Dexinis

Faeryl Dusk's page

215 posts. Alias of JAF0.


Full Name

Faeryl Dusk

Race

drow-blooded daemon-spawn tiefling investigator/1 | slayer/3

Classes/Levels

skills:
acro 9, apprs 8, bluff 4, climb 8, crft alch 8, diplo 5, dd 9, escape 6, intim 7, k arc 8, k planes 8, k dung 9, k loc 8, ling 8, perc 10, spellcraft 9, stlth 7, surv 8, swim 8

Gender

hp 36/36 (40/40) AC 21/12/19 w/shield (17/12t/15ff); saves F 4, R 9/11, W 6; melee 7, ranged 5; cmb 7 cmd 19; init +2

Size

m

Age

77

Alignment

N

Languages

undercommon, abyssal, common, aklo, infernal, halfling, elven, draconic, ignan

Homepage URL

-1 con dmg, currently 11

Strength 19
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 17
Charisma 11

About Faeryl Dusk

Red pool=either enlarge spells or spell like abilities for 1 day, or gain a first level spell as a spell like ability 1/day for 5 days. (ray of enfeeblement 5/5 days remaining

+2 wisdom from the portal.

tiefling racial abilities:

daemon spawn:
Ability Score Racial Traits: +2 str, +2 wis -2 cha
Languages: Undercommon, Abyssal plus bonus langs
darkvision 60'
Fiendish Resistance: cold resistance 7, electricity resistance 7, and fire resistance 7 (see traits)
soul seer cast deathwatch at will as an sla
deathwatch: Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.

investigator features:

Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.

Inspiration (Ex) An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

slayer features:

Weapon and Armor Proficiency A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Studied Target (Ex) A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Track (Ex) A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Slayer Talents As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once.

Talents marked with an asterisk (*) add effects to a slayer's sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.

Sneak Attack At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.

slayer talents:

Ranger Combat Style (Ex) Benefit: The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list. : two weapon fighting

traits:

unscathed Each type of energy resistance you have (if any) increases by 2 points.

dream called Visions of a horrible apocalypse have haunted you for months. They have grown more vivid in the recent weeks with the most recent dream showing your only escape from destruction is an inn called the Dragon's Draught. Panicked, you woke in the night and made way for the Dragon's Draught, leaving your life behind. You gain a +1 trait bonus to Will saves and you have uncovered a secret magical place along your way here and uncovered a magical item, that is worth no more than 2,500 gp.

umbral unmasking(drawback) Effect: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

dusk dancer Benefit: You gain a +2 trait bonus on Reflex saves in dim light or darkness.

feats:

Power Attack: 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.

Two-Weapon Fighting (bonus feat) You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

Double Slice (Combat) Your off-hand weapon while dual-wielding strikes with greater power. Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.

extracts known:

Adhesive Spittle
Ant Haul
Endure Elements
Monkey Fish
Shield
Touch of the Sea

extracts made for the day:

adhesive spittle
shield

equipment:

+1 mithral chain shirt
+1 longsword (trait) 1d8 19-20/x2 S
mwk cold iron machete 1d6 19-20/x2 S
mwk cold iron heavy mace 1d8 20/x2 B
composite long bow for 18 str
20 normal arrows
20 cold iron arrows
10 silver blanched arrows
10 ghost salt blanched arrows
traveling clothes
cracked magenta prism ioun stone +2 competence bonus on checks with any one skill you choose, can be changed once per day
cracked dark blue rhomboid ioun stone +1 perc and +1 sense motive
sleeves of many garments
Ring of feather fall
small pack
rations 1 week
50' spider silk rope
potions of cure light wounds x4
potion of bull's strength, 4 mins
alchemist fire x4
(last of his gold given to veiled lady in shop)
Mirror of Insight (see spoiler below)
rune etched shell (nymph boon) The third nymph comes forward and lays a rune etched shell on the ground and she says, "Keep this item and if you need help smash it on your threat. If you come up with a boon that you would prefer stand near a pool of water and drop the shell in it."

Mirror of Insight:

The first time Faeryl pulls out the mirror he cuts himself and 1 con is drained. He holds the mirror and sees himself putting the mirror in between two gargoyles and a portal opens up, demons pour past you. Then one of the more powerful demons embraces you, you just let your nightmare come true.

If you break the mirror in a few hours you find it whole in your gear again.

Next time you pull it out another con damage. This time the mirror is in your hand and you are high on a mountain top with four others, you know them as allies but they are steeped in shadows. Placing the mirror in the water and then stepping back the water freezes. You look out and see that the world is fine, no nightmares, no apocalypse.

Each day you may consult it by putting your hand on the mirror and cutting yourself giving it your blood. It is like a clairvoyance spell letting you know the outcome of a certain situation.

If he uses someone else's blood nightmarish visions.

