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Nareem Daress

Sindran Eithe's page

273 posts. Alias of rashly5.


Full Name

Sindran Eithe

Race

Mystic Half-Orc

Classes/Levels

Blackened Flame Planar Oracle of Hell 5

Quick Stats:
[HP 22/22 | AC 17/13/14; CMD 14; Fire 10; ACP 2 | Fort +1; Ref +5; Will +4 | Init +5; Perception +4; Darkvision (60 ft); Medium Load]

Gender

Male

Size

Medium (6'1" Height, 126 lbs Weight)

Age

20

Alignment

Lawful Evil

Deity

Fire God

Languages

Abyssal, Common, Draconic, Giant, Infernal, Ignan, Orc

Occupation

Debt Collector

Strength 9
Dexterity 16
Constitution 8
Intelligence 17
Wisdom 8
Charisma 21

About Sindran Eithe

A half-orc oracle forced to live with orcs at a young age and trained under a brutal shaman, driving him further and further into hate and an obsession with flame. After his escape facilitated by the divine intervention of fire, he found work as a debt collector for several years.

Tracking:

Spells left:
0th: N/A
1st: 8/8
2nd: 5/5

Keros Oil: 10/10
Wand of Cure Light Wounds: 30/30

Revelation DC: 17


Crunch:

Sindran Eithe
Male Mystic Half-Orc Blackened Flame Planar Oracle of Hell 5
LE Medium Humanoid (Half-Orc)
Init +5; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 dex, +4 armor)
hp 22 (5d8-5+5)
Fort +1, Ref +5, Will +4;
Armor Chain Shirt
Resist Fire 10
--------------------
Offense
--------------------
Spd 30 ft.
Melee +2 Unarmed Strike (1d3-1,Non-lethal); -2 Weapon;
Ranged +6 Ranged; +2 Weapon;
Spells (CL 5th, touch +2, ranged touch +6, concentration +10):
see Spells below.
--------------------
Statistics
--------------------
Str 9 (-1), Dex 16 (+3), Con 8 (-1), Int 17 (+3), Wis 8 (-1), Cha 21 (+5)
Base Atk +3; CMB 2; CMD 15
Feats Allied Spellcaster, Diehard, Endurance, Fire God's Blessing, Glorious Heat
Traits Arson, Reactionary
Skills Acrobatics +7, Bluff +7, Craft (Pyrography) +7, Diplomacy +13, Intimidate +13, Knowledge (Arcana) +4, Knowledge (Engineering) +4, Knowledge (Geography) +4, Knowledge (History) +7, Knowledge (Local) +4, Knowledge (Nature) +4, Knowledge (Planes) +11, Knowledge (Religion) +7, Linguistics +5, Perception +4, Perform (Act) +9, Sense Motive +7, Spellcraft +7, Use Magic Device +10
Languages Abyssal, Common, Draconic, Giant, Infernal, Ignan, Orc
SQ Arson, Blackened
--------------------
Special Abilities
--------------------
Burning Magic (Su): Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature’s turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell’s DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.
Glorious Heat: When you cast a divine spell with the [fire] descriptor, choose a single ally within 30 feet that you can see. That ally heals a number of hit points equal to the level of the spell cast and gains a +1 morale bonus on attack rolls until the end of its next turn.

Stats:

Current Money: see items

Ability Scores
Strength 9 (-1)
Dexterity 16 (+3)
Constitution 8 (-1)
Intelligence 17 (+3)
Wisdom 8 (-1)
Charisma 21 (+5)

Saving Throws
Fortitude: +1 = 1 [base] - 1 [con] + 1 [sacred tattoo]
Reflex: +5 = 1 [base] + 3 [dex] + 1 [sacred tattoo]
Will: +4 = 4 [base] - 1 [wis] + 1 [sacred tattoo]

AC: 17 = 10 + 3 [dex] + 4 [armor]
Touch: 13, Flat-footed: 14
HP: 22 = 8 [1d8 max] + 14 [4d8] - 5 [con * level] + 5 [favored class]

