Oracle

Erebus the Slip's page

290 posts. Alias of polyfrequencies.


Full Name

Erebus

Classes/Levels

| Active: None

Gender

HP: 26/26 | Perception +6 (deaf), Sense Motive +6 | Speed 20 ft | AC 21 Touch 12 Flat-Footed 20 | CMD 14 | Fort + 9, Reflex +8, Will +7 | Init -3 | O Sp (Lv1: 6/6), M Sp (Lv1: 2/2)

Size

Small

Age

???

Alignment

LG

Deity

Tsukiyo

Location

Threshold

Languages

Aklo, Canto, Common (Taldane), Draconic, Lipreading, Taldane Sign Language (TSL)

Occupation

???

Homepage URL

Approximate image of Erebus.

Strength 14
Dexterity 13
Constitution 14
Intelligence 14
Wisdom 10
Charisma 17

About Erebus the Slip

Erebus, a.k.a. "Slip"
Male Fetchling Psychic Searcher Oracle 3 // Dusk Knight Paladin of Tsukiyo 2 / Spirit Walker Mesmerist 1
LG Small outsider (native)
Init -3; Senses darkvision 60 ft., deaf; Perception +6 (-4 on opposed checks, auto-fail all sound-based checks)

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Defense
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AC 21, touch 12, flat-footed 20 (+1 Dex, +9 armor, +1 size)
hp 26 (2d10+1d8+6)
Fort +9, Ref +8, Will +7
Resist cold 5, electricity 5

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Offense
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Speed: 30 ft. (20 ft. in armor)
Melee: mwk scimitar +6 (1d4+2/18-20/x2)
Special Abilities: aura of good, divine grace, gesture expertise (DC 15), hypnotic stare (-2), inspiration (4/4), lay on hands 1d6 (4/4), painful stare, perceptive tracking, shadow smite (1/1, +3 attack, +3 AC, concealment 2 rounds), shadow splinter (4/4, 6 dmg, DC 13), undead inception
Oracle Spells Known (CL 3rd; concentration +6)
1st (6/day)--bless, shadow trap (DC 16), shield of faith
0th (at will)--create water, detect magic, guidance, mending, stabilize
Mesmerist Spells Known (CL 1st; concentration +4)
1st (2/day)--color spray (DC 15), silent image (DC 15)
0th (at will)--ghost sound (DC 14), mage hand, message, prestidigitation
Spell-Like Ability (at will)--detect evil

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Statistics
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Str 14, Dex 13, Con 14, Int 14, Wis 10, Cha 17
Base Atk +2; CMB +3; CMD 14

Feats: Exotic Weapon Proficiency (hand crossbow, whip), Heavy Armor Proficiency, Martial Weapon Proficiency, Shield Proficiency, Silent Spell, Skill Focus (stealth), Spell Focus (illusion), Tenebrous Spell
Traits: Child of the Moon (magic), Gesture Expertise (social)
Skills: Appraise +6, Bluff +9 (+11 to send secret messages via gestures), Diplomacy +9, Knowledge (arcana, dungeoneering, history, local, nobility, planes, religion) +6, Linguistics +8 (+10 to understand gestures), Perception +6, Sense Motive +6, Stealth +15 (-5 ACP, +16 during half moon, +18 during full moon)
Languages: Aklo, Canto, Common (Taldane), Draconic, Lipreading, Taldane Sign Language (TSL)
FCB: Oracle x3 (Treat the oracle’s level as +1/3 higher for the purposes of determining which of its racial spell-like abilities it can use.) (no effect until Level 7)
Gear: masterwork full plate armor, masterwork scimitar

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Special Abilities
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Some paladins focus their training to combat the shadows and use darkness to their advantage. Known as dusk knights, these paladins are primarily worshipers of Abadar, but dusk knights who serve Iomedae and Irori, though rare, do exist.

Some mesmerists specialize in dominating and controlling undead rather than the living.

A psychic searcher is devoted to revealing the hidden within the world around her by sensing and communing with residual mental energy, haunts, and fragments of living spirits that can dwell in objects or rooms.

