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SneakyStumpy

Vigil game tiefling

Oct 28th, 2013
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  1. =========================================================================================================
  2. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  3. =========================================================================================================
  4. Name: Gren/Sister Nyla
  5. Gender: Female
  6. Race: Tiefling Qlippoth-Spawn
  7. Age: 60
  8. Height:6'1"
  9. Weight:95
  10. XP:
  11. Alignment: Chaotic Neutral
  12. Class: Level 1 Bard ()
  13. Favored Class: Fighter
  14. Deity: Tayn'Orsk
  15. Init +0; 60ft dark vision Perception +0
  16. Description: Gren is a Qlippoth-spawn, she appears completely human even when view without clothing. Normally Gren appears as a young athletically built human female dressed in a Habit with blonde hair, blue eyes, and a Caucasian skin tone. Several features clearly identify her as a tiefling. Gren can change her appearance in minor ways when concentrating, primarily she can change her hair, and eye color from their natural dark red color to more human looking colors. A few other hidden tiefling traits are that she possess a layer of hardened subdermal armor beneath her skin, a long prehensile completely retractable tail ending in a sharp point that can be used like a tongue to taste, or feel things tactiley. Her hands can both split at the palm, and up the wrist to make way for 4 additional digits on both hands. All of Gren's fingers can retract into her hand or extend to their full multi-jointed length(only slightly longer than normal fingers with the joint) Gren can also see in the dark a ways away. Gren's mouth can split into four canine mandibles filled with razor sharp teeth, the mouth runs vertically from the top of the neck to part way up the nose, and horizontally from ear to ear. Lastly gren can spit highly acidic bile from her mouth, and has a tongue that is nearly as long as her tail can be as it has the same reach. She however has a hard time manipulating things with both so she rarely if ever preforms such a feat.
  17. =========================================================================================================
  18. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  19. =========================================================================================================
  20. STATISTICS
  21. STR 15[17](+2 Qlippoth-Spawn)
  22. DEX 13[13](+0 Qlippoth-Spawn)
  23. CON 13[13](+0 Qlippoth-Spawn)
  24. INT 15[13](-2 Qlippoth-Spawn)
  25. WIS 08[10](+2 Qlippoth-Spawn)
  26. SWG 13[13](+0 Qlippoth-Spawn)
  27. Base Attack +0(+0 Bard Bab) CMB 0; CMD 0
  28. =========================================================================================================
  29. DEFENSES
  30. AC 12, Touch 10, flat footed 10 [Armor, Shield,Natural]
  31. (+1 Dex, +0 armor, +0 feats, +1 Nat armor)
  32. hp 9 (+1d8 lvl1 Bard)(+1 con bonus)(+0 favored class)
  33. Fort 3 [+0 Bard][+3 Str], Ref 3 [+2 Bard][+1 Dex], Will 4 [+3 Bard][Cha +1]
  34. =========================================================================================================
  35. OFFENSE
  36. Speed 30
  37. Melee
  38. Single Attack
  39. [Spike Blade, 1d20+3 (1d10+4)
  40. Full Attack
  41. [Weapon +0/0 (damage)
  42. Special Attacks
  43. =========================================================================================================
  44. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  45. =========================================================================================================
  46. Class/racial traits
  47.  
  48. Qlippoth-Spawn
  49. (+2 Strength, +2 Wisdom, –2 Intelligence, Rare in the extreme, the warped scions of the eldritch qlippoths retain the tenacity and insidiousness of their horrific forbearers.)
  50. =========================================================================================================
  51. Scaled Skin:(Fire)
  52. (The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or (fire). A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.)
  53. =========================================================================================================
  54. Beguiling Liar:
  55. (Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings' practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.)
  56. =========================================================================================================
  57. Prehensile Tail:
  58. (Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.)
  59. =========================================================================================================
  60. Darkvision:
  61. (Tieflings can see perfectly in the dark for up to 60 feet.)
  62. =========================================================================================================
  63. Maw or Claw:(Bite)
  64. (Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.)
