Malindil

Lanfear Xinskarr The Hydra's page

70 posts. Organized Play character for DM Heterocephalus.


Full Name

Lanfear Xinskarr The Hydra

Race

Human

Classes/Levels

Fighter(Two Weapon Warrior) 4/Alchemist (Internal Alchemist)2: AC 25, FF 22, touch 14; HP 54/54; Init +3; Fort +11, Ref +9, Will +3; Perception +9

Gender

Female

Size

M

Age

27

Alignment

Chaotic Neutral

Deity

Calistria

Languages

Common, Elven

Strength 21
Dexterity 16
Constitution 14
Intelligence 13
Wisdom 11
Charisma 9

About Lanfear Xinskarr The Hydra

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Character Portrait
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Character Portrait of Lanfear Xinskarr
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Appearance
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Lanfear puts you in mind of a deadly demonic peacock with red metallic blades fanned out from her shoulders arching slightly over her head. She has slanted golden eyes, a byproduct from the alchemistry infused in her since young. Her luxurious, wavy, golden hair is long and is worn in a simple, dignified style. She has a busty build. Her skin is pale. She has a defined nose and high cheekbones. Her bright golden body armor is of an eastern heritage which is a full-body field armor that combines both metal lamellar and kikko components into a suit of mail with a cloth backing. It includes a collapsible armored hood, as well as arm, shoulder, and thigh guards.It has a slight modification has been made to cater to her unique body build.

She has 4 arms, 2 of which is attached at the torso. Her lower left hand is wearing a Tekko-Kagi also known as the iron claw, this device consists of a fanlike structure of five 10-inch blades secured to a sturdy handle strapped to the forearm of the off-hand. Her lower right hand rest on the jagged pommel of a Saw Tooth Sabre attached on her belt with the ease of a seasoned veteran ready to whip it out in a flash. She has 2 more Saw Tooth Sabre strapped across her back for easy access for her 2 upper arms to draw it. Another hidden Saw Tooth Sabre is attached at the back of her belt should her arm with the Tekko-Kagi requires it.
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Personality
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Hunt or be hunted. Lanfear's do not have any friends in her life before. Living in a world of assassins, she has grown accustomed to a life of solitude. She does not trust easily and in her every meeting with new strangers, she seeks to locate the weakness of the person. Always observing her surrounding, she is always attuned to a situation turning deadly.
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Statistics
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LANFEAR XINSKARR THE HYDRA (Ilizmagorti)
Female human Fighter 4/ Alchemist 2
CN Medium humanoid (human)
Init +3 ; Senses Perception +9
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Defense
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AC 25, touch 14, flat-footed 22 (+8 armor, +3 shield, +3 dex, +1 deflection)
hp 54 (2d8+4d10+12)
Fort +11, Ref +9, Will +3
Defensive Abilities Bravery
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Offense
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Spd 20 ft/x4
Melee Upper and Lower Right Arm Mwk Greatsword +11 2d6+7 19-20/x2 Two Handed Primary
Melee Upper Left Arm Shield +1
Melee Lower Left Arm +1 Tekko-Kagi +9 1d3+6 20/x2 ; +2 Disarm, Sunder Two Weapon Secondary
Ranged Mwk Longbow, Composite +9 1d8+7 20/x3 Two Handed
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Statistics
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Str 21, Dex 16, Con 14, Int 13, Wis 11, Cha 9
Base Atk +5, Cmb +10Cmd +24

