Ganyavesha

Eleanor Lokrien Savet's page

48 posts. Organized Play character for Akinra.


Full Name

Eleanor Lokrien Savet

Race

Female Gnome[] hp 9/10 [] AC 11/11/11 (+1 Size) [] Init +5; Perception +3 [] Fort +2, Ref +0, Will +2; +2 vs. illusions, fear and despair []

Size

Small

Age

44

Alignment

Nuetral Good

Deity

Chaldira

Location

Absalom

Languages

Read Lips, Common, Sylvan, Gnome

Occupation

Adventurer

Strength 8
Dexterity 10
Constitution 15
Intelligence 10
Wisdom 10
Charisma 20

About Eleanor Lokrien Savet

Female Gnome Oracle (Dual-Cursed Oracle) 1
NG Small humanoid (gnome)
Init +5; Senses low-light vision; Perception +3

Appearance:
Eleanor is a study in contradiction. The young gnome's face is framed in lovely auburn curls painstakingly arranged about her face in a deliberately haphazard fashion. Her nails are well manicured and buffed to a high gloss. Healthy cheeks give her face a warm glow, despite the melancholy lurking in the depths of Eleanor's deep, dark eyes. The cute pixie nose centered perfectly above bee stung pink lips crinkles slightly when she smiles. The genuineness of her joy is infectious, seeming to radiate outwards almost palpably. Clean, well manicured, and meticulously groomed, Eleanor obviously cares how she looks.

Oddly, her clothing does not match this ideal at all. Her daily wear clothing is simple, threadbare, and tattered. The dull gray ensemble, a peasant's blouse and skirt, has been repaired so often that there appears to be more patch and stitch than original cloth. The simple sandals are almost as bad. The straps are severely mismatched and have been restitched at least a dozen times if the various colored thread holding her shoes together is any indication, they have been repaired a minimum of seven times. Strange since the soles seem to indicate they are only about a year old.

Background:
Eleanor grew up a walking, talking curiosity. The gnome was discovered along the banks of the West Stullen River north of Ustalav. Upon spotting the black, papery skin reaching up from the ground, the war-chief, Hector, immediately made the snap judgment that this was a demon. He loosed an arrow and was surprised when the arrow simply ceased to exist just prior to striking what should have been the beast's heart. Moving in for a closer inspection, the chief was stricken with immense guilt and remorse. This was no demon, it was a helpless, injured, gnome babe.

The proud warrior stripped off his own cloak without hesitation, and swaddled the babe, carrying her home with him to meet his wife, Jezebel. Overjoyed by the opportunity to have a child of her own, a goal that had evaded her for decades despite her best efforts, Jezebel instantly fell in love.

As the gnome aged, two things became incredibly clear. First, the wounds of her youth were not improving, despite the best efforts of the various healers, shaken, and hedge witches available. Second, this 'curse' was nothing compared to the natural unlock of the gnome. At first, it just seemed she was without the natural luck of the halflings. As time went on, it became readily apparent that it was far more. Anything the girl touched simply broke. Always the eternal optimist, Jezebel took it upon herself to show everyone the benefit of this 'gift'. Whenever someone was locked out of anything, Eleanor was paraded forth to cause the device to fail. When the clans would return with looted demonic weapons and items, Eleanor would play with, and destroy, the bulk of the loot, allowing it to be easily reforged into items useful for the clan. The eternal optimism and helpfulness instilled in Eleanor are her favorite memories of her mother.

Unfortunately, being a tribal clan constantly at war with the demonic hordes of the Worldwound is a dangerous occupation. No matter how well you play, eventually everyone loses. Such was Hector's fate. Despite her best efforts to console her mother, Jezebel's bond to Hector was too strong. Lovesickness had set in, and the fate of the chieftain was inextricably tied to his beloved wife. Jezebel passed away within a year of her husbands death. With the loss of her clan, Eleanor fled south to Ustalav, and from there she used all but the last of her clan's wealth to escape to the legendary city at the center of the world that she might one day return to the Worldwound to avenge her parents.


