About DuskashaeBeneath the cold, dark exterior of this frightening shadow incarnate is buried a waking soul that yearns to break free from an eternity of torture and nightmares. They are learning that even the most perfect illusions cannot capture the beautiful essence of the human spirit. Name Duskashae, Warden of the Broken Circle, Thrice-Masked Master of Vagaries, and Apostatic Rector-Extracessionary
Background: Duskashae was constructed by the kytons of Hyraeatan to serve them in their wars, like all judow in the city. Initially they were given the responsibility of assisting with the conversion of captured enemies through torture, what the dark prelates called "extracessionary intervention." This process was performed in a small timeless demiplane, and Duskashae was very good at it. All of their earliest memories involve working on a particularly stubborn half-elf woman-- first as part of a support team, then later as a project under Duskashae's supervision. They got to know their prisoner exceedingly well over the course of what felt like centuries of time, before she finally broke and revealed all of the information she was hiding.
Duskashae was rewarded with new responsibilities: they were sent to investigate the former victim's friends and family, using the highly-detailed portfolio Duskashae had uncovered in their previous position. The woman had had extensive dealings with the shadow fey in the Orchard District, and her tormentor was granted extraordinary powers of magical illusion and subterfuge to infiltrate their community and find out whatever secrets could be used against them and the faerie courts they served. To do this, Duskashae adopted several disguises, including a half-elven female relative of their first victim who was on the run and attempting to relocate to the Glarewood from the Irons District. Now, Duskashae's efforts seem so juvenile, for her marks saw through her magical false identity so quickly that she wonders if her dark authorities set her up. They played her expertly, drawing her in, seeming to welcome her into their circles, and sharing wholly invented secrets sprinkled with just enough truth to thoroughly mislead her and keep her striving to learn more. Eventually she was promised an audience with the Faerie King, but it turns out her quarry had turned the tables and instead she was captured and imprisoned. The torturer had become the tortured, or so she thought. Like her previous victim, Duskashae was held for so long that she cannot remember how long she was there. Always the threat of physical abuse hung over her, and she was certain that soon they would begin to test the question on her, but they never did. She was locked away and left alone, and when people came to speak with her all they would tell her was that she had been deceived. They clothed and fed her, and gave her reading material, and said that when she was ready to repent they would release her. For many years she struggled against them, but slowly she began to soften as the process took hold. She realizes that her captors probably fed her faerie food, possibly laced with drugs to weaken her constitution. She prayed fervently to her patron goddess Mahathallah to send her enlightenment and strength of body and mind, but the transformation that had begun within her was inexorable. She was no longer the fanatical loyal servant she had been, but instead became a fey version of herself, infused with shadow that although illusory, eventually became real. When the change was complete, there was no further need to hold her prisoner. Duskashae now serves the Chrysalis Covenant, for she believes this ordeal that they put her through has remade her into a better person. Upon her release she contacted her former superiors and informed them that she had been compromised and would no longer follow their instructions. Fortunately enough time had passed that her direct Confessionaries were no longer in power, and besides some