Ailson Kindler

Alyssa Blackheart's page

218 posts. Alias of Wandering Wastrel.


Gender

Female Changeling Cleric/Antipaladin (Dread Vanguard) 3 I HP 30/30 I AC 18 [T12 FF 16] I Fort +5 Ref +8 Will +9 I Init +2 I Perception +9, Darkvision I Channel 6/day I Touch of Corruption 7/day

About Alyssa Blackheart

‘There’ll always be envy, spite and hate, dearie. And the greatest of these is hate.’

BACKGROUND:

Old, so very, very old, even as her sisters count the years (and ancient by the reckoning of men, as though that means anything). And weak, so very, very weak, she who had once stalked the Chitterwood, who had known so much and been so feared that the name men gave her was a threat parents used to discipline their children: Be good, or Black Alice will get you...

Yes, so much power and knowledge lost, lost perhaps for ever. But she will mourn in private. Never let the world see how much it hurt you. It's a lesson she instinctively understood, even at the orphanage where she was raised so long ago (Annis hags make terrible mothers: she was dumped on the doorstep, a thin little thing almost dead from malnutrition). Even when the Iomedite priest who had made the girl his ward threw her out, in fear and shame at the swelling of her belly, even when the good women of the village spit on the ground as she passed, she had not flinched, not wept, not begged. Straight-backed, walking tall, her head held high, she had marched out of the village like a queen...

That evening, alone, sheltering under a bridge from the rain, she had wept bitterly. Wept, and cursed, helpless and forgotten. She stared into the river - and saw that the river was apparently staring back at her: a cats-eye gem on the riverbed was watching her with interest. She knew this, for certain, though it may seem mad in the telling. Suddenly heedless of the cold, of the current, she plunged into the river, scrambling to catch this gem, called by the interest of the one calling her...

As soon as her fist closed around the stone, she knew. Clambering out of the river, shivering, her clothing now stained with the pink favoured by her goddess, she knew. She had purpose: revenge. She had knowledge: that hate is strong. Hate will keep you warm, hate will give you strength, hate will keep you nourished. But hate needs to be fed, and so some months later, she fed it her brat. The ritual unleashed power in her, power enough to face the priest who wronged her, to desecrate his church and overpower him in combat. Giddy with her success, and gifted with her mother's unnatural strength, she had torn open his ribs, cut out his heart and left it on the altar (she was young, then, of course. Nowadays she would not have been so merciful)...

The moment she did so, the altar turned black - as did the heart - a sure sign that her goddess rejoiced with her. Realising that she had found her calling, she took the name 'Blackheart' to commemorate the day. Gyronna guided her feet to her ultimate destination: the deep forest where the night-hag, Blackblight, was calling her and others of her kind. She would go to the Chitterwood. She would minister to her sisters, in Gyronna's name. She would teach them of the power of hatred, and the weakness and follies of men. And they would become mighty. And so it proved, for year after year as Blackblight's tribe grew in numbers and power, and she exalted and grew with them. Until the accursed Cansellarion and the Iomedites, blinded by the light of their own righteousness, invaded their sacred wood, slaying all who stood in their way in the name of their false goddess...

She felt it. At the death of each one of her sisters, she felt Gyronna's rage - rage directed at her, she who was supposed to minister and protect the tribe. She was failing - her power could not stop an army. Useless to offer excuses. Men make excuses. Women take action. But here, there was no action to be taken, except flight - and the hope of survival. The anger of her goddess seared her mind, emptying it of her accumulated power and wisdom ('if you will cower and flee like a brat, then a brat you shall be'); but it left her alive, just, thanks to the help and quick thinking of Ahreni the witch-mother and as close as Alyssa has ever come to having a friend...

And so she lives, for now, having tasted such power and lost it - or almost all of it. Her goddess is still watching, and Gyronna does not tolerate failure. Failure must be punished. Revenge must be taken. Alyssa would have it no other way...

