Trinia Sabor

.Suny.'s page

1,782 posts. Alias of Sunset.


Race

Island Elf(link)

Classes/Levels

Fighter/Monk:
Fighter1/Monk4/Ninja4|HP30/62|Perc+10|AC18(20)T13)15)FF15(17)|CMB+8;CMD22|F +7R+11W+5(+2Vs Enchantments)|Init+4|Move40ft/Swim30ft

About .Suny.

Current MAP

DM's 'Wish' list.:
As we discussed in the PM's. Suny is after a boat. Though not just any boat. I actually have an idea (Kind of like an long running plan) First Suny will spend money on paying Bards to spread tales and rumors of a ship.

"A ship, t'is said, has white sails what glow. Crewed, it be said, by them's even Besmara herself won't consider worthy. Captained, t'is said, by a dame so evil.... Even Besmara herself be wary of takin' her below... " (^_~)

So a very modified 'Clock work leviathan' or I can copy/paste the 'Live ship' information I have.

Background:
'Suny' (As she prefers to be called by her friends) is a cheery, happy soul. Having grown up about the ports and harbors of the inner sea, she has earned a living -up until now- by working on small fishing boats and trawlers or by providing impromptu 'protection' duties 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.

Description
Race: Island Elf(link)

Also details as to Paizo Ocean Elve's here:Link

Yes, basically just your 'Vanilla' Aquatic Elf as detailed in the 'Inner Sea World Guide' Page; 25 =)

Sunny (^_^) Lvl 10

Island elf fighter (unarmed fighter) 1/monk 5/ninja 5 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Ultimate Combat 13, 48)
NG Medium outsider (agathion, native)

Init +3; Senses darkvision 60 ft., low-light vision; Perception +13

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Defense
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AC 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 monk)
hp 62 (10 HD; 10d8+1d10+7)
Fort +7, Ref +11, Will +5; +4 vs. poison, +2 vs. enchantments
Defensive Abilities evasion, uncanny dodge;
Weaknesses delicious

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Offense
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Speed 40 ft., swim 30 ft.

Melee aldori dueling sword +7/+2 (1d8/19-20) or
elven curve blade +7/+2 (1d10/18-20) or
unarmed strike +7/+2 (1d8) or
unarmed strike flurry of blows +6/+6/+1 (1d8)
wushu dart +7 (1d3) or
wushu dart flurry of blows +6/+6/+1 (1d3)

Special Attacks Special Attacks flurry of blows, sneak attack +2d6, stunning fist (5/day, DC 14)

Ninja Spell-Like Abilities (CL 4th; concentration +8)vanishing trick[UC]

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Statistics
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Str 10,
Dex 17,
Con 10,
Int 13,
Wis 10,
Cha 19,

Base Atk :+7;
CMB :+9;
CMD :22

Traits:

adopted,
chosen child,
enlightened warrior,
eye for plunder,
heirloom weapon (proficiency),

Feats:

Additional Traits,
Amateur Gunslinger[UC],
Boar Style[UC],
Catch Off-guard,
Combat Expertise,
Dodge,
Extra Ki,
Improved Unarmed Strike,
Leadership,
Sap Adept[UC],
Stunning Fist

Special Qualities:

amphibious,
fast movement,
hedonistic,
ki pool (10 points magic),
maneuver training,
ninja tricks (forgotten trick[UC],
vanishing trick[UC]),
no trace +1,
poison use,
slow fall 20 ft.

'Ki pool'
1: (.),
2: (.),
4: (.),
5: (.),
6: (.),
7: (.),
8: (.),
9: (.),
10:(.),

Skills:

Skills
Acrobatics +10 (+19 to jump),
Appraise +6,
Bluff +10,
Climb +6,
Craft (carpentry) +6,
Craft (weapons) +6,
Diplomacy +9,
Disable Device +10,
Disguise +10,
Escape Artist +8,
Handle Animal +10,
Intimidate +8,
Knowledge (arcana) +2,
Knowledge (dungeoneering) +6,
Knowledge (engineering) +6,
Knowledge (geography) +2,
Knowledge (history) +5,
Knowledge (local) +5,
Knowledge (planes) +4,
Knowledge (religion) +5,
Perception +13,
Perform (dance) +8,
Profession (Captain) +10,
Profession (courtesan) +6,
Profession (fisherman) +7,
Profession (sailor) +7,
Ride +7,
Sense Motive +6,
Sleight of Hand +7,
Stealth +10,
Survival +7,
Swim +8 (Innate 'Take 10'),
Use Magic Device +10;