BAB: +3 = 3 [base]
CMB: +2 = 3 [BAB] - 1 [str]
CMD: 15 = 10 + 3 [BAB] - 1 [str] + 3 [dex]
Melee Attack Base: 2 = 3 [BAB] - 1 [str];
Weapon: -2 = 2 [BAB] - 1 [str] - 4 [blackened]
Range Attack Base: +6 = 3 [BAB] + 3 [dex];
Weapon: +2 = 3 [BAB] + 3 [dex] - 4 [blackened]

Base Speed: 30 ft. = 30 [base]
Initiative: +5 = 3 [dex] + 2 [reactionary]
SR: 0
Concentration: 10 = 5 [CL] + 5 [charisma]

Favored Class Bonus: +5 HP
Ability Score Bonus: +1 CHA


Spells:

<Oracle Spell List>

Spell Save DC - Level - Spells Per Day - Bonus Spells
15 - 0th - N/A - N/A
16 - 1st - 6 - 2
17 - 2nd - 4 - 1
18 - 3rd - 0 - 1
19 - 4th - 0 - 1
20 - 5th - 0 - 1

--------------------
0th
--------------------
Create Water [Vatna, to water]
Detect Magic [Leita, to seek]
Guidance [Leidh-saga, guidance]
Light [Ljost, to grow light]
Read Magic [Skilja, to understand]
Spark [Sindra, to send out sparks]

--------------------
1st
--------------------
Burning Hands [Svihda, to roast]
Burning Disarm [Sjohda, to forge (iron)]
Cure Light Wounds [Heilan, healing]
Endure Elements [Semidhr, to adapt]
Murderous Command [Geisa, to rage]
Protection From Good
Sanctuary [Hlifa, to shelter]
--------------------
2nd
--------------------
Calm Emotions [Lygna, to become calm]
Cure Moderate Wounds
Elemental Speech [Mal, speech]
Flaming Sphere
Scorching Ray
Restoration, Lesser


Feats, Traits, Abilities:

--------------------
Campaign
--------------------
Crime: Arson
You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.
Punishment: Death by burning
Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

--------------------
Traits
--------------------
Reactionary: +2 trait to initiative checks
Darkvision (60 ft.): can see in the dark
Shaman's Apprentice: gain Endurance as bonus feat
Sacred Tattoo: +1 luck bonus to all saving throws
Orc Blood: count as both human and orc for effects related to race

--------------------
Feats
--------------------
Allied Spellcaster: Teamwork, +2 on level checks to overcome spell resistance; if ally has same spell, bonus is +4 and +1 CL
Fire God's Blessing: Whenever you deal fire damage, you heal 1 HP. You can only benefit from this feat once per round.
Endurance: You can sleep in light/medium armor without becoming fatigued and gain a +4 bonus on some checks to avoid non-lethal damage.
Diehard: Automatically stabilize and remain conscious below 0 HP.
Glorious Heat: When cast a divine spell with [fire] descriptor, single ally w/n 30 feet heals HP equal to spell level and gets +1 to attack rolls until end of next turn

--------------------
Class
--------------------
Archetype: Planar Oracle
Mystery: Flame
Oracle's Curse: Blackened: -4 on weapon attack rolls, add burning hands, scorching ray, flame sphere
Orisons
Burning Magic
Planar Resistance (Fire)


Skills:

Skill Name: Total Bonus = Ability Modifier + Ranks + Misc. Modifier

Acrobatics`: 7 = 3 + 1 + 3 [class]
Appraise: 3 = 3 + 0 + 0
Bluff: 7 = 5 + 2 + 0
Climb`: -1 = -1 + 0 + 0
Craft (pyrography): 7 = 3 + 1 + 3 [class]
Craft (X): 3 = 3 + 0 + 0
Diplomacy: 13 = 5 + 5 + 3 [class]
Disable Device`*: 0 = 3 + 0 + 0
Disguise: 5 = 5 + 0 + 0
Escape Artist`: 3 = 3 + 0 + 0
Fly`: 3 = 3 + 0 + 0
Handle Animal*: 0 = 5 + 0 + 0
Heal: -1 = -1 + 0 + 0
Intimidate: 13 = 5 + 5 + 3 [class]
Knowledge (arcana)*: 4 =3 + 1 + 0
Knowledge (engineering)*: 4 =3 + 1 + 0
Knowledge (geography)*: 4 =3 + 1 + 0
Knowledge (history)*: 7 = 3 + 1 + 3 [class]
Knowledge (local)*: 4 =3 + 1 + 0
Knowledge (nature)*: 4 = 3 + 1 + 0
Knowledge (planes)*: 11 = 3 + 5 + 3 [class]
Knowledge (religion)*: 7 = 3 + 1 + 3 [class]
Knowledge (X)*: 0 = 3 + 0 + 0
Linguistics*: 5 = 3 + 2 + 0
Perception: 4 = -1 + 5 + 0
Perform (Act): 9 = 5 + 1 + 3
Profession (X)*: 0 = -1 + 0 + 0
Ride`: 3 = 3 + 0 + 0
Sense Motive: 7 = -1 + 5 + 3 [class]
Sleight of Hand`*: 0 = 3 + 0 + 0
Spellcraft*: 7 = 3 + 1 + 3 [class]
Stealth`: 3 = 3 + 0 + 0
Survival: -1 = -1 + 0 + 0
Swim`: -1 = -1 + 0 + 0
Use Magic Device*: 10 = 5 + 5 + 0

