Sana Meirusant

From Charnosdnd

Name: Sana Meirusant
Race: Aasimar
Class: Cleric
Level: 3
Alignment: Good
Age: 18
Gender: Female
Appearance: Sana has long, straight gold hair that hangs nearly to her waist when loose. Generally when adventuring she ties and braids it up (think Chris). Her skin is pale white, nearly luminescent, and covered with tattoo-like patterns of vermillion. Her eyes are featureless gold, slightly glowing, as is the epemeral halo around her head.

Sana’s chain mail armor is plainly magical, enameled brilliant white with golden fittings that are etched with potent sigils. Every spot of it shimmers when the light hits it. She generally wears plain white clothing underneath the mail, and over it she wears a long red cloak, clasped at the neck with a small ruby cabochon in a gold setting. In the heart of the ruby beats the tiny spark of the protective spell that threads throughout the cloak.


Backstory: Sana is an orphan. She was fortunate enough found by a cleric of Phiraun in an alleyway not far from the main temple in Ler Lereah. Aside from the slightly dirty and mussed clothes she was wearing, her only identifying belonging was the golden locket she still wears, with an ivory portrait carving of what might be her mother. Though the priest was slightly worried at taking in one of the Children of Nede, he would not leave a child to die, and so she wound up in one of the Orphanages of Phiraun.

Growing up was a trial for her, even within the shielding walls of the orphanage. Faced with the twin stigma of being both an orphan and a member of a race universially reviled, Sana retreated into a small group of friends that she managed to get along with. However, gradually she came to be more accepted in the community, often singing solos in the worship services and proving to be insightful and have a healing touch.

The same priest that first found her and took her to the orphanage served as her mentor, and eventually her sponsor as she was initiated as a cleric of Phiraun herself. The old man serves as something of a father figure for her still.

Story Hooks:

  • Sana wears a golden locket with a carving of an Aasimar woman who might be her mother. It is the only hint as to her parents. What secrets might her history contain?
  • Sana's mentor was already an old man when he found and rescued her. Now he is old indeed...what might he reveal on his deathbed?
  • Sana is still close to her old friends from the orphanage and contacts them frequently, though they are now scattered throughout the city and elsewhere...and Sana encourages them to send people and problems her way.
  • Epic Plot Hook: Sana has faced prejudice and hatred all her life because of her spiritual ancestor. Now, with the power she has gained, can Sana save the world from the mad grasp of the crazed Nede and his parasitic empire of hate?


Strength: 11
Dexterity: 13 +1
Constitution: 12 +1
Intelligence: 16 +3
Wisdom: 20 +5
Charisma: 14 +2

Ability Scores: +2 Intellegince, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Supernal
Skill Bonuses: +2 History, +2 Religion
Astral Presence: +1 to all defenses vs a bloodied enemy
Astral Resistance: Resist 5 + 1/2 Level Radiant and Necrotic
Astral Forsight: You can use Astral Forsight as an encounter power.

Channel Divinity: Use a Channel Divinity power once per encounter
Healer’s Lore: +5 to healing done by Cleric powers
Healing Word: Gain the Healing Word power
Ritual Casting: Gain a ritual book, Gentle Repose, and one other ritual

Diplomacy (+8), Heal (+11), Insight (+11), Religion (+11)
Acrobatics (+1), Arcana (+4), Athletics (+0), Bluff (+3), Dungeoneering (+6), Endurance (+2), History (+6), Intimidate (+3), Nature (+6), Perception (+6), Stealth (+1), Streetwise (+3), Thievery (+1)

Astral Resonance: +1 to attack and damage rolls with the radiant or thunder keywords
Astral Fire: +1 to damage rolls with the radiant or fire keyword

Gentle Repose, Make Whole, Endure Elements, Water Walk

At Will
Lance of Faith: Standard, Implement Ranged 6, +8 vs Ref, Hit 1d8+8 radiant damage, and one ally I can see gains a +2 power bonus to their next attack against my target
Sacred Flame: Standard, Implement Ranged 6, +8 vs Ref, hit 1d6+8 radiant damage, and one ally I can see chooses to either gain 3 temporary hit points or to make a saving throw

Divine Glow: Standard Implement Close Blast 3, +8 vs Ref, Hit 1d8+8 radiant damage, Effect Allies in the blast gain a +2 power bonus to attack rolls until the end of my next turn
Daunting Light: Standard Implement Ranged 11, +8 vs Ref, Hit 2d10+8 radiant damage, Effect One ally I can see gains combat advantage against the target until my next turn
Channel Divinity - Divine Fortune: Free Self, Effect +1 to my next attack roll or saving throw before the end of my next turn
Channel Divinity - Turn Undead: Standard Implement Close Burst 2, Undead +8 vs Will, Hit 1d10+8 radiant damage and push the target 6 squares and the target is immobilized until the end of my next turn, Miss half damage and no push or immobilize
Healing Word x2: Minor Close Burst 5, Self or Ally, Effect Target can spend a healing surge and gain an additional 1d6+5 hit points
Astral Forsight: Free Action, Self, Add 1d6 to one d20 roll after it is rolled

Cascade of Light: Standard Implement Ranged 11, +8 vs Will, Hit 3d8+8 radiant damage and the target gains vulnerability 5 to all of my attacks, Miss half damage and no vulnerability
Bless: Standard Close Burst 20, Self and All Allies in Burst, Effect +1 power bonus to all attack rolls until the end of the encounter

+1 Shimmering Chain
+1 Symbol of Divine Reach
+1 Cloak of Resistance
20 GP of Mystic Salves
20 GP of Alchemical Reagents
60 GP of Rare Herbs
Belt Pouch
Spare Clothing x2
Fine Clothing x1
Everburning Torch
Silk Rope (50')
Journeybread (10 days)
Flint and Steel
Polished Steel Mirror
Ebony and Ivory Comb (ordination gift)
Gold locket with an ivory carving of her mother(?)
Lavender-scented soap

Hit Points: 35 (Bloodied: 17 Surge Value: 8)
Healing Surges: 8
AC: 18
Fortitude: 13
Reflex: 14
Will: 19
Initiative: +1

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