Blue Hesmene

Yin, Daughter of Nug's page

345 posts. Alias of MordredofFairy.


Race

Sorcerer(Dreamspun)20 /Oracle(Dark Tapestry)20 / Archmage/Hierophant 10 | Deity of Shinyness and Stuff

Gender

Ongoing effects:
Clinically insane. Mind twisted and bent, not broken(at least not literally), x/y Mythic Power

About Yin, Daughter of Nug

See in Darkness (not relevant, but 180 feet Darkvision)
Fear Aura 60 Feet(DC 29)
Frightful Presence 30 Feet(DC29)
Master of the Umbra

Alignment: CHAOTIC SHINY

old:
Chaotic Shiny Female Acirassi Sorcerer 11(Umbral)+Oracle 11(Dark Tapestry) | AC: 31(35) 180/180 HP | F30 R35 W26 SR22 | Fear Aura(60ft) DC 29 Frightful Presence(30ft) DC 29 | Master of the Umbra | Init: 13 ; Perception -1

=====Offense=====
BaB 9/4; Melee: 8/3; Ranged: 19/14
No Weapons. Rays/Touches/Areas.

=====Defense=====
Saves:
Fort: 27=4+8(Con)+5(Cloak)+10(Cha)
Refl: 29=4+10(Dex)+5(Cloak)+10(Cha)
Will: 20=8-1(Wis)+5(Cloak)+10(Cha)-2(Glimpse Beyond Feat)|+2 vs. madness/confusion/fear
+4 bonus on saving throws to resist illusion effects.
Versus Mind-Affecting, Roll twice and keep better.

Illusion Resistance (Ex) A nightmare creature automatically disbelieves illusions (no saving throw required)
Spell Resistance 23
Constant—Protection from law
Any sane creature that attempts to read your thoughts takes 1d6 points of Wisdom damage (Will DC 29 negates).

AC: 26=10+10(Dex)+4(Mage Armor)+2(Size)
Flatfooted=16, Touch=22
AC: 30=10+10(Dex)+8(Cloak of Darkness)+2(Size)
Flatfooted=20, Touch=22, 11 hours/day.

HP: 196 = (8+8)*12+4(Mythic)
Regeneration 5 (Ex)(Law-aligned weapons, silver weapons, and spells with the law descriptor)
DR 5/law or silver

Half penalty/drain/damage to Int/Wis/Cha.

Ability Scores:

Base:
STR 10-2(size)
DEX 10+6(initial distribution)+2(race)+2(size)+6(Nightmare)+4(Item)
CON 10+8(initial distribution)+4(Item)
INT 10+8(initial distribution)+4(Nightmare)+4(Item)
WIS 10-2
CHA 10+6(initial distribution)+2(race)+6(Nightmare)+2(Level4,8)+4(Item)

result=>

STR 08
DEX 30
CON 22
INT 26
WIS 08
CHA 30

=====Skills=====

4(base)+2(GM)+8(Int)*Level=>14*12 =164 ranks total.

Stealth 53 = 12(Ranks)+3(Class Skill)+10(Dex)+8(size)+4(racial-nightmare creature)+10(competence, item)+6(Skill Focus)
Stealth 59 = 12(Ranks)+3(Class Skill)+10(Dex)+8(size)+4(racial-nightmare creature)+10(competence, item)+6(Skill Focus)+6(circumstance, cloak of darkness), 11 hours per day.

Fly 29 = 12(Ranks)+3(Class Skill)+10(Dex)+4(size)
Use Magic Device 28 = 12(Ranks)+3(Class Skill)+10(Cha)+3(Circlet)
Bluff 28 = 12(Ranks)+3(Class Skill)+10(Cha)+3(Circlet)
Intimidate 32 = 12(Ranks)+3(Class Skill)+10(Cha)+4(racial-nightmare creature)+3(Circlet)
Knowledge (planes) 29 = 12(Ranks)+3(Class Skill)+10(Cha)+1(trait)+3(Circlet)
Knowledge (arcana) 23 = 12(Ranks)+3(Class Skill)+8(Int)
Knowledge (history) 23 = 12(Ranks)+3(Class Skill)+8(Int)
Knowledge (Religion) 16 = 5(ranks)+3(Class Skill)+8(Int)
Knowledge (Nature) 13 = 5(ranks)+8(Int)
Spellcraft 23 = 12(Ranks)+3(Class Skill)+8(Int)
Escape Artist 16 = 6(ranks)+10(Dex)
Acrobatics 20 = 10(ranks)+10(Dex)
Sleight of Hand 20 = 10(ranks)+10(Dex)
Perform(Dance) 19 = 6(ranks)+10(Cha)+3(Circlet)
Handle Animal 17 = 4(ranks)+10(Cha)+3(Circlet)
Craft (Phantasm/Dreamstuff) 21 = 10(ranks)+3(Class Skill)+8(Int)

