Dinvaya Lanalei

"Sarah"'s page

49 posts. Alias of Ash...


Classes/Levels

Attacks:
[ dice=melee]1d20+2[ /dice] [ dice=lsword dmg]1d8+2[ /dice] Crit:19-20 [ dice=cestus dmg]1d4+2[ /dice] Crit:19-20 [ dice=ranged]1d20+4[ /dice] [ dice=sbow dmg]1d6[ /dice] Crit:×3

Gender

| Oracle 1 | AC: 18 T: 13 FF: 15 | F: +1 R: +3 W: +0 (+2 enchant, +2 death, Immune sleep) |

About "Sarah"

Crunch Oracle Start:

Sarah (Oracle)
Female half-elf oracle (spirit guide) 1 (Pathfinder Player Companion: Familiar Folio 6, 10, Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
LG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +3, Will +0; +2 vs. enchantments, +2 vs. death
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron cestus +2 (1d4+2/19-20) or
dagger +2 (1d4+2/19-20) or
longsword +2 (1d8+2/19-20)
Ranged shortbow +4 (1d6/×3)
Spell-Like Abilities (CL 1st; concentration +5)
1/day—cure light wounds, know direction, read magic, spark[APG] (DC 14)
Oracle (Spirit Guide) Spells Known (CL 1st; concentration +5)
1st (4/day)—cure light wounds, obscuring mist, remove sickness[UM] (DC 15)
0 (at will)—create water, ghost sound (DC 14), light, mage hand, mending, stabilize
Mystery Wood
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 12, Wis 7, Cha 18
Base Atk +0.75; CMB +2; CMD 15
Feats Fey Foundling[ISWG]
Traits touched by divinity, trap finder
Skills Acrobatics -2 (-6 to jump), Craft (clockwork) +5, Craft (glass) +5 (+7 on checks made to repair damaged items), Disable Device +3, Heal +2, Perception +2, Profession (merchant) +2, Spellcraft +5, Use Magic Device +8
Languages Common, Elven, Sylvan
SQ divine guidance, elf blood, fey magic, oracle's curse (haunted), revelation (wood bond[UM])
Combat Gear cold iron arrows (50); Other Gear scale mail, buckler, cold iron cestus[APG], dagger, longsword, shortbow, bedroll, belt pouch, fishhook (2), flint and steel, glass cutter[UE], glue paper[UE] (5), grappling hook, masterwork backpack[APG], masterwork glassblowing tools, mending kit, mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), silver holy symbol of Shelyn, string or twine[APG], thieves' tools, thread (50 ft.), trail rations (7), waterskin, whetstone, cat
--------------------
Special Abilities
--------------------
Divine Guidance (Sp) An emissary can cast guidance at will.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fey Foundling Magical healing works better on you
Fey Magic (Favored Terrain [Underground]) Gain spell-like abilities in selected terrain.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Wood Bond +1 (Ex) Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bo
--------------------

Ellit
Cat (Pathfinder RPG Bestiary 131)
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8-1)
Fort +1, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +4 (1d3-4), 2 claws +4 (1d2-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7
Base Atk +0.75; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse[B]
Tricks Attack, Down, Fetch, Heel, Hunting, Seek, Track
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
--------------------
Special Abilities
--------------------
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

--------------------

Crunch Paladin Start:

