N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Tess opens her eyes. They immediately begin to sting from the smoke. Her hand clutches. Fingers close around the hilt of her kitchen knife, now so far from the cutting boards and sinks of home. Carefully she rises to her feet, then retreats behind her fellow Pathfinders while the wight is distracted. Mandatory Fire damage: 4d6 ⇒ (2, 3, 3, 3) = 11 Interact to pick up dagger from ground [A], Stand [A], and Stride [A].
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Are the wraiths lvl 10 or higher? If not, Tess's Deny Advantage would prevent her from being flat-footed to them. (Not that it affects things here, but it's the principle of the thing. XD)
The knife falls from Tess's hand as she slumps to the ground.
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Did the wraiths need to make Concealment checks as well? Fortitude, Circumstance vs DC 28: 1d20 + 16 + 1 ⇒ (13) + 16 + 1 = 30 Tess coughs and cuts a few times at the wraith between her and Zac before tactically stepping back into the underbrush. Knife vs Blue FF AC: 1d20 + 18 ⇒ (2) + 18 = 20
Knife vs Blue FF AC: 1d20 + 18 - 4 ⇒ (8) + 18 - 4 = 22
Strike x2 [AA] and Step [A]. Mandatory Fire damage: 2d6 ⇒ (4, 2) = 6 Possible Opportune Backstab: Knife vs FF AC: 1d20 + 18 ⇒ (16) + 18 = 34
Flat check vs DC 5: 1d20 ⇒ 20 Slashing damage, Precision damage: 2d4 + 2 + 2d6 ⇒ (1, 1) + 2 + (3, 2) = 9 Debilitating Strike -> Enfeebled 1
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Tess squeezes through a crack in two large boulders and takes a moment to hide the signs of her passing before slowly creeping through the trees with her knife held ready. Stride [A], Hide [A], Sneak [A] (Stealth +18). Mandatory Fire damage: 2d6 ⇒ (4, 1) = 5 Opportune Backstab: Knife vs FF AC: 1d20 + 18 ⇒ (1) + 18 = 19
Slashing damage, Precision damage: 2d4 + 2 + 2d6 ⇒ (3, 2) + 2 + (5, 3) = 15 Debilitating Strike -> Enfeebled 1
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Tess adopts the role of a feeble old woman, standing atop a nearby hilltop (with a lovely bit of land below that just so happens to be clear of flammable bits) and does her best to draw the zombies to her. Shrieks, wails, gnashing of teeth, a black shawl flying wildly in a non-existent wind - she pulls out all the stops to collect the undead into a killing zone for her colleagues with bows.
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Seeing the archers fall one by one in front of her, Tess spins around and reverses direction. Carefully she slips between Thereus and Zac, plants her dagger in the neck of the wight, cuts again at the tendons holding its arms in place before stepping back. Knife vs Purple FF AC: 1d20 + 18 ⇒ (18) + 18 = 36
Stride [A], Strike [A], Step [A].
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Tess pulls the hood of her cloak over her head again and vanishes from sight. Soft footfalls creep past Thereus towards the bridge. Activate Cloak of Elvenkind to cast invisibility [AA] and Sneak (Stealth +18) [A].
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Tess cuts once with surgical precision. Knife vs Orange FF AC: 1d20 + 18 ⇒ (9) + 18 = 27
She cuts again. Knife vs Orange FF AC: 1d20 + 18 - 4 ⇒ (16) + 18 - 4 = 30
And then she steps - just as precisely - around her prey.
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Fortitude vs DC 24: 1d20 + 16 ⇒ (8) + 16 = 24
If Zac's AoO hits Purple:
Tess seizes the opportunity to add a bit more hurt to the undead creature trying to flank her.
Knife vs Purple FF AC: 1d20 + 18 ⇒ (17) + 18 = 35
Tess's face remains impassive and unimpressed as the creatures try to drain what's left of her already-long-lived life away from her - though folks familiar with her might suspect it to be her trying to hide the pain she must be feeling from her wounds.
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Tess takes the opportunity to cut at the wight next to her. Dagger vs Orange FF AC: 1d20 + 18 ⇒ (3) + 18 = 21
Dagger vs Orange FF AC: 1d20 + 18 - 4 ⇒ (19) + 18 - 4 = 33
Order of preference for Debilitating Strikes: Enfeebled 1, -10 ft Speed. With that done, she steps around her target to put it between her and the archers across the river. Quick Draw [A], Strike [A], and Step [A].