  65. =========================================================================================================
  66. Weapon and Armor Proficiency: A bard is proficient with all simple weapons, five martial weapons of her choosing, and the following weapons: bladed fan, bolas, elven lightblade, and whip. Bards are proficient with light armor and shields (except tower shields). When casting bard spells (see below), the bard does not incur any chance for spell failure so long as she is proficient with the armor and shield(s) she is using.
  67. =========================================================================================================
  68. Bardic Knowledge:
  69. (A bard automatically gains the Skill Focus feat for every Knowledge skill in which she has at least one rank. She is also considered to have local knowledge of any area that she has been in for any length of time; treat him as having 1 rank worth of local knowledge per day he spends in that area, up to the maximum number of ranks she possesses in the Knowledge (local) skill, so long as she spends at least one hour of each day telling stories and listening to local gossip.)
  70.  
  71. Blended Casting:
  72. (A bard is able to cast spells in conjunction with performance tricks so long as they do not have overlapping verbal and somatic components.)
  73.  
  74. Performance Style:(Dance, Singing, Oratory)
  75. (A bard may call upon her prodigious performing talents to use magical abilities known as performance tricks. Activation or continuation of a performance trick requires a swift action every round, but always lasts for at least an entire round.
  76.  
  77. Deafening Blast:
  78. (One opponent within Close range must make a Fortitude save or be deafened. If the target fails the save by 3 or more, they are also staggered. If they fail by 5 or more, they are stunned. The condition remains for as long as the trick is maintained, and then for 3 rounds afterward. Each turn that the trick is maintained, the victim may make another save, subject to the same rules as the first, to attempt to alleviate the effects.)
  79.  
  80. Destructive Cacophony:
  81. (When this trick is activated, the bard deals 1d6 points of sonic damage to all squares within 10 feet of her. For each consecutive turn the trick is maintained, the area of effect is increased by 10 feet and the damage by 1d6 (to a maximum number of squares and damage dice equal to the bard's level). Once the maximum range and damage has been reached, the bard can continue this performance at maximum effectiveness for a number of rounds equal to her bard level.)
  82.  
  83. Refrain of the Long Road:
  84. (Allies within Close range gain a +10 foot bonus to movement speed if they can hear this trick. If allies within Close range listen to this trick for 10 minutes, any exhaustion on them is reduced to fatigue, fatigue is removed, and they recover an amount of nonlethal damage equal to the bard's level.)
  85. =========================================================================================================
  86. Skill Focus:
  87. (At every even-numbered level, the bard gains Skill Focus as a bonus feat for a skill of her choosing, so long as she has at least 1 rank in that particular skill.)
  88. =========================================================================================================
  89. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  90. =========================================================================================================
  91. Feats
  92.  
  93. Fiendish Heritage:(Qlippoth)
  94. (You possess a strong tie to your fiendish ancestors, granting you favorable abilities.)
  95. Prerequisites:
  96. (Tiefling, must be taken at 1st level.)
  97. Benefit:
  98. (Your fiendish bloodline proves particularly strong, being tied to a specific race of fiends. Rather than taking a tiefling’s usual racial ability modifiers, choose one of the tiefling heritages presented on Table: Variant Tiefling Heritages.)
  99. (In addition, you may roll on Table: Variant Tiefling Abilities three times and choose the most favorable ability.)
  100. (You can spit acid. This glob deals 1d4 points of acid damage, and counts as a bite attack with reach)
  101. =========================================================================================================
  102. Fiendish Facade:
  103. (You are easily mistaken for a member of another race. Your fiendish physical traits are normally hidden by clothing or appear to be markings of another race.)
  104. Prerequisites:
  105. (Must be taken at 1st level, tiefling.)
  106. Benefit:
  107. (You gain a +5 racial bonus on Disguise checks when attempting to impersonate a particular race. You must select the race you are able to impersonate when you select this feat, and thereafter you cannot change the race you have chosen. That race must be Medium size.)
  108. =========================================================================================================
  109. Power Attack: (Combat)
  110. (You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.)
