Telandia Edasseril

Sabel Ea'tari's page

408 posts. Alias of Dinuci.


Full Name

Sabel Ea'tari

Race

(HP 20/21 | AC:19 | T:14 | FF:11 | CMB:0 | CMD:14 | Fort:+1 | Ref:+5 | Will:+4 | Init:+4 | Perc:+2 | Speed 30)

Classes/Levels

spells:
Spells level 1 4/6 | Death's touch 3/6

Gender

Female Elf Oracle

Size

Medium (6 ft. 3 in.)

Age

141

Location

Kharum

Occupation

Vendor Merchant

Strength 8
Dexterity 18
Constitution 10
Intelligence 12
Wisdom 10
Charisma 16

About Sabel Ea'tari

Sheet:

CN Medium Humanoid
Init +4 (+4 Dex); Senses: Perception +2, Low-light Vision

Defense
AC 19 (10 +4 Armor Bonus +4 Dex +1 Shield Bonus); Touch 14 (10 +4 Dex); Flat-Footed 11 (10 +1 Armor Bonus)
HP 21 (8 + 2x[4+1] + 3x1HP Favored Class Bonus)
Fort Save +1 class; Ref Save +5 (+4 Dex +1 class); Will Save +4 (+4 Class); +2 racial saving throw bonus against enchantment spells and effects

Offense
Speed: Medium (30 ft)
Melee: Unarmed strike 1d3 (+4 Dex) (x2)
Melee: Dagger 1d4 (-1 Str +3 BAB) (19/20x2; 10 feet)
Ranged: longbow 1d8 (+4 Dex +3 BAB +1 mwk) (x3; 100 feet)

Statistics
Str 8 (6 +2 Race), Dex 18 (16 +2 Race), Con 10 (12 -2 race), Int 12 (10 +2 race), Wis 10, Cha 16
Base Atk +3; CMB +2; CMD 16 (10 +4 Dex -1 Str +3 BAB)
Feats (Class): Oracle's Curse
Feats (Other): Deceitful (+2 bluff/Disguise); Blend in with the crowd (+2 stealth in crowds); Extra revelation
Traits (Racial): Low-Light Vision; Elven Immunities (magic sleep effects, +2 racial saving throw bonus against enchantment spells and effects); Elven magic (+2 racial bonus on cl checks to overcome spell resistance, +2 Spellcraft skill checks to identify properties of magic items); Keen senses (+2 perception)
Traits (Other): Gifted adept (Bless)

Skills (Untrained):
Acrobatics +4 (+4 dex)
Climb -1 (-1 Str)
Craft +1 (+1 int)
Heal +0 (+0 Wis)
Perception +0 (+0 Wis)
Ride +4 (+4 Dex)
Survival +0 (+0 Wis)
Swim -1 (-1 Str)

Skills (Trained)
Bluff +10 (2 +3 Class +3 Cha +2 Deceitful)
Diplomacy +8 (3 +3 Cha +3 Class)
Disguise +9 (1 +3 Class +3 Cha +2 Deceitful)
Intimidate +8 (3 + 3 class +3 cha)
Sense Motive +6 (3 + 3 class +0 Wis)
Spellcraft +7 (1 +3 Class +1 Int +2 race)
Stealth +9 (2 +4 Dex +3 class, +2 in crowds)

Languages: Common, Elven, Celestial, Infernal

Equipment (Tracking list)
Combat gear: Masterwork Longbow (75gp, 3lbs.); Arrows [40] (1gp, 3lb. for 20); Dagger (2gp, 1lbs.)
Wearing: Hide armor[+4, +4, -3, 20%] (15gp, 15lbs.), Buckler[+1, -, -1, 5%] (5gp, 5lbs.)
Inventory:
Backpack (2gp, 2lbs.)
Chalk (0.01gp, -lbs.)
Flint and Steel (1gp, -lbs.)
Peasant outfit (0.1gp, 2lbs.)
Spell component pouch (5gp, 2lbs.)
Sewing Needle (0.5gp, -lbs.)
Signal whistle (0.8gp, -lbs.)

