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Female Tiefling (Shackleborn) Oracle 1 / Paladin 2 | HP 29/37 | AC 16 T 10 FF 16 | Fort +11, Ref +5, Will +9, (+1 vs mind-affecting, +2 vs death) | Resist Cold 5, Elec 5, Fire 5, |

About Believer

Appearance for Hell's Rebels:
Believer is strikingly otherworldly. She wears common clothing, preferring shades of red, likely so it helps to conceal stains from blood. She is tall for a female and her figure voluptuous. Her beauty is apparent, even from a distance, her appearance as striking as it is strange. Her hair, if it was indeed hair, was the color of lilacs and fluttered softly around her face in the breeze. Her skin was an odd shade too, a pale grey that looked slightly blue or lavender, depending on the light. Her eyes were the deep burgundy of a fine red wine and sometimes seemed to glow like a glass of that wine held to the light. Her full, pouting lips were a shade of blue rarely seen in Kintargo. She was adorned with modestly crafted jewelry through a number of artful piercings in her ears, nose, and eyebrow on one side of her face which were connected by a delicate chain.
When she must go out among the masses, she wears her hood up and/or her hair covered and uses her disguise kit to cover the unnatural hues of her skin and lips. Nothing to be done about the eyes though. Such measures rankle as she is not without some vanity about her appearance.

Background for Hell's Rebels:
Believer has no memory of a home or even an idea of where she had come from or how she had come to Kintargo. Her first memories are of hunger and pain. Torment at the hands of hateful folk who saw her fiendish ancestry as reason enough to bully, beat and terrorize. Eating what she could scavenge like an animal and sleeping in dark, hidden corners.

One auspicious day, after a particularly bad beating had left her with broken ribs and a compound fracture, a gnomish cleric of Milani followed her blood trail to the decrepit hovel where she had been sleeping. She would likely have died without his aid. The Milanite strive to give healing and succor where they can, but seeing her grave condition, he hesitated to call on his divine magic. He was not sure if even his patron’s mercy could save her, or if it would not be more merciful to simply give her a sleeping draught to ease her way out of this world. So he asked her, ”What do you believe in, child?” In a sputter of blood, she said one word before she fell unconscious. ”Pain.” In truth, it was all she knew.

The gnome called Rozenfrid Blom felt his heart bleed for the pitiable creature and took it as a sign. The Milinite seek to relieve suffering, but they also believe that suffering brings you closer to the divine. He healed the nameless child and brought her to his modest home. He had no family, so he took her in as his ward and apprentice. He educated her in nature and herbalism and the tenants of his faith, though this last was done in secret.

She quickly acclimated to the faith and soon had manifested divine powers of her own. She seemed able to achieve magical results with seemingly mundane herbal remedies. Rozenfrid Blom became even more convinced that the girl was special. Holy, in some way despite her devil blood. Their small home became a clinic of sorts and many came to be treated or healed. They charged no fee, but accepted donations and made a modest living in a city like Kintargo.

One morning she awoke to find her adoptive father missing, only a hastily scrawled note left in explanation. The note seemed to imply he had left the home and clinic to her and gone back to his homeland alone and urged her to find her own way without him now. But he had always spoken of showing her the wonders of his home when they returned together, after they had helped the people of Kintargo to realize their freedom from the oppression of the Thrice Dammed House of Thrune. It just didn’t make sense. Something was wrong. So now she searches for traces of her adoptive father and mentor. But her hope of finding him alive wanes as time goes by.

Pre-Rebuild CRUNCH:
BELIEVER

Female Tiefling (Kyton-Spawn) Oracle 1 / Paladin 1
LG Medium outsider (native)
Init +0; Senses Darkvision (60 ft.), Perception -1,
Aura Aura of Good,

DEFENSE

AC 14, touch 10, flat-footed 14 ()
hp 25 (1d8)+(1d10)+7
Fort +6, Ref +1, Will +4, +1 trait bonus vs. mind-affecting, +2 vs. death
Resistances Cold 5, Electricity 5, Fire 5,