  111. Prerequisites:
  112. (Str 13, base attack bonus +1.)
  113. Benefit:
  114. (You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.)
  115. (When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.)
  116. (You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.)
  117. =========================================================================================================
  118. Combat Expertise: (Combat)
  119. (Prerequisite: Int 13.)
  120. (Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.)
  121. =========================================================================================================
  122. Eschew Materials:
  123. (You can cast many spells without needing to utilize minor material components.)
  124. Benefit:
  125. (You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.)
  126. =========================================================================================================
  127. Skill Focus(Bluff)
  128. (Choose a skill. You are particularly adept at that skill.)
  129. Benefit:
  130. (You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.)
  131. Special:
  132. (You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.)
  133. =========================================================================================================
  134. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  135. =========================================================================================================
  136. Skills
  137.  
  138. Athletics--------------------------(+1 Rank 1)(NA Class Skill)(+3 Str Mod)-|+04|
  139. Acrobatics-------------------------(+1 Rank 1)(+3 Class Skill)(+1 Dex Mod)-|+05|
  140. Appraise---------------------------(+1 Rank 1)(+3 Class Skill)(+1 Int Mod)-|+05|
  141. Bluff--------------(+3 Skill Focus)(+1 Rank 1)(+3 Class Skill)(+1 Cha Mod)-|+08|(+3 to lying about being human, -2 other bluff checks)
  142. Climb------------------------------(+1 Rank 1)(+3 Class Skill)(+3 Str Mod)-|+07|
  143. Craft------------------------------(+1 Rank 1)(+3 Class Skill)(+1 Int Mod)-|+05|
  144. Diplomacy--------------------------(+1 Rank 1)(+3 Class Skill)(+1 Cha Mod)-|+05|
  145. Disguise---------------------------(+1 Rank 1)(+3 Class Skill)(+1 Cha Mod)-|+05|
  146. Escape Artist----------------------(+1 Rank 1)(+3 Class Skill)(+1 Dex Mod)-|+05|
  147. Intimidate-------------------------(+1 Rank 1)(+3 Class Skill)(+1 Cha Mod)-|+05|
  148. Knowledge--------------------------(+1 Rank 1)(+3 Class Skill)(+1 Int Mod)-|+05|
  149. Linguistics------------------------(+1 Rank 1)(+3 Class Skill)(+1 Int Mod)-|+05|
  150. Perception-------------------------(+1 Rank 1)(+3 Class Skill)(+0 Wis Mod)-|+04|
  151. Perform----------------------------(+1 Rank 1)(+3 Class Skill)(+1 Cha Mod)-|+05|
  152. Profession-------------------------(+1 Rank 1)(+3 Class Skill)(+0 Wis Mod)-|+04|
  153. Sense Motive-----------------------(+1 Rank 1)(+3 Class Skill)(+0 Wis Mod)-|+04|
  154. Sleight of Hand--------------------(+1 Rank 1)(+3 Class Skill)(+1 Dex Mod)-|+05|
  155. Spellcraft-------------------------(+1 Rank 1)(+3 Class Skill)(+1 Int Mod)-|+05|
  156. Stealth----------------------------(+1 Rank 1)(+3 Class Skill)(+1 Dex Mod)-|+05|
  157. Use Magic Device-------------------(+1 Rank 1)(+3 Class Skill)(+1 Cha Mod)-|+05|
  158. =========================================================================================================
  159. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  160. =========================================================================================================
  161. Spells:
  162. Spells: A bard casts arcane spells, which are chosen from the bard spell list. She may cast any spell she knows spontaneously without needing to prepare them beforehand. The bard’s spells are Charisma-based; she must have a Charisma score of at least 10 + the spell’s level in order to cast it, and the save DC’s for his spells are always equal to 10 + the spell’s level + her Charisma modifier. Every bard spell has either a verbal or a somatic component, which requires the bard to make a Perform check (DC 5 + twice the level of the spell) or have the casting attempt fail.
