About E-Terah Deepheavy
With a dark complexion of sun-baked soil,honey eyes,and full lips set in a perpetual pout, E-Terah could be considered rather runty compared to other dwarven females.Although she is still quite young,barely out of her teens and hardly considered an adult by dwarven standards yet she is slender and muscular from decades of farmwork upon her family's farmstead on the surface.
Her powers as an oracle came abruptly and spectacularly,her copper hair falling out and regrowing as hot pink that would suit a gnome,which has her mistaken for one much to her chagrin.She styles it uniquely into a Mohawk with a pigtail braid trailing to her mid-back capped with a stone crafted into the likeness of a mole.She has also grown rather fetching sideburns that frame her face and curl about her high cheekbones,which are like feathery tufts of fuschia cornsilk ,much to her immense pride--and the chagrin of her over protective father as her oblivious beauty (by dwarven standards she's a Jessica Rabbit recolor ) has attracted the unwanted attentions of strange dwarven men. He's even considered getting her an enchanted chasity belt but was quickly put in his place when she found out. She is chaste by choice. Although her volumptous figure and curves,as all dwarven women possess, attracts the attention of non-dwarves as well,which bewilders her.
Her throat constricted painfully,her voice dropping to a husky murmur as she discovered she could only speak and understand Terran that she slips into in times of stress,leading her to adopt to pantomine and exaggerated facial expressions to communicate with others. When upset or excited,her voice becomes shrill and high like a sword scraping slate.
She has also developed an at-will ability to produce corrosive acid from her hands,leading her to wear gloves and to control it after accidentally melting a thief's face when she grabbed him in anger.And another Revelation that allows her to shoot a burst of stone shards from her body once a day,which she had used to scare off a small gang of goblins that ambushed her.
She is unusually friendly and cheerful for a dwarf but can come across as intimidating as her default expression is a hard glower.She can be called cheerfully pessimistic about most things,seeing some of the fortune things and the worst things about a situation.Sometimes she can be morbidly grim as she is quite matter of fact about life and death and its struggles.She also tends to laugh alot--at a witty comment that earns a husky chuckle,an almost hysterical cackle that would put a witch to shame when she's scored a telling blow in combat,or an infectious guffaw at something entertaining.
She likes a good fight but she also knows when the time to talk to avoid conflict---which proves difficult with her curse and the lack of those who speak fluent Terran. She gets along with nondwarves amicably,although gnomes and elves annoy her especially regarding her hair.Half-orcs she struggles not to be hostile to but they make her uneasy and she tends to avoid them if possible.She disdains dealing with nobles who look down upon peasants due to them having too much wealth and no sense. She absolutely despises thieves--taking someones hard-earned property through thievery and deception deserves either removal of a limb or broken fingers. She respects rogues abilities dealing with traps but distrusts them--which is why her coin purse is stuffed into her cleavage underneath her armor and out of reach.
She is a farmer,first and foremost.However,it becomes frustrating to others when she enigmatically replies to questions as to who or what she is simply as,"I'm just a farmer." She has a fondness for large mastiff dogs as her family breeds warhounds and dismisses anything smaller than a riding dog as useful,although bulldogs and daushounds are her favorites.Cats are useless--the few has bothered to raise believed wholeheartedly they were dogs. She also has a fondness for goats--large sturdy milking goats large enough to ride she has trained several as pack animals. Horses...she not too thrilled about nearly getting stomped flat by an unruly stallion. She'd eat a horse before she'd ride one. A donkey would be more agreeable--they made excellent guards.
Her father owns a considerable amount of land in the Varisian hinterlands several miles from Sandpoint and any other settlements--nearly 10 miles of farmland managed by her father,uncle,and several retainers,mostly dwarves but with the odd halfling or human living upon the enormous farmstead as farmhands with their families. The Deepheavies are responsible for curbing the local orc,kobold,goblin,ogre,giant,worgs,and brigand populations considerably. And the best place to buy a warhound or riding dog as each dog is trained for combat against goblins and the like. She would inherit it once he retired or died,which she hopes is decades away from now.
