Priestess of Nethys

Shiloh Darrow's page

159 posts. Alias of Deaths Adorable Apprentice.


Race

NE Changeling Female lvl 1 Unchained Summoner/ HP: 4 / SR 7 / BaB +0; CMB -2; CMD 7 / F -3, R +0, W +3 (+2 on saves vs. diseases) / spd 30ft / concentration is +7 /

Classes/Levels

Init +0; Senses: Darkvision 60ft Perception +0 / Diplomacy +10 / Bluff +11

Age

16

Alignment

NE

Deity

Gozrah publicly and honestly. Alazhra in private.

Strength 6
Dexterity 10
Constitution 6
Intelligence 10
Wisdom 11
Charisma 20

About Shiloh Darrow

Shiloh Darrow NE Changeling Female lvl 1 Unchained Summoned
Init -1; Senses: Darkvision 60ft Perception +0
DEFENSE
AC 10, 10 touch, 10 flat-footed (0 Dex) SR 8
hp 4(d6)
Fort -3, Ref +0, Will +3 (+2 on saves vs. diseases)
OFFENSE
Speed 30ft
Melee dagger -1 (1d4-2), mwk longspear +0 (1d8-2 x3)
Ranged
Special Attacks
Spell-Like Abilities (CL th; concentration +7) only works in urban areas
3+Cha mod = 8 per day Summon Monster lasts 1 min/level instead and cannot summon if the Eidolon is out. Currently only Summon Monster 1
Once per day : dancing lights, detect magic, disguise self, and pass without trace
Spells Prepared (CL th; concentration +6)(concentration is level + cha mod)
1st (3 known, 3per day)— rejuvenate eidolon (lesser), mage armor, grease
0 (5 known)— guidance, read magic, detect magic, mage hand,, Message]
STATISTICS
Str 6(-2), Dex 10(0), Con 6(-2), Int 10(+0), Wis 11(+0), Cha 20(+5)
Base Atk +1; CMB -1; CMD 9
Feats Mother's Gift Uncanny Resistance (Su): You gain spell resistance equal to 6 + your character level.

Traits: Honest A religious mentor instilled in you a sense of uncompromising integrity. You often speak your mind in defiance of any fear or hatred it might earn you, a habit that inspires others to trust you.
Benefit: You gain a +1 trait bonus on Diplomacy checks. This bonus increases to +2 when the Diplomacy check is made to influence those who are already friendly or helpful toward you.

Witty Repartee You are quick with your tongue and have always possessed the talent to quickly admonish your enemies
Benefit: You gain a +1 trait bonus on Bluff checks and Bluff is a class skill for you.

Chelish Noble You had the fortune to be born into one of Cheliax’s noble families, and even more importantly, your family is one of those loyal to House Thrune. Perhaps your family has been allied with Thrune since the Chelish Civil War, or maybe Thrune granted your family its title in exchange for its support during that conflict. In any case, your experience growing up among the nation’s well-to-do has given you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance.
With the nascent uprising of the Glorious Reclamation in Cheliax, there is much concern among the aristocracy, and House Thrune needs the support of loyal nobles now more then ever. This trait assumes you belong to a minor noble human family with a small manor or estate in some backwater of the empire. If you’re not human, either you were adopted into a noble human family, or your family was recently granted a nonhereditary noble title (see the Chelish Nobility sidebar on page 15).
Benefit You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is a class skill for you. In addition, you gain a +1 trait bonus on Charismabased checks against other members of the Chelish aristocracy. The Noble Scion feat (Pathfinder Campaign Setting: The Inner Sea World Guide 288) does not have a Charisma prerequisite for you. Lastly, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.

Skills 2 +2 +1+ 0 Int modifier.
Bluff (Cha) +2rank, +5mod, +3 class, +1 trait= 11
Craft (Int)
Diplomacy(Cha) +1rank, +5mod, +3 class, +1 trait= 10
Fly (Dex)
Handle Animal (Cha) +1rank, +5mod, +3 class= 9
Arcana(int) +1rank, +0 mod, +3 class= 4
Dungeoneering(int)
Engineering(int)
Geography(int)
History(int) +1rank, +0 mod, +3 class= 4
Local(int) +1rank, +0 mod, +3 class= 4
Nature(int)
Nobility(int) +1rank, +0 mod, +3 class, +1 trait= 5
Planes(int) +1rank, +0 mod, +3 class= 4
Religion(int)
Linguistics (Int) +1rank, +0mod, +3 class= 4
Profession (Wis)
Ride (Dex)
Spellcraft (Int)
Use Magic Device (Cha).
Languages Common, Infernal,
SQ = Summon Eidolon = takes 1 min, dismiss as a standard action