]

Racial Modifiers +2 Handle Animal, +2 Survival, gregarious, sociable,

Languages
Elven,
Polyglot

Gear:

Starting Moneys: 1800 Gp
MstWk Aldori Dueling Swd 320 Gp
MstWk Elven curved Blade 365 Gp
MstWk Lamellar('Shell') 300 Gp
MstWk Back-pack 50 Gp
Bandoleer(X2) 16 Gp
MstWk Armored Coat 200 Gp
Light X-bow 35Gp
Bolts(X50) 5Gp
Campsite Kit 12 Gp
Blanket(Winter X4) 2Gp
Canteen(X2) 4Gp
Medium Chest 5Gp (False Bottom 75 Gp)
Dungeoneering Kit(Delux) 150Gp
False Manacles 65Gp
Wushu darts 100 1Gp

Current Moneys Left: 94Gp

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Special Abilities
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Amphibious (Ex) You can survive indefinitely on land.

Amateur Gunslinger Although you are not a gunslinger, you have and can use grit.

Boar Style Deal bludgeoning or slashing with unarmed, +2d6 if hit with two or more strikes.

Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.

Combat Expertise -1/+2 Bonus to AC in exchange for an equal penalty to attack.

Delicious (Ex) -2 penalty on Escape Artist and combat maneuver checks to escape bite grapples.

Evasion (Ex) If succeed on Reflex save for half dam, take none instead.

Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.

Flurry of Blows +6/+6/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.

Forgotten Trick (5 rounds) (Ex) A ninja with this ability can recall one trick taught to her by her ancient masters. When she uses this ability, she selects one ninja trick (not a master trick or rogue talent) that she does not know and can use that ninja trick for a number of roun

Gregarious (Ex) Successful Diplomacy check causes target to take a -2 penalty vs. further CHA skills for 24 hr.

Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)

Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Ki Pool (10/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.

Leadership (score 14) You attract loyal companions and devoted followers.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Maneuver Training (Ex) CMB = other BABs + Monk level

No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.

Poison Resistance +4 (Ex) You have the listed resistance to poison.

Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.

Sap Adept Gain bonus damage on nonlethal attacks,

Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.

Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Stunning Fist (5/day, DC 15) You can stun an opponent with an unarmed attack.

Swim (30 feet) You have a Swim speed.

Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Vanishing Trick (Su) As a swift action, the ninja can disappear
for 1 round per level(For 5 rounds). This ability functions as invisibility. Using this ability uses up 1 ki point.

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Amphibious (Ex) You can survive indefinitely on land.
Boar Style Deal bludgeoning or slashing with unarmed, +2d6 if hit with two or more strikes.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Combat Expertise -1/+2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Delicious (Ex) -2 penalty on Escape Artist and combat maneuver checks to escape bite grapples.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Sonic (10) You have the specified Energy Resistance against Sonic attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +7/+7/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Forgotten Trick (5 rounds) (Ex) 2 Ki: learn one ninja trick for 5 rounds.
Gregarious (Ex) Successful Diplomacy check causes target to take a -2 penalty vs. further CHA skills for 24 hr.
Grit Tracker Helper This is a dummy ability to add an extra entry for the amatuer gunslinger's grit in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
High Jump (+5/+25 with ki point) (Ex) +5 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (11/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Lay on Hands (0d6, 4/day) (Su) You can heal 0d6 damage, 4/day
Leadership (score 15) You attract loyal companions and devoted followers.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sap Adept Gain bonus damage on nonlethal attacks,
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Speak With Animals (Su) Speak with animals as a free action, without sound.
Stunning Fist (6/day, DC 15) You can stun an opponent with an unarmed attack.
Swim (30 feet) You have a Swim speed.
Truespeech (Su) Speak with any creature that has a language.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.