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Tess pulls the hood of her cloak over her head as if to hide her terrified face from the terrible undead before her - and then vanishes from sight. Only the soft sounds of careful footsteps betray her position as she creeps forward. Activating invisibility from Cloak of Elvenkind [AA], then Sneak (Stealth +18) [A].
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Tess finds someone in the crowd of evacuees and starts asking them questions as if they were the one in charge. This gets other people to look to them for guidance, and before long there are a handful of un-appointed leaders coordinating the exodus. Deception to Evacuate: 1d20 + 21 ⇒ (8) + 21 = 29
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
The light of the moon is enough for Tess to see by as she joins Bovar and Namiri in scouting out the advancing horde. She also makes an effort to slip the pair as many cookies as she can from her seemingly-bottomless apron pocket. Perception, Aid to Scout: 1d20 + 18 + 2 ⇒ (4) + 18 + 2 = 24
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
I think Daphnaie’s hit against Yellow would trigger Tess’s Opportune Backstab? Fortitude vs DC 24: 1d20 + 16 ⇒ (13) + 16 = 29
Reflex vs DC 29: 1d20 + 20 ⇒ (18) + 20 = 38 Tess pats out a patch of smoldering apron with one hand and cuts at the zombie with the knife held in the other. Her expression is calm, as if she were in the kitchen chopping vegetables that didn’t try to hit her back. Knife vs Yellow FF AC: 1d20 + 18 ⇒ (1) + 18 = 19
Knife vs Yellow FF AC: 1d20 + 18 - 4 ⇒ (2) + 18 - 4 = 16
Knife vs Yellow FF AC: 1d20 + 18 - 8 ⇒ (2) + 18 - 8 = 12
Opportune Backstab: Knife vs Yellow FF AC: 1d20 + 18 ⇒ (5) + 18 = 23
Slashing damage, Precision damage: 2d4 + 2 + 2d6 ⇒ (4, 2) + 2 + (5, 6) = 19
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Reflex vs DC 23: 1d20 + 20 ⇒ (7) + 20 = 27 Somehow Tess is still unmarked by the explosions she keeps somehow finding herself in the middle of. We can redirect that last strike to Yellow, but it's a miss anyway so no worries.
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Thanks for watching out for Tess's reaction Drogo! Also, I don't think the Fortitude save from Daphnaie was needed since Blue exploded before it could hit her? Reflex vs DC 23: 1d20 + 20 ⇒ (5) + 20 = 25 Tess emerges untouched from the explosion yet again and slips around to follow Daphnaie to her latest victim. Or perhaps the reason she wears the black apron is because it doesn't show the scorch marks? Knife vs Red FF AC: 1d20 + 18 ⇒ (9) + 18 = 27
Knife vs Red FF AC: 1d20 + 18 - 4 ⇒ (1) + 18 - 4 = 15
Stride [A] and Strike x2 [AA]. Opportune Backstab: Knife vs FF AC: 1d20 + 18 ⇒ (20) + 18 = 38
Slashing damage, Precision damage: 2d4 + 2 + 2d6 ⇒ (4, 3) + 2 + (3, 5) = 17 Debilitating Strike -> Enfeebled 1
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Reflex, Evasion vs DC 23: 1d20 + 20 ⇒ (17) + 20 = 37
Tess shakes her head and scowls at the screaming skulls with the same disapproval one normally reserves for an unhappy toddler on a train before turning her attention back to the probably-explosive zombie on the ground in front of her. Her knife flashes through the air, carving the rotting flesh with the same precision as one would carve a feastday turkey. Knife vs Cyan FF AC: 1d20 + 18 ⇒ (12) + 18 = 30
Knife vs Cyan FF AC: 1d20 + 18 - 4 ⇒ (14) + 18 - 4 = 28
Knife vs Cyan FF AC: 1d20 + 18 - 8 ⇒ (9) + 18 - 8 = 19
Strike x3 [AAA]. Opportune Backstab: Knife vs FF AC: 1d20 + 18 ⇒ (15) + 18 = 33
Slashing damage, Precision damage: 2d4 + 2 + 2d6 ⇒ (1, 2) + 2 + (4, 2) = 11 Debilitating Strike -> Enfeebled 1
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Will vs DC 29: 1d20 + 16 ⇒ (20) + 16 = 36 Tess shakes her head, unbothered by a sound so similar to screaming toddlers and babies, and re-evaluates the situation. Spotting Daphnaie on the other side of the scuffle, she hitches up her skirt and starts running. One hand plucks a very large kitchen knife from her apron pocket, then quickly reverses into a quick arc targeting the zombie’s arms. Kitchen Knife vs Purple FF AC: 1d20 + 18 ⇒ (9) + 18 = 27 (Gang Up)
Stride x2 [AA], Quick Draw [A], and Debilitating Strike [F]. If someone hits Purple (or another enemy adjacent to Tess) with a melee attack, she’s use her reaction to make an Opportune Backstab (spoilers below). Opportune Backstab: Kitchen Knife vs FF AC: 1d20 + 18 ⇒ (15) + 18 = 33 (Gang Up)
Slashing damage, Precision damage: 2d4 + 2 + 2d6 ⇒ (2, 2) + 2 + (5, 2) = 13 I don’t know if Debilitating Strike can trigger outside of Tess’s turn, but if it can she’ll use it to make her opponent Enfeebled 1 until the end of her oncoming turn.