OFFENSE

Speed 20 ft.
Melee spiked gauntlet +3 (1d4+2)
Melee quarterstaff (two handed) +3 ((two handed) 1d6+3)
Melee Longspear (two handed) +3 ((two handed) 1d8+3)
Melee dagger +3 (1d4+2/19-20)
Ranged dagger (thrown) +1 (1d4+2/19-20)
Ranged sling +1 (1d4+2)
Special Attacks Smite Evil,
Racial Spell-Like Abilities: web ( DC 16, 1/Day)
Class Spell-Like Abilities: detect evil ( at will)
Known Oracle Spells (CL 2nd, concentration +7):
1st (5/day) - barbed chains (DC 16) , bless , bless water (DC 16) , cause fear (DC 16) , divine favor protection from evil (DC 16) , cure light wounds (DC 16)
0th (at will) - detect magic , detect poison , guidance (DC 15) , read magic (DC ) , stabilize (DC 15)

STATISTICS

Str 14, Dex 10, Con 16, Int 10, Wis 8, Cha 18
Base Atk +1; CMB +3; CMD 13
Feats Fey Foundling
Skills Acrobatics -2, Acrobatics (When Jumping) -6, Bluff +4, Diplomacy +8, Disguise +9, Fly -2, Heal -1, Intimidate +6, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception -1, Perform (Untrained) +4, Ride -2, Sense Motive +3, Spellcraft +4, Stealth -2, Survival -1,
Background Skills: Profession (Herbalist) +10, Knowledge (Nature) +4, Knowledge (Nobility) +4
Languages Celestial, Common, Infernal, Tongues,
Archetypes Hospitaler, Pei Zin Practitioner,
SQ Aura of Good, Detect Evil, Fiendish Oracle, Fiendish Resistance, Healer's Way, Life Mysteries, Master Herbalist, Orisons, Skilled, Spell-Like Ability, Tongues ~ Celestial,
Possessions spiked gauntlet; explorer's outfit; armored coat; cloak of resistance +1; quarterstaff; dagger; Backpack, Common [ Candles (10); Flint and Steel; Mess Kit; Soap; Rations, Trail (x5); Healer's Kit; ]; Pouch, Belt ; Sling [ Bullets, Sling (10) (x2); ]; Sack [ Bedroll; Pot, Iron; Rope, Silk (50 ft.); Waterskin, Filled; Blanket, Winter; Disguise Kit; ]; Pot, Iron ;

SPECIAL ABILITIES

Aura of Good (Ex) You project a faint good aura.

Blessed Touch You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.

Fed-Up Citizen Kintargo is a tough place to live if you count yourself as a law-abiding citizen. While you likely agree with most others of Kintargo that many of the laws put in place by House Thrune seem excessive, you always respected the law and honored it as best you could. You likely worship a deity such as Abadar or Iomedae -a lawful neutral or perhaps lawful good power allowed to practice within Cheliax, but only under restrictions. Yet despite this, Thrune has always made Cheliax a safer place to live. But with recent events, enough is enough. As much as it pains you to admit, the law of the land is now manifestly and obviously not correct, and something must be done to oppose this misuse of power. You're good at hiding your true colors and faith to avoid attracting the wrong kind of attention. You gain a +1 bonus on Disguise checks, and Disguise is always a class skill for you. In addition, when someone uses detect good or detect law on you, your effective Hit Dice are 4 lower than their actual total when someone discerns the strength of your aura. If you are a cleric, paladin, or similar divine spellcaster, you treat yourself as if you were a standard- aligned creature rather than a divine spellcaster for these purposes. This means that until you become 9th level, you won't radiate an aura of good or law at all when someone casts one of these detection spells. Finally, your internal convictions that you're on the actual right of law help bolster your mindset, and you gain a +1 trait bonus on all saving throws against mind-affecting effects

Fiendish Oracle Tiefling oracles treat their Charisma score as 2 points higher for all spell casting abilities.

Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Headstrong You feel compelled to correct every action and argument that contradicts your worldview. Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don't try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour. Drawback taken to allow third trait on Sheet

Healer's Way (Su) A Pei Zin practitioner combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability 5 times per day. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin's lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead.

