Sarita Senbi

Ethana Minara's page

80 posts. Alias of Daedalus the Dungeon Builder.


Full Name

Ethana Minara of Liachora

Race

HP 104/104 | AC 27/17/20 (+4 with shield block, +1 v. evil) | Fort +10, Ref +10, Will +10 (+2 v. fear) | Perception +15/17, Detect Magic | Init +6 |

Gender

Female Elf Fighter/Wizard/Magus | Stamina: 9/9, Tension 0/8, Arcane Pool 9/9, Warrior Spirit 4/4, Martial Focus 2/2, Empower Spell 1/1, Barroom Brawler 1/1, Augment 12/12, Perfection of Self 8/8

Size

6' 2"

Age

153

Alignment

LG

Deity

Diaphora

Location

Aelysos

Strength 14
Dexterity 22
Constitution 12
Intelligence 22
Wisdom 14
Charisma 8

About Ethana Minara

Ethana
Female Elf Fighter (Coiled Blade) 8// Enhancement Transmuter 8//VMC Magus
LG Medium Humanoid (human)
Init +6; Senses Perception +13/15
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Defense
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AC 27, touch 17, flat-footed 20 [+6 Dex, +4 Armor, +5 Shield, +1 Natural, +1 Deflection]
hp 104 (8 HD; 8d10+8+8)
Fort +10, Ref +10, Will +10 (Bravery +2)
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Offense
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Speed 45 ft., Fly 30 ft (clumsy*)
Melee +2 Longspear +20/+15 (1d8+11/x3) | Risky Strike +17/+12 (1d8+17/x3) || Attack Adjacent +18/+13 (1d8+11/x3)
Ranged Ranged +14
Special Attacks Elysian Bronze (+1 damage v. magical beasts, monstrous humanoids, +1 attack after first)
Spell-Like Abilities (CL 8th):
. . Constant - Detect Magic
Transmuter Spells Prepared (CL 8th; concentration +14)
. . 4th (3+1/day) - Black Tentacles, Emergency Force Sphere, Greater Invisibility, Beast Shape II*
. . 3rd (4+1/day) - Greater Magic Weapon*, Haste*, Stinking Cloud, Ice Spears, 1 more
. . 2nd (5+1/day) - Blade Tutor's Spirit, Resist Energy, Alter Self*, Mirror Image, Invisibility, 1 more
. . 1st (6+1/day) - Mage Armor, Heightened Awareness, Magic Missile, Enlarge Person*, Reduce Person*, Grease, 1 more
. . 0th (at will) - Prestidigitation, Dancing Lights, Mage Hand, Ghost Sound
Opposition schools: Necromancy, Enchantment
Class Pools
Combat Stamina: 9/combat
Tension (INT): Max 8
Arcane Pool: 9/day
Warrior Spirit: 4/day
AoO: 7/round
Empower Spell: 1/day
Barroom Brawler 1/day
Augment 12/day
Perfection of Self 8/day
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Statistics
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Str 12+2, Dex 22, Con 12, Int 22, Wis 14, Cha 8
Base Atk +8; CMB +16; CMD 30 (+5 v. disarm)
Skills Perception +13 (+15), Sense Motive +14 (+16), Knowledge (arcana, religion, history, local, geography) +17, Knowledge (nature, engineering, planes, dungeoneering) +10, Spellcraft +17, Stealth +13, Acrobatics +17, Diplomacy +7, Fly +17
+2 Acrobatics to keep balance, jump
Feats Weapon Focus (spears), Combat Reflexes, Two for Magus VMC, Great Focus, Barroom Brawler, Advanced Weapon Training (Warrior Spirit), Toughness, Shielded Mage, Knowledge is Power, Extra Arcana (Familiar), (Alertness while Menira is in arm's reach)
Traits Forlorn, Outcast's Intuition, Soaring Sprinter, Self-doubting (drawback)
Languages Common, Elven, Draconic, Celestial, Sylvan, Gnome, Orc
SQ Full List
Gear

Combat Gear:

Belt of Incredible Dexterity +2, Headband of Vast Intelligence +2 (perception), Cloak of Resistance +2, Masterwork Elysian Bronze Longspear, +2 Heavy Steel Shield, Gloves of Dueling, Spellbook, Spell Component Pouch, Holy Symbol of Diaphorae (bonded item), Amulet of Natural Armor +1, Ring of Deflection +1, 4,240 gp
Daily Preparations:

At the start of every day, Ethana casts Mage Armor on herself and Greater Magic Weapon on her spear.

