Knight of the First World
Starting Ability Scores
HP: 24 + 1 temporary hp (virtue)
AC: 17 (+ 5 scale, + 1 Dex, + 1 light shield)
Ini: + 1
F: + 2
R: + 1
W: + 4 (+ 2 base, -1 Wis, + 2 race, + 1 trait)
Special: –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey; immune to magic sleep effects and gains a + 2 racial saving throw bonus against enchantment spells and effects, and a +2 bonus on all saving throws against death effects
To Hit: + 4
To Hit: + 1
CMB: + 4
Pàdraig – Pangolin Emissary Familiar
You were found in the wilds as a child, bearing a mark of the First World.
Prerequisites: You may only select this feat at 1st level.
Benefit: Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
|Spellcraft||4||1||—||3||+ 1 ID item|
|Use Magic Device||—||—||2||—||+1 trait|
Cure Light Wounds
Dual-Minded: + 2 Will saves
Elf Blood: Ilessa counts as both an elf and human for any effect related to race.
Elven Immunities: Ilessa is immune to magic sleep effects and gains a + 2 racial saving throw bonus against enchantment spells and effects.
Fey Magic: Ilessa has a mystic connection to the mountain terrain type (from the ranger’s favored terrain list). While in mountain terrain, she can use create water, grasp, spark, and speak with animals each once per day as a spell-like ability. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
Fey Thoughts: Ilessa sees the world more like a native of the First World. Athletics and Perform are class skills for her.
Low-Light Vision: Ilessa can see twice as far as a human in conditions of dim light.
Languages: First Speech and Gnomish, (Common)
Adopted (Social): Gnome – Animal Friend; + 1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.
Artifact Hunter (Campaign): + 1 trait bonus on Spellcraft checks to identify the properties of magic items and a + 1 trait bonus on Use Magic Device checks, Use Magic Device becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 50% chance (+ 1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers.
Blessed Touch (Faith): Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Magical Knack (Magic): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a + 2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
Fey-Taken: –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey.
Oblivious: –2 penalty on Sense Motive and sight-based Perception checks.
“Come away, O human child!
To the waters and the wild
With a faery, hand in hand,
For the world’s more full of weeping than you can understand.”
- William Butler Yeats
Ilessa’s story begins with the Witchmarket.
Many years ago – how many is a mystery to Ilessa – one of her parents made an ill-fated bargain at the Witchmarket with the price of their first-born child.
Whether she was returned to the Witchmarket voluntarily or the fey took her by force, when Ilessa was born, she found her way back to the very same stall where her parent’s purchase had been made, and she was put up for sale.
Mortal children are a valuable commodity among the fey – especially babies. Fortunately for Ilessa, before she could be bought by someone (or something) who would have used her for darker purposes, she was found by a newly-married gnome couple – Ellywick and Thampthwick Thimbletack.
The two quickly realized the danger the mortal child was in, and after a brief, silent conversation, the two knew that they needed to make a fairy purchase of their own. After a few minutes of haggling, the couple left the stall with the child – at the terrible price of all of Thampthwick’s colour.
Ilessa’s adoptive parents gave her all the love and nurturing she could have ever hoped for – even her unnaturally distant father mustered up supernatural levels of care and guidance, resisting the Bleaching with every bedtime story and life lesson.
As Ilessa grew older, she became aware of how strange she was in this ancient world, and became conscious of the incredible sacrifice her father had made by accepting a death sentence in a deathless land.
The strict rules imposed by her protective adoptive parents struck many fey that met Ilessa as strange and bizarre – having no concept of death themselves, they could not understand the need to be so careful with the half-elven girl, and many decided to shun the family altogether. Still, the disciplined and structured life of the Thimbletacks suited Ilessa, and she flourished.
At only 21 years of age – still a child in the eyes of Golarion’s gnomes, let alone gnomes of the First World – Ilessa was physically grown, and her upbringing by her faerie parents had taught her the meaning of sacrifice and goodness, as well as the value of order and discipline.