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
With a single fluid motion, Tess plucks a skewer tucked in her hair and throws it towards the closest zombie's feet. Dart, Range vs Red FF AC: 1d20 + 18 - 4 ⇒ (18) + 18 - 4 = 32
As soon as the projectile lands, it disappears and reappears in the elderly woman's hand. Tess herself moves just as quickly as the weapon, ducking behind a rock and crouching low to avoid detection. Quick Draw to Strike Red [A], Debilitating Strike [F], Stride [A], and Hide [A]. Stealth +18 vs enemies' Perception DC, possible +2 bonus from cover.
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
If Tess is offended by Maja declining her offer of the cookie, her smiling face doesn't show it. "Goodness dearie, that's quite the pickle. I'm afraid we didn't have a chance to gather much in the way of supplies for a prolonged siege - does your hold have materials to reinforce the town? Or are we depending on what the folks there have on hand?"
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
An elderly woman finishes passing out cookies to a handful of junior agents before joining the rest of the seniors on the rocks. "Anything for you dears?" she asks with a warm and cheerful smile. "I've still got a few left, so don't be shy." A weathered hand plucks another pouch from her apron pocket, causing the blade of a long kitchen knife to catch the sunlight for a moment before falling back into the folds of the dark fabric.
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Cooking Lore, Expert: 1d20 + 7 ⇒ (3) + 7 = 10 Meh. The job is done, and that's the important part. (Not that Tess was much help in the skill check portion, lol)
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Grandma Tess spends a few seconds as the group prepares to leave moving a heavy crate to the edge of the ship’s railing. Once the wind picks up, those floorboards won’t hold very long and it should make quite the splash when it falls. Hopefully not too soon - or too late... Deception: 1d20 + 11 ⇒ (4) + 11 = 15
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Grandma Tess tries to blend in with the other undead, rolling her cloak around on the ground and pulling the hood over her face as she adopts a more shambling stride. Deception: 1d20 + 11 ⇒ (4) + 11 = 15 Boo. Do we have Hero Points during Quests? Here’s hoping we do... Hero Point Reroll - Deception: 1d20 + 11 ⇒ (9) + 11 = 20
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
”Well we can’t have the poor dear injuring herself, now can we.” Grandma Tess pulls out some rope and helps Dorrance tie up her wayward ex-companion. ”Now then, I believe we have some investigating to do, yes?”
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
"And how did you know how to identify the 'investigators' you were sent to stop?" Grandma Tess asks gently, hands folded in her lap. "How exactly were you expecting to hide your involvement? Surely the Consortium didn't just give you a scrap of paper and expect you to magically know everything you needed to do from that." Grandma Tess has the Lie to Me skill feat - if she converses with a creature for at least a minute, any Deception checks they make to Lie are against her Deception DC (21) rather than her Perception DC (18).
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
"Upuaut, dear, could you keep her with us?" Grandma Tess asks kindly as she wipes the blood off her rolling pin. "She'd be able to answer more questions alive than dead." And she might not deserve to die. Not everyone follows orders of their own free will... The older half-elf calmly tucks those thoughts away in the same way as she tucks her rolling pin back into her apron pocket. "Regardless, it seems we have quite the lead on who might be interrupting this shipment."
