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About FaitheBuild:
Faithe female fetchling oracle 1 N medium outsider (native) Init +4; Senses Darkvision 60ft, Low-light Vision; Perception +0 -------------------- Defense -------------------- AC 13 (17), touch 13, flat-footed 10 (14) (10 + 3 dex + 0 arm [+4 bone armor]) hp 10 (1d8+2) Fort +2, Ref +3, Will +1 Resists C/E 5 Shadow Blending 50% miss chance when in dim light -------------------- Offense -------------------- Speed 30 ft. Melee scythe +3 (2d4+4 /x4) Ranged light crossbow +3 (1d8 19-20/x2) Special Attacks Spell-like Abilities (CL 1; concentration +4): 1/1 day—disguise self Spells (CL 1; concentration +4): 1st—(4/4 day) murderous command (dc 14), cure light wounds (dc 14), inflict light wounds (dc 14) 0—create water, guidance, mending, detect magic -------------------- Statistics -------------------- Str 16, Dex 16, Con 14, Int 10, Wis 8, Cha 16 Base Atk +0; CMB +3;CMD 16 Feats WP: simple; AP: light, med; SP: l, m; WP Scythe (1st) Traits Shadow Child, Reactionary Skills Intimidate +7=+3+1+3 Know (planes) +6=+0+1+3+2 Know (Relig) +4=+0+1+3 Perception +0=-1+1+0 Stealth +9=+3+1+3+2 Background Skills Appraise +4=+0+1+3 Craft (Weapons) +4=+0+1+3 Languages Common SQ Fav Class Oracle +1SP, orisons (inflict spells) Combat Gear scythe (10lbs)(18 gp) light crossbow (5lbs) (35gp) -10 bolts (1gp) (15lbs) Magic Gear Misc Gear backpack bedroll belt pouch flint and steel mess kit rope (50ft) soap trail rations (5 days) waterskin (15lbs) spell component pouch (2lbs) silver holy symbol of Pharasma (1lbs) traveler’s outfit (5lbs) Currency: 12gp Carrying Capacity Light 76 Med 153 Hvy 230 Carried: 38 -------------------- Special Abilities -------------------- Skilled Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks. 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. Spell-like Abilities (SP) A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches character 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains plane shift (self only, 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. Shadow Child Westcrown has long suffered under a peculiar curse, a blight that rises every night, bringing with it fell beasts that hunt the shadows. No one can say from whence these night-horrors come—though some blame the mysterious wizards of Nidal, other claim that it’s some curse laid by fallen Aroden, while still others suggest some shadowy mastermind manipulates an ebon brood from the depths of Westcrown’s northern ruins. Whatever the case, the people of Westcrown have long feared the night, but not you. You’re goal is to reclaim the darkness from the beasts that hide within. You’ve acclimated yourself to the dark, and thus act with greater precision in the shadow than most. When attacking targets in areas of dim light, you do not suffer the standard 20% miss chance on attack rolls for being in the poorly lit area. Oracle Curse: Shadowbound Your pigmentation is oddly colorless, and your eyes are highly sensitive to light. You are blinded for 1 round when exposed to normal or bright light and dazzled while in such a lit area. You gain darkvision to a range of 30 feet. At 5th level, the range of your darkvision increases by 30 feet. At 10th level, add shadow conjuration to your list of 4th-level oracle spells known and shadow evocation to your list of 5th-level oracle spells known. At 15th level, add shadow walk to your list of 6th-level oracle spells known. Mystery Bones Class Skills An oracle with a bones mystery adds Bluff, Disguise, Intimidate, and Stealth to her list of class skills Bonus Spells cause fear (2nd), false life (4th), animate dead (6th), fear (8th), slay living (10th), circle of death (12th), control undead (14th), horrid wilting (16th), wail of the banshees (18th). Armor of Bones (Su) You can conjure armor made of bones that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/bludgeoning. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. Description:
Faithe is a shapely fetchling woman with white skin, hair, and white orbs for eyes. She prefers rather revealing clothes of black leather with skull motifs and at times a deep black cloak lined in red that she can use to conceal her form from the bright light of day. She wears vivid red make up around her eyes and on her lips and uses soot to darken her lashes and eye brows to black. She is strikingly beautiful and knows it even though she only truly reveals it to those she trusts and rarely in the light of day. She also wears a holy symbol of pharasma about her neck.
When Faithe is going into a fight her stark beauty becomes mixed with horror as she summons armor made of bone to coat her form and wields a heavy scythe. One can almost feel the weight of the dead backing her and leads her enemies to fear her. It all is to aid her in her battle to end the things that haunt the darkness of Westcrown. Personality:
Background:
Faithe was born...somewhere, she doesn’t remember where she came from other than it was dark and it was cold. When she was still very young that changed, she was nearly killed by some dark thing she can’t remember when it suddenly got sucked through a portal to somewhere bright and full of colors she had never known! She found herself in a place she could barely stand, the light was intense, and it hurt her eyes at first. Even now she still has problems when the sun is out but it has become more bearable with time. Lost and alone in the city of Westcrown, Faithe was taken in by a priestess of Pharasma named Hellina, who ran a small shrine to the Lady of Graves that tended to the major cemeteries in the city when she found the child hiding in one of the crypts from the light. At first she was suspected of being an undead but when holy water had no affect on Faithe the priestess knew she wrong. Hellina raised Faithe as best she could in the Rego Sacera given she was never much of a people person and that rubbed off on Faithe to some degree. As she got older Faithe began to get visions of death and darkness and felt a stronger connection to the dead. It wasn’t that she was becoming one, more that she felt a connection to them, that they whispered to warnings to her, especially in the dark when the shadowy things that reminded her of where she came from lurked. As she reached adolescence Faithe began to develop into a gorgeous young woman despite her incredibly pale appearance that often made her mistaken for an albino. She began to learn how to use her appearance to distract people who would try to harm her and eventually learned to summon up armor made of bones for a time. Pharasma began to bless her with divine power furthering her ability to protect herself and others from the things that lurked in the dark. Faithe has just begun to come into her true power and stories about her have begun to circulate. It is spoken in some areas that, if you are caught alone at night, and the terrors in the dark come for you, and if you are lucky, the Lady of Bones will aid you. SOAP |