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Special Abilities
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Racial Abilities:

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Fey-Sighted
To some elves with fey heritage, magic is a visible presence they have known all their lives. These elves have detect magic as a constant spell-like ability, with a caster level equal to their character level.
This replaces elven magic.
Moonkissed
Some Spiresworn, especially those born within the Spire itself, are mystically warded from birth against dangers both mental and physical. Elves with this alternate racial trait gain a +1 racial bonus on saving throws.
This replaces elven immunities and keen senses.
Fey Thoughts
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. (Perception, Stealth)
An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity.

FCB: +4 uses/day of 1st level Wizard ability

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Fighter-side abilities:
Base abilities:

Weapon/Armor Proficiencies: Traded for Martial Tradition (Phalanx Fighter)
Bonus Feats (5): 3 traded for Archetype, Toughness, Shielded Mage
Bravery +2
Armor Training: Traded for Archetype
Weapon Training +3: Spears
Archetype Abilities:
Coiled Blade Fighter:

Coiled blades are mighty vanguards, leaping into battle and growing strong on the ebb and flow of violence. Regardless of their broader motivations, coiled blades revel in the thrill of combat, only truly coming alive when their life is on the line and their skills can be put to the test.

Martial Tradition: Coiled blades are expert warriors who train in a variety of martial traditions. At 1st level, the coiled blade gains an extra martial tradition, even if he has already gained one from another source.

Combat Training (Ex): A coiled blade is considered an Expert practitioner, gaining spheres and talents as appropriate. Coiled blades choose whether to use Charisma, Intelligence, or Wisdom as their practitioner modifier when they first gain the combat training class feature.
This replaces the bonus feats gained at 1st, 4th, 8th, 12, 16th, and 20th level.

Coiled Might (Ex): Starting at 3rd level, the coiled blade gains tension, as the striker class feature, with the following modifications:

The coiled blade’s tension goes up or down throughout the day, but usually cannot go higher than his practitioner modifier (minimum 1), though some feats, abilities, and magic items may affect this maximum. At 4th level and every three levels afterward, his maximum tension increases by 1. This works in all other ways as the striker’s tension class feature, including gaining the defensive determination and maneuvering momentum tension building options.

Offensive Pressure: Whenever the coiled blade successfully damages a creature with a weapon from one of his weapon training groups, he gains 1 tension.

Defensive Determination: Whenever the striker takes damage from an attack originating from a creature (including spells, spell-like abilities, and supernatural abilities), she gains 1 tension. A striker does not gain tension from attacks made against her while she is flat-footed or unaware.

Maneuvering Momentum: Whenever the striker moves 10 ft. or more during her turn (this cannot be forced movement), she gains 1 tension.

Tension Techniques: From 3rd level on, the coiled blade gains access to the following tension techniques, as the striker class feature:

1 Tension
Expert Guard: For each tension a coiled blade spends on this tension technique, he gains a +1 circumstance bonus on all saves until the beginning of his next turn.
Light Step: The coiled blade spends a swift action and selects a single creature; all movement he makes until the beginning of his next turn does not provoke attacks of opportunity from that creature.
Stalwart Form: For each tension a coiled blade spends on this tension technique, he gains DR 1/- until the beginning of his next turn; this damage reduction stacks with similar damage reduction.
Timely Dodge: For each tension a coiled blade spends on this tension technique, he gains a +1 dodge bonus his armor class until the beginning of his next turn.

2 Tension
Perfect Offensive: The coiled blade automatically confirms a critical threat made with a weapon from one of his weapon training groups.
Quick Strike: The coiled blade may make an attack as a swift action, though he takes a -2 penalty on the attack roll and treats the attack as an off-hand attack (adding only half his Strength bonus to the damage dealt, and reducing the bonus damage from Power Attack and similar abilities by 50%.)
Swift Focus: The coiled blade spends a swift action to regain martial focus.

3 Tension
Second Chance: The coiled blade can reroll a saving throw after the result has been revealed, although he must accept the result of the reroll, even if it is worse.
Speed Step: The coiled blade can spend a swift action to move up to his speed with any movement mode he possesses.
Full Strike: The coiled blade may make an attack with any weapon he is wielding as a swift action.

This replaces the armor training class feature.

