Rusalka

Amice Grandmesnil's page

42 posts. Alias of rdknight.


Full Name

Amice Grandmesnil

Race

Kayal

Classes/Levels

Oracle 5

Gender

Female

Size

Medium

Age

23

Alignment

CG

Deity

Desna

Location

Nirmathis

Languages

Taldane, Varisian, Sylvan, Dwarven

Homepage URL

Amice Portrait

Strength 15
Dexterity 15
Constitution 14
Intelligence 12
Wisdom 8
Charisma 20

About Amice Grandmesnil

Statistics:
Female Kayal Oracle 5
CG Medium Outsider (Native)

Init +2; Senses Perception +0
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DEFENSE
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AC 18, touch 14, flat-footed 14 (+4 Armor, +3 Dex +1 Magic)
hp 48
Fort +3, Ref +3, Will +3
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OFFENSE
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Speed 30 ft.

Melee +5

Ranged +5
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STATISTICS
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Str 15, Dex 15, Con 14, Int 12, Wis 8, Cha 20
Base Atk +3; CMB +5; CMD 17
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Traits

Frontier Healer (Campaign):
You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.

Dangerously Curious (Magic):
Requirement(s) Halfling
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Reckless: (Combat):
You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Drawback

Betrayed:
You were reported to a dangerous authority such as the Gray Gardeners of Galt, the high inquisitors of Cheliax, or the Council of Mwanyisa of Mzali, and narrowly escaped death. You second-guess your instincts constantly, leaving you never sure whether or not to trust someone and endangered if you encounter that group’s agents again. You can roll twice and take the lower result on Sense Motive checks to get hunches. You cannot reroll this result, even if you have another ability that would normally allow you to do so.

Feats

Spell Focus (Illusion):
Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Extra Revelation (Army of Darkness):
You have discovered a new aspect of your mystery.
Prerequisite: Revelation class feature.
Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Special: You can gain Extra Revelation multiple times.

Deific Obedience (Desna):
Your reverence for a deity is so great that daily prayer and minor sacrifices grant you special boons.
Prerequisites: Knowledge (religion) 3 ranks, must worship a deity.
Benefit: Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience.
If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.
If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.
If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Dance in a random pattern beneath the light of the stars, trusting in the guidance of destiny. If no stars are currently visible, softly sing or chant all of the names of stars that you know as you perform your dance. Let your mind expand and turn your thoughts away from where your feet might land, allowing your steps to fall where chance wills. When the dance feels complete, cease dancing. Ponder the steps you took and the position in which you stopped, and consider what portents these subtle clues might hold for the future. Gain a +1 luck bonus on initiative checks and a +4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round.

Skills
(35 points; 20 (Class), 5 (INT), 10 (Background)
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Acrobatics* +8 = DEX 2+2+3+1 (Trait)
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Appraise +1 = INT 1+0+0
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Bluff +10 = CHA 5+2+3
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Climb* +3 = STR 2+1+0
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Craft +1 = INT 1+0+0
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Diplomacy +10 = CHA 5+2+3
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Disable Device*† +2 = DEX 2+0+0
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Disguise +9 = CHA 5+1+3
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† +5 = CHA 5+0+0
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Heal +4 = WIS -1+1+3+1 (+1 trait)
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Intimidate +5 = CHA 5+0+0
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K (Arcana)† +1 = INT 1+0+0
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K (Dungeoneering)† +5 = INT 1+1+3
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K (Engineering)† +1 = INT 1+0+0
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K (Geography)† +3 = INT 1+2+0 (+2 Background)
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K (History)† +6 = INT 1+2+3 (+2 Background)
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K (Local)† +1 = INT 1+0+0
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K (Nature)† +7 = INT 1+2+3+1 (+1 Trait)
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K (Nobility)† +1 = INT 1+0+0
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K (Planes)† +5 = INT 1+1+3
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K (Religion)† +5 = INT 1+1+3
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Linguistics† +6 = INT 1+2+3 (+2 Background)
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Perception +0 = WIS -1+1+0
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Perform +4 = CHA 4+0+0
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Profession† +6 = WIS -1+4+3 (+4 Background)
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Ride +2 = DEX 2+0+0
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Sense Motive +4 = WIS -1+1+3
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Sleight of Hand*† +2 = DEX 2+0+0
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Spellcraft† +6 = INT 1+2+3
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Stealth* +11 = DEX 2+4+3+2 (+2 Cloak of Darkness)
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Survival -1 = WIS -1+0+0
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Swim* +3 = STR 2+1+0
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Use Magic Device† +6 = CHA 5+0+0+1 (+1 Trait)
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses

+2 Perception (Halfling)
+4 Stealth (Small)
+1 Heal (Trait)
+1 (In Class & +4 vs. AoO's) (Trait)

Languages Taldane, Varisian, Dwarven, Sylvan

Special Abilities:

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SPECIAL ABILITIES
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Kayal (Fetchling):

Shadow Blending (Su):
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.

Shadowy Resistance:
Fetchlings have cold resistance 5 and electricity resistance 5.

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. This racial trait replaces the skilled racial trait.

Spell-Like Abilities (Sp): A fetchling can use Disguise Self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling’s caster level is equal to his total Hit Dice. (See Gloom Shimmer below).

Gloom Shimmer:
Some fetchlings can manipulate shadowy energy in order to displace their location instead of transporting between shadows. Upon reaching 9th level, instead of gaining shadow walk as a spell-like ability, these fetchlings gain Displacement as a spell-like ability usable twice per day. For this ability, a fetchling’s caster level is equal to his total Hit Dice. This racial trait modifies the spell-like ability racial trait.

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

Low-Light Vision:
In addition to their ability to see perfectly in the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Oracle:

Mystery (Shadow):

Class Skills:
An oracle with this mystery adds Bluff, Disguise, Knowledge (Dungeoneering), and Stealth to her list of class skills.

Bonus Spells:
Blurred Movement (2nd), Invisibility (4th), Deeper Darkness (6th), Shadow Step (8th), Vampiric Shadow Shield (10th), Shadow Walk (12th), Mass Invisibility (14th), Greater shadow Evocation (16th), Shades (18th).

Curse (Reclusive):
You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease. Whenever you are in combat, your allies must succeed at a melee touch attack to affect you with touch spells, and you must attempt saving throws to resist all spells cast by anyone other than yourself, even those cast by allies. Instantaneous spells you cast only on yourself affect you as though your caster level were 1 higher. At 5th level, any spells you cast only on yourself affect you as if they were modified by the Extend Spell feat. This does not increase their level or casting time. At 10th level, you are immune to charm spells and spell-like abilities. At 15th level, you gain spell resistance equal to 10 + your oracle level.

Revelations:

Cloak of Darkness (Su):
You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Dark Secrets (Su):
You learn the hidden secrets surrounding the casting of shadow spells. You can add a number of spells from the sorcerer/wizard spell list equal to your Charisma modifier (minimum 1, maximum equal to half your oracle level) to your spell list and your list of spells known as divine spells. These have a spell level equal to their sorcerer/wizard spell level. You can add only illusion spells from the shadow subschool or spells with the darkness descriptor to your list of spells known in this manner. Each time you gain an oracle level after taking this revelation, you can choose to replace one of these spells for a new appropriate spell on the sorcerer/wizard spell list.

Army of Darkness (Su):
Army of Darkness (Su): Whenever you cast a summon monster spell and summon a creature that normally has the celestial or fiendish template, you can instead summon it with the shadow creature template (Pathfinder RPG Bestiary 4 238). This revelation counts as having the Spell Focus (conjuration) feat for the purpose of meeting the prerequisites of the Augment Summoning feat, as well as any feat that lists Augment Summoning as a prerequisite.

