Sarminder Kaur Yashpaal
From FATE
Sarminder Kaur Yashpaal is a character in the Open Skies campaign. Sarminder was a captive aboard Qadir Kivi al-Masheem's vessel during the initial expedition to Laurentia. As one of the Invisibles, the Golden Oracle represents her with a unique tarot card: The Captive.
Sarminder does not follow any god.
As is evident from her ethnicity, Sarminder is an islander, not a native Cimmerian. Islanders live in tribal communities on the small islands south, southeast, and north of Cimmeria, and maintain a separate culture from continent-dwellers.
Character Sheet
Sarminder Kaur Yashpaal
Lawful Good Outsider (Native)
32 monk, 10 Shadow Sun Ninja
STR 18 +4 INT 23 +6
DEX 26 +8 WIS 34 +12
CON 18 +4 CHA 18 +4
BA +26
FORT 23+4 =27
REFL 23+8+2 =33
WILL 23+12+6 =41 (+2 vs enchantments)
HP 357
AC 36, 28f, 36t
GRAP +30
SPD 180 ft (x5 run) (102 mph)
Attacks{
UNARMED { +30/+30/+30/+25/+20/+15/+10/+5 : 2d10+4 slashing, 18-20x2 Vorpal, lawful, magic, adamantine, epic}
^- Stunning Fist {44/day, Fort DC 43 or stunned for 1 round}
^- Quivering Palm {1/week Fort DC 38 vs death}
}
Defenses{
Infinite Exceptional Deflection
Spell Resistance 42
Damage Reduction 10/magic
}
Martial Powers{
Counter Charge (Setting Sun 2): NOT READIED, make an opposed STR/DEX against a charging enemy. If successful, avoid the charge, move target up to 10ft in direction of your choice. If failed, target gets additional +2 on AR.
Shadow Jaunt (Shadow Hand 2): NOT READIED, vanish in a cloud of darkness and teleport up to 50ft away, within LOS/LOE.
Shadow Blink (Shadow Hand 7): 2/encounter, as Shadow Jaunt but swift action.
Step of the Dancing Moth (Shadow Hand 5): Stance: hover 5ft above ground, ignoring terrain.
Feigned Opening (Setting Sun 3): NOT READIED, when provoking an AoO, may use this. If AoO misses, Sarminder gets a return AoO. If AoO hits, all Sarminder's allies who threaten the target get an AoO.
Ballista Throw (Setting Sun 6): 1/encounter. May make trip at +4, no AoO against enemy. If successful, throw foe in a 60ft line. Target and all creatures hit take 6d6 damage, and target falls prone.
Hydra Slaying Strike (Setting Sun 7): 1/encounter. As a standard action, make a single melee attack. If hit, target takes normal damage and cannot make a full attack on next turn.
