Sandara Quinn

Swashbuckling cleric of the Pirate Queen


Sandara Quinn CR 3
XP 800
Female Human (Taldan) Cleric of Besmara 4
CN Medium humanoid (human)
Init 1; Senses Perception +4
AC 14, touch 11, flat-footed 13 (
2 armor, 1 shield, +1 Dex)
hp 27 (4d8
Fort 4, Ref +2, Will +7
Speed 30 ft.
Melee masterwork rapier +5 (1d6
Ranged masterwork underwater heavy crossbow +5 (1d10/19-20)
Special Attacks channel positive energy 5/day (DC 14, 2d6)
Domain Spell-Like Abilities (CL 4th; concentration +7)
6/day—copycat (4 rounds)
Cleric Spells Prepared (CL 4th; concentration +7):
2nd—instant armor{super}APG{/super}, shard of chaos{super}UM{/super} (DC 15), slipstream{super}D,APG{/super} (DC 16), summon monster ii
1st—command (DC 14), doom (DC 14), inflict light wounds (DC 14), obscuring mist{super}D{/super}, shield of faith
0 (at will)—bleed (DC 13), create water, purify food and drink (DC 13), stabilize
D Domain spell; Domains Oceans, Trickery, Water
Str 12, Dex 13, Con 10, Int 10, Wis 16, Cha 14
Base Atk +3; CMB +4; CMD 15
Feats Augment Summoning, Selective Channeling, Spell Focus (conjuration)
Skills Appraise +4, Bluff +6, Climb +2, Heal +7, Perception +4, Profession (sailor) +10, Spellcraft +4, Stealth +5, Swim +2
Languages Common
SQ aura, surge, variant channeling (ale/wine variant channeling)
Combat Gear scroll of cure moderate wounds, cure moderate wounds, scroll of cure moderate wounds, cure moderate wounds, scroll of cure moderate wounds, cure moderate wounds; Other Gear masterwork lamellar cuirass, darkwood buckler, masterwork rapier, masterwork underwater heavy crossbow, besmara’s tricorne, clay pipe, cleric’s kit, gambler’s kit, holy symbol with flask (Besmara), tattoo holy symbol (Besmara), tobacco (15)
Special Abilities
Ale/Wine Variant Channeling Ignore nauseated & sickened, or become nauseated.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura (Ex) The character has a strong aura corresponding to his deity’s alignment.
Cleric Channel Positive Energy 2d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Oceans)
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (6/day) (Sp) Create a single mirror image duplicate
Scroll of cure moderate wounds, cure moderate wounds Add this item to create a scroll with spells on it.
Scroll of cure moderate wounds, cure moderate wounds Add this item to create a scroll with spells on it.
Scroll of cure moderate wounds, cure moderate wounds Add this item to create a scroll with spells on it.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Surge (CMB +4, 6/day) (Su) Create a wave that can bull rush or drag a target.

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Extracted and modified from The Wormwood Mutiny:

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 from the beginning of the PC’s journey, 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 knew enough to mask that grief on a vessel such as the Wormwood.

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.

The night before the adventure started, Master Scourge made a pass at Sandara, and she responded by slapping the boatswain and making it clear that she finds him repulsive. This event set up a mutual enmity between the two, and made her initially well-disposed towards the PCs, who clearly had some opinions of their own about the officers aboard the Wormwood.

Sandara Quinn

Rum, Sodomy, and the Lash Tacomouth