Golem-Breaker

Ailis Slagdam's page

91 posts. Alias of leinathan.


Full Name

Ailis Slagdam

Race

Dwarf Pathfinder | HP 49/66 | AC 23, touch 15, ff 19, CMD 23 (stability 27) | Fort +6, Ref +13, Will +10 | Perception +14 (stonecunning +16), Init +4

Classes/Levels

Resources:
Spells: 1st (5/5) 2nd (2/4) 3rd (0/2) performance (11/19) ; status: 7 Str damage

Gender

Female

Size

4'0", 155 pounds

Age

56 years

Alignment

Lawful Good

Location

Northern Nidal, Mindspin Mountains

Languages

Common, Undercommon, Dwarven, Cyclops

Occupation

Pathfinder

Strength 14
Dexterity 18
Constitution 14
Intelligence 13
Wisdom 16
Charisma 8

About Ailis Slagdam

Ailis (AY-lish) is a young adult dwarven woman. Obviously outfitted as an adventurer, she is a well-known Pathfinder with several great achievements behind her and the potential for even more significant discoveries ahead. A team player, she enhances the abilities of her allies when engaged in combat using traditional dwarven wisdom and military tactics.

Appearance, Personality:

Like all dwarves, Ailis has a stout and strong aspect. She is possessed of a lean musculature, wavy hair of vivid auburn, and several battle-scars which mar her face, torso, and arms. Of her face, mostly it is a plain thing. Her cheeks flush red and freckled and her chin is strong. Her eyes are brown and her nose too large for a human's taste. She wears stout and simple clothes mostly made from wool and dyed in browns, grays, and greens. Leather traveling boots, thick breeches, a hooded cloak, and a sturdy tunic form her everyday wear. She also always wears a dwarven-forged chain shirt made from mithril, usually underneath her clothes. Even while she sleeps in the relative safety of towns, she wears her chain shirt. Hanging from a loop on her belt is a handaxe, and strapped across her lower back is a small sword. Hanging from either side of her backpack are a shortbow and a set of ropes, pitons, and hammers used for climbing. It's clear from her attire that no matter what, she's always ready for adventure.

Ailis is focused and professional, even in situations totally separate from her area of expertise. Her movements and speech are always efficient and devoid of unnecessary wit or banter. She is sincere in all situations, believing that without the expectation of honesty, all pretenses of respect fall apart. She is kind and considerate, recognizing that some have limits lower than hers and may not have the same education she does, resulting in a lack of condescension when she has any kind of power. Despite this gentleness, she can come off poorly with the wrong crowd. She is not subtle nor careful when in social situations, leading her to often say things others might consider indelicate. When she is not on the job, she is fond of both games of chance (like poker, dominoes, but not dice games) and games of long-term strategy (such as chess or the Ulfen game hneftafl). However, she is something of a sore loser.

Ailis' story:
Backstory:

Pt. I

Ailis was born to a small dwarven mining family in the Mindspin Mountains just north of Nidal. Her clan occupied a small town set up around a large iron mine, and made its livelihood trading iron, furs, goat's milk and artwork of carved stone with regular caravans of merchants. The clan did not participate in local political drama, even going so far as to turn away refugees from Nidal when they arrived. The clan elders had decreed that such political opinions were a luxury that the clan could not support, and that the chance of calling Nidalese shadowhunters down on the town in search of escaped refugees was just too great to justify the good that it might accomplish. However, Ailis' father did not hold that same opinion. While many discouraged him from his course of action, having children only intensified his belief that inner goodness trumped any considerations of practicality. He had wanted to be a good role model. As such, he built a series of small sheds where people fleeing Nidal could shelter, and would sometimes enter the shadow-tainted country personally in order to meet someone who wished to flee northward.

While his intentions were noble, it later turned out that the fears of the clan elders were vindicated. The Umbral Court had caught wind of this people-smuggling operation and tracked an escaped slave up into the mountains, directly to the dwarven town. Attacking in the night, they managed to not only assassinate the convict but also killed many dwarven guardsmen and citizens (for truly, in a dwarven settlement every citizen is responsible for the safety of all) who were caught unawares by the shadowy commandos.

Following that disaster, Ailis' father was stained with great dishonor. As was tradition, his entire family was exiled from the clan and stripped of the clan name. They were cast out into the hills to live a subsistence life, friendless and unloved.

