About Anang, Shadow Hunter
Male Danisil Rogue 2 Wildlander 1
STR 10(+0) DEX 21(+5) CON 13(+1) INT 14(+2) WIS 12(+1) CHA 15(+2)
AC: 21 (10 +5 dex +3 armour +1 dodge +1 demon flesh)
Rough Studded Leather armor +3 max dex +5 pen –1 failure chance 15%
Melee: Sepi Attack +7 damage 1d6+5 18-20
Ranged: Sepi Attack +8 damage 1d6+4 18-20 20ft
CMB: +3 CMD:18
Fort: +4 Reflex: +8(Evasion) Will: +3(+5 enchantment)
Weapon bond (Sepi) Dexterity to attack and damage, use as martial weapon.
Powerful Enemy: Silly demons!
Innate Magic (Cha)
Elven racial Traits
Four well worn but still razor sharp sepi, kept in good repair by judicious use of Anang's mending spell and a whetstone.
1 Fiendish Aura, Fiendish Gift
Fiendish Gift: Each time this ability is gained, choose one of the following abilities-
Claws: You grow claws that deal 1d4 damage. Each time this ability is chosen, the damage the claws deal increases by one die step. (1d6, 1d8, 1d10, 2d6, 2d8, 2d10)
Fangs: You gain a bite attack that deals 1d4 damage. Each time this ability is chosen, the damage the fangs deal increases by one die step. (1d6, 1d8, 1d10, 2d6, 2d8, 2d10)
Energy Resistance: Choose one energy type (fire, acid, cold, sonic, electricity). You gain resistance 5 of that type. This increases by 5 each time this gift is chosen. When this gift it taken, your skin takes on a very slight coloration (DC 20 to notice). The color is usually dependent on the resistance gained. Common colors are red, green and black, though others are not impossible. Each time this ability is taken the DC to notice decreases by 2.
Demon Flesh: Your natural armor increases by 1. This ability can be chosen more than once. When this ability is gained, the character's skin becomes slightly scaly. Each time this ability is chosen, the scales become more pronounced. In addition, the skin can begin to feel noticeably different to the touch, Examples include cold resistant characters becoming noticeably warm or cold to the touch, or the skin of electrically resistant characters becoming charged with slight static.
Forked Tongue: You gain a +1 Divine bonus to Bluff and Diplomacy. This ability may be chosen more than once.
Devil's Eyes: You gain 30' dark vision. If you already have darkvision, this ability increases it's range by 30'. When this ability is gained, the characters eyes become silted, or red tinted. The more times this ability is taken, the more pronounced the inhuman eyes become.
Imp Companion: You attract the services of a loyal, yet not necessarily nice, Imp. If this creature is reduced to 0 HP, it becomes Bodiless. The Imp can create a body from a piece of your body and soul, but doing this requires your permission, and the expenditure of a number of HP equal to the Imp's max HP. This HP damage is starvation damage and cannot be healed magically. This damage can be taken in increments, as much or as little at a time as you would like, but the week long regeneration process does not begin until all the necessary hit points have been expended. If the Imp dies while bodiless, you will attract the services of another within one year.
Call Hellfire: A number of times per day equal to 1/2 your character level you may cause a spell or weapon that deals damage to deal 1d6 extra fire damage and 1d6 extra Divine damage during an attack. This ability is a swift action to activate.
Infernal Mark: Somewhere on your body a mark appears that names you as a demon. No matter what form you are in, should you be polymorphed or disguised, this mark remains in the same general location and is quite obvious. It can be covered, but never gotten rid of. It can take many forms, a glowing rune, a strange and precise birthmark, small horns, a tail, ect. Anyone that sees it will immediately recognize it for what it is, and react appropriately, usually with fear or anger. While it is exposed you gain a +5 Divine bonus on any Charisma based skill check against evil creatures. You also gain the ability to see clearly in magical darkness.
Infernal Wings: You gain a pair of wings of one of two types. Chose either a large permanent pair of bat-like wings which grants you a base fly speed of double your movement rate. or a summonable pair of wings made of shadow and smoke which grant you the Fly spell for a number of rounds per day equal to your level. Summoning these wings is a Swift action that can be maintained as a free action. Once the choice is made it cannot be changed.
Touch of Damnation: Once per day you may touch a creature and cause them to make a Will save. If they fail, they find their innermost desires bubbling to the surface of their thoughts and becoming easier and easier to justify. This ability causes most creatures to act overtly or subtly against any creature they feel has wronged them, become paranoid and obsessed with personal power, and to immediately shirk any responsibilities that are inconvenient. This generally causes a rapid breakdown of any family, organization or group this creature is a part of, and depending on the creature, can cause wide repercussions. This ability does not necessarily cause an alignment change, but often does. A shift of alignment is not necessarily towards evil, so much as it is toward extreme selfishness and vindictiveness.
Devil Made Flesh: You become a Demon. Your type changes to Outsider, you gain immunity to Fire and Poison; Cold Resistance 10, Acid Resistance 10, Spell Resistance equal to your Hit Dice plus your Charisma modifier and Damage Resistance 15/ Good or Iron. Should you reach 0 HP, you gain the Bodiless template, but do not die. You may regain a body under the usual conditions. All normal rules regarding Demons in Midnight apply.