*trained only
`affected by ACP

Items:

Gold: 406 gp

--------------------
Weapons
--------------------
Branding Iron (treat as light mace) (1d6, -/x2, B)[4 lb]

--------------------
Armor
--------------------
Chain Shirt (+4 AC, 4 max dex, -2 ACP) [25 lb]
Common clothes

--------------------
Unique
--------------------
Iron Circlet (as Hat of Disguise)
Silver Medallion (holy symbol of Asmodeus)
Wand of Cure Light Wounds (30/30)

--------------------
General
--------------------
Backpack, masterwork [4 lb]
Blank Book [1 lb]
Flask [1 lb]
Inkpen
Kit, Pyrography
Packets of matches
Pipe, fine
Pouch, spell components [2 lb]
Signal Whistle
Small Book of Military Regulations

--------------------
Consumables
--------------------
Ink Vial x2
Oil, Kerosine (10/10)

--------------------
Carrying Capacity
Strength: 9 + 1 (backpack)
--------------------
Current Encumbrance: 37 lbs (Medium Load)

Light Load: 33 lbs. or less
Medium Load: 34–66 lbs.
Heavy Load: 67–100 lbs.


Appearance & Personality:

Appearance: A heavily scarred half-orc of average height. Some of the scars and burns on his grayish skin seem to have been ritualized, forming patterns of lines on his body while others seem to be random. Canine teeth protrude sharply from his mouth, the tusks small but visible. His slightly pointed ears display two hole-wounds where jewelry would have been.

Despite the burns on his head, he has short unkempt black hair. His dark brown eyes are intense from beneath his heavy brow. He has an ugly face made uglier from scars. His hands and forearms appear to be heavily burned, withered from heat, the blackened skin thin and papery.

He carries himself in a lax manner that belies his ability to react at the slightest danger. Nevertheless, he gives an air of confidence if not arrogance.

A runic F is branded at the base of his neck, near his left shoulder.

Personality: Bitter and violent but nonetheless charismatic. He believes in power and respects promises. He takes oaths seriously and seeks vengeance when someone breaks theirs. He is dedicated to the Fire God and exhibits traits of pyromania, mostly exhibiting as an obsession with fire and the gratification burning gives him.

He dislikes work when there is little benefit of it to him and is fond of sleeping. He views others in terms of how much power they have and accord respect to them in that manner. He always keeps his relationships in mind with this hierarchy.


History:

Sindran was born to an orc tribe who bred his mother with intention of having her son serve them, his entire existence one fated to slavery. Raised by their reluctant shaman, who he would replace, he knew nothing but pain from his earliest memories. Suffering was a necessity for learning, his teacher told him, and subjected young Sindran to torment after torment, all in the guise of shamanic learning. The tribe was particularly devoted to the Fire God and fire was the most common discipline he endured. His days were but one task to the next, harsh punishment awaiting him if he failed, and lesser ones even when he succeeded. He learned how to heal himself just to survive.

The shaman broke his word constantly, promising him relief but giving him none, and Sindran grew resentful and distrusting, what little rising hope he had crushed again and again. He sought to escape, but was too weak and injured.

One day, while enduring another punishment by flame which involved sticking his arms into a fire, it suddenly blazed and Sindran lost consciousness. When he woke, his arms were withered and black and he overheard the tribe leader and shaman already discussing to get rid of him, having turned out useless and a failure.

