Trinia Sabor

"Suny"'s page

1,257 posts. Alias of Sunset.


Race

Exotic Elf

Classes/Levels

TBA

Gender

F

About "Suny"

Savage Tide - With a twist

Full Name: Suny

Race: Elf

Specifically:
Aquatic Elf

Background: To be adjusted

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.

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 horticultural endeavours.

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

Since they're more like Seals than Fish, they'd be on goodly terms wi' th' Merfolks thereabouts 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.

Description
Race: Island Elf(link)

Spoiler:
Yes, basically just your 'Vanilla' Aquatic Elf as detailed in the 'Inner Sea World Guide' Page; 25 =)

Female Sea Elf Fighter (Unarmed Fighter)

Height: 6' 1" (O.o)
Weight: 96 lb
Hair: Blond
Eye-Colour: Blue

NG Medium humanoid

Ultra Sunny
Female fey aquatic elf (sea-born changeling) cavalier (first mother's fang, spellscar drifter) 1/witch 1 (Pathfinder Player Companion: Blood of the Coven 8, Pathfinder Campaign Setting: Inner Sea Combat 45, Pathfinder Campaign Setting: Inner Sea Races 242, Pathfinder Player Companion: Blood of the Beast 17, Pathfinder RPG Advanced Player's Guide 32, 65, Pathfinder RPG Bestiary 3 116)
NE Medium fey (humanoid, aquatic, changeling, elf)
Init +6; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural)
hp 11 (2 HD; 1d6+1d10-1)
Fort +1, Ref +6, Will +1 (+4 vs. Mind-Affecting effects)
DR 5/cold iron; Resist cold 20, electricity 10
--------------------
Offense
--------------------
Speed 30 ft., fly 45 ft. (good), swim 30 ft.
Melee cestus +1 (1d4/19-20) or
. . cestus +1 (1d4/19-20) or
. . aldori dueling sword +1 (1d8/19-20) or
. . elven curve blade +1 (1d10/18-20) or
. . unarmed strike +1 (1d3 nonlethal) or
. . 2 claws +1 (1d4)
Ranged blowgun +7 (1d2) or
. . orc hornbow +7 (2d6/×3)
Special Attacks challenge 1/day (+1 damage), deeds (quick clear), grit (3), hex (charm[APG])
Spell-Like Abilities (CL 2nd; concentration +5)
. . 3/day— dancing lights, dancing lights
. . 1/day—faerie fire
Witch Spells Prepared (CL 1st; concentration +4)
. . 1s cure light wounds, nereid's grace[ARG]
. . 0 (at will) ”dancing lights, detect magic, message, stabilize
. . Patron Enchantment
--------------------
Statistics
--------------------
Str 10,
Dex 22,
Con 8,
Int 17,
Wis 9,
Cha 16,

Base Atk +1; CMB +1; CMD 17

Feats Amateur Gunslinger[UC], Combat Expertise, Coven-touched (Eff lvl 1), Gunsmithing[UC]

Traits chosen child, finding haleen, rich parents

Skills
Acrobatics +10,
Bluff +7 (+11 to pass as surface elf),
Craft (bone working) +5,
Craft (leather) +5,
Craft (woodworking) +7,
Diplomacy +8,
Disguise +3 (+7 to pass as surface elf),
Handle Animal +7,
Knowledge (local) +7,
Perception +1,
Profession (courtesan) +3,
Ride +10,
Survival +1,
Swim +8;

Racial Modifiers +4 Bluff bonus to pass as surface elf, +4 Disguise bonus to pass as surface elf, +2 Spellcraft to identify magic item properties

Languages Aklo, Common, Elven, Giant, Orc

SQ
amphibious, elven magic, have gun, hedonistic, mount (giant riding constrictor named Animal Companion), sea lungs, surface features, water breathing, witch's familiar (sea krait named Arcane Familiar)

Combat Gear drow poison (2);
Other Gear lamellar (leather) armor[UC], aldori dueling sword[ISWG], arrows (20), blowgun, cestus[APG], cestus[APG], elven curve blade, orc hornbow, elixir of love (2), bandolier[UE], bandolier[UE], bedroll, belt pouch, bit and bridle, blanket[APG], exotic riding saddle, feed (per day) (5), flint and steel, hemp rope (50 ft.), masterwork backpack[APG], mess kit[UE], saddlebags, saddlebags, soap, trail rations (5), waterskin, 152 gp, 1 sp

-------------------
Special Abilities
--------------------

Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.
Amphibious (Ex) You can survive indefinitely on land.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used
Charm +1 (3 rounds, DC 13) (Su) Improve attitude of humanoid or animal in 30 ft. by 1 step(s).
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Coven-Touched (Eff lvl 1, Dancing Lights, 3/day) Can join a changeling coven & cast Dancing Lights 3/day as sla.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Fortitude Saves You gain the Alertness feat while your familiar is within arm's reach.
Grit Tracker Helper This is a dummy ability to add an extra entry for the amatuer gunslinger's grit in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Have Gun At 1st level, the Spellscar drifter gains Amateur Gunslinger (Ultimate Combat 89) and Gunsmithing (Ultimate Combat 103) as bonus feats. The Spellscar drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when de

Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Mount (Ex) Gain the services of a special animal companion.
Sea Lungs (Sea Hag) (Ex) Can hold breath for 3x Con score before risk drowning.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Surface Features +4 Bluff and Disguise to pass as a surface elf.
Swim (30 feet) You have a Swim speed.
Water Breathing You can breathe water as well as air.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

--------------------

Animal Companion
Giant riding constrictor
N Large animal
Init +3; Senses low-light vision, scent; Perception +

--------------------
Defense
--------------------

AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, -1 size)
hp 18 (2d8+2)
Fort +4, Ref +6, Will +1

--------------------
Offense
--------------------

Speed 40 ft., climb 20 ft., swim 20 ft.
Melee unarmed strike +2 (1d4+2 nonlethal) or
. . bite +2 (1d3+3 plus grab)
Space 10 ft.; Reach 10 ft.

