Girl

Sara Deverin's page

51 posts. Alias of Pancakes.


Full Name

Sara Deverin

Race

Skills:
Diplomacy +8; Knowledge (religion) +5; Perception +7; Profession (Merchant) +6; Knowledge (geography) +2; Sense Motive +6;

Classes/Levels

Prepared Spells:
1st:

Gender

Female Human Warpriest 1 | HP: 9/9, NL: 0 | AC: 16/15/11, CMD: 10/9 | F: +3, R: +1, W: +4 | Blessings: 3/3 | Init +1 | Perc +7

Deity

Desna

About Sara Deverin

Appearance and personality:

Sara is a cheerful, if somewhat flighty, beautiful young woman, and has become a devout follower of Desna in recent years. She greets everyone with a wide smile, and has a way to make everyone feel welcome.

Sara has long, wavy brown hair, and a small, somewhat frail build, making it somewhat surprising to see her wearing her armor and shield when performing her duties for the Sandpoint Militia - her leather armor had clearly needed to be adjusted to her size, and even the buckler straped to her left arm seems a bit too big for her. Hanging from her belt are a set of three starknifes, an unusual choice of weapon until one notices the Desnan holy symbol around her neck.

Backstory:

Sara is the daughter of Marcus and Joana Deverin, born and raised in Sandpoint. Her father is part of the Deverin family and is naturally involved with the family's trade business, while her mother was a local priest of Desna.

Sara was a bit of a rebel growing up, having little interest in either her father's business or her mother's religious teachings, finding it much more interesting to sneak off to explore the town and its surroundings, or to sift through whatever magical trade goods she could find to study them and try to figure out how they worked, sometimes with somewhat explosive results.

Tragedy struck five years ago, however, when the chapel's fire claimed her mother's life among its victims. Her death hit Sata hard, and she shut herself off from everything for a long time as grief took her. Her mother's faith was what ended up saving her from it - as she delved deeper into her teachings, hoping to better understand her now that she was no longer with her, she came to understand and accept that the best way to honor her would be to go out and live life to its fullest.

With time, she recovered most of her cheerful, optimistic demeanor, and is always ready to lend a hand to people in need, or to welcome visitors to the town. The events the town went through five years ago still weigh heavily on her mind, a reminder not to take things for granted, and are the reason she has focused so much of her training studying the Clamor of the Spheres and the Way of the Shooting Star, and why she recently joined the Sandpoint Militia - she wants to be able to protect the town and prevent anything like the 'Late Unpleasantness' from happening ever again.

Given her small, frail build, her request to join was met with surprise, but they were happy to have her help with healing spells and managing the Militia's equipment and supplies, so her skill with a starknife is mostly unknown to everyone. But she's content with the situation for now - it not being needed is a good sign, as it means the town is safe.

Stat Sheet:

Chaotic Good Medium Human Warpriest 1;

Init 1; Senses Perception: +7

Defense

AC 16, touch 11, flat-footed 15

hp 9

Fort 3, Ref 1, Will 4

Offense

Speed 30 ft.

Melee Starknife +5 (1d6+6 /x3),

Warpriest spells prepared (CL 1; concentration +3)

1st (2/day)- Divine Favor (DC 13);

0th (at will)- Create Water (DC 12); Guidance (DC 12); Mending (DC 12);
Statistics

Str 8, Dex 13, Con 12, Int 12, Wis 14, Cha 18

Base Atk + +0; CMB +-1; CMD 10

Feats Precise Shot; Startoss Style; Weapon Focus: Starknife;

Traits Dangerously Curious , Fate's Favored, Merchant Family, Seeker

Drawback Overprotective

SQ ; Agile Feet-> Desna's Divine Fighting Technique; Aura (Chaos, Good); Blessings; Bonus Languages; Focus Weapon; Liberation; Sacred Weapon; Blessings: Liberation Blessing; Travel Blessing;

Skills Diplomacy +8; Knowledge (religion) +5; Perception +7; Profession (Merchant) +6; Knowledge (geography) +2; Sense Motive +6;

Equipment Backpack, common; Holy symbol, wooden; Outfit, Traveler's; Waterskin;