Darkvision: 60 feet
Ghost Sound: Cast Ghost Sound 1/day as SLA; DC 11
Light and Dark: 1/day as immediate action treat positive/negative effects as if were undead (harmed by positive, healed by negative) for 1 minute
Lurker: +2 to Perception and Stealth
Pass Without Trace: Cast Pass Without Trace 1/day as SLA; DC 12
Shadow Magic: Add 1 to DC of any spells of shadow descriptor
Shadow Resistance: +2 vs spells with the shadow descriptor
Ventriloquism: Cast Ventriloquism 1/day as SLA; DC 12
Aura of Desecration: Create 25-foot-radius aura increasing channeled negative energy DC by 1, turn resistance of undead by 1
Bonethrall: Take control of undead creature within aura with Will save DC 17 as per Command Undead spell. Can control 3HD undead at once. Intelligent undead get a new save 1/day.
Deliver Touch Spells: Familiar can deliver touch spells for the master
Familiar Bonus: +3 to Stealth if familiar within 1 mile, Alertness feat (+2 Perception / +2 Sense Motive) if familiar within arms reach
Putrefied Innards: 25% chance to negate extra damage from critical hits and sneak attacks. If damage is negated, attacker takes damage as if exposed to verminous blood, even if it has already been targeted by this ability this round.
Verminous Blood: When taking slashing or piercing damage from melee attack, swarms emerge and bite attacker doing 1d6 damage. Creature can only take damage from this once per round.
Flight: Feather Fall at will, Levitate 1/day (at 5th, Fly as in Fly spell for 1/min per CL)
Evil Eye: (8 rounds, DC 17) Foe in 30' takes -2 penalty to one of following: AC, attack rolls, saving throws, skill checks. Will save means only affected for 1 round
Beast of Ill Omen: Imbue familiar with magic causing the next enemy within 60 feet to see it to be affected with the bane spell (DC 17).
Traits and Feats:
Bruising Intellect: Use INT instead of CHA for Intimidate
Crime - Heresy: +1 to saves vs divine spells
Outcast's Intuition: +1 to Sense Motive, is a class skill; Caster level is treated as +1 for dispel attempts
Quiet as Death: +2 to Stealth
Extra Hex: Gain one additional hex
Extra Hex: Gain one additional hex
Shadowy Dash: If in dim light or darkness, can move full speed while stealthed without penalty (EXTRA NON-COMBAT FEAT)
Spell Focus Necromancy: +1 to DC of all necromancy spells (EXTRA COMBAT FEAT)
Ability Scores and Skills:
Strength 11 (+0)
Dexterity 16 (+3)
Constitution 15 (+2)
Intelligence 20 (+5)
Wisdom 11 (+0)
Charisma 14 (+2)
Escape Artist +3
Fly +10 (2 ranks)
Intimidate +12 (4 ranks)
Knowledge (Arcana) +10 (2 ranks)
Knowledge (Local) +8 (3 ranks)
Knowledge (Nature) +10 (2 ranks)
Knowledge (Planes) +10 (2 ranks)
Perception +6 (4 ranks) (+8 if familiar within arms reach)
Sense Motive +6 (2 ranks) (+8 if familiar within arms reach)
Spellcraft +12 (4 ranks)
Stealth +15 (4 ranks) **free extra skill (+18 if familiar within 1 mile)
Use Magic Device +9 (4 ranks)
Craft (Alchemy) +11 (3 ranks)
Craft (Boneworking) +9 (1 rank)
Knowledge (History) +9 (1 rank); +11 with tool
Profession (Cook) +4 (1 rank)
Sleight of Hand +5 (2 ranks)
Spells Stored in Familiar:
Cantrips: - All Known; 4/day
(DC15 for Daze / DC16 for Bleed and Touch of Fatigue)
1st Level: 5/day
Cause Fear (Will DC17)
Command (Will DC 16)
Cure Light Wounds
Inflict Light Wounds (Will DC17)
Interrogation (Fort DC17)
2nd Level: 3/day
Blindness/Deafness (Fort DC18)
Bloodbath (Fort DC18)
Boneshaker (Fort DC18)
Command Undead (Will DC18)
Death Knell (Will DC18)
Feast of Ashes (Fort DC17)
Lipstitch (Fort DC18)
CL4; Conc +9; Melee Touch +3; Ranged Touch +6
Level 0 (4/at will):
Arcane Mark, Detect Magic, Message, Touch of Fatigue DC16
Level 1 (5/day):
Cause Fear (1/1), Command (1/1), Cure Light Wounds (1/1), Infernal Healing (0/1), Mage Armor (1/1),
Level 2 (3/day):
Bloodbath (1/1), Boneshaker (1/1), Lipstitch (1/1)
Wand of Misery (same stats as a club)
Crossbow Bolts (10)
Artisan's Tools, Masterwork (bonecrafting)
Flint and Steel
Ink and Inkpen
Spell Component Pouch
Trail Rations (5)
Vial, Empty (2)
Potion of Undetectable Alignment
Scroll of Touch of Idiocy
Stubborn Nail (2)
Currency: 1781g 2s 1c
Familiar Stat Block:
Race: Centipede, House
NE Tiny magical beast (vermin)
Senses: Darkvision 60'
Speed: 40' ground / 40' climb
Coloua's Background and Crime:
Life is never easy for a Wayang, especially in Talingarde, and especially for Coloua. She grew up in a small community of Wayang in Daveryn which had migrated to Talingarde before the rise of the House of Darius, which had done relatively well despite their distrust of the humans among which they lived. After the rise of the Mitran religion, their community found themselves persecuted out of fear, as the humans associated their appearance, habits, and affinity to the shadows with evil.