Kyton-Spawn (Shackleborn) Fascinated with mutilation and torture, these tieflings are often found in Nidal and are born already covered in scars.

Life Mysteries You draw upon the divine mystery of Life to grant your spells and powers.

Magical Knack (Oracle) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Oracle gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Master Herbalist (Su) A Pei Zin practitioner has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to +1, and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, a Pei Zin practitioner can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round.

Oracle
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Skilled Shackleborn have a +2 racial bonus on Escape Artist and Intimidate checks.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +4 to your attack rolls and +1 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +2. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.

Spell-Like Ability Shackleborn gain web as a spell-like ability.

Tongues In times of stress or unease, you speak in tongues. Whenever you are in combat, you can only speak and understand one selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent.
Tongues ~ Celestial You gain Celestial as a bonus language.

Rebuilt CRUNCH:

BELIEVER

Female Tiefling (Kyton-Spawn) Oracle 1 / Paladin 2
LG Medium outsider (native)
Init +0; Senses Darkvision (60 ft.), Perception -1,
Aura Aura of Good,

DEFENSE

AC 16, touch 10, flat-footed 16 ()
hp 37 (1d8)+(2d10)+9
Fort +11, Ref +5, Will +9, +1 trait bonus vs. mind-affecting, +2 vs. death
Resistances Cold 5, Electricity 5, Fire 5,

OFFENSE

Speed 20 ft.
Melee spiked gauntlet +4 (1d4+2)
Ranged sling +2 (1d4+2)
Melee quarterstaff (two handed) +4 ((two handed) 1d6+3)
Melee dagger +4 (1d4+2/19-20)
Ranged dagger (thrown) +2 (1d4+2/19-20)
Special Attacks Smite Evil,
Racial Spell-Like Abilities: web ( DC 16, 1/Day)
Class Spell-Like Abilities: detect evil ( at will)
Known Oracle Spells (CL 3rd, concentration +8):
1st (5/day) - barbed chains (DC 16) , bless , protection from evil (DC 16) , cure light wounds (DC 16)
0th (at will) - detect magic , guidance (DC 15) , read magic (DC ) , stabilize (DC 15)

STATISTICS

Str 14, Dex 10, Con 16, Int 10, Wis 8, Cha 18
Base Atk +2; CMB +4; CMD 14
Feats Fey Foundling, Magical Enigma
Skills Acrobatics -4, Acrobatics (When Jumping) -8, Bluff +4, Climb -2, Diplomacy +9, Disguise +9, Escape Artist -2, Fly -4, Heal -1, Intimidate +6, Knowledge (History) +4, Knowledge (Nature) +4, Knowledge (Nobility) +5, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception -1, Perform (Untrained) +4, Profession (Herbalist) +3, Ride -4, Sense Motive +3, Spellcraft +4, Stealth -4, Survival -1, Swim -2,
Languages Celestial, Common, Infernal, Tongues,
SQ Aura of Good, Bonus Paladin Lay on Hands HP (2x), Detect Evil, Fiendish Oracle, Fiendish Resistance, Lay on Hands, Life Link, Life Mysteries, Orisons, Skilled, Spell-Like Ability, Tongues ~ Celestial, +1 Trait (Trait ~ Fed-Up Citizen), ,
Possessions spiked gauntlet; explorer's outfit; masterwork chainmail; cloak of resistance +1; quarterstaff; dagger; Sling ;

