Pirate Queen

Lavanna T Saltspray's page

51 posts. Alias of redward.


Classes/Levels

| HP 61/61 | AC 19 | F +12 R +9 W +13 | Perc +13 | Default Exploration ( Search ) | Speed 25ft; Swim 10ft | Active Conditions: None

Gender

”Lavanna” | Female LN Medium Undine Halfling Cleric 5

About Lavanna T Saltspray

Lavanna Saltspray - Level 5
Female undine halfling cleric 5 Core Rulebook 397, Lost Omens Ancestry Guide
LN, Small, Amphibious, Halfling, Humanoid, Undine
Perception +13; keen eyes
Languages Aquan, Common, Halfling
Skills Athletics +7, Diplomacy +9, Medicine +13, Mercantile Lore +8, Nature +11, Religion +13, Sailing Lore +10, Survival +11
Str 10 (+0), Dex 14 (+2), Con 16 (+3), Int 12 (+1), Wis 19 (+4), Cha 14 (+2)
Other Items +1 striking trident, daggers (2), backpack, bedroll, belt pouch, belt pouch, chalks (10), everburning torch, flint and steel, lesser healing potion, rations (1 week) (2), rope (50’), scroll of augury, scroll of neutralize poison, silver religious symbol, soap, torches (5), wand of heal, wand of sanctuary, waterskin, purse (22 gp)
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AC 19; Fort +12 (Successes vs. inhaled threats, such as inhaled poisons, are critical successes instead., +13 vs. inhaled threats, such as inhaled poisons.); Ref +9; Will +13; +1 vs. cold or water effects, successes are critical successes instead
HP 61 Focus Points 1 Hero Points 1
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Speed 25 feet, swim 10 feet
Melee [1] +1 striking trident +8 (thrown 20 ft., magical), Damage 2d8 P
Melee [1] dagger +9 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P
Ranged [1] +1 striking trident +10 (thrown 20 ft., magical), Damage 2d8 P
Ranged [1] dagger +9 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P
Divine Cleric Spells DC 21, attack +11; 3rd heal (3), heroism, searing light 2nd dispel magic, sound burst, spiritual weapon 1st air bubble, command, ray of enfeeblement Cantrips (3rd) detect magic, forbidding ward, message, shield, stabilize
Focus Spells 1 Focus Point, DC 21; 3rd Tidal Surge
Feats Additional Lore, Bargain Hunter, Battle Medicine, Breath Control, Communal Healing, Domain Initiate, Halfling Luck, Healing Hands, Tide-hardened
Other Abilities anathema, cloistered cleric, deity, divine font, divine spellcasting, doctrine, first doctrine, second doctrine, water

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Abilities:

Feats and Abilities
Battle Medicine – [A] As long as you’re holding or wearing healer’s tools, you can attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Breath Control – You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.

Communal Healing – When you use heal to heal exactly one other person, you regain Hit Points equal to the level of the spell.

Halfling Luck – [F] Once per day, when you fail a skill check or a saving throw, you can reroll the result. This is a fortune effect.

Healing Hands – When you cast heal, you use d10s instead of d8s.

Tide-Hardened – You gain a +1 circumstance bonus to saves against cold and water effects. If you roll a success on a save against a cold or water effect, you get a critical success instead.

Undine Heritage – You can breathe both water and air.

Spells
3rd level
Heal (3 copies) (Heal, Nec, Positive) – Does different thing depending on how many actions you spend. Undead creatures targeted get a basic Fortitude save.
[A] (S) – 3d10 healing to a touched living creature and you heal 3, or 3d8 damage to a touched undead creature
[AA] (SV) – 3d10+24 healing to a living creature in 30 feet and you heal 3, or 3d8 damage to an undead creature in 30 feet.
[AAA] (MSV) – 3d10 healing to every living creature, 3d8 damage to each undead creature in 30 feet.

Heroism (Enc, Mental, [AA] SV, touched creature, 10 min) – Target gets +1 status to att, Perception, saves, skills

Searing Light (Att, Evo, Fire, Good, Light, [AA] SV, creature w/in 120 ft.) – +11 (5d6 fire + 5d6 good vs. fiend or undead), both are doubled on a crit. If this goes through an area of magical darkness or targets a creature affected by magical darkness, this attempts to counteract the darkness. (+11)

2nd level
Dispel Magic (Abj, [AA] SV, spell effect or unattended magic item w/in 120 ft.) – attempt to counteract the effect (+11)

Sound Burst (Evo, Sonic, [AA] SV, 10 ft burst in 30 ft.) – Each creature takes 2d10 sonic. F21; CS nothing, S ½ dmg, F deafened for 1 rd, CF dmg*2, deaf for 1 min, stunned 1.

Spiritual Weapon (Evo, Force, [AA] SV, 120 ft, sustained up to 1 min) – When cast or sustained, attack (with MAP) +11 (1d8+4) F or B/P/S.

1st level
Air Bubble (Air, Con, [R] V, when a creature enters an area in 60ft where it can’t breathe, 1 min) – Target gets a bubble around its head so it can breathe normally.

Command (Aud, Enc, Ling, Ment, [AA] SV, 1 creature w/in 30ft, until the end of target’s next turn) – Choose approach, flee, release what it’s holding, drop prone, stay in place, then WX; S unaffected, F spend first action doing command, CF spend whole turn doing action

Ray of Enfeeblement (Att, Nec, [AA] SV, 1 creature w/in 30ft, 1 min) – Ray +11 (CS save is one worse), target makes F21; CS unaffected, S enfeebled 1, F enfeebled 2, CF enfeebled 3.