Aura of Good[ (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. (moderate)

Child of the Moon (Magic): Your lunar gift becomes much more powerful when the moon is full. Choose either Climb, Stealth, or Swim. You gain a +1 trait bonus on checks made with the chosen skill. On dates during and after the first quarter of a lunar phase but before end of the last quarter (the half of the lunar cycle where the moon is fuller), this bonus increases to +2. During the full moon, this bonus increases to +4.

Deaf: You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2. At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf. At 15th level, you gain tremorsense out to a range of 30 feet.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Gesture Expertise (Social): You are adept at nonverbal communication. You can use a sign language or gestural system to send complex messages quickly in combat, and with a successful DC 15 Linguistics check, you can express yourself clearly enough to communicate basic messages to people who do not understand your gestures. You gain a +2 trait bonus to send secret messages via gestures using the Bluff skill, and to understand gestures with the Linguistics skill.

Hypnotic Stare (Su): A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target’s mind; the creature doesn’t remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist’s focus than the target’s perception of his stare. It can’t be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist’s focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists’ stares don’t stack, nor do they stack with penalties from witches’ evil eye hexes. This is a mind-affecting effect.

Inspiration (Ex): At 2nd level, a psychic searcher gains an inspiration pool, as the investigator class ability. A psychic searcher uses her oracle level as her investigator level to determine the effects of this ability. She gains free uses of inspiration on Diplomacy, Knowledge (arcana, history, local, nobility, planes, religion), and Sense Motive skill checks without spending a use of inspiration, provided she’s trained in that skill. A psychic searcher’s inspiration pool refreshes each day, usually when she refreshes her spells. A psychic searcher’s inspiration pool is based on her Charisma modifier, not her Intelligence modifier. This ability replaces the mystery spell gained at 2nd level.

Lay on Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Mesmerist Tricks (Su): A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick).

To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick’s description), even if it isn’t his turn. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick. The mesmerist monitors for the trick’s triggering condition through a subtle telepathic connection, so he doesn’t need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells.

Once triggered, a trick is no longer implanted, and can’t be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick’s entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 10 + 1/2 the mesmerist’s level + the mesmerist’s Charisma modifier.

The mesmerist knows one trick at 1st level, and learns another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick’s description, a mesmerist can’t choose a particular trick more than once.

Shadow Splinter: The mesmerist protects the subject against an attack and redirects the harm to someone else. The mesmerist can trigger this trick when the subject takes damage from an attack. The damage the subject takes is reduced by an amount equal to 3 + the mesmerist’s Charisma modifier (to a maximum of the total amount of damage the attack deals). Another creature within range of the original attack, other than the attacker, is affected by a shadow illusion that makes it appear as if the attacker is attacking that creature instead of the attacker’s actual target. This second creature takes an amount of damage equal to the amount by which the attack’s damage was reduced. This shadow doesn’t require a roll to hit and ignores cover and concealment, but the target can attempt a Will save to disbelieve the effect. If it succeeds at this save, it neither takes the damage nor believes the attacker targeted it. This trick can’t be triggered if there’s no eligible second creature within range to take the redirected damage. This is an illusion (shadow) effect.

Painful Stare (Su): When an attack that deals damage hits the target of a mesmerist’s hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist’s class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn’t his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists’ painful stares in a round.

Psychic Talent: At 3rd level, a psychic searcher’s mastery of her supernatural insight grows, granting her a new investigator talent from the following list: amazing inspiration, eidetic recollection, empathy, inspired alertness, item lore, perceptive tracking (except using Sense Motive instead of Perception or Survival), rogue talent (only for hard to fool), and tenacious inspiration. Whenever a psychic searcher can select a new revelation, she can instead select an investigator or rogue talent from the above list. This ability replaces the revelation gained at 3rd level.

Perceptive Tracking (Ex): The investigator can use Sense Motive instead of Perception or Survival to both find and follow tracks, using the same DCs listed under the Survival skill.

Stealth Mastery (Ex): You gain Skill Focus with the Stealth skill. At 8th level, you gain Signature SkillPU with the Stealth skill, even if you don’t meet the feat’s prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature.