  163. =========================================================================================================
  164. Create Water
  165. Conjuration (Creation) [Water]
  166. Level: Cleric 0, Creation 1, Druid 0, Paladin 1
  167. Components: V, S
  168. Casting time: 1 standard action
  169. Range: Close (25 ft. + 5 ft./2 levels)
  170. Effect: Up to 2 gallons of water/level
  171. Duration: Instantaneous
  172. Saving Throw: None
  173. Spell Resistance: No
  174. This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
  175. =========================================================================================================
  176. Cure Light Wounds
  177. Conjuration (Healing)
  178. Level: Blackguard 1, Bard 1, Cleric 1, Druid 1, Healing 1, Paladin 1, Ranger 2
  179. Components: V, S
  180. Casting time: 1 standard action
  181. Range: Touch
  182. Target: Creature touched
  183. Duration: Instantaneous
  184. Saving Throw: Will half (harmless); see text
  185. Spell Resistance: Yes (harmless); see text
  186. When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
  187. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
  188. =========================================================================================================
  189. Detect Magic
  190. Divination
  191. Level: Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
  192. Components: V, S
  193. Casting time: 1 standard action
  194. Range: 60 ft.
  195. Area: Cone-shaped emanation
  196. Duration: Concentration, up to 1 min./level (D)
  197. Saving Throw: None
  198. Spell Resistance: No
  199. You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
  200. 1st Round: Presence or absence of magical auras.
  201. 2nd Round: Number of different magical auras and the power of the most potent aura.
  202. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
  203. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
  204. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
  205. Spell or Object Aura Power
  206. Faint Moderate Strong Overwhelming
  207. Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)
  208. Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)
  209. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
  210. Original Strength Duration of Lingering Aura
  211. Faint 1d6 rounds
  212. Moderate 1d6 minutes
  213. Strong 1d6x10 minutes
  214. Overwhelming 1d6 days
  215. Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
  216. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
  217. Detect magic can be made permanent with a permanency spell.
  218. =========================================================================================================
  219. Detect Poison
  220. Divination
  221. Level: Assassin 1, Cleric 0, Druid 0, Paladin 1, Ranger 1, Sorcerer/Wizard 0
  222. Components: V, S
  223. Casting time: 1 standard action
  224. Range: Close (25 ft. + 5 ft./2 levels)
  225. Target or Area: One creature, one object, or a 5-ft. cube
  226. Duration: Instantaneous
  227. Saving Throw: None
  228. Spell Resistance: No
  229. You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.
  230. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
  231. =========================================================================================================
  232. Flare
  233. Evocation [Light]
  234. Level: Bard 0, Druid 0, Sorcerer/Wizard 0
  235. Components: V
  236. Casting time: 1 standard action
  237. Range: Close (25 ft. + 5 ft./2 levels)
  238. Effect: Burst of light
  239. Duration: Instantaneous
  240. Saving Throw: Fortitude negates
  241. Spell Resistance: Yes
  242. This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
  243. =========================================================================================================
  244. Guidance
  245. Divination
  246. Level: Cleric 0, Druid 0
  247. Components: V, S
  248. Casting time: 1 standard action
  249. Range: Touch
  250. Target: Creature touched
  251. Duration: 1 minute or until discharged
  252. Saving Throw: Will negates (harmless)
  253. Spell Resistance: Yes
  254. This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
  255. =========================================================================================================
  256. Know Direction
  257. Divination
  258. Level: Bard 0, Druid 0
  259. Components: V, S
  260. Casting time: 1 standard action
  261. Range: Personal
  262. Target: You
  263. Duration: Instantaneous
  264. Saving Throw: None
  265. You instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.
  266. =========================================================================================================