Encumbrance: 46lbs.; Medium Load, (Light Load up to 26lbs., Medium up to 53lbs., Heavy up to 80lbs.)
Money: 1722gp 3sp 8cp

Class Info
Favored class: Oracle
Favored class bonus: Oracle (+1HP [x3])

Spells level 0 (Unlimited uses): Purify food & Drink; Detect Magic; Light; Guidance; create water
Spells level 1 (6 a day: 5 +1 for Cha): Cure Light Wounds*; Doom; Shield of Faith; Cause fear**; Bless; Summon Monster I
*In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known. These spells are added as soon as the oracle is capable of casting them. (Cure spells were chosen for Sabel.)
**At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.

Mystery: Bones
Raise the Dead (Su): As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your oracle level. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a bloody skeleton or fast zombie. At 15th level, you can summon an advanced skeleton or zombie. You can use this ability once per day plus one additional time per day at 10th level.

Bleeding Wounds (Su): Whenever a creature takes damage from one of your spells or effects that causes negative energy damage (such as inflict light wounds or the death's touch revelation), it begins to bleed, taking 1 point of damage each round. At 5th level, and every five levels thereafter, this damage increases by 1. The bleeding can be stopped by a DC 15 Heal check or any effect that heals damage.

Death's Touch (Su): You can cause terrible wounds to appear on a creature with a melee touch attack. This attack deals 1d6 points of negative energy damage +1 point for every two oracle levels you possess. If used against an undead creature, it heals damage and grants a +2 channel resistance for 1 minute. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Oracle's Curse: Tongues
In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.


Background:

Sabel has had a very complicated youth. When she was small she lived in a medium sized village. She was bullied by all the other children because of her family. Her mother was from royal birth and her father was a peasant. The villagers did not accept her mother because of her royal birth and her father was hated for casting aside his match with one of the village girls. Sabel was the child from this mismatch, and hated for it.

When she reached the age of seven she was selected by the local temple to enter in their midst. She was one of the few children in the village that would not be missed. She was dragged into the temple and chained to the floor in the middle of the temple basement. She was starved and dehydrated to the point of death, then the worst happened in her life. The temple tried to sacrifice her life to the gods. They flayed her back and tried to drench the floor in blood with precisely made cuts all over her body, all but her face. After all that happened, against all odds. She survived. Three days after the torture she awoke again in the basement, still chained to the floor. She knew then that she was selected by the gods, she was an oracle. She summoned a skeleton with words rarely spoken and healed herself back to normal. And she left.

After all the ordeals she could not trust anyone anymore, only herself. Although even after all that happened she still wanted to do good. She learned to disguise herself and trick other people so no one recognized her. For a time she roamed the lands and lived from what people would give her, only if her life depended on it would she take what she needed. Later on in life she learned to recognize magic in items sold on the markets. It felt like a weird buzz coming from the items. At first she was weary but after a while she began to get curious. She bought a simple ring and later sold it for a high price in a jewelers shop by bartering. She now had a way to earn herself some money.

She lived like this for many years traveling from city to city, always hidden and disguised trusting no one. But she made a living and kept her identity well hidden. Until she came to a moment in her life that she didn’t want to live from bartering and cheating people. She wanted a change. She came to a city called Kharum and bought a place on the market there. She wanted people to feel safe. So she started a stand to purify food and drinks from other stalls. With her old companion handing out flyers and she cleansing food and drinks she made her living, an honest life.

Now she has come to a point in her life where change would be a welcome thing.


Personality:

Sabel wants to make an honest living and if it works also help people out with their lives. But don’t push her over the edge, when she gets nervous she will turn a bit “crazy”. She will always try do to the good thing by whatever means and most of all she wants to prevent repetition of what happened to her. Still not trusting just anybody she won’t stay in the spotlight for very long.