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Messara (NE)

The Night Weaver

Messara is the goddess of Darkness and Deceit. She loves nothing more than to cloak the world in shadow, and takes extreme pleasure in lies and half-truths. Especially those that have drastic consequences. Her followers are agents of the night, assassins, spies and thieves, set to bringing the world of the light to ruin. Her churches are normally small and inconspicuous. Safe houses for her followers, and places where they can pay fealty, and pray for her protection.

Relations:

-Messara acts as a replacement mother figure for Livanna.

which (much to her delight) angers Feyja

-Messara dislikes Feyja

-She treats Balmoth with respect (she believes he killed Zol) and so he councils with her

-Hadurin dislikes her, believes she has an ill effect on his Brother

-Solarius hates her, and she hates Solarius, but both can act maturely about their hatred

-Andreios Hates her, and is less mature about it than Solarius

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Scripture: The Shadow Script

Details the lessons learned from creatures of the night. Independance, patience, quick to strike, but only when the time is right. It encourages looking out for oneself, and has been viewed by many as a teaching guide for criminals.

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Heralds:

Nimora was the last herald of Mesarra, and was killed. As such the new herald keeps their identity secret, and is known only as the Whisper.

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Curse/Blessings:

-Messara shows her blessings with opportunity, an unlocked door, an unprotected coin purse, but also heavy mists are considered to be a sign of her blessing as well

-A sure sign of her displeasure is when your secrets come to light, caught in your affair, fingers caught in another's pocket. ext

Demigod

Livanna

messara 4.jpg

Obedience

Find and study a subject without them noticing your presence for at least 15 minutes. Once you have gathered enough info on your subject, convince them to believe in something not true. The falsehood must be one such that the target continues to believe it until you next complete your obedience, and important enough that the subject remembers the falsehood until your next obedience. Gain a +4 profane bonus to Bluff checks.

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Evangelist

1: Weaver of the Web

Web Bolt 3/day

Invisibility 2/day

Glibness 1/day

 

2: False Priest: You gain a +4 bonus on Disguise & Bluff checks to convince others you are a worshipper of another deity and can cast spells using holy symbols other than your own. Additionally, for a number of hours per day equal to your Charisma modifier (minimum 1), you can disguise your alignment. By spending a standard action, you hide your true alignment and instead detect as being of the same alignment as the deity whose holy symbol you are wearing.

 

3: One with the Night: You thrive in the darkness away from the light of the sun. You too have learned to embrace the beauty of the evening, knowing that the darkness will give you shelter whether you are predator or prey. You gain the ability to see perfectly in darkness of any kind, and you need only half the normal amount of sleep or rest each day to avoid becoming fatigued.

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Exalted

1: Agent of Secrets

Obscuring Mist 3/day

Dark Whispers 2/day

Penumbral Disguise 1/day

 

2: Path of Darkness: Once per day, you can use shadow walk as a spell-like ability. When you reach your desired endpoint along the shadow path, you materialise directly where you desire instead of being shunted in a random direction as you normally would. Furthermore, if you use this ability on an unwilling creature, the creature takes a –2 penalty on its saving throw

 

3: Willful Weaver: What matters the reality if all the world believes the lie? The effects of your illusions are so strong they can override the physical world. Three times per day, you can cast a false version of a conjuration or evocation spell as if casting shadow evocation or greater shadow conjuration.

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Sentinel

1: Midnight Assassin

Disguise Weapon 3/day

Web 2/day

Twilight Knife 1/day

 

2: Enemy of the Light: For a number of rounds per day equal to your Hit Dice, you are immune to good-aligned damage, and damage you deal is considered evil-aligned for the purpose of overcoming damage reduction. Against good foes, your weapons gain a +2 profane bonus on damage rolls. Further, while this ability is in effect, weapons and effects cannot deal additional damage (such as a holy weapon would deal) to you due to your evil alignment, though you still suffer from any non damaging effects based on your evil alignment as normal. While active you are also under the effects of an Undetectable Alignment spell. Activating this ability is a swift action, and dismissing it is a free action. This effect’s duration need not be used all at once.

 

3: Night's Blade: In battle, you can infuse your blade with the blessing of Night bestowed to you by Messara. As a free action, you can cause a weapon to Turn pitch black, as it moves it becomes harder for others to focus on it as it seems to shift in and out of view. When you do so, a single weapon you hold gains the unholy and Frost weapon special abilities. (You can use this ability on a ranged weapon, but can’t apply it directly to a piece of ammunition.) If you drop the weapon or give it away, this ability’s effects immediately end. You can grant weapons this ability for a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). The rounds don’t need to be consecutive.

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