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Defense
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AC 11, touch 11, flat-footed 11 (+1 size)
hp 10 (1d8+2)
Fort +2, Ref +0, Will +2; +2 vs. illusions, +2 bonus vs. fear and despair
Weakness oracle's curses (blackened, wrecker)
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Offense
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Speed 20 ft.
Spell-Like Abilities
. . 1/day—dancing lights, ghost sound (DC 16), prestidigitation (DC 15), speak with animals
Oracle (Dual-Cursed Oracle) Spells Known (CL 1st; concentration +6):
1st (5/day)—murderous command (DC 16), protection from evil, burning hands (DC 16), cure light wounds
0 (at will)—detect magic, create water, read magic, light
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Statistics
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Str 8, Dex 10, Con 15, Int 10, Wis 10, Cha 20
Base Atk +0; CMB -2; CMD 8
Feats Noble Scion of War
Traits adopted, helpful, savannah child
Skills:

Class Skills
Skills with at least one rank

Acrobatics +0 (-4 jump),
Appraise +0,
Bluff +5,
Climb -1,
Diplomacy +9,
Disable Device —,
Disguise +5,
Escape Artist +0,
Fly +2,
Handle Animal +6,
Heal +0
Intimidate +5,
Knowledge (arcana) —,
Knowledge (dungeoneering) —,
Knowledge (engineering) —,
Knowledge (geography) —,
Knowledge (history) —,
Knowledge (local) —,
Knowledge (nature) —,
Knowledge (nobility) —,
Knowledge (planes) —,
Knowledge (religion) —,
Linguistics —,
Perception +3,
Ride +5,
Sense Motive +0,
Sleight of Hand —,
Spellcraft —,
Stealth +4,
Survival +0,
Swim -1,
Use Magic Device +6;

Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan


SQ disable by touch, eternal hope, illusion resistance, mysteries (nature), revelations (bonded mount)

Gear:

Worn
Backpack,
Belt pouch,
Explorer's outfit,
Holy symbol, wooden (Chaldira Zuzaristan),
Spell component pouch,

In Backpack
Bedroll,
Blanket,
Canteen,
Cold weather outfit
Furs,
Fishhook (5),
Hot weather outfit,
Rice paper (5),
Trail rations

in Belt Pouch
Black Ink,
Chalk (5),
Charcoal stick (5)
Inkpen,
Manacles,
Rice paper (5)
23 GP, 5 CP

Tracked Resources:

Dancing Lights (1/day) (Sp) - 0/1
Eternal Hope (1/day) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Trail rations - 0/1


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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls.
Cold weather outfit +5 Fort save vs. cold weather.
Disable By Touch Disable Device becomes a class skill for you and you can make Disable Device checks to destroy non-magical traps as a move action without the need to use tools or take any action beyond simply touching it.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
Helpful Aid another grants allies a +4 bonus (instead of usual +2).
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses, does stack with other outfits.)
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wrecker The destructive power of the Abyss and its teeming hordes of demons seeps from your very pores and into your belongings and surroundings. Held objects gain the broken condition when you use or equip them but regain their actual condition if employed

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About Song, Eleanor's Bonded Mount
Female Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (+4)
Fort +5, Ref +5, Will +1
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Offense
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Speed 35 ft.
Melee bite +2 (1d6+1/×2)
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Statistics
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Str 13, Dex 15, Con 15, Int 6, Wis 12, Cha 6

Base Atk +1; CMB +2; CMD 14 (18 vs. trip)

Feats Armor Proficiency (Light)

Tricks Attack , Attack , Attack Any Target , Combat Riding , Come , Defend , Detect , Down , Exclusive , Flank , Flee , Guard , Heel , Hunt , Maneuver (Trip), Menace , Seek , Stay ,
Throw Rider , Track , Watch

Skills Acrobatics +3, Perception +5;
Racial Modifiers +4 to survival when tracking by scent

SQ attack any target, combat riding, detect, exclusive, flank, flee, hunt, maneuver, menace, seek, stay, throw rider, track, watch

Gear:

Worn
Bit and bridle,
Riding saddle, exotic,
Saddlebags,

In Saddle bags
Carnivore feed (per day) (5),
Crowbar,
Grappling hook,
Hammer,
Iron spike (5),
Piton (2),
Silk rope,
Trail rations (4)


Tracked Resources:

Carnivore feed (per day) - 0/5
Trail rations - 0/4

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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target The animal will attack any creature on command.
Combat Riding The animal has been trained to bear a rider into combat.
Detect Indicates unusual smells, noises, etc.
Exclusive Takes orders only from its trainer.
Flank Attempts to attack and flank indicated enemy.
Flee Attempts to run away or hide.
Hunt Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maneuver (Trip) Attempts specified maneuver against target.
Menace Attempts to keep creature from moving.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay The animal will stay where it is.
Throw Rider Attempts to throw creature riding it to ground.
Track The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.
Watch Stands watch over designated area.