Okay! I think this is looking pretty good. Let me know what'chall think!
Epithets:
Silhouette, The Silver Lady, Goddess of Moonlight & Shadow, Lady of Masks
Alignment:
Neutral
Holy Symbol:
A silver crescent, sometimes within a circle.
[sblock=Description
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
Pale skinned, and beautiful, with a wild tousle of dark hair atop her head, Silhouette is the youngest-appearing of all the gods, seeming to be only perhaps fourteen or fifteen years of age. She dresses in black gowns and slips, most often with bare feet. From her shoulders poke a pair of insect-like wings, a means by which she can be recognized by those able to see past her many disguises.[/sblock]
[sblock=Background
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
Silhouette is the first 'child' of the gods, brought into being by the actions of other gods rather than merely existing since immemorial times. As such she is ageless and eternal, yet forever younger than the original primordial deities. Silhouette was born out of the act of bridging opposites; two goddesses, equal and embodying opposite poles of existence, made a pact and sealed it with blood and sacrifice. This act reverberated both physically and metaphysically as an act of creation. Before that act, opposing elements were necessarily separated from each other and any 'contact' was violent. With the pact between Night and Day the notion of a 'union' of opposites came into being, and Silhouette achieved consciousness as the embodiment of that fundamental principle.
This underlying nature is most evident in Silhouette's realm of Faerie, with its constantly being 'between' concrete states. Her origin as a pact is also reflected in the 'sacredness' of pacts both for Silhouette and the faerie that are sparks of her essence. They cannot renege on their sworn word (though lesser promises can freely be broken as it suits them). Silhouette encompasses within herself many mutually antagonistic states as well: law and order, hunter and hunted, compassion and coldness, light and dark, and so on. Her nature, dictated by her origin, is to never achieve an extreme but to forever exist as a mediating force between them. This has given Silhouette a close tie with Nature, which is also characterized by constant cycles and unions of opposite and opposing forces. Even so, she is more a "sibling" to Nature than a mother or daughter; sharing metaphysical similarities and kinship, but ultimately different in essence.[/sblock]
[sblock=Realm]
Faerie, The Otherworld, The Twilight Lands
In some ways Faerie is a 'reflection' of the 'real' world, and it shares many similar geographical features, though often embellished or distorted in some way. The plane is highly mutable though, and is constantly in a state of mild flux. This rarely affects large landscape features like lakes and mountains, but smaller features...or aspects of larger ones...will frequently move about when no one's looking, or change in tangible ways. Faerie is a place constantly suspended in phases of transition. It is a place of eternal "in-betweenness." Its sun is always at the horizon, never rising nor setting, giving it the name 'Twilight Lands.' It is never wholly summer, winter, autumn nor spring, but rather all four exist at once, in separate 'kingdoms.' It overlaps the real world in places like crossroads, where one is between one's origin and one's destination. The lack of day and night contributes to a sense of timelessness, which makes it very easy for one to lose track of how long one has been there. No one and nothing ages while in Faerie, but the time catches up with anyone returning to the mortal world.
The Otherworld is, to some extent, less -real- than the mortal world. Most artifacts from Faerie will cease to exist, or crumble to dust, when brought outside that realm. Fey beings who leave Faerie must 'anchor' themselves to something real...a landscape feature, or tree, or they will lose their immortality. Mortal creatures who eat fey food will find themselves starving to death upon leaving. In addition, a mortal who stays long enough in Faerie, eating their food, breathing their air, will start to slowly -become- fey as the substance of their bodies is replaced.
Faerie has borders with several other planes. It is most closely aligned with the mortal realm, but shares borders with the dreamworld as well. It's said that if one could fly to the sun, on the other side one would find the heavens of Solarion??. Meanwhile, there are abysses and chasms in the caverns beneath the surface that, should one fall in, one would fall all the way into the spider-filled depths of The Black Chasm. As a rule, it is not hard to stumble into Faerie, should the conditions be right. Getting out again can be trickier.[/sblock]
[sblock=Denizens]Faerie is populated by beings that share their world's name: the faerie, or fae for short. They come in a bewildering array of sizes and shapes, though most are at least nominally humanoid in form. Almost all of them are gifted with magical abilities, though these are more often mischievous in nature than outright dangerous. Fae are ageless, dying only through violence or misadventure, though it's unusual that they have long-minded viewpoints or long term, byzantine plots. Most fae live their eternities one day at a time, filling each with whatever pleases it the most...be it frolicking and making merry, or horrific acts of violence.
Fae often have powerful ties to natural features in their vicinity. This is especially true of dryads and nymphs. Even more free-roaming fae such as pixies will sometimes fixate on a household or individual person, either bedeviling them or trying to aid them...though sometimes it's hard to tell which is which.
