Shadowy Lurker

Trathing Nightcloak's page

36 posts. Alias of pdprong.


Race

Hp:21 /21, NL: 0 | AC: 17 / 14 / 13 | CMD:16 | F:+ 2, R:+5 , W:+3 | Init:+ 4 | Perc:+5

Classes/Levels

Spells:
1st: 4/6 ; Disguise Self: 1/1 ; Many Forms: 3/3 ; Touch of the Void: 5/7

About Trathing Nightcloak

Male Half-Fae Oracle -3
Alignment Size Humanoid(Half-Fae)
Init: +4; Senses:darkvision 60 ft, lowlight;Perception: +5

Defense
AC: 17 ; Touch: 14 ; Flat-Footed: 13 ; (+4 dex, +2 armor, +1 shield)
HP: 21(3d8+3)
Fort: +2; Ref: +5; Will: +3
DR: 5 Cold ; 5 Electricity
Shadow Blending:enemies have 50% Miss chance instead of 20% in low-light

Offense
Speed: 30 ft.
Melee : sickle +6 (1d6)

Statistics
Str 10, Dex 18, Con 13, Int 10, Wis 10, Cha 18
Base Atk +2; CMB +2; CMD +16
Languages:

Special Qualities:

Skills:

4/level + 2 background/level

Trained
+ 9 :Acrobatics [1] ranks +3 trained +4 Dexterity +1 trait
+10 :Diplomacy [3] ranks +3 trained +4 Charisma
+ 8 :Disguise [1] ranks +3 trained +4 Charisma
+ 9 :Intimidate [2] ranks +3 trained +4 Charisma
+10 :Knowledge(Planes) [1] ranks +3 trained +4 Charisma +2 race
+ 5 :Perception [1] rank +3 trained +1 trait
+ 9 :Perform(dance)BS [2] ranks +3 trained +4 Charisma
+ 9 :Perform(oratory)BS [2] ranks +3 trained +4 Charisma
+ 9 :Perform(sing)BS [2] ranks +3 trained +4 Charisma
+12 :Stealth [3] ranks +3 trained +4 Dexterity +2 racial

Untrained
+0:Appraise, Climb, Craft, Heal, Knowledge(untrained), Linguistics, Profession, Sense Motive, Spell-craft, Survival, Swim
+4:Bluff,Disable Device, Escape Artist, Fly, Handle Animal, Perform, Ride, Sleight of Hand,Use Magic Device

Feats:

1st-Weapon Finesse (Combat):h 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. Special: Natural weapons are considered light weapons.

Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Revelations:

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.

Touch of the Void (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every two oracle levels you possess. At 7th level, the touched creature must also make a Fortitude saving throw or be fatigued for a number of rounds equal to 1/2 your oracle level. This has no effect on a creature that is already fatigued. You can use this ability a number of times per day equal to 3 + your Charisma modifier.


Traits:

Planar Savant(faith): You have always had an innate sense of the workings of the planes and their denizens. You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier.

Seeker (social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Reckless (combat): You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Umbral Unmasking (Drawback): You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Spells:

Spell-Like Abilities (CL )
(1/day) Disguise self

Spells Known/Prepared (CL )
1st (6/day, spontaneous only)— Cure light wounds, Entropic shield Inflict light wounds, Shadow Trap, Tap Inner Beauty
0 (at will, spontaneous only)— Create Water, Detect Magic , Ghost Sound, Guidance, Mage Hand, Mending, Purify food and drink

Combat Gear:

melee weapon: Sickle
ranged weapon:light crossbow
shield: buckler
non-magical set of armor:leather armor
one change of clothing: Outfit, Cold-Weather
This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.

one magic item: Sleeves of Many Garments
Aura faint illusion; CL 1st; Slot wrists; Price 200 gp; Weight 1 lb.

DESCRIPTION

These translucent cloth tubes easily fit over their wearer’s arms.

The wearer of these sleeves can, when she slips them on, choose to transform the appearance of her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.

one kit: Cleric's
Price 16 gp; Weight 32 lbs.
This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

appearance:

Trathing is 6' tall and unnaturally slender. His long silverish hair, eyes and skin, all seem too be almost bleached of color. This eeriness is enhanced by those who can realize the fact that this man seems to casts no shadow of any kind.

Ten-Minute Background:

Trathing ShadowCloak

Points that capture the concept and story of the character.
1. As a child Trathing was raised by his gypsy father. The fact that he is a half fae and not one of the pack made many other gypsies want to banish the boy. Only Magda's predictions that some day Trathing would accomplish great things kept him around.
2. As a child he had dreams of the old one and his battle with Erana seemingly stuck in time. These continued on and on until a stranger came to Mordavia and released Erana and Banished Avoozl. Trathing's Father told him never to share with anyone the dreams that he has. This of course did not stop Trathing from doing research on the Dark One and tracing after the steps of that stranger.
3. As a young man Trathing explored the forests of Mordavia, the Dark valley. While it is much safer with the Dark one banished the forest is still a dangerous place where a young adventurer can strengthen some of his skills and abilities.
4. Has spent many hours researching the Cults of the dark one and what the Dark one is... A being native to the Dark Tapestry. This includes going to and investigating some very dangerous places in Mordavia.
5. While investigating the Cave of the Dark one Trathing saw something, otherwordly and felt a compulsion come upon him. He quickly packed up all his belongings and chose to leave Mordavia for at least a small period of time to recompose himself.

