Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Shorafa Pamodae

Aurora Cross's page

90 posts. Alias of CyraXIII.

About Aurora Cross

Race: Dhampir | Size: M | Class/Levels: Shadow Assassin/Vanguard* 6
Gender: Female | Age: 60 | Alignment: CG

STR: 11 (+0) DEX: 22 (+6) CON: 15 (+2)
INT: 10 (+0) WIS: 18 (+4) CHA: 19 (+4)
Fort: +6 Ref: +12 Will: +10
AC: 25 (+7 armor, +5 Dex, +3dodge ) | HP: 66/66
Flatfoot: 13 Touch: 18 CMD: 21
Armor: She-Devil Armor (+2 to charisma based skills if found attractive -2 if not)
Notes: cloak of resistance
Base Attack Bonus: +4 Initiative: +6 CMB: + 9
Movement 30 feet
Deadly Focus +4


+1 Defending Elven Thinblade
- Attack Bonus: 13/11
- Damage: 1d8+2
- Critical: 18/20x2
- Type: P

Scorpion Whip:

- Attack Bonus: 12/10
- Damage: 1d4+1
- Critical: x2
- Type: S
- Special: Reach 15 ft

MW Shuriken:

- Attack Bonus: 12
- Damage: 1 d2 + 1
- Critical: x2
- Type: p
- Range 10ft
- Ammo: 10 right wrist; 10 left wrist
- Weight: 2

Vanguard Blast:

- Damage: 3d4
- Per Day: 7 / 7



(Ranks + class skill + ability + Miscellaneous = total)
- Acrobatics (Dex) 5 + 3 + 6 + 5/7 = 19/21
- Bluff (Cha) 6 + 3 + 4 + 2/4/6 = 15/16/19
- Diplomacy (Cha) 6 + 3 + 4 + 2 = 15
- K-Religion (Int) 6 + 0 + 0 + 0 = 6
- Linguistics (Int) 2 + 3 + 0 + 0 = 5
- Perception (Wis) 5 + 3 + 4 + 2 = 14
- Perform-Singing (Cha) 3 + 3 + 4 + 2 = 12
- Perform-Dance (Cha) 3 + 3 + 4 + 2 = 12
- Sense Motive (Wis) 6 + 3 + 4 = 13
- Slight of Hand (Dex) 4 + 3 + 5 + 2 = 14
- Spellcraft (Int) 6 + 3 + 0 + 0 = 9
- Stealth (Dex) 6 + 3 + 6 + 6 = 21



+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but closer to death than most mortals.

Senses: Low-light vision and darkvision 60 feet.

Manipulative: +2 racial bonus on Bluff and Perception.

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Negative Energy Affinity (Ex) The creature alive, but reacts to positive and negative energy as if it were undead—positive energy harms it, negative energy heals it.

Light Sensitivity (Ex) Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Spell-Like Ability: Detect Undead

Resist Level Drain(Ex): A dhampir takes no penalties from energy draining effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Languages: Dhampirs begin play speaking Common. Those with high Intelligence can choose any language as a bonus language (except druidic and other secret languages).

Shadow Assassin /Blacksnake/Vanguard:

Improved Whip Profciency (Ex):All blacksnakes are profcient with the whip. Additionally, a blacksnake’s natural comfort with the movement of her whip and the efort required to atack with it allows her to not provoke atacks of opportunity when making an atack with the whip.

Crack and Chink (Ex): Whips deal Lethal damage
Lash Talents:
Snap (Ex): Threatens out to 10 feet.

Whip Mastery (Ex): Weapon Focus Whips
Whip Mastery (Ex): Weapon Finesse

Deadly Focus (Su) +4 attack and damage
Greater Deadly Focus (Su) 1/day attack/damage assassin lvlx2

Stealth Bonus (Su) +class level stealth
Skill Bonus (Su): At 4th level and above the shadow assassin’s comfort within and mastery of shadows allows him to add half his class level to any Acrobatics,Bluff,Climb, Escape Artist or Sleight of Hand check made in conditions of dim or darker lighting.

