Adustes Céasadh  

Details
Class: Race: Alignment: Deity:
Cleric Shadar-kai NE Dharchalasair
Level: Size: Age: Gender:
5 (LA+1) Medium 646 Male
Height: Weight: Eyes: Hair:
5'11" 130 lbs. Dark Gray Black

Abilities
STR 10 +0
DEX 17 +3
CON 16 +3
INT 16 +3
WSD 18 +4
CHA 11 +0
 
Hit Points
TOTAL wounds subdual
62 4
Initiative
TOTAL dex other SPEED
+3 +3 0 30
Armor Class
FINAL = base + armor + shield + dex + magic + other spell failure armor check penalty
18 10 +5 0 +3 0 0 0 0

Battle Scores
MELEE = base + str + magic + other
+4 +4 +0 0 0
RANGED = base + dex + magic + other
+7 +4 +3 0 0
Saving Throws
TOTAL = base + stat + magic + other
FORT +9 +5 +2 +2 0
REFL +9 +4 +3 +2 0
WILL +13 +7 +4 +2 0

Weapons
Weapon Bonus Damage Critical Range Weight Size Type Special
Masterwork Spiked Chain +5 2d4+0 x2 10ft reach 10 lbs. Two-handed Piercing reach and use vs. adjacent foes, +2 Disarm attempts, can be used to Trip, 325 gp.
Katar +4 1d4+0 x3 melee 1 lb. Light Piercing 2 gp
Cold Iron Daggers x2 +9 1d4 19-20/x2 10 ft. 1 lb. Light P & S [+4 attack in melee], 4gp

Armor
Armor Type Bonus Penalty Max Dex % Failure Speed Weight Special
Mithral Breastplate (Mwk) Light +5 -0 +5 15% 30 ft. 15 lbs. black enemeled, 4,350gp