Sarah (Paladin)
Female half-elf paladin (chosen one) 1 (Pathfinder Player Companion: Familiar Folio 6, 10, Pathfinder RPG Advanced Class Guide 106)
LG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception -2
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +0; +2 vs. enchantments, +2 vs. death
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron cestus +3 (1d4+2/19-20) or
dagger +3 (1d4+2/19-20) or
longsword +3 (1d8+2/19-20)
Ranged shortbow +4 (1d6/×3)
Spell-Like Abilities (CL 1st; concentration +5)
1/day—cure light wounds, know direction, read magic, spark[APG] (DC 14)
Paladin Spell-Like Abilities (CL 1st; concentration +5)
At will—detect evil
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 12, Wis 7, Cha 18
Base Atk +1; CMB +3; CMD 16
Feats Fey Foundling[ISWG]
Traits touched by divinity, trap finder
Skills Acrobatics -2 (-6 to jump), Craft (clockwork) +5, Craft (glass) +5 (+7 on checks made to repair damaged items), Disable Device +3, Heal +2, Profession (merchant) +2, Stealth +1, Use Magic Device +8
Languages Common, Elven, Sylvan
SQ divine guidance, elf blood, fey magic, share will
Combat Gear cold iron arrows (50); Other Gear scale mail, buckler, cold iron cestus[APG], dagger, longsword, shortbow, bedroll, belt pouch, fishhook (2), flint and steel, glass cutter[UE], glue paper[UE] (5), grappling hook, masterwork backpack[APG], masterwork glassblowing tools, mending kit, mug/tankard, sewing needle, signal whistle, silk rope (50 ft.), silver holy symbol of Shelyn, string or twine[APG], thieves' tools, thread (50 ft.), trail rations (7), waterskin, whetstone
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Guidance (Sp) An emissary can cast guidance at will.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Fey Foundling Magical healing works better on you
Fey Magic (Favored Terrain [Underground]) Gain spell-like abilities in selected terrain.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Will (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
--------------------

Ellit
Cat (Pathfinder RPG Bestiary 131)
LG Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 5 (1d8-1)
Fort +1, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +5 (1d3-4), 2 claws +5 (1d2-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse[B]
Tricks Attack, Down, Fetch, Heel, Hunting, Seek, Track
Skills Climb +6, Disable Device +1, Heal +5, Knowledge (religion) +2, Perception +5, Stealth +14, Use Magic Device -1; Racial Modifiers +4 Climb, +4 Stealth
SQ hunting, improved evasion, share will
--------------------
Special Abilities
--------------------
Divine Guidance (At will) (Sp) An emissary can cast guidance at will.
Hunting [Trick] The animal has been trained for hunting.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.

Fluff morning Ran's clocktower scene:
The dream started again. Black sky, red rain, smoke and fire, the sounds of crashing timber and angry men echoed through the village. Sarai shivered. She knew this was a dream, her dream, but it never got easier. She burst from the house at the top of the hill, running down the back path her mother took to the river. The men, dressed in white sheets and antlers never saw her, but sometimes she didn't move fast enough. Better to be fast. The house would burn no matter what she did. She'd figured that out long ago. This way she was gone, into the woods and the stream. It was cold, but it wasn't going to get any warmer no matter how long she waited. Better the cold than the fire. Better the fire than remembering the screams. Better any of it than to meet a rider in this dream. She ran, and ran, and ran. From the fire, or herself, or memory she wasn't sure. Eventually, the stream gave out and she was at the old shrine at the Lanten's place. It was overgrown in the dream, of course. Noone to tend it here. She absently cleared the vines away from the bushes, waiting. Hoping. The cat poked it's head out, then rubbed against her ankles. She collapsed to the ground, petting her. "Won't be long now, sunrise is almost here." said the cat, and Sarai smiled. "I don't suppose you remembered to dream some fish into the river this time? Ah well." The cat settled in to wait, her long tail swishing along the stones, her head comfortably against Sarai's leg. "You could just, ah, nevermind. Keep petting little one." Sarai did, her eyes fixed on the small house beyond the shrine. The sun rose, and the woman walked out of the house. She came, as she always did, to Sarai. Smiled as she always did. Hugged the young girl, and carried her and the cat, inside. Her father was waiting, bags packed, his iron glove in plain sight. He relaxed when he saw her. Dreams were dangerous. She smiled, and forced herself to wake.