=====Items=====
Minor pleasantries are omitted, because the profile is already plenty filled up without listing items worth 1 Gold or less.
40k Belt of Physical Might +4(Dex, Con)
40k Headband of Mental Something +4(Cha,Int)
25k Cloak of Resistance +5
16k Black Robe of Arcane Heritage
12.7k Ring of Chameleon Power
4.5k Circlet of Persuasion

138.2k total

=====Feats=====

Extra Feat: Glimpse Beyond (Story):

You have glimpsed the madness at the edges of reality.

Prerequisite: You must have faced an undead, evil outsider, or aberration with a CR greater than your level +4 , or have the Raised Among the Dead or The Dead One background.

Benefit: You gain a +2 bonus on Knowledge (dungeoneering) checks to identify the vulnerabilities and powers of aberrations, Knowledge (planes) checks to identify the vulnerabilities and powers of evil outsiders, and Knowledge (religion) checks to identify the vulnerabilities and powers of undead, and you can make such checks untrained. If you have 10 or more ranks in any of these Knowledge skills, the bonus increases to + 4 for the appropriate skill. In addition, you gain a +2 bonus on saves against fear effects.

Goal: Be killed or driven insane (as determined by the GM) by an aberration, evil outsider, or undead. This leaves your mind permanently marked.

Completion Benefit: Any sane creature that attempts to read your thoughts takes 1d6 points of Wisdom damage (Will DC 10 + 1/2 your level + your Charisma modified negates). In addition, the effect of any ability damage, ability drain, or penalty to your Intelligence, Wisdom, or Charisma is halved (minimum 1). You take a -2 penalty on Will saving throws. Whenever you roll a save against a mind-affecting effect, roll twice and keep the better result.

Bloodline Bonus Feat: Heighten Spell

L1: Skill Focus(Stealth)
L3: Eldritch Heritage(Shadow)
L5: Improved Familiar(Sprite)
L7: Persistent Spell
L9: Divine Protection
L11:

=====Mythic=====
Hard to kill
Mythic power 5/Day
Surge +1d6
Mystic Feat: Eldritch Heritage(Shadow)
Archmage: Wild Arcana, Eldritch Breach

====Sorcerer====
Sorcerer 12(Dreamspun)
Class Skill: Sense Motive
Bonus Spells: sleep (4rd), augury (6th), deep slumber (8th), divination (10th), dream (12th), shadow walk (14th), vision (16th), moment of prescience (18th), astral projection (20th).
Bonus Feats: Alertness, Blind-Fight, Combat Expertise, Deceitful, Heighten Spell, Improved Feint, Persuasive, Skill Focus (Sense Motive).
Bloodline Arcana: Whenever you target a single creature with a spell, you gain an insight bonus equal to half the spell’s level (minimum +1) for 1 round to your AC and saving throws against any spell or attack made by that creature.
Bloodline Powers: You reach out into and through the world of dreams to touch the minds and destinies of those around you.

Lullaby (Sp):
At 1st level, you can use lullaby as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. This effect lasts for 1 minute and does not require concentration. The penalty on saves versus sleep effects increases to –4.

The mere presence of a creature of Dreams can cause beings from the material planes to feel sleepy

Combat Precognition (Su):
Your insight into the future grants you an advantage in combat. At 3rd level and every 4 levels thereafter, you gain a +1 insight bonus on initiative checks.

Seeing things before they happen has it's advantages, even if often its just an blink of an eye...

Dreamshaper (Sp):
At 9th level, you can manipulate the dreamscape of others, drawing forth or tampering with their subconscious minds. This power allows you to tamper with the target’s memories as if using modify memory, or you may ask questions as if using speak with dead upon a corpse. A successful Will save negates the effect. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier, with further modifiers as the nightmare spell. You can use this ability once per day at 9th level. At 17th level you can use this ability twice per day, and at 20th, three times per day.