Combat Gear dagger (1d4 19-20x2 10ft)2gp,
Other Gear 418gp, 5sp
Typically worn = nobles outfit, signet ring, spell components pouch 5gp, fashionable accessories for noble wear 20gp (2d4 months accurate, +2 diplomacy,) a sapphire necklace that is worth 200gp
Backpack 2gp= explorers outfit (black leather boots, black skirt with a blue over tunic partially obscuring a black blouse. tight black leather gloves. a soft stained dark blue hooded cloak.), Grooming Kit 1gp (comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
Belt pouch 1gp
Bandolier (eight pouches) cure lt wounds, thunder stone

Changeling info:

Standard Racial Traits
Ability Score Racial Traits: Changelings are frail, but are clever and comely. They gain +2 Wisdom, +2Charisma, –2 Constitution.
Size: Changelings are Medium creatures and have no bonuses or penalties due to their size.
Type: Changelings are humanoids with the changeling subtype.
Base Speed: Changelings have a base speed of 30 feet.
Languages: Changelings begin play speaking Common and the primary language of their host society. Changelings with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.
Defense Racial Traits
Hag Magic: Some changelings develop a gift for spellcasting instead of their mothers' overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling's character level. The DC for these spell-like abilities is equal to 10 + the spell's level + the changeling's Charisma modifier. This racial trait replaces the claws and natural armor racial abilities.
Senses Racial Traits
Darkvision: Changelings see perfectly in the dark up to 60 feet.
Heartstone Heritor (Night Hag): The changeling gains a +2 racial bonus on saving throws against disease.

Unchained Summoner Info:

Weapon and Armor Proficiency Summoners are proficient with all simple weapons and light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A summoner still incurs the normal arcane spell failure chance for arcane spells granted by other classes.
Spellcasting A summoner casts arcane spells drawn from the summoner spell list. (The unchained summoner's spell list is different from standard summoner's spell list.) He can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier.
A summoner can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Summoner Unchained. In addition, he gains bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A summoner's selection of spells is limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner's choice. At each new summoner level, he gains one or more new spells as indicated on Table: Unchained Summoner Spells Known. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table: Unchained Summoner Spells Known are fixed.)
Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one he already knows. In effect, the summoner "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level summoner spell the summoner can cast. A summoner can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known.
A summoner doesn't need to prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the level.
Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table: Unchained Summoner Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again. Cantrips prepared using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Eidolon A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.
A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.
The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner's class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.
The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts)

Life Link At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.

Summon Monster At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum ofsummon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX . If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner's spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Appearance:
Anyone who knew her before she left would have issue recognizing her now. Shiloh was always a beautiful woman with a lithe body wrapped in pale but easily bruised skin. One of the most remarkable features are her eyes, well one of them. One eye is a perfectly normal light brown but the other is a brilliant purple, hinting at Azlanti lineage. Something she and her family have always been proud of. Long thick black hair cascaded down her back with a thin shock of white just above her purple eye.

While she has always been on the slender side now that she is returned she is gaunt. All of the softness of her curves has been replaced by hard angles. She has the look of someone who has not eaten properly in some time. Her skin is still as pale as always but is now pulled tighter over her more pronounced skeleton. The lack of fat and minimal muscle mass that she has leaves her shivering much of the time.

The streak of white in her once mostly black hair has taken over half of her head. The once lengthy mane that reached her lower back has been chopped at. A jagged cut letting her hair now at its longest reach just a few inches below her shoulders. Still a stunning creature but now that beauty now is unnerving.

When she calls Valrah back to the Material Plane a black symbol forms on the left side of both of their faces around their eye. The symbol is a black crescent with four hollow circles at the bottom of the crescent. They do not know what the symbol means.

Religious views:
Shiloh grew up venerating Gozrah. Not a traditional Chelaxian deity, not that she cares.
Gozrah is what a Deity should be in her mind. Aloof and largely unconcerned with mortal affairs. Life and death happen and The Wind and the Waves; does not seem to care. She has always felt more at peace outside and that is where the fascination began. Nature, regardless of mortal attempts, is the ultimate equalizer. The rain does not care that that dress is new. The sea could care less that the ship must make it to port. Gozrah only cares that the world that Shiloh lives on is not ruined, which is important since she lives there and wants to continue to do so.

