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Trinia Sabor

'Sunny''s page

1,400 posts. Alias of Sunset.


Race

Island Elf(link)

Classes/Levels

HP20/43;Fort+6;Ref+9;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

About 'Sunny'

DM-Camris' Savage Tide: Chapter 3, The Savage Kraken's Wake!

List of Sunny's friends:

Trynight Trendit

Lord Avner

Perception:+9, Init:+4,

Background:

Spoiler:
'Suny' (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 (^.~) ?

Suny'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.

Age: (Mature) (^_~)
Race: Elf (Sea)
Height: 5' 11"
Weight: 134 Lbs
Gender: Female

Aquatic Elf information/rules: Linky

Class: Unarmed Fighter 1/ Ninja 3/ Monk2/

Alignment: Neutral Good
Speed: 30' Swim 30'
Init: +4,Senses: Perception +9, Low Light Vision,
__________________________________________________________
DEFENSE
__________________________________________________________
AC: 17((19),FullDefensive(23)(10Base,+4Dex,(+1Combat Ref,+2Bracers)(+2AC 'Blocking' Bonus))

Touch: 17/19(10Base,+4Dex,+1CombatExpertise)+2AC Deflection Bonus)

Flat Footed: 12(10 Base,+Armor,+2AC Deflection Bonus)

*Note: Full defensive combat is only a -2 to Attacks for a +2 to AC.

*Note: Tonfa's add effectively a +2 to AC.

CMB +4;
CMD 18

hp 43 (1d10+5d8+8)
Fort +6, Ref +9, Will +4
Defensive Abilities evasion;
Weakness delicious
__________________________________________________________
OFFENSE
__________________________________________________________
Speed 30 ft., swim 30 ft.

Special Attacks flurry of blows, sneak attack +2d6, stunning fist (3/day, DC 13)
Ninja Spell-Like Abilities (CL 0th; concentration +0) — vanishing trick

Melee: +7

Punch,1: +7 Dam: 1d6+2 (20/X2)

Punch,2: +7 Dam: 1D6+1 (20/X2)

OR

Tonfa,1: +7 Dam: 1D6 (20/X2) (+1 AC 'Blocking Bonus')

Tonfa,2: +5 Dam: 1D6 (20/X2) (+1 AC 'Blocking Bonus')

OR

Wushu Dart 1: +7 Dam: 2D3 (Auto-crit) PLUS 1D4 Bleed Damage

Fist 2: +5 Dam: 1D6+1 (20/X2)

Or a combination of there of.

Also
-
Ranged

Wushu Dart: +7, Dam: 1d3+2 (20/X2) Range Inc: 10'

Smoke Bomb: +7 Dam: Nil (Obscures vision), Range Inc: 10'
__________________________________________________________
STATISTICS
__________________________________________________________

Str: 10
Dex: 18
Con: 10
Int: 10
Wis: 08
Cha: 18 (+1 4ThLvl)

Traits::

Trait1: Threatening defender

Trait2:adopted,
Trait3:enlightened warrior,
Trait4:chosen child,
Trait5:finding Haleen,

Ki Pool: (X),(.),(.),(.),(.),

Feats::

1stLvl: (Unarmed Fighter1)
Weapon and Armor Proficiency:

An unarmed fighter is not proficient with medium armor, heavy armor, or shields. An unarmed fighter is proficient with all monk weapons, including exotic monk weapons.

Unarmed Style: Boar Style

General feat: Weapon Finesse

2ndLvl: (Ninja1)
Poison Use
Sneak Attack 1D6

3rdLvl: Monk1)
(Monk Bonus feat)Combat Expertise
Flurry of blows
Stunning Fist
Unarmed Strike
General Feat: Piranha Strike

4thLvl:(Ninja,2)
Ki Pool
Ninja Trick->Combat Trick->Two Weapon Fighting

5thLvl:(Monk,2)
(Monk Bonus Feat) Dodge
Evasion
General Feat: Ninja trick:Vanish

6thLvl:(Ninja,3)
No trace +1, sneak attack +2d6

Skills::

Acrobatics(N)(M):+8=(+3R,+2Dex,+3Cl)
Appraise(N)():+6(+2R,+1Int,+3Cl)
Bluff(N)(): +8(+1R,+4Cha,+3Cl)
Climb(N)(M): +6(+1R,+2Str,+3Cl)
Craft(N)(M)Woodworking: +6=(+3R,+3Cl)
Diplomacy(N)():
Disable Device(N)(): +9=(+2R,+4Dex,+3Cl)
Disguise(N)():
Escape Artist(N)(M): +8=(+1r,+4Dex,+3Cl)
Handle Animal()(): + 8=(+1R,+4Cha,+3Cl)
Heal()(): +1=(+1R,+0Int)
Intimidate(N)(M):
Knowledge (Arcana()()):
Knowledge(Architecture/Engineering()()):
Knowledge(Dungeoneering()()):
Knowledge(Engineering()()):
Knowledge(Geography()()):
Knowledge(History()(M)):+4=(+1R,+3Cl)
Knowledge(Local(N)()): +4=(+1R,+3Cl)
Knowledge(Nature()()):
Knowledge(Noble(N)()):+4=(+1R,+3Cl)
Knowledge{Religion()(M)):
Linguistics(N)():
Perception(N)(M):+9=(+5R,-2Wis,+3Cl)
Perform(N)(M)(Dance):+8 =(+1R,+4Cha,+3Cl)
Profession(N)(M)(Sailor): +5=(+2R,+3Cl)
Profession(N)(M)(Carpenter): +5=(+2R,+3Cl)
Profession (N)(M)(fisherman) +5=(+2R,+3Cl),
Profession (N)(M)(Navigator) +5=(+2R,+3Cl),
Ride()(M):
Sense Motive(N)(M):+4=(+1R,+0Wis,+3Cl)
Sleight Of Hand(N)(): +8=(+1R,+4Dex,+3Cl)
Spell Craft()():
Stealth(N)(M): +10=(+3R,+4Dex,+3Cl)
Swim(N)(M): =(Innate +10)
Survival()(): +4=(+1R,+0Wis,+3Cl)
Use Magical Device(N)():