Shadow Style
Exotic Weapon Style
Two Weapon Style +2 ac

Shadow Talents
silence DC:18

Evasion (Ex): no damage on successful reflex save

Daggermaster +1 attack/damage

Vanguard Blast (Sp): 3d4 7/7

Arcane Bond Weapon (Ex):

Bonus Feats
Arcane Strike +2 Damage
Combat Casting

Iron Grip (Ex): Half lvl +CMD disarm or sunder

Weapon Channel (Su): Channel Touch spell through arcane bond

Vanguard’s Tactics (Ex):

Spell Maneuvers (Su):
Advanced Maneuvers: Outflank

Vanguard’s Spell Penetration (Su):Add bonded weapon enhancement to beat SR

Swift Spell (Sp): Cast spell as swift action 1/1


Spells per day:
Lvl-1: 5/5

Spells Known:
Dancing Shadows
Shadow Bite
Read Magic

Shocking Grasp
Shadow Hands

Bladed Dash
Shadow Jump
Shadow Ribbon
Lvl3: Lucky
Lvl4: Defensive Training She-Devil Bustier
Lvl5: Dextrous
lvl6: Hearty

all simple weapons, all martial, all light weapons, as well as bolas,net, repeating crossbow (light only), shuriken,spiked chain,and whip. light armor and small shields.
Secret Language handsigns
Free Cities

Lvl1: Two Weapon Fighting
Lvl1: Weapon Focus: Elven Thinblade
Lvl3: Combat Reflexes
Lvl5: Dodge

Platinum: 0
Gold: 200
Silver: 0
Copper: 0
Cloak of Resistance +1
Wand of Inflict Light wounds lvl2 (46 charges)
Wand of Darkness lvl1 (48 charges)
Infernal Healing lvl1 (50 charges)
Handy Haversack:

(grappling hook
100 ft of silk rope
Flash powder x8
Small steel mirror
10 pints lamp oil
Alchemists oil x2



Very calculating, always sees a hidden meaning in the words of others. Has a deep love for animals because unlike the "civilized" world she grew up in they are innocent. Has a deep seated want or even need to help others partially to atone for her sins whilst as he father's personal assassin.


5’2” Voluptuous dancers body with ivory skin. Has long, curly black hair that reaches just past her waist and jade green eyes framed with thick black eye-lashes. Has a beauty mark on left side of face, full lips. Wears clothes and even armor that accentuates her curves. Exotic in appearance. Wears plenty of blacks, and hues of red or blue. Typically wears dark shades of lipstick.


Meris, a young woman who longed to be part of something greater, found her “something” on a cold dark night in the back of an alley where she met the “man of her dreams”. Little did she know that she had found her death cloaked beneath a sheet of flesh and embellished with those “cloudy grey eyes” that she couldn’t stop talking about at the family dinner table.

Her family ignored it, believing the girl had found a summer romance that would pass like the seasons. What they didn’t know was that she was now involved with a vampire, one that would steal her heart and one day make her into a shadow of himself. As time went on, Meris kept slipping off into the night to meet with this man she always spoke of. When her parents grew impatient with her disappearing and her lack of work around the house, they forbade her from seeing him. One night, Meris finally gathered her belongings and ran away into the night with the love of her life.

Trint, the vampire she fell for, was an empty vessel with nothing more to offer than a place in his “home”. It was when they reached his domain that the truth hit her naïve heart like an arrow into a young fowl. How gracefully she flew when he feigned his love for her, and how bitterly she fell when she found no ground to land on. There was never any love.

She was the essence of youth: with her skin lily white and soft, and her auburn hair that shone with all the glory of fall leaves, collected at the nape of her neck in an intricate braid she did all by herself. With one bite, this once free bird became caged and used as nothing more than a part of a ritual that lasted and lasted. The embers of summer lost their breath and disappeared and an emptiness ached beneath her breast while no heart sounded within. Her once rosy cheeks grew cold, her skin no longer grew goose-bumps and the nights were no longer as dark as they once had been.