Feats & Special Abilities
Feat / Ability Description/Notes
Shadow Weave Magic Adustes has discovered the dangerous secret of the Shadow Weave. * Benefit: From now on, Adustes’ spells tap into the Shadow Weave instead of the Weave. He can also activate magic items that use the Shadow Weave without taking damage. The saving throw for every spell he casts from the schools of enchantment, illusion, and necromancy increases by +1. He also gets a +1 bonus on caster level checks to overcome spell resistance with spell from these schools. The Shadow Weave proves less that optimal for effects involving energy or matter. Adustes’ effective caster level for spells he casts from the schools of evocation or transmutation (except spells with the darkness descriptor) is reduced by 1. A 1st level Shadow Weave user cannot cast spells from these schools at all. He can no longer cast spells with the light descriptor. No matter what school they are from, such spells automatically fail. His ability to use magic items that produce light effects is also limited—he cannot invoke an item's light power if its activation method is spell completion or spell trigger. From now on, any magic item Adustes creates is a Shadow Weave item. (Feat)
Spell Thematics Adustes’ spells have a distinct visual or auditory effect in their manifestation. * Benefit: Choose a theme for your spellcasting, such as "ice" or "fire" or "screaming skulls". All spells Adustes casts have this theme in the manifestation of their effects, although this does not actually change the spell in any way. He cannot use this feat to make his spell manifestations invisible, and it never causes his spells to deal more damage because of the visual change. (He may still cast spells without this thematic manifestation if he so chooses.) For example, if the chosen theme is "fire", then a magic missile spell might appear to produce bolts of fire, although the bolts are a force effect and cause normal damage, not fire damage. If the theme is "screaming skulls", a fireball might manifest as a small screaming skull that impacts the target and explodes into a fiery ball that momentarily resembles a 20-ft. radius burning skull, although it causes damage exactly like a standard fireball (and doesn't cause any sonic damage, despite the screaming of the skull). Add +5 to the DC of any Spellcraft check made to identify a spell cast in this manner. * Adustes’ chosen theme is “darkness.” (Feat)
Practiced Spellcaster Choose a spellcasting class that Adustes possesses. His spells cast from that class are more powerful. * Benefit: Adustes’ caster level for the chosen spellcasting class (Cleric) increases by +4. This can't increase his caster level beyond his HD. However, even if he can't benefit from the full bonus immediately, if he later gains noncaster-level HD he may be able to apply the rest of the bonus. This does not affect his spells per day or spells known, it only increases his caster level, which would help him penetrate SR and increase the duration and other effects of his spells. (Feat)
Type (Subtype) Fey (Extraplanar)
Armor Proficiency All armor and shields (except tower shields).
Weapon Proficiency All simple weapons, spiked chain, shortbow.
Favored Class Rogue
Hide in Plain Sight (Su) Adustes can use the Hide skill even while being observed. As long as he is not illuminated by natural daylight, the daylight spell, or a similar magical light, he can hide himself from view in the open without having anything to actually hide behind. (Racial)
Shadow Curse (Su) The Plane of Shadow exerts a tremendous pull on Adustes' soul, which is only tenuously connected to his body. Any time he is stunned, dazed, staggered, or unconscious (other than from natural sleep), he must make a Will save (DC 15 + character level) or lose a portion of his soul to the Plane of Shadow. He must also attempt to save any time he removes a gal-ralan. A shadar-kai with a damaged soul gains one negative level that cannot be removed until he restores his soul completely. If exposed to another event that requires a save against the Shadow Curse, Adustes may gain additional negative levels. A shadar-kai on the Plane of Shadow can transfix his soul to his body again with a greater restoration spell. A shadar-kai on the Material Plane (or elsewhere) must use a wish or miracle spell to restore his soul. A shadar-kai afflicted with the Shadow Curse cannot be raised from the dead or resurrected, and cannot gain experience. The touch of the Shadow Curse galls a shadar-kai, filling his heart with an icy emptiness that eventually drives all but the most determined individuals to capitulate and leave the Material Plane altogether. A shadar-kai who goes to the Plane of Shadow and remains there ameliorates the effects of the Shadow Curse and suffers no ill effects. However, if he leaves the Plane of Shadow without restoring his soul, he suffers the effects of the shadow curse until he returns to the Plane of Shadow or restores his soul. (Racial)
Sneak Attack (Ex) Anytime Adustes' target is denied a Dexterity bonus, or when he flanks a target, he deals an additional 1d6 points of damage on a successful melee attack. This damage stacks with sneak attack damage from other sources, such as rogue levels. (Racial)
Superior Low-light Vision (Ex) Adustes has extraordinary vision in low-light conditions. He can see four times as far as a human in low-light conditions. (Racial)
Skills Adustes gains a +10 racial bonus on Hide checks made in dark or shadowy conditions (anything other than daylight or the area of a daylight spell). (Racial)
Alignment-based Spells Adustes can’t cast spells of good or lawful alignment. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. (Class)
Blind-fight Adustes knows how to fight in melee without being able to see his foes. * Benefit: In melee, every time Adustes misses because of concealment, he can reroll his miss chance percentile roll one time to see if he actually hit (see Table 8-10: Concealment, PH page 133). An invisible attacker gets no bonus to hit him in melee. That is, he doesn't lose his positive Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus (see Table 8-8: Attack Roll Modifiers, PH page 132). The invisible attacker's bonuses do still apply for ranged attacks, however. Adustes suffers only half the usual penalty to speed for being unable to see in darkness and poor visibility in general reduces his speed to three-quarters of normal, instead of one-half. * Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell (see the spell description, PH page 180 for details). (Class)
Magic Domain Power Adustes can use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half his cleric level (at least 1st level). (For the purpose of using a scroll or other magic device, if he was also a wizard, actual wizard levels and these effective wizard levels would stack.) (Class)
Rebuke Undead (Su) Adustes may attempt to rebuke undead a number of times per day equal to 3 + his Charisma modifier. He receives a +2 skill synergy bonus to turning checks. The closest undead are affected first, out to a 60-ft. radius. Line of sight isn’t necessary, but line of effect is (undead with cover are protected). * Turning Check: 1d20+Cha. Consult table on PH p.160 to determine the most powerful undead that can be affected relative to your level. * Turning Damage: If you roll high enough on the turning check to turn some of the undead within range, roll turning damage (2d6 + cleric level + Cha). The result is the total number of HD of undead you can turn. You may skip over turned undead still within range, so you don't waste the turning capacity on them. * Effect and Duration: Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds. If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect--you just can't approach them.) You can attack them with ranged attacks (from at least 10ft away), and others can attack them in any fashion, without breaking the turning effect. * Destroying Undead: If you have twice as many levels (or more) as the undead have HD, you destroy any that you would normally turn. An evil cleric makes the equivalent of a turning check. Undead that would be turned are rebuked instead, and those that would be destroyed are commanded. * Rebuke: A rebuked undead cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 10 rounds. * Command: A commanded undead is under the mental control of the evil cleric. The cleric must take a standard action to give mental orders to a commanded undead. At any one time, the cleric may command any number of undead whose total HD do not exceed his level. He may voluntarily relinquish command on any commanded creature or creatures in order to command new ones. * Dispelling Turning: An evil cleric channel negative energy to dispel a good cleric's turning effect. The evil cleric makes a turning check as if attempting to rebuke the undead. If the turning check result is equal to or greater than the turning check result that the good cleric scored when turning the undead, then the undead are no longer turned. The evil cleric rolls turning damage of 2d6 + cleric level + Cha to see how many HD worth of undead he can affect in this way (as if rebuking them). * Bolstering Undead: An evil cleric may also bolster undead against turning in advance. He makes a turning check as if attempting to rebuke the undead, but the HD result on the table (PH p.160) becomes the undead's effective HD as far as turning is concerned (provided the result is higher than the creatures' actual HD). The bolstering lasts 10 rounds. An undead evil cleric can bolster itself in this manner. (Class)
Spontaneous Casting Adustes can channel stored spell energy into harmful spells that he did not prepare ahead of time. He can “lose” any prepared spell that is not a domain spell in order to cast any inflict spell of the same level or lower. He may cast inflict spells in this way because he is especially proficient at wielding negative energy. (Class)
Sadomasochism Sadists love to inflict pain. Generally, they hate suffering pain themselves, but a few are sadomasochists, who enjoy both giving and receiving pain. If a sadist inflicts damage equal to his character level in a round, he gains a +1 circumstance bonus on attack and damage rolls, skill checks, and saving throws for the next round. A sadist laughs and licks the spray of blood across his face whenever he inflicts a grievous wound. Masochists are rarely at full hit points because they continually inflict wounds upon themselves. A masochist gets pleasure from feeling pain and sometimes can't tell the two sensations apart. Masochists wear jewelry and devices that dig into their flesh with hooks and clamps, they flagellate themselves with whips and barbed wires, and they cut at their own bodies with knives and razors. When encountered, a masochist has typically lost 1d3x10% of his total hit points to self-inflicted wounds. A masochist gains a +4 circumstance bonus on saving throws against pain effects (such as symbol of pain). Furthermore, if he takes damage equal to his character level in a round, he gains a +1 circumstance bonus on attack and damage rolls, skill checks, and saving throws for the next round. Masochists often grin with a sickening glee when struck in combat, and they make noises of ecstasy even as they suffer terrible wounds. (Trait; BoVD)
Languages Common, Sylvan; Abyssal, Elven, Draconic, Goblin
Carrying Capacity Light load 0-33 lbs, medium load 34-66 lbs, heavy load 67-100 lbs; lift over head 100 lbs, lift off ground 200 lbs, push or drag 500 lbs.