  267. Light
  268. Evocation [Light]
  269. Level: Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
  270. Components: V, M/DF
  271. Casting time: 1 standard action
  272. Range: Touch
  273. Target: Object touched
  274. Duration: 10 min./level (D)
  275. Saving Throw: None
  276. Spell Resistance: No
  277. This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
  278. A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
  279. Arcane Material Component: A firefly or a piece of phosphorescent moss.
  280. =========================================================================================================
  281. Resistance
  282. Abjuration
  283. Level: Bard 0, Cleric 0, Druid 0, Paladin 1, Sorcerer/Wizard 0
  284. Components: V, S, M/DF
  285. Casting time: 1 standard action
  286. Range: Touch
  287. Target: Creature touched
  288. Duration: 1 minute
  289. Saving Throw: Will negates (harmless)
  290. Spell Resistance: Yes (harmless)
  291. You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
  292. Resistance can be made permanent with a permanency spell.
  293. Arcane Material Component: A miniature cloak.
  294. =========================================================================================================
  295. Summon Instrument
  296. Conjuration (Summoning)
  297. Level: Bard 0
  298. Components: V, S
  299. Casting time: 1 round
  300. Range: 0 ft.
  301. Effect: One summoned handheld musical instrument
  302. Duration: 1 min./level (D)
  303. Saving Throw: None
  304. Spell Resistance: No
  305. This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can’t summon an instrument too large to be held in two hands.
  306. =========================================================================================================
  307. Ventriloquism
  308. Illusion (Figment)
  309. Level: Bard 1, Sorcerer/Wizard 1
  310. Components: V, F
  311. Casting time: 1 standard action
  312. Range: Close (25 ft. + 5 ft./2 levels)
  313. Effect: Intelligible sound, usually speech
  314. Duration: 1 min./level (D)
  315. Saving Throw: Will disbelief (if interacted with)
  316. Spell Resistance: No
  317. You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).
  318. Focus: A parchment rolled up into a small cone.
  319. =========================================================================================================
  320. Virtue
  321. Transmutation
  322. Level: Cleric 0, Druid 0, Paladin 1
  323. Components: V, S, DF
  324. Casting time: 1 standard action
  325. Range: Touch
  326. Target: Creature touched
  327. Duration: 1 min.
  328. Saving Throw: Fortitude negates (harmless)
  329. Spell Resistance: Yes (harmless)
  330. The subject gains 1 temporary hit point.
  331. =========================================================================================================
  332. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  333. =========================================================================================================
  334. Inventory
  335.  
  336. Spike Blade, (Fluffed Elven curvesword)
  337. Dmg 1d10, crit 18–20/×2, 7 lbs, Slicing.
  338. (Essentially a stone long sword carved from hard abysmal rock, small runes are visible on the length of the blade, they are none magical, and appear to be for simple decoration.)
  339. Benefit:
  340. (You receive a +2 circumstance bonus to your Combat Maneuver Defense whenever a foe attempts to sunder your dark spike blade due to its resilient stone.)
  341. (You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an elven curve blade sized for you, even though it isn't a light weapon.)
  342. Weapon Feature(s): finesse
  343.  
  344. Nun Habit
  345. (This outfit consists of a hooded black scapular over a white cowl robe, veil head scarf, cloth undergarments, wood soled leather boot sandals, a fold of black cloth that runs around the lower chest, sides, and lower back snugly, a twine necklace running around the bare of the neck that hoists the metallic symbol of Tayn'Orsk, and a rosary belt that wraps around the cloth wrap twice, then ends in another metallic symbol of Tayn'Orsk.)
  346.  
  347. 1x---Small Pouch--------(Black cloth pouch, Contains ten holy symbols of Tayn'Orsk)
  348. 1x---White Silk cloth---(2 lbs)(Ceremonially used to cover holy instruments, this cloth is being used to veil the Spike Blade)
  349. 1x---Holy Symbol--------(.5 lbs)(Rosary with, metallic symbol of Tayn'Orsk)
  350. 1x---Backpack-----------(2 lbs)
  351. 1x---Bedroll/Hammock----(5 lbs)
  352. 10x--Rations, trail-----(1 lbs)
  353. 1x---Rope, silk---------(50 ft, 5 lbs)
  354. 2x---Waterskin----------(4 lbs)
  355. 1x---Whetstone----------(1 lbs)
  356. 1x---Flints'n Steel-----(.5 lbs)
  357. 5x---Sunrod-------------(1 lbs)
  358.  
