Mithral Scarab

Faustia's page

6 posts. Alias of MageHunter.


Full Name

Faustia Bluewood

Race

Half-Elf

Classes/Levels

Shaman (Visionary) 8/Loremaster 4 (Devilbound)

Gender

Female

Size

Medium; 5'5, 115 lb.

Age

35 Years

Alignment

LE

Deity

Mephistopheles

Occupation

Contract "Fixer"

Strength 7
Dexterity 12
Constitution 14
Intelligence 16
Wisdom 22
Charisma 14

About Faustia

Statistics:
Female Half-Elf Shaman (Visionary) 8/Loremaster 4 (Devilbound)
LE Medium Humanoid (Elf)(Human)
Init +1; Senses Perception +6; Low-Light Vision, Darkvision 60 ft., See in Darkness
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DEFENSE
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AC 15, touch 11, flat-footed 15 (+0 armor, +1 dex, +4 natural)
hp 86 (7d8 + 5d6 + 36); Regeneration 5 (Good Spells, Good Weapons
Fort +7, Ref +4, Will +16 (+2 vs Mind-Affecting, +4 vs Poison)
Resist fire 30
Immune Sleep Effects
Weakness Contract Bound
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OFFENSE
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Speed 30 ft.

Melee

Ranged
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STATISTICS
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Str 7, Dex 12, Con 14, Int 16, Wis 22, Cha 14
Base Atk +8; CMB +6; CMD 17
Traits

Feats
Diviner's Delving +2 bonus on caster level checks for spell resistance or effects that impede Divination. When using a concentration based spell may learn information one round sooner.
Extend Spell May prepare a spell as a level higher to double its duration.
Toughness Add 1 hit point per HD

Skills (8 points; 4 class, 3 INT, 1 FCB)
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses
+2 bonus on all Knowledge Checks
+2 Racial Bonus on Perception Checks

Languages Common

Special Abilities:

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SPECIAL ABILITIES
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Dual-Minded +2 on Will saves
Elven Immmunities Immune to Magic Sleep Effects, and +2 on saves vs. Mind-Affecting effects.
Keen Senses +2 bonus on Perception Checks

Discern Magical Expertise When Casting Detect Chaos, Evil, Good, or Law for two rounds can discern what bloodlines, domains, hexes, schools, and mysteries the target possesses.
Improved Divination 90% success chance with Augury and Divination. Additionally 100% chance of casting spells listed in Scrying description, and Scrying may be prepared as a 4th level spell.
Spirit Animal Familiar. Communes with it for spells, see below.
Monstrous Insight 5/day, may attempt a knowledge check to identify a creature with a +8 bonus. For one minute regardless of success, +2 insight bonus on attack rolls against the creature, and a +2 insight bonus on AC against the creature.
Automatic Writing 1/day, may spend 10 minutes in uninterrupted meditation. As Divination with a 90% success chance.
Arcane Enlightenment Add two spells from the Sorcerer/Wizard Spell List to the Shaman Spell List. [TBD]
Benefit of Wisdom Add WIS to Knowledge checks instead of INT
Secret Extend Spell as a bonus feat.

Secret Health Toughness Bonus Feat
The Lore of True Stamina +2 on Fort Saves
Lore May make Knowledge Checks untrained, +2 bonus.
Bonus Language Additional Language Learned

Spells:

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Spells
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0th (at will)

1st (0/day)

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-23 lb. Medium 24-46 lb. Heavy 47-70 lb.
Current Load Carried 0 lb.

Money 0 GP 0 SP 0 CP

Namtar:

LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
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DEFENSE
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AC 21, touch 16, flat-footed 17 (+3 Dex, +1 dodge, +5 natural, +2 size)
hp 43 (3d10); fast healing 2
Fort +3, Ref +6, Will +9
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
Special Improved Evasion
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OFFENSE
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Speed 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)
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STATISTICS
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Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +8; CMB +6; CMD 21
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7
Languages Common, Infernal; Telepathy 50 ft.
SQ change shape (Amy Small or Tiny Animal, beast shape II)
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SPECIAL ABILITIES
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Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Background:

Faustia grew up tremendously bored. She lived in a small town, full of boring humans, who did boring things. They were about as smart as the cows they farmed, and couldn't make for any entertaining conversations. Faustia knew that her father left, which just left her with her mother. She did not want to live in the town anymore, so she set out into the world.

Faustia went to the Kingdom of Five Mountains; impressed by it's age. She came across a Church of Torag. Faustia saw the expensive armor worn and all the gold and said to herself that this was a place of wealth and power. She wanted to learn and keep learning, and unlock the secrets of the universe. However she wasn't happy at the church. As a low-level acolyte she had hardly any respect. Additionally, her heritage meant Dwarves would just ignore her. As an acolyte of Torag she was forced to help people when all she wanted to do was study in a library. Torag did not seem to care about the secrets of the universe so Faustia was done.

She left the church and ran. She didn't know where but anywhere but there. She considered Osirion but had no way to get there. So she walked, and shamefully begged to get by. On the way she was stopped by a handsome man. Noting that they were alone he spun, and showed his true form as a Pit Fiend. Faustia knew how powerful he was and out of cowardice knelt down. The Pit Fiend offered to grant true power to Faustia however, and allow her to discover the secrets of the Universe. She could view all texts, not just those approved by Priests of Torag. All she had to do was serve him. She accepted eagerly, signing in blood.

She did feel more powerful and noticed her cut from the inkpen swiftly disappeared. Over the next few years she found her faith in Mephistopheles, who did venerate knowledge. She learned many secrets and through her readings can understand much of the world. She gladly wields her power even though she serves another. She uses her magic to look into people's lives, and set up connections everywhere to find people at the lowest points in their lives. Then she merely arranges a meeting with a Devil to make a deal. She is certainly damned, but it's almost as if she doesn't care.

Appearance and Personality:

Faustia is a menacing presence. She normally wears heavy armor and walks proudly everywhere she goes. Anyone talking to her can see that something is... off.

Upon her shoulder there is many times a Raven, Bat, Rat, or some sort of animal. In actuality, it's her companion, Namtar. Namtar was directly conjured from Hell and is an advisor to Faustia. He has a powerful connection to Hell giving her guidance, and also helping her work for it.

She knows Namtar wouldn't bat an eye at her death, but she doesn't mind, because she appreciates him.

She is exceedingly obsessive. She will proudly display her logic and intelligence along with her deep understanding of matters like philosophy and understanding mortal minds.

Were she not so disturbing, she would certainly be beautiful and charming. However most just run when they see her with Devils. She specializes in deals however, and spends her time monitoring people at their lowest.