Cleric of the Moon

Saria Adura's page

31 posts. Alias of MordredofFairy.


About Saria Adura

Fighter(Swordlord, Gladiator) Level 7/Unchained Rogue Level 4
NG Medium Kitsune

Init 9 = 7(Dex)+2(Dueling Mastery)
Senses 13 Perception, Low-Light Vision
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Party Role/Concept
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Saria is a primary Tank, drawing attention and attempting to get involved in exchanging full attacks with enemies - and entertaining the crowd(performance combat).
While her damage output is not too high, it is dangerous to ignore her - if she finds herself flanking, she'll take advantage of the enemies distracted state.
She has some utility in skills and SLA's outside combat.
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Background
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Saria is a Goka native. She was born and raised in the Undermarkets - close enough to the surface that her parents business was still considered respectable, but close enough to the shadier parts that as a teen, she was prone to getting into trouble.
Despite her parents best efforts, before she was even an adult she was falling deeper and deeper, sometimes not returning home for days - and if she did, often on drugs, some of which she acquired by paying her dealer with sex.
In the end, her parents gave up. Under tears, they tied her up and delivered her to a mountain monastery in the Wall of Heavens Range where another relative of her was a monk. They had a history of breaking troubled youth - after 2 months of attempted rebellion and 3 failed attempts to flee, that was also true for Saria.
The enforced withdrawal and daily routine was...impactful. She joined the physical regimen, took part in the meditation exercises. She had lacked direction, and found it here. Eventually, she was old enough for weapon training, and in a fit of ambition choose one of the most complicated weapon styles - the dueling sword. It was more about proving to herself that she could do it if she really willed it.
After a while longer, she was even allowed to accompany elders outside the monastery, assist them in missions. To her own surprise, she was even given some acolytes to teach after doing well on those missions.
She was thankful for the change it all brought to her life, but she was a young woman now, and...she could not envision spending the rest of her days behind walls.
But the wise leader of the school knew her and was ahead of her...in a formal letter, he declared that she had learned all that was to learn here, and it came time to go out into the world and put to use all the skills she gained. And in the process, if she survived, to learn new things - that she could then pass on to others, here in the school, or elsewhere, to her own kids or others, if she ever decided to settle down again.
Grateful, she moved out, and experienced a number of adventures across various regions of Tian Xia, before returning to her Home City of Goka in time for the next Ruby Phoenix Tournament.
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Motivation
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Hao Jins Vault contained all sorts of things - legendary items, even artifacts, or so people said. There were some stories of things that Saria desired, or would make good use of.
But more than that, to her, it was clear that this grand tournament was one of the best ways to test herself against others, to gain experience and learn more...and to come home and visit her parents.
Something that she had pushed off all these years since she left the Monastery. She had no doubt that her uncle had kept them updated while she was there, but...it was time to face them - and the demons of her past.
Oh, if they are even still alive...not murdered.

Personality:
She was given direction, but a fire still burns brightly inside Saria. She has a wild side, wants to experience and learn new things. She does it "by the book", but not always "by the letter". She is a warrior, and the tasks she fulfills are dangerous. She is aware of that, and while she learned the value of discipline, she is also hedonistic - believing it is important to remember what you fight for. This duality between calm and storm, order and chaos, rest and activity is in a strange harmony in her, and she is stronger for it.

Description(Human):
Saria fulfills the cliche of her kind: her humanoid form is of an attractive human of slender build with salient eyes. She cuts her hair very short, so that it does not hinder her in combat, or provide an opening to opponents. She has small breasts, which she also binds. On the first glance, or from farther away, that does not give her a readily apparent feminine look, but her manner of movement, her bright voice, and her facial features are clear signs of her being female. She has golden eyes and wears loose green clothing that gives her a wide range of motion and mobility.

Description(Kitsune):
Her eyes remain golden, her fur is silverish or white - depending on the angle of sunlight illuminating her. She mostly keeps her true form a secret, pretending to be human, but there are some situations when she prefers her "true" form. One of them is when she has a sexual encounter with a partner, she prefers to be "herself"(not that her human form was not also 'herself', but compared to being Kitsune it's...a dampened experience) - which, needless to say, complicates matters if the other party expected to get it on with a human(which is why for casual flings she remains human). Another circumstance is extrem weather - if it's really cold - snow, high in the mountains - after all, no warm clothing was a real substitute for natural fur. But also when it's really hot - the reason being that soaking the fur - and especially the tails - in some (cold) water, allowed to keep a decent cooling effect going for much longer than just splashing pink skin with some water.
Also, by now, courtesy of all her experiences, she already has 7 tails, which is rather impressive for her kind at her age.