Melee Attack Bonus: +10
Range Attack Bonus: +8
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Feats
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Armor Proficiency (LIGHT/MEDIUM/HEAVY)
Shield Proficiency
Exotic Weapon Proficiency (Sawtooth Sabre)- A sawtooth sabre may be used as a Martial Weapon (in which case it functions as a longsword), but if you have the feat Exotic Weapon Proficiency (sawtooth sabre), you treat the weapon as if it were a light weapon for the purpose of two-weapon fighting—the sabre remains classified as a one-handed melee weapon for all other purposes.
Towershield Proficiency
Power Attack- You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Exotic Weapon Proficiency (Tekko-Kagi, Iron Claw)- A tekko-kagi can be used an offensive weapon, defensively like a buckler, or to disarm an opponent’s weapon without provoking an attack of opportunity. It provides its owner with a +2 circumstance bonus on attempts to disarm or sunder swords or other slender-bladed weapons
Double Slice- Add your Strength bonus to damage rolls made with your off-hand weapon.
Two Weapon Fighting- Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Extra Discoveries (Vestigal Arm)- You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Brew Potion- You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
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Traits
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Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Sacred Avenger(Calistria)- When a creature damages you with a weapon, on your next turn you gain a +1 trait bonus on weapon damage against that creature. If this creature is your ilduliel this bonus increases to +2.
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Racial Traits
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Dual Talent- +2 Strength, +2 Dexterity
Language- Common, Elven
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Formulae List
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Cure Light Wounds- Cures 1d8 damage + 1/level (max +5).
Enlarge Person- This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage.
True strike- +20 on your next attack
Resinous Skin- You coat your body with a resinous substance, protecting you from attacks and binding weapons that strike you. You gain DR 5/piercing, as well as a +4 circumstance bonus to your CMD against disarm attempts and on saving throws against effects that cause you to drop something you are holding. Additionally, you gain a +2 circumstance bonus on combat maneuver checks to initiate a grapple, maintain a grapple, and pin a foe. Any enemy you grapple takes a –2 penalty on attempts to break the grapple and to escape the grapple using Escape Artist. Any weapon, that strikes you becomes stuck unless its wielder succeeds at a Reflex saving throw. Such a weapon can be pulled free of you only with a successful Strength check (DC = your saving throw DC for this spell). This spell has no effect on unarmed strikes or natural weapons.
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Discoveries
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Vestigal Arms x2- The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Special: An alchemist may take this discovery up to two times.
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Alchemist Special Abilities
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Breath Mastery- At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin makingConstitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state
Mutagen(20 Mins/Day)- When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Poison Resistance- At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Poison Use- Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Bomb- Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.[/b]
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Fighter Special Abilities
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Favored Class(Fighter)- +4 Hitpoints
Defensive Flurry- At 3rd level, when a two-weapon warrior makes a full-attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd.
Bravery- Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
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Skills
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Appraise +5, Climb +4, Disable Device +7, Perception +9, Ride +2, Survival +8, Use Magic Device +4
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Combat Gear
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Masterwork Sawtooth Sabre(x4), (+1 Buckler)/Masterwork Tekko-Kagi, Masterwork Composite Longbow(Str +5), Tatami Do +1- 2,150 GP
Backpack, masterwork, Rope, silk (50 ft.), Alchemist's Kit, Tools, Thieves' (masterwork)(+2 DD), Flint and steel, Grappling hook, Wrist Sheath, spring loaded, Wrist Sheath, spring loaded
Magic Items Equipped by Slot Belt/Waist: Belt of Giant Strength +2, Ring (RH): Ring of Protection +1, Shoulder: Cloak of Resistance +2.

Equipment Cost:

Masterwork Saw Tooth Sabre x 4- 1,340 GP
(+1 Buckler)/Masterwork Tekko-Kagi- 1,302 GP
Masterwork Composite Longbow (+5 Str)- 900 GP
Ring of Protection +1- 2,000 GP
Cloak Of Resistance +2- 4,000 GP
Belt of Giant Strength +2- 4,000 GP
Tatami Do +1- 2,150 GP
Backpack, masterwork- 50 GP
Rope, silk (50 ft.)- 5 GP
Alchemist's Kit- 25 GP
Tools, Thieves' (masterwork)(+2 DD)- 100 GP
Flint and steel- 1 GP
Grappling hook- 1 GP
Wrist Sheath, spring loaded- 5 GP
Wrist Sheath, spring loaded- 5 GP
Gold Left- 116 GP

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Background
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A young child was born in the house of a prominent local Alchemist in the Capital of Andoran, Almas. Her father Sir Endo Rosil is a prominent member of the Pathfinder Society located in Almas under the leadership of Major Colson Maldris. Sir Endo Rosil is supporting the Ventures in matters relating to biochemistry and is also supporting the city hospice for the Andoran Army. In one of his research, he is evaluating a discovery to grow new limbs for these war veterans who lost their hands and legs in their service for their nation. He regularly updates the commander of the Andoran Army of his progress and decides to ask for volunteers to try out his new extracts. Sir Endo Rosil believes he is very close to unlocking the mysteries of the human body.

However, Endo Rosil's fervent pursuit of growing limbs earned the irk of powerful merchants of the Aspis Consortium. Putting profit above all else, they view Endo Rosil's research can be detrimental for their pockets in the prosthetic trade which some of these merchants are the major supplies all over Golarion. They engaged the dreaded Red Mantis to assassinate Endo Rosil and the entire household. Due to the nature of the client and the potential lucrative fees involved, the Red Mantis sent an assassin lord called the Vernai, the High Killers. Endo Rosil's entire family along with all his servants were strangled to death in the middle of the night, his lab burned and his research taken. A most peculiar event happened that night. The Red Mantis Vernai known for their ruthlessness did not kill the 1 year old toddler girl who was crying when she saw her parents being killed. Instead the Red Mantis Vernai took her back to the Crimson Citadel, located outside the city of Ilizmagorti on Mediogalti Island.

The Red Mantis Vernai aka Vernai Xinskarr who was overlooking the region of Andoran was warned by Blood Mistress Jakalyn to kill the child instead. In order to justify her existence, the Vernai Xinskarr recommended the child to be a test subject for the research and sell the child along with the Endo's research material back to the Aspis Consortium for a hefty price. Blood Mistress Jakalyn thought that it was a good ironic parody with business sense and agreed to it. Thus the research was implemented upon the child and it was a success. However, the process of growing the extra limbs was taking longer than usual as signs of extra limbs growing only came about when the child was 3 years of age. By the time the limbs were fully developed, the child has grown to the age of 7 years old. By now, the Vernai Xinskarr has grown to be familiar with the child and her young innocence has in many ways touched Vernai Xinskarr. However, the same perilous and deadly training in the ways of Achaekek was administered to her. Her Red Mantis name was Lanfear Xinskarr. Code names were usually only given when a Red Mantis assassin achieved a certain level of fame.