Cantrips
Shield (C12) (Abj, For, [A] V, USOYNT) – Raise a Shield (+1 circumstance to AC), can use it to Shield Block (and against magic missile) but then you can’t cast this for 10 min, Hardness 5

Focus Spells
Tidal Surge (Evo, Water, [A] S, creature w/in 60ft.) – FX; F: Move the target 5ft. on ground or 10ft. in water. CF: Move the target 10ft. on ground or 20ft. in water.

Equipment
Lesser Healing Potion – Drink to heal 2d8+5 hit points. Scroll of Augury – 10 min cast to ask about a particular course of action. This spell can only see 30 minutes in the future. Scroll of

Neutralize Poison – [AA] to counteract a poison on one creature

Wand of Heal – Once per day, cast a 1st level heal (1d10 or 1d10+8), can overload, but 50% chance of breaking

Wand of Sanctuary – Once per day, creatures need to make a W21 save to attack a touched creature for 1 minute. Can overload, but 50% chance of breaking

Backstory:

Lavanna can’t remember a time when she wasn’t aboard a ship. Sold by her Chelaxian masters to a merchant captain at a very young age, Lavanna soon found freedom on the open waters, rising up through the ranks of the Silver Dancer, the first ship she ever served as a crew member. One evening, during a particularly fearsome storm, Lavanna was caught on deck, but instead of being tossed about or swept overboard, the young halfling found peace in the swirling winds and felt grace in the stinging waves washing over her. This was the first time she heard the voice of Gozreh and discovered that she had undine blood in her veins.

Lavanna’s training was anything but traditional. She learned what she could about the faith of Gozreh at every port of call, all the while maintaining her duties aboard the merchant vessel. Over time, she became quite accomplished and took over as the Silver Dancer’s healer. A year later, her skills were put to the test when a horrific fire broke out onboard and the vessel began to sink. It was only through Lavanna’s skill that any of the crew survived that catastrophe. Fortunately, their ship was spotted by the Brass Bird, a pirate ship of some renown. Captain Renlock took pity on the poor souls of the Silver Dancer, taking them on and dropping them off at the nearest port.

Lavanna decided to stay onboard the Brass Bird, helping to minister to the crew and ensure that the ship sailed with Gozreh’s grace. Although never having much stomach for piracy, Lavanna took to life aboard the Bird, finding she had much in common with the motley crew. Outcasts and wanderers all, they forged lives for themselves of their own choosing. For a time, that was enough.

Trouble came to the Brass Bird when its crew boarded a small merchant vessel off the coast of Varisia. After taking the ship’s valuables, Captain Renlock let the crew go. However, a Varisian witch took umbrage to the theft and laid a curse on the Bird and its crew. Terrible storms beset the Bird and its crew. No amount of prayers to Gozreh could cause the seas to calm. Worse still, the Andoran navy caught wind of the Bird’s trail and pursued the ship at every turn.

After a pitched battle, Captain Renlock surrendered the ship and the small family that Lavanna had come to cherish was torn asunder. Fortunately, the halfling soon found her freedom again after only a few months in jail. Heading down to the port, she ran into her old captain who she helped rescue all those years ago. Not two days later she set sail again, this time on the Silver Dancer II. The past five years have been mostly peaceful and prosperous. Lavanna has become comfortable and with that comfort has come doubt. While ministering to the crew is important work, she sometimes wonders if the comfort and routine she enjoys aboard the ship aligns with the tenets of her deity.

Such thoughts will have to wait, however, as word has reached her that Captain Renlock has passed away in prison. Oddly, the news was delivered by his curious clockwork parrot, Cawlo…

Goals: Lavanna finds herself at a crossroads and must decide whether or not to abandon her easy lifestyle. Her wanderlust grows by the day and soon it might overwhelm her. She wants to get back out into open water desperately so that she can sail new seas, meet new people, and see all that Gozreh’s bounty has provided.

Personality: Lavanna is in a bit of a rut. She craves the open ocean, to dare the sea and storms, sailing off into the unknown to see all of nature’s bounty. Unfortunately, years of work on a merchant vessel have made her soft and complacent. The crew of the Silver Dancer II tends to play it safe, sticking to the shore during dangerous weather and traveling using proscribed routes. Though Lavanna considers ministering to the crew important, she often finds herself bored with the lack of danger in her routine. Lavanna also remains fascinated by nature, but in particular with the ocean and the creatures that call it home. She can be quiet at times, but when it comes to talking about the sea, most find that they can’t get in a word between her frantic rants.

Relationships: Lavanna used to have a bit of a wild streak, getting deep into the grog and singing sea shanties with the rest of the crew. These days she has settled down to the point that the crew of the Silver Dancer II see her as a bit of a bore.

Elsir Syniras: Elsir was never really one to be trusted. Although he never swindled folks onboard, Lavanna saw the elven sorcerer use his magic on multiple occasions to con or steal from folks at port. Worse still, his dour attitude and aversion to risk made him less than fun to be around.

Jadren Tagar: Lavanna and Jadren used to be almost inseparable. The hulking human fighter was fun, often telling wild stories from his youth. There was a time when Lavanna thought there might be more to it than that, but such feelings never went anywhere.

Kaako Ashfeather: Lavanna and the tengu rogue got along just fine, even though she never really believed in Kaako’s jinx-eating abilities. That said, she did enjoy going to new places and seeing new things, which made her a fine companion aboard the Brass Bird.