Few fae dally long outside of Faerie, with the occasional exception of dryads and nymphs who become attached to trees or lakes in the mortal realm. One other big exception are the gnomes, who were originally fey but struck out into the mortal world en masse to escape persecution by fey goblins. There they became mortal, but still retain some of their carefree mindset and magical gifts.[/sblock]
[sblock=Stats]20 HD Outsider
Shadowdancer 1 / Simple Variant Druid 1
Str 8 -1 (2)
Dex 26 +8 (10)
Con 14 +2 (5) +1
Int 14 +2 (2)
Wis 20 +5 (6)
Cha 26 +8 (10) +4
HP: 160+44+8+8 = 220
AC: 45 (10 + 1 size + 8 Dex + 13 natural +8 deflection +5 Wis)
BAB: +20/+15/+10/+5 (+1 size when Small)
Initiative: +8
Move: Ground 50', Flight 100' (good)
Fort +20 + 2 con + 2 dr + 8 luck = 32
Ref +20 + 8 dex + 2 shd + 8 luck = 38
Will +20 + 5 wis + 2 dr + 8 luck = 35
Racial Traits
Outsider type
Special Traits: 20
- Small Size (1 trait)
- Fast Healing 5 (1 trait)
- Flight 100' Good (1 trait)
- +8 Dex (4 traits)
- +4 Int (2 traits)
- +6 Wis (3 traits)
- +6 Cha (3 traits)
- SU Ability - Alternate Form (as Phasm) (1 trait)
- SU Ability - Stunning Glance DC 28 (as Nymph) (1 trait)
- SLA - Mass Charm Monster 3/day DC 26 (2 traits)
- SLA - Tree Shape at will (1 trait)
Class Traits
Hide in Plain Sight (shadows)
AC Bonus (as monk)
Speed bonus (as monk)
Bonus feat: Tracking
Favored Enemy: Aberrations
Animal Companion (wolf)
Wild Empathy +11
Nature Sense
Skills 230+8+6 = 244
Bluff +30 (22 ranks + 8 Cha)
Disguise +40 (20 ranks + 8 Cha + 10 circumstance +2 syn)
Hide +32 (20 ranks + 8 Dex + 4 size)
Concentration +17 (15 ranks + 2 Con)
Handle Animal +20 (12 ranks + 8 Cha)
Listen +25 (20 ranks + 5 Wis)
Move Silently +32 (24 ranks + 8 Dex)
Knowledge: Nature +22 (16 ranks + 2 Int + 2 class + 2 syn)
Perform (Dance) +20 (12 ranks + 8 Cha)
Search +25 (23 ranks + 2 Int)
Sense Motive +25 (20 ranks + 5 wis)
Spot +25 (20 ranks + 5 Wis)
Survival +30 (23 ranks +5 wis +2 class + 2 syn aboveground, +2 syn tracking)
Feats
B Tracking
1 Dodge
3 Mobility
6 Combat Reflexes
9 Flyby Attack
12 Point Blank Shot
15 Precise Shot
18 Manyshot
21 Combat Archery
Divine Rank 0
Divine AC Bonus 0
Natural Armor Bonus 13
Divine Attack Bonus 0
Divine Save Bonus 0
Divine Check Bonus 0
Immune to transmutations, energy drain, ability drain, ability damage, mind affecting effects.
Damage Reduction 35/ +4
Fire Resistance 20
Spell Resistance 32
Portfolio: Fortune, Cunning, Trickery, Hunting, The Moon, Fey
Domains (Caster level 10, DC 18+lvl)
Trickery - Bluff, Disguise, Hide are class skills
- Disguise Self
- Invisibility
- Nondetection
- Confusion
- False Vision
- Mislead
- Screen
- Polymorph Any Object
- Time Stop
Luck - 1 reroll/day
- Entropic Shield
- Aid
- Protection from Energy
- Freedom of Movement
- Break Enchantment
- Mislead
- Spell Turning
- Moment of Prescience
- Miracle
Moon - Turn/Destroy Lycanthropes
- Faerie Fire
- Moonbeam
- Moon Blade
- Fear
- Moon Path
- Permanent Illusion
- Insanity
- Animal Shapes
- Moonfire
Spellcasting (Druid CL 1, DC 15+lvl)
Prepared:
0 - Cure Minor Wound, Create Water, Guidence
1 - Cure Light Wound, Goodberry, Entangle, Produce Flame
Favored Weapon
Slivershaft - Small Frost, Flaming, Seeking Longbow +5, 128,320[/sblock]