Being a being of dreams, it's not hard for Yin to slip into the minds of dreamers. To her continued amazement, many are much more cooperative there-

Eye of Somnus (Sp):
At 15th level, you can project your consciousness as if using arcane eye. In addition, at any point you can cause the arcane eye to become visible. The eye can no longer be moved, but it acts as a symbol of sleep to all who see it. You may use this power once per day.

She became dreamstuff, and with effort, she can force a part of this world over into the dreaming.

via Mythic Eldritch Heritage: Sorcerer 10 (Umbral(Shadow Wildblood))
Class Skill: Stealth.

Level 1 Bloodline Power: Replaced by Bloodline Familiar.

Nighteye (Ex):
At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.

Yin sees well in the dark of night. It is her sister, and they take care of one another.

Shadow Well(Sp):
At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.

The dark hides Yin, is her protector. It even allows her to shift an ally through the plane of shadows to take her place.

NA - Enveloping Darkness (Sp):
Not yet available. At 15th level, you may create an area of deeper darkness that you can see through without penalty. All creatures except you are entangled within this darkness unless using freedom of movement or a similar effect. You may use this ability once per day.

The darkness is hungry, and where the veil is thin, it graps at it's potential victims, tries to hold them, draw them through.

====Oracle====
Oracle 12(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).

Oracle Curse Haunted:
(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.)
The spirit of Yin's twin sister never left her. It stays around, it makes itself known, it likes playing with things and messing with people. It is not truly malevolent but envies the living.

Oracle Revelations:

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.

Yin became a creature of shadow, and shadow holds no secrets from her. Even in magical darkness, she easily sees what tries to hide from her glance.

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.

Yin learned to wield the darkness itself as an armor, to hide in it from prying eyes and wield it as a shield against attacks.

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.

They tried to keep secrets from her. Tried to isolate her, plot against her behind her back. But Yin could see, she could see, and made their memories her own, by force of will.

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.

Sometimes, Yins mind feels so crowded that she can make a part of herself spring over to a nearby creature and play tricks on its sanity

NA - Dweller in Darkness (Sp):
not yet...while fitting too, it is a mighty weak option considering I can regularily cast the duplicated spellOnce 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.

In the darkness, a great many things wait. It takes some effort, but these things can be made to cross over, and try to take someone with them when they return into the void.

=====Magic=====
Nightmare Magic (Su)
The nightmare lord gains a +4 bonus to the DCs of its spells and spell-like abilities of the phantasm and shadow subschools.
DC: 10+14=>24+Spell Level(28+Spell Level phantasm/shadow)

Sorcerer Spells:

Spell Level/Spells per day/Spells known:List
0/infin/9:Penumbra, Haunted Fey Aspect, Arcane Mark, Prestidigitation, Message, Ray of Frost, Acid Splash, Jolt, Open/Close
1/6+3=9/5+2:Mage Armor, Windy Escape, Shield, Alter Winds, Enlarge Person, Magic Missile, Ear-Piercing Scream, Sleep
2/6+3=9/5+2:Unnatural Lust, Shadow Anchor, Darkness, Escaping Ward, Scorching Ray, Acid Arrow, Haunting Mists, Augury
3/6+2=8/4+2: Gloomblind Bolts, Dispel Magic, Haste, Deeper Darkness, Accursed Glare, Ray of Exhaustion, Deep Slumber
4/6+2=8/3+2:Dimension Door, Telekinetic Charge, Phantasmal Killer, Overwhelming Grief, Communal Protection from Energy, Divination
5/5+2=7/2+1:Phantasmal Web, Wall of Force, Prying Eyes, Dream
6/3+2=5/1:Cloak of Dreams


Oracle Spells:

