Aquatic Elf

Sindelle Lifewater's page

236 posts. Organized Play character for ElektraDawns.


Full Name

Sindelle Lifewater (Inspirational art 1) (Inspirational art 2)

Race

Female Aasimar Oracle 6

Classes/Levels

| Active Spells/effects: Deathwatch (40? min), Bless (10 rounds) | Life Links Active: 5/6 (Fifi, Gru'Gar, Hsoko, Shayna, Taarik)

Gender

| HP 51/51 | AC 20 T 11 F 19 (+1 in surprise rounds or when flat-footed) | Fort +6 Ref +4 Will +8 (+1 in surprise rounds or flat-footed, +4 vs death effects, +2 vs negative energy, energy drain, necromancy spells) | Init +2 | Perception +2 |

Size

Medium

Age

70 (~25 in human years)

Special Abilities

Negative Energy Resistance 5, +1 to AC/Saves in surprise rounds and when flat-footed

Alignment

Chaotic Good

Deity

Calistria

Location

Wherever and with whoever she feels like ;)

Languages

Common (Taldane), Celestial*, Abyssal*, Infernal, Kellesh, Tien, Elven, Orc, Sylvan, Halit, Polyglot.

Occupation

Calistrian courtesan and "negotiator" (NSFW link)

Homepage URL

57894-1

Strength 8
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 14
Charisma 22

About Sindelle Lifewater

Almost all of my characters are a lot "racy" it's just who I am and what I love to play. If you want to know why, my main profile page kinda explains it. If you want me to tone it down in a pbp (or turn it up ;) in public or in private just let me know! I don't want to make anyone uncomfortable!

Fenale Aasimar Oracle 6
CG Medium Native Outsider (Aasimar)
Init +2; Perception +2
Darkvision 60 ft

Defense
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AC 20 (+7 armor +2 shield +1 dex); Touch 11; Flat-Footed 19
hp: 51 (6d8+18)
Fort +6, Ref +4, Will +8 (+4 vs death effects +2 vs negative energy, energy drain, necromancy spells)
Resistances: Negative energy 5

Offense
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Melee
Dagger +3 (1d4-1) 19-20/x2
Silver dagger +3 (1d4-2) 19-20/x2
Sap -1 (1d6-1) x2

Ranged
Sling +5 (1d4-1) 50ft x2
Dagger +5 (1d4-1) 10ft 19-20/x2
Silver dagger +5 (1d4-2) 10ft 19-20/x2

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Stats STR 8, DEX 12, CON 16, INT 10, WIS 14, CHA 22
BAB +4, CMB +3, CMD 14

SKILLS 4/level + 6 favored class (30 total)
Diplomacy (6) +16, Handle Animal (1) +10, Heal (1) +6, Knowledge (History) (1) +4, Knowledge (Planes) (1) +4, Knowledge (Religion) (3) +6, Linguistics (4) +4, Perform (Dance/Courtesan) (2) +12, Sense Motive (6) +12, Spellcraft (1) +4, Use Magic Device (4) +10; (Armor check penalty -2)

FEATS
1 - Fey foundling: Heal extra 2 per die, +2 vs death effects, take +1 damage from cold iron
3 - Selective channeling: Exclude up to charisma modifier from channeled energy
5 - Seductive channel: Healing targets can once a day (each) get a bonus to how much they heal from my channel (my Cha bonus) but they take a -2 on Will saves vs my charms, compulsions, emotion effects, and sense motive checks against my bluff attempts for 24 hours.

Class Features
Oracle mystery, Orisons, Oracle's curse: Tongues (Abyssal, Celestial)

Oracle Mystery: Life

Oracle's Curse: Tongues (Abyssal, Celestial)

Revelations:
1 - Channel energy 3d6 (Positive energy 1+Cha times per day) DC 19 will save for half (0/7 used)
3 - Life link (Standard to link up to one bond per level, medium range, immediate action to end) (6 max active at a time)

Traits: Calistrian prostitute (+1 Diplomacy and Sense motive), Varisian wanderer (+1 Perform, class skill)

Alternative Racial Traits: Truespeaker (2 languages for every rank taken), Deathless spirit (Resist negative energy 5, +2 vs death effects +2 vs negative energy, energy drain, necromancy spells)

Languages: Common (Taldane), Celestial*, Abyssal*, Infernal, Kellesh, Tien, Elven, Orc, Sylvan, Halit, Polyglot.

SPELLS
Caster level: 6
Concentration: +12

Orisons (DC 16)
Read Magic, Detect Magic, Create Water, Purify Food and Drink, Mending, Light, Detect Poison

1st (DC 17) (5/8 used)
Cure Light Wounds (1d8+5), Detect Undead, Deathwatch, Liberating Command, Murderous Command, Barbed Chains

2nd (DC 18) (1/6 used)
Cure Moderate Wounds (2d8+6), Lesser Restoration, Pilfering Hand, Recentering Drone

3rd (DC 19) (0/4 used)
Cure Serious Wounds (3d8+6), Neutralize Poison, Dispel Magic

Spell-like Abilities: Daylight 1/day (CL 6, 10min/level) (0/1 used). Magic weapon 1/day (CL 6, 1min/level) (0/1 used).