Angered, he stood up, wincing when his sensitive hands touched the dirt. His thoughts filled with rage and betrayal, he went to confront them but flames came unbidden from his hands, burning the tent where he stood. He ran then, through the village, hands still igniting what he passed until he collapsed a distance away, the tribe's encampment burning behind him.

He woke alone and his hands, though withered and blackened, had already healed. Taking this as a sign from the Fire God, he left the orc tribe behind, striking out on his own.

He traveled from town to town, his destination decided by taking on delivery jobs for money. Most commonly he worked as a debt collector or in the delivery of packages for unsavory clients.


The Crime:

Sindran was to deliver a package to a man in a major Talirean city. When he gave it to him, the man refused to keep to the original agreement, which enraged Sindran. In his anger, the half-orc responded by burning him and his surroundings, but a nearby flammable source exploded, knocking Sindran out and escalating the fire.

He was caught and charged with the crime, verified by several bystanders and associates of the man he killed, and then linked to several other major cases of arson.


List of Titles:

Pitchpaws of Branderscar Prison
Sergeant Tomas Blackerly wrote:
“Today’s your lucky day, Pitchpaws."
Dearest
Tiadora wrote:
“Don’t disappoint me, dearest”.
Cindering Hate
Cardinal Thorn wrote:
"Why, mister Cindering-Hate...."

Commodore Lawrence Morgan

Sindran Eithe wrote:
"Commodore Lawrence Morgan of the Andoran Naval Fleet."

Player Notes:

Planned Progression:

Favored Class Bonus
1st: HP
2nd: HP
3rd: HP
4th: HP
5th: HP
6th: Spell: 2nd Pilfering Hand
7th: Spell: 2nd Silence
8th: Spell: 3rd Chain of Perdition
9th: Spell: 3rd Bestow Curse
10th: Spell: 3rd Prayer
11th: HP
12th: Spell: 5th Breath of Life
13th: Spell: 5th Flame Strike
14th: Spell: 6th Hellfire Ray
15th: Spell: 6th Wind Walk
16th: Spell: 7th Resurrection
17th: Spell: 7th Waves of Ecstasy
18th: HP
19th: HP
20th: HP

Feats
1st - Fire God's Blessing
3rd - Diehard
5th - Glorious Heat
7th - Skill Focus (Knowledge [planes])
9th - Eldritch Heritage - Elemental Bloodline (Fire)
11th - Improved Eldritch Heritage - Elemental Bloodline (Fire)
13th - Elemental Focus (Fire)
15th - Greater Elemental Focus (Fire)
17th - Greater Eldritch Heritage - Elemental Bloodline (Fire)
19th - Toughness or Spell Penetration or Extra Revelation

Revelations
1st: Burning Magic
3rd: Planar Resistance (Fire)
7th: Wings of Fire
11th: Cinder Dance
15th: Form of Flame
19th: Gaze of Flames or Touch of Flame

Spells
1st: 0th Create Water, Detect Magic, Read Magic, Spark; 1st Burning Disarm, Murderous Command
2nd: 0th Guidance
3rd: 1st Sanctuary
4th: 0th Light; 2nd Calm Emotions
5th: 1st Protection from Good; 2nd Restoration, Lesser
6th: 0th Mending; 3rd Stone Shape
7th: 1st Obscuring Mist; 2nd Grace; 3rd Summon Monster III
8th: 0th Stabilize; 4th Blessing of Fervor
9th: 2nd Compassionate Ally; 3rd Vision of Hell; 4th Restoration
10th: 0th Detect Poison; 5th Wall of Stone
11th: 2nd Enthrall; 3rd Dispel Magic; 4th Aura of Doom; 5th Breath of Life
12th: 6th Heal
13th: 4th Sending; 5th Command, Greater; 6th Word of Recall
14th: 7th Summon Monster VII
15th: 5th Air Walk, Communal; 6th Antilife Shell; 7th Control Weather
16th: 8th Summon Monster VIII
17th: 7th Repulsion; 8th Euphoric Tranquility
18th: 8th Fire Storm; 9th Miracle
19th: 8th Divine Vessel; 9th Create Demiplane, Greater
20th: 9th Summon Monster IX



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