Rhyna

Siobhan Sable's page

509 posts. Organized Play character for Nikolaus de'Shade.


Full Name

Siobhan Sable

Race

| HP: 38/56| AC: 24 | F: +10, R: +5(8), W: +9 | Perc/Lore +6, Med +7, Rel +8, Dip/Itm/Ath +10

Classes/Levels

| +11, d6+4 | Speed 25ft | HeP: 1/3, Focus: 2/2 | Active conditions:

About Siobhan Sable

Tenets, Redeemer of Sarenrae:
- You must never perform acts anathema to your deity (create undead, lie, deny a repentant creature an opportunity for redemption, fail to strike down evil) or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
- You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.
- You must first try to redeem those who commit evil acts, rather than killing them or meting out punishment. If they then continue on a wicked path, you might need to take more extreme measures.
- You must show compassion for others, regardless of their authority or station.

Female Human Champion 4
NG Medium Humanoid (Human)

Senses: Perception +6 (T, +0 Wis).

DEFENSE
AC 24 (T, +0 Dex, +6 item, +2 item)
HP 56/56 (8 + 4*[10+2])

Fort +10 (E, +2 Con)
Ref +5(8) (T, +0 Dex, +3 on reflex saves vs damaging effects)
Will +9 (E, +1 Wis)

OFFENSE
+1 silver scimitar +11, d6+4. Forceful, Sweep. Shifting

Spd 30/25 ft
Space 5 ft.; Reach 5 ft.

FOCUS SPELLS (+8, DC 18)
Lay On Hands
Sun Blade

STATISTICS
Str 18 (+4) [+2 ancestry, +2 background, +2 class, +2 general]
Dex 10 (+0)
Con 14 (+2) [+2 ancestry, +2 general]
Int 10 (+0)
Wis 12 (+1) [+2 general]
Cha 14 (+2) [+2 background, +2 general]

FEATS

Ancestry:
Co-operative Nature [Ancestry 1]: The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.

Class:
Weight of Guilt [Champion 1]: Guilt clouds the minds of those who ignore your Glimpse of Redemption. Instead of making the triggering creature enfeebled 2, you can make it stupefied 2 for the same duration.
Divine Grace [Champion 2]: {R} You call upon your deity’s grace, gaining a +2 circumstance bonus to the save.
Marshal Dedication [Archetype 2]: You've combined your social skills and combat training to become a talented combat leader. Choose Diplomacy or Intimidation. You become trained in that skill or become an expert if you were already trained in it.
In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies within the aura a +1 status bonus to saving throws against fear.
Sun Blade [Champion 4]: You can unleash burning sunlight from your sword or spear. You gain the sun blade devotion spell. Increase the number of Focus Points in your focus pool by 1.
Inspiring Marshal Stance [Archetype 4]: {A} You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend this action, attempt a Diplomacy check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
Critical Success Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against mental effects.
Success As critical success, but your aura's size doesn't increase.
Failure You fail to enter the stance.
Critical Failure You fail to enter the stance and can't take this action again for 1 minute.

General:
Shield Block [Champion 1]: {R} You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Incredible Initiative [Heritage 1]: You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
Fleet [General 3]: You move more quickly on foot. Your Speed increases by 5 feet.

Skill:
Battle Medicine [Background]: You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Intimidating Glare [Skill 2]: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Pilgrim’s Token [Skill 4]: You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary's initiative roll, you go first.

SKILLS
Athletics +10 (T, +4 Str)
Diplomacy +10 (E, +2 Cha)
Intimidate +10 (E, +2 Cha)
Medicine +7 (T, +1 Wis)
Religion +8 (T, +1 Wis, +1 item)
Scribing Lore +6 (T, +0 Int)

LANGUAGES
Common, Goblin.

EQUIPMENT
53 gold 0 silver 0 copper
Scimitar (free)
Wooden Holy Symbol (free)
Full Plate (reward)
2 minor healing potions (reward)
2 holy water (reward)
Shining Symbol (reward)
Steel shield (2gp)
+1 potency rune (35gp)

BACKGROUND
Cathedral Child:
You grew up in the shadow of the Sandpoint Cathedral, perhaps literally. Abstalar Zantus, the caretaker of the cathedral, may be your adoptive father or religious mentor. Though Abstalar worships Desna, the Sandpoint Cathedral is multidenominational and your beliefs, faith has been and remains a strong part of your life, and you’ve come to rely upon your faith to help you not only get through dangers in your adventures, but navigate the sometimes complex social problems that raise their ugly head in town. Conflicts between the cathedral and the Scarnettis seem like they’ve been growing lately.
You’ve spent many an hour in the cathedral helping Abstalar—particularly when it comes to copying religious texts or otherwise serving as a scribe. It’s likely you play the part of healer in the party, but the drive to join an adventuring group itself may have even been inspired by Abstalar himself, who recognized in you an eagerness for adventuring, even before you did.
Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.
You’re trained in the Religion skill and the Scribing Lore skill. You gain the Battle Medicine skill feat. Increase the party’s reputation with Sandpoint Cathedral by 1 and reduce the party’s reputation with the Scarnetti Consortium by 1.

HERITAGE
Versatile: Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).

CLASS FEATURES
Glimpse of Redemption: {R} Trigger: An enemy damages your ally, and both are within 15 feet of you.
Effect: Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options:
- The ally is unharmed by the triggering damage.
- The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled/stupified 2 until the end of its next turn.
Blade Ally: A spirit of battle dwells within your armaments. Select one weapon or handwraps of mighty blows when you make your daily preparations. In your hands, the item gains the effect of a property rune and you also gain the weapon's critical specialization effect. For a champion following the tenets of good, choose disrupting, ghost touch, returning, or shifting.

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Appearance
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Siobhan is short, about five feet two without her shoes, and has endured her share of taunts about her height as a result. Fortunately for her she also possesses remarkably bright green eyes and blonde hair, features which have gained her more admiring glances than criticism in the last few years. Absent from Sandpoint for some years Siobhan has returned strong for her height and age and her pretty face camouflages an indomitably resilient spirit and surprisingly tough body.
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Personality
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Brought up by a Desnan and being a devoted reader of adventure and romance stories Siobhan has some high-flown ideals which have steadfastly resisted corruption by the mundane realities of life in Sandpoint. Her belief in justice and self-appointed role as ‘protector’ of the town has led her into fights with a huge number of the town’s youth (and not-so-youth) and although some of these relationships have softened in friendships as they grew, others have remained implacable rivalries.
She also believes absolutely in ‘true love’ and although she has had two boyfriends and a girlfriend, none of these relationships have lasted more than a few months. If asked Siobhan declares that she hasn’t met ‘the One’ yet, although she’s confident that she will – one day.