Her views on Asmodeus are that while he has some good ideas he is a unapologetic jackass. Every attempt is made to avoid attending any religious services of his since she has a problem keeping her mouth shut. He is a misogynist God and that is just dumb. Clearly women are equal to men if not exceeding them in certain situation. Queen Abrogal is one instance, and a popular one at that, of a woman simply being better.

Iomedae is a placeholder. She is only in the position that she is in because of Aroden. Her followers are just as bad as Asmodeus, just a different version. Pushy and elitist.

Abadar is a little to stifling for her but out of the common God in her home country he is the most useful. While Erastil is a peasants God. Farmers need him to feel important and that means that they keep growing food so she can eat it and that makes him a good God for lots of people. Though the conflict between the two theologies is annoying. But the arguments can be fun to observe.

Zon-Kuthon needs a day at the spa and maybe a little counciling. She has heard of people who are into strange acts in the bedroom but he takes, what she was told is pleasurable pain, to a unnatural level.

Her time spent with the coven introduced her to Alazhra the Dream Eater. Alazhra is the Goddess of the Night Hags and apparently Shiloh is her descendant. Not alot of information to be found on her. And her veneration of Alazhar is something she keeps to herself. It is the only tie that she has to the coven now and she clings desperately to it.

Personality:
Shiloh has always been a bit of a problem child. Growing up with a depressed and affectionate mother lead to her acting out as a young girl. Her mouth has a tendency to get ahead of her and land her in a liberal amount of trouble. Prone to lying to get what she wants from an early age and age only encouraged the belief that you must do what ever necessary to get what you want. Regardless of her desires Asmodeus's 'might makes right' is a common view in Cheliax and one she has taught herself to keep.

Her time with the coven has clearly left its mark. She is willing to lie and say that she did not want to be there or to be turned into a Hag to save her own skin but it is all lies. The call and meeting them had a profound effect on her mentally and physically. Finding the coven on her own taught her that she is woefully unprepared for a life outside of the city. She learned what it was to truly hunger and because of that she has great pity for those without a roof and food.

Hags, notoriously, have a stilted view of men and this is a view that she has adopted. Males are largely unnecessary beyond their minor contribution to breeding. Men are the ones that make war as vile as it is, raping and murdering as they wish. Have already had a negative view on men due to the commonality of Asmodeus dogma in her home country adopting a stronger view on males was easy.

Backstory:
Shiloh of House Darrow is the only child of House Darrow. Her father, last of his dwindling line, was found slaughtered on the streets of Senara a few days before his wife learned that she was with child. Lady Darrow, without a husband and with child, had to return 'home' to House Thassan. As a widower she had little prospects for herself but she could try better for her child.

Her birth was a difficult thing and filled with odd occurrences, the most notable being that Lady Darrow, who passed out from the pain, was not the only one to lose consciousness. The midwife, just after the baby was delivered, found herself waking back up on the ground with a eerily silent baby in her arms.

As if to further unnerve people Shiloh was a silent babe. A feature that persists to this day. As she grew up Shiloh tended to keep her mouth shut unless it was to answer a question or to start an argument, which is something she loves to do. People are fascinating when they are debating and bickering. Anything she finds herself not liking about a conversation or situation she is completely happy to point out all of the reasons she thinks it is wrong. This has landed her in trouble far too many times to count. This odd mixture of silence with bouts of argumentative hostility left Shiloh with no childhood companions and not many people who wished to keep her company. This suited her just fine. Outside of her lessons she was able to spend her time in the library or gardens all she wanted.

Seeing very little of herself in her daughter and loathing the arguments that constantly erupted between the two her mother tended to keep her distance from her only daughter. Not a son like she wanted who would be able to hopefully revitalize her husband's House but a girl who would someday join under some other name.

That House of Thassan never really felt like the home she read about in books. No one seemed to care that she was there only that she attended her lessens so that she could find a good family to be sold to. When she began to have vivid dreams about a home in an unrecognizable forest Shiloh found herself taking frequent naps to return to that hut in the woods that felt so welcoming. Gradually she began to dream of walking, walking for hours. Weeks passed by and she realized the path that she followed in her dreams was from her bedroom to that wonderful hut that felt like a home. A need grew in her. Growing stronger each day after she began bleeding the first time. Between that intense desire to never be sold to another noble House and that pull she felt towards the woods Shiloh took off in the middle of the night.