SPECIAL ABILITIES

Aura of Good (Ex) You project a moderate good aura.
Aura of Good
Background Skill (Knowledge (History), Knowledge (Nobility), Knowledge (Nobility), Lore ( ), Lore ( ), Profession (Herbalist))
Blessed Touch You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Bonus Paladin Lay on Hands HP (2x) Paladin: Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.
Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.
Fed-Up Citizen Kintargo is a tough place to live if you count yourself as a law-abiding citizen. While you likely agree with most others of Kintargo that many of the laws put in place by House Thrune seem excessive, you always respected the law and honored it as best you could. You likely worship a deity such as Abadar or Iomedae -a lawful neutral or perhaps lawful good power allowed to practice within Cheliax, but only under restrictions. Yet despite this, Thrune has always made Cheliax a safer place to live. But with recent events, enough is enough. As much as it pains you to admit, the law of the land is now manifestly and obviously not correct, and something must be done to oppose this misuse of power. You're good at hiding your true colors and faith to avoid attracting the wrong kind of attention. You gain a +1 bonus on Disguise checks, and Disguise is always a class skill for you. In addition, when someone uses detect good or detect law on you, your effective Hit Dice are 4 lower than their actual total when someone discerns the strength of your aura. If you are a cleric, paladin, or similar divine spellcaster, you treat yourself as if you were a standard- aligned creature rather than a divine spellcaster for these purposes. This means that until you become 9th level, you won't radiate an aura of good or law at all when someone casts one of these detection spells. Finally, your internal convictions that you're on the actual right of law help bolster your mindset, and you gain a +1 trait bonus on all saving throws against mind-affecting effects
Fiendish Oracle Tiefling oracles treat their Charisma score as 2 points higher for all spell casting abilities.
Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Kyton-Spawn (Shackleborn) Fascinated with mutilation and torture, these tieflings are often found in Nidal and are born already covered in scars.
Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 5 times per day. With one use of this ability, you can heal 1d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage. Using Lay on Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead do not receive a saving throw against this damage.
Life Link (Su) As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have 1 bond(s) active at a time. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Life Mysteries You draw upon the divine mystery of Life to grant your spells and powers.
Magical Knack (Oracle) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Oracle gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Oracle
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.
Skilled Shackleborn have a +2 racial bonus on Escape Artist and Intimidate checks.
Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +4 to your attack rolls and +2 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +4. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.
Spell-Like Ability Shackleborn gain web as a spell-like ability.
Tongues In times of stress or unease, you speak in tongues. Whenever you are in combat, you can only speak and understand one selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent.
Tongues ~ Celestial You gain Celestial as a bonus language.
+1 Trait (Trait ~ Fed-Up Citizen) GM awarded PC with +1 Trait.

20 Q&A for Hell's Rebels:
1. What is your character’s name?
Believer, a name given to herself by herself.

2. How old is your character?
33, old enough to be an established practitioner, young enough to be disillusioned by the rule of the Thrice Dammed House of Thrune.

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
She is very distinctive looking, both beautiful and strange, even among tiefling kind. Her coloring is like the portrait. She wears common enough clothing and an armored coat. Her weapons are simple, using a quarterstaff as a walking stick.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
She bears many scars and wears a multitude of piercings as well.

5. Where was your character born? Where were you raised? By who?
Unknown, she was a foundling raised by a Gnomish cleric of Milani. He taught her the ways of Herbalism and the faith of Milani.

6. Who are your parents? Are they alive? What do they do for a living?
Natural parents unknown, adoptive father was a healer and secretly a member of the Rose of Kintargo. He went missing and is believed to have fell afoul of agents of Thrune.

7. Do you have any other family or friends?
No family, but still has a loose association with a few members of the Rose of Kintargo. Also open to friendships with other PCs.

8. What is your character’s marital status? Kids?
Single, no children. She would not desire them in such a state of unrest.

9. What is your character’s alignment?
Lawful Good, with more stress on the Good than the Law.

10. What is your character’s moral code?
Heal the hurt, protect the weak, believe in what you wish to be true so that it will become so.

11. Does your character have goals?
To take the suffering of others onto herself, preserve life whatever cost to herself. To find out what happened to her adoptive father.

12. Is your character religious?
Yes, her gift as an Oracle has come to her most likely from Milani. She tends her father's rose garden faithfully and meditates on the nature of the rose and it's duality to inspire reverence by it's beauty and inflict pain upon those who would try to possess it with it's thorns.

13. What are your character’s personal beliefs?
Believer is driven by Pain. In her early life it was all she knew. It shaped her and made her strong. Mercy, love and kindness all came later in life after her adoption. On some level she understands her desire to bring the pain of others into herself is influenced by her infernal ancestry, but she also believes that sacrifice is holy and that she might redeem herself by it.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Masochistic, but not to the point of self harm only body modification.