Spell Level/Spells per day/Spells known:List
0/infin/9:Detect Magic, Read Magic, Detect Poison, Purify Food and Drink, Create Water, Spark, Bleed, Guidance, Mending, Ghost Sound, Mage Hand
1/6+3=9/5+2:Cure Light Wounds, Murderous Command, Shield of Faith, Tap Inner Beauty, Dream Feast, Embrace Destiny, Liberating Command, Entropic Shield
2/6+3=9/5+2:Protective Penumbra, Cure Moderate Wounds, Hold Person, Pilfering Hand, Silence, Lesser Restoration, Sound Burst, Dust of Twilight, Minor Image, Levitate
3/6+2=8/4+2:Blindness/Deafness, Dispel Magic, Cure Serious Wounds, Prayer, Deeper Darkness, Remove Curse, Tongues
4/6+2=8/3+2:Cure Critical Wounds, Freedom of Movement, Greater Magic Weapon, Restoration, Dismissal, Black Tentacles
5/5+2=7/2+1:Breath of Life, Plane Shift, Break Enchantment Feeblemind, Telekinesis
6/3+2=5/1:Greater Dispel Magic Planar Binding

Spell-Like Abilities:

At will: Invisibility
Constant: Protection from Law
4/day-shadow walk
3/day—detect thoughts, dream, nightmare, suggestion, deep slumber, invisibility, plane shift (from the Material Plane to the Dimension of Dreams or back again)
1/day—feeblemind, modify memory, shadow conjuration, shadow evocation.

====Traits====
Lucid Dreamer
Your dreams are a special place of power that only you get to enjoy; driving away threats to your subconscious is as easy as slamming a door.
Benefit: You receive a +1 trait bonus on Knowledge (planes) checks and a +2 trait bonus on Will saves against effects on your dreaming mind or subconscious, such as a night hag’s dream haunting ability, the nightmare spell, and illusions of the phantasm subschool.

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

Broken Mind
You're used to living with your own madness.
Benefit(s) You gain a +2 trait bonus on saving throws against madness and confusion effects.

Drawback: Umbral Unmasking
Effect: 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).
Yin casts a Shadow...but the Shadow acts on its own, somewhat independent from Yin, based on her subconscious...it is part her, and it is part of the place she is attuned to...and in her shadow, that part is strong enough to show its presence. That shadow is always "locked" at exactly the right place, but there, it can be up to any antics a shadow could reasonable be up to. Suggested: Whenever Yin is visible, it's a simple DC 15 Perception Check to notice this, rather than the DC 15 Wisdom(owed to the fact that often she will not be visible, it seems fair to make it easier to notice when she is, mechanically.

Appearance:

Yin is a tiny humanoid looking Fey, with Wings. She has a deep blue skin, with hair the same color, owed to the fact that she mostly eats her favorite food, blueberries.
She is about 1 foot tall, weighing in at around 3-4 lbs. Her eyes seem weird, as if their gaze could pierce the fabric between the planes. And there is a sinister aura around her.
When she moves, she usually flies with her wings, and by an ancient instinct of her race, she tends to stay hidden...utilizing her natural ability to be invisible, or her size and agility to hide from prying eyes.

Race Information: Acirassi:

Her race has many names, and is known in many worlds. They are creatures distantly related to fey.
Tiny humanoids with wings, mistakenly called fairies in one world, pixies or sprites in another. The truth is, they are nomads who spread throughout the worlds when their home plane fell back into the original chaos from where it rose eons past.

There is only one gender among them, but not in the classical sense of the word. Any two members of their species can mate with each other, in a carnal act not unlike that of other species.
But if a pregnancy occurs, both participants will become impregnated, and after a few weeks, give birth to a set of identical twins, one sibling per mother. Since they go through pregnancy and give birth, they identify themselves as females in comparison to other races, despite being somewhat androgynous in looks and being much differently equipped(for example, newborns are fed pre-chewed fruit since they lack mammary glands).

As a result of their way of reproduction, each single member of the race is born with a twin, from another mother. Since their own mother has a twin, the mother of their twin has a twin, and any mate their choose will have a twin(and they, two mothers with their twins each), they have a rather extended, but not closely knit family network, somewhat organized in individual, large colonies. Their skin and hair can have a multitude of different colors, dependending partly on the genetic makeup of the colony, but also on the individual diet.
Socially, a bond between mates is often a temporary fling, while the bonds to their own twin are life-long and very strong for each member of the race, with the only other permanent bond being that between birth mothers and daughters.

