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Aiko (Shadow Girl I) (Played by Wave)

Shadow Gossip Duelist 1


Neutral

STR -- DEX 14 CON 16 INT 11 WIS 12 CHA 16

HD: 1d4+2 (6 HP)


AC: 11 (+1 HP)
BtH: +0 (+1 Ranged)

Saves: Death 13 Paralyze 14 Breath 13 Wands 16 Spells 15


Languages: Common
Proficiencies: Children's Card Games

XP: 34 (Next: 2,500)

RACIAL FEATURES:
Ability Score Modifiers: STR --, DEX +1, INT +2, WIS +2, CHA +3

Lore: A Shadow Gossip has a 2-in-6 chance of knowing lore pertaining to monsters, magic items, or
heroes of folktale or legend. This ability may be used to identify the nature and powers of magic items.

In the Flesh: A Shadow Gossip may alter her appearance to appear as a normal, corporeal humanoid
3/day as a standard action. This ability functions like the spell Disguise Self, except that the Shadow
Gossip may sustain the illusion for up to an hour. While appearing corporeal, the Shadow Gossip loses
access to her Shadow Blend, Shadow Jump, and Shadow Shift abilities. However, she is still
incorporeal, can See in Darkness, summon a Shadow Puppet, and is still subject to You Didn’t Hear It
From Me. The Shadow Gossip can end this effect as a standard action.

See in Darkness: Shadow Gossips can see perfectly in darkness of any kind, even that created by
magic such as the Deeper Darkness spell.

Shadow Blend: During any conditions other than bright light, a Shadow Gossip can disappear into the
shadows as a move-equivalent action, effectively becoming invisible. Artificial illumination or light
spells of 2nd level or lower do not negate this ability.

Shadow Jump: A Shadow Gossip can travel between shadows as if by a Dimension Door spell. The
limitation is that the magical transport must begin and end in an area with at least some dim light, and
the Shadow Gossip may not take any other individuals with her. A Shadow Gossip jumps at her
standard speed, and is not required to exit the jump until she chooses.

Shadow Puppet: Once per day, a Shadow Gossip may make a Charisma check to animate one of her
shadow puppets and have it act on her command as a full round action. This ability functions like the
spell Summon Monster II, and can only be performed in areas without bright light. If the Shadow
Gossips succeeds by five or more on her check, then the shadow puppet remains for as long as the
Shadow Gossip wishes it, rather than the limitations of Summon Monster II.
Summon Monster II
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
This spell functions like summon monster I, except that you can summon one creature from the 2nd-
level list or 1d3 creatures of the same kind from the 1st-level list.
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to
another plane). It appears where you designate and acts immediately, on your turn. It attacks your
opponents to the best of its ability. If you can communicate with the creature, you can direct it not to
attack, to attack particular enemies, or to perform other actions.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any
teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot
support them.
Summon Monster Tables
Summon Monster I
1. Celestial Dog
2. Celestial Owl
3. Celestial Giant Fire Beetle
4. Celestial Porpoise
5. Celestial Badger
6. Celestial Monkey
7. Fiendish Dire Rat
8. Fiendish Raven
9. Fiendish Monstrous Centipede, Medium
10. Fiendish Monstrous Scorpion, Small
11. Fiendish Hawk
12. Fiendish Monstrous Spider, Small
13. Fiendish Octopus
15. Fiendish Snake, Small Viper
2nd Level
1. Celestial giant bee
2. Celestial giant bombardier beetle
3. Celestial riding dog
4. Celestial eagle
5. Lemure (devil)
6. Fiendish squid
7. Fiendish wolf
8. Fiendish monstrous centipede, Large
9. Fiendish monstrous scorpion, Medium
10. Fiendish shark, Medium
11. Fiendish monstrous spider, Medium
12. Fiendish snake, Medium viper

Shadow Conjuration: Shadow Gossips can cast Shadow Conjuration, as the spell, a number of times
per day equal to their HD.
Shadow Conjuration
Duration: 1 round per level
Range: 30’
The caster conjures one or more semi-real monsters, woven from shadow-stuff.
▶ Hit Dice: The monsters’ total Hit Dice may not exceed the caster’s level.
▶ Type: All monsters must be of the same type.
▶ Hit points: The monsters have 1d2 hit points per Hit Die (instead of the normal 1d8 hit points per Hit
Die).
▶ Control: The monsters are under the caster’s control.
Saving throw: Every creature viewing the shadow monsters may save versus spells:
▶ If the save succeeds: The subject views the monsters as they truly are: vague, shifting forms of
shadow. To this subject, the shadow monsters have AC 9 [10] and inflict one quarter of their normal
damage (rounding down). This subject is unaffected by any special or magical attack forms of the
monsters.
▶ If the save fails: The subject perceives the monsters as real creatures of the chosen type. To this
subject, the shadow monsters attack as normal and inflict normal damage. They may use any special or
magical attack forms they possess, but attacks such as energy drain or petrification do not really occur
—at worst, they might cause an opponent to fall unconscious or be paralysed for 1d4 turns.

Shadow Shift: Once per day, a Shadow Gossip may travel to the Plane of Shadows as per the Plane
Shift spell. The Shadow Gossip can perform this as a standard move-equivalent action so long as she is
in an area that is not in bright light. The Shadow Gossip may take one other individual with her. The
Shadow Gossip cannot use this ability again for twenty four hours after she shifts between the Material
Plane and the Plane of Shadows; after twenty four hours, she may once again shift back to the other
plane.

