Lonicera

Sienna Raindancer's page

212 posts. Alias of Jesse Heinig.


Full Name

Sienna Raindancer

Classes/Levels

INACTIVE - GAME DIED

Size

Medium

Age

23

Alignment

Neutral Good

Deity

Para-Elemental Rain

Location

Ruins of Yaramuke

Languages

Common (Athasian trade tongue, literate); Thri-Kreen

Occupation

Cook, secret priestess of the storm

Homepage URL

Picture

Strength 15
Dexterity 12
Constitution 16
Intelligence 16
Wisdom 17
Charisma 17

About Sienna Raindancer

Sienna Raindancer
Neutral good female human former fighter 3/cleric of rain 3
Experience points: 2999

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Defense
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AC 6 (studded leather armor + large shield)
HP 29 (10 + 7 + 6, + 6 Con)
Saving Throws
Paralyzation, Poison, or Death Magic 10
Rod, Staff, or Wand 14
Petrification or Polymorph 13
Breath Weapon 16
Spell 15

+3 Wisdom bonus vs. mind-affecting powers

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Offense
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Speed 30 ft.
THAC0 20
Melee Impaler S-M 1d8/L 1d8 (piercing, speed 5)
Ranged Chatkcha S-M 1d6+2/L 1d4+1 (slashing, speed 4)
Cleric Spells Prepared:
• 2nd (3/day)—aid, cure moderate wounds, hold person
• 1st (4/day)—create water, cure light wounds, cure light wounds, merciful shadows

Psionic Abilities
PSPs: 26/26 (18 wild talent, +8 wild talent bonus per level)
Wild Talent: Acceptance†

* indicates a power found in The Will and the Way sourcebook.
† indicates a power found in the Dragon Kings sourcebook.

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Statistics
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Str 15, Dex 12, Con 16, Int 16, Wis 17, Cha 17
Languages: Common (Athasian trade tongue, literate); Thri-Kreen

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Weapon Proficiencies
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Fighter weapon proficiencies: 4
Bonus every: 3 fighter levels

Spear master (3 slots) {+3 to hit and damage}
Weapon and shield style specialization
Long bow

Cleric weapon proficiencies: 2
Bonus every: 4 cleric levels

Impaler
Chatkcha

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Nonweapon Proficiencies
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Fighter nonweapon proficiencies: 3
Bonus every: 3 fighter levels
Intelligence bonus: 5

Cartography (1): Int-2
Cooking (1): Int
Direction Sense (1): Wis+1
Etiquette (1): Cha
Fire-building (1): Wis
Heat Protection (1): Int-2
Modern Language (1): Int - Thri-Kreen
Weather Sense (1): Wis

Cleric nonweapon proficiencies: 4
Bonus every: 3 cleric levels

Healing (2): Wis-2
Reading/Writing (1): Int+1 - Common
Religion (1): Wisdom
Water Find (1): Int

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Gear
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Total starting wealth: 120 cp

Clothing:
• Belt (3 bits)
• Boots, soft (1 cp, 3 lbs.)
• Cloak, plain (5 bits, 2 lbs.)
• Gloves, cloth (2 bits, 1 lb.)
• Pouch, large leather (1 cp)
• Skirt, cotton (3 cp, 1 lb.)
• Tunic (8 bits, 2 lbs.)

Backpack (2 cp, 2 lbs.)
• Map making kit (35 cp, 5 lbs.)
• Dry rations, 7 days (10 cp, 10 lbs.)
• Fire kit (2 bits)
• Waterskins, 4 (1 cp ea., 1 lb. ea.)

Spear (8 bits, 5 lbs.)
Impaler (5 cp, 5 lbs.)
Chatkcha (1 cp, ½ lb.)
Studded leather armor (20 cp, 25 lbs.)
Large shield (10 cp, 15 lbs.)

• 35 cp, 2 bits

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Special Abilities
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Psionic Devotions

Acceptance†:

Telepathy devotion
Power Score: Int
Initial Cost: 10
Maintenance Cost: 2/turn
Range: 30 yards
Preparation Time: 0
Area of Effect: special
Prerequisites: none
This power lets the psionicist make one or more individuals docile and passive in captivity. The psionicist gains no special control over the creatures, but their strong emotions associated with captivity are nullified.
The power affects the psionicst's level in Hit Dice of creatures, provided they are in range. If more Hit Dice than that are in range, the smaller creatures are affected first (excess Hit Dice are lost). Creatures under this power do not escape, attack, starve themselves, or disobey basic commands (to move, sleep, work, etc.). They are not charmed and have no love of their captors.
The creatures remain under the power as long as they stay in range and the psionicist continues to pay the maintenance cost. Especially harsh treatment may cancel out the power's effectiveness. Allow mistreated creatures a saving throw vs. paralyzation in such circumstances.
Power Score—The affected creatures automatically betray their own previous escape plans, and they betray each other to the psionicist.
20—The captive creatures become bent on escape and disrupt their captor's plans until they escape or are slain.