They can't metabolize meat, and keep to a vegetarian diet. Due to their very small size, despite their agility, they are slow when forced to move on the ground. Luckily, their wings allow them to fly tirelessly, and it is their preferred form of movement. They are naturally resistent to magic and able to stay invisible to other races(their at-will invisibility does not work against others of their kind).

They are generally good-spirited, yet somewhat unorganized and chaotic, and usually hide from other races, making their homes far away from the settlements of other civilized species, preferably in
deep woods providing plenty of food.

Background:

The mate of Yins mother fell victim to a dangerous predatory beast during their pregnancy. As a result, she was born without a Twin, nobody to share that deepest of bonds with as was natural in their culture.
Yin was alone, and shunned by others. She was weird, and she was bad luck. Small objects around her would move suddenly, or a slight breeze blow out a candle in a closed chamber. It did not really help that view of hers that shadows seemed to move whenever she came near them. Not if you looked at the shadow directly, but out of the corner of your eyes, you could guess that something was there.
As a result of her isolation, Yin never found a mate among her people, and when her birth mother died, she had no one left to hold her in this colony. She decided to go on a journey.
But not just one to another place on the world she was on. She knew the ancient stories. That her people originated from a world that fell into darkness, and journed through the great dark to find a new place to live. A story that was always fascinating for her, she decided to also explore the great shadow between the worlds, to travel to a place entirely different, where it did not matter that she was alone. Unknown to her, subtle voices in her head reinforced that idea in her...told her to go...to move into the void.
And one day, she did. She slipped between the worlds, by some natural proficiency she never knew she had, and found herself in a world of shadows. A world of dreams, in which faint whispers echoed in her head. She moved on and on in this strange world, with no feeling for time, or location. It was as if Yin herself were dreaming.
The voices she heard mocked her. Her loneliness, her weakness, her vulnerability. And as she wandered on, she believed them...she was alone, she was weak, she was lost. She would need strenght, power. And the voices agreed.
One day, in this lucid surreal landscape, she came to a grand castle featuring impossible architecture. When she approached, she was greeted by grotesque beings without a mind of their own and led inside. There, she met a dream lord for the first time. A being of utter alien existance, feeding on hopes and dreams of mortals.
He allowed her to find his fortress because she had spiked his interest. During her timeless journey in this world, she had become a being that was...in between. Not clearly belonging to either world.
And Yin felt strangely at peace in this place...as if her journey had finally reached a destination. She accepted the strange beings invitation to stay, and found a room already prepared. She slept, and wondered about the fact that she could not remember the last time she was sleeping, and the next day, upon waking, she felt content yet hollow. The voices in her mind screamed that something was amiss, and their insistency made her doubt her happy stupor. The next night, she made sure to not fall asleep, only doze into a daydream, a lucid one in which she remained aware of herself. And after a short while, the strange being who's place this was came into her dream, and tried to feed on her. Yin played along and tried to hide her fear. She was in this creatures place, and this creatures rules applied here, in a open conflict her chances would be slim.
She contemplated her options, feeling weaker yet than before on the next day. When she went to sleep again, she stayed awake as long as she could, then, with a sudden action, cast Dispel Evil on herself. She could feel a slight vibration throughout the structure, as if from an earthquake. Then she quickly left her room and began to search for the master of this place. Hidden away in the mirrored dark underground version of the place, she found it, in its true form. Without so much as a single doubt, she killed it. When the deed was done, the wormlike being diffused into smoke and darkness, and some of it went into Yin before she knew what happened.
But then she understood. This place was older than the creature she had slain. It needed a master. It needed a caretakes, a former, a lord. And with that knowledge, Yin really felt at home.

Goals/Motives:

Yin has threefold objectives.
1.: her unborn twin was slain in her non-birth-mothers womb. It's spirit always accompanied her, but it could never inhabit a body as there never was one to return to, nor one that could be reconstructed.
It is Yin's desire to find Magic powerful enough(Wish, Miracle) to allow her to make her Sister live as a real(physical) being, not as a spirit(though she may not like what she receives in this bargain).
2.: her journey across the void...she got trapped there for years, losing a feeling of time and self. She assimilated part of that "beyondness" in her, changed through those years. But her journey is not over. She wishes to either find a new world for her people(despite them being happy where they are, spread on worlds, and would be reluctant to even consider following Yin, considering what she became), or to find the remnants of her old world and decipher what the ancient storys meant by it "falling into the darkness".
3.: She is the master of a place in the plane of dreams, bordering on the plane of shadows. That place is ancient, and with a will of its own. It has needs, and is a source of her power. She belongs to this place as much as it belongs to her. She wants to further strenghten it, make her dominion more powerful.(also considering binding her life-force to this place...much like a lich phylactery would work, but thats a goal, so can be handled in-game