Spells:

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Spells
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Spell Like Ability:

Disguise Self 1/day DC 16

0th (6 Known | (At Will) | DC 15

Detect Magic
Guidance
Grasp
Mending
Spark
Stabilize

1st (6+2 / Day) | DC 16 {Illusion Spells DC 17, Illusion (Shadow) Spells DC 18}

Barbed Chains
Bless
Blurred Movement (Mystery)
Cure Light Wounds
Divine Favor
Protection From Evil
Shadow Trap (Dark Secrets)

2nd (4+1 / Day) | DC 17 {Illusion (Shadow) Spells DC 18}

Cure Moderate Wounds
Ghost Whip
Invisibility (Mystery)
Mortal Terror
Twilight Haze (Dark Secrets)

Gear/Possessions:

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GEAR/POSSESSIONS

Consumables:

Wand of CLW (50)
Wand of Magic Weapon (50)
Wand of Read Magic (50)
Potion of Cat's Grace
Potion of Tongues
Potion of Monkey Fish
Scroll of Liberating Command x2
Scroll of Shield of Faith x2

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Magic Items:

Belt of Giant Strength +2
Headband of Alluring Charisma +2
Cloak of resistance +1
Ring of Protection +1
Handy Haversack
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Mundane Items:
Longspear (MWK, Cold Iron)
Dagger
Sickle (Cold Iron)
Morning Star (Alch Silver)
Light Crossbow
Bolts (20)
Waterskin
Grooming Kit
Bedroll
Belt Pouch
Notebook
Pen & Ink
Flint & Steel
Mess Kit
Soap
Spell Component Pouch
Rope, Hemp 50'
Rations (5 Days)
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Carrying Capacity
Light 0-66 lb. Medium 67-133 lb. Heavy 134-200 lb.
Current Load Carried 0 lb.

Money 33 GP 2 SP 1 CP

Background:

Amice was born in Nidal and spent the earlier portion of her life living there in the town of Icebow Bridge, where her parents were archivists in the Library Without Light. Although it runs against common assumptions outside Nidal, Kayal usually live uncomfortably in the shadow nation. Their connection to the shadow plane does not make Kayal, or Fetchlings as most others refer to them, naturally inclined toward Zon Kuthon’s faith. On the other hand, they are widely distrusted by Nidal’s other citizens due to the supposition that they are.

Kayal tread carefully in Nidal because of these biases, and Amice’s parents were no exception. They were suitably deferential to the state religion, agreeable, and pliable in the face of authorities’ expectations. In short, they managed and got by just as most Kayal do in Nidal. Something happened when Amice was 19 though. Umbral agents seized her parents at their workplace. She never saw them again. She was taken from home as well by agents and held for a number of months while her fate was decided. Amice was never told why her family came to the attention of authorities. She could imagine so many possible ways for it to happen it was impossible for her to even know what was probable.

Both her parents worked archiving and, when possible, translating the vast repository of pre-Earthfall texts stored at the Library Without Light. Maybe they had come across some piece of information that was too uncomfortable for authorities to risk its exposure. Maybe it was professional jealously causing another worker to falsely accuse them of some infraction. Foreigners sometimes used the library; maybe they had spoken to someone they should not have. Perhaps someone wanted their jobs for friends or relatives. Informing and denouncing are common tools for advancement or settling grudges in Nidal.

Amice languished in a cell for several months before she was informed of her fate. She was marked for transport to Ash Hollow. She would be one of the many sacrifices cast into the flames of the Black Rose of Aghor Thal. Each autumnal equinox during the Festival of Night’s Return a line of hundreds of sacrifices are thrown alive into the gargantuan crucible without interruption from dusk until dawn. Amice was shipped to Pangolais and loaded onto a barge with others who would share the same end as her.

On the barge Amice decided to turn her certain doom into a final, small act of resistance. When the opportunity finally came, She threw herself overboard into the Usk River. Her escape was accidental. Amice expected to drown, which was preferable to roasting alive. More likely she would have been dragged out of the water and taken on along. But as she fell the thin edge of an oar smacked into her face. It sliced her nose and stunned her. When the crew saw blood in the water and she did not surface, they assumed she had been killed outright by the blow or drowned while unconscious. The boat did not slow down and Amice was able to recover her senses and swim to the river’s eastern shore.

