Tiefling

Sana Salvas's page

121 posts. Organized Play character for J4RH34D.


Full Name

Sana Salvas

Race

Ifrit

Classes/Levels

Life Oracle 2; HP 17; Init +8; F:R:W 2:2:2; AC:TAC:FF 18:12:16; CMB:D +0:12; Perc 0; Darkvision 60ft; Speed 20ft

Gender

Female

Size

M

Alignment

Neutral Good

Deity

Arshea, with a smattering of Shelyn

Location

River Kingdoms

Occupation

Healer

Homepage URL

Chronicles

Strength 10
Dexterity 15
Constitution 14
Intelligence 12
Wisdom 8
Charisma 18

About Sana Salvas

Description:
Sana Salvas was not her given name.
Sana chose her name after arriving in the River Kingdoms after being rescued from slavery. To be honest Sana never made a good slave.
Yes she was very attractive, and yes, she looked young far after all the slaves she grew up with. She couldn't take orders though,
and she fidgeted far too much. She was always playing with something. It used to earn her a reprimand every now and then,
but nothing serious, her owner wanted her pretty to show off.
That was until she broke one of his magical trinkets. Sana's owner finaly snapped, and so did the bones in Sana's leg.

As a slave Sana was never properly treated and her leg gives her trouble still. She was discarded. Left to rot in a servant's quarters. Nobody wanted to admire a cripple and she was no good at anything else. She was rescued by and smuggled to the River Kingsdoms.

She works with Liberty's Edge to council and heal those that have suffered as she did, and this is what drives her now. She hopes to ease the burdens of the repressed and to free them from their chains. To this end she worships Arshea.

Sana is a joyous person who en devours to bring joys to those around her. She lived through many generations of children being brought into slavery and so tries to bring a light to their lives more than any others.
She is quick to joke, and boisterous, but it is somewhat superficial.
She is still uncertain of her place in the world and hides this through an outgoing nature. She is outgoing, but not quite as much as she makes herself out to be.

Sana Salvas Crunch:

Female Ifrit oracle 2
NG Medium outsider (native)
Init +8, Senses darkvision (60 ft.); Perception +0
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DEFENSE
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield, )
hp 17 ((2d8)+4)
Fort +2, Ref +2, Will +2

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OFFENSE
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Speed 15 ft.
Melee morningstar +1 (1d8)
Ranged alchemist's fire (flask) +3 (1d6)
Ranged sling +3 (1d4)
Melee dagger (cold iron) +1 (1d4/19-20)
Ranged dagger (cold iron/thrown) +3 (1d4/19-20)
Special Attacks Channel (1d6, DC 15, 5/day),
Innate Spell-Like Abilities enlarge person (DC 10,1/day), reduce person (DC 10,1/day),

Oracle Spells Known (CL 2nd; concentration +6)
1st(5/day)-bless, protection from evil(DC 15), cure light wounds(DC 15), detect undead
0th(at will)-detect magic, guidance(DC 14), light, mending(DC 14), spark(DC 14)

Prepared Spells
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TACTICS
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STATISTICS
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Str 10, Dex 15, Con 14, Int 12, Wis 8, Cha 18,
Base Atk +1; CMB +1; CMD 13
Feats Selective Channeling
Skills Diplomacy +9, Heal +3, Knowledge (History) +5, Knowledge (Planes) +5, Knowledge (Religion) +5, Perception +0, Spellcraft +5, Survival +3, Use Magic Device +9,
Traits Dangerously Curious, Reactionary,
Languages Common, Elven, Ignan
SQ bonus oracle revelation level (2x), darkvision, efreeti magic, fire insight, lame, life mysteries, orisons, ,
Combat Gear Wand (Cure Light Wounds/Cleric/1st) (14 charges), tindertwig (2), sunrod (2), alchemist's fire (flask), potion of cure light wounds (2), torch (2), rations (trail/per day) (7),
Other Gear morningstar, hide, traveler's outfit, mithral heavy shield, belt pouch, chalk (1 piece) (5), bandolier, backpack, common, bedroll, kite (common), ball (5 in) (5), mug or tankard (clay), fishhook (2), flint and steel, sewing needle, signal whistle, string (50 ft.), thread (50 ft.), waterskin, holy symbol (iron), spell component pouch, sling, dagger (cold iron), 52.19 gp
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SPECIAL ABILITIES
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Bonus Oracle Revelation Level (2x) Oracle: Add +1/6 to the oracle's level for the purpose of determining the effects of one revelation.

Channel (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 15 Will save to halve the damage. You can use this ability 5 times per day.

Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Efreeti Magic (Ex) You can cast enlarge person or reduce person 1/day, and can affect other ifrits with this ability.

Fire Insight (Ex) Summon monster and summon nature's ally spells you cast to summon fire subtype creatures last 2 rounds longer.

Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet. Your speed is never reduced due to encumbrance.

Life Mysteries You draw upon the divine mystery of Life to grant your spells and powers.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Wildfire Heart (Ex) Gain a +4 racial bonus on initiative.

Sources:
Core, Advanced Rage Guide, Advanced Class Guide,
Ultimate Campaign, Ultimate Magic, Ultimate Combat