Skills
Skill Name Ability Skill Mod = Ability Mod + Ranks + Other
Appraise Int +3 +3 0
Balance Dex +3 +3 0
Bluff Cha +4 +0 4
Climb Str 0 +0 0
Concentration Con +10 +2 8
Craft (Tattoo) Int +4 +3 1
Diplomacy Cha +0 +0 0
Disguise Cha +0 +0 0
Escape Artist Dex +3 +3 0
Forgery Int +3 +3 0
Gather Information Cha +2 +0 2
Heal Wis +8 +4 4
Hide Dex +6 +3 3 *
Intimidate Cha +0 +0 0
Jump Str +0 +0 0
Knowledge (Arcana) Int +11 +3 8
Knowledge (History) Int +4 +3 1
Knowledge (Local) Int +4 +3 1
Knowledge (Nature) Int +4 +3 1
Knowledge (Religion) Int +8 +3 5
Knowledge (The Planes) Int +6 +3 3
Listen Wis +9 +4 5
Move Silently Dex +11 +3 8
Profession (Torturer) Wis +7 +4 3
Ride Dex +3 +3 0
Search Int +8 +3 5
Sense Motive Wis +8 +4 4
Spellcraft Int +13 +3 8 +2
Spot Wis +9 +4 5
Survival Wis +4 +4 0 *
Swim Str +0 +0 0
Use Rope Dex +3 +3 0

