![]() About Fibula BoneFibula Bone
When not dressed for battle Fibula generally wares very little so those that gaze upon her beauty might be enlightened of Pharasma's glory.
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+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). --- Spells per Day 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 8 | 6 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | Spells Known: (CL 4th; concentration +11) 0: Create water, Detect Magic, Guidance, read magic, virtue, mend 1: Bless, Cause fear, Cure Light Wounds, Bane, shield of faith, Sanctuary, Inflict light wounds 2: Cure Moderate Wounds, false life, Lesser Restoration, Spiritual Weapon Oracle’s Curse (Ex) Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet. Revelation: Spoiler:
Armor of Bones (Su): You can conjure armour made of bones that grants you a +4 armour bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armour grants you Damage Reduction 5/bludgeoning. You can use this armour 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.
Raise the Dead (Su): As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your oracle level. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a bloody skeleton or fast zombie. At 15th level, you can summon an advanced skeleton or zombie. You can use this ability once per day plus one additional time per day at 10th level. Bleeding Wounds (Su): Whenever a creature takes damage from one of your spells or effects that causes negative energy damage (such as inflict light wounds or the death's touch revelation), it begins to bleed, taking 1 point of damage each round. At 5th level, and every five levels thereafter, this damage increases by 1. The bleeding can be stopped by a DC 15 Heal check or any effect that heals damage.
Fibula's undead: Mr Jangles (skeleton) Spoiler:
Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0 Defense AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural) hp 20 (5d8) Fort +1, Ref +3, Will +4 DR 5/bludgeoning; Immune cold, undead traits Offense Speed 30 ft. cane +3 (1d6+2), claw +0 (1d4+1) or 2 claws +5 (1d4+2) Statistics Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10 Base Atk +2; CMB +4; CMD 16 Feats: Improved Initiative Description: dressed as a dapper Taldor noble, Mr Jangles is dressed in a fancy formal suit complete with top hat and cane (which looks identical to Fibula's). Only a contentious fashion hound, like any typical Taldor noble, would note that the cloths are almost twenty years out of style. Madame Morte (zombie) Spoiler:
Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0 Defense AC 12, touch 10, flat-footed 12 (+2 natural) hp 26 (5d8+5) Fort +1, Ref +1, Will +4 DR 5/slashing; Immune undead traits Offense Speed 30 ft. Melee slam +6 (1d6+4) Statistics Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10 Base Atk +2; CMB +5; CMD 15 Feats: Toughness Special Qualities: staggered(ex): Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action. Description: Madame Morte looks disturbingly like Fibula minus the tattoos and blond hair. The dark haired undead looks like it could be Fibula's sister . . . or her mother. --- Feats: deceptive, Toughness, blind-fight, extra Revelations Traits Spoiler:
Heirloom Weapon
You carry a weapon that has been passed down from generation to generation in your family. This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation). You gain a +1 trait bonus on attack rolls with this specific weapon and are considered proficient with that specific weapon (but not other weapons of that type) even if you do not have the required proficiencies. Impressive Presence (Taldor) Your grandiose sense of style often makes it difficult for anyone to be around you. Once per day as a full-round action, you may attempt to distract adjacent foes with a lengthy display of your martial prowess. All adjacent foes must succeed on a Will save (DC 10 + 1/2 your level + your Charisma modifier) or gain the shaken condition. This condition persists for one round.
Skills Bluff +16 Diplomacy +14 Disguise +16 Heal +9 intimidate +12 Sense Motive +9 Spellcraft +10 Knowledge (religion) +6 Languages Common, Skald Possessions
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Large Metal Shield +1 Cane backpack belt pouch bed roll cold weather outfit disguise kit flint and steel ice tool snow shoes 10 days of trail rations 50" hempen rope Ring of Protection +1 Amulet of Natural armor +1 scrolls of lesser restoration X2 Headband of Alluring Charisma +2 G 10,226
Personality History
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Fibula never knew her parents. She was born a scant three weeks after her father’s assassination. Her mother died in childbirth. Both her parents had been of minor nobility, her father was of Taldor linage and her mother was from Ustalav stock, but neither family had been overly pleased with the union, and with Taldor politics shifting at break neck speeds the baby was useless to her father’s side of the family the moment the knife cut her father’s throat. Fibulia wasn’t much use to her mother’s side of the family either. It seemed unlikely that there would be any inheritance from the father’s side and already there were questions about the child’s legitimacy. Taldor blood was worth something even in Ustalav, but nobody could use an illegitimate bastard. Fibula’s mother had been deflowered and would likely have to settle for a less advantageous marriage. When tragedy struck again Fibula was orphaned and her prospects looked bleak.