You Didn’t Hear It From Me: Nobody knows how rumors start, and the Shadow Gossips keep it that
way. In order to remember encountering a Shadow Gossip, a character must make a Save VS Magic
modified by the Shadow Gossip's Charisma bonus. If the character succeeds, they remember all
interactions they had with the Shadow Gossip during the encounter. If they fail, then they only
remember the details surrounding the encounter, including time, location, and who else was present. In
either case, the character always remembers whatever information the Shadow Gossip relays.

CLASS FEATURES:
Children's Card Game: You are really good at a Children's Card Game. Pare down the game in
whatever way makes it quick enough for the game-in-a-game to not be an issue. You have one card per
level that you consider a Spirit Card. The DM might let you "summon" that card, as though casting a
spell. If you challenge someone to a card duel in game, they probably know the rules, have a deck, and
might accept if intelligent and not currently violent.

EQUIPMENT:
Trickstar Showtime Deck

Monsters:

3x Droll & Lock Bird https://yugioh.fandom.com/wiki/Droll_%26_Lock_Bird


1x Trickstar Lilybell https://yugioh.fandom.com/wiki/Trickstar_Lilybell?so=search
3x Ash Blossom & Joyous Spring https://yugioh.fandom.com/wiki/Ash_Blossom_
%26_Joyous_Spring?so=search
3x Trickstar Candina https://yugioh.fandom.com/wiki/Trickstar_Candina <Spirit Card>
3x Trickstar Lycoris https://yugioh.fandom.com/wiki/Trickstar_Lycoris
3x Trickstar Corobane https://yugioh.fandom.com/wiki/Trickstar_Corobane

Spells:

1x Monster Reborn https://yugioh.fandom.com/wiki/Monster_Reborn


1x Terraforming https://yugioh.fandom.com/wiki/Terraforming
3x Pot of Extravagance https://yugioh.fandom.com/wiki/Pot_of_Extravagance
3x Trickstar Festival https://yugioh.fandom.com/wiki/Trickstar_Festival
2x Trickstar Magical Laurel https://yugioh.fandom.com/wiki/Trickstar_Magical_Laurel
1x Trickstar Light Stage https://yugioh.fandom.com/wiki/Trickstar_Light_Stage
1x Trickstar Live Stage https://yugioh.fandom.com/wiki/Trickstar_Live_Stage
3x Dark Room of Nightmare https://yugioh.fandom.com/wiki/Dark_Room_of_Nightmare?so=search
2x Chain Strike https://yugioh.fandom.com/wiki/Chain_Strike
2x Chain Summoning https://yugioh.fandom.com/wiki/Chain_Summoning
1x Called by the Grave https://yugioh.fandom.com/wiki/Called_by_the_Grave

Traps:

1x Trickstar Reincarnation https://yugioh.fandom.com/wiki/Trickstar_Reincarnation


3x Solemn Strike https://yugioh.fandom.com/wiki/Solemn_Strike

Extra deck:

3x Trickstar Bloom https://yugioh.fandom.com/wiki/Trickstar_Bloom


3x Trickstar Holly Angel https://yugioh.fandom.com/wiki/Trickstar_Holly_Angel
2x Trickstar Crimson Heart https://yugioh.fandom.com/wiki/Trickstar_Crimson_Heart
1x Knightmare Phoenix https://yugioh.fandom.com/wiki/Knightmare_Phoenix
1x Trickstar Divaridis https://yugioh.fandom.com/wiki/Trickstar_Divaridis?so=search
1x I:P Masquerena https://yugioh.fandom.com/wiki/I:P_Masquerena?so=search
2x Trickstar Foxglove Witch https://yugioh.fandom.com/wiki/Trickstar_Foxglove_Witch?so=search
1x Knightmare Unicorn https://yugioh.fandom.com/wiki/Knightmare_Unicorn
1x Trickstar Bella Madonna https://yugioh.fandom.com/wiki/Trickstar_Bella_Madonna

BACKSTORY:
Aiko never is seen in just the same outfit twice, she tries to be unique to herself and wears anything she
sees that she likes and is comfortable for her. One day she could be wearing a very nice long dress to
the next wearing a school uniform. However, she loves to cosplay as people from the stories she was
told of Yugi's adventures.

Aiko is usually cheerful and always ready to go out and explore. Never wanting to just sit and wait, she
wants to react and explore. However she can get very serious and focused at the mention of games. Any
kind of game is something she takes seriously, after all she was raised playing shadow games. Then
other times, she likes to do performances and put on a show for her close friends.

As for who, what, and where from Aiko is...? Backstage. That's all you need to know.

SPIRIT CARDS:
Trickstar Candina
4 HD Fey
AC: 4
Attack: Megaphone Blast (3d6 dmg)
Candina Cavalry: When this creature is Normal Summoned, it can recharge one Spirit Card use for its
summoner, as long as that card is a Trickstar monster that isn't Trickstar Candina.
Trickstar's Counter: When a creature within 60ft of this creature casts a spell or uses a damage-dealing
reaction, Trickstar Candina can use its reaction to inflict psychic damage to that creature equal to half
damage they dealt, or to twice the level of the spell if it is a non-damaging spell. If this Reaction
damage would be dealt to a Duel Monster, it is inste ad dealt to its Summoner if possible.

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