lingering resentment from the new prelates and especially the new Hierophant, she faced very few repercussions for her resignation. They branded her an apostate-- though she still follows her goddess, despite her disillusionment with the kyton order. She has thoroughly embraced her new identity as a shadow fey, and has risen high in the ranks of the Masters of Vagueries. Seeking to put her investigative talents and extensive training in martial skills to good use, she has volunteered to join the new Broken Circle of Wardens. The present Duskashae, like the city itself, is a collection of balanced opposites: a dark shadow who wields the instruments of evil, but who uses them to serve the light and seeks to change the world for the better. Description: Duskashae, at first glance, is an imposing figure, with an aura of menace that is not dispelled by her white artai mask and dark leather clothing. (While Duskashae now thinks of herself as female, her appearance is very androgynous, and most judow are addressed without gender.) She carries a frightening and heavy-looking spiked chain made of shadow with a practiced grip. She typically has two creatures riding invisibly on her shoulders: her imp familiar (who she calls "Memm") and a solar simulacrum that has been shrunk down to the same size (who she calls "Will"). She is generally paranoid and unfriendly, though both thoughtful and dutiful. She prefers to hang back and seek answers to questions before charging into danger. GM Note: Inspirational Image
I've left many details about her background vague in the hopes of incorporating them into your story. For example, the identity of the half-elven victim she tortured for years, her former masters among the kytons, and the shadow fey who captured her and who indoctrinated her into the Chrysalis Covenant. I don't know enough about the setting to have ideas about who these characters would be, but if you do I am happy to run with them. Str 10 (+0), Dex 40 (+15), Con 26 (+8), Int 40 (+15), Wis 30 (+10) Cha 10 (+0) HP 393 (20d10+193) AC 45*** touch 40*** flat-footed 29***
Init +33** (+4 Home Advantage*, improved uncanny dodge*)
Fort +29*** (+4 vs poisons*, Deductive Leap*, Stalwart Mettle*)
DR 10/bludgeoning and cold iron
BAB +20
Weapons
Armor
Race (Judow, Augur-Caste) Artai Eyes, Blacklight Devotee, Darkness Dweller, Darkvision, Native Outsider, Night Terror, Nocturne Gaze, Normal Speed, Sleepless, Small Judow, Stealthy; Alacritous Creature Duck Aside, Improved Evasion, Improved Uncanny Dodge, Pounce, Split Second; Fey Creature Camouflage, Change Shape (half-elf), Long Step, Low-Light Vision, Vanish; Savant Creature Combat Insight, Deductive Leap, Home Advantage, Skill Mastery (Acrobatics, Disable Device, Escape Artist, Fly, Heal, Intimidate, Perception, Sense Motive, Stealth, Use Magic Device), Uncanny Dodge Traits Bruising Intellect, Precise Treatment, Time Lost Feats Agile Maneuvers*, Blind-Fight*, Bodyguard*, Combat Expertise*, Combat Reflexes*, Cornugon Smash*, Skills: Acrobatics* 20+32* (Skill Mastery*)
Class Skills: Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Heal (Int), Intimidate (Int), Knowledge (all) (Int), Linguistics (Int), Lore (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Use Magic Device (Cha)
Bluff 20+7* (+6 insight after 1m) Craft (shadowstuff) 20+22 Diplomacy +52***** (Friendly Persuasion) Disable Device 20+22** (+2 tools*, Skill Mastery*) Disguise 20+7 Escape Artist 20+37* (Skill Mastery*) Fly 20+22* (Skill Mastery*) Heal 20+23* (Skill Mastery*) Intimidate* 20+32***** (+6 Dazzling Intimidation*, +6 insight after 1m*, +2 masterwork tool*, +10 Spooky Silhouette*, Skill Mastery*) Knowledge (arcana) 20+22 Knowledge (dungeoneering) 20+22 Knowledge (engineering) 1+22 Knowledge (geography) 1+22 Knowledge (history) 1+22 Knowledge (local) 20+22 Knowledge (nature) 20+23 Knowledge (nobility) 1+22 Knowledge (planes) 20+22 Knowledge (religion) 20+22 Linguistics 20+22 Lore (Secrets of the Umbral Well) 1+22 Perception 20+27*** (+4 familiar*, +4 Home Advantage*, Skill Mastery*) Ride 20+22 Sense Motive 20+27*** (+4 familiar*, +6 insight after 1m, Skill Mastery*) Sleight of Hand 20+19 Spellcraft 20+26 Stealth* 20+41*** (+4 Home Advantage*, +2 masterwork tool*, Skill Mastery*) Survival 10+17 Use Magic Device 20+7* (Skill Mastery*) Languages Abyssal, Akhamet, Aklo*, Aquan, Athas, Auran, Celestial, Draconic, Dwarven, Eberron, Elven*, Faerun, Giant, Goblin, Ignan, Infernal*, Jade Oath, Mahrog, Mordentish, Old Norse, Planar Common*, Sakvroth, Sarnath, Sylvan*, Taldane, Terran Martial Tradition:
Flagellators
Raised by the sadistic kytons to find pleasure in causing pain, flagellators are trained to torture their opponents with intimidating weapons like spiked chains and flails, tearing their bodies with bloody wounds. • Duelist sphere • Equipment: Custom Training (discipline) • Gladiator sphere • Variable: Flagellators select one additional talent from either the Duelist sphere or the Gladiator sphere. Combat Talents Combat Training (adept) CAM Int Athletics sphere* [run] (from Run feat)
Duelist sphere* (from martial tradition), Blooded Strike
Equipment sphere* (from martial tradition)
Gladiator sphere* (from martial tradition), Strike Fear [demoralization]
Scout sphere
Spell-Like Abilities (CL 20)
Legendary Fighter 20 (Eldritch Guardian / Gloomblade / Stamina Adherent) bonus skills x2 [Escape Artist, Ride], class skills, familiar, fighting stamina, martial tradition (Flagellator), student of darkness; feat expertise, share training; feat aptitude; feat retraining, latent feats (Extra Combat Talent x2, Improved Vital Strike, Penetrating Strike, Vital Strike); weapon guard; secure weaponry, weapon adaption; tenacious grip; autonomic grasp, rapid attack; armor training x4 (Armor Expertise x3 [-6 ACP], Effortless Impetus), weapon unity; combat composure, weapon training +4; prowess x4 (Combat Spontaneity, Fighter's Finesse [flails], Friendly Persuasion, Spontaneous Mastery); advanced weapon training x4 (Dazzling Intimidation, Focused Weapon [kyoketsu shoge], Weapon Group [flails], Weapon Sacrifice), flawless technique, shadow weapon training (x3 effects), sharp reflexes +4; perseverance x4 (Bravery, Dauntless, Fearless Zeal, Stalwart Mettle), shadow weapon +5, steel will +5; armor mastery, assured strike; bonus feats x9, perfect body/flawless mind (+8 Dex); FCB +20 hp Shadow Weaver 20 (Reality Sculptor) CL 20, committed will, dark spells, incredible imitation, infinite variation, perspective (Phantasmagorian), spell-storing shadow, umbral spellcasting, perspective spells (psychic/wizard), trifles; consistent illusions; perspective realizations (Force of Personality, Nightmare Stalker, Nightmarish Magic); greater silhouette; greater piercing glimpse, walk through shadows; silhouettes x3+3 (False Unreality, Hollow Silhouette, Imposing Figure, Silhouette Double, Spooky Silhouette, Undead Shadow); piercing glimpses x4 (Blindsense, Bridge of Belief, Keen Insight, Keen Senses); actualize transmutation, avid learner (x5: blood money, greater prying eyes, ill omen, time stop, prying eyes), weave reality 6/day (Luminous Duality, Overwhelm Disbelief, Realize Transmutation, Sculpt Creature, Sculpt Matter, Vital Duality, Weave Matter) FCB +18/6 silhouette, +2 spell Shadow Weaver Spells (CL 20, DC 25+level** [+4 illusion, +2 obedience, +1 shadow])
Master of Vagueries augmented reality v, diminish iii, ignore reality ii Mythic Path Tier 1+2 (Archmage / Path of the Bound) archmage arcana (Wild Arcana), bound pact (Eldritch Wish), hard to kill, I will survive, mythic power, mythic surge 1d6, path ability x2 (Eldritch Breach, Shadow Weapon), psychic magic (treat umbral as arcane) Gear
Mundane:
Spell Components:
Expended items:
• material components for permanency (shades as greater create demiplane): 22,500gp