Fibula was a beautiful healthy baby girl though. Her mother had been an almost legendary beauty and Fibula had seemed to have inherited these looks. Strangely enough both her maternal aunt and one of her paternal aunts (who had no children of her own) had offered to raise her. There was a token struggle, but with family lawyers on her father’s side arguing that the child was illegitimate, there wasn’t much chance of her paternal aunt gaining custody. Fibula was given over to her maternal aunt and given the name Fibula Bone. She was treated little better then a servant and didn’t even know that she was related to her cousins by blood till she was six years old. Her time in her aunt’s house wasn’t easy but it did teach her many lesions. Quite quickly Fibula learned about intrigue, deception, and politics. Sometime after her 10th birthday Fibula began studying medicine and began reconstructing the tragic events that lead to her mother’s death. She picked up hints and caught whispers and quite inadvertently learned that her mother had been murdered. Fibula was quite used to playing the fool by this time and so it became easy for her to phrase silly and innocuous questions to draw out a killer. When her aunt unknowingly implicated herself in the crime the young girl knew she had to escape. Of course what Fibula didn’t know was that it would ultimately prove unnecessary as her aunt, though capable of plotting and organizing a murder, was by no means a mastermind and was blissfully unaware that her niece had discovered her. Fibula packed her things, taking only what she could carry, including a sword cane that had belonged to her father, and fled into the night. She stumbled across a Varisian traveling show and pretended to be a simple village child that wanted to join their show. Amazingly the seasoned actors and confidence men believed her. Thankfully news of the missing young noble and the efforts of the half hearted search never caught up to the show. Fibulia spent the next six years of her life on the road. She learned to blend, to help with the show, and eventually her new guardians thought her capable of her own act. Fibulia became an albino Mwangi seer of Pharasma. What Fibula and her new family didn’t realize was that the seer bit wasn’t an act. Fibula’s eyesight faded. Soon she could only make out shadowy shapes, but somehow as her sight deteriorated her senses heightened. Not her hearing or touch or taste or anything like that (these senses remained mundane) but rather understanding of the world. She seemed to instinctively be able to judge people, she felt the world around her on a completely different level, she could almost feel the intent and lies in people’s voices, sometimes the words on a page seemed to jump out at her, and most amazing of all: sometimes she saw the future. For a while Madam Maga (the show’s resident wise woman) was convinced it was a side effect from the tattoos she was getting, ink seeping into her brain, but as the visions grew stronger the validity became harder and harder to doubt. Then, a few months into her 15th year, Fibula received the unmistakable message of her god. Fibula remembers next to nothing about that message, except that it was the most joyous and powerful moment of her life, and that she knew her life would now be devoted to serving Pharasma. By the time Fibula was certain that she needed to go to Absalom she was able to draw on Pharasma’s might with ease. When she found herself at the gates of the legendary Pathfinder Society she was as surprised as anyone else. She’d heard of them naturally but until she stood at the gates of their guild hall in Absalom she had no idea why she’d come to the island. Fibula was surprised that she was almost turned away at the gates, she’d heard that all were welcome to try entry, but later, after she’d talked her way within, it occurred to her that one of the requirements the Pathfinders must fill was the ability to read and write. Fibula had long ago given up on relying on her eyes to see and the man at the gate must have assumed she was completely blind! Fibula did nothing to dismiss this misconception over the following months. She was trained, worked, and tested. Often her perceived blindness worked in her favour as she was able to shirk undesirable duty like cleaning the latrines as she could easily pretend to trip carrying buckets of waste or worse. During testing her instructors sometimes inadvertently let her see the answers because they assumed that she couldn’t see. Her training with weapons was limited to katas and forms. Still, it was slowly becoming obvious that her instructors were holding her back. Fibula could see that they didn’t believe she could graduate and become a full Pathfinder. They were clearly grooming her to become an informant. At