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About LiesBackground:
Beauty is everywhere if you look hard enough; these are the teachings of the Goddess Shelyn, whom the Kitsune who often referred to herself as Elizabeth “Lies” Verity worshipped. However, “Lies” knew very little about beauty growing up as a Kitsune in Chu Ye. Although Kitsune had some traits in common with the ruling Oni, mainly the ability to change their physical form, Kitsune are not Oni and they were looked down upon just as the humans were in Chu Ye. In fact, “Lies” was a slave in Chu Ye, bound to an Oni master who knew her true name. When serving her master, “Lies” was not allowed to take on the guise of a human, she had to remain in her Kitsune form so that others would know exactly what she was; one could say that the Oni was proud to display his white-furred Kitsune slave. Even if “Lies” did take on her human guise, her master could recognize her, causing her to stay up long nights wondering how she would ever escape slavery and indeed Chu Ye.
One day, the chance she had waited for came, but it was not something she had expected. While running an errand for her master, “Lies” encountered an odd man, dressed in strange clothing; this man was a priest of Shelyn. The priest and the Kitsune soon became quick friends, and each day “Lies” would sneak off to hear more from the priest. Sometimes she would visit under the guise of her human form, and sometimes she wouldn’t, depending on how she felt at the time. As “Lies” began to see the beauty the world had to offered, she soon learned that she wasn’t limited to a single human guise like most Kitsune, not only could she take on the guise of other humans she encountered, she also learned how to create mundane disguises, and she began to realize that escape might be possible. However, one day when she went to visit the priest, she found that he was no where to be found… Days went by, and then weeks, but “Lies” neither heard from the priest nor saw him any longer, and when she asked around about the man, none seemed to know about him, and soon, she would discover why. “Lies” master had learned about her meetings with the man, and when the time came, he revealed to her that he had kidnapped the man and slaughtered him, showing the young Kitsune what would become of anyone who tainted her thoughts with ideas of beauty and freedom. But “Lies” master did not know that she had learned how to disguise herself through mundane means and had the ability to assume the guise of other humans, and so she still had her chance for escape. Within a week of discovering what her master had done, “Lies” finally got the chance she was waiting for, the chance to escape to freedom. “Lies” was told that she would be accompanying her master to Goka, an important trade city on the continent of Tien Xia, a city large enough to get lost in. “Lies” began planning, her idea was that on her first chance in the city, she would become separated with her master, and then she would assume a guise that her master did not recognize, one she could possibly learn in the large city. Surely enough, shortly after entering Goka, “Lies” got her chance, and she took the form of a young Ulfen woman before losing her master in the crowds. However, “Lies” was not free just yet, slavery was legal in Goka, and a runaway slave would be returned to their master if found out, which meant that she had to leave Goka, and Tien Xia as a whole, behind. The journey to the west was not an easy one, especially for one as poor as a runaway slave. Still however, “Lies” managed to stowaway on a ship which left Tien Xia, and in time would bring her to Avistan. The journey across the Embaral Ocean was a long one, but the scenery was truly beautiful. Life on a ship as a stowaway for such a long time was difficult, but thankfully it was made easier thanks to “Lies” ability to assume the form of others, she soon learned the schedules of many on the ship and would act as others to get food when she needed. But the journey would be longer then the young Kitsune had anticipated, for the ship’s destination was not simply across the Embaral Ocean, it was also across the Obari Ocean, for its destination was the Isle of Kortos, and the city of Absalom. It would be months before the ship docked for anything other then replenishing its supplies, and in time, the young Kitsune was discovered. Discovered while under the guise of the human form which belonged only to her, when asked her name, the young Kitsune introduced herself as “Elizabeth Verity”. Elizabeth was informed that if she didn’t want to be turned over to the authorities once they reached Absalom, she would have to work for her share, just as was expected of everyone else aboard the ship, but the young Kitsune had few skills that would benefit a life on the sea, and thus she was made to entertain the crew by dancing. Now, Elizabeth was not a bad dancer, but neither was she a great one. However, the crew liked her dancing, and the opportunity to relax, so she made it to Absalom safely and without much trouble. In Absalom, Elizabeth was able to live a fairly peaceful life as an entertainer of sorts, developing skills along the way, and eventually bonding with a white fox which she kept as a pet. After a couple years however, the young Kitsune grew tired of big cities, she wanted to explore more. She had heard of an area on the southern border of Taldor which had a beautiful forest with friendly folks, and so she decided she would head there, to the village of Heldren. Appearance:
In her human form, Elizabeth is a young woman with light hair. She wears the clothes of an entertainer, and on her shoulder rests a white fox she calls Lucine. When she walks, she does so with such grace that it almost seems as if she is dancing, every move calculated, and every step synchronized with some imaginary rhythm. Her form is sturdy but physically weak, not appearing to be able to lift much of anything.