Amice was now in the Attaran Ranches region, which was very fortunate for her. When she was found after a couple of days of wandering, she was taken to a small ranch for care. Amice was frail from imprisonment and malnourishment, and her injury needed treatment. By the time she had recovered, fall was giving way to winter and the snows had begun. There was no option except for Amice to remain at the ranch until spring made travel possible again.

The longer forced stay at the ranch was Amice’s second stroke of luck. The extended time together built trust between her and the family who owned the ranch, as well as its employees. She let them know her family had run afoul of the powers that be for some reason, and that she needed to flee Nidal. They in turn revealed themselves to be among the secret worshipers of Desna in the region, able to help her escape.

By the time Amice left in the spring of the next year, she was as well prepared as she could be for her journey, which would be dangerous and difficult. The northern pass through the Mindspin Mountains to Varisia was known to be carefully watched by agents of the Umbral Court. Amice would need to instead travel a more difficult route eastward, mostly following the Gjurn River, to Nirmathis. The ranchers worked with her so she would be ready. They had her memorize the way as far as they knew it. She was taught dwarven, since to only people she might possibly receive any aid from would be dwarves from Glimmerhold. Amice was given supplies to last her as long as possible, and guided by one of the ranch hands as far as the eastern bank of the Usk where it joined with the Gjurn.

There had not been any sincerely held religious convictions in Amice’s family. She had only known of Nidal’s imposed religion herself. But the kindness and devout convictions of all those at the ranch moved Amice to find faith in Desna as well.

Ironically, the first town Amice had to skirt by as she began the solo part of her journey was Ash Hollow, the place where she had been meant to die as a sacrifice the previous autumn. Amice was cautious as she traveled, doing so only at night, when her eyesight gave her an advantage. She avoided all settlements, even Glimmerhold when she eventually reached its surroundings. The risk seemed too great to her. Even after she had passed Glimmerhold and was through the mountain pass, on her way into the Nesmian Plains of Nirmathis, Amice kept to her same tactics. Hurlandrun gave her a very bad feeling and she didn’t dare go near the place.

Once she reached the open lowlands Amice had an easier time of things. Her food stores had long run out, and she had been slowed in the mountains by her need to catch or gather her meals as she could while traveling. The farms of the Nesmian Plains presented opportunities to pilfer food occasionally, a great help. As with other settlements, Amice skirted around Phaendar and crossed the river into the Fangwood. Amice settled there, deeper within the forest where there would be fewer chance encounters with people from Phaendar.

For two years now she has lived in the Fangwood. She keeps to herself, too afraid of being tracked down by Nidalese agents to risk substantial contact with others. Amice makes a living by gathering and hunting some, but she also snares small animals. She trades pelts and extra meat with some of the hunters who frequent the area to get other items she needs.

Amice doesn't live in a single location for very long. Instead she has three main locations she rotates through she she's not so easily found, plus a couple of emergency hideouts should she ever need them. One of her locations is the cave currently being used by the Phaendar refugees. Amice wasn't exactly friendly with the troglodytes, but since she never stayed permanently and left no footprint, they tolerated each other and traded a bit.

Amice has been surveilling the refugees since she found them at the cave, wondering what to do. At this point she's put together they are in conflict with the hobgoblins, and she sees them as the preferred group to make contact with.


Appearance and Personality:

Height: 5'9" | Weight: 101 | Hair: Black | Eyes: Yellow

Appearance

As is typical for Kayal, Amice is fairly tall and almost impossibly slender. Her skin is on the paler side of gray for Kayal, giving her a deathly appearance to humans. Her clothes are far from new and show much repeated mending, old trousers and a shirt with a jacket of animal pelt, along with soft leather boots.

Personality