Brienna Soldado

Sabeen's page

86 posts. Alias of Dan E.


Full Name

Sabeen

Race

Human

Classes/Levels

Witch 1

Gender

Female

Size

5 feet 4 inches

Special Abilities

Cantrips, Spells, Hexes, Familiar

Alignment

CG

Location

Katapesh

Languages

Common, Celestial, Gnoll, Ignan, Sylvan, Terran

Occupation

Vagrant

About Sabeen

Base Stats:

Female Human Witch 1
Chaotic Good
Medium Humanoid

Str 14, Dex 16, Con 15, Int 20, Wis 15, Cha 15

Init +6
Senses Perception +3 (+5 with familiar)
Favoured Class: Witch

Defense:

AC 13 (touch 13, flat-footed 10)
hp 9
Fort +2, Ref +3, Will +4

Offense:

Spd 30 ft

Melee Dagger + 2 1d4 + 2 (19-20/x2)
Ranged Light Crossbow + 3 (1d8/19-20)

Base Atk +0; CMB +2; CMD 15

Traits:

Survivor (+1 initiative, +1 sense motive (class skill))
Dangerously Curious (+1 to UMD (class skill))

Feats:

(BH) Extra Hex
(1) Extra Hex
Alertness (with familiar)

Skills:

Trained Skills
- Knowledge Nature, 1 slot +9
- Knowledge Arcane, 1 slot +9
- Knowledge Planes, 1 slot +9
- Knowledge History, 1 slot +9
- Spellcraft, 1 slot +9
- Perception, 1 slot + 3 (+5 with familiar)
- Sense Motive, 1 slot + 7 (+9 with familiar)
- Use Magic Device, 1 slot + 7

Hexes:

(1) Fortune
(EH) Misfortune
(EH) Cackle

Spells:

Spells Known

Level 1 (8)

Mage Armor, Cure Light Wounds, Identify, Sleep, Enlarge Person, Ray of Enfeeblement, Charm Person, Summon Monster I

Spells Memorised

Level 0

Dancing Lights
Detect Magic
Daze

Level 1 (3)

Mage Armour
Sleep x 2

Familiar/Patron:

"Scorpy" the Scorpion (+2 initiative)

Greensting Scorpion
N Tiny vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 21 touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 4
Fort +2, Ref +5, Will +2
Immune mind-affecting effects
OFFENSE
Speed 50 ft.
Melee 2 claws -2 (1d2-4 plus grab), sting +6 (1d2-4 plus poison)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks constrict (1d2-4)
STATISTICS
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB -6 (-2 grapple); CMD 7 (19 vs. trip)
Skills Climb -1, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is Constitutuion-based and includes a +2 racial bonus.

Trickery Patron

Equipment:

Weapons:
- Light Crossbow
- 30 Bolts
- Dagger

Belt:
- Alchemist's Fire x 2
- Purse x gp

Backpack:
- Bedroll
- Blanket
- Waterskin x3
- Trail Rations 7 days
- 50' hemp rope
- Shovel
- Hot weather outfit
- Chalk x3
- Flint and Steel
- Sewing needle x2
- Thread
- Soap

Background:

Five days after the fall of Kelmarane a caravan heading for Solku and passing twenty miles south of the village came across a 5 year old girl, seemingly mute and wandering aimlessly. Taken for a survivor from the village, none of the caravaners noticed either that she was surpisingly hale for so long alone, nor the tiny scorpion the girl was intent on following to navigate the trade route.

Fostered in Solku, Sabeen grew up fey and otherwordly, seemingly able to hear and see things that others could not. While she spoke it was often of things that made no sense. Of persons and events that seemed imagined. Many thought her made slow by her ordeal or the harshness of the sun. She simply did not fit in with the simple family who took her in and she spent more and more time wandering alone in the bleak northern lands. Her companion, her friend, she kept secret. As time went on he (he was most certainly a he) taught her many amazing things. And with that knowledge came a power for her to influence, for the first time, the things happening around her.

At seventeen summers she left, wandering the wildlands of Katapesh. For a time she travelled with a tribe of jann who thought her an oracle. Other times alone, a small, thin figure, cloaked and veiled, there was something about her that made commoners sign the evil eye as she passed, even when it was to pause and help a sickened child, and made bashers and raiders think twice about crossing her path.

She wandered and when she dreamed it was of flames: a great beast setting the world to fire. Kelmarane, her ruined home, was always at their heart.

During an infrequent trip to [Katapesh/Solku] she heard news of Almah's expedition, a mission to reclaim and resettle the village after decades. She felt compelled to join and she approached Garavel the expedition factor about joining. A small demonstration of her abilities secured a place.

Whatever she would find there, she would finally be coming home.

Build Notes:

+2 int
Favoured Class: Witch (+1hp)