Name: Alissariel Kirmoon (aka Alis, 'Lis, Captain Wardove)
Alis: Like "A-List" but without the "t".
Race: Female Half-Elf(moon elf) Age: Adult (appears to be about 22 in human terms) Size: Medium, 5'6"
Type: Humanoid (elf, human) Level:Gestalt 8, Mythic Tier 1
Mythic Path: Archmage, Trickster
Classes: Bard 7 (Sacred Consort), Sorcerer 1 (Alt Arcane: Divination)
Gestalt:Cleric 1, Monk 6 (Sacred Consort), Rogue 1
Favored:Sacred Consort Bloodline: Diviner 2/3 (levels 1 & 3) Social: Princess of Silverwake, Ilmarond; Vicereine of Dafar Faith: CG Priestess of Súmalya (Lady Luck)
Home: In, near, causing, or getting bailed-out-of trouble.
Jobs: Ambassador, socialite, explorer, and Professional Troubleshooter™.
Languages: Aquan, Celestial, Common, Draconic, Dwarven, Elvish, Giant, Gnomish, Military Signs, Sylvan, Zuck
Str 12 ( ), Dex 20 (18), Con 10 ( ), Int 16 ( ), Wis 14 ( ), Cha 23 (21)
This slender young beauty has the buxom curves of a human, but the alabaster skin and refined features of an elf. In spite of this, she appears to be well-toned and quite athletic. Ribbons tie her hip-length wavy blonde hair in bunches, but you can just make out pointed ears when she turns her head.
She wears a long, high-collared, crimson bolero over a matching corset. Its slashed & puffed sleeves are pale green inset with lavender. Belted about the waist, the bottom of the bolero flairs out like a captain's coat over the poofy knee-breeches she wears. Those breeches, slashed & puffed like her sleeves, are tucked into a pair of black buccaneer-style boots with gold buckles and crimson straps.
Her hour-glass corset is laced so tightly that you find it a wonder she can breathe let alone move. However, judging by the rise and fall of her ample bosom, and the way she sashays about, it's clear that this is a woman well-acquainted with high fashion.
In her hand she holds a black bicorn hat. On the front of it is a crest of a dove carrying an axe (of all things) instead of an olive branch.
Eager blue-violet eyes take in everything around her, searching for excitement. When your eyes meet, her full lips spread into a mischievous grin and you wonder what the young half-elf is thinking...
Senseslow-light vision; Perception +19 [+20 vs Traps]
Automatic Perception check vs Traps within 10-ft
Aura Strong Chaos (see detect evil) Init +11; Speed 30 ft. (Agile Movement 10-ft) BAB +6; CMB +12 [+2 on Grapple; +3 on Bind]; CMD 31 [+2 vs Grapple, Overrun, Trip; +4 vs Escape] Concentration +16 (Arcane); +9 (Divine) Fort +8, Ref +14 (evasion), Will +15 (focused mind); (+3 Cloak) +4 vs Bardic, Language & Sonic-based effects +1 vs Death Effects & Negative Energy +2 vs Enchantments +3 vs Poison Followers: +1 vs. mind-affecting effects
Immune: disease, magical sleep effects
Vulnerable: subject to lawful and evil-aligned spells and effects
AC 25, ff 19, touch 23 (+2 Armor, +5 Dex, +1 Dodge, +7 Sacred)
+2 vs. AoOs caused by movement
hp 50 (8 HD: 6 str + 8d8 + 4 mythic)
Feat of Charisma (Su): You can expend one use of mythic power to attempt a feat of Charisma, gaining a +20 circumstance bonus on any one Charisma skill check or ability check.
Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.
Surge (Su): +1d6
—You can call upon your mythic power to overcome difficult challenges. You can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12.
Archmage Path Features
Archmage Arcana —Wild Arcana (Su): You can expend one use of mythic power to cast any one arcane spell. This spell must be on one of your arcane spell lists and must be of a level that you can cast using that arcane spellcasting class. You don’t need to have the spell prepared or on your list of spells known. When casting a spell in this way, you treat your caster level as two levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than the highest-level arcane spell you can cast using that spell’s spellcasting class.
Trickster Path Features
Trickster Attack —Surprise Strike (Ex): You can expend one use of mythic power to make a melee or ranged attack at a target within 30 feet as a swift action (in addition to any other attacks you might make this round). When you make a surprise strike, the target is considered f lat-footed regardless of any class features or abilities it might have, and you add your trickster tier as an insight bonus on the attack roll. Damage from this attack bypasses damage reduction.