Martial Training: Spear Defender
Combat Training: INT chosen as Practitioner modifier
Combat Spheres: 8 from level plus bonus (bonus are marked by an *)
Athletics (Run): Swift Movement, Expanded Training (Leap, Fly), Sparrow's Path
Equipment*: Finesse Fighting*, Polearm Mastery*, Shield Training*, Spear Dancer*, Shield Expert*
Guardian*: Punishing Rebuke*, Swift Guardian* (Drawback: Without Delay)
Shield*: Redirecting Shield*, Blockade
Warleader: Focusing Tactics, Deadly Herdsman, Courier's Dash* (Drawback: Meek Leader)
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Wizard-side Abilities:
School: Transmutation (Enhancement)
Physical Enhancement: STR +2
Augment (12/day): Standard touch +2 Enhancement to ability/+2 Natural Armor for 4 rounds
Perfection of Self (8/day): Swift action on self for +4 enhancement to ability for 1 round
Arcane Bond: Bonded Object
Bonus feat: Arcane Discovery Knowledge is Power (add INT to CMB, CMD)

Spellbook:

4th-level spells:
Black Tentacles, Dimension Door, Emergency Force Sphere, Greater Invisibility, Wall of Ice, Greater Make Whole, Medusa's Bane, Imbue with Flight, stoneskin, shadowform, calcific touch, stone shape, Beast Shape II, Monstrous Physique II, Elemental Body I

3rd-level spells:
Fly, Beast Shape I, Haste, Ice Spears, Lightning Bolt, Major Image, Phantom Steed, Shrink Item, Spiked Pit, dispel magic, stinking cloud, spiked pit, tongues, force punch, twilight knife, wind wall, greater magic weapon, versatile weapon

2nd-level spells:
Alter Self, Apport Object, Blade Tutor's Spirit, Invisibility, Burning Gaze, Gust of Wind, Owl's Wisdom, Bull's Strength, Resist Energy, Make Whole, See Invisibility, Tears to Wine, Web, mirror image, visualization of the body/mind, sense vitals

1st-level spells:
Mage Armor, Obscuring Mist, Feather Fall, Shocking Grasp, Silent Image, True Strike, Unseen Servant, Endure Elements, Floating Disk, Grease, Enlarge Person, Magic Missile, Reduce Person, Heightened Awareness

Cantrips:
Arcane Mark, Breeze, Dancing Lights, Detect Poison, Ghost Sound, Jolt, Light, Mage Hand, Mending, Message, Oath of Anonymity, Open/Close, Prestidigitation


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Magus VMC:

Arcane Pool: 8 points
Swift action to add +2 bonus (or dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal abilities)
Magus Arcana:
Empowered Magic (1/day, Empower a spell for free)
Familiar (gain Familiar- Cassisian Angel Menira)
Spoiler:

NG Small outsider (angel, extraplanar, good)
Init +0; Senses darkvision 60 ft., detect evil, low-light vision; Perception +5
Aura lesser protective aura
Defense
AC 18, touch 11, flat-footed 18 (+7 natural, +1 size) (+2 deflection vs. evil)
hp 44
Fort +7, Ref +3, Will +8; +4 vs. poison
DR 5/cold iron or evil; Immune acid, cold, petrification; Resist electricity 10, fire 10
Offense
Speed fly 60 ft. (perfect)
Melee slam +8 (1d3–4)
Special Attacks breath weapon (15-ft. line, 1d6 cold or 1d6 fire, Reflex DC 12 half, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +3)
Constant—detect evil, know direction
1/day—aid, daylight,
1/week—commune (six questions, CL 12th)
Statistics
Str 3, Dex 11, Con 12, Int 9, Wis 11, Cha 10
Base Atk +8; CMB –3; CMD 7 (can’t be tripped)
Feats Iron Will
Skills Diplomacy +2, Fly +10, Knowledge (planes) +3, Knowledge (religion) +3, Perception +5, Sense Motive +4, Stealth +8
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (Small human-like angel, dove, polymorph), perfect memory
Special Abilities
Perfect Memory (Ex) Though they are not particularly intelligent, cassisians have perfect memories and remember everything they see or hear. They can faultlessly recite conversations they heard hundreds of years before. They also have the power to erase portions of their own memories, which they do (usually under orders from superior angels) to protect sensitive information.

Lesser Protective Aura (Su) A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time. A cassisian’s protective aura is fragile, and as soon as an evil creature successfully strikes the cassisian, or as soon as the cassisian fails a saving throw against an evil source, its protective aura fades away and is no longer applicable. The cassisian can reactivate its protective aura by spending 1 minute concentrating upon the task.

Familiar Abilities:

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Minavra takes the form of an ancient helmet, in the style of classic greek helms, with white plumage. She typically rests on Aethana's head as a helmet, though during combat often takes the shape of an owl or angelic warrior to aid her master (though sometimes also rests on Elia's head, granting the owl some of her defensive abilities).


