Almah Rovshki

Sansa Allende's page

177 posts. Alias of Ariarh Kane.


Full Name

Sansa Allende

Race

Changeling

Classes/Levels

Oracle 1, Witch 1/AC 12/HP 13/F +3 R +3 W +8/Init +1/Perc +7/+9

Gender

F

Size

M

Age

16

Alignment

N

Location

Solace

Languages

Common, Auran (bonus), Sylvan (bonus)

Strength 14
Dexterity 12
Constitution 11
Intelligence 14
Wisdom 16
Charisma 16

About Sansa Allende

N Medium Humanoid (Changeling)
Init +1; Senses: Darkvision 60ft, Perception +7
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Defense
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AC 12, touch 11, flat-footed 11 (+1 Dex, +1 Natural Armor Bonus)
hp 13 (1d8+1d6)
Fort +3, Ref +3, Will +8
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Offense
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Speed 30 ft.
Melee Dagger +2 (1d4+2/19-20x2) and
. . Light Mace +2 (1d6+2/x2) and
Natural (2 Claws) +3 (1d4+3/x2)
+1 M/W Morningstar +3 (1d8+3/x2)

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Statistics
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Str 14, Dex 12, Con 11, Int 14, Wis 16, Cha 16
Base Atk +0; CMB +1; CMD 13
Feats: Mother's Gift
Traits: Carefully Hidden, Resilient
Skills: Craft-Alchemy +6, Fly +5, Heal +7, Know. Arcana +7, Know. Nature +6, Know. Planes +6, Perception +7/+9* (*when familiar is within arm's reach), Sense Motive +7/+9* (*when familiar is within arm's reach), Spellcraft +6, Survival +7, use Magic Device +7
Languages: Common, Auran (bonus for high INT), Sylvan (bonus for high INT)
SQ hag trait (sea hag), Mystery (Heavens), Oracle's Curse (Haunted), Revelation (Lure of the Heavens), Orisons, Cantrips, Hex, Patron Spells, Witch's Familiar, Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells

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Special Abilities
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Darkvision: Changelings see perfectly in the dark up to 60 feet.
Natural Armor: Changelings have a +1 natural armor bonus.
Claws: Changelings' fingernails are hard and sharp; granting them two claw attacks (1d4 points of damage each).
Sea Lungs (Sea Hag): The changeling may hold her breath for a number of rounds equal to three times her Constitution before she risks drowning. (3x11=33 rounds)

Gear:

Starting Outfit Traveler’s Outfit (free, weighs 5 lbs)

On Person
Name Weight Cost
Light Mace 4 lbs 5gp
Dagger 1 lbs 2gp
Leather Armor 15 lbs 10gp (cannot wear now as affects her spell gestures)

In Backpack, Common 2 lbs 2gp
Waterskin 4 lbs 1gp
Explorer’s Outfit 8 lbs 10gp
Blanket, Winter 3 lbs 5sp
Whetstone 1 lbs 2cp
Inkpen - 1sp
Journal, Blank 1 lbs 10gp
Soap 3 lbs 1sp

Total Weight & Cost 47 lbs 40gp & 7sp & 2cp out of 53gp

Found at her Adopted Mother's house: a handful of childhood books, includ. "The Naughty Kobold" and Celeste's refurbished shortsword.

Feats:

Mother's Gift (Changeling)

You inherit a special boon from your hag parent.
Prerequisites: Changeling.
Benefit:
Your dark legacy manifests in one of the following ways. You choose the manifestation when you choose the feat, and once selected it
cannot be changed. (Chosen: HAG CLAWS)
Hag Claws (Ex): You gain a +1 bonus on attack and damage rolls with your claws.
Surprisingly Tough (Ex): Your natural armor bonus increases by +1.
Uncanny Resistance (Su): You gain spell resistance equal to 6 + your character level (7).
Special: You can gain this feat up to three times. Its effects do not stack. Each time you take the feat, you must select a different manifestation.

Traits:

Carefully Hidden (Human)
Your life as a member of an unpopular ethnic group has given you an uncanny knack for avoiding detection.
Benefit: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

Resilient (Combat)
Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result.
Benefit: You gain a +1 trait bonus on Fortitude saves.

Mystery:

Heavens
Class Skills: An oracle with the heavens mystery adds Fly, Knowledge (arcana), Perception, and Survival to her list of class skills.
Bonus Spells: color spray (2nd), hypnotic pattern (4th), daylight (6th).

Revelation:

Lure of the Heavens (Su): Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating.

Oracle's Curse:

Haunted
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).

Effect
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known.

Oracle Spells Known:

Can Cast 4* 1st Level spells per day (*3+1 bonus spell for high WIS).

4 Orisions + 2 bonus: Read Magic, Resistance, Stabilize, Spark (bonus: Mage Hand & Ghost Sound)
2 1st Level: Summon Monster 1, Cure Light Wounds

Cantrips and 1st level Witch Spells:

Spells

A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier.

A witch can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Intelligence score.

