Ruby Nightshade's page

64 posts. Alias of Lady Ladile.


Race

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About Ruby Nightshade

Ruby Nightshade
Female Fetchling Oracle 7
N Medium Outsider (Native)
Init +7; Senses Darkvision 60 ft., Low-Light Vision; Perception +10
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Defense
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AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex)
HP 52
Fort +5, Ref +6, Will +6
Defensive Abilities Shadow Blending, Uncanny Dodge
Resist Cold 5, Electricity 5, Negative Energy 5
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Offense
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Speed 30 ft.
Melee
Cold Iron Dagger +6 (1d4+1/19-20)
Masterwork Longspear +7 (1d8+1/×3)
Silver Dagger +6 (1d4/19-20)
Ranged
Light Crossbow +8 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. w/MWK Longspear)
Spell-Like Abilities (CL 7th; concentration +11)
1/day — Memory Lapse (DC 15), Arcane Eye
Oracle Spells Known (CL 7th; concentration +11)
3rd (5/day) — Chain of Perdition, Cure Serious Wounds, Stone Shape, Tongues
2nd (7/day) — Cure Moderate Wounds, Dark Whispers, Darkness, Dust of Twilight (DC 16), Fear the Sun (DC 16)
1st (7/day) — Barbed Chains (DC 15), Bless, Cure Light Wounds, Ears of the City, Entropic Shield, Liberating Command, Obscuring Mist
0 (at will) — Create Water, Detect Magic, Guidance, Light, Read Magic, Spark (DC 14), Stabilize
Mystery Dark Tapestry
Oracle Curse
Powerless Prophecy - You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat. At 5th level, you gain a +4 insight bonus on initiative checks. At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level. At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.
Oracle Revelations
Gift of Madness (Su) - You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round. A successful Will save negates the effect. This is a mind-affecting compulsion effect. At 7th level, the confusion lasts for a number of rounds equal to your oracle level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Interstellar Void (Su) - You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage for every oracle level you possess. A successful Fortitude save halves this damage. At 10th level, the interstellar void is so extreme that a creature that fails its save is fatigued. At 15th level, a creature that fail its save is exhausted and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.

Many Forms (Su) - As a standard action, you can assume the form of a Small or Medium humanoid, as the alter self spell. At 7th level, you can assume the form of a Small or Medium animal, as beast shape I. At 11th level, you can assume the form of a Small or Medium magical beast, as beast shape III. At 15th level, you can assume a variety of forms, as greater polymorph. You can use this ability for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 3rd level to select this revelation.

Wings of Darkness (Su) - As a swift action, you can manifest a set of translucent, inky wings that grant you a fly speed of 60 feet with good maneuverability. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 11th level, you can use these wings to fly as if with overland flight once per day. Used in this way, the ability lasts for up to 1 hour per level, and counts as your total use of this ability for the day. You must be at least 7th level to select this revelation.
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Statistics
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Str 13, Dex 16, Con 14, Int 12, Wis 10, Cha 18
Base Atk +5; CMB +6; CMD 20
Feats
Extra Revelation
Improved Shadowy Resistance
Silent Spell
Unusual Origin (Fetchling)
Traits
Outcast's Intuition
Secret-Keeper
Skills
Bluff +8
Diplomacy +8
Heal +6
Knowledge: Local +8
Knowledge: Planes +8
Knowledge: Religion +5
Perception +10
Sense Motive +11
Spellcraft +7
Stealth +11
Background Skills
Appraise +4
Craft: Jewelry +11
Knowledge: History +6
Linguistics +3
Sleight of Hand +4
Racial Modifiers +1 Knowledge: Local, +2 Stealth
Languages Aklo, Common, Gnome, Varisian
Alchemial & Magical Gear
Handy Haversack
+1 Lamellar (leather) Armor
Jingasa of the Fortunate Soldier
Mnemonic Vestment
Boots of the Cat
Cloak of Resistance +1
Headband of Alluring Charisma +2
Saint's Protection Charm
Scroll of Comprehend Languages, Ghostbane Dirge, Lesser Restoration, Remove Blindness/Deafness, Remove Curse, Remove Disease, Remove Paralysis
Alchemist's Fire
Heatstone
Holy Water
Smokestick
Thunderstone
Other Gear Crossbow Bolts (20), Bedroll, Blanket, Canteen, Flint and Steel, Gloom Sight Goggles, Hemp Rope (50 ft.), Hooded Lantern (waterproof), Masterwork Artisan's Tools, Mirror, Oil x5, Wrist Sheath (spring-loaded) x2, 414 gp
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Special Abilities
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Darkvision (60 feet) - Fetchlings can see in the dark (black and white only).