As you hold on to it, your racial bonuses will slowly become better.

background:

Begat of drow mother and daemon father during a night of pact-making and -breaking, the tiefling twins faced at best a life as outsiders no matter where they went. Faeryl and Fillian were raised together until the age of 7, when their mother was slain by an demon. For all they knew, it could have even been the one that fathered them. But they were separated then, these boys who had always been inseparable. Fillian went to live with his uncle Tenavil, a sorceror of no small reknown and skill, to be brought up surrounded by magic, which he showed a strong affinity for. Faeryl went to live with their maternal grandfather Ezelin, a drow swordmaster and master of the arena for the bloodgames in their home city. Faeryl never fought in the arena, but he knew what he was being trained for. He knew his purpose would be to slay other fighters... or be slain... and wanted no part of it.

When he was in his 30's and still quite young for his race, he fled into the wilderness of the underdark. He fended for himself for several months, barely surviving as he learned to sustain himself. He never went too far afield from the city, but always avoiding drow patrols, as he was afraid of them, lest he be sent back to his grandfather. One day he awoke to find he wasn't alone in his small campsite. A dark, cloaked figure sat watching him. In the mostly one-sided conversation that followed, the mysterious figure enlightened him to a new world of possibility. The mysterious fellow turned out to be a woman named Clarity, and was half drow like him, but also half human, and declared herself a hunter... for a price. She offered to take the young lad under her wing if he had any skill with that sword he carried... and to teach him new fighting arts and other skills... After much talk, Faeryl, who at that point only knew he hated living off the land, agreed to the training.

The two went to Clarity's home on the surface, a place Faeryl had never been before.. He was amazed at the brightness of it all, and it only took him a little while to acclimate to the half day/half night schedule of the surface world. For almost 8 years, Clarity trained him almost mercilessly hard, teaching him not only to fight with his longsword, but also with other weapons and a variety of light armors. She taught him a little bit of alchemy as well, how to make simple things like acid flasks and thunderstones. Finally, she started letting him accompany her on her frequent jobs, at first as apprentice, and then in the end, as her partner. They took a variety of jobs, but most of them involved killing someone, though some were simple extractions, or recovery missions.

Faeryl stayed with Clarity for almost 40 years, learning everything he could from her, but also ultimately realizing he was in love with her. When he asked her to marry him, she just stared at him in shock at first... and took his hand... she led him to her bed and they had a wild night of lovemaking... not his first, he wasn't celibate, but his finest. In the morning, when he was sure she would say 'yes', she told him she was promised to another, and couldn't marry him... His world collapsed around him for a moment as the implications of her words struck him. His first thought was to find out who this person was, and eliminate him, but he knew he couldn't do that to her.

Saddened and defeated, he packed to go, and over her protests, he kissed her one last time and simply walked out of her life. He went out on his own, hiring himself as a swordsman, slayer, or bodyguard, until the dreams started...

He dreamt of the end of the world... surface and underdark as well... the earth erupting in volcanoes that destroyed both regions... and the forces of the air spawning electrical storms and tornados that ripped through the land. Beset by these dreams, one night, the dream called him to a place called 'Dragon's Draught'. He felt drawn to find the place and with a little research learned it's locale.

The journey there was long and fraught with its own perils. Faeryl talked his way out of as many as he could, fled where he couldn't or fought what he couldn't flee. Finally he arrived at the town where the Dragon's Draught was the dominant building. Along the way he spotted a narrow door between two other buildings. Above the door was a small signboard which read The Nether and Void.

Intrigued, almost drawn to it for some reason, he tried the door and found it open. Stepping inside, he found a shop far too large to fit between the two buildings, yet he didn't question this at the time. The shop was filled with all sorts of ephemera, nostrums, books, armor and weapons, items of all kinds, scattered about seemingly at random. A wizened old woman shuffled towards him as he entered. She was rank with the scent of the overly-aged, perhaps already dead, as well as the scents from many spices and spoke in a ragged, squeaky voice. "Welcome to the Nether and Void, youngster. You look like one in need. Sleep would be welcome to you, I could give you an elixir that would let you slumber without dreams." He stared at her a long moment and shook his head, not sure why, as dreamless sleep would have been welcome. "Ah, you are a hunter of men... You need a slayer's weapon. Perhaps this one, eh?" She pointed to a sword alone in a rack on the wall. The blade glimmered as if on cue in the meager lighting. The gem in the dragon's eye on the hilt caught the glow and Faeryl could have sworn it winked at him. He reached up for the sword, sure the wizened little woman could never have reached it herself. He lifted it from the rack and it felt warm to his touch, and the hilt fit into his hand as if used to his grip.

"I have no money for such a fine blade." he replied to her, but she merely chuckled drily.

"You'll owe me, youngster. Now leave, before they change their minds." She coughed raspingly.

"They?" he turned to ask... but as he turned, he found himself in the street, facing where the front door had been, to discover it was merely the joint between the two connected buildings... no sign of a door anywhere. He felt it with his free hand, and there was nothing but solid stone wall. He backed away, looking up and down the street, but saw no sign of the enigmatic little shop. He slipped the sword into his belt.

Faeryl stumbled up the street to the building with the sign of the Dragon's Draught on it... the one he'd seen in his dreams. He opened the door and stepped in.