Mistress Kayltanya

The Experiment 322's page

45 posts. Alias of PJP.


Full Name

The Experiment

Race

Elf

Classes/Levels

Oracle 7 HP: 56/59 AC:18 (tch 18, ff 16) F: +6, R: +7, W: +10; Init: +2, Perc: +2 (low light), SM: +0; Active: Cloak of Darkness

Gender

Female

Size

Medium

Alignment

CN

Strength 14
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 10
Charisma 18

About The Experiment 322

The Experiment
CN Female Elf Oracle 7
Faction Aspic Consortium
Languages Common, Elf, Draconic, Aklo, Auran
Initiative +2, Perception +2 (low light vision), Sense Motive +0

DEFENSE
AC 12 (+2 Dex), touch 12, flat-footed 10, +6 cloak of darkness
CMD 19 (+5 BAB +2 Str +2 Dex)
HP 59 (7d8+21)

Fort +6 (+2 oracle +1 Con +3 cloak)
Ref +7 (+2 oracle +2 Dex +3 cloak)
Will +10 (+5 oracle +0 Wis +2 Iron will +3 cloak)

Defensive Abilities
+2 vs enchantments

OFFENSE
Speed 30 ft
Base Attack +5; Melee Touch +7; Ranged Touch +7
CMB +7

Melee
Mwk Dagger Att: +8 (+5 BAB +2 Str +1 MW) Damage: 1d4+2 Crit:19-20/x2

Ranged
Dagger Att: +7 (+5 BAB +2 Dex) Damage: 1d4+2 Crit:19-20/x2

Spells Known: (CL 7th; concentration +11)
3rd (3/day) - cure serious wounds, dispel magic, inflict serious wounds (DC 17), tongues
2nd (6 of 7/day) - calm emotions (DC 16), cure moderate wounds, disfiguring touch (DC 16), dusk of twilight(DC 16), ghoul touch*(DC 16), hold person (DC 16), spectral hand*
1st (2 of 7/day) - bane (DC 15), cure light wounds, deathwatch, entropic shield, murderous command (DC 15), ray of sickening (DC 15), shield of faith
0 (at will) - bleed (DC 14), detect magic, guidance, light, read magic, resistance, stabilize

STATISTICS
Abilities Str 14 (+2), Dex 14 (+2), Con 12 (+1), Int 12 (+1), Wis 10 (+0), Cha 18 (+4)

SKILLS (4 +0 Int)
Acrobatics +2 (+2 Dex)
Appraise* +1 (+1 Int)
Bluff* +4 (+4 Chr)
Climb +2 (+2 Str)
Diplomacy +4 (+4 Chr)
Disguise +11 (7 ranks +4 Chr)
Escape Artist +2 (+2 Dex)
Fly* +2 (+2 Dex)
Heal +10 (7 ranks +0 Wis +3 class)
Intimidate* +14 (7 ranks +4 Chr +3 class)
Knowledge, arcana* +5 (1 ranks +1 Int +3 class)
Knowledge, planes +5 (4 ranks +1 Int)
Knowledge, religion +11 (7 ranks +1 Int) ???
Perception +2 (+0 Wis +2 racial)
Ride +2 (+2 Dex)
Sense Motive +0 (+0 Wis)
Stealth +10 (7 rank +2 Dex + ??) +4 cloak of darkness
Spellcraft* +7/+9 (6 rank +1 Int / +2 to identify magic properties - racial)
Survival +0 (+0 Wis)
Swim +2 (+2 Str)
Use Magic Device* --

COINS
PP 0
GP 295
SP 0
CP 0

EQUIPMENT
Masterwork Dagger
Daggers (4)
Cloak of Resistance +3
Headband of Alluring Charisma +2
Dust of Darkness (2)
Trumpet of spirit seeking

Scroll, Breath of Life
Scroll, Heal
Scroll, Slay Living
Wand, Cure Moderate Wounds (1 charges)

FEATS
Dreamed Secrets
Extra Revelation
Iron Will
Toughness

SPECIAL ABILITIES
Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +6 armor bonus and a +4 circumstance bonus on Stealth checks. You can use this cloak for 7 hours per day. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

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 7 round. A successful Will save (DC 17) negates the effect. This is a mind-affecting compulsion effect. You can use this ability a 7 times per day as a standard action.

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 7d6 points of cold damage. A successful Fortitude save (DC 17) halves this damage.

Tongues: In times of stress or unease, you speak only in Aklo or Auran. This does not interfere with spellcasting, but it does apply to spells that are language dependent.

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 (Fly +6). You can use these wings for 7 minute per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

FEAT: Dreamed Secrets: Adds ghoul touch and spectral hand to list of spells known. Each time you attempt to cast one of these spells, you must succeed at a DC 20 Will save or take 1d2 points of Wisdom damage and fail to cast the spell, though you do not lose the spell.

EQUIPMENT:
Dust of Darkness: This shimmering black dust causes one creature to be coated in a layer of darkness for 1 minute. In normal light, the creature gains concealment (20% miss chance). In dim light, the creature gains total concealment (50% miss chance). It has no effect in areas of bright light or darkness (though in bright light, a viewer can make a DC 20 Perception check to notice the target is slightly shadowed). Creatures with darkvision see through the dust's darkness as if it were normal darkness. The dust dispels and counters the outlining effects of glitterdust, but doesn't affect the spell's blinding effects. Glitterdust dispels and counters the effects of the dust of darkness.

Trumpet of Spirit Speaking: Once per day, when its mouthpiece is placed to the lips of a mostly intact corpse, the user can ask up to three questions of the dead creature, as if the corpse were subject to a speak with dead spell. The corpse's replies to the questions issue forth from the horn in quiet, ghostly whispers.

Secret:

While you slept last night, a familiar figure wearing a blue coat and mask visited you. She smiled as she stepped over the threshold of your childhood home, whose windows were all bound in chains.
“Oh my dear 322, how does freedom feel? Are you still staring at the sky in wonder and fear? Do you still dream of the doorway between the stars? Have you kept writing in your journal?” The masked woman paused as she looked at you, and then smiled again. “Had you stopped wondering if I would find you again? Hardly. You are as drawn to uncover your own secrets as I am.” Shaking her head as if remembering some sweet memory, she continued. “Clinical experimentations ceased because you demonstrated increased capacity to channel the Lurker’s dark mysteries. I have guided you to Absalom in order to participate in a field study—a live test of your powers. Prepare yourself to work with members of the Aspis Consortium. Assist them to the best of your abilities.”
“You have two other responsibilities, both important to our studies and our allies. The first is this,” she said while conjuring a glassy, hexagonal pad out of dreamstuff. “It emits a resonance similar to the stars beyond, just as you do, so none of your allies will know how to operate it. I have used it to channel cosmic life energies into tiny homunculi, but I suspect that it could animate something far grander. Find a suitable host, attach it without drawing attention to yourself, and activate it when you see fit.”

“Your other task is even more important. At some point during your mission, you will find a simple lantern among your possessions. If opened, it captures the escaping essence of whoever dies near it, ensuring Pharasma never judges the unfortunate soul trapped within. Only one Pathfinder can repair the damage inflicted in the upcoming Aspis attack: Aram Zey. Ensure that the Society cannot call upon his expertise ever again, and I shall ensure his expertise helps you learn more about yourself.” The masked figure raises her arm in a salute. “Godspeed, my curious disciple—whichever gods those may be.” With that the dream ended.