Shadow Smite (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and gains concealment for 1 round per paladin level against the target of her smite evil ability in addition to its other effects. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Undead Inception (Su): At 1st level, a spirit walker can affect undead creatures with his hypnotic stare as the psychic inception bold stare ability. This allows him to affect only undead; he must actually choose the psychic inception bold stare improvement if he wants to also affect other mindless creatures. At 3rd level when the spirit walker uses this ability, undead targets don’t receive a saving throw bonus (if they did to begin with), have only a 25% chance of ignoring the spirit walker’s mind-affecting spells and abilities, and no longer need to be under the spirit walker’s gaze to be affected. At 5th level, when the spirit walker uses his mind-affecting spells and abilities, they affect all undead normally, with no chance of failure. This ability replaces consummate liar and mental potency.

Racial Abilities:

  • +2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.
  • Native Outsider: Fetchlings are outsiders with the native subtype.
  • Medium: Fetchlings are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Fetchlings have a base speed of 30 feet.
  • Darkvision: Fetchlings can see in the dark up to 60 feet.
  • Umbral Escort: Some fetchlings descend from talented planar travelers who dwelled in the dark places between worlds and could conduct others across the planes. A fetchling with this racial trait loses the disguise self spell-like ability, but his shadow walk and plane shift spell-like abilities need not affect himself only. This racial trait replaces the low-light vision racial trait and modifies the spell-like abilities racial trait.
  • 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.
  • Shadow Blending: 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.
  • Spell-Like Abilities: When a fetchling reaches character 9th 7th level in any combination of classes, he gains shadow walk as a spell-like ability usable once per day, and at 13th 10th level, he gains plane shift (to the Shadow Plane or the Material Plane only) usable once per day. A fetchling’s caster level for these abilities is equal to his character level.
  • Languages: Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following languages: Aklo, Aquan, Auran, Draconic, D’ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue.

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    Personality: Stubborn, self-critical, strong-willed, easily frustrated, anxious, independent, perfectionistic, wanting to prove himself
    Memories: One of Erebus’ strongest memories is being thrown into a dark, bare room with his hands tied behind his back and a scratchy piece of cloth tied around his eyes. He doesn’t know who put him there or why, but he remembers feeling things crawling on him. But he also remembers what it was like to hear when he was very young. There is a song someone sang—his mother he thinks—that he will sometimes hum to himself to calm himself down. He doesn’t know how close he is to the actual tune, but he remembers holding his hand gently over a woman’s throat and feeling her throat vibrate and move up and down while she sang. He will do the same while he tries to hum, trying to associate the vibrations with the tones he thinks he remembers.
    Likes: Poetry, sculpture, and paintings; mystery novels; dragon punch whiskey; a good Vudran pale ale (VPA) or Dwarven stout
    Dislikes: When people talk over each other or talk at an angle that makes it hard to read their lips; horses; half-orc; slavers
    Quirks: Erebus apparently doesn’t sound deaf most of the time (whatever that means), or he tries not to, but this takes a lot of effort. If he is tired of trying to talk out loud and read lips, he will huffily reach for something to write with and just rely on the written word. But in better circumstances, he tries to direct the flow of conversation so that he can see everyone he is talking to so he can read their lips. He is adamant that people don’t talk over each other or transition too quickly because it makes it harder to follow along. Erebus gets easily frustrated when people don’t follow his simple instructions, but he gets even more frustrated when people treat him like he’s stupid or inadequate, so he’s usually happy to be involved and treated normally. He has an intense need to want to prove that he is capable and independent, which makes him come across stubborn and self-critical.
    Phobias: Because he is deaf, Erebus relies on his eyes to stay safe. He isn’t just afraid of the dark: he is afraid of any situation where he can’t see well. Even though he can see in the dark—uncommon for a halfling—there are so many other times when you can’t see. He remembers being blindfolded with his hands ties behind his back, screaming until his throat felt raw. On the other end of things, crowds aren’t really pleasant either: it’s so easy to lose someone that you’re with, and so easy for someone to sneak up on you. Erebus is also afraid of horses, though he can’t remember why, or if there is a why.