}
Skills (450){
Balance 53=45+8
Climb 49=45+4
Escape Artist 53=45+8
Hide 53=45+8
Jump 59=45+4
Move Silently 53=45+8
Listen 57=45+12
Spot 57=45+12
Swim 49=45+4
Tumble 53=45+8
}
Feats & Abilities{
c Improved Grapple {+4 grappling}
c Deflect Arrows {ignore damage from a ranged weapon 1/round}
c Improved Unarmed Strike {as feat.}
c Monk Unarmed Strike {2d10}
c Greater Flurry of Blows {+2 attacks at full BA}
c Improved Evasion {1/2 damage from effects that require a reflex save, no damage on successful saves.}
c Still Mind {+2 vs enchantment spells/effects}
c Ki Strike {Magic, Lawful, Adamantine, Epic}
c Slow Fall {Endless}
c Purity of Body {Immune to diseases.}
c Wholeness of Body {Can heal level*2 hit points at will, once per day.}
c AC Bonus {+8, and wisdom}
c Improved Disarm {No AoO, +4 disarm (opposed attack rolls, -4 unarmed/light, +4 two-handed, -4 ranged weapon)}
c Run {+120ft}
c Diamond Body {Immune to Poisons.}
c Abundant Step {Dimension Door as a L16 caster, 1/day.}
c Diamond Soul {SR 42}
c Quivering Palm {1/week, attack strikes, can slay in up to 32 days, Fort DC 38}
c Timeless Body {No longer takes penalties for aging, cannot be magically aged.}
c Tongue of the Sun and Moon {Speak with any living creature.}
c Empty Body {Can be ethereal for up to 32 rounds, as per Ethereal Jaunt.}
c Perfect Self {Outsider, DR 10/magic, }
c Touch of the Shadow Sun {Standard action: melee attack against target at 2d10+12. On following round, as swift action (or standard if opposed), heal touched target by amount of damage.}
c Flame of the Shadow Sun {Immediate action: gain energy res. 10 vs cold until start of next turn. If cold damage reduced by this affect, can release a bolt of fire (ranged TA, 60ft) to do 2d6 damage next turn as swift action.}
c Light Within Darkness {Round after successful Hide check, melee attack against an opponent causes all enemies within 60ft that failed to see Sarminder make Fort DC 43 or be blinded for 1 round.}
c Darkness Within Light {At will, become blind but ignore penalties for fighting blind against other blind creatures. Additionally, against these creatures Sarminder gains +4 AR, +4 DMG, and they face -2 on saves to resist Stunning Fist.}
c Void of the Shadow Sun {As swift action, gain +2 AC. If opponent hits, lose bonus to AC and cannot use this next turn, but as a standard action enemies within 30ft take 8d6 cold (Fort half, DC 43.)}
c Child of Shadow and Light {While in SS or SH stance, forgo normal benefit as swift action to do one of the following: all enemies in 60ft burst become dazzled for 1 round, or create total darkness for 1 round in 60ft burst. As long as stance is maintained, alternate between these.}
c Balance of Light and Dark {As swift action, can transform for 10 rounds: gain immunity to critical hits, mind-affecting abilities, death attacks, energy drain, poison. +8 Hide. Negative energy heals. +4 AR vs creatures in darkness/shadows. Each unarmed attack may bestow 1 negative level on opponent: heal 5 HP per level. Levels vanish in 1 hour. -Levels give -1 AR, Saves, Skills, Ability checks, effective level. -Levels outnumbering HD causes death. At the end of the transformation, Sarminder takes 1 CON damage per level bestowed - if this kills her, she vanishes and rises in 1d4 days as a vampire, evil. Slaying may or may not return Sarminder to life.}
1 Stunning Fist {44/day, Fort DC 43 or stunned for 1 round.}
1 Iron Will {+2 Will}
2 Deflect Arrows {1/round ignore ranged attack.}
3 Lightning Reflexes {+2 Refl}
6 Run {x5 movement speed on a run action.}
9 Martial Study {Martial Power: Shadow Jaunt}
12 Combat Reflexes {Up to 8 AoOs per round.}
15 Combat Expertise {May take -5 on attack for +5 on AC.}
18 Improved Critical {Unarmed Strike is 19-20x2.}
21 Infinite Deflection {You may perform any number of deflections each round as the Deflect Arrows feat.}
24 Martial Study {Martial Power: }
25 Exceptional Deflection {Sarminder can deflect any ranged attack, including spells that require ranged touch attacks as if they were arrows.}
27 Keen Strike {Unarmed Strike is 18-20x2.}
30 Reflect Arrows {Deflecting an arrow or other ranged attack, the attack is reflected back at the caster.}
30 Improved Ki Strike {Epic.}
33 Vorpal Strike {On a result of 20 and a critical hit, Sarminder's unarmed strikes behead the target (usually instantly killing it).}
36 Extended Life Span {Sarminder lives 1.5 times as long!}
39 Epic Will {+4 will saves.}
42 Epic Speed {+30 ft speed}
}
Inventory{
Simple Clothing
Ring (Engagement)
}