For years, Ilessa had borne the burden of guilt for her father’s sacrifice, and the mysterious identity of her biological parents had smoldered in her soul. One night, while her parents slept, she snuck out of her childhood home, leaving a note behind explaining how deeply she loved her family, and how she was going to do whatever it took to save her father’s life and restore his colour.
Just as her story began at the Witchmarket, so too, did her adventure.
Finding the place was easy, and though she had never been since she was a mere babe, she had heard plenty of stories.
Plan already in mind, Ilessa made her way to the Memory Market, to Hoya’s Tent of Lost Things. Among the collection of strange, lost things, she found what she sought: her father’s colour. But although she had been prepared to pay any price – her youth, her childhood memories, or even years of her life – the price was no fairy bargain. It was an artifact from Golarion. Hoya reassured the girl that any artifact would do, but Ilessa was terrified. Golarion – the Second World, land of her birth – was a terrible, brutal place; all the fey said so.
Dejected, overwhelmed, and heartbroken, Ilessa faltered at the first step of her quest. How was she to find a Breach into the Second World? And even if she made it there, how was she supposed to find an artifact?
But deep within her, that smoldering, burning curiosity of her origins sparked to life. When she found her resolve again, Ilessa had a new plan – she began making her way to the Weeping Wood where she would seek counsel with Magdh, the Eldest of prophecy and foreknowledge.
To her surprise and relief, she was granted audience – perhaps due to her unusual nature as a mortal raised in the First World, or perhaps due to even stranger tides of fate.
Ilessa’s elation was short-lived, however, as Magdh told the half-elven child that she did not have the answers that Ilessa sought, but that if she truly wished to find them, she should travel to far-off Anophaeus.
Anophaeus, the First City, home of the Eldest Imbrex, where she would need to wait and listen to her dreams.
The journey was difficult, and once she arrived at the sprawling city, overlooked by the twin statues of Imbrex, Ilessa was once again overwhelmed. Shortly after she arrived, she collapsed from exhaustion under a beautiful decorative arch, and fell into a deep sleep.
Ilessa’s dreams played through her mind in a loop, repeating for what felt like days.
She stood on the face of a mountain. Her mind spinning as she tried to catch her breath, she tightly shut her eyes against the cold.
When she opened them, she was in the company of close friends, though she knew she had never met them. Their forms shifted in the strange way that dreams often do. A short, stocky woman was sometimes a dwarf and sometimes a giant. A frog that was also a mouse. A mortal man was also a shadow. And still more friends surrounded her, swirling together until she couldn’t tell things apart.
As she opened her mouth to speak, suddenly she was overwhelmed by visions of terrible hordes of brutal humanoids, of dragons and giants, of a castle in the sky, and all passing by too swiftly to fully comprehend.
As she drew her weapon to fight, she found herself standing in Anophaeus, under the very arch she was sleeping beneath. Almost by instinct, her dream self began walking through a series of archways in a specific sequence.
And always, through each vision, the twin feelings of overwhelming danger and overwhelming destiny persisted, as well as a lingering feeling: the need to make a choice.
When she awoke, Ilessa’s dreams faded quickly, but memorable enough to linger, tickling the back of her mind. And more than that – among her belongings, she found a strange, scaled ball faintly radiating heat. As she stood, she remembered the arches. Looking up at the twin statues of Imbrex, Ilessa thanked the Eldest for their guidance, and made her choice.
She began walking through the archways in sequence, just as she had done over and over in her dreams. At every arch, she was sure she’d forget where to go next, but her feet seemed to move on their own, driving her ever onward.
As she passed through the final arch, a flash of light momentarily blinded her as she found herself standing in a fairy ring on a sheer mountain face in the bright light of a clear day.
Ilessa’s sense of accomplishment rapidly faded to almost petrifying uncertainty, but before she could lose herself to panic, the scaled ball in her hands unwound, revealing itself to be a strange, almost lizardlike mammal.
Yawning as it awoke, the pangolin introduced itself as Padraig to the startled girl. Padraig explained that he had been sent by Imbrex, and that by choosing to follow their vision, she had chosen to follow them, and that they in turn had chosen her.
Taking a deep breath, Ilessa hitched up her pack, placed Padraig on her shoulder, and together, the two began to move down the mountain to the wide world that waited to greet them.