  359. =========================================================================================================
  360. Money: 0 pc 379 gc 0 sc 0 cc
  361. =========================================================================================================
  362. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  363. =========================================================================================================
  364. Backstory
  365. Shunned, that's a word one might use to describe the childhood of the misshapen half breed Gren. Wrought from the unholy copulation between an eldritch abomination known as a Qlippoth, and a human. Cursed from birth Gren was born with latent deformities most likely from her Qlippoth heritage, sporting eyes that always appeared bloodshot, or just plain red, a tail, severely cleft lips, and painfully bloated feeble forearms accompanied by mismatched pairs of odd digits, extremities of which where no stranger to being broken from the most menial of exertion. Gren's earliest memories are that of an Orphanage in the dark slums of the now lost city of Storasta. When she wasn't being berated, beaten, or otherwise abused, Gren would go without sustenance for days at a time. Not for lack of trying the Orphanage simply couldn't afford to feed it's residents as it lay in the shadow of the city. Hated by near every resident including the orphanages resident keeper, Sister Abagale. The nun would turn a blind eye when the children would hurt Gren or when she was starved. Cursing her as a demon without a second thought. The only escape Gren found was in her Dreams. Often lucid, and wonderful Gren would live out her childish fantasies of having companionship, someone to love her, a good world. On one fateful night Gren was struck by a lucid dream plagued by a demonic bird later realized to be the abyssal incarnation of Tayn'Orsk, Thrall Of The Third Path. Who came to her as a demon. Initially fear and despair took Gren as she spent her now daily occurrences of these dreams of Tayn'Orsk. After weeks of the same endless nightmare Tayn'Osrk reached out to the child, and began speaking in a tongue that seemed to fill young Gren with a strange sense of belonging. Despite the demon's speech she seemed to understand him, slowly piecing together what the demon wanted. Many more night's passed and soon Gren found herself talking back to the Demon. She would never admit it but she felt more liberated speaking with the entity in this tongue then she did in any of her lucid dreams. Tayn' spoke of many thing, both new, and old but his favorite topic was the life of young Gren, he seemed captivated like a lone man in the audience of a great play that none partook in. He learned of Gren's ailments both those inflicted upon her, and those that she has always carried. With a secret speech that Gren would never forget Tayn' convinced the young spawn that she was buried in the hate of others, and like a beautiful flower needed to see the light. With a single thought Tayn' promised that he would be the Sun to blossom fourth the flower that was Gren. That very night Gren awoke from the dream screaming in agony, and unable to sleep. Quickly she was thrown out into the night streets of Storasta. Curling into the cover of the allies that lay beside the Orphanage Gren was met with a sleep that would be the turning point of her entire life. On the morning Gren was awoken by the sharp pain of stones cast by the boys that tormented her since her arrival at the Orphanage many years ago. To her own shock Gren could stand. The stones cast drew no blood, nor left a mark. Gren didn't hurt anymore, in that moment Gren thought back on the word's of Tayn'Orsk, she was free from the restraints that bound her for so long. This was going to be amazing. Gren killed them, every last one, she could taste there blood on her lips. Gren stood among the corpses of her peers just in time for Sister Abagale to walts out of the Orphanage, to see the gristly spectacle. Gren was done with everything, done with the oppression of the Nun, servant of a god she knew nothing of, tired of the iron that clapped her to the ground, and stopped her from spreading her wings, and soaring away. Gren was ready to kill her, and she would have too were it not for the screams of terror coming from the crumbling streets around her, and the bolt of red flame that set the Nun ablaze. Gren couldn't help but smile. Turning to face what she hoped to be the one from her Dreams, she was instead greeted by the cold grimace of a pit fiend, hand still in it's open fire spitting gesture with which it had turned the Nun to ash. Gren was afraid. Escaping the city on a caravan of refugees Gren learned that she could conceal her gift's to the point of incomplete normality. Gren could have stopped there, and lived her life as her dreams had shown her. But she didn't have time for that. Gren had a debt to pay, and she was happy to comply.
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