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Oops! Well, that worked better than expected. Cheeky little one she is - a shame really. Perhaps we’ll have a chance to talk later. Grandma Tess lets her thoughts run, but doesn’t let them distract her as she tries to get a better look at the gnome - and then clobber her in the kneecap. Perception to Seek: 1d20 + 8 ⇒ (15) + 8 = 23 Rolling Pin: 1d20 + 9 ⇒ (19) + 9 = 28
Flat Check if Needed:
Flat Check: 1d20 ⇒ 2 So Grandma Tess’s actions for the turn would be Stride [A], Seek [A], and Strike [A].
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Perfect - so we know she has to be within 5 ft of where we last saw her since the movement penalties from Difficult Terrain and Sneaking would stack. ”She can’t have gone far,” Grandma Tess says finally. ”Fan out and keep your guard up.” She begins moving deliberately through the underbrush, keeping an eye out for any strange gnomes underfoot. Triple Stride [AAA] - path marked on map.
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Grandma Tess considers her options... So does the undergrowth provide Cover? If no, usually she'd have to be Concealed to take the Hide action and might not have been able to become Hidden without an action such as Create a Diversion. If yes, would the undergrowth also be considered difficult terrain? That's important because that helps us determine how far she might have moved from the last place we saw her. Sorry to be such a stick in the mud! Also, the Ready action only lets you use two actions to specify a trigger for a single action you take as a reaction before your next turn. Very few spells have 1-action casting times, making them much more difficult to ready in this addition.
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Grandma Tess follows after the hooligan, peeking behind the foliage to get a better look at the gnome. "Now now dear - it'll be easier on these old knees if you would stop all this running around and just talk," she says, adding with a wiry grin, "Easier on your noggin too, I'll wager." Possible Strike:
Rolling Pin: 1d20 + 9 ⇒ (11) + 9 = 20
Bludgeoning damage, Sneak Attack: 1d4 + 1d6 ⇒ (2) + (4) = 6 Due to Grandma Tess's Racket, the gnome is still flat-footed to Tess until the end of this turn thanks to the successful Feint check last turn. Stride [A], Seek [A]. If Grandma spots her, she'll Strike [A] - see spoiler above. Otherwise she'll Seek again. Seek is a secret roll, and Grandma Tess's Perception modifier is +8.
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
No worries GM - we're all still learning. I'm super grateful the PRD has that "It looks like you're trying to be sneaky - would you like some help with that?" section. XD
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
So normally (if I understand correctly) she'd have to be hidden or undetected by everyone to Sneak. You can normally Hide or Create a Diversion to become Hidden, then Sneak to become Undetected. Am I understanding it correctly, or does she have something that changes that?
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Seeing the last bandit fall, Grandma Tess hurries from the trees. "Oh dear, you dropped this." she says sweetly as she holds out a crumpled flower. Bluff vs Green Will DC: 1d20 + 10 ⇒ (15) + 10 = 25 "...Oh, and this too." The elderly half-elf quickly pulls out her rolling pin with the other hand and tries to clock the young hooligan. Rolling Pin (Light Mace): 1d20 + 9 ⇒ (6) + 9 = 15
Stride [A], Feint [A], and Quick Draw [A]. From her Racket:
PRD wrote: When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
Grandma Tess tumbles softly out of the backside of the wagon and ducks into the trees, trying to cut off the strange gnome's escape route. Triple Sneak [AAA]. GM, could you roll those three secret Stealth checks with a +8 bonus?
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
"Oh dear - there's some mean men come to steal our wagon and leave us penniless!" Grandma Tess lets her voice waver slightly to give the impression of fear. "Look! One, two, three, four - they outnumber us!" She shakily points at each bandit, pausing a bit more on the last one who is trying a bit harder than his companions to hide. "Wait, there's even more coming down the road!" She lets her voice rise to a shriek here, the better to accompany her wild hand gesture as she points to the bend in the road ahead before deftly slipping up onto the cart. Deception to Create a Diversion: 1d20 + 11 ⇒ (11) + 11 = 22 Totally down for GM to say this isn't feasible. Point Out [A], Create a Diversion [A], and Sneak [A] to hide on top of or inside the cart. Because Sneak is a Secret Stealth check, the GM will have to roll it and add Grandma Tess's +8 modifier.