the age of eighteen Fibula demanded to be given her test. It was still too early, normally students need to undergo three years of training, but Fibula successfully argued that if her instructors thought her doomed to failure why delay the inevitable? Give her the test straight away and let her get on with her life. Fibula’s test was to locate a missing Taldorian girl, a seemingly impossible task as the girl had gone missing some eight years previously in Ustalav, and the trail had gone beyond cold. Fibula knew instantly that fate and Pharasma’s will had conspired to make her final test the staggeringly easy task of finding herself. As always Fibula played it soft. She let the others think she was disappointed to have been given such an impossible task. Then she used pathfinder resources to learn more about both sides of her family. By the time she was prepared to reveal herself she’d pieced together much of her past and had deduced who she could trust and who had likely been behind her parent’s assassinations. Her paternal aunt, Fibula had learned, never had children of her own. Although having Fibula around to murk up the lines of succession would in no way be advantageous to her Aunt, the woman was determined to find out what happened one way or another. In the eighteen years since she’d reluctantly allowed her family to give up her brother’s child she’d gained control of the house. Fibula’s aunt now controlled the family and she’d never forgotten about that beautiful baby. The most difficult portion of her mission would be how to approach her long lost relative, reveal herself, and maintain her anonymity and independence. Fibula had a fear about being drawn into politics, being used as a pawn in the game of houses, or finding that her aunt simply wanted to tie up loose ends. There certainly was a real danger that she’d somehow been behind her brother’s murder . . . in the end Fibula’s fears proved to be unfounded. Her aunt Georgina was a kindred spirit, a careful manipulator and keen observer, and she recognised her brother’s cane almost immediately though she was careful not to let on what she suspected. Fibula and her aunt met many times over the following week under the pretext of examining old evidence, with Fibula deciding if she trusted her aunt, and Georgina deciding if she were being played by a confidence woman looking to lay claim to her estate. And when Fibula finally laid her cards on the table both women suddenly felt they’d instantly gained something, Fibula a mother, and Georgina a daughter . . . after a fashion. The meeting was far from ideal. There was still the matter of Fibulia’s tattoos, her murderous Ustalavian aunt, and years of abandonment for them to squabble over, but though the argument was heated both woman came away with mutual respect. In the end Fibula was able to keep her independence, she returned to the Pathfinder society with a successful report, and with her aunt’s blessing was able to conceal her true bloodline. Astonished teachers and students saw the blind pariah raised to full pathfinder ahead of many in her class, after accomplishing what many thought was near impossible. Over the next few months, with her aunt’s help, Fibula made contact with the Taldon faction within the society. With her aunt Countess Georgina DuMorr’s guidance and with the instruction of the society’s Count Jacquo Dalsine Fibula plans to slowly raise thought the ranks until she pieces together Pharasma ultimate design for her. Bellis Halfling slave Equipment: Spoiler:
formal wear traveling cloths working cloths tea set flute hair styling kit make up kit Bellis is Fibulia's halfling slave. Usually cheerful she almost looks like a smaller version of Fibula (without the tattoos and white eyes). Bellis enjoys a very free and cordial relationship with Fibula. Privately the halfling is free to speak her mind with no repercussions. The halfling is usually quite happy to tell Fibula how foolish her adventuring is. EXP: Penumbral Accords: +1XP, +2PA, +450GP Among the Living: +1xp, +1PA, +420GP Assault on the Kingdom of the Impossible: +1xp, +2PA, +1800GP Shades of Ice, Part 1: Written in Blood: +1xp, +2PA, +500GP Murder on the Throaty Mermaid: +1xp, +2PA, +538GP
Shades of Ice, Part 2: Exiles of Winter: +1xp, +2PA, +503GP
Before the Dawn, Part 1: The Bloodcove Disguise: +1xp, +2PA, +1262GP
Shades of Ice, Part 3: Keep of the Huscarl King: +1xp. +2PA, +1906GP
Deliriums Tangle: +1 xp, +2PA, +1867GP The Dalsine Affair: +1 xp, +2PA, +1250GP
The Darkest Vengeance: +1xp, +2PA, +1895GP The Frostfur Captives: +1xp, +2PA, +502GP
Sewer Dragons of Absolom: +1xp, +2PA, +3165GP The Ghenett Manor Gauntlet: +1xp, +1PA, +2645GP Before the Dawn Part 1: Rescue at Azlant Ridge: +1xp, +2PA, +3225
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