Trinia Sabor

*Sunny*'s page

140 posts. Alias of Sunset.


Race

Classes:
Cav1/Bar2/Monk2/Nin3Artist Image:[Island Elf (Fixed linky)

Classes/Levels

HP: 55 Init: +4 Perception +10 (D),AC 21 (Horn Lamelar), touch 15, flat-footed 16 (+4 Armor, +3 Dex, +2 Dodge, +1 Sheild) Fort +9, Ref +10, Will +6; +2 vs. enchant,

Gender

Female

Size

Medium

Age

'Mature' (^_~)

Special Abilities

Perception +10

Alignment

Neutral Gooder

Deity

Arshea

Location

Elf, honest:
Aquatic Elf

Occupation

Classes

Classes:
Cavalier1/Barbarian2/Monk2

About *Sunny*

Sunny

HP: 55 Init: +4 Perception +10,AC 20, touch 15, flat-footed 15 (+4 Armor, +3 Dex, +2 Dodge, +1 Sheild) Fort +9, Ref +10, Will +6; +2 vs. enchantments

Background:

Spoiler:
'Sunny' (As she prefers to be called by her friends) is a cheery, happy soul. Having grown up innitally amongst her kin in the far off islands. She's been about the world exploring the many ports and harbors. She has earned a living, up until now, by working on small fishing boats and trawlers or by providing impromptu entertainment at the small local taverns in the hamlets where the ships would put in for berth.

Now, slightly bored of the sea (And always cleaning the salt from her hair), she has headed inland to see what the world at large holds in store for her.

N'so, a description o' th' kin 'Back home'. Island Elves of which she wus a part of would seem to be more 'Native' like. Simple hunter, gather-ers who might supplement things with a bit of 'natural' crop farming and other horticulture'l endeavors.

Now, bein' Native don't mean bein' Stoopid. Frowns and waggles a warning finger at folks.

Since they're more like Seals then Fish, they'd be on goodly terms wi' th' Merfolks there abouts an' probably have good trade relations wi' 'em. As fer raiders an' such? Well, every community puts up with that sort o' folk in a fantasy setting, right (^.~) ?

Suny's (Elasandriel) kith and kin have been living on the edges of the sea from time immemorial. Whether it was exploring some new and pristine beach or scampering about the rigging of whatever sailing vessel was the fashion of the day. Being 'Of the sea and shore' are part of her nature.

Every day raiments: Some sort of webbing/net wrapped about her lithe tanned frame. Various shells, jewelry, stones, ivory act as both decoration and fasteners to hold her 'Dress' in place.

While about her hips a belt is draped, only small incidental seeming items adorn said simple heshian material (Wushu darts, her cestus when she's not wearing them. Her tonfa tucked across the small of her back)

Most of her 'Serious' gear is currenlty stowed away carefully in/on her saddle bags. That her saddle bags are currently mounted on a VERY large snek...?

Sunny big sword
Init +4;
Senses darkvision 60 ft.; Perception +10
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Defense
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AC 20, touch 15, flat-footed 15 (+4 armor, +3 Dex, +2 dodge, +1 shield)
hp 55 (8 HD; 5d8+1d10+2d12+8)
Fort +9, Ref +10, Will +6
Defensive Abilities evasion; Resist cold 5;
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Offense
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Speed 30 ft., swim 30 ft.

Melee

+1 ironwood aldori dueling sword +4/-1 (1d8/19-20) or
+1 ironwood elven curve blade +2/-3 (1d10/18-20) or
cestus +3/-2 (1d4-1/19-20) or
aldori dueling sword +3/-2 (1d8-1/19-20) or
elven curve blade +1/-4 (1d10-1/18-20) or
gauntlet (from armor) +3/-2 (1d3-1) or
ironwood aldori dueling sword +3/-2 (1d8-1/19-20) or
katana +3/-2 (1d8-1/18-20) or
klar +3/-2 (1d6-1) or
lance +1/-4 (1d8-1) or
longspear +1/-4 (1d8-1) or
mwk ironwood aldori dueling sword +4/-1 (1d8-1/19-20) or
unarmed strike +3/-2 (1d6-1 nonlethal) or
unarmed strike flurry of blows +2/+2/-3 (1d6-1 nonlethal)

Ranged

horse bow +6/+1 (1d8-1) or
wand rifle +5/+0

Space 5 ft.; Reach 5 ft. (10 ft. with lance, 10 ft. with longspear)

Special Attacks:

challenge 1/day (+1 damage),
flurry of blows, rage (6 rounds/day),
rage power (guarded life[APG]),
sneak attack +2d6,
tactician 1/day (Bonded Mind, 3 rds),

--------------------
Statistics
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Str 8,
Dex 18,
Con 10,
Int 10,
Wis 10,
Cha 18

Base Atk +6; CMB +3; CMD 21 (19 vs. dirty trick)

Traits:

finding haleen,
heirloom weapon (aoo),
Adopted=>Enlightened Warrior,

Feats:

Bonded Mind,
Boon Companion[UW],
Combat Expertise,
Deflect Arrows,
Disposable Weapon[UC],
Evolved Companion[ACG],
Splintering Weapon[UC],
Weapon Focus (living Ki Weapon),

Skills:

Acrobatics +8,
Bluff +8 (+12 to pass as surface elf),
Climb +8,
Craft (boneworking) +4,
Craft (bows) +5,
Craft (rope) +4,
Craft (ships) +4,
Craft (weapons) +4,
Craft (woodworking) +4,
Diplomacy +8,
Disable Device +8,
Disguise +5 (+9 to pass as surface elf),
Escape Artist +8,
Handle Animal +10 (+14 to force this mount into an Unnatural Aura.),
Heal +2,
Knowledge (arcana) +4,
Knowledge (dungeoneering) +4,
Knowledge (engineering) +4,
Knowledge (geography) +4,
Knowledge (local) +4,
Knowledge (nature) +4,
Perception +10,
Perform (dance) +8,
Profession (courtesan) +5,
Ride +10 (+14 to force this mount into an Unnatural Aura.),
Sleight of Hand +9,
Stealth +8,
Survival +4,
Swim +7,
Use Magic Device +8;

Racial Modifiers

Spoiler:
+4 Bluff bonus to pass as surface elf,
+4 Disguise bonus to pass as surface elf,
+2 Spellcraft to identify magic item properties

Languages Common, Elven

SQ:

amphibious,
big game hunter,
elven magic,
jotungrip,
ki pool (6 points),
living ki weapon,
mount (giant riding constrictor named Animal Companion),
naive,
ninja trick (vanishing trick[UC]),
no trace +1,
poison use,
surface features,
water breathing,

Gear:

imposing war paint (4);
armored kilt,
lamellar (horn) armor[UC],
lamellar (leather) armor[UC],
+1 ironwood aldori dueling sword[ISWG],
+1 ironwood elven curve blade,
arrows (Sea Urchin) (10),
arrows (Flint) (20),
arrows (Hunting) (20),
arrows (War) (10),
aldori dueling sword[ISWG],
cestus[APG],
elven curve blade,
horse bow,
ironwood aldori dueling sword[ISWG],
katana[UC],
klar[UE](2),
lance,
longspear,
mwk ironwood aldori dueling sword[ISWG](10),
wand rifle,
ring of endure elements,
adventurer's sash,
alchemy crafting kit[APG],
backpack,
bedroll,
belt pouch,
bit and bridle,
blanket[APG],
concealable thieves' tools[UI](2),
exotic military saddle,
exotic pack saddle,
feed (per day) (2),
fishing net (4),
flint and steel,
hat[UE],
headscarf, ink,
inkpen,
masterwork backpack[APG],
masterwork thieves' tools(2),
mess kit[UE],
pocketed scarf[UE] (4),
poncho[UE],
pot,
saddlebags (4),
smoked goggles[APG],
soap,
torch (10),
trail rations (5),
very complex banner[UE](4),
waterskin,
Moneys: 1, 181 Gp

Special Abilities:

Amphibious (Ex) You can survive indefinitely on land.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Big Game Hunter (Ex) +1 to hit and +1 dodge bonus to AC vs. foes larger than self.
Bonded Mind You and ally you can see that has this feat can trade nonverbal messages.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Disposable Weapon Break a fragile weapon to confirm a critical hit
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Flurry of Blows +5/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Guarded Life (2 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Jotungrip (Ex) Wield 2 handed weapon of appropriate size in 1 hand, but take -2 penalty.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Living Ki Weapon (Elven Weapon Proficiencies) (Ex) You select a living weapon to commune with.
Mount (Ex) Gain the services of a special animal companion.
Naive -2 to AC vs. improvised weapons.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (13) You have Spell Resistance.
Splintering Weapon Break a weapon to deal bleed damage
Surface Features +4 Bluff and Disguise to pass as a surface elf.
Swim (30 feet) You have a Swim speed.
Tactician (Bonded Mind, 3 rds, 1/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.
Vanishing Trick (Su) 1 Ki: disappear, as invisibility, for 3 rounds.
Water Breathing You can breathe water as well as air.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Fey-touched aquatic elf barbarian (titan mauler) 2/cavalier (first mother's fang, oceanrider) 1/monk (kensai) 2/ninja 3 (Pathfinder Campaign Setting: Aquatic Adventures 53, Pathfinder Campaign Setting: Inner Sea Races 242, Pathfinder Player Companion: Blood of the Beast 17, Pathfinder Player Companion: Heroes from the Fringe 10, Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 13, 30)
NG Medium humanoid (aquatic, elf)

Animal Companion
Giant riding constrictor
N Large animal
Init +3; Senses low-light vision, scent; Perception +6
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Defense
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AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, -1 size)
hp 55 (5d8+15)
Fort +7, Ref +7, Will +2; +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion
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Offense
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Speed 40 ft., climb 20 ft., swim 20 ft.
Melee
unarmed strike +9 (1d4+7 nonlethal) or
bite +9 (1d4+10 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d4+7)
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Statistics
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Str 24,
Dex 16,
Con 17,
Int 2,
Wis 12,
Cha 2

Base Atk +3;
CMB +11 (+15 grapple); CMD 24 (can't be tripped)

Feats Extra Item Slot, Stable Gallop, Valiant Steed

Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel, Hunt, Riding, Stay, Track.

Skills
Acrobatics +7 (+11 to jump),
Climb +15,
Perception +6,
Stealth +4,
Swim +15

SQ combat riding, hunt, riding, track

Other Gear ring of endure elements, 5,367 gp

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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Climb (20 feet) You have a Climb speed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stable Gallop 1/2 AC penalty for charge, lessen rider penalty on ranged att and +4 to movement conc check.
Swim (20 feet) You have a Swim speed.
Track [Trick] The animal will track a scent.
Valiant Steed +4 vs. fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.