Talitha Shadowtongue
CR 10 XP: 9,600Female Demon-Spawn (Succubus Bloodline) Tiefling Malefactor 11
CN Medium outsider (native)
Init +3; Senses Darkvision 60 ft.; Perception +10
Aura Aura of Misfortune
AC 25, touch 13, flat-footed 22 (+5 armor, +3 shield, +4 natural, +3 Dex)
HP 69 (11d8+11)
Fort +1, Ref +14, Will +11
Defensive Abilities Cursebound, Discord; Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Melee +1 keen wounding rapier +10/+5 (1d6+2/15-20 plus 1 bleed)
Ranged +1 flaming hand crossbow +12/+7 (1d4+1/19-20 plus 1d6 fire)
Special Attacks Harrowing Strike
Spell-Like Abilities Cursebreaker (At will)
Str 13, Dex 16, Con 12, Int 10, Wis 18, Cha 20
Base Atk +8; CMB +9; CMD 22
Feats Armor of the Pit, Baleful Aura, Cursed Weapon (Apt Curse), Entropic Strength, Extra Malediction (x 2), Grasping Tail
Skills Acrobatics +10, Bluff +15, Climb +5, Diplomacy +15, Disable Device +8, Disguise +15, Intimidate +15, Knowledge (arcana) +10, Knowledge (local) +2, Knowledge (nobility) +4, Knowledge (planes) +5, Linguistics +4, Perception +10, Sense Motive +10, Sleight of Hand +5, Stealth +20, Swim +5, Use Magic Device +20
Languages Abyssal, Common, Elven, Infernal, Shadowtongue, Undercommon
SQ Traits Born Damned, Charming; Apt Curse (DC 19) (Sp), Circlet of Persuasion Curse Weapon (DC 19) (Sp), Dread Escalations (Su), Droskar's Guiding Ring, Dust of Sneezing and Choking, Feast of Fate (DC 19) (Su), Light- Oafstep (Su), Squirming Grip (Su), Steal Victory (Su), Strife Pool (Ex), Strife Surge (Ex), Telepathy with Evil Creatures, To the Hilt (DC 19) (Su), Unwilling Bodyguard (Su)
Gear +1 Flaming Hand Crossbow, +1 Keen Wounding Rapier, +2 Buckler, +2 Glamered Shadow Studded Leather
Other Gear Amulet of Natural Armor +2, Circlet of Persuasion, Droskar's Guiding Ring, Dust of Sneezing and Choking, Elixir of Love, Headband of Alluring Charisma +4
Apt Curse (Sp) DC 19 The target of this Malediction must make a Will save or have a 50% chance to act normally, otherwise taking no actions. Dread Escalation: the duration increases to permanent, and the save DC increases by 2. Cost: 1 Strife.
Aura of Misfortune (Su) -3 to all creature’s saves in a 10' radius.
Baleful Aura (Ex) Your Aura of Misfortune becomes larger.
Born Damned (Ex) The inherent sacrilege that taints your soul sometimes crowds out lesser banes. You gain a +2 trait bonus on saving throws against curses and magical effects that produce curses. Charming +1 Bluff/Diplomacy or save DC’s for any language-dependent spells vs. targets whom could be sexually attracted to you.
Circlet of Persuasion (Ex) +3 competence bonus to CHA-based checks (skill bonuses already included).
Curse Weapon (Sp) DC 19 With this Malediction, a Malefactor may suppress the enhancement of, or even curse a magic weapon. Attended weapons are entitled to a Will save to resist the effect. You may remove enhancement bonuses or special abilities up to a +2 effective value.
Cursebound (Ex) Immune to cursed items; +4 save vs. curses or hexes
Cursebreaker (Sp) At will The Malefactor can break curses by drawing them into themselves. At will, the Malefactor can target a creature with remove curse, using her Malefactor level as her caster level. Regardless as to whether the curse is successfully removed, the Malefactor must save against the effect or be subject to it themselves.
Cursed Weapon (Ex) Apt Curse Your curses can be delivered through a weapon.
Discord (Ex) Creatures that team up against you impede each other. Flanking foes instead take a -2 penalty to hit you.
Dread Escalations (Su) Enhance the power of your Maledictions by spending strife points.
Droskar's Guiding Ring (Ex) This gold ring is misshapen and uncomfortable to wear for long periods; inscribed on it is a crude symbol of a fire burning under an arch. Once per day, you may use charm person.
Dust of Sneezing and Choking (Ex) This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20-foot spread to fall into fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 3d6 points of Constitution damage immediately. Those who succeed on this saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds.
Entropic Strength (Ex) You learn to siphon a measure of power from the entropic spirits as they feed upon those around you. You gain a +1 bonus to your Strength score whenever anyone rolls a natural one within your Aura of Misfortune.
Extra Malediction (Ex) You know the secrets of another Malediction.
Feast of Fate (Su) DC 19 The target of this Malediction must make a Will save or be unable to benefit from natural or magical healing for the duration of the effect. The Malefactor gains 5 temporary hit points for each enemy that fails to save versus this effect.
Grasping Tail (Ex) Your tail can retrieve small objects on your person as a swift action.
Harrowing Strike (Su) (+4 to attack & damage +1d6 bleed and bypass concealment) (+4 to attack & damage +1d6 bleed and bypass concealment)
Lightning Rod (Sp) DC 19 Upon invoking this Malediction, the Malefactor becomes supernaturally attractive to spells and effects that deal electricity damage. For the duration of the effect, any creature that attempts to use an electrical attack that takes the form of a line (including lightning bolt, call lightning, the breath weapon of a blue dragon, and other, similar effects) must make a Will save, or place the Malefactor within the area of effect, if possible. The Malefactor is treated as having evasion versus electrical effects for the duration of this Malediction, and if she makes a successful Reflex save, the line of effect terminates at the Malefactor’s square, regardless of its normal range.
Malediction (Su) Your Maledictions have a range of 40 ft.
Oafstep (Su) You will a single foe to suddenly lose his footing. Choose a target. They are subjected to a trip combat maneuver by the Malefactor. Use the Malefactor’s level in place of her BAB and Wisdom bonus instead of Strength bonus.
Squirming Grip (Su) Choose an object held by a target. They are subjected to a disarm combat maneuver by the Malefactor. Use the Malefactor’s level in place of her BAB and Wisdom bonus instead of Strength bonus.
Steal Victory (Su) At 4th level, the Malefactor can stifle the luck of an opponent. As an immediate action, whenever a target within 10’ rolls a d20 for an attack roll, the Malefactor may spend a point of Strife to force the target to roll two dice for their attack, and use the lowest roll.
Strife Pool (Ex) You have a strife pool equal to ½ your malefactor level + your Wisdom modifier.
Strife Surge (Ex) On a creature's natural "1" reduce Strife cost by 1 for 1 round
Telepathy with Evil Creatures (Ex) You can communicate telepathically with any evil creature within 50 feet.
To the Hilt (Su) DC 19 The target of this Malediction finds his movements buffeted by unseen forces, and even glancing blows dig deep. For the duration of the effect, weapons deal damage to the target as if the attacker had the Improved Critical feat. A Fort save negates.
Unwilling Bodyguard (Ex) A creature targeted with this Malediction must make a Will save or become irresistibly attractive to ranged attacks. While this Malediction is in effect, any ranged weapon attacks (but not magical ranged touch attacks, such as rays) that target the Malefactor and miss instead target the afflicted enemy, using the same modifiers as the original attack, as long as the enemy is within 10’ of the Malefactor.