The Witch

Sonya Amir's page

402 posts. Alias of Logan Holt.


Full Name

Sonya Amir

Race

Human (Keleshite)

Classes/Levels

Oracle 5, Exalted 1 Init +2 hp 47/47, AC 18, T 12, FF 16, F +5 (+5 vs hot weather) R +5, Will +7

Gender

Female

Size

M

Age

19

Alignment

NG

Deity

Sarenrae

Languages

Common, Kelish

Strength 10
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 11
Charisma 23

About Sonya Amir

Stat Block:

Sonya Amir
Female human (Keleshite) exalted 1/oracle 5 (Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder RPG Advanced Player's Guide 42)
NG Medium humanoid (human)
Init +2; Senses Perception +2
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Defense
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AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 Natural Armor)
hp 47 (6d8+12)
Fort +5 (+2 circumstance bonus vs. hot weather), Ref +5, Will +7
Resist 5 Fire
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Offense
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Speed 30 ft. (20 ft. in armor)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel positive energy 7/day (DC 16, 3d6)
Oracle Spells Known (CL 6th; concentration +10)
3rd (4/day)—cure serious wounds, dispel magic
2nd (7/day)—cure moderate wounds, flaming sphere (DC 18), oracle's burden[APG] (DC 18), communal protection from evil[UC], lesser restoration, scorching ray
1st (8/day)—burning disarm (DC 17), burning hands (DC 17), cure light wounds, detect undead, liberating command[UC], murderous command[UM] (DC 17), sun metal[UC] (DC 17)
0 (at will)—create water, detect magic, enhanced diplomacy, light, mending, spark[APG] (DC 16), stabilize
Mystery Life
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Statistics
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Str 10, Dex 14, Con 14, Int 10, Wis 11, Cha 23
Base Atk +3; CMB +3; CMD 15
Feats Deific Obedience, Glorious Heat, Selective Channeling, Skill Focus (Knowledge [religion])
Traits faithful feedback, strength of the sun
Skills Acrobatics -1 (-5 to jump), Bluff +10, Diplomacy +19, Disguise +10, Heal +7, Intimidate +10, Knowledge (history) +4, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +11, Perception +2, Sense Motive +9, Spellcraft +9, Survival +4, Use Magic Device +12
Languages Common, Kelish
SQ divine brand, oracle's curse (blackened), revelations (life link, channel)
Combat Gear potion of cure light wounds (2), wand of cure light wounds; Other Gear mwk kikko armor, crossbow bolts (10), light crossbow, backpack, bedroll, hot weather outfit, trail rations (5), waterskin, Blazing Robes, Circlet of Persuasion, Amulet of Natural Armor +1, Cloak of Resistance +2
306 gp, 18 sp, 10 cp
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Special Abilities
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Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Divine Brand (Su) Gain brand on visible body part that functions as a silver holy symbol.
Faithful Feedback Whenever you cast a spell belonging to the healing subschool on someone of your religion, increase the hit points healed by +1.
Glorious Heat When you cast divine fire spells, their heat empowers nearby allies.

Prerequisites: Ability to cast divine spells, caster level 5th, worshiper of Sarenrae.

Benefit: Whenever you cast a divine spell with the fire descriptor
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Life Link (5 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Oracle/Oracle/Oracle Channel Positive Energy 3d6 (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Selective Channeling Exclude targets from the area of your Channel Energy.
Strength of the Sun +1 CHA-based checks during the day.
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Diefic Obediance: The Dawnflower values the redemptive powers of compassion and patience, and extends them to all who might be capable of good. Offer to heal a stranger of his wounds, either by using the powers granted to you by Sarenrae or with a potion, scroll, or other item you possess. Tell the stranger it is by the will of Sarenrae that you share your healing gifts. You may also use your Heal skill to perform this act of healing service. If you can’t find a stranger who will accept your offer, stand beneath the open sky during the daylight hours. Blindfold yourself with a red-and-gold scarf and try to locate the sun in the sky through the layers of fabric. Gain a +2 sacred bonus on Perception checks.

Sonya life has always been called "destined". Her father, a gem-cutter, always spoiler her as a child adorning her with gems and jewelry. Sonya grew up wealthy and wanting for nothing. Her only goal in life was to enjoy life to the fullest, establish a comfortable life, and she hoped to one day fall in love. She never gave thoughts to destiny or the gods, but destiny will always intervene. At 18 while visiting her father, Sonya tripped and fell halfway into an open forge. Her arms burned and scarred for life, but miraculously she survived. Upon pulling her arms from the fire she instinctively began to heal them, a power she had never used before. Frightened by this horrific experience she ran to the nearest temple. The temple of Sarenrae and sought out a cleric. The cleric praised Sarenrae for sparring "this child's" life and proclaimed that Sarenrae must have a great plan for Sonya's life. After months healing, Sonya's arms finally function again, though limited in what she can do, she spent most of her recovery reading and praying. In a vision, Sonya saw a monastery dedicated to the Dawnflower. Researching this, she found the monastery in her vision to be one near Kelmarane.
Her arms recovered and a mission in mind, Sonya packed her things and joined the caravan to Kalmarane. Her first step in her "destiny."