Daily Abilities:

SLA's from Magical Tail:
2/day: disguise self
2/day: charm person - DC 15
2/day: misdirection
2/day: invisibility
2/day: suggestion - DC 17
2/day: displacement

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Defense
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AC 31 10+7(Dex)+9(Armor)+2(Shield(Dueling Mastery))+1(Deflection)+1(Natural)+1(Dodge), ACP = -2
hp 131 = 7*(10(Class)+1(FCB)+4*(8(Class))+11*2(Con)= 77+32+22 = 131
Fort 10 , Ref 15 , Will 4 (10 vs. Charm/Compulsion)
(Fighter: Fort 5.5 - Ref 2.33 - Will 2.33)
(UC Rogue: Fort 1.33 - Ref 4 - Will 1.33)
(Total: Fort 6.83 - Ref 6.33 - Will 3.66)

Deflect Arrows - 1/round deflect Missile attack if would be hit
Danger Sense (Ex) - +1 AC/Reflex against Traps, +1 Perception to determine Surprise
Uncanny Dodge (Ex) - Not flatfooted(unless immobilized or feinted), don't lose dex against Invisible Attacker
Evasion (Ex) - No damage instead of half on successful Reflex Save
Gauntlets: +4 CMD vs disarm/sunder, and effects to lose grip on weapon. Doesn’t drop when panicked/stunned.

Defensive Parry (Ex) - +2 AC against Melee on Full Attack
Fighting defensively:
AC Bonus - 2(base)+1(trait)+1(acrobatics)+1(Crane Style) = 5 -> on Full Attack: +2(Steel Net) = 7
Attack Penalty - 4(base)-2(Crane Style) = 2 -> on Full Attack: -2(Steel Net) = 0
Osyluth Guile: when fighting defensively, get Cha as Dodge vs one opponent melee.
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Offense
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Speed 40 ft
MELEE +2 Dueling Sword +20/+15 1d8+9(17-20/x2)

+3d6 Sneak Attack where applicable
Debilitating Injury (Ex) when Sneak Attacking - (-2 AC(-4 vs. me)/(-2 attack(-4 vs me))/(half speed(no 5-foot step))
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Statistics
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Str 8, Dex 24, Con 14, Int 12, Wis 8, Cha 18
Base Atk +10; CMB +9; CMD 26

Languages: Common, Sylvan + Tengu

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Special Abilities
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=====Feats=====
Level 1: Exotic Weapon Proficiency(Dueling Sword)
Level 1(UC Rogue): Weapon Finesse
Level 2(Rogue Weapon Training): Weapon Focus(Dueling Sword)
Level 2(Campaign Non-Combat): Magical Tail
Level 3: Improved Unarmed Strike
Level 4(Fighter Inherent): Combat Stamina
Level 4(Gladiator): Performance Weapon Mastery (Combat)
Level 4(Fighter Bonus Feat): Dodge
Level 4(Campaign Non-Combat): Magical Tail
Level 5: Crane Style
Level 5(Fighter Bonus Feat): Deflect Arrows
Level 6(Campaign Non-Combat): Magical Tail
Level 7: Accomplished Sneak Attacker
Level 7(Fighter Bonus Feat): Quick Draw
Level 8(Campaign Non-Combat): Magical Tail
Level 9: Osyluth Guile
Level 9(Fighter Bonus Feat): Improved Critical(Dueling Sword)
Level 9(Favored Class Bonus): Magical Tail
Level 10(Campaign Non-Combat): Magical Tail
Level 10(Combat Trick): Combat Reflexes
Level 11: Dueling Mastery (Combat)

Level 12(Fighter Bonus Feat): Greater Weapon Focus(Dueling Sword)
Level 12(Campaign Non-Combat): Magical Tail
Level 13: Advanced Weapon Training (Combat) = > Warrior Spirit (Su)
Level 14(Campaign Non-Combat): Realistic Likeness (Kitsune)
Level 14(Fighter Bonus Feat):
Level 15:
Level 16(Campaign Non-Combat): Swift Kitsune Shapechanger (Kitsune)
Level 16(Favored Class Bonus): Magical Tail
Level 16(Fighter Bonus Feat): Vulpine Pounce (Combat, Kitsune)
Level 17:
Level 18(Campaign Non-Combat): Fox Shape (Kitsune)
Level 19:
Level 20(Campaign Non-Combat):

=====Rogue Talents=====
Level 2: Rogue Weapon Training
Level 10: Combat Trick

=====Racial Qualities=====

Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks.
Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.
Duplicitous: Many kitsune prefer to avoid the attention they often attract from human neighbors and attempt to convince all around them that they are human. They gain a +2 racial bonus on Bluff and Disguise checks. This racial trait replaces kitsune magic.
Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.

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Class Abilities
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Fame (Ex): At 2nd level, when a gladiator begins a performance combat, he always starts with at least 1 victory point. If he already has victory points, he gains 1 extra victory point. At 10th level, the gladiator starts out with at least 2 victory points. If he already has victory points, he gains 2 extra victory points.
This ability replaces bravery.

Defensive Parry (Ex): At 3rd level, when a swordlord makes a full attack with a dueling sword, he gains a +1 bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd.
This ability replaces armor training 1 and 4.