Coloua was born after the House of Darius began its rule, and had only heard tales of the times when the clan was relatively safe and happy. All that she knew was a life of hiding, and having to steal what supplies they needed when they were unable to find someone disreputable enough to barter with them.
As she grew, the clan got smaller. Every few months one of the members would not come back from an excursion into the city, with no word of them ever heard again. The clan became more and more paranoid and isolated, but lacked the resources to move to a safer place, so they made due as they could and slowly shrank in size.
When she was only 28 (early teens for a Wayang) her father did not come home, followed shortly by her mother who chose The Dissolution over continuing in her grief. Coloua was left alone with few friends and little guidance. Thinking back to the tales of the 'good days', she could only blame the Mitrans.
Not wanting to wait for her fate to come to her, she began to reach out into the underbelly of Daveryn. Although she found mostly persecution, occasionally she would encounter those who shared her disdain of the state and its religion, and she began to build a network of compatriots. Having left what was left of her clan behind, she had no means to support herself and was forced to live in the shadows of charnel houses and graveyards, where few would tread at night. Her solitude began to affect her, and she often felt confused and abandoned.
She began to feel at home among the dead and the insects, and felt that they accepted her as one of her own. One fateful night sleeping among the graves she awoke to a calling. She felt accepted by both the insects around her and the dead underneath her, and realized that these were now her new clan. She needed to spread the word that rot and dissolution were stronger than health, and death was stronger than life. All living things eventually died, and all healthy things rotted when left to their own devices. The darkness was stronger than the light of Mitra, and the dead were more powerful than the living of Talingarde.
Having come to this revelation, she reached out to the dissolute of Daveryn, spreading her new beliefs. She condemned those who worshiped Mitra as zealots who had slain her clansmates out of fear for their strength in the shadows, and who had pushed the darkness and rot down out of fear that it would naturally overcome them. Her ideas were welcome to some of those who had been cast out by society and she began to build a cult, giving sermons in the graveyard and feeding the insects of the earth with their blood as they practiced the traditional Wayang scarification that she taught her followers.
Word of this activity made it back to Sir Balin of Karfeld, who brought his men to the graveyard and interrupted their gathering in an attempt to capture Coloua and her followers, slaying those that would not submit. Coloua ran, following the call of the dead that only she could hear, with her insect friends swarming around her, hiding her from the Mitrans. After a long chase through the dark alleys of Daveryn, Sir Balin finally cornered her, beating her into submission, and the last thing she heard was him accusing her of Heresy as she fell unconscious. She awoke to the news that she was being taken to Branderscar to be tried for her crimes. The only thought in her mind was after losing two families...two clans...to the Mitrans, she would find a way to make them pay.
Personality, Beliefs, and Appearance:
Coloua is extremely hesitant and a bit paranoid around any kind of "normal" person. She will automatically assume that people are out to get her unless there is a reason to believe otherwise. She tends to stay to the side, and hidden if possible, around untrusted individuals.
She lives for ending the Mitran control of Talindarde. If she stops "The Light" from controlling everything, the shadows, the rot, and the insects will take over, which is what she believes is the natural state of things. Perhaps there could have been some balance, but the Mitrans have taken it too far in one direction and the only way to fix it is to destroy them all and see what follows. This is her own personal belief. She does not devoutly follow any gods, although some of their teachings do intrigue her. Any diety that supports decay, undeath, or destruction is good in her eyes. She is not quite a zealot in terms of interaction with others, but is very prone to express her beliefs and to desecrate anything she considers "too clean".
She is willing to align with anyone who will support her in her campaign against Mitra, to the point of giving up some of her own freedoms in order to gain power and/or valuable assistance. The way she sees it giving up aspects of herself or her beliefs would be the "lesser of two evils" as long the rule of Mitra is ended. She is willing to be a tool for someone else for now and see what happens afterwards.
In terms of appearance, she retains the basic appearance of a Wayang...gaunt, dark, and pixielike. She continues to follow the traditional Wayang expression through scarification, and often still cuts herself when in an mood of any extreme, whether happy, distressed, or merely bored. Due to her recent obsession with insects and undeath, she rarely washes, and her cuts and scars show signs of infection and are crawling with insects although this does not seem to affect her mood or health. Her hair is matted and repulsive, and her clothes (rags) are not much better. She tends to offend most people that she meets purely by her appearance, although strangely enough she does not seem to smell all that bad.