography):
Ks(History):
Ks(Local)(N):
Ks(Nature): +4=(+1R,+3Cl,+0Int)
Ks(Nobility)(N):
Ks(Plants):
Ks(Religion):
Linguistics(N):
Perception(N): +4=(+1R,+3Cl,+0Wis)
Perform(N):
Perform:
Profession(Sailor)(N)(F):
Ride(F):
Sense Motive(N):
Sleight of hand(N): +7=(+1R,+3Cl,+3Dex)
Spell craft:
Stealth(N):
Survival(F): +4=(+1R,+3Cl,+0Wis)
Swim: =(+10Innaite. Able to 'Take Ten' freely)
Use Magic Device(N):

Equipment: Starting Money 640 Gp

Spoiler:

Combat Gear:
Chain Shirt Armour, 100 Gp
Short Sword(X2), 20 Gp
Dagger (X4): 8 Gp
Light X-Bow: 12 Gp
Bolts(100): 50 Gp
Armored Coat: 50 Gp (Advanced Players Guide Pg 180)
Total: 240

Standard Adventurers gear in back-pack: 400 Gp

Noble(Rich) clothes, 75 Gp
Expensive Hat (Tricorn), 1 Gp

Normal starting clothes, 1 Gp
Lantern (Bulls eye), 12 Gp
Flask oil (x4), 4 Sp
Back-pack(Box-framed), 8 Gp
Belt pouch, 1 Gp
Bedroll, 55 Sp
Flint and Steel, 1 Gp
Hemp Rope (50'), 1 Gp
Sun-rods (2), 4 Gp
Trail Rations (10Days), 5 Gp
Water-skin (X2), 2 Gp
Sack (x2), 2 Sp
Water Tight Sea Chest, 5 Gp

Combat trained riding dog 200Gp

Stats:

Riding Dog, CR 1, XP 400
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
------------------------------------------------------------
DEFENSE:
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
---------------------------------------------------------------
OFFENSE:
Speed 40 ft.
Melee bite: +3 (1d6+3 plus trip)
----------------------------------------------------------------
STATISTICS:
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1;
CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
----------------------------------------------------------------

MOney's left 76.1 Gp

Notes and character working:

Spirit of the river: You can spend a number of days out of water equal to your Constitution score modifier. Link: Line; 268

Race: Elf (Aquatic) Link



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