Goals that you'd like the character to accomplish in-game
1. Learn something of his lineage. Who was his mother and what that makes Trathing. The fact that most of his abilities and skills are part of his Fairy heritage... not a corrupting gift from the dark one.
2. To develop a trust in his own abilities... trusting that he can control them.... and not have them control him.
Secret the PC keeps to himself
Trathing does not like to share the relationship that he fears that he may share with the dark one with those around him. The fact that an elementally evil otherworldly creature is seaking you out in your dreams is not the kind of thing you want to share with others.
Secret kept from the Pc
Trathing is a Nephew of Erana. His mother was Erana's sister. It is Trathing's connection through blood with her that gave him the visions that changed his life during his teenage years.
4)people that are tied to your PC by blood, love, rivalry, honor, etc.
1. Erana... A powerful wizardress that Trathing has seen only in Visions. He does ot even realize that she is his aunt and that this blood tie is what has caused his visions of Avoozl..
2. Trathings Father "Gypsy Stew" has supported and protected Trathing his entire life. Before he died a few years ago, most likely from an overabundance of garlic Sausage and Chicken Paprikas in a life of self indulgence. He was a caring if limited father that taught Trathing everything he could.
3. Magda... the leader of the Gypsies has always kept an eye on Traathing, especially since the passing of Trathings father. When Trathing asks her about his mother she answers with very cryptic answers and manages to redirect
4. Avoozl... the Dark one banished forever to his own realm of darkness. Years ago when Avoozl was caught between worlds battling Erana, he managed to touch Trathing's mind. Trathing has emerged with abolities and powers. The exact nature of which Trathing is unsure and unaware of.

5) Key memories that define your character as the person they are.
1. Childhood dreams of a Beautiful woman engaged with a terrible dark entity in a battle somewhere that doesn't seem to exist on this plane of existence.
2 . Countless hours spent around the campfire listening to stories, singing songs, and dancing with Trathing's father, "Gypsy Stew" and the other Gypsies that raised Trathing.
3. Siting at the campfire and suddenly realizing something had changed. Something in his head had popped. His shadow was gone... and he could just begin to sense some of his new abilities. Trathing didn't know it but Avoozl had just been banished.

Background Blurb:

At first looks trathing has very otherworldly look to him. His hair, eyes, and skin all seem almost translucent, a strangeness heightened by the fact that he seems to have no shadow at all.

When trathing was a child he had dreams of a beautiful woman battling a dark entity in another world. Unknown to Trathing this was his mother's sister Erana battling the Dark one Avoozl. When the Hero of the five kingdoms banished Avoozl, there was also a profound effect on Trathing. This was when he lost his shadow and began to manifest some his magical abilities.

Not knowing his connection to Erana Trathing began to research Avoozl, following in the footsteps of the Hero of five kingdoms and gathering all the information that he could find on the Dark one. While examining a site known as the Cave of the Dark one, Trathing had a vision that shook him to his core. This was when he chose to leave Mordavia and try to regather himself and figure out what he should do about who and what he is.

Personality:

Trathing is still fairly young only being 20 years old. He has a lot of concern and doubts about what he is and where his abilities come from. Generally this will mask itself in an aggressive demeanor of the youth who acts like he knows anything. For all his brashness and lack of insight Trathing has still always managed to get by with his charming smile, quick reflexes, and a little luck.

Reference

Fetchling Racial Traits:

+2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.

Native Outsider: Fetchlings are outsiders with the native subtype.

Medium: Fetchlings are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Fetchlings have a base speed of 30 feet.

Darkvision: Fetchlings can see in the dark up to 60 feet.

Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.

Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.

Shadow Blending (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.

Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day. A fetchling's caster level is equal to his total Hit Dice.

Languages: Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, D'ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue.

Dark Tapestry:

Class Skills: An oracle with the dark tapestry mystery adds Disguise, Intimidate, Knowledge (arcana), and Stealth to her list of class skills.

Bonus Spells: entropic shield (2nd), dust of twilight [APG] (4th), tongues (6th), black tentacles (8th), feeblemind (10th), planar binding (12th), insanity (14th), reverse gravity (16th), interplanetary teleport [UM] (18th).

Revelations

An oracle with the dark tapestry mystery can choose from any of the following revelations.

Brain Drain (Su): You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d4 points of damage for every oracle level you possess. After successfully attacking with this ability, you may use a full-round action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you had used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every five levels beyond 5th.

Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Dweller in Darkness (Sp): Once per day, you cast your psyche into the void of space to attract the attention of a terrible otherworldly being. The dweller in darkness behaves in all ways as if you had cast phantasmal killer. At 17th level, the dweller in darkness can be perceived by more than one creature, as if you had cast weird. You must be at least 11th level to choose this revelation.

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.

Pierce the Veil (Su): Your bond with the alien denizens of the Dark Tapestry allows you to see in even the deepest darkness. You gain darkvision 60 feet. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a deeper darkness spell.

Read the Tapestry (Sp): Once per day, you can spend 10 minutes meditating on the mysteries of the Dark Tapestry to send your mind to another plane and communicate with the strange or alien beings there. This functions as the contact other plane spell. You must be at least 7th level to select this revelation.

Touch of the Void (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every two oracle levels you possess. At 7th level, the touched creature must also make a Fortitude saving throw or be fatigued for a number of rounds equal to 1/2 your oracle level. This has no effect on a creature that is already fatigued. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

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.

Final Revelation

Upon reaching 20th level, you become a truly alien and unnatural creature. You gain damage reduction 5/— and immunity to acid, critical hits, and sneak attacks. Once per day, you can cast shapechange as a spell-like ability without requiring a material component.

Haunted Curse:

Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).

Effect

Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

At 5th level, add levitate and minor image to your list of spells known.

At 10th level, add telekinesis to your list of spells known.

At 15th level, add reverse gravity to your list of spells known