Trinia Sabor

'Sunny''s page

1,921 posts. Alias of Sunset.


Race

Island Elf(link)

Classes/Levels

HP 20;56;Fort+6;Ref+11;Will+4;Perc+9; Init+4;AC17(19)Defensive:21

About 'Sunny'

DM-Camris' Savage Tide: Chapter 3, The Savage Kraken's Wake!

List of Sunny's friends:

Lord Avner

Sunny(Lvl 8)

Island elf fighter (unarmed fighter) 1/monk (martial artist) 3/ninja 4 (Pathfinder RPG Ultimate Combat 13, 48, 59)
NG Medium humanoid (aquatic, elf)

Perception:+9 ,Init:+4,

Background:

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

Age: (Mature) (^_~)
Race: Elf (Sea)
Height: 5' 11"
Weight: 134 Lbs
Gender: Female

Aquatic Elf information/rules: Linky

Alignment: Neutral Good
Speed: 40' Swim 30'
Init: +4,Senses: Perception +9, Low Light Vision,

DEFENSE

AC: 17((19),FullDefensive(23)(10Base,+4Dex,(+1Combat Ref,+2Bracers)(+2AC 'Blocking' Bonus))

Touch: 17/19(10Base,+4Dex,+1CombatExpertise)+2AC Deflection Bonus)

Flat Footed: 12(10 Base,+Armor,+2AC Deflection Bonus)

*Note: Full defensive combat is only a -2 to Attacks for a +2 to AC.

*Note: Tonfa's add effectively a +2 to AC.

CMB +4;
CMD 18

hp 51 (1d10+5d8+8)
Fort +6, Ref +11, Will +4; +2 vs. enchantments
Defensive Abilities elven immunities, evasion, uncanny dodge; Immune sleep
Weakness delicious

Offense

Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee cestus +6/+1 (1d4/19-20) or
. . cestus flurry of blows +5/+5/+0 (1d4/19-20) or
. . cestus +6/+1 (1d4/19-20) or
. . cestus flurry of blows +5/+5/+0 (1d4/19-20) or
. . aldori dueling sword +6/+1 (1d8/19-20) or
. . elven curve blade +6/+1 (1d10/18-20) or
. . tonfa +6/+1 (1d6) or
. . tonfa flurry of blows +5/+5/+0 (1d6) or
. . tonfa +6/+1 (1d6) or
. . tonfa flurry of blows +5/+5/+0 (1d6) or
. . unarmed strike +6/+1 (1d6) or
. . unarmed strike flurry of blows +5/+5/+0 (1d6) or
. . wushu dart +6/+1 (1d3) or
. . wushu dart flurry of blows +5/+5/+0 (1d3)
Special Attacks flurry of blows, sneak attack +2d6, stunning fist (4/day, DC 14)

Statistics

Str 10,
Dex 18,
Con 10,
Int 10,
Wis 9, (+1 8Th Lvl)
Cha 18 (+1 4Th Lvl)

Base Atk +6;
CMB +7;
CMD 20

Traits:

calistrian courtesan,
chosen child,
eye for plunder,
heirloom weapon (proficiency),
rich parents

Feats:

Additional Traits,
Boar Style[UC],
Catch Off-guard,
Combat Reflexes,
Disposable Weapon[UC],
Improved Unarmed Strike,
Quick Draw,
Splintering Weapon[UC],
Stunning Fist

Skills:

Acrobatics +8 (+4 to jump),
Appraise +6,
Bluff +8,
Climb +7,
Craft (carpentry) +6,
Diplomacy +5 (+6 to gather information),
Disable Device +5,
Disguise +5,
Escape Artist +5,
Handle Animal +8,
Heal +1,
Knowledge (history) +4,
Knowledge (local) +4,
Knowledge (nobility) +5,
Perception +9,
Perform (dance) +8,
Profession (fisherman) +5,
Profession (sailor) +5,
Sense Motive +4,
Sleight of Hand +8,
Stealth +10,
Survival +3,
Swim +9; (Take 10)

Racial Modifiers
sociable
Languages Elven

SQ:

amphibious,
hedonistic,
ki pool (6 points),
maneuver training,
ninja tricks (forgotten trick[UC],
vanishing trick[UC]),
no trace +1,
pain points,
poison use,

Gear:

Starting Gold 16000Gp:

Cestus(+1 'Silvered')(Fingerless leather 'boxing gloves')(X2) 4060 Gp
Efficient Quiver 1800 Gp
Bag Holding(Type I) 2500 Gp
Horn 'Shell' armor (+5AC)(MstWk) 250 Gp
Harpoon(X10) 50 Gp

Tonfa (X2)(Blocking) 1D6 20/X2 2 Gp
'Wushu' Darts (X20) 20 Gp

Clothing (Various) 10 Gp
Winter Blanket 1 Gp
Bedroll 1 Gp
Silk Rope(X2[100']) 20 Gp
Adventurer's Sash 20 Gp
Adventurer's Sash 20 Gp
MstWk Backpack 50 Gp
Belt Pouch 1Gp
Small,MstWk Chest (Water-proof/False bottom) 127 Gp
Philter Of Love 3000 Gp
Smoked Goggles 10 Gp
Fishing Net 4 Gp
Bouy (Superior)(X8) 80 Gp

Tangle foot bags. 200 Gp, 16 Lbs (x2)

Thunder stones 300 Gp, 30 Lbs (X10)

Smoke pellets 600 Gp, - Lbs (X24)

Share in boat/venture: 2,000 Gp

Moneys left: 127 Gp Gp

Special Abilities:

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 Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Disposable Weapon Break a fragile weapon to confirm a critical hit
Elven Immunities (Ex) +2 save bonus vs. Enchantments.
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.
Forgotten Trick (4 rounds) (Ex) 2 Ki: learn one ninja trick for 4 rounds.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Immunity to Magic Sleep You are immune to magic sleep effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
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.
Pain Points (Ex) At 3rd level, a martial artist's advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1. This ability replaces still mind.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sociable (Ex) If you fail a Diplomacy check to change attitude, you can retry once before 24 hrs elapse.
Splintering Weapon Break a weapon to deal bleed damage
Stunning Fist (4/day, DC 14) 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) 1 Ki: disappear, as invisibility, for 4 rounds.

///////////////////////////////////////////////////////////////////

Special Attacks flurry of blows, sneak attack +2d6, stunning fist (3/day, DC 13)
Ninja Spell-Like Abilities (CL 0th; concentration +0) — vanishing trick

Melee:+7

Melee cestus +8 (1d4/19-20) or
. . cestus flurry of blows +7/+7/+2 (1d4/19-20) or
. . cestus +8 (1d4/19-20) or
. . cestus flurry of blows +7/+7/+2 (1d4/19-20) or
. . tonfa +8 (1d6) or
. . tonfa flurry of blows +7/+7/+2 (1d6) or
. . tonfa +8 (1d6) or
. . tonfa flurry of blows +7/+7/+2 (1d6) or
. . unarmed strike +8 (1d6) or
. . unarmed strike flurry of blows +7/+7/+2 (1d6) or
. . wushu dart +8 (1d3) or
. . wushu dart flurry of blows +7/+7/+2 (1d3)

Punch,1:+8 Dam: 1d6+2 (20/X2)

Punch,2:+8 Dam: 1D6+1 (20/X2)

OR

Tonfa,1: +8 Dam: 1D6 (20/X2) (+1 AC 'Blocking Bonus')

Tonfa,2: +6 Dam: 1D6 (20/X2) (+1 AC 'Blocking Bonus')

OR

Wushu Dart 1: +7 Dam: 2D3 (Auto-crit) PLUS 1D4 Bleed Damage

Fist 2:+5 Dam:1D6+1 (20/X2)

Or a combination of there of.

STATISTICS
__________________________________________________________

Str: 10
Dex: 18
Con: 10
Int: 10
Wis: 08
Cha: 18 (+1 4ThLvl)

Traits::

Trait1: Threatening defender

Trait2:adopted,
Trait3:enlightened warrior,
Trait4:chosen child,
Trait5:finding Haleen,

Ki Pool: (.),(.),(.),(.),(.),(.),(.),(.),(.),

Feats::

1stLvl: (Unarmed Fighter1)
Weapon and Armor Proficiency:

An unarmed fighter is not proficient with medium armor, heavy armor, or shields. An unarmed fighter is proficient with all monk weapons, including exotic monk weapons.