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Action Options:

Free:
Spend up to 5 stamina to get boost to attack roll
AoO:
Active Defense +4 AC (Spend focus instead of AoO if wanted)
(On successful block of weapon or ranged attack, redirect attack with -2 penalty)
Make AoO
Immediate:
Blockade (spend focus when hit by area attack to gain shield bonus to Reflex save, gain evasion, and create a 25-ft cone where allies gain effect)
Swift:
Stamina
5 to use Barroom Brawler
Tension
1 to avoid triggering AoOs from a single person
2 to regain martial focus or make an off-hand attack (-2 to hit, half STR/bonus damage)
3 to make an Attack Action or move up to speed
Focus

Arcane Pool
1 point to add +2 enhancement to weapon
Perfection of Self
12/day for +4 enhancement to an ability for 1 round
At-will
Maintain Tactic (Flanking for any foes who are threatened by 2 allies/free bull rush or reposition check on any hit foe/+10 enhancement bonus to speed)
Re-activate a dispelled Detect Magic
Move:
Start/maintain Tactic
Barroom Brawler (gain combat feat for 1 minute)
Expend Focus for Patrol (increase threatened area by 15 feet, move up to speed to attack foes)

Standard:
Activate Warrior's Spirit (+3 in weapon bonuses to spear)
Cast Spell
Patrol (increase threatened area by 15 feet, move up to speed to attack foes)
Augment (+2 to ability/+2 to NA for 4 rounds)

Attack:
Attack, free bull rush/reposition if Deadly Herdsman is active
Full-round:
Full Attack
Withdraw, regain Focus
Run at 5x speed
Total Defense, regain focus


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Backstory:

Ethana was one of the few elves living in Liachora 100 years ago. Her parents were scholars, wizards from Kyonin investigating the distant lands of Iblydos and their mythological hero-gods, and she was born there, and, in the lands so permeated with myth and legend, Ethana was blessed with gifts not dissimilar to those that are granted by the First World. While she studied magic (directed by her parents) at night, during the day she ran with the human children through the streets, pretending to be soldiers and hero-gods just like any child would. However, unlike them, Ethana had an advantage beyond her almost superhuman wit and agility (that said, her agility was legendary). With some help from her parents (and her propensity to literally run up walls), the young would-be warrior got the chance to learn from the lightly armored warrior-priestesses of Diaphorae, the Hoplites, and their distinctive spear-and-shield style. By her 30th birthday, the young elf had mastered many of the basics and was starting to learn more advanced techniques, even from the hero-goddess herself at times. Overall, she was proving quite the prodigy, learning full wizardry at the same time as her fighter training, and thrived in both, though certainly preferred being in the fray to casting. She was certainly destined for greatness, that much anyone could say, and probably even hero-goddess status one day. But all that changed the fateful day when Ousmariku appeared in the harbor and attacked the city.

Despite her protests, the captain of the Hoplites insisted, with orders from Diaphorae, that they were to not engage the behemoth, and instead work to evacuate the citizens as their goddess fought the beast. Reluctantly, they did, and the Hoplites managed to evacuate a far too small amount of the population, saving only hundreds through their actions. It was only much later that Ethana realized her parents had not managed to escape, and the blow was not lessened any by the further loss of her goddess, a wound carried by all her fellow soldiers.

Still, despite heavy losses in the attack, the Hoplites carried on as best they could despite the loss of their commander, goddess, and most of their colleagues. Year after year, they stayed with what remained of Liachora's residents, and even tried (unsuccessfully) to reclaim the fallen city from the sahuagin who had claimed it a few times. Yet as time passed, those few passed on, falling in defense of their new home of Aelyosos, dying of old age, or simply becoming disillusioned and moving to new occupations.

Now, Ethana is the last. One of the few people long-lived enough to remember the goddess anyway, she is the last adherent to Diaphorae's fighting style she's found. Recently, after feeling a call (well, that's what she would say at least. In truth, she just got incredibly mad and frustrated one day), she returned to her ruined home city, and fought her way through the sahuagin that tied to stop her, making her way to the former temple of her hero, her goddess. Once there, she poured her heart out at the altar, and what little of the goddess that still had power answered, bestowing two gifts upon her: an enchanted shield, and a companion, Minara, an angel whose preferred form is that of an owl or bronze helmet, and giving her a message, "I grant you protection and an ally, that you may one day bear my aegis for me."

Since then, guided by Minara, Ethana joined the Pharossi, seeing it as the spiritual successor of the Hoplites, and with the hope she may one day bring vengeance upon the beast that laid her goddess low.