Low-Light Vision - Fetchlings can see twice as far as a human in dim light, distinguishing color and detail.

Shadow Blending (50% miss chance) (Su) - 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.

Shadowy Resistance - Fetchlings have cold resistance 5 and electricity resistance 5.

Subtle Manipulator - Rather than taking on the forms of others, some fetchling are adept at destroying the memories of other creatures. Instead of gaining disguise self as a spell-like ability, such fetchlings can use memory lapse once per day as a spell-like ability. For this ability, a fetchling’s caster level is equal to his total Hit Dice. This racial trait modifies the spell-like ability racial trait.

Uncanny Dodge (Ex) - At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

World Walker - Fetchlings who have spent most of their lives on the Material Plane can become more acclimated to their new environments. Instead of gaining a +2 racial bonus on Knowledge (planes) checks, these fetchlings gain a +1 racial bonus on Knowledge (nature) and Knowledge (local) checks. This racial trait modifies the skilled racial trait.

Background:

Though Ruby has lived all of her life in Castorhage, she's never really thought of the city as her true home. The blood of shadows runs through her veins and those of her family; fetchlings who were forced to flee the Shadow Plane long ago to avoid annihilation at the hands of an ancient enemy. They'd settled into Castorhage years ago and had remained to this day, despite the hostile atmosphere of the city.

All her life Ruby has longed to return to her family's native home but to her disgust it seems that the stronger her desire to leave it, the stronger a bond that Castorhage seems to form with her. More than most of her kind, the streets seem to answer her silent cries whenever she finds herself in danger or in need - allowing her to blend seamlessly into the faceless crowds, to move through the rough cobblestone streets and sea of humanity without unimpeded. Over time she's grown to depend on these things to get by, but she holds little love for Castorhage for a part of her knows that such power always come with a price.

Since reaching adulthood Ruby has learned to make her way in the city using a mixture of her strange powers and her own natural talents. Having always had a flair for stringing together pretty trinkets and baubles, she ostensibly ekes out a living doing just that. However, she's slowly earned something of a reputation for being a purveyor of information relating to the city's seedy underbelly as well as being a reliable messenger, able to avoid attracting the unwanted eyes of the city watch.

The Hook:

Ruby had heard stories of Bloody Jack, though the killings themselves had happened before her time. When the whispers began anew she wrote them off as rumor or perhaps a copycat killer seeking a grotesque sort of fame. But as things grew worse in the city she found that those who were perceived as different began to find themselves ever more on the receiving end of hateful stares and whispered accusations. And despite her best efforts Ruby's activities have slowly earned her the attention of the local watch as well as the ire of competitors eager to discredit and be rid of her by whatever means. Caged under suspicion of being an accomplice in this new wave of killings, she's been given one chance to prove her innocence - by joining a small force assembled to put an end to the horrors once and for all.

Appearance:

Ruby is a young woman with a slender frame that borders on unnatural and large, yellow eyes. Her skin is a pale gray with a slight pink undertone, perhaps gained through generations of her family living on the Material Plane. However, she very much stands in sharp contrast to many of the other citizens of Castorhage for those who care to look closer.

In addition to a surprisingly well-crafted suit of leather armor worn under a cloak, she wears a red choker around her neck and a small charm bracelet on her right wrist.

Personality:

Ruby has thus far preferred to remain neutral in any business dealings or exchanges of information that she's taken part in, reasoning that what is done with the information is none of her business. That is, unless it could potentially harm her family. This attitude isn't born of malice but rather self-preservation, as there have been too many times she's seen well-meaning folk meddle where they had no business meddling - and pay the price.

Though it's largely easier to conduct business with the humans that she shares some ancient kinship with, Ruby is generally distrustful of humans and most of the other races who enjoy a more comfortable status within the city. She feels some degree of empathy with others that stand out from the crowds, though she's not naive enough to let such feelings cloud her judgement and leave her vulnerable.