|Rhialla||Cleric (2) Rogue (2)||3150 XP|
|Chaotic Good||Deity: Ashava||Varisian|
|Female||6'1''||Azata Blooded (Aasimaar)|
Rhialla is tall and graceful, with shoulder length straight black hair, dark blue eyes, and a slightly iridescent skin. She wears a deep blue dyed set of studded leather armor over silver and green silks. She keeps a red scarf tied around her waist. If the scarf is in her hands, then one can see the razor blades sewn along its edges.
Init +3; Senses Darkvision 60ft, Blindfight, Perception +8
AC 18, touch 15, flat-footed 13 HP 40 (4d8 + 8) Fort +6, Rflx +8, Will +8 Resistances Electricity 5, Acid 5, Cold 5
Speed 30ft, in armor 30ft
|Attack||Bonus||Damage / Critical||Range||Notes|
|Bladed Scarf||+7||1d6+2 / 20x2||N/A||2handed, finesse, trip, disarm|
|Daggers||+7||1d4+1 / 19x2||10ft (5 inc)||thrown or melee|
Special Attacks : Channel Energy 1d6 6/day, Touch of Darkness 7/day, Elysiums Call 7/day, blindfight, rogue finesse
STR 12, DEX 18, CON 14, INT 14, WIS 18, CHA 16 Base Attack Bonus +3, CMB +4, CMD 18 Feats blindfight, dodge, selective channel
|Acrobatics: +13||Knowledge (local): +6|
|Appraise: +2||Knowledge (nature): N/A|
|Bluff: +3||Knowledge (nobility): N/A|
|Climb: +1||Knowledge (planes): N/A|
|Craft (lighting): +7||Knowledge (religion): +7|
|Craft (other): +2||Linguistics: N/A|
|Diplomacy: +9||Perception: +9|
|Disable Device: +10||Perform (dance): +10|
|Disguise: +3||Perform: +5|
|Escape Artist: +8||Profession ([PROF]): +4|
|Fly: +3||Profession ([PROF]): +4|
|Handle Animal: +3||Ride: +3|
|Heal: +9||Sense Motive: +9|
|Intimidate: +3||Slight of Hand: +7|
|Knowledge (arcana): +6||Spellcraft: +7|
|Knowledge (dungeoneering): +6||Stealth: +9|
|Knowledge (engineering): N/A||Survival: +4|
|Knowledge (geography): N/A||Swim: +1|
|Knowledge (history): N/A||Use Magic Device: +7|
SQ: Audrahni’s Ally (Campaign Trait), Dedicated Defender
Languages: Celestial, Varisian (Common), Elven, Draconic
Gear: bladed scarf, masterwork studded leather, (4) daggers, backpack, bedroll, belt pouch, (10) candles, holy text, flint and steel, iron pot, mess kit, 50ft rope, spell pouch, trail rations (5), waterskin, wooden holy symbol, artisan’s tools, (2) silver weapon blanch, mwk thieves tools, (2) pints oil, healers kit, bottled lightning, boots of elven kind, wand of cure light wounds (8 charges)
While every PC should be at least passingly familiar with the elven gravedigger Audrahni, you are one of the few in town she counts as a true friend. Audrahni trusts you, and she’s shared one element of her past with you since befriending you. She’s shared what happened to her parents to you, and its a very similar story to your own. This grants a +1 trait bonus to Fortitude saving throws.
Additionally Once per adventure as a standard action, you may concentrate on the bond you and Audrahni share. The strong emotions brought on by these memories bolster your desire to forge ahead and remain alive, granting you the effects of one of the following spells at a caster level equal to your character level: calm emotions, cure moderate wounds, or lesser restoration.
When a companion is down, you fight harder. You gain a +1 trait bonus on attack rolls and on checks made to overcome spell resistance while you are adjacent to a dying or disabled ally, animal companion, eidolon, familiar, or mount.
Touch of Darkness (Sp)
As a melee touch attack, you can cause a creature’s vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1⁄2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Elysium’s Call (Su)
With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1⁄2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.