Combat Gear: Wand of cure light wounds 1 (0 charges), Wand of cure light wounds 2 (41/47 charges), Wand of lesser restoration (7/7 charges), Wand of cure moderate wounds (11/11 charges), Wand of bless (39/41 charges), Snapleaf, Potion of invisibility, Brooch of shielding (30 points remaining), Dagger, Silver dagger, Sap, Sling, 10 Slingstones, Heavy darkwood shield, Feather token (floating feather) (2 used), Potion of fly, +1 Elven Chainmail armor, Potion of remove blindness/deafness, Holy water x6, Oil of Bless weapon.

Other Gear: Headband of alluring charisma +2, Belt of mighty constitution +2, Cloak of resistance +1, Sleeves of many garments, Spring-loaded wrist sheathes x2 (Invis potion x1 / Cure mod wand x1), Masterwork backpack, Stationary, Ink, Entertainer's outfit, Traveler's outfit, Exotic perfume (+2 Diplomacy when worn), Belt pouch, Wandermeal x10, Night tea x10, Annointing oil, Vermin repellent, Signal whistle x2, Blanket, String 50ft, Heatstone, Candle x10, Wooden holy symbol x2, Tindertwig x5, Incense, Alchemical grease, Masterwork tool: Perform courtesan/dance (+2)

Gold: 1196gp 1sp
Fame: 30
Prestige: 18
XP: 16

Boons:
#1-33: In Absalom or a major city in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, spend 1d4 hours to find a citizen of Jalmery and get +4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge (any) check. Can use 1/scenario. (0/1 used)
#8-02: May cast invisibility, longstrider, stone shape, or wind wall. Can use once ever. (0/1 used)
Risen from the sands: Can take 20 once ever as a standard action on a Knowledge (history or religion) check, +5 if it involves Osirion. (0/1 used)
#9-09: Once ever get ranger favored terrain underground for rest of scenario. (0/1 used)
#8-07: Righteous Redemption (get six flasks of holy water and an oil of bless weapon) (1/1 used)
#8-07: Worthy Foe Bones (swift action check one of 3 boxes for some benefits vs undead) (0/3 used)
#6-00: Sight of the Unseeing (+1 insight bonus to AC and saving throws when flat-footed or during a surprise round)
#6-00: Secrets of Creation (1/day cast Magic weapon with my level as caster level, and my caster level is 1 higher for greater magic weapon and magic vestment)

Faction card: Dark archive (season 8)
Enduring Scholar: Once per adventure before rolling a saving throw against a spell, get a bonus equal to 1 plus half the number of goals completed. (0/1 used)

Goals not met yet:
Archivist (4+ goals): You often have just the right tome on hand. Once per adventure, you may apply a bonus on any Knowledge or Linguistics check equal to half of the number of Dark Archive goals you have completed, rounded down. You also learn an additional language.

Master Librarian (7+ goals): Before the start of an adventure, you may requisition up to three alchemical or magic items (except wands or scrolls with multiple spells) whose total gold piece value does not exceed 100 times your character level. You and your allies may use these items freely, but Zarta expects you to return any unused items at the end of the adventure.

3 goals completed (Possess a number of ranks... / Recover a named text... / Identify a potion or magic item...)
1 goal working on (GM a game 1...)

Season 8 card:
Once per adventure when you accomplish one of the following goals, you may check a box that precedes it. Once all of a goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.

(done) XX Recover a named text (typically listed in italics or quotes) found during the course of an adventure.
() OO Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level.
() O Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level (minimum 9).
() O Recover a named minor artifact or major artifact during the course of an adventure.
(done) XX Identify a potion or other magic item whose caster level equals or exceeds your character level.
() O Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge (arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device.
() OO While adventuring in an area strongly connected to an element (e.g. a volcano, deep under the ocean, or an Elemental Plane), attune that area to Zarta’s extraplanar ritual. You can attempt this attunement once per region by spending 10 minutes and attempting a Knowledge (arcana or planes) check with a DC equal to 15 plus your character level.
()() XOO/OO Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Bot me?:
Sindelle will always keep her life link active with as much of her party as she can. She's into S&M so the pain is actually a little bit exciting to her. She likes to keep Deathwatch active when she can to tell how her people are doing. In combat she tries to open with her wand of Bless. She'll use channel energy only if several people are hurt but will otherwise try to use murderous command on groups of enemies or barbed chains on single ones. If an enemy has a powerful item or weapon she'll use pilfering hand and of course saves recentering drone and liberating command for if multiple people are blind/nauseated or grappled. She will avoid getting into melee but will draw her dagger after using her wand of bless so she can at least threaten/defend herself and will always fight defensively.