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
An older half-elf woman emerges from the kitchen with a serving tray, placing a few drinks on it before moving unobtrusively to the back room. Deftly she places a dark stout in front of the dwarf and a glass full of chunky red liquid with a celery stick poking out the top like a straw next to the kobold. "Sorry sir - they didn't tell me we were short-staffed up front," she says demurely to Kristoff as she lowers the tray so he can retrieve a glass of wine. With her tray empty, she moves to the rear of the room and stands at attention. Softly she dusts the flour from her clothes, one end of a rolling pin poking out from her apron pocket as she does so.
N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None
An older woman slips quietly through the front door and immediately begins collecting glasses and plates from the various tables. Her pale hair is pulled up in a loose bun, revealing large eyes and pointed ears that betray her half-elven heritage. ”Oh, can I get that for you dear?” she asks one of the more inebriated patrons, deftly slipping the glass out of their loose hand and onto her tray. Hands full of dirty dishes, she heads towards the kitchen as if she was an employee here.
About DuskashaeBeneath the cold, dark exterior of this frightening shadow incarnate is buried a waking soul that yearns to break free from an eternity of torture and nightmares. They are learning that even the most perfect illusions cannot capture the beautiful essence of the human spirit. Name Duskashae, Warden of the Broken Circle, Thrice-Masked Master of Vagaries, and Apostatic Rector-Extracessionary
Background: Duskashae was constructed by the kytons of Hyraeatan to serve them in their wars, like all judow in the city. Initially they were given the responsibility of assisting with the conversion of captured enemies through torture, what the dark prelates called "extracessionary intervention." This process was performed in a small timeless demiplane, and Duskashae was very good at it. All of their earliest memories involve working on a particularly stubborn half-elf woman-- first as part of a support team, then later as a project under Duskashae's supervision. They got to know their prisoner exceedingly well over the course of what felt like centuries of time, before she finally broke and revealed all of the information she was hiding.
Duskashae was rewarded with new responsibilities: they were sent to investigate the former victim's friends and family, using the highly-detailed portfolio Duskashae had uncovered in their previous position. The woman had had extensive dealings with the shadow fey in the Orchard District, and her tormentor was granted extraordinary powers of magical illusion and subterfuge to infiltrate their community and find out whatever secrets could be used against them and the faerie courts they served. To do this, Duskashae adopted several disguises, including a half-elven female relative of their first victim who was on the run and attempting to relocate to the Glarewood from the Irons District. Now, Duskashae's efforts seem so juvenile, for her marks saw through her magical false identity so quickly that she wonders if her dark authorities set her up. They played her expertly, drawing her in, seeming to welcome her into their circles, and sharing wholly invented secrets sprinkled with just enough truth to thoroughly mislead her and keep her striving to learn more. Eventually she was promised an audience with the Faerie King, but it turns out her quarry had turned the tables and instead she was captured and imprisoned. The torturer had become the tortured, or so she thought. Like her previous victim, Duskashae was held for so long that she cannot remember how long she was there. Always the threat of physical abuse hung over her, and she was certain that soon they would begin to test the question on her, but they never did. She was locked away and left alone, and when people came to speak with her all they would tell her was that she had been deceived. They clothed and fed her, and gave her reading material, and said that when she was ready to repent they would release her. For many years she struggled against them, but slowly she began to soften as the process