For now she's content on doing some good in the world best she can,and delve into the depths of her Mystery as an Oracle...it'll take her mind off the situation with her shipwrecked sister! She'd rather stay at home and tend to her dogs and livestock than gambol about in the wilderness aimlessly, but if she finds herself one of the few people capable of putting a stop to something that could threaten the Varisian countryside, or the entirety of the Lost Coast (and her family's farmstead), she'll do her damnedest to put it down. Besides, a little adventuring is bound to bring glory to her family and enrich the farmstead with whatever treasures she retrieves along the way. And have a bit of fun
Feat:Extra Revelation(additional Revelation),Strange Revelation ( Skill At Arms)
E-TERAH DEEPHEAVY CR 1/2
Female Dwarf Oracle 3
CG Medium Humanoid (Dwarf)
Init +2; Senses Darkvision; Perception +1
Defense 11, flat-footed 10. . (+1 Dex)
Armor DR: 4/magic or Large. . (+4 armor)
Critical Defense: +5. . (+4 DR, +1 Dex)
Vig 8 (1d8) Wnd 22 (Threshold 11)
Fort +0, Ref +2, Will +3
Defensive Abilities Defensive Training; Resist Tongues (Terran)
Spd 20 ft.
Melee Maulaxe, Dwarven +3(1d6+3/20/x3) and
Ranged Sling +1 (1d4+1/20/x2)
Oracle Spells Known (CL 3, +3melee touch, +1 ranged touch):
Skills Acrobatics +3, Climb +1, Diplomacy +7(+3 class,+3 mod,+1 rank) Craft +4(+3 class,+1 rank), Heal +6(+3 class,+1 mod,+2 rank), Intimidate +6(+3 mod,+3 ranks), Knowledge (Religion) +4(+3 class,+1 mod), Knowledge ( history) +4(+1 mod,+3 class),Knowledge(planes) +4(+1 mod,+3 class),Handle Animal+5(+1 mod, 4 ranks), Sense Motive +7(+3 class,+1 mod,+3 ranks), Survival +5(+1 mod,+4 ranks),Profession(Farmer)+6(+3 class,+1 mod,+2 tank),Spellcraft+5(+1 mod,+3 class,+1 rank),Appraise +4(+2 racial greed,+1 mod,+1 rank)
Languages Common, Dwarven, Terran
SQ Greed, Hardy +2, Hatred +1, Slow and Steady, Stability +2
Combat Gear Bullets, Sling (30),stoneplate, Masterwork Maulaxe, Dwarven, Sling,light crossbow,cross bolts(25),dwarven war axe,war razor,buckler
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Grounded You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Shard Explosion (10', 2d6) (1/day) (DC 16) (Su) Explosion of shards deals 2d6 piercing damage to all creatures within 10', Ref Half. The area is difficult terrain until your next turn.
Slow and Steady Your base speed is never modified by encumbrance.
Stonesinger: Some dwarves' affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning .
Tongues: Terran You can only understand and speak one language in combat.
Touch of Acid (1d6+3) (5/day) (Su) Melee touch attack deals 1d6+3 Acid damage.
Reasons for being in a carriage in the first place:
Trying to solve family issues,mainly her cantankerous father,Torgill,who is is 263yrs old and has calmed considerably since the birth of his latest set of children,E-Terah and her younger sister Gatherine,the latter having recently run off to be adventurer onto a boat bound for Sargava some 2000 miles across the Inner Sea---with one of his prized dragon pistols. Trying to keep him from tearing out his beard in frustration,and to keep herself from being sick with worry,she has traveled far from her home in the Varsian hinterlands to see if she can find a seer or fortune teller to ease her mind and find out what happened to her sister--and the dwarven cavalier she sent after her to bring her back home safely,whom she hasn't heard word from in nearly five months.
Now she's in a carriage headed homeward after the dissatisfying news given to her by the fortune teller and her harrowing ,only to find the carriage under assault by bold goblins. After the driver unhitched the only surviving horse and fled,leaving her to the tender mercies of the the little menaces,she hopped out of the burning carriage and scared off the rest with an explosion of shards that killed their leader. Disgruntled,the she-dwarf trudged her way to Sandpoint as its the only safe place along the Lost Coast she knows of.
And to find that cowardly carriage driver!!
After her brief visit to Sandpoint, she found herself dubbed a heroine after helping curb an assault of goblins alongside several other courageous folk before one.of her father's retainers arrived on an armed carriage pulled by boars with three other dwarves wielding firearms and crossbows flanked by halflings riding some of her family's famed warhounds once word reached home.about her predicament. She had elected to stay behind to wait on word from a messenger after the other 'Sandpoint Saviours' went ahead to investigate the goblin hideout of Thistletop where a plot was foiled to invade and raze the town round with everyone in it. She decided they could handle whatever came--after all, she was simply a farmer and quite satisfied with that. She wasn't an active adventurer---it always seemed they happened upon her and she had to ride them out after getting sidetracked.
And any time she happened to be riding in a carriage that didn't belong to her family always seemed to end up wrecked,crashed, or otherwise disabled,stranding her gods-knows-where whenever she had to travel far.
This time,inevitably, she's ended up someplace else. And stumbled upon yet another unintended adventure....