Personality:

Yin, when growing up, never could be as carefree or playful as the others around her. The loss of her twin, who was to be the most important person in her life, before she even got to know her, deeply affected her emotionally. She grew up with a sober, austere demeanour, compared to other members of her race.
That only led to her being isolated more, and fed into a circle. She was shunned, lonely, and grew more bitter about it, which then led back to being shunned more.
She lost all the chaotic happyness and aimless joy that are typical of her race during those days.
When she wandered, alone, through the Plane of Shadows, searching for her ancestral home or a new world to be a home for her race, voices whispered to her. To this day, she is not sure if she started talking with herself, if it was madness and illusion, or if some otherworldly being was responsible. But this talking had prepared her for what happened after taking over her stronghold in the dimension of dreams.
A cold, calculating darkness took hold of her. She understood that ultimately, the power and ways to achieve something, would be seen as evil by those people not capable of achieving the same. The notion of honor only existed to level the field for weaker beings. The protection of weak beings served to tie up stronger ones. She was determined to find a place her race could call their own. As was told in the old stories, only few would survive that journey. But those who would arrive would be the strongest, the best specimen of the race, who would then found a new civilization there. How could that be bad? Same principle as a disease culling the weak and sickly parts of a herd away, to make the herd stronger as a whole.
To her, it all was clear then. If she had to be evil to achieve something good, then by all means, so be it.
I really struggled with this part. Her race is naturally chaotic. Nightmare Creature absolutely demands evil. I wanted to prevent chaotic evil. If i could get rid of the dream slave part, and maybe frightening presence and/or fear aura, maybe i could drop the "Evil" prerequisite and just make her a Chaotic Neutral Nightmare Creature?

Home World:

The world she was born on and originally came from was a lush forest planet. Immense amounts of food, and an equal amount of predators, including those that do not rely on sight and were a very real and present danger to the Acurassi.
The Colony Yin was born in was founded on a large, forested volcanic island. There were no other sentient beings on it, though other colonys(with which contact was seldom) claimed that there were other beings, who used magic and technology to force the world to adapt to their wishes. Yin had never seen one of those beings.
She had seen a Grelltek(Lurking Death) though. A large feline predator without eyes, emitting high-pitched noises to communicate with others of their kind and see by echolocation. They had claws sufficiently large to slice an Acurassi in half. Luckily, they could not fly, but unfortunately, they could jump very well and blend in with their background. It was such a beast that had devoured Yin's other Mother.
The plants are pretty much standard fare, except for the fungal trees, huge stems glowing in the dark, and spreading through the soil, but coexisting with the other plants.

World you are attuned to:

Yin is attuned to a sub-plane of the Dimension of Dreams, which itself borders on the Plane of Shadows. While the sub-plane acknowledges her as Master and is sentient morphic, she has no real control over it, but the plane works in her favor.
Further, as befits a dream, it is a plane of Objective Directional Gravity, but as it's a place of Dreaming, it may be hard for visitors to notice something is amiss.
The plane also features a self-contained shape, bending back into itself in several places- some of these can be openings to the outside, or not, depending on the planes will.
Illusions and Darkness-Spells are subject to the planes Enhanced Magic-Trait, while Light and Divination-Spells are impeded.

While this sub-plane is not really a world by itself, it is the place Yin is attuned to, the place that is her home, became her home. The environments and interior all look blurry, only seeming to become truly material if one looks directly at them. The colors seem off, tending towards a bluish, dark tone. There is several grotesque servant creatures here from before when Yin took over. Several doors and stairs change where they lead from one moment to the other, opening up into whatever room one can "dream up", or bending back into another place on the plane in an instand.
It is also there that she found an entrance to the Grand Stairwell, exploring her castle and the entrances and exits it had, to different places on the plane of shadows, moving around there, searching.