Fighter 3
A fighter can teach weapon proficiencies when he reaches 3rd level. The fighter can train students in the use of any weapon in which he is specialized. The fighter may train a number of students equal to his level in a single "class," and a class requires 8 hours of training each and every day for one month. At the end of that time each student must make an Intelligence check; those who pass gain a bonus proficiency slot in that weapon. A student may only be trained once, regardless of success, with a specific weapon. Students can learn any number of new proficiencies in this manner, even beyond those slots normally allowed for a character of that leve

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Backstory
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Description: Sienna has an olive complexion and tanned skin, kissed by the Athasian sun. She has tough hands and feet, a lean face with a slim mouth, and a taut build. She is not especially muscular or tough by Athasian standards, looking more like a servant to an aristocrat. She has long brown hair that she usually wears loose; somehow this doesn't impede her even on windy, dusty days.
Like many humans, Sienna diverges from the common phenotype in a few small ways. Her ears are slightly jagged along the back, in a series of arcs. Her fingernails and toenails are naturally blue.
She commonly wears a chestpiece made of crodlu leather studded with bits of hard bone, and a pair of leather shoes, tassets, schynbalds, and poleyns. She bears a shield of tough wood lashed together with hemp and carries a short spear for when combat is imminent. She also bears a well-constructed traveling pack that she treats with great care.

Hair: Coppery brown
Eyes: Blue
Height: 5' 9"
Weight: 131 lbs.

Background: Sienna is originally from Balic, the democratic city-state of the far southwest of the Tablelands. She was the only child of a young couple who planned to have a family together, but it was cut short when her father was falsely accused of harboring rebels. He was arrested and enslaved, and she never saw him again.
Sienna's mother struggled to raise her; the two worked in a successful business selling foodstuffs, predominantly olives, olive oil, and flatbread. Sienna learned the cooking trade from her mother.
Life was difficult; while trade was good, the two women together had a hard time dealing with the constant threat of templars and rivals. Sienna eventually enrolled in the Balician militia to provide better opportunities (as well as a way to make a few friends who could keep her mother's business safe from neighborhood riff-raff and would-be gang lords). She served in the militia for two years, learning to fight, becoming an expert in the use of the spear and shield, and getting a lot of practice in mopping up raiders or hunting down escaped slaves. She found the work distasteful, so after mustering out she decided to take her new skills to make trade arrangements with a small merchant house. Her mother would provide food and supplies, and she would hire on as a guard and cook.
Sienna made arrangements to travel. Of course, life on the caravan roads is difficult, and she was quickly introduced to the terrors of monster attacks and raiders. She persevered and managed to avoid becoming another casualty in the desert.
The caravan route took a circuitous route through Ledopolus and up to Urik, and she traveled the route for two years before one day having a strange experience... in the twisty warrens of Urik, she found an odd stone building with a small pool of water collecting in a darkened corner. Curious about this find, but also dreading the possibility of a trap, she investigated, and discovered water dripping from the ceiling above. Pure, cool water ran down her finger as she dabbed at the roof. Now very curious, she went outside and looked for an awning that she could pull herself up over. Inside the building above she found an emaciated, ancient woman, oblivious to the world outside. She sat down, waiting, and finally after the woman ignored her, she attempted to engage in conversation.
The old woman was a rare and dying breed - a cleric of rain, blessed by the storms. At first, Sienna was fascinated purely on the practical level: A cleric who could command water? Truly, a lifesaving power! But later, as she studied and talked with the woman, she came to understand the depth of the woman's commitment: the flowing power of water, the pounding storm and its glory, the life that springs up from the silt after the rain passes over.
She stayed in Urik for some time, carefully husbanding her money, living in squalid warrens and avoiding templars, until one day the old woman touched her on the forehead and said, "The storm breaks."
Sienna felt herself falling, falling, falling as if from the sky, only to land in mud and water, drowning, flailing, helpless... then suddenly she sat up, in the dark room with the small pool in the corner.
Had the weeks been real? Or just a memory?
She rushed back up to the tiny cell above, to find the old woman dead.
But it was no dream, and now she, too, will carry on the legacy of the power of the storm.

Personality Traits: Sienna is guarded but chipper. She is not especially prone to humor but laughs readily. She is perhaps slightly too trusting of strangers, but she knows enough to avoid templars and their ilk. She reserves special loathing for defilers.
Sienna is quiet about her role and her chosen path; she knows all too well that people would try to enslave her or kill her.
Sienna likes pet birds and lizards, but finds the larger kinds smelly, and she dislikes kanks and other insects (she is neutral toward kreen). She is kind to children, but usually only secretly, and she is wise enough to know that in the harsh world of Athas, even children are often dangerous or prone to theft.
Sienna has had a few short romances, but none of significant investment or intimacy.