A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Cantrips (0 level): Dancing Lights, Message, Touch of Fatigue.
2 1st Level spells (due to high INT): Mage Armor, Enlarge Person

Spells stored in Familiar:

Stored spells in Familiar:
All Orisons: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food & Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue.
(3+2 INT mod) 5 1st Level Spells: Burning Hands, Command, Enlarge Person, Icicle Dagger, Mage Armor

Hero Points:

2

Hex:

Healing Hex (chosen at 1st level)

Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.

*Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.

Patron Spells:

Patron Spells

At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.

At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

Chosen Patron: Elements.

Elements: 2nd—shocking grasp, 4th—flaming sphere, 6th—fireball, 8th—wall of ice, 10th—flame strike, 12th— freezing sphere, 14th—vortex, 16th—fire storm, 18th—meteor swarm.

Witch's Familiar:

Witch’s Familiar (Ex)

At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Chosen Familiar: Fox (Master gains a +2 bonus on Reflex saves)

Familiar's Stats:

Fox
This cunning yet wary animal pounces on live prey.

FOX CR 1/4
XP 100
N Tiny animal
Init +2; Senses low-light vision, scent, Perception +8

DEFENSE
AC 15, touch 15, flat-footed 13 (+2 Dex, +2 size, +1 Natural Armor Bonus)
hp 6 (1d8+1)
Fort +3, Ref +5, Will +1

OFFENSE
Speed 40 ft.
Melee bite +3 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft., Vertical Reach 2ft

STATISTICS
Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+10 when jumping), Perception +8, Stealth +14, Survival +2 (+6 scent tracking) Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent, +8 Stealth for TINY creature

SPECIAL ABILITIES
Familiar
The master of a fox familiar gains a +2 bonus on Reflex saves.
SQ: Alertness, Empathic Link, Improved Evasion, Share Spells, Store

ECOLOGY
Environment any
Organization solitary, pair, or skulk (3-12)
Treasure none

General Info on Familiar:

Male, named Quinn. One year old, reddish-chestnut fur, black paws, amber-yellow eyes.
Social among other foxes, wary of humans (shy). Peaceful – avoids confrontation unless provoked or attacked. Most active at night. Clever/cunning. Curious/inquisitive. Territorial – will defend his den. Likes to scavenge for things.

Sansa's Physical Description:

A young woman of 16 years. Slender with willow-like grace, long unruly black hair down passed her waist. One eye (left) is silver, the colour of a winter sky. The other eye (right) is amber-gold, bright and keen. Her skin is palest white and does not darken beneath a hot sun. Her beauty is prominent yet haunting and strange, hinting at her true heritage. She has long, hard nails, reminiscent of talons. Sansa is gifted with both divine and arcane magic, a duality unlike any other in Solace.

Backstory:

Sansa began her life in Solace as a foundling, wrapped and floating in a wicker basket, brought to shore by the high tides. Celeste Allende discovered the babe upon returning from a fishing trip upon sunset. Sansa had been a beautiful baby but a strange one and Celeste’s heart went out to the abandoned child and took her in – became her adopted mother. Raised in Celeste’s home, Sansa often wandered to the hills in the north where the unused Watchtower rose high, past the farmlands. There she climbed the stairs and sat, alone, looking out, shutting out the internal sound, a hypnotic voice beckoning her elsewhere. In the Watchtower the internal voice seemed to go mute and she was grateful. In the watchtower, Sansa could escape the supernatural mishaps that seemed to follow her wherever she went in Solace. They were slowly driving her mad and she did not understand their presence or purpose. In the wicker basket, hidden in the baby blanket, there was a large circular pendant made of metal. There were etchings on the face – navigation symbols and on top, stood a small crystal lens, which went through the pendant. It sounded hollow and was not heavy like some metals. When Sansa was old enough, Celeste had given her the pendant, telling her not to lose it for it must have been important for it was wrapped with her in the basket. In her watchtower, Sansa would look up into the night sky, through the crystal lens of the pendant.
Unlike the other children in Solace, apart from Dante, she never knew her biological parents and presumed they had died or were killed. It could be hard not knowing where she came from.
The townsfolk of Solace were not afraid of Sansa, simply more attuned to her strangeness. The girl often walked alone, if walking is what you would call it – she seemed to float and never leave a footprint. She would be heard talking out aloud to herself; sometimes, even arguing seemingly with no-one. Since Celeste had taken the girl in and cared for her like her own, the townsfolk tolerated Sansa, along with her adopted brother, Dante.
Only recently she and Celeste had noticed that her left eye was changing colour – that the amber had given way to silver. The mismatched eyes only exaggerated her ethereal strangeness and drew more looks and gossip. The only place that truly gave Sansa any peace was the abandoned Watchtower. It made her feel closer to the heavens, among the sky and stars. Sansa could see Celeste grow more concerned with her physical changes. Solace was a hodge-podge of folk yet it was a small community and one could not escape the inevitable prejudice. Sansa did not care, however, and just acted naturally in her strange way and in her own world.

What Sansa looks like
What Quinn (Familiar) looks like