It took her four months to find that hut in the woods. Within the first month after leaving she grew lean from running out of money to buy food. It was just over a month since she had been gone when she was attacked by two men. They meant to use her in a way that only her eventual husband should ever have the right. Fighting tooth and nail to get away but she had always had a rather weak and soft form and the lack of food had only made her weaker. Luckily a tall woman intervened. The two men were chased off and Shiloh and her savior went into a small outcropping of trees far from the road, walking in silence for hours, before stopping.

Valrah was her name and Shiloh had never felt so comfortable around someone before even though Valrah seemed like a idiot for claiming that sometimes people help other simply because they wanted to. Valrah claimed to be an Angel who fled Heaven and wanted to bond with Shiloh. Doing so would shield Valrah from Heavens gaze and in return Valrah would protect Shiloh. Against her better judgment Shiloh agreed. What happened next had the young girl convinced that she killed the Angel. She was convulsing on the ground. Shiloh could feel the Angels pain and it seemed never ending. But it did end and the two realized that they were bonded. They could feel the other in their minds. Which oddly enough was comforting, neither was alone anymore. Shiloh was horrified that bonding to Valrah not only cause her great pain but seemed to have striped any celestial essence from her and replaced it with a infernal taint instead.

For three months the two of them traveled together. In the time that they traveled together they learned that Valrah could not actually die but instead of death she drifted in a dark void until Shiloh calls her back. Those woods are not a safe place after all. But into the forest they went and eventually they found a hut. It looked just like Shiloh dreamed it. Her plan to move forward was stopped by Valrah who mentioned that they have no idea who or what lives there but the air had a malicious feel to it. That was the first real argument the two had and it was then that Shiloh learned she had the power to send Valrah away if she wished it.

With her companion gone she approached the hut. Three Hags came out. Two were unnaturally thin women with pale green tinted skin. Their hair a mess of stringy black knots and bits of bones. The other one though was dressed in what was once a fine, if vastly out of date, gown that hung loosely off her emaciated form. Grisly fetishes hung off a loose belt at her waist. Her thick black hair was decorated with more Grisly fetishes. A wide smile slithered across her grey face and her arms raised in welcome when she saw Shiloh.

Shiloh learned that they were a Hag Coven and while the man she had always believed to be her father still was but that grisly and grey woman was actually her mother and she was a Changeling child. It was not until the early hours of the morning until she called Valrah back. Overly excited at finding a place where she belonged she happily explained everything to the fallen Angel. Much to Shilohs surprise her companion was not thrill about the situation. And horrified at the idea that Shiloh was going to join them. They fought over the matter constantly anytime the coven was not in view. Refusing to allow Valrah to ruin this for her Shiloh always sent her away when ever one of the coven came near. Constantly sending Valrah away tore at Shiloh as harshly as the bitterness she could feel from Valrah but she was consumed by this desire to join the coven and refused to hear anything to the contrary.

Three months passed in this fashion. By the middle of the third month she began to undergo her transformation into a Night Hag. Shiloh summoned Valrah almost daily but would send her away if they started to argue. Shiloh grew thinner and paler each day.

Then one day her mother rushed into the hut and told her to hid. She could hear shouts outside and the sounds of a fight beginning. Crawling under a bed and hiding there waiting for the fighting to stop. Eventually it did but it was not the familar shuffle of bare feet that moved into the hut but the clack of armored feet. House Thassan had sent people to find her and bring her home. Which is what they did. Knowing fighting was useless Shiloh went with them willingly knowing that she had no choice. When they left the hut she saw the three bloody bodies of her new family laying across the ground.

Stiffling her feeling and pretending to have been kidnapped Shiloh allowed her supposed rescuers to return her home. Only eating when they made her and never calling Valrah out in the two months it took for her to return being not certain of Valrah's safety and slightly ashamed of how she treated her companion.

When she was returned to House Thassan she was, once she was checked over, told that she was going to become a lady in waiting to a different person. One of the other trouble makers of House Thassan, Aevelyn Thassan. No one seemed to want to content with either girl and for some insane reason they seem to think that the two will keep each other in check.