Sarminder Kaur Yashpaal

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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)
}
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