How your character became a Gossamer Lord:

As written in the background, Yin was unique to begin with. During her journey across the shadow plane, she lost part of herself. Then, when she faced the dream-eating nightmare creature in it's own home, fighting not only for her life, but for her very soul and being, she was remade. One part was still she, Yin, another was the essence of this place, infusing her with purpose, and yet another, an ancient knowledge in her that tugged at her mind, and eventually led her to a elusive door inside what was now her subplane. This door led to the great staircase, and it was then that she awakened yet again.

Notable NPCs in your characters background:

1: Athos, Warden of the Dream
The only independently sentient creature in the stronghold aside from her, Yin had found Athos bound and helpless. A creature of the Dream Plane itself, it had been lured into the castle, and served to feed it's master while he searched for new victims. Athos is a morphic creature, much like a Doppelganger, who easily adapts any form up to huge he ever saw in the thoughts of other beings(Constant Detect Thoughts effect). He was drained pretty badly, and is bound to the sub-plane. Even though unable to leave, he was immensely thankful for his freedom and swore fealty to Yin. He has been the Protector and Warden of her Fortress ever since, keeping watch over it when she is gone.

2: Marlon, Wanderer of the Shadows
An ancient being that Yin has found on the Plane of Shadows, wandering in circles. Whoever it was before, it has gone quite mad, but at the same time, is a source of great wisdom(Marlon is constantly in a state of "contact other plane").
It cannot remember how it ended up on the plane of shadow, or if it originated there, but it's massive four-legged frame with a humanoid face was nothing that Yin could find information about in any book she ever consulted, suggesting that Marlon either became what it is through powerful magics, or is truly ancient. While it is quite peaceful by nature, it is quite capable of defending itself against attackers, as Yin could once observe. It's Maw opened unnaturally into a mesmerizing hole of blackness which it used to swallow it's attackers.(Fascinate with no HD limit, Swallow Whole to send into a extradimensional space(remotely bag of holding-like, but more sturdy from inside) with life-draining environment).
As there are not many "neighbours" willing or able to talk to her, and the course of Marlon brings it near to one of her sub-planes exits regulary, Yin often came to it to talk. Surprisingly, Marlon was able to understand Yin from the outset(constant Tongues) and tought her other languages. While there is no formal relationship between them, Yin greatly appreciates the company of Marlon and regularily visits it.

3: The ancient Mother
There is many ways a being can achieve immortality, and almost every Colony of Acirassi has one such ancient being, which has lived for countless years.
That is not different for Yin's former Colony. When, after her several year-long journey throught the shadows, she came back for the first time, the other Acirassi hid from her. Her sisters tried hiding from her.
But the ancient Mother, who was an advisor to the colony more than a leader, had welcomed her and awaited her. They had talked, and they had eaten blueberries together, and drunk dewdrops with honey.
The ancient Mother helped Yin understand that she was different now, no longer one of them, but more than that. And she helped her understand that the others would inevitably always be afraid of what she became.
And, finally, she also helped her learn to not lose who she was, to stay in control of herself at all times, and remember her origin and being, rather than them being just part of a greater whole. Yin fought a mental battle in herself, and she became Yin again that day.
Since then, she often visits the ancient Mother of her former colony, to make sure she is still Yin.

4: Tasty, an Awakened Crystal Blueberry Tree
Found during her adventures with Aannra during what Yin refers to as the "Discussion Thread Shenanigans", whatever that may mean, Yin was instantly amazed upon seeing a Crystal Blueberry Tree. She absolutely had to take it with her. Unfortunately, to Planeshift away with it, it needed to be a "creature", as the spell would not work on lifeless matter.
Yin went ahead and retrieved a scroll of awakening before returning to the tree and casting it. After casting was complete, she shifted back to her sanctum together with her new tree friend, whom she named "Tasty" for the crystallized Blueberries growing on him.

====Templates====
As per agreement with GM, "Evil" stuff in Nightmare is now "Chaotic" and "Good" stuff is now "Lawful" (90° alignment rotation, mechanically identical, but fits the character better)
1 Level of gestalts=

Nightmare Creature:

"Nightmare creature" is an acquired or inherited template that can be added to any creature with Intelligence and Charisma scores of at least 6 (referred to hereafter as the base creature). Most nightmare creatures were once aberrations, fey, humanoids, or outsiders. A nightmare creature uses the base creature's statistics and abilities except as noted here. If the base creature has 10 or more Hit Dice, it instead becomes a nightmare lord (see below).
CR: Same as the base creature +1.
Alignment: Any evil=>chaotic.
Type: If the base creature is an outsider, it gains the evil=>chaotic subtype.
Senses: A nightmare creature gains darkvision 120 feet.
Defensive Abilities: A nightmare creature gains DR 5/good=>lawful or silver and the following defensive abilities.