Spell List
No Spells Assigned.

Gear
Gear Location Weight Description/Special
+2 Gal-ralan Wrists 1 lb. When this cold-forged iron armband is donned (taking up the spot where a bracer would be worn), it pierces the wearer's forearm with long needles of the same metal. The device fixes the wearer's soul to his body but also causes never-ending pain. As long as a character wears a gal-ralan, he takes 1 point of Constitution damage that cannot be healed until after the gal-ralan is removed. A gal-ralan provides its wearer with a +1 - +5 resistance bonus on his saving throws. This bonus increases by an additional +2 against death effects, energy drains, and effects that affect the wearer's soul (such as the shadow curse). 2,500 gp.
Clothing Worn -- Cloth tunic and breeches, black clerical robes, gray hooded cloak, and leather boots.
Unholy Symbol Neck -- Tarnished silver, 25gp.
Cold Iron Rings and Studs Skin -- For facial and body piercings, 5gp.
Heward's Handy Haversack Back 5 lbs. A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. 2,000gp.
Bedroll Haversack 5 lbs. 1sp
Notebook Haversack 3 lbs. Black, leather-bound notebook of spell theories, 15gp.
Torture Instruments Haversack 1 lb. In black leather pouch, 50gp.
Candles x10 Haversack -- 10cp
Healer's Kit Haversack 1 lb. Uses remaining x10, 50gp.
Ink Vials x2 Haversack 0.2 lbs. 2gp
Inkpen Haversack -- 1sp
Parchment x10 Haversack -- 20sp
Rope, Silk Haversack 5 lbs. 50-ft, 10gp
Scroll of 'Ebon Eyes' x2 Haversack -- 50gp
Scroll of 'Amanuensis' x3 Haversack -- 37gp, 5sp
Scroll of 'Mending' Haversack -- 12gp, 5sp
Scroll of 'Cure Mod.Wounds' x3 Haversack -- 450gp
Scroll of 'Darkness' Haversack -- 150gp
Scroll of 'Lesser Restoration' Haversack -- 150gp
Scroll of 'Zone of Truth' Haversack -- 150gp
Small Steel Mirror Haversack 1/2 lb. 10gp
Trail Rations x28 Haversack 35 lbs. 17gp, 5sp
Waterskin Haversack 4 lbs. 1gp
Belt Pouch Belt 1/2 lb. 1gp
Bone Sewing Needles x10 Belt Pouch -- 1sp
Chalk x3 Belt Pouch -- 3cp
Fishhook and Line Belt Pouch -- 2sp
Flask of Acid Belt Pouch 1 lb. 10gp
Flint and Steel Belt Pouch -- 1gp
Wand of 'Cure Light Wounds' Belt Pouch -- charges remaining x43, 750gp

Treasure/Money
Item Location Value Weight Description/Special
Money Belt Pouch -- 1 gp, 3 sp, 2 cp