took hold. She realizes that her captors probably fed her faerie food, possibly laced with drugs to weaken her constitution. She prayed fervently to her patron goddess Mahathallah to send her enlightenment and strength of body and mind, but the transformation that had begun within her was inexorable. She was no longer the fanatical loyal servant she had been, but instead became a fey version of herself, infused with shadow that although illusory, eventually became real. When the change was complete, there was no further need to hold her prisoner. Duskashae now serves the Chrysalis Covenant, for she believes this ordeal that they put her through has remade her into a better person. Upon her release she contacted her former superiors and informed them that she had been compromised and would no longer follow their instructions. Fortunately enough time had passed that her direct Confessionaries were no longer in power, and besides some lingering resentment from the new prelates and especially the new Hierophant, she faced very few repercussions for her resignation. They branded her an apostate-- though she still follows her goddess, despite her disillusionment with the kyton order. She has thoroughly embraced her new identity as a shadow fey, and has risen high in the ranks of the Masters of Vagueries. Seeking to put her investigative talents and extensive training in martial skills to good use, she has volunteered to join the new Broken Circle of Wardens. The present Duskashae, like the city itself, is a collection of balanced opposites: a dark shadow who wields the instruments of evil, but who uses them to serve the light and seeks to change the world for the better. Description: Duskashae, at first glance, is an imposing figure, with an aura of menace that is not dispelled by her white artai mask and dark leather clothing. (While Duskashae now thinks of herself as female, her appearance is very androgynous, and most judow are addressed without gender.) She carries a frightening and heavy-looking spiked chain made of shadow with a practiced grip. She typically has two creatures riding invisibly on her shoulders: her imp familiar (who she calls "Memm") and a solar simulacrum that has been shrunk down to the same size (who she calls "Will"). She is generally paranoid and unfriendly, though both thoughtful and dutiful. She prefers to hang back and seek answers to questions before charging into danger. GM Note: Inspirational Image
I've left many details about her background vague in the hopes of incorporating them into your story. For example, the identity of the half-elven victim she tortured for years, her former masters among the kytons, and the shadow fey who captured her and who indoctrinated her into the Chrysalis Covenant. I don't know enough about the setting to have ideas about who these characters would be, but if you do I am happy to run with them. Str 10 (+0), Dex 40 (+15), Con 26 (+8), Int 40 (+15), Wis 30 (+10) Cha 10 (+0) HP 393 (20d10+193) AC 45*** touch 40*** flat-footed 29***
Init +33** (+4 Home Advantage*, improved uncanny dodge*)
Fort +29*** (+4 vs poisons*, Deductive Leap*, Stalwart Mettle*)
DR 10/bludgeoning and cold iron
BAB +20
Weapons
Armor
Race (Judow, Augur-Caste) Artai Eyes, Blacklight Devotee, Darkness Dweller, Darkvision, Native Outsider, Night Terror, Nocturne Gaze, Normal Speed, Sleepless, Small Judow, Stealthy; Alacritous Creature Duck Aside, Improved Evasion, Improved Uncanny Dodge, Pounce, Split Second; Fey Creature Camouflage, Change Shape (half-elf), Long Step, Low-Light Vision, Vanish; Savant Creature Combat Insight, Deductive Leap, Home Advantage, Skill Mastery (Acrobatics, Disable Device, Escape Artist, Fly, Heal, Intimidate, Perception, Sense Motive, Stealth, Use Magic Device), Uncanny Dodge Traits Bruising Intellect, Precise Treatment, Time Lost Feats Agile Maneuvers*, Blind-Fight*, Bodyguard*, Combat Expertise*, Combat Reflexes*, Cornugon Smash*, Skills: Acrobatics* 20+32* (Skill Mastery*)
Class Skills: Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Heal (Int), Intimidate (Int), Knowledge (all) (Int), Linguistics (Int), Lore (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Use Magic Device (Cha)