Her new role was to be nothing more than an initiation practice observed by men who wished to be vampires. She became one of the faceless women that were held against their will in chambers below by the Dark Brotherhood that showed no compassion for their sisters.

One fateful night, she discovered that she was with child and went to one of her “sisters in strife” that she confided in, Lucretia. Like herself, Lucretia had undergone the same ordeal and bore a son 9 years ago that was taken from her. She was sympathetic to Meris’ plight. Fortunately for Meris, Lucretia was a midwife that knew how to help deliver dhampir into the world. Meris, fearing her own fate would extend to her child, begged Lucretia to help her keep her child a secret. But like many secrets within the Dark Brotherhood, they were sought out.

The Brotherhood was merciful, allowing Meris to bear the child and raise it for a short while. The one in charge of taking care of this problem was Dilandau. When the time came for her to bear her child, she knew it was going to be a girl. On the cold hearth of the chamber, Meris looked down at her baby as she lay cocooned within a protective maternal embrace. Meris named her Aurora because she saw her as a light within her darkness, her hope. Meris was once an ordinary girl with dreams and now Aurora was her dream. Meris once again slipped into the night to find her something. In nothing but her loose ivory gown, Lucretia at her side and her child in an old basket, she fled from the Brotherhood with all her might.

They made it to the iron gate where they were caught and sent back to their chambers. Meris watched from the corner of her chamber while her little girl was taken away. Dilandau slithered in behind her door and delivered a death befitting a feral animal. A muffled scream reverberated within the walls behind the red door that lead to her chamber. She was no longer in this world.

Aurora grew up oblivious to this pain. The only life she ever knew was the one she was given by the Brotherhood. She was trained by the finest and was proficient in the art of killing. On silent nights, when the moon was at its brightest, she looked out of her window at the iron gate and wonder what life was like for others outside of her world. She was drawn to that gate; many times her eyes lingered there. Years passed and her once childish form blossomed into a woman’s figure. Her raven locks framed her pale round face that looked like the full moon and her eyes revealed a polished jade like her mothers. She found herself longing many times to reach out to someone and find a friend, a sense of family, love, hope and even a home. Where her master’s lacked emotions, she contained many. She loved to laugh, to sing on occasion when no one listened, to tap her feet while she ate. She was everything her mother once was.

At the end of her training she retired to her quarters alone. She knew that the cold stone chamber would never harbor a home for her. At last came Leon, one that was reminiscent of her. One born from the sun and the moon, flesh from the living and from the immortal. He was Lucretias’ son, who was born nine years before Aurora. There was a deep connection from the beginning, a deep sense of trust and understanding. They became inseparable. Their moment of freedom was marked with the blood of Leon’s mother and sounded with explosions. Cygnus was attacking their city, offering a guiding hand in the darkness for Leon and Aurora, a chance to survive beyond a leash. Lucretia kept her promise and with her death sowed Meris’s dream so that it may finally grow. Dilendau, the vile master that loomed over Leon’s and Aurora whole life was finally dead at the hands of his own slaves.

Leon and Aurora escaped at the cost of Leon’s arm that was injured while fighting. They snuck away with the refugees that the Cygnus military was taking and left their life behind. Aurora was plunged into a new world. Her new life began with Leon’s new arm. His new arm became a part of him as much as it did her: a reminder of all that was at stake, and how great their sacrifices for a new life were. Aurora embarked upon another adventure with Leon. To add a new page to their lives, they signed on with a mercenary group, The Red Dogs, with a mission to stop privateers slave-trading. After the mission they decided to make a home in Cygnus and marry. As husband and wife they work as mercenaries, making sure to take on any mission where they can fight Cryx.

©2002–2016 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.