Disarming Strike (Ex): At 5th level, when a swordlord successfully disarms an opponent using a dueling sword, the swordlord also deals normal damage to the target, but without the normal Strength bonus to damage.
This ability replaces weapon training 1.

Steel Net (Ex): At 7th level, a swordlord can throw up a blazing wall of steel to defend himself. When fighting defensively as a full-round action with a dueling sword, the swordlord’s penalties on all attacks in a round are reduced by 2, and the dodge bonus to AC is increased by 2 for the same round.
This ability replaces armor training 2.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense.

Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

=====Skills=====

Fighter: 7*(2(class)+1(int)+2(Background)+1(FCB))
UC Rogue: 4*(8(class)+1(int)+2(Background))

ACP = -2

Adventuring Skills

23/28 Acrobatics(ACP) = 11(ranks)+7(Dex)+3(class)+2(racial) // +5 to jump(Item)
20 Bluff = 11(ranks)+4(Cha)+3(class)+2(racial)
3 Climb(ACP) = 1(ranks)-1(Str)+3(class)
4 Diplomacy = (ranks)+4(Cha)+3(class)
11 Disable Device(ACP) = 1(ranks)+7(Dex)+3(class)
20/30 Disguise = 11(ranks)+4(Cha)+3(class)+2(racial) // +10 to appear human
7 Escape Artist(ACP) = (ranks)+7(Dex)+3(class)
7 Fly(ACP) = (ranks)+7(Dex)
-1 Heal = (ranks)+(Wis)
4 Intimidate = (ranks)+4(Cha)+3(class)
- Knowledge (arcana) = (ranks)+(Int)
5 Knowledge (dungeoneering) = 1(ranks)+1(Int)+3(class)
5 Knowledge (local) = 1(ranks)+1(Int)+3(class)
- Knowledge (nature) = (ranks)+(Int)
- Knowledge (planes) = (ranks)+(Int)
- Knowledge (religion) = (ranks)+(Int)
18 Perception = 11(ranks)-1(Wis)+3(class)+5(Item)
7 Ride(ACP) = (ranks)+7(Dex)+3(class)
3 Sense Motive = 1(ranks)+(Wis)+3(class)
-- Spellcraft = (ranks)+(Int)
21 Stealth(ACP) = 11(ranks)+7(Dex)+3(class)
-1 Survival = (ranks)-1(Wis)+3(class)
3 Swim(ACP) = 1(ranks)-1(Str)+3(class)
8 Use Magic Device = 1(ranks)+4(Cha)+3(class)

Background Skills

Appraise = (ranks)+(Int)+3(class)
Artistry = (ranks)+(Int)+3(class)
Craft = (ranks)+(Int)+3(class)
8 Handle Animal = 1(ranks)+4(Cha)+3(class)
5 Knowledge (engineering) = 1(ranks)+1(Int)+3(class)
- Knowledge (geography) = (ranks)+(Int)
- Knowledge (history) = (ranks)+(Int)
- Knowledge (nobility) = (ranks)+(Int)
-- Linguistics = (ranks)+(Int)+3(class)
Lore = (ranks)+(Int)+3(class)
16 Perform(Shamisen) = 9(ranks)+4(Cha)+3(class)
18 Perform(Dance) = 11(ranks)+4(Cha)+3(class)
-- Profession()= (ranks)+(Wis)+3(class)
11 Sleight of Hand(ACP) = 1(ranks)+7(Dex)+3(class)

=====Gear=====

Belt - Belt of Incredible Dexterity +4
Head - nothing
Body - nothing
Headband - Headband of Alluring Charisma +2
Chest - nothing
Neck - Amulet of Natural Armor +1
Eyes - Eyes of the Eagle
Shoulder - Cloak of Resistance +2
Feet - Boots of Striding and Springing
Wrists - nothing
Hand - Gloves of Dueling
Ring - Ring of Protection +1
Ring - nothing
Slotless - nothing

82k
16k Belt of Incredible Dexterity +4
4k Headband of Alluring Charisma +2
22,4k Celestial Armor
8,37k +2 Dueling Sword
4k Cloak of Resistance +2
2k Amulet of Natural Armor +1
2k Ring of Protection +1
15k Gloves of Dueling
5.5k Boots of Striding and Springing
2.5k Eyes of the Eagle

230 gold left

=====Traits=====

Campaign:
Cautious Warrior (Combat)
You learned defensive moves from your trainers.
Benefit(s): You gain an additional +1 dodge bonus to Armor Class while you fight defensively or use the total defense action. [/b](Campaign)

Irrepressible (Faith)
Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind.
Benefit(s): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

=====Ability Scores=====:

STR 8=10(Buy)-2(Race)
DEX 20=16(Buy)+2(Race)+1(Level 4)+1(Level 8)
CON 14=14(Buy)
INT 12=12(Buy)
WIS 8= 8(Buy)
CHA 16=14(Buy)+2(Race)