15. Why does your character adventure? Why would you join the rebellion?
To help those who suffer, to solve the mystery of her father's disappearance.

16. How does your character view his/her role as an adventurer?
The healer, supporting those who are bold enough to fight.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Many, many scars as well as the piercings.

18. How does your character get along with others?
She is kindly, nurturing, almost motherly. She may be sharp with people she finds reckless with regards to their own safety or that of others.

19. Is there anything that your character hates?
Needless suffering, the cruelty of others with the desire to inflict pain.

20. Is there anything that your character fears?
Discovering that her father abandoned her of his own volition. Failing to save lives that depend on her. Becoming more like her Kyton forebears.

________________________________________________________________________

Meet Believer(in Sigil):
A small boy huddles just inside the mouth of an alley, cradling a limp arm against his chest. He is dressed in scraps of clothing, some too small and others much too large, all of them worn and filthy, the tell-tale signs of a street urchin. His large, dark eyes shine with unshed tears but the clean streaks down his dirt-smudged face reveal that the tears do fall eventually, no matter how he tries to hold them back.
A woman turns onto the street, her voluptuous form draped in close fitting white robes, her hands and forearms wrapped in red strips of cloth and cord. Her beauty is apparent, even from a distance, her appearance as striking as it is strange. Her hair, if it was indeed hair, was the color of lilacs and fluttered softly around her face in the breeze. Her skin was an odd shade too, a pale grey that looked slightly blue or lavender, depending on the light. Her eyes were the deep burgundy of a fine red wine and sometimes seemed to glow like a glass of that wine held to the light. Her full, pouting lips were a shade of blue rarely seen in Sigil. She was adorned with modest but masterfully crafted jewelry through a number of artful piercings in her ears, nose, and eyebrow on one side of her face which were connected by a delicate chain dangling with sparkling crystal clear gems.

As she came near to the alley, the soft sounds of the boy’s distress drew her attention. She approached him slowly and gently, keenly aware that her fiendish features often frightened folk.
”What’s this then? Broken it, have ye?” she asked gently, indicating his injured arm. He shook his head. ”Hurts bad though?” she asked again to which he nodded. ”Dislocated mebbe. Best let me look a’ it, ye poor wee sod.” she said as she settled to her knees, dirtying her fine white robes and reached to examine the arm. The boy recoiled slightly, and she tisked irritably through sharp white teeth. ”Dinnae be that way, I don’t bite.”

”Yer p-planetouched!” he said defensively. ”Aye. What a sharp little cutter, ye are. Just wait til ye tell all yer pals that a planetouched healed yer arm. Won’t they just wag their bone-boxes o’er that?” The boy brightened at that, almost smiling as he leaned forward to let her tend his arm. She went to work quickly, checking his pulse and assessing his condition.

”They won’t believe it.” he said and she smiled, keeping him chatting to distract him from the pain. ”Och, ye never know…” she replied. ”Belief is a funny sort o’ thing. Why, did ye know there are places where whole cities are held up by the belief of the folk who live there? Aye, it’s true! And if their belief should falter, the whole city would crumble away beneath them and sweep them all away. Things like that can happen here too.” He gave her a skeptical look and she went on as she began manipulating his arm. ”I once saw a pair make a tavern bet. This blood bet some poor gully that he could prove that the fellow dinnae really exist. He bet e’rything he carried against all that the gully had on him. Then all he did was whisper something and the next thing you saw, the poor gully faded right away, just… like… THAT!” She said and took quick advantage of the suspense of her story to force the shoulder joint back into the socket. The boy cried out in pain but the look of immense relief came into his face before the echo of his own voice had faded from the alleyway. ”That oughta do it, then. But just for good measure.” She took his face in her hands and used her god-granted powers to take his pain onto herself. He gazed up at her, awe writ clear on his face as he watched her lip split in precisely the same place as his just at the moment that his own wound was healed. Soon, all of his aches and hurts were washed from his body. Once the child was well, she rose from her knees, not bothering to try and dust away the dirt. She now wore a number of scrapes and bruises she had not before.