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

Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Base Atk +1; CMB +4 (+8 grapple); CMD 17 (can't be tripped)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +3 (+7 to jump), Climb +10, Swim +10
SQ combat riding

--------------------
Special Abilities
--------------------

Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Climb (20 feet) You have a Climb speed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Swim (20 feet) You have a Swim speed.

--------------------

Arcane Familiar
Sea krait (Ultimate Wilderness 190)
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +10

--------------------
Defense
--------------------

AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 5 (1d8-1)
Fort +1, Ref +5, Will +3
Defensive Abilities improved evasion

--------------------
Offense
--------------------

Speed 20 ft., climb 20 ft., swim 30 ft.
Melee unarmed strike +6 (1 nonlethal) or
. . bite +6 (1d2-3 plus poison)
Space 2 ft.; Reach 0 ft.

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

Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
Base Atk +1; CMB +2; CMD 9 (can't be tripped)
Feats Weapon Finesse
[b]Skills
Acrobatics +7 (+3 to jump), Bluff -3, Climb +11, Diplomacy -3, Handle Animal -3, Perception +10, Ride +4, Stealth +15, Survival +3, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
SQ empathic link, poison

--------------------
Special Abilities
--------------------

Climb (20 feet) You have a Climb speed.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison (DC 9) Viper Poison: Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save. The save DC is Constitution-based.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Swim (30 feet) You have a Swim speed.

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

Init:+3;Senseslow-light vision; Perception +6
--------------------
Defense
--------------------
AC 17(Max 21), touch 13, flat-footed 14 (+3Dex,+4Ac,+1Block Tonfa,+2Block Tonfa,+2fighting defensively)

hp: 26 / 26 (2d10+1d8+1+1D8)
Fort +5, Ref +9, Will +3 (+2 vs. fear; +1 vs. exhausted, fatigued, staggered, or temporary penalties to ability scores
Defensive Abilities harsh training

--------------------
Offense:
--------------------

General Feats:

Speed:30 ft., swim 30 ft.
Melee:
Melee:

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

Traits:

Feats:

Skills:

Acrobatics: ,
Appraise: ,
Bluff: ,
Climb: ,
Craft(carpentry): ,
Diplomacy: ,
Handle Animal: ,
Perception: ,
Perform (dance): ,
Profession (sailor): ,
Sense Motive: ,
Sleight of Hand: ,
Stealth: ,
Survival: ,
Swim: +9,

Languages:Common, Polyglot, Sylvan

SQ:amphibious,

Currently wearing:Her lighter armor Concept image for said armor(1)

[sppiler="Equipment"]

Rope: 50'

*Sea Chest: 37 Gp(Master-worked Item, water-proof)
--Soap(X2): 1 Gp
--Candle(12): 1.2 Sp
--Fishing Line: 5 Sp
--Fish Hooks(24): 2.4 Sp
--Sealing Wax(10): 10 Gp
--Whet-Stone: 2 Cp
--Mstwk Lamela armor (Heavy Shell plates): 250 Gp +5 AC; +3 Max Dex; -3 Armor Check; Spd 20'
--MstWk Lamela armor (Light shell plates): 210 Gp +4 AC; +3 Max Dex; -1 Armor Check; Spd 30'
--Concept image for said armor(1)
--Concept image for said armor(2)
--Concept image for said armor(3)
--Bundle(50 Arrows): 5 Gp

Backpack 2 Gp
--Bedroll: 1 Sp
--Blanket(Winter): 5 Sp
--Candle(12): 1.2 Sp
--Flint&Steel: 1 Gp
--Signal Whistle: 5 Sp
--Water Skin(4): 4 Gp
--Sack(2): 2 Sp
--Belt Pouch(4): 4 Gp
--Short Sword(X2) 20 Gp
--Quiver 50 Arrows: 5 Gp
--Dagger(X2): 4 Gp
--Elven-Curved-blade:160 Gp 4 Lbs
--Longbow,composite:100 Gp 3 lbs.
--Tonfa(X2) 1 gp DAM:1d6 Crit:×2 2 lb.
--Wushu dart(X50) 50 gp DAM:1d3 Crit:×2 Rng:10 ft. [/spoiler]

Clothing:
Patch-work cloak

Money remaining: 550 Gp [I think... (>_>) ]

Special Abilities:

Amphibious (Ex) You can survive indefinitely on land.
Dark Vision (Ex) See B7W images out to 60's feet
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Swimming (30 feet) You have a Swim speed.

Pratchett quote:

“Elves are wonderful. They provoke wonder.
Elves are marvellous. They cause marvels.
Elves are fantastic. They create fantasies.
Elves are glamorous. They project glamour.
Elves are enchanting. They weave enchantment.
Elves are terrific. They beget terror.

No one ever said elves are nice.