Sandara Quinn

"May the great Kraken take ya."


Sandara Quinn CR 2
XP 600
Female human cleric of Besmara 3
CN Medium humanoid (human)
Init 1; Senses Perception +2
AC 11, touch 11, flat-footed 10 (
1 Dex)
hp 20 (3d8+3)
Fort 3, Ref +2, Will +5
Speed 30 ft.
Melee mwk rapier +4 (1d6
Ranged heavy crossbow 3 (1d10/19–20)
Special Attacks channel positive energy 5/day (DC 13, 2d6),
surge (
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

  • See the Advanced Player’s Guide.
    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.
    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, Besmara’s tricorne (see page 58),
    clay pipes (3), ebony holy symbol of Besmara, pouch of Old
    Deep Rum-soaked pipe tobacco, tindertwigs (10); Locker
    35 gp

Sandara Quinn

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