Sandara Quinn

Cleric of Besmara the Pirate Queen, your earliest ally aboard the Wormwood

Description:

Female human cleric of Besmara 3
CN Medium humanoid (human)
Init +1; Senses Perception +2

DEFENSE
AC 11, touch 11, flat-footed 10 (1 Dex)
hp 20 (3d8
3)
Fort +3, Ref +2, Will +5

OFFENSE
Speed 30 ft.
Melee mwk rapier 4 (1d61/18–20)
Ranged heavy crossbow 3 (1d10/19–20)
Special Attacks channel positive energy 5/day (DC 13, 2d6), surge (
5)
Domain Spell-Like Abilities (CL 3rd; concentration +5) 5/day—copycat (3 rounds)
Cleric Spells Prepared (CL 3rd; concentration +5)
2nd—instant armor* (DC 14), slipstream*D, summon monster II
1st—command (DC 13), doom (DC 13), inflict light wounds (DC 13), obscuring mistD
0 (at will)—bleed (DC 12), create water, purify food and drink, stabilize
D Domain spell; Domains Trickery, Water (Oceans subdomain, see Advanced Players Guide)

TACTICS
During Combat If she is expecting combat, Sandara casts instant armor, which increases her AC to 17. Sandara takes every fight seriously, and once she gets started, she finishes things. She targets her opponent with doom and summons a small elemental or 1d3 dire rats to fight by her side.
Morale Sandara is almost foolishly stubborn, a quality that might very well get her killed someday. She won’t surrender and doesn’t back down from a fight unless totally overwhelmed.

STATISTICS
Str 13, Dex 12, Con 10, Int 10, Wis 15, Cha 14
Base Atk +2; CMB +3; CMD 14
Feats Athletic, Combat Reflexes, Scribe Scroll
Skills Appraise +4, Bluff +6, Climb +3, Heal +6, Knowledge (religion) +4, Profession (sailor) +8, Stealth +5, Swim +4
Languages Common
Combat Gear scrolls of cure light wounds (2), scroll of cure moderate wounds; Other Gear heavy crossbow with 20 bolts, dagger, masterwork rapier, clay pipes (3), ebony holy symbol of Besmara, pouch of Old Deep Rum-soaked pipe tobacco, tindertwigs (10); Locker 35 gp

Bio:

Sandara Quinn is a cleric of Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife. She approached you as soon as she could on your first day on the Wormwood to return some of your equipment and offer her friendship. She explained that on a pirate ship, it’s not what you know but who you know that helps you get by. Friends help each other out, enemies cause trouble—and on a crowded pirate ship, this fact is essential for basic survival.

Life is never easy, and Sandara Quinn’s life has been typical of that truism. The daughter of a poor fisherman and a seamstress, Sandara was raised in Hell Harbor. Her overworked parents had little time to spend with their daughter, and Sandara grew up on the port’s hard streets, where she quickly learned to look after herself. She worked on the docks when she could, carrying out what jobs she could get, and soon developed a keen eye for trouble and a reputation for standing up for herself. She began frequenting the bars and taverns of Hell Harbor by the age of 9 and was learning the ropes of sailing by the age of 12.

Sandara’s calling came one night when a fleet of fishermen, which included her father, was lost in a powerful storm. Sandara prayed to Besmara the Pirate Queen, the goddess of piracy, strife, and sea monsters, and when her father returned the following day, weather-beaten and half-drowned but still alive, Sandara knew the goddess had answered her prayers. Soon after, Sandara began devoting her time to the worship of Besmara, eventually setting up a small chapel on the Hell Harbor docks dedicated to her.

Just 3 weeks before you were all press-ganged, Sandara’s beloved father died, and she took to the sea, determined to live her life to the hilt, not rot away in some forgotten port. She only made it as far as Port Peril, however, before she fell afoul of Captain Harrigan’s press gang and ended up aboard the Wormwood. There are worse places to be than a pirate ship, however, and Sandara has taken to her new surroundings like a fish returned to the sea from which it was born. She still bears the raw scars of grief from burying her father, but knows enough to mask that grief on a vessel such as the Wormwood. Sandara plans to make the most of her present situation, intending to spread the word of her goddess while expanding her horizons at the same time.

Crowned with a mane of fiery red locks, Sandara looks like someone not to be crossed. Yet the smile lines at the corners of her eyes and the easy way she holds herself hint at a lighter side. She dresses to accentuate her figure, and her whole appearance speaks of the sea, from the seagull feather in her tricorne hat to the sailor tattoos on her arms and the clay pipe thrust into the corner of her mouth.

Sandara Quinn

Skull and Shackles niciroy