Note:
Wushu Dart

”Special Abilities”:

Amphibious (Ex) You can survive indefinitely on land.
Boar Style Unarmed strikes deal bludgeoning or piercing damage
Combat Expertise -1/+2 Bonus to AC in exchange for an equal penalty to attack.
Delicious (Ex) -2 penalty on Escape Artist and combat maneuver checks to escape bite grapples.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Blows +3/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Gregarious (Ex) Successful Diplomacy check causes target to take a -2 penalty vs further CHA skills for 24 hr.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stunning Fist (3/day, DC 13) You can stun an opponent with an unarmed attack.
Swimming (30 feet) You have a Swim speed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Water-Touched DR 1/— against creatures and attacks with the water type.

Gear:

Starting Gold 16000Gp:

Cestus(+1 'Silvered')(Fingerless leather 'boxing gloves')(X2) 4060 Gp
Efficient Quiver 1800 Gp
Bag Holding(Type I) 2500 Gp
Horn 'Shell' armor (+5AC)(MstWk) 250 Gp
Harpoon(X10) 50 Gp

Tonfa (X2)(Blocking) 1D6 20/X2 2 Gp
'Wushu' Darts (X20) 20 Gp

Clothing (Various) 10 Gp
Winter Blanket 1 Gp
Bedroll 1 Gp
Silk Rope(X2[100']) 20 Gp
Adventurer's Sash 20 Gp
Adventurer's Sash 20 Gp
MstWk Backpack 50 Gp
Belt Pouch 1Gp
Small,MstWk Chest (Water-proof/False bottom) 127 Gp
Philter Of Love 3000 Gp
Smoked Goggles 10 Gp
Fishing Net 4 Gp
Bouy (Superior)(X8) 80 Gp

Tangle foot bags. 200 Gp, 16 Lbs (x2)

Thunder stones 300 Gp, 30 Lbs (X10)

Smoke pellets 600 Gp, - Lbs (X24)

Share in boat/venture: 2,000 Gp

Moneys left: 427 Gp Gp

Carrying Capacities:

Things/feats/skills to aquire:

/////////////////////////////////////////////////////////////////////

Sunny(Lvl 7) Freedom of the Open Seas
Island elf fighter (unarmed fighter) 1/monk (martial artist) 3/ninja 3 (Pathfinder RPG Ultimate Combat 13, 48, 59)
NG Medium humanoid (aquatic, elf)
Hero Points 1
Init +4; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 50 (7 HD; 6d8+1d10+10)
Fort +7, Ref +10, Will +3; +2 vs. enchantments
Defensive Abilities elven immunities, evasion; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee aldori dueling sword +5 (1d8/19-20) or
. . elven curve blade +5 (1d10/18-20) or
. . unarmed strike +5 (1d6) or
. . unarmed strike flurry of blows +4/+4/-1 (1d6) or
. . wushu dart +5 (1d3) or
. . wushu dart flurry of blows +4/+4/-1 (1d3)
Special Attacks flurry of blows, sneak attack +2d6, stunning fist (4/day, DC 13)
Ninja Spell-Like Abilities (CL 0th; concentration +0)
. . —vanishing trick
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 13, Wis 9, Cha 17
Base Atk +5; CMB +6; CMD 19
Feats Additional Traits, Boar Style[UC], Catch Off-guard, Combat Expertise, Combat Reflexes, Disposable Weapon[UC], Improved Unarmed Strike, Quick Draw, Stunning Fist
Traits calistrian courtesan, chosen child, eye for plunder, heirloom weapon (proficiency), rich parents
Skills Acrobatics +8 (+4 to jump), Appraise +6, Climb +6, Craft (carpentry) +5, Diplomacy +8 (+9 to gather information), Disguise +4, Escape Artist +6, Heal +0, Knowledge (engineering) +5, Knowledge (local) +5, Perception +9, Perform (dance) +7, Profession (courtesean) +5, Profession (fisherman) +5, Profession (sailor) +6, Sense Motive +6, Sleight of Hand +6, Stealth +5, Swim +5, Use Magic Device +7; Racial Modifiers sociable
Languages Elven, Polyglot
SQ amphibious, hedonistic, ki pool (6 points), maneuver training, ninja trick (vanishing trick), no trace +1, pain points, poison use, water sense
Other Gear aldori dueling sword, elven curve blade, wushu dart (13), 1,767 gp, 4 sp
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Boar Style Unarmed strikes deal bludgeoning or piercing damage
Calistrian Courtesan You worked in one of Calistria’s temples as a sacred courtesan, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (you
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Disposable Weapon Break a fragile weapon to confirm a critical hit
Elven Immunities (Ex) +2 save bonus vs Enchantments.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Eye for Plunder +1 to Perception to find concealed/secret objects (including doors/traps).
Flurry of Blows +4/+4/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Pain Points (Ex) At 3rd level, a martial artist's advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1. This ability replaces still mind.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sociable (Ex) If you fail a Diplomacy check to change attitude, you can retry once before 24 hrs elapse.
Stunning Fist (4/day, DC 13) You can stun an opponent with an unarmed attack.
Swimming (30 feet) You have a Swim speed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Water Sense Blindsense 30 ft. against creatures in contact with the same body of water.


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