Woman

Amelisce's page

37 posts. Alias of michaelane.


Classes/Levels

Stats:
AC 15/14/11 HP 18/18 F+1 R+6 W+0 Init +6 Per +4

About Amelisce

Stat Block:

Amelisce
Female Fetchling Shadowsworn 1
NE Medium Outsider (native)
Init +6 Senses low light vision, darkvision 90 ft.; Perception +4
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Defense
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AC 15, touch 14, flat-footed 11 (+4 Dex, +1 armor)
hp 18 (1d8+2)
Fort +1, Ref +6, Will +0
Defensive Abilities shadow blending Resist cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee Shortsword +4 (1d6/19-20/x2)
Ranged Shortbow +4 (1d6/x3)
Special Attacks sneak attack +1d6
Spell-Like Abilities disguise self (1/day for 10 min)
Shadowsworn Spells Known (Cl 1, +4 melee touch, +4 ranged touch):
1 (1/day) rogue's stab, silent sound
0 (at will) douse (DC 13), lengthen shadows (DC 13), shadow blindness (DC 13)
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Statistics
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Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 13
Base Atk +0; CMB +4; CMD 14
Feats Weapon Finesse
Traits Kuthite Caster, Nidalese Shadowcaster (silent sound), Reactionary
Skills Acrobatics +8, Bluff +5, Escape Artist +8, Knowledge (arcana) +7, Knowledge (local) +4, Knowledge (planes) +7, Perception +4, Stealth +8, Spellcraft +7
Languages Common, Shoanti, Thassilonian, Varisian
SQ shadow magic
Gear Shortsword (2 ea, 4 lb, 20 gp), Shortbow (2 lb, 30gp), Silken Ceremonial Armor (4 lb, 30 gp), 20 arrows (0.15 lb, 1 gp), Caltrops (2 lb, 1 gp), Chalk (-, 1 cp), Darklight Lantern (3 lb, 20 gp), Drill (1 lb, 5 sp), Ear Trumpet (2 lb, 5 gp), Sewing Needle (-, 5 sp), Signal Whistle (-, 8 sp), Silk Rope (5 lb, 10 gp), Wire Saw (-, 30 gp), Wrist Sheath (1 lb, 1 gp)
Gold Spent 149 gp, 8 sp, 1 cp (Starting Gold: 240 gp)
Encumbrance 24.15 lb (Light Load is up to 33 lb)
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Special Abilities
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Darkvision (Ex) Beginning at 1st level, a shadowsworn gains increasingly powerful darkvision. If he has no darkvision, he gains it out to 30 feet. If he already has darkvision, he gains an additional 30 feet to his existing range. This range increases by another 30 feet at 6th, 12th, and 18th levels. At 18th level, he also gains the ability to see through deeper darkness.
Kuthite Caster (Zon-Kuthon) You gain a +4 trait bonus on Concentration checks when casting spells with the darkness, pain, or shadow descriptors.
Low-Light Vision Fetchlings can see twice as far as humans in conditions of dim light.
Nidalese Shadowcaster (silent sound) (Regional) You have studied with the feared shadowcasters of Nidal. Choose one spell with the shadow descriptor - from this point on, whenever you cast this spell, its effect manifest at +1 caster level.
Shadow Magic Fetchlings who spend their time studying the subtle magic of their adopted plane gain arcane insights on the use of shadow spells. These fetchlings gain a +1 racial bonus to the DC of any illusion (shadow) spells they cast.
Shadow Blending (Su) Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Sneak Attack If a shadowsworn can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The shadowsworn’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the shadowsworn flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every three shadowsworn levels thereafter. Should the shadowsworn score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a shadowsworn can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The shadowsworn must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A shadowsworn cannot sneak attack while striking a creature with concealment.
Weapon and Armor Proficiency Shadowsworn are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They aren’t proficient with any type of armor or shield. Armor interferes with a shadowsworn’s movements, which can cause his spells with somatic components to fail.

Spells:

Douse
School illumination (transmutation); Level druid 1, shadowsworn 0, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range Close (25 ft. + 5 ft./two levels)
Area One light/level in a 40-ft. radius
Duration Instantaneous
Saving Throw Reflex negates (object); Spell Resistance Yes (object)
You douse one small source of natural light, such as a candle, lantern, or torch. A caster of 2nd level or higher can extinguish multiple fires at the same time, as long as they are all within the spell’s area. Larger fires such as hearth fires, campfires, bonfires, and magical fires are unaffected.

Lengthen Shadows
School illumination (transmutation) [darkness, shadow]; Level shadowsworn 0, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range Close (25 ft. + 5 ft./two levels)
Area 40-foot-radius emanation
Duration 1 round/level (D)
Saving Throw None; Spell Resistance No
You channel darkness and shadows into your surroundings. The spell’s area becomes gloomier, murkier, and more difficult to see in without actually becoming dark enough to impede movement or combat. Low light vision or darkvision is required to see normally. All Perception checks within the area suffer a -2 penalty for the duration of the spell.

Rogue’s Stab
School transmutation [shadow]; Level assassin 1, bard 2, ranger 1, shadowsworn 1, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range Touch
Target Creature touched
Duration 1 round/level
Saving Throw None; Spell Resistance Yes
The target gains the ability to make sneak attacks as a rogue against opponents denied its Dexterity bonus to Armor Class or flanked. The target deals +1d6 damage when making such an attack. If the target can already make sneak attacks, that sneak attack damage increases by 1d6.

Shadow Blindness
School illumination (transmutation); Level shadowsworn 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range Touch
Target Creature touched
Duration 1 round
Saving Throw Will negates; Spell Resistance Yes
You negate one creature’s darkvision. The victim is considered to have normal human sight and cannot see in complete darkness for the duration of the spell.

Silent Sound
School evocation [sonic, shadow]; Level bard 1, shadowsworn 1, sorcerer/wizard 1
Casting Time 1 standard action
Components S
Range Close (25 ft. + 5 ft./two levels)
Target One creature or object
Duration Instantaneous
Saving Throw None; Spell Resistance Yes
You fire a ray of sonic energy too shrill to hear from your fingertips.
Make a ranged touch attack. A hit inflicts 1d6 sonic damage per level
(5d6 maximum).


Likely Feat Progression:

3-TWF
5-Improved Familiar
7-Eldritch Heritage (Shadow or Umbral if allowed)

Amelisce's Story:

-Grew up in kayal enclave in Old Korvosa
-Targeted and recruited by shadowcasters of Nidal at young age
-Brought to Pangolais by shadowcasters and studied with them there before returning to Korvosa
-Prefers to be called a kayal rather than fetchling
-More of a casual worshiper of Zon-Kuthon