Personality:

Ethana is mostly no-nonsense, though she does have a softer side, born after a century of what seems like constant death and destruction around her. While she's fierce to protect those she's assigned to or has taken a liking to, she's also quick to move on after loss, shedding few tears for fellow soldiers as they fall. She's also incredibly cunning, thinking through every angle of a problem and using every second available to her to its maximum potential, directing those around her with utmost precision. But when it comes to herself, she prefers relying on the only thing she knows for sure is dependable: herself. Even in magic, she vastly prefers to enhance her own abilities, or to shape the battlefield to her favor, than to outright depend on magic (that's not to say she won't, though- just that she prefers not to).
This even holds true to her magic items- while she recognizes the value of having a magic spear, for example, she's perfectly fine relying on her own skill, enchanting it each morning, and boosting it as needed, than permanently upgrading it. Similarly, she would sooner have items that enhance her native skills with weapons, her intelligence, or agility, than something that boosts her defense, despite the latter perhaps being more beneficial overall. From her perspective, anything she can do herself, she will.
However, this self-confidence comes with a price: when she, under her own merits and strength of will, fails to accomplish her personal (or external) goals, she's shaken and doubts her capability, at least until she is able to override her internal fears and focus on the task at hand.

Appearance:

Ethana is a tall elven woman, though her elven nature might not always be the most obvious to the casual observer, as her long red-brown hair does an effective job hiding her ears. She prefers to go practically unarmored and barefoot, in part to not slow her down, in part due to the all-pervasive heat in Iblydos, and in part because it's not needed thanks to her magic. What little 'armor' she wears is instead one of the few magical items she wears, or possibly even her angelic familiar in her helmet form. She always has her spear and shield on-hand, though it may not be obvious at times, as she's proven adept at semi-concealing them when needed, and they seem to appear out of nowhere when she draws them. No actual game effect, just a sort of cool visual I have of her pulling her shield and spear out of nowhere- they're still there, and can be seen by those looking for them, they just escape notice most of the time.

Abilities:

This is essentially an explanation for the in-world reason for her abilities. Everything has a reason, after all.
Forlorn is obvious- over the course of her century-and-a-half life, she's seen more death than the most bloodthirsty assassin. Her city was destroyed, her parents and goddess killed, watched as her former companions, once essentially her age, aged and died right in front of her. It's left her more than a little world-weary, which is exactly what the trait describes.

Outcast's Intuition is a little less so, but she is exceptionally cunning and perceptive, and has worked subtle magics within herself over time to enhance her intuition. In addition, it was partially a gift from Diaphorae, enhancing her native abilities through her familiar/shield.

Soaring Sprinter is from her youth. While it's been decades since she had the freedom to run along the skyline of Liachora like she did as a child, her muscle memory is well set and she still relies, to an extent, on those same impulses when zipping around a battle, striking down foes.

Self-doubting is a consequence of her self-assurance. Normally, she has no problem with her confidence, as she knows that, as it's been so long since her last great failure, her new training and gifts are more than enough to allow her to handle anything thrown her way. However, when this belief is shaken in the face of failure, she starts second-guessing herself. While she's rational enough to overcome her worries before long, it still shakes her momentarily.

Her racial abilities come from being raised so far away from the elven lands, in a place so awash with magic and wonder. It permeates the very core of her being, allowing her to see the land around her with such detail she can spot the auras around her, and endows her with the capability to hide. Moonkissed comes as a gift from the divine- a spark of protection, perhaps as an omen of future greatness.

Most of her feats come from her extensive training in agility, endurance, and a general melding of magic and might (the most obvious of which is Knowledge is Power, directly infusing her muscles with arcane energy).

The Acrobatics Sphere comes from her youth, running and playing, and has been maintained ever since through her distinctive fighting style. With that, she's used her magical abilities to enhance her already impressive mobility. When focused, she can leap far distances, run like the wind, and even take to the skies for short bursts.

Her Equipment Talents are a result of ages of training, learning to wield a spear and shield with agility and finesse. Similarly, her Guardian sphere is the result of her assist-based fighting style, with a focus on defense.

Her Shield sphere is in large part the result of her magical shield, as it serves to enhance her abilities, allowing her to control the flow of battle more than she already could.

Warleader is her cunning at work, thinking through and directing her allies in the most efficient course of action, allowing them truly impressive feats. In turn, they can return the favor, helping her stay concentrated (usually, this is her angel familiar, whispering in her ear to keep her attention in the right place).

The rest of her powers are her own magical abilities melding with her physical abilities, either enhancing her own abilities or pushed outwards to enhance her gear and weapons.