Ramona Avandth

Sookie Clayten's page

57 posts. Alias of Hrothdane.


Full Name

Sookie Clayten

Race

Spells Per Day Remaining:
1--4/4
Spells Active:

Classes/Levels

AC 23 T 12 FF 21 | Current HP 63/63| F +12 R +8 W +8 (+4 sacred vs confuse/fascinate, wisdom damage/drain) Immune: Fear, Disease | Init +3| Perc +2

Size

M

Age

30

Alignment

LG

Deity

Tsukiyo

Languages

Taldane (common), Varisian, Tien, Celestial

Occupation

Mental Health Consultant

Strength 16
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 7
Charisma 21

About Sookie Clayten

Background:

Susan was born the eldest of four children to the prestigious Claypole-Tennysons of Caliphas. She was always a willful child, preferring imagination games about faeries and witches and knights to her tedious responsibilities as heir to a noble family. She loved playing increasingly elaborate pranks. Her family’s patience ran out when the 17-year-old Susan absolutely refused to accept the betrothal her parents had arranged to an eligible male relative of Prince Aduard Odranti III. Knowing that polite, private refusal would just be ignored by her parents, reckless Susan decided to make statement out of her refusal. At the very party her parents were planning on announcing her engagement, Susan hijacked the floor with her girlfriend, Lily, and an assortment of hired helpers planted throughout the audience and staged a mock wedding lampooning her parents, her betrothed, and the entire nobility and royalty of Caliphas. Thoroughly embarrassed and absolutely furious, her parents finally pulled out the trump card they had been saving for years: they had Susan forcibly committed to an asylum, one all the way on the other side of the country, where she would be out-of-sight and out-of-mind. Her parents became those saintly parents who were just doing their best for their ungrateful, crazy daughter.

For five years, Susan languished in the asylum, slowly losing contact with everyone, even Lily, as they all moved on with their lives. Susan began to play along with the whole “game,” encouraging herself to let loose with all of her flights of fancy and whimsy. She maintained her impetuous nature, but her ego fell to much healthier levels as she began to see how horrible all the other women’s lives had been. She would never forgive her parents for their callous throwing her aside, but she began to focus more on helping her other inmates, finding it much more productive and engaging than nursing her grudge.

Her rescue—and that of numerous other patients—came in the form of Tamako, an older Tien priest of Tsukiyo who had made it her pilgrimage to travel to the worlds asylums so she could secure the release of the wrongfully imprisoned and help them reintegrate into society. Susan was a prime candidate, and Tamako knew enough from her journeys to press the warden just in the right places to free a group of inmates, Susan included.

Having nowhere else to go, Susan offered to help Tamako with her work. Ustalav had an unusually high amount of asylums per capita for Tamako to visit, and Susan’s first-hand experience and knowledge of Ustalavic customs and norms made her a valuable assistant. Both to help maintain anonymity and to distance herself from loathsome family that discarded her, Susan Claypole-Tennyson became Sookie Clayten. For the next eight years, Sookie traveled with Tamako and learned about mental health and how to help the mentally distressed in a way that does not reinforce antiquated and harmful norms of behavior. Their goal was not to manipulate people into being “normal,” but to help people find peace and growth. Sookie also became a kind of bodyguard to the aging Tamako as they traveled the dangerous Ustalav, Sookie rapidly picking up the training of Tsukiyo’s paladins.

Sookie began to realize that the people in asylums were overwhelmingly like her: people from well-off backgrounds who were determined to be just too much trouble for their families. While helping such people was important, Sookie also saw the people genuinely afflicted and troubled in the streets and felt her heart pull towards them. Sookie decided that her own calling from Tsukiyo was to travel Ustalav as a “mental health consultant” to the people on the margins. She and Tamako parted on good terms, promising to periodically stay in contact, as their travel allows.

Personality:

Sookie has come a long way from the 17-year-old who pranked all of Caliphas high society. She’s a much more stable, centered person who knows her purpose in life. As a follower of Tsukiyo, Sookie has learned to own her oddities and whims, though she never lets them control her. She might occasionally put on an odd voice to amuse herself or make up a silly song, but never anything more disruptive. She adores children, particularly how unrestrained their imaginations are. Sookie does her best to not let her assumptions about people be bound up in preconceptions, and she is willing to entertain or even suggest the most outlandish theories. Having just hit 30 and having spent most of her adult life—minus a quick fling or two—unattached and unable to court women properly and lacking the boundless confidence of her youth, Sookie has a difficult time pursuing romance. In fact, she has a tendency to blubber about and turn awkward around any woman she finds attractive.

Appearance:

Sookie’s red-brown hair never changes from her usual sideshave, keeping one side short and the other long. She has fine features, but she emotes far stronger than such features would suggest. Her skin has a healthy glow and a fair share of freckles, the latter of which was inherited along with the red in her hair from her mother.