• material components for simulacrum: 11,000gp • material components for wishes (450,000gp) • spells scribed to shadow (+40gp +40gp +90gp +90gp +160gp +160gp +250gp +250gp +360gp +360gp +490gp +490gp; 2,780gp total) Improved Familiar Imp, mythic template (Divine); Simulacrum Solar (polymorphed into a songbird and sculpt simulacrum-ed to look like a tiny angel) Familiar stats:
Divine Familiar (Figment) 20, BAB +20, saves +12/+6/+12; Imp (Str 10+2, Dex 17+6, Con 10+4, Int 15+2, Wis 12+4, Cha 14+6); alertness, aura of grace, empathic link, manifest dreams x3, mythic magic, mythic rank 2, mythic power 2/day, mythic surge 1d6, natural armor adj +10, recurring dream, share spells, simple divine spellcasting (x40 spell levels: breath of life [5], death ward [4], freedom of movement [4], lesser restoration [2], magic vestment [3], heal [6], inspiring recovery [6], miracle [9], moment of greatness [1]), speak with master, spell resistance 25; Acrobatics 20+9, Craft (shadowstuff) 20+3, Bluff 20+5, Disable Device 20+6, Disguise 20+5, Escape Artist 20+6, Fly 20+10, Heal* 20+3, Intimidate 20+5, Knowledge (arcana) 20+3, Knowledge (dungeoneering) 20+3, Knowledge (engineering) 1+3, Knowledge (geography) 1+3, Knowledge (history) 1+3, Knowledge (local) 20+3, Knowledge (nature) 20+3, Knowledge (nobility) 1+3, Knowledge (planes) 20+3, Knowledge (religion) 20+3, Linguistics 20+3, Lore (Secrets of the Umbral Well) 1+3, Perception 20+3, Ride 20+6, Sense Motive 20+3, Sleight of Hand 20+6, Spellcraft 20+3, Stealth* 20+12, Survival 10+3, Use Magic Device 20+5; BLIND-FIGHT*, BODYGUARD*, COMBAT REFLEXES*, CORNUGON SMASH*, DAZZLING DISPLAY*, DISRUPTIVE*, DODGE*, EXTRA COMBAT TALENT* x5 (Athletics: Expanded Training [fly, leap], Equipment: Unarmored Training, Scout: Discern Illusions, Scout: Lurker, Scout: Piercing Eye, Scout: True Sight+), EXTRA COMBAT TALENT (Enforcer Training), EXTRA STAMINA*, GREATER PENETRATING STRIKE*, GREATER VITAL STRIKE*, IMPROVED INITIATIVE*, MOBILITY*, SPELLBREAKER*, SPRING ATTACK*, TOUGHNESS, WEAPON FOCUS* (flails) Build Tricks: • AoOs: kyoketsu shoge w/15' reach, Spellbreaker
• paragon surge (24h w/Hollow Silhouette, real w/Realize Transmutation, changeable w/Emergency Attunement; Spell Perfection [false necromancy viii]) • can cast time stop and plane shift to timeless demiplane w/shades or false conjuration ix as gate • greater invisibility on greater shadow evocation as contingency, spoken trigger "Gone girl" • can sacrifice shadow weapon to prevent adjacent ally from falling 6/day • any combat feat w/Combat Spontaneity as move 6/day • familiar can cast miracle as SLA 1/day, simulacrum can cast wish as SLA 1/day (emergency spells) • best offensive: piercing baleful shadow transmutation (100% real), piercing false transmutation vi as disintegrate, false evocation v as etheric shards, piercing false necromancy viii as greater possession, piercing shadow conjuration or piercing false conjuration as glitterdust, piercing greater shadow enchantment as song of discord • best defensive: false abjuration viii as communal mind blank, horrific doubles, shadowform Combat Stamina Tricks: Blind-Fight, Bodyguard, Deadly Aim, Disruptive, Dodge, Greater Penetrating Strike, Improved Initiative, Power Attack, Spellbreaker, Weapon Focus Special Actions: 1 minute
• regain martial focus • regain stamina Full Round • Healer's Hands • Mobile Striker • pounce • Split Second • Strike Fear Standard • Change Shape • Emergency Attunement • ignore reality • Open Vein • Wild Arcana Move • Combat Spontaneity • demoralize • Focused Bloodshed • Long Step • Nocturne Gaze • shadow weapon • walk through shadows Swift • augmented reality • Eldritch Wish (3rd-level cleric/shaman/witch/wizard spell) • shadow weapon • shadow weapon training (reposition) • Vanish • weapon sacrifice Immediate • Defensive Teamwork • diminish • False Unreality • Overwhelm Disbelief (adjacent/demoralized) • Reflexive Twist • Time Lost • weapon sacrifice AoO • Bodyguard Free • Afterimage • Focused Bloodshed • shadow weapon (1mp) Special Actions (familiar):
AoO
• Bodyguard Immediate • Defensive Teamwork |