Her 2 extra arms distinguished her from all the rest of the trainees at the Crimson Capital. Soon Lanfear mastered the art of the infamous weapon of the Red Mantis, the Saw Toothed Sabre. While most other Red Mantis trained with 2 Saw Toothed Sabres in the two weapon fighting style, Lanfear trained in the way of the four weapon style using 3 Saw Toothed Sabre and an obscure weapon named Tekko-Kagi which is basically 5 feet of iron claws mounted upon a leather glove. The Tekko-Kagi has been used by previous Red Mantis before her but most of them eventually still chose to dual wield the Saw Toothed Sabre as the preferred way to kill their enemies. As Lanfear has the advantage of having extra arms, the weapon trainers at the Crimson Capital saw to it that she learn it. Lanfear's unique swordplay earned her a reputation and soon she was the best swords-women among the trainees and even among some of the graduated active Red mantis. She given the code name Hydra which was named after the mythical multi-headed beast.

Lanfear was presented her Red Mantis Mask which was required to be worn at all times during on a job upon receiving her first contract. To kill a certain false noble in the River Kingdoms. The reason was not given but Lanfear carried out the mission flawlessly by ambushing the noble when he is on his way to a hunting trip. The accompanying dozen knights were also all single handedly killed by her. From the center of the diaphragm of the victims, a vertical slash upwards and 2 slashes 45 degrees was projected. The serrated wounds suggested that it was made by 3 Saw Toothed Sabre. It became her signature cut which she named it the " Trinity Slash". In a relatively short few years, the assassin Hydra was feared by many and her services rendered the highest gold can buy. She was groomed to be the successor for Vernai Xinskarr.

As fate play out it's tune, an contract was given to the Red Mantis Vernai overseeing the nation of Cheliax. It is an assassination contract that involves infiltrating a heavy guarded keep and taking out the target in cold blood. It seems the reputation of Hydra precedes her as the employer of the contract specifically requested for Hydra due to the heavy resistance the assassination potentially faces. The employer's generous ability to pay the exorbitant fees helped secured the contract.

Lanfear will be working together with another Red Mantis veteran code name Bloodthirster from Cheliax. Bloodthirster earned her reputation for being exceedingly brutal and sadistic in the unsubtle method of killing the target. So it was in the dead of the night, Lanfear and Bloodthirster will attack from the castle walls. The 2 masters of battle soon found themselves silently taking out the entire patrol guard guarding the servant entrance of the keep. Once inside, they proceeded to every room killing every guard they come across in matter of seconds. Leaving behind a trail of dead bodies, they finally arrived the bedroom door of the target guarded by 4 frightened guards. The bedroom door opened as the 4 guards each fell forward clutching their throats as they gargled and drowned in their own blood.

Standing front of them is a middle age woman and a girl not more than the age of 8. The middle age woman smiled and said that the little girl is the target. Kill her and the contract is fulfilled. Apparently the middle age woman is a stepmother who plans to let her son inherit her husband estate. However, she would need to remove her husband daughter from the previous marriage and what better way than to set it up like an assassination and blame one of the other Chelaxian Lords. Bloodthirster walked towards the crying young girl, at this moment it felt surreal as Lanfear recall something like this happening in her life. Almost instinctively, when Bloodthirster raised her sabre for the killing blow Lanfear pounce from behind and thrust her sabres into Bloodthirster's chest. The middle age woman screamed and tried to strangle the young girl but was stabbed in the heart by Lanfear. Distraught, Lanfear left the crying girl back to Crimson Capital for her judgement.

Blood Mistress Jakalyn was already waiting with Vernai Xinskarr and Red Mantis Vernai of Cheliax along with 40 other Red Mantis assassins when Lanfear arrived. Bounded and stripped, Blood Mistress Jakalyn demanded they honor the pirate code. Blood for Blood. Blood Mistress Jakalyn asked Red Mantis Vernai of Andoran how would she settle. She looked at Lanfear and told her the truth that 26 years ago she was the one who killed both her parents. Asking for her forgiveness, she turned to Blood Mistress Jakalyn and say that this debt of blood will be paid with her own life. After saying, she thrust a dagger into her own heart.

Blood Mistress Jakalyn looked at the corpse with anger but she declared that the debt is paid and Lanfear is spared. However Lanfear is excommunicated and cannot return to Crimson Capital forever. Taking the Red Mantis Mask from Lanfear, Blood Mistress Jakalyn warned her that if she ever reveals the location of Crimson Capital to anyone, she will personally kill her. With that, Lanfear was knocked out.

Lanfear was awoken by the gentle rocking of the waves. She found herself in a room with all her gear laid out on the table. Everything was there except the Red Mantis Mask, donning on her gear she exited the room. She realized that she is on an unmarked merchant vessel docked at the port of Sothis. Looking around the busy market crowd at the port, Lanfear felt lost. For the first time in her life, she experienced freedom as she walked down the planks towards the city of Sothis.