Sookie keeps her plate armor under a constant glamer as a brown three-piece tweed suit, preferring the more casual, low-key look. This professorial aesthetic tends to get strange looks nonetheless thanks to her silver longspear, but she doesn’t mind at all. She tries to look just respectable enough that she won’t be turned away at first sight, but eccentric enough to help her clients feel more at-ease.

Stat Block (Level 7):

Sookie Clayten
Human(varisian) Paladin(oath of charity)/5, Evangelist of Tsukiyo/2
LG Medium humanoid (human)(Varisian)
Init +3 Senses: Perception+2
Aura +4 Morale vs. Fear within 10 feet
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Defense
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AC 23, touch 12, flat-footed 21 (+10 armor, +1 dex, +1 dodge, +1 natural)
HP 63 (5d10+2d8+19) Current HP: 63
Fort +12, Ref +8, Will +8
Conditional Save Modifiers: +4 sacred bonus on saving throws against effects that cause the confused or fascinated condition or that deal either Wisdom damage or Wisdom drain
Immune Fear, Disease
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Offense
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Speed 30 ft (20 ft. in armor)
Melee +1 Silversheen Longspear +10 (1d8+5/x3), Cold Iron Longspear +9 (1d8+4/x3), or Cold Iron Dagger +9 (1d4+3/19-20)
Ranged Masterwork Composite Longbow (+3) +8 (1d8+3/x3)
Special Attacks Smite Evil 2/day (+5 hit, +6 damage), Charitable Hands (3d6+1, 8/day), Charitable Mercy (riled, haunted), Channel Positive Energy (3d6, DC 18)
Paladin Spell-like Abilities (CL 6th; concentration +13):
At will--Detect Evil
Paladin Spells Prepared (CL 3rd; concentration +8):
1st--Faerie Fire, Hero's Defiance, Lesser Restoration, Magic Stone (oath spell slot)
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Statistics
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Str 16, Dex 12, Con 14, Int 12, Wis 7, Cha 21
Base Atk +6; CMB +9; CMD 21
Feats
Power Attack, Combat Reflexes, Deific Obedience (Tsukiyo), Selective Channel, Channel Surge
Traits
Blessed Touch
Chance Savior
Skills (armor check penalty -5)
Acrobatics +1 (-4 in armor)
Appraise +1
Bluff +8
Climb +3 (-2 in armor)
Diplomacy +18
Disguise +8
Escape Artist +1 (-4 in armor)
Handle Animal +12
Heal +4
Intimidate +12
Knowledge (dungeoneering) +6
Knowledge (nobility) +11 (background)
Knowledge (religion) +11
Linguistics +2
Perception +2
Perform +8
Profession (therapist) +10 (background)
Ride +5 (+0 in armor)
Sense Motive +8
Spellcraft +5
Stealth +1 (-4 in armor)
Swim +3 (-2 in armor)
Use Magic Device +18
Languages Taldane (common), Varisian, Tien, Celestial
SQ: Aura of Good, Aura of Courage, Divine Health, Skilled (knowledge [dungeoneering], use magic device), Aligned Class(paladin), Protective Grace +1
Gear
+1 Glamered Full Plate, +1 Silversheen Longspear, Cold Iron Longspear, Cold Iron Dagger, Masterwork Composite Longbow (+3), Headband of Alluring Charisma (+2), Amulet of Natural Armor +1, Handy Haversack, Antiplague, Antitoxin, Alchemist’s Fire x2, Mwk Therapy Notepad and Pencil (mwk tool for profession[therapist]), Jade Holy Symbol of Tsukiyo, Holy Text of Tsukiyo, Crowbar, Grooming Kit, Cards, Hat, Hip Flask, Pocket Watch, Signet Ring, Smoke Goggles, Noble’s Outfit, 100 gp of Jewelry (rings), Calistria’s Kindness x12, Spring-loaded Wrist Sheath x2

Potions/Oils (Level 7):

Enlarge Person x1
Darkvision x1
Oil Magic Weapon x1
Oil Bless Weapon x1
Oil Daylight x1

Wands (Level 7):

Shield (50 charges)
Longstrider (50 charges)

Scrolls (Level 7):

Fly x1
Remove Paralysis x1

Special Ability Descriptions (under construction):

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Charitable Hands (Su): At 2nd level, a paladin with this oath heals 50% less when she uses lay on hands on herself, but 50% more than the normal amount when she uses it to heal others. Using lay on hands to harm undead deals the normal amount of damage. This ability otherwise works like and replaces lay on hands.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Charitable Mercy (Su): At 5th level, a paladin with this oath is more flexible with her mercies than other paladins. At the start of each day, a paladin with this oath can select her mercies anew from the list of available mercies. This ability replaces divine bond.

Code of Conduct: Always offer help to good creatures who need it. Always offer help to the poor and destitute. (In settlements, this help is often handled by donating to charitable religious organizations, rather than the paladin being required to dole out coppers to every beggar in the street.)

Oath Spells: 1st—magic stone; 2nd—make whole; 3rd—magic vestment; 4th—imbue with spell ability.

Aura of Resolve (Su): At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.