Bluff 20+7* (+6 insight after 1m) Craft (shadowstuff) 20+22 Diplomacy +52***** (Friendly Persuasion) Disable Device 20+22** (+2 tools*, Skill Mastery*) Disguise 20+7 Escape Artist 20+37* (Skill Mastery*) Fly 20+22* (Skill Mastery*) Heal 20+23* (Skill Mastery*) Intimidate* 20+32***** (+6 Dazzling Intimidation*, +6 insight after 1m*, +2 masterwork tool*, +10 Spooky Silhouette*, Skill Mastery*) Knowledge (arcana) 20+22 Knowledge (dungeoneering) 20+22 Knowledge (engineering) 1+22 Knowledge (geography) 1+22 Knowledge (history) 1+22 Knowledge (local) 20+22 Knowledge (nature) 20+23 Knowledge (nobility) 1+22 Knowledge (planes) 20+22 Knowledge (religion) 20+22 Linguistics 20+22 Lore (Secrets of the Umbral Well) 1+22 Perception 20+27*** (+4 familiar*, +4 Home Advantage*, Skill Mastery*) Ride 20+22 Sense Motive 20+27*** (+4 familiar*, +6 insight after 1m, Skill Mastery*) Sleight of Hand 20+19 Spellcraft 20+26 Stealth* 20+41*** (+4 Home Advantage*, +2 masterwork tool*, Skill Mastery*) Survival 10+17 Use Magic Device 20+7* (Skill Mastery*) Languages Abyssal, Akhamet, Aklo*, Aquan, Athas, Auran, Celestial, Draconic, Dwarven, Eberron, Elven*, Faerun, Giant, Goblin, Ignan, Infernal*, Jade Oath, Mahrog, Mordentish, Old Norse, Planar Common*, Sakvroth, Sarnath, Sylvan*, Taldane, Terran Martial Tradition:
Flagellators
Raised by the sadistic kytons to find pleasure in causing pain, flagellators are trained to torture their opponents with intimidating weapons like spiked chains and flails, tearing their bodies with bloody wounds. • Duelist sphere • Equipment: Custom Training (discipline) • Gladiator sphere • Variable: Flagellators select one additional talent from either the Duelist sphere or the Gladiator sphere. Combat Talents Combat Training (adept) CAM Int Athletics sphere* [run] (from Run feat)
Duelist sphere* (from martial tradition), Blooded Strike
Equipment sphere* (from martial tradition)
Gladiator sphere* (from martial tradition), Strike Fear [demoralization]
Scout sphere
Spell-Like Abilities (CL 20)
Legendary Fighter 20 (Eldritch Guardian / Gloomblade / Stamina Adherent) bonus skills x2 [Escape Artist, Ride], class skills, familiar, fighting stamina, martial tradition (Flagellator), student of darkness; feat expertise, share training; feat aptitude; feat retraining, latent feats (Extra Combat Talent x2, Improved Vital Strike, Penetrating Strike, Vital Strike); weapon guard; secure weaponry, weapon adaption; tenacious grip; autonomic grasp, rapid attack; armor training x4 (Armor Expertise x3 [-6 ACP], Effortless Impetus), weapon unity; combat composure, weapon training +4; prowess x4 (Combat Spontaneity, Fighter's Finesse [flails], Friendly Persuasion, Spontaneous Mastery); advanced weapon training x4 (Dazzling Intimidation, Focused Weapon [kyoketsu shoge], Weapon Group [flails], Weapon Sacrifice), flawless technique, shadow weapon training (x3 effects), sharp reflexes +4; perseverance x4 (Bravery, Dauntless, Fearless Zeal, Stalwart Mettle), shadow weapon +5, steel will +5; armor mastery, assured strike; bonus feats x9, perfect body/flawless mind (+8 Dex); FCB +20 hp Shadow Weaver 20 (Reality Sculptor) CL 20, committed will, dark spells, incredible imitation, infinite variation, perspective (Phantasmagorian), spell-storing shadow, umbral spellcasting, perspective spells (psychic/wizard), trifles; consistent illusions; perspective realizations (Force of Personality, Nightmare Stalker, Nightmarish Magic); greater silhouette; greater piercing glimpse, walk through shadows; silhouettes x3+3 (False Unreality, Hollow Silhouette, Imposing Figure, Silhouette Double, Spooky Silhouette, Undead Shadow); piercing glimpses x4 (Blindsense, Bridge of Belief, Keen Insight, Keen Senses); actualize transmutation, avid learner (x5: blood money, greater prying eyes, ill omen, time stop, prying eyes), weave reality 6/day (Luminous Duality, Overwhelm Disbelief, Realize Transmutation, Sculpt Creature, Sculpt Matter, Vital Duality, Weave Matter) FCB +18/6 silhouette, +2 spell Shadow Weaver Spells (CL 20, DC 25+level** [+4 illusion, +2 obedience, +1 shadow])
Master of Vagueries augmented reality v, diminish iii, ignore reality ii Mythic Path Tier 1+2 (Archmage / Path of the Bound) archmage arcana (Wild Arcana), bound pact (Eldritch Wish), hard to kill, I will survive, mythic power, mythic surge 1d6, path ability x2 (Eldritch Breach, Shadow Weapon), psychic magic (treat umbral as arcane) Gear