Experience
Current Next Level
15,000 21,000

Description
Adustes is a man of sleight physique with a handsome, angular face that, when coupled with his pointed ears, could easily lead one to think him an elf or half-elf. However, his ashen-gray skin, dark eyes, and lightly sharpened teeth set him apart from those of elvenkind. Jet black hair hangs just past his chin, and any skin left exposed bears scars and black tattoos. A number of piercings adorn his face and ears, as well as other places not often observed by onlookers.
He favors dark clothing, and most often wears soft black leather knee-high boots and a dark gray or faded black clerical robe with a deep hood that shades his face. Over the robe he wears a lightweight blackened breastplate and a voluminous, many-pocketed cloak slightly darker than his robes. A fine silver chain hangs around his neck, a tarnished silver unholy symbol dangling from it, usually tucked beneath his breastplate and cloak. His katar is strapped to the back of his belt, upside-down and angled for easier draw, and his spiked chain is most often coiled around his left arm or hooped at his belt.
He wears spiked cold iron bracers (called gal-ralan) which, upon close observation, one can see the spikes project from the inside of the gauntlet, protruding through small holes in the metal. Blood almost constantly drips out over his arms and hands.
Though not quite as dexterous as the average among his race, his soft movements exude grace and uncanny stealth. Light seems a bit dimmer whenever he is about, and shadows he casts are unusually dark. He often seems to fade out of sight when passing through patches of shadow.

Personality
Adustes holds a bitterness for humanoids and other races of fae, believing (as the shadar-kai teach) that they are at fault for the Shadow Curse. But, believing he may find the answers he seeks among them, he tries to keep this to himself, to get along with them as best he can. He won’t jump through hoops to preserve a relationship, but he’ll generally at least pretend to try.
He comes across as an addict for intense sensations, giving himself over to acts and situations that immediately satisfy his needs. This most often takes form in his masochistic tendencies.
He will take most any opportunity set before him to expand his knowledge of magic, both divine and arcane, especially if he feels it will help to free him from the Shadow Curse.

Background
Adustes Céasadh’s life began just as that of any other shadar-kai. At an early age he was taught the history of his race, given a reason he should hate humanoids and other fae, to kill them on sight for the perceived wrongs his people suffered because of them. He was taught of the Shadow Curse, a mystical ailment that each shadar-kai was subject to, which numbs their bodies and minds to all sensation and constantly threatens to pull their souls into the Plane of Shadow.
Throughout his childhood he was instructed in the arts of stealth which, though less dexterous than most others, he excelled in. His ability to hide and move without making a sound outshone that of the other children. Outside of these exercises he was left to his own devices, to discover ways he might best combat his curse for himself. Not unexpectedly, like all the others, he defaulted to subjecting himself to pain; covering himself with tattoos, utilizing self-mutilation and scarification to keep himself feeling connected to the world.
For a time aided the small community of his people in their usual professions; taking the mantle of spy, thief, assassin, and other such work. Centuries passed, and he found this existence wasn’t enough for him. His heart wasn’t in the work he took, the pain he inflicted upon himself became less sharp. He felt as if he was losing his connection to the world, like his soul was fading away.
He took to the study of magic in an effort to combat his perceived emptiness. Unlike most others who pour themselves into magical studies, Adustes chose to delve into the secrets of divine spellcasting, believing that with its curative and protective focus, it would be the best path toward curing the Shadow Curse; and that with the Curse eroding his soul he would be wise to invest in magic that was powered by a force greater than himself, one that would not be affected by his frailty.
Spending much of his time in darkened, silent libraries and laboratories as he did, he most often found himself alone, his only company being his master. This suited Adustes well enough, though most shadar-kai prefer to keep the company of their kind. It afforded him more time to think. His solitude eventually gave rise to radical ideas. He quietly rejected the isolationist practices of his kind, viewing humanoids as untapped resources from which he might find an answer to the curse. He searched for a means around it, something that would keep to the confines of his people, but came up empty-handed. Out of other possible alternatives, he took his master’s gal-ralan, hoping that the heightened magic of the item would help anchor his soul, and left the community, seeking his answers elsewhere.