”They really won’t believe this!” the boy exclaimed.
”Ah, but ye will, my wee blood. And ye’ll tell them. Tell about the planetouched lass who mended yer arm and told ye about the power o’ belief. We’ve got ta believe in what’s good and true, for there to be goodness and truth in the world. D’ya see?”
He seemed to sense the gravity in her words, and nodded solemnly. She ruffled his hair affectionately in approval and turned to go.

”Wait, miss. What’s yer name?”
”I wasn’t given one. So I took one for m’self so I would never forget my duty. Believer.”
He nodded again and raised his hand as she walked away.

Background(For Planescape):
Sigil is home to many poor clueless sods who have been transported there with no idea how to return home. They walk the streets of the city, hopelessly lost, hoping to wake from this nightmare and find themselves safe in their own beds. Believer has never known such luxury.
She has almost no memory of home or even an idea of where she had come from or how she had come. Her first memories are of hunger and pain. Torment at the hands of hateful folk who saw her fiendish ancestry as reason enough to bully, beat and terrorize. Eating what she could scavenge like an animal and sleeping in dark, hidden corners.

One auspicious day, after a particularly bad beating had left her with broken ribs and a compound fracture, a cleric of Ilmater followed her blood trail to the decrepit hovel where she had been sleeping. She would likely have died without his aid. The Ilmatari strive to give healing and succor where they can, but even seeing her grave condition, he hesitated to call on his divine magic. He was not ignorant of the planes and the nature of the planetouched. So he asked her, ”What do you believe in, child?” In a sputter of blood, she said one word before she fell unconscious. ”Pain.” In truth, it was all she knew.

The man called Ayuruk took it as a sign. The Ilmatari seek to relieve suffering, but they also believe that suffering brings you closer to the divine. He healed the nameless child and brought her to his modest home. Like her, he had come through some portal by a twist of fate and could not find his path to return home. So he took her in as his ward and apprentice. He educated her about the nature of the planes and the faith of his homeland, a prime world he called Faerun.
She quickly acclimated to the faith and soon had manifested divine powers of her own. Ayuruk became even more convinced that the girl was special. Holy, in some way despite her devil blood. Their small home became a clinic of sorts and many came to be treated or healed. They charged no fee, but accepted donations and made a decent living in a city like Sigil.

But the planetouched do not grow as swiftly as humans and by the time she had truly grown into maturity, Ayuruk had grown old. He felt his time among the planes waning and redoubled his efforts to find the way home for the both of them. He felt sure he could reactivate the portal for the both of them and expected that Believer’s powers would be even greater in her god’s patron plane. She might have even come from Faerun herself, though the odds of that seemed low.

One morning she awoke to find Ayuruk missing, only a hastily scrawled note left in explanation. The note seemed to imply he had found the way home and gone on without her and urged her to find her own way without him now. But he had always spoken of showing her the wonders of his home plane when they returned together. It just didn’t make sense. Something was wrong. So now she searches for traces of her adoptive father and mentor.

Previous Build for Mythic Planescape:
BELIEVER
Female Tiefling (Kyton-Spawn) Paladin 2 / Oracle 1
LG Medium outsider (native) (93% Lawful/97% Good)
Init +1; Senses Darkvision (60 ft.), Perception -1,
Aura Aura of Good,

DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex, no armor)
AC 18, touch 11, flat-footed 17 (+1 Dex, )
hp 32 (2d10)+(1d8)+10
Fort +10, Ref +5, Will +8
Resistances Cold 5, Electricity 5, Fire 5,

OFFENSE

Speed 20 ft.
Melee claw +4/+4 (1d4+2)
Special Attacks Channel (1d6, DC 14, 5/day), Smite Evil,
Class Spell-Like Abilities: detect evil ( at will)
Known Oracle Spells (CL 1st, concentration +6):
1st (5/day) - bless , protection from evil (DC 16) , cure light wounds (DC 16)
0th (at will) - detect magic , guidance (DC 15) , read magic (DC ) , stabilize (DC 15)