Mundane:
Spell Components:
Expended items:
• material components for permanency (shades as greater create demiplane): 22,500gp
• material components for simulacrum: 11,000gp • material components for wishes (450,000gp) • spells scribed to shadow (+40gp +40gp +90gp +90gp +160gp +160gp +250gp +250gp +360gp +360gp +490gp +490gp; 2,780gp total) Improved Familiar Imp, mythic template (Divine); Simulacrum Solar (polymorphed into a songbird and sculpt simulacrum-ed to look like a tiny angel) Familiar stats:
Divine Familiar (Figment) 20, BAB +20, saves +12/+6/+12; Imp (Str 10+2, Dex 17+6, Con 10+4, Int 15+2, Wis 12+4, Cha 14+6); alertness, aura of grace, empathic link, manifest dreams x3, mythic magic, mythic rank 2, mythic power 2/day, mythic surge 1d6, natural armor adj +10, recurring dream, share spells, simple divine spellcasting (x40 spell levels: breath of life [5], death ward [4], freedom of movement [4], lesser restoration [2], magic vestment [3], heal [6], inspiring recovery [6], miracle [9], moment of greatness [1]), speak with master, spell resistance 25; Acrobatics 20+9, Craft (shadowstuff) 20+3, Bluff 20+5, Disable Device 20+6, Disguise 20+5, Escape Artist 20+6, Fly 20+10, Heal* 20+3, Intimidate 20+5, Knowledge (arcana) 20+3, Knowledge (dungeoneering) 20+3, Knowledge (engineering) 1+3, Knowledge (geography) 1+3, Knowledge (history) 1+3, Knowledge (local) 20+3, Knowledge (nature) 20+3, Knowledge (nobility) 1+3, Knowledge (planes) 20+3, Knowledge (religion) 20+3, Linguistics 20+3, Lore (Secrets of the Umbral Well) 1+3, Perception 20+3, Ride 20+6, Sense Motive 20+3, Sleight of Hand 20+6, Spellcraft 20+3, Stealth* 20+12, Survival 10+3, Use Magic Device 20+5; BLIND-FIGHT*, BODYGUARD*, COMBAT REFLEXES*, CORNUGON SMASH*, DAZZLING DISPLAY*, DISRUPTIVE*, DODGE*, EXTRA COMBAT TALENT* x5 (Athletics: Expanded Training [fly, leap], Equipment: Unarmored Training, Scout: Discern Illusions, Scout: Lurker, Scout: Piercing Eye, Scout: True Sight+), EXTRA COMBAT TALENT (Enforcer Training), EXTRA STAMINA*, GREATER PENETRATING STRIKE*, GREATER VITAL STRIKE*, IMPROVED INITIATIVE*, MOBILITY*, SPELLBREAKER*, SPRING ATTACK*, TOUGHNESS, WEAPON FOCUS* (flails) Build Tricks: • AoOs: kyoketsu shoge w/15' reach, Spellbreaker
• paragon surge (24h w/Hollow Silhouette, real w/Realize Transmutation, changeable w/Emergency Attunement; Spell Perfection [false necromancy viii]) • can cast time stop and plane shift to timeless demiplane w/shades or false conjuration ix as gate • greater invisibility on greater shadow evocation as contingency, spoken trigger "Gone girl" • can sacrifice shadow weapon to prevent adjacent ally from falling 6/day • any combat feat w/Combat Spontaneity as move 6/day • familiar can cast miracle as SLA 1/day, simulacrum can cast wish as SLA 1/day (emergency spells) • best offensive: piercing baleful shadow transmutation (100% real), piercing false transmutation vi as disintegrate, false evocation v as etheric shards, piercing false necromancy viii as greater possession, piercing shadow conjuration or piercing false conjuration as glitterdust, piercing greater shadow enchantment as song of discord • best defensive: false abjuration viii as communal mind blank, horrific doubles, shadowform Combat Stamina Tricks: Blind-Fight, Bodyguard, Deadly Aim, Disruptive, Dodge, Greater Penetrating Strike, Improved Initiative, Power Attack, Spellbreaker, Weapon Focus Special Actions: 1 minute
• regain martial focus • regain stamina Full Round • Healer's Hands • Mobile Striker • pounce • Split Second • Strike Fear Standard • Change Shape • Emergency Attunement • ignore reality • Open Vein • Wild Arcana Move • Combat Spontaneity • demoralize • Focused Bloodshed • Long Step • Nocturne Gaze • shadow weapon • walk through shadows Swift • augmented reality • Eldritch Wish (3rd-level cleric/shaman/witch/wizard spell) • shadow weapon • shadow weapon training (reposition) • Vanish • weapon sacrifice Immediate • Defensive Teamwork • diminish • False Unreality • Overwhelm Disbelief (adjacent/demoralized) • Reflexive Twist • Time Lost • weapon sacrifice AoO • Bodyguard Free • Afterimage • Focused Bloodshed • shadow weapon (1mp) Special Actions (familiar):
AoO
• Bodyguard Immediate • Defensive Teamwork |