Sarah's eyes opened. She stared at the ceiling holding tight to the memory, fierce and glad. She had her father's smile. Her lips curved up. The clockwork spread of glass and wood hanging above her comforted her, thorns and flowers, and she noted the time. Touching the pendant of the lady at her neck and saying a silent prayer of gratitude, she felt around on the bed, but Ellit was already gone. Nothing left but her spot on the bed warm with remembered sleepy cat. She looked around the small space, her tools set out on the table beneath their straps, the boarded window triple latched, her pack beside the door with every pocket just so. The heavier pack of goods to sell. It was going to be a busy day, she could feel it. The dream. She chased the ghosts from her mind, they wouldn't intrude further if she just kept busy. "Just another day in paradise, eh Ellit?" she called, hopeful for some morning purrs to shake her from the bed. None were forthcoming, and she pulled herself to her feet. Her braid thumped against her back, stinging a moment, and she thought of cutting it, as she always did in the morning. The water was where she expected, and Ellit's food was full. She did her morning business, then headed back to her small room, moving the sandbag to the second chain on her way by. Old Ran was nearly blind, and slept like the dead, but she'd notice if the bag wasn't moved. The chains jangled a moment as she walked on, but Sarah knew they were just creaking with the shifted weight.

The clothes were on the chair, as expected, and she started to get dressed. "Ellit, do you know where my hat is?" Ellit wouldn't answer, she only talked in Sarah's dreams. She placed the nightgown on the bed, then pulled her underclothes on quickly, and was in the process of pulling on the merchant's colors over her tunic when the crash came from the closet. She sighed, then pulled the fine shirt back over her head and placed it on the bed. Carefully she poked her head in. "Ellit, was that you or.." her breath caught as she saw the armor. "No, I'm not wearing that. Just no. I'll be so hot." she whined. She looked longingly at the bed. The soft, comfortable shirt. The sensible pants. Ellit nudged the armor again. Sarah sighed, and began looking for the doublet amidst the pile of knocked over clothes. "If you were going to ask me to wear this, you didn't have to make a mess as well." She straightened the rod, and began hanging her clothes. There, at the bottom, was the doublet. Surprisingly clean. She sniffed it, old smells of leather and iron still there beneath the rose soap, the hint of her father's care, and beneath all of that she could almost feel her mother's weaving. The sound of the loom was a memory so strong, for a moment it echoed in the room. Silly she knew. She'd resized it several times over the years, keeping that bit of her parents legacy. Her father would call her brave, and foolish, she knew. He'd also tell her to focus on her glass and leave the demons and the fighting to the crusade. Her father was probably right. She looked at the shirt again. It would be so comfortable.

Ellit rubbed against her leg, and she started pulling off her tunic. She carried the tunic to the bed, lay it beside the others. Then she began to put on the thick cotton instead. "You realize we're going to be late for this, right?" she asked, her head poking through the tight neck. Ellit purred, and Sarah smoothed her braid down her back beneath the doublet. The pendant of the lady Shelyn she let fall down the front against her chest. "Lady protect me from superstition and vanity and let this simply be the whim of a hungry cat." She prayed, sincerely, but she kept putting the armor on anyways. Ellit's nudges were sometimes more than simple fancy, and Sarah trusted them. After all, she'd dreamed that morning. Never a good sign, that dream. Ellit curled up in the pack, her eyes watchful as her mistress dressed for the day. "Don't get too comfortable, Ellit. I'm going to have to carry both packs, Lillianna won't appreciate it if we leave her work in our workshop." Sarah grabbed the second pack, then hesitating, went back for her bow. "Better to be ready to hunt than to need to and have left it at home, and Lily won't mock me too badly. Ok Ellit, let's go be brave in the market. Another day in Kenebras, may Shelyn save us from fools and demons." On the way out, she set Ran's tea on the tray. Safely outside, she called back into the house. "Good morning mistress Ran, I'm off to the market." then dutifully slammed the door behind her. Ellit kneeded her back through the pack and she moved out into the street. Behind her, the clock began it's morning bells.