STATISTICS

Str 14, Dex 12, Con 16, Int 13, Wis 8, Cha 18
Base Atk +2; CMB +4; CMD 15
Feats Extra Revelation, Reward of Life
Skills (No Armor) Acrobatics +1, Appraise +1, Bluff +4, Climb +2, Craft (Untrained) +1, Diplomacy +10, Disguise +4, Escape Artist +4, Fly +1, Heal +5, Intimidate +12, Knowledge (Religion) +5, Perception -1, Perform (Untrained) +4, Ride +1, Sense Motive +3, Spellcraft +5, Stealth +1, Survival -1, Swim +2, Use Magic Device +5,
Skills Acrobatics -5, Acrobatics (When Jumping) -9, Appraise +1, Bluff +4, Climb -4, Craft (Untrained) +1, Diplomacy +10, Disguise +4, Escape Artist -2, Fly -5, Heal +5, Intimidate +12, Knowledge (Religion) +5, Perception -1, Perform (Untrained) +4, Ride -5, Sense Motive +3, Spellcraft +5, Stealth -5, Survival -1, Swim -4, Use Magic Device +5,
Languages Abyssal, Common, Draconic, Infernal, Tongues,
Archetypes Hospitaler,
SQ Aura of Good, Bonus Paladin Lay on Hands HP (2x), Claw, Darkvision, Detect Evil, Fiendish Language, Fiendish Oracle, Fiendish Resistance, Lay on Hands, Life Link, Life Mysteries, Orisons, Skilled, Tongues ~ Infernal, ,
Possessions sleeves of many garments; explorer's outfit; banded mail; holy symbol of ilmater; healer's kit; facial piercings with chains and gems;

SPECIAL ABILITIES

Aura of Good (Ex) You project a moderate good aura.
Aura of Good
Blessed Touch You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Bonus Paladin Lay on Hands HP (2x) Paladin: Add +2 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.
Channel (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. You can use this ability 5 times per day.
Claw (Sp) You gain two 1d4 claw attacks.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision
Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.
Extremely Fashionable (Intimidate) Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.
Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.
Fiendish Oracle Tiefling oracles treat their Charisma score as 2 points higher for all spell casting abilities.
Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Finding Haleen Ayuruk (Oracle) You never knew your parents--perhaps they died when you were a child, or maybe you were taken from them and raised elsewhere as a slave. You owe your sanity and your life to a woman named Haleen man named Ayuruk.
Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 5 times per day. With one use of this ability, you can heal 1d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage. Using Lay on Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead do not receive a saving throw against this damage.
Life Link (Su) As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have 1 bond(s) active at a time. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Life Mysteries You draw upon the divine mystery of Life to grant your spells and powers.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.
Skilled (Ex) Kyton-Spawn tieflings have a +2 racial bonus on Escape Artist and Intimidate checks.
Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +4 to your attack rolls and +2 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +4. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.
Tiefling (Kyton-Spawn)
Tongues In times of stress or unease, you speak in tongues. Whenever you are in combat, you can only speak and understand one selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent.
Tongues ~ Infernal You gain Infernal as a bonus language.
Vain You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a -2 penalty on all Charisma-based checks for the next 24 hours.

Mythic Tier 1
Hierophant Path
Granted: A divine agent or other incredibly powerful being calls upon the character to act as its representative. This role gives the character mythic power, but possibly only while serving the interests of this benefactor and while holding to that patron’s tenets.

Surge:
Recalled Blessing (Su): You can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today; if you’re a spontaneous caster, this spell must be one of your spells known. You can’t apply metamagic feats to this spell. If the spell requires a saving throw, non-mythic creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an affliction or remove a condition, roll twice and take the higher result.

Empathic Healing (Su): You can expend one use of mythic power to transfer up to 10 points of damage per tier from a touched ally to yourself, healing the target and damaging you. This transferred damage bypasses all effects that reduce or negate hit point damage (such as damage reduction). Alternatively, you can expend two uses of mythic power to transfer an ongoing disease or poison from a touched ally to yourself, which halts ongoing effects on the target from that affliction and requires you to attempt any remaining saves against it. If you’re immune to the disease or poison, transferring it to yourself destroys the affliction.