Path Ability —Magestic Countenance (Su): Whenever you encounter a creature whose attitude is at least indifferent, treat its attitude as one step higher. If the creature’s starting attitude is helpful, you can make requests of the creature with a +5 bonus on your Diplomacy skill check.
Forewarned: You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Diviner's Fortune: When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Scrying Adept: You are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.
Trap Spotter: Whenever you come within 10 feet of a trap, you receives an immediate Perception skill check to notice the trap.
—Swift action, lasts until next turn vs single target...
—1d20+11 vs 10+hardness/CR:+2 bonus on attack rolls until end of turn & ignore hardness/DR
—OR (within 30-ft):+4 bonus on Sense Motive, Reflex saves, and Dodge bonus to AC
Skill Points: When both the bard archetype and monk alternate class are taken at the same character level, the character gains 8 skill points instead of 6. If their favored class is Sacred Consort, they may only gain their favored class bonus once per character level unless they have some racial ability (such as that of the half elf) that would allow them to select both classes as favored classes.
1: Bonus Feat: Agile Maneuvers
3: Bonus Feat: Defensive Combat Training
5: The sacred consort gains complete control over her menstrual cycle and the ability to control (at conception) her child's gender.
Domain: Chaos (Azata) Elysium’s Call (Su): With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—Grease, 2nd—Align Weapon, 3rd—Fly, 4th—Chaos Hammer, 5th—Dispel Law, 6th—Planar Ally, 7th—Word of Chaos, 8th—Cloak of Chaos, 9th—Summon Monster IX
Domain: Healing (Restoration) Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—Cure Light Wounds, 2nd—Remove Disease, 3rd—Cure Serious Wounds, 4th—Neutralize Poison, 5th—Break Enchantment, 6th—Heal, 7th—Regenerate, 8th—Mass Cure Critical Wounds, 9th—Mass Heal
Domain: Luck Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This ability replaces Channel Energy.
Bloodline Arcana: For each level of spells you are capable of casting, you gain a single spell slot into which you can prepare a spell from your spellbook. You also gain a single spell that you may copy into your spellbook. If you have specialized in a particular school of magic, this spell must come from that school.
— Bracers of Armor +2 (1 lbs)
— Armor Crystal: Least Life Keeping (MIC pg 25)
— Acrobat Boots (MIC pg 67; 1 lbs)
Bodice Flask: CMW ×1
— Ducal Ring (
Kirmoon Ducal Seal: The ring's band is made of of copper, gold, and mithril wire worked into delicate laurel branches. They entwine to form the setting for the garland — a hundred tiny slivers of green tourmaline shaped into laurel-leaves and punctuated by tiny flowers of yellow diamond. In the center, a small sword made of mithril pierces a gold ducal coronet. It is flanked to either side by eagle wings cast from mother of pearl.)
wayfinder, Elyssia's (Broken during the crash that killed her parents, Alis carries her mother's old wayfinder as a memento of her and a reminder of why she joined The Society — to forge her own fate no matter what society says she should do. She's waiting for the time when Alexis' skills have progressed sufficiently to repair it.)
Alexis and her twin sister, Alis, are the twin daughters of an elven ducal family. Their father, Duke Ranadur Kirmoon, and his human wife, Countess Elyssia Rowan of Caen Carrinac, Estoria, were the rulers of a province in Ilmarond. However, disaster struck during childhood when their parents were killed during an expedition to Wildethar.
After weathering the 8000+ mile round-trip and a perilous inland expedition without issue, their caravel, The Nereid, ironically suffered critical damage within sight of Caen Carrinac's port. The drunken pilot of a merchant vessel rammed their ship killing several passengers on both vessel including Ranadur and Elyssia. While the elvish vessel was undergoing repair, the pilot hanged himself in prison.
Upon The Nereid's return, rulership of their father's province passed to Ranadur's younger brother, Varnadil, who harbored no love for his "half-breed" nieces. Orphaned and without estate, the twins were taken in by the family of their full-blooded, elven royal cousins and given the honorary titles of princess. Although the title brings with it certain perks, as a non-substantive princesses, Alis and Alexis lack most of the political power typically associated with the rank.
While Alexis was quite the arcane academic, Alis was too restless to make it far as either a nun or a wizardess. Nevertheless, she blanched at the thought of being a useless layabout. Possessed of a keen wit and an eclectic array of talents, she serves the royal family as an ambassador to foreign lands. Small and dainty though though she is, Alis' human side keeps the buxom blonde half-elf playful and she's not entirely unfamiliar with aggressive negotiations...