1)Ashling has grown up hunting with her father, while her older brother who had more academic interests pursued study in alchemy. She shared a good relationship with him, until an experiment with demon's blood drove him mad. He murdered everyone in the family except Ashling, who has vowed to find and kill him.
2)Witnessing the death of her parent's and loved one's, drove her to Stoicism. She maintains an iron grip on her emotions, except for the height of combat or during times of great worry or joy.
3) Much like her father, mother and brother she has stark white hair, and her father's violet eye's, though her's were born dull and clouded. She is lean from year's of hunting and sword training alongside her father.
4) Ashling was born with divine power, symbolized by her cursed eye's. As soon as she could hold a blade, it was obvious she had some higher ability, something magical helping her.
5) Ashling is a rising star Mercenary and assassin having earned the nickname "The Phantom" For her stealth and pale appearance. She is careful about which missions she picks, refusing to harm anyone she deem's innocent.
6) Ashlings parents are from the North, From a wintry cold area.
1) Ashling-She craves adventure and excitement. an end to the boredom brought about by her trauma and stoic demeanor
2) Player- Ashling's character goal is to avenge her family by killing her older brother.
1) Ashling's identity as the Phantom is Secret.
2) Insanity and vulnerability to possession is a family trait, Ashling has potential to loose control of herself just as her brother did. especially when around demons, blood, and fighting.
Curse, Mystery, Revelations:
Your eyes are obscured, making it difficult for you to see.
You cannot see anything beyond 30 feet, but you can see as if you had darkvision.
At 5th level, this distance increases to 60 feet.
At 10th level, you gain blindsense out to a range of 30 feet.
At 15th level, you gain blindsight out to a range of 15 feet.
Class Skills: An oracle with the winter mystery adds Intimidate, Knowledge (nature), Stealth, and Survival to her list of class skills.
Bonus Spells: endure elements (2nd), frost fallUC (4th), sleet storm (6th), ice storm (8th), icy prisonUM (10th), cone of cold (12th), ice bodyUM (14th), polar ray (16th), mass icy prison (18th).
Child of Winter (Ex):
You gain the constant benefit of endure elements, but only against cold temperatures. You can move across regular snow without penalty, and heavy snow costs you only 2 squares of movement instead of 4. You can move across icy surfaces without penalty, and never need to make Acrobatics checks to run or charge on ice. You leave no trail in ice or snow, and cannot be tracked (you may choose to leave a trail if you so desire). During winter months, you gain a +2 insight bonus on Initiative checks and Reflex saving throws.
Snow Sight (Su): You can see through falling snow and sleet without taking any penalties on Perception checks as long as there is enough light to allow you to see normally. At 11th level, in cold conditions or in icy or snowy terrain, you can learn about your surroundings as if using the commune with nature spell. You can use the commune with nature ability once per day at 11th level, and twice per day at 15th level.
Fighter Class Abilities:
This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.
This ability replaces bravery 1.
Feat and Traits:
Northern Ancestry: Campaign trait
One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north.
You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.
You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield.
Benefits: You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon Finesse (Combat) Human bonus feat
you are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Power Attack (Combat) Level 1 feat
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Dervish Dance (Combat)Fighter Bonus Feat
You have learned to turn your speed into power, even with a heavier blade.
Prerequisites: Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar.
Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
Prerequisite: Int 13.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
backpack, a bedroll, a belt pouch, candles (10), 3 sets of casual clothes and winter a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Black Riders Mantle
the wearer gains Alter Self as an at-will Spell-Like Ability. the spell can only be used to take the appearance of the Black Rider. the caster level for this effect is equal to the user's HD. the other effects of this item are only in effect while Alter Self is active