DESCRIPTION:

Her bones may be brittle as glass, but they are not bent: stronger than she looks (stronger indeed than many men) Alyssa stands straight-backed, in a manner that makes her appear slightly taller than she really is. The youthful, beguiling beauty that stole the unfortunate priest's heart and led him to dishonour his vows is now nothing more than a potent memory - the passing years have obscured it behind grey hair and wrinkles, but the aura is still there. Alyssa expects to be obeyed (particularly by men) and, by and large, she has been.

Of course, it helps that until now she has been able to enforce her will with divinely aided power - the fact that she no longer has this is something she occasionally forgets when she utters her threats ("How would you like to be turned inside out, dearie? It will make it so much easier to harvest your spleen."). She has taken this loss with her customary stoicism, at least outwardly. It doesn't do to let the world see you bleeding, after all.

Alyssa is faultlessly polite, even when burning with rage. It's all a lie, of course, but it does help in catching people off guard - much like the spectacles she peers through (she doesn't need them, but they look respectable). Hate, spite and envy are not seen as virtues, but if you mask them with politeness and good manners, they become much more acceptable. It's very rare for her mask to slip, but woe betide anyone who achieves this feat. Gyronna has not left Alyssa entirely powerless, after all.

She wears a shawl, cloak and bonnet all in various shades of black, while her skirts and petticoat are the dark pink/purple favoured by her goddess, trimmed with a faded white. Her cats-eye gem peers at the world from a black choker that wraps round her throat even when she sleeps. A plethora of her favourite knives hang from around her belt: long, skewer-like knives for poking around to find interesting things in people's innards; curve-bladed, razor-edged skinning knives; heavy knives for disemboweling and chopping through joints; serrated knives for when you just have to cut through bone - and a single rusty, blunt-edged knife (a treasured memento) for when she finds herself with some time to kill.

Female Changeling Gestalt Cleric/Antipaladin (Dread Vanguard) 3 CE Medium Humanoid (changeling)

Languages: Common, Infernal, Abyssal

Deity Gyronna

Init +4; Senses Perception +10

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DEFENCE
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AC 18, touch 12, flat-footed 16 (+5 Armour, +2 Dex, +1 Buckler)

hp 30

Fort +2, Ref +5, Will +7

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OFFENCE
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Speed 20 ft.

Melee Masterwork Shortsword +7 (d6+3)
Dagger +6 (d4+3) 19-20 x2
(plus 2d6 Channel Smite)

Ranged Dagger +5 (d4+2) 19-20 x2.

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STATISTICS
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Str 16, Dex 14, Con 8, Int 10, Wis 16, Cha 16

BAB +3; CMB +6; CMD 18

SQ

Aura (Ex): Alyssa has a Chaotic Evil aura

Spells: (see below)

Channel Energy (Su): A cleric can release a wave of energy by channeling the power of her faith through her unholy symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. An evil cleric channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains: Evil; Madness (Nightmare)

Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fearful Touch (Su): As a standard action, you can make a melee touch attack against a creature, causing it to experience terrible hallucinations for 1 round. During this time, the creature loses any immunity to fear effects it might possess and takes a –2 penalty on attack rolls made against you. In addition, the creature takes a penalty on Will saves made against fear effects equal to 1/2 your cleric level (minimum –1). This power is a mind-affecting effect. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Domain spells: Evil – 1st—protection from good, 2nd—align weapon (evil only), 3rd—magic circle against good, 4th—unholy blight, 5th—dispel good, 6th—create undead, 7th—blasphemy, 8th—unholy aura, 9th—summon monster IX (evil spell only).

Domain spells: Madness (Nightmare) - 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—phantasmal killer, 5th—nightmare, 6th—cloak of dreams, 7th—insanity, 8th—scintillating pattern, 9th—weird

Spontaneous Casting: An evil cleric can convert spells to inflict spells (an inflict spell is one with “inflict” in its name).