Unarmed Style: Boar Style

General feat: Weapon Finesse

2ndLvl: (Ninja1)
Poison Use
Sneak Attack 2D6

3rdLvl: Monk1)
(Monk Bonus feat)Combat Expertise
Flurry of blows
Stunning Fist
Unarmed Strike
General Feat: Piranha Strike

4thLvl:(Ninja,2)
Ki Pool
Ninja Trick->Combat Trick->Two Weapon Fighting

5thLvl:(Monk,2)
(Monk Bonus Feat) Dodge
Evasion
General Feat: Ninja trick:Vanish

6thLvl:(Ninja,3)
No trace +1, sneak attack +2d6

Skills::

Acrobatics(N)(M):+8=(+3R,+2Dex,+3Cl)
Appraise(N)():+6(+2R,+1Int,+3Cl)
Bluff(N)(): +8(+1R,+4Cha,+3Cl)
Climb(N)(M): +7(+2R,+2Str,+3Cl)
Craft(N)(M)Woodworking: +6=(+3R,+3Cl)
Diplomacy(N)():
Disable Device(N)(): +9=(+2R,+4Dex,+3Cl)
Disguise(N)():
Escape Artist(N)(M): +9=(+2r,+4Dex,+3Cl)
Handle Animal()(): + 8=(+1R,+4Cha,+3Cl)
Heal()(): +1=(+1R,+0Int)
Intimidate(N)(M):
Knowledge (Arcana()()):
Knowledge(Architecture/Engineering()()):
Knowledge(Dungeoneering()()):
Knowledge(Engineering()()):
Knowledge(Geography()()):
Knowledge(History()(M)):+4=(+1R,+3Cl)
Knowledge(Local(N)()): +4=(+1R,+3Cl)
Knowledge(Nature()()):
Knowledge(Noble(N)()):+4=(+1R,+3Cl)
Knowledge{Religion()(M)):
Linguistics(N)():
Perception(N)(M):+9=(+5R,-2Wis,+3Cl)
Perform(N)(M)(Dance):+8 =(+1R,+4Cha,+3Cl)
Profession(N)(M)(Sailor): +5=(+2R,+3Cl)
Profession(N)(M)(Carpenter): +5=(+2R,+3Cl)
Profession (N)(M)(fisherman) +5=(+2R,+3Cl),
Profession (N)(M)(Navigator) +5=(+2R,+3Cl),
Ride()(M):
Sense Motive(N)(M):+4=(+1R,+0Wis,+3Cl)
Sleight Of Hand(N)(): +8=(+1R,+4Dex,+3Cl)
Spell Craft()():
Stealth(N)(M): +10=(+3R,+4Dex,+3Cl)
Swim(N)(M): =(Innate +10)
Survival()(): +5=(+2R,+0Wis,+3Cl)
Use Magical Device(N)():

Note:
Wushu Dart

”Special Abilities”:

Amphibious (Ex) You can survive indefinitely on land.
Boar Style Unarmed strikes deal bludgeoning or piercing damage
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 you succeed at a Reflex save for half damage, you take none instead.
Flurry of Blows +3/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
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 Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stunning Fist (3/day, DC 13) You can stun an opponent with an unarmed attack.
Swimming (30 feet) You have a Swim speed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Water-Touched DR 1/— against creatures and attacks with the water type.

Gear:

Starting Gold 16000Gp:

Cestus(+1 'Silvered')(Fingerless leather 'boxing gloves')(X2) 4060 Gp
Efficient Quiver 1800 Gp
Bag Holding(Type I) 2500 Gp
Horn 'Shell' armor (+5AC)(MstWk) 250 Gp
Harpoon(X10) 50 Gp

Tonfa (X2)(Blocking) 1D6 20/X2 2 Gp
'Wushu' Darts (X20) 20 Gp

Clothing (Various) 10 Gp
Winter Blanket 1 Gp
Bedroll 1 Gp
Silk Rope(X2[100']) 20 Gp
Adventurer's Sash 20 Gp
Adventurer's Sash 20 Gp
MstWk Backpack 50 Gp
Belt Pouch 1Gp
Small,MstWk Chest (Water-proof/False bottom) 127 Gp
Philter Of Love 3000 Gp
Smoked Goggles 10 Gp
Fishing Net 4 Gp
Bouy (Superior)(X8) 80 Gp

Tangle foot bags. 200 Gp, 16 Lbs (x2)

Thunder stones 300 Gp, 30 Lbs (X10)

Smoke pellets 600 Gp, - Lbs (X24)

Share in boat/venture: 2,000 Gp

Moneys left: 127 Gp Gp