In her natural Kitsune form, Lies has snow-white fur, and her eyes are a pale eerie blue. She is slightly shorter in this form, but her physique is mostly the same. She still has the same grace and rhythmic walk. Personality:
“Lies” is a secretive person, who tends to speak in half truths and riddles when asked about her. She does however keep her half truths and blatant lies consistent, having skill as a liar and would likely make a decent spy. “Lies” enjoys the beauty of the world, and finds beauty in each and every form, especially those she takes herself. Elizabeth "Lies" Verity
Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores. Familiar: At 1st level, a carnivalist gains a familiar as a wizard of equal level. Levels in a class that grants a familiar stack with carnivalist levels for determining the familiar's abilities. Fast Shifter (Su): You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action. This racial trait replaces kitsune magic. Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. Intense Artist: Your devotion to Shelyn has caused you to delve more deeply into your art. Choose two Perform skills; you gain a +1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you. Dance and Comedy choosen Pet Performance (Ex):A carnivalist gains use of several bardic performances, making Handle Animal checks in place of any Perform checks. At 2nd level, she gains the distraction bardic performance.
Distraction:
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage. Realistic Likeness: You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation. Restless Wayfarer: You have long led a nomadic life—perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages). Sneak Attack (Ex): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 2nd level, and increases by 1d6 every 4 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue 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 rogue cannot sneak attack while striking a creature with total concealment. A carnivalist's familiar can also deal sneak attack damage as appropriate to foes as long as it is within 30 feet of her (though only Small and larger creatures may flank enemies, as usual). Thrown-Together Fashion: You can modify old clothing to make it effective in new circumstances. With a basic sewing kit or disguise kit, you can make a Disguise check to change one outfit into another outfit (see page 159 of the Pathfinder RPG Core Rulebook, or page 13 of this book). The DC of this check is equal to 10 + the gp difference between costs of the outfits. The alteration takes 10 minutes per 1-gp difference in the cost of the outfits. Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Familiar:
Lucine
Female Fox Familiar (Mascot) N Tiny magical beast Init +2; Senses low-light vision, scent; Perception +9 -------------------- Defense -------------------- AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural) hp 8 (1d8+1) Fort +3, Ref +5, Will +1 -------------------- Offense -------------------- Speed 40 ft. Melee bite +3 (1d3-1) Space 2-1/2 ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6 Base Atk +1; CMB +1; CMD 10 (14 vs. trip) Feats Skill Focus (Perception) Skills Acrobatics +3 (+11 when jumping), Perception +9, Slight of Hand +4, Stealth +15, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent -------------------- Special Abilities -------------------- Affinity for My Team (Su): A mascot is the heart and soul of its team, which at first consists of only the familiar and its master. At 1st level and every 3 levels thereafter, a mascot can add an additional member to its team. A mascot's empathic link extends to all members of its team. A mascot can add or remove one team member over the course of a day. If a team member dies, the mascot gains 1 permanent negative level. This ability replaces alertness and alters empathic link.
This ability replaces improved evasion.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 2nd level, and increases by 1d6 every 4 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue 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 rogue cannot sneak attack while striking a creature with total concealment. A carnivalist's familiar can also deal sneak attack damage as appropriate to foes as long as it is within 30 feet of her (though only Small and larger creatures may flank enemies, as usual).
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