Favoured class – Cleric (+1 hp)

Detect Good (Sp): At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.

Smite Good (Su): Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds her Charisma bonus (if any) on her attack rolls and adds her antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess. In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect. The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, to a maximum of seven times per day at 19th level.

Unholy Resilience (Su): At 2nd level, an antipaladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Touch of Corruption (Su): Beginning at 2nd level, an antipaladin surrounds her hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + her Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels she possesses. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.

Aura of Cowardice (Su): At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.

Plague Bringer (Ex): At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. She can still contract diseases and spread them to others, but he is otherwise immune to their effects.

Cruelty - Fatigued (Su): At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin's touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin's level + the antipaladin's Charisma modifier. At 3rd level, the antipaladin can select from the following initial cruelties.
Fatigued: The target is fatigued.
Shaken: The target is shaken for 1 round per level of the antipaladin.
Sickened: The target is sickened for 1 round per level of the antipaladin.

Hag Magic - Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier. This racial trait replaces the claws and natural armor racial abilities.

Hulking Changeling: A changeling who was born of an annis hag is much more physically formidable than other changelings. You receive a +1 trait bonus on any damage you inflict with a melee attack.

Darkvision: Changelings can see in the dark up to 60 feet.

Languages: Changelings begin play speaking the primary language of their host society and Common.

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FEATS
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Channel Smite - Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

Extra Touch of Corruption - you may use your Touch of Corruption ability an additional 2 times a day.

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TRAITS
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Arcane Temper - You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Creepy - Your strange bearing unsettles others. You gain a +1 trait bonus on Intimidate checks and Intimidate is a class skill for you. You gain a +2 trait bonus on Diplomacy checks when interacting with hags.

Ex-Iomedaean - You, or perhaps your family, were once worshipers of Iomedae, but something happened that made you lose your faith. Perhaps your family was accused of being dishonorable or cowardly, or maybe one of your family members was the victim of church “justice.” Or perhaps you simply met someone who opened your eyes and showed you the truth - that the Inheritor’s so-called honor, valor, and justice are just tin plating on a strict dogma that seeks to control people by restricting their free will. In any event, you left the church, and as a result, your family was subjected to scorn and holier-than-thou disapproval. Ever since, you’ve vowed to some day get revenge against the church of Iomedae — and with the current situation brewing in Cheliax, you might finally have the opportunity. Against followers of Iomedae, including many (but not all) archons and angels, you gain a +1 trait bonus on the save DCs of your spells.

Arcane Malignancy (Drawback) - Your bones shatter as easily as glass. You take 2 additional points of damage each time you are hit by an attack made with a bludgeoning weapon.

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SKILLS - 2 pts/lvl
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Adventuring Skills

Intimidate 3 (10)

Knowledge (religion) 1 (4)

Perception 2 (9)

Sense Motive 3 (10)

Background Skills

Linguistics 3 (6) - Infernal

Profession: herbalist 3 (10)

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SPELLCASTING
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Orisons (DC 14) - 4 known

  • Create Water
  • Sotto Voce
  • Mending

First Level (DC 15) - 3 +1 Domain

  • Murderous Command (DC 16)
  • Bless
  • Shield of Faith
  • Lesser Confusion (DC 16) (D)

Second Level (DC 16) - 2 +1 Domain

[list]

  • Hold Person
  • Align Weapon (D)
  • Cure Moderate Wounds

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    WEAPONS
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    6 Daggers (12 gp)
    Masterwork Short sword

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    ARMOUR
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    Scale Mail (+5 AC, +3 Max Dex bonus, -4 Armour check penalty) (50 gp)

    Buckler (5 gp)

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    GEAR
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    Unholy symbol of Gyronna, iron (5 gp)

    Traveller's outfit (free)

    Belt pouch (1 gp)

    Grooming kit (1 gp)

    Unholy book of Gyronna (10 gp)

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    MAGIC ITEMS
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    Wand of Infernal Healing