Feign Death (Ex)]
Whenever a nightmare creature is unconscious, it appears dead. A conscious nightmare creature can also make itself appear dead as an immediate action. Any creature that physically interacts with a nightmare creature feigning death must succeed at a Heal check or Will saving throw (DC 10 + 1/2 the nightmare creature's Hit Dice + the nightmare creature's Intelligence or Charisma modifier, whichever is higher) to recognize it is actually alive.

Illusion Resistance (Ex)
A nightmare creature automatically disbelieves illusions (no saving throw required) and has a +4 bonus on saving throws to resist illusion effects.

Regeneration 5 (Ex)
Good=>lawful-aligned weapons, silver weapons, and spells with the good=>lawful descriptor cause a nightmare creature's regeneration to stop functioning for 1 round.

Special Attacks
A nightmare creature gains several special attacks. Save DCs are equal to 10 + 1/2 the nightmare creature's Hit Dice + its Charisma modifier unless otherwise noted. The nightmare creature's caster level is equal to its total Hit Dice (or the caster level of the base creature's spell-like abilities, whichever is higher).

DC=10+5(11/2)+14= 29

Fear Aura (Su)
All creatures within a 60-foot radius that see or hear a nightmare creature must succeed at a Will save or be shaken for as long as they are within the aura. Whether or not the save is successful, that creature cannot be affected again by the same nightmare creature's fear aura for 24 hours. This is a mind-affecting fear affect.

Frightful Presence (Su)
This ability activates when the nightmare creature charges, attacks during a surprise round, or succeeds at a DC 15 Intimidate or Perform check. Its frightful presence has a range of 30 feet.

Night Terrors (Su)
Once a nightmare creature enters a target's mind with its dream or nightmare spell-like ability, it can attempt to control the target's dream. If the target fails a Will saving throw, it remains asleep and trapped in the dream world with the nightmare creature. Thereafter, the nightmare creature controls all aspects of the dream. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if the nightmare creature releases it). The target takes 1d4 points of Charisma damage each hour it is trapped in the dream; if it takes any Charisma damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this Charisma damage equals or exceeds its actual Charisma score.

Spell-Like Abilities:
Constant—protection from good=>law;
3/day—detect thoughts, dream, nightmare, suggestion;
1/day—shadow walk.

Ability Scores: Dex +4, Int +2, Cha +4.

Skills: A nightmare creature gains a +4 racial bonus on Intimidate and Stealth checks.

Nightmare Lords
Nightmare lords are especially powerful nightmare creatures who live in the Dimension of Dreams. They rule over lesser nightmare creatures in bizarre puppet courts staffed by the maddened and soul-shriveled husks of kidnapped dreamers. They have all the abilities of nightmare creatures, plus the following.

Dream Slave (Su)
Instead of killing a target with its night terror ability, a nightmare lord may instead enslave it with a permanent dominate monster effect. The enslaved creature is healed of all Charisma damage taken from night terrors.

Nightmare Magic (Su)
The nightmare lord gains a +4 bonus to the DCs of its spells and spell-like abilities of the phantasm and shadow subschools.

Spell-Like Abilities: A nightmare lord gains the following spell-like abilities:
3/day—deep slumber, invisibility, plane shift (from the Material Plane to the Dimension of Dreams or back again), shadow walk;
1/day—feeblemind, modify memory, shadow conjuration, shadow evocation.

Ability Scores: Dex +2, Int +2, Cha +2

Race:

Fey 2RP
Tiny 4RP
Slow Speed -1RP
Flexible 2RP(+Cha, +Dex)
Xenophobic Languages 0RP
Spell Resistance Greater 3RP
Spell Like Ability, At will, Invisibility 4RP
Flight 4RP+2RP(30 feet, normal man)specific request to DM granted to allow same speed but double manevourability upgrade
Total: 20RP