Geppa

Sannah Trexl's page

39 posts. Alias of Spazmodeus.


Full Name

Sanna Trexl

Race

Aasimar Bard (archaeologist) 4 / Monk 4 HP:48/48 AC:19/19/16 F:+7 R:+7 W:+9 Init:+8 Perception: +14 Resist:Acid 5, Cold 5, Elec 5 Ki:6/7

About Sannah Trexl

Sannah Trexl
Image
Female aasimar bard (archaeologist) 4/monk 4/gestalt 4
CG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 19, touch 19, flat-footed 16 (+2 Dex, +1 dodge, +1 enhancement, +1 monk, +4 Wis)
hp 48 (4d8+16)
Fort +7, Ref +7, Will +9
Defensive Abilities evasion, trap sense +1, uncanny dodge; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 40 ft.
Melee unarmed strike +6 (1d8+3) or
. . unarmed strike flurry of blows +8/+8/+3 (1d8+3) or

Ranged mwk composite shortbow +6 (1d6+2/×3)
Special Attacks archaeologist's luck 5 rounds/day (+1), flurry of blows, stunning fist (1/day, DC 16)
Spell-Like Abilities (CL 4th; concentration +5)
. . 1/day—daylight
Bard (Archaeologist) Spells Known (CL 4th; concentration +5)
. . 2nd (1/day)—cat's grace, heroism
. . 1st (4/day)—anticipate peril[UM] (DC 12), cure light wounds, grease, vanish[APG] (DC 12)
. . 0 (at will)—detect magic, mage hand, mending, message, prestidigitation, spark[APG] (DC 11)
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Statistics
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Str 15, Dex 15, Con 15, Int 10, Wis 18, Cha 13
Base Atk +3; CMB +6 (+8 grapple); CMD 23 (25 vs. grapple)
Feats Dodge, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Pummeling Style[ACG], Stunning Fist, Toughness
Traits martial manuscript, reactionary
Skills Acrobatics +8 (+12 to jump), Appraise +6, Climb +6, Diplomacy +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +8, Knowledge (nature) +8, Linguistics +5, Perception +14, Profession (librarian) +11, Sense Motive +9, Sleight of Hand +8, Stealth +7, Use Magic Device +6; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Elven, Goblin
SQ bardic knowledge +2, clever explorer +2, fast movement, ki pool (7 points magic), maneuver training, monk vow (vow of cleanliness[UM]), rogue talent (combat trick), slow fall 20 ft.
Combat Gear potion of cure light wounds (3), potion of cure moderate wounds (2), potion of mage armor (5), potion of magic fang (5); Other Gear mwk composite shortbow (+2 Str), bedroll, belt pouch, blotter (0.2 lb), flint and steel, hemp rope (50 ft.), ink, inkpen, inkpen, journal[UE], knife for cutting quills into pens (0.5 lb), masterwork backpack[APG], mess kit[UE], mirror, pen nibs, pigment for making ink (0.2 lb), pot, ruler, small (0.1 lb), soap, trail rations (5), vial, waterskin, 1139 gp, 1 sp
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Tracked Resources
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Archaeologist's Luck +1 (5 rounds/day) (Ex) - 0/5
Armor Attunement (1/day) - 0/1
Daylight (1/day) - 0/1
Ki Pool (7/day) (Su) - 0/7
Potion of cure light wounds - 0/3
Potion of cure moderate wounds - 0/2
Potion of mage armor - 0/5
Potion of magic fang - 0/5
Stunning Fist (1/day, DC 16) - 0/1
Trail rations - 0/5
Weapon Attunement (1/day) - 0/1
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Special Abilities
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Archaeologist's Luck +1 (5 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Clever Explorer +2 (Ex) Half time to use disable device.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +5/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (7/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Defense use 1 ki as swift action to gain +4 dodge bonus to AC for 1 rd
Ki Flurry use 1 ki as a swift action to gain extra flurry of blows attack
Ki Speed use 1 ki as a swift action to increase speed by 20ft for 1 rd
Ki Strike, Magic if you have Ki remaining , unarmed strikes count as magic to overcome DR
Maneuver Training (Ex) CMB = other BABs + Monk level
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stunning Fist (1/day, DC 16) You can stun an opponent with an unarmed attack.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Vow of Cleanliness (+1 ki) A monk undertaking this vow must wash daily. He must change into fresh clothes daily or shortly after his robes become dirty. His appearance must be kept immaculate, including either neatly braiding or shaving off his hair (and, for male monks, maint

personality:

Sannah is a very serious young woman who is constantly pursuing the notions of duty and responsibility. She will occasionally exhibit a cool, dry humor , and always keeps her emotions in check. Her dealings with others are unfailingly polite, she is well versed with the tenets of diplomacy...perhaps the only time one might see a smile on her otherwise pretty face. Sannah accepts the dangers of her vocation as a given, but believes her fate is her own to decide.

Appearance:

Tall, Sannah stands just under 6 ft, she presents a lithe, fit figure clothed simply, but not poorly. From spun cotton blouse to practical pantaloons, to her sensible, waterproof boots, each item is well made and even more so, maintained so as to be as immaculate as the day it was made. Startlingly blue eyes and her golden locks harken to her strange heritage, in fact when the light hits her hair just so, one would swear that the sun itself shone forth.

Background:

The wind snatched at Sannah's pantaloons as she stood on the promontory, a solid piece of granite that thrust out over the empty sky below.
Looking down, she could see the white-tops far, far below and the occasional floating piece of earth and stone such as the one she stood upon.

A glance over her shoulder let Sannah regard her home , a wide valley at the end of which lay the Fastness, a repository of knowledge
and scholarship. Even knowing it was there, she had trouble discerning the windows and balconies there,so cleverly did they
blend into the tall cliff that housed them.

She turned back to the abyss below her, contemplating her future, a future away from the only home she'd ever known, to take
it's mission to seek the knowledge and learning from before and after the Sundering; an return it here for safekeeping.

With a sigh, she thought back to her life here. Early childhood was ,she assumed, like anywhere else. Living in a creche with other
children her age, her life was carefree, learning some letters, not knowing the elders were already selecting out children for
their roles within the scholar society.

Sannah was chosen to be an Explorator, one of those that went out into the world, such as it was, and seek out glimmers and hints of
knowledge from before the Sundering. Many left, few returned.

Training began soon after her 6th birthday, letters and history, physical and mental training, for year after year. Sannah took
to the regimen like a fish to water, exceeding her teacher's expectations. Some could be heard to mutter, "Haven't seen the like since
Connot..."

Part of the regimen was a constant barrage of mental disciplines created to make the mind's intent reality through the body. Often,
she was paired with a rarity, a retired Explorator Rhim. It was him that she asked about her parents. The tale he told was
extraordinary: One spring day, a gout of flame exploded from what had been assumed to be dormant gate, followed quickly by a covered basket
of unknown design. Acting quickly, nearby residents and officials gathered up the basket and examined the gate. It was definately non-functional now, and
within the basket...one swaddled infant, Sannah.

Learning she was an orphan led Sannah to attach herself even more closely with the training and purpose and people of the Fastness, but a
thought always niggled at the edge of her mind; if she left, she could possible find out who her parent were.

The years passed and adolecense came on like a furious tide. The officials knew that young people experience a momumental change as they grew into adulthood,
so were tolerant of the many transitory relationships that were formed. Sannah however, echewed such trivial experiences, re-doubling her commitment to
her curriculum. With one exception, in her 18th year , she was unable to resist her attraction to a veteran Explorator who had returned to lend his
experience to their training. The affair was intense, but short-lived, as he was called back into service and left...never to return. Word came back of his death
at the hands of tomb-robbers on a far off island. This event firmed Sannah's previous opinion that such daliances only served to distract one from
one's duty and so held herself aloof from any other attachements until her investiture as and official Explorator on her 21st birthday.

That was one month ago. Now she awaited word of her destination, her first foray out into the dangerous world.

She walked back to the valley and met the Explorator Administrator, "Sannah" he said, "You're to go to a town called Spindle. There's been rumors that the
Grail of the Phoenix is in play , and the Divinitor's sendings have indicated this town as your starting place. Go with eye's wide, mind wider."
he intoned the Explorator
creed, officially sending her on her way.