Pt. II

As often happens with youths, there came a time when Ailis began to hate her family for the awful circumstances that they found themselves in. They lived in a hut in the wilderness, and when everyone pitched in they just got through the winters through a combination of gardening, hunting, and incidental trading. Despite many fights with her two older brothers, Ailis could not bring herself to show respect to her parents because of the shame that they had levied on everybody. They lived in the mud, and it was directly her father's responsibility.

So one day, Ailis ran away. She packed a small bag with non-perishable food and she fled into the mountains. She ran as far as she could, resting by the roadside and begging strangers for a carriage-ride when she met one. She went North, traveling on her own until she reached Korvosa, where she found work at first as a bodyguard and a room above an old textile factory. As she got more comfortable living on her own, she moved on to working as a bounty hunter, and then to being a "collector of antiquities". Since both jobs involved going abroad and finding either peoples' hiding places or the hiding places of things, she began to get some experience in the department of "looking for things that are hidden". However, a chance encounter in a ruin in Southern Varisia looking for an escaped convict led her into the company of Eando Kline, one of the world's most famous Pathfinders. While he was searching for Azlanti language data in pursuit of the creation of a cipher, many of his party had died to monsters simply on the way to the ruin. Thus, he employed the help of Ailis. Working together, they found both the convict that Ailis hunted and several intact monoliths with Azlanti symbols carved upon them. Before parting, Eando made a pitch regarding the Pathfinder Society to Ailis, and she said that she would take it under advisement.

In fact, the notion of working as a Pathfinder greatly intrigued Ailis, and upon returning to Korvosa and collecting the payment for her job, she set about arranging boat transportation to Absalom.

Pt. III

That a talented and driven woman like Ailis would be accepted into the Society as a novitiate is basically a foregone conclusion, and following her acceptance Ailis would spend several years in Absalom, training in combat, attending study courses, and doing her best to earn the respect of her peers. When she was finally accepted as a full member of the Society, she wasted no time getting out into the field. She decided that her speciality would be dwarven history and dwarven-adjacent cultures. Dwarven culture was milennia old, and it had evolved alongside several other cultures, most of which it was in conflict with - giant, orc, goblinoid, and duergar societies. And while the dwarven empire of today was great, the world was filled with ruins both occupied and unoccupied from a time when it was even greater. There was much to learn about the interplay between cultures, the advancement of dwarven culture, and things that were lost to history. Alongside any who would go with her, Ailis delved into old underground ruins all over the Inner Sea Region seeking and cataloguing this information.

Her greatest breakthrough, and her noteworthy entry into the Pathfinder Chronicles came fairly recently. While exploring an ancient and abandoned dwarven settlement, Ailis accidentally broke through a stone partition and found an even deeper, larger tunnel. Upon exploring this tunnel more thoroughly with her Pathfinder compatriots, it became clear that this was a cyclopean dwelling of ancient pedigree and significant lost knowledge. Her most recent year of work was spent excavating it, recording bits of lore, preserving tools, and map-making inside the cavern. She taught herself the language in order to better understand the history of the place, and when she submitted her full report to the Decimvirate she garnered no insignificant renown among the world's archaeologists.

Now

A few weeks ago, while on furlough, Ailis received word that her mother had died. When her father died, she paid no heed and did not attend the funeral, but this time she felt a pull back to her homeland for the first time in a long time. She returned to the Mindspin Mountains to attend her mother's funeral and wake and found that her siblings had secured the rights to rejoin the clan and that their mother had died not too long after, of a sickness she had caught the previous winter. She returned to decades of judgment from her brothers, who laid the fault of both of her parents' deaths at her feet because she wasn't there to take care of them. To make matters worse, she still bore the shame passed down from her father, so while she was tolerated in the mining town due to the circumstances, she was universally shunned.

When word came up the mountain of a Nidalese refugee bearing unusual news of a powerful magic artifact, Ailis jumped at the opportunity to return to work. She gave her siblings a cursory excuse and then stole down the mountain, hoping to delve into ever deeper ruins in search of ever more exciting secrets.

Road Map:

Ailis has a couple of main drives into joining this adventure. While she is always motivated by lost or esoteric knowledge and the hope of being successfully published in the Pathfinder Chronicles, she mainly just wants to distract herself for the moment. Seeing her family again was hard, and facing the judgment of her siblings drove her back into her work with great rapidity. What I most hope to see from Ailis in terms of future development is the use of skills or character features that she already possesses to help someone else with their own problems. She is, at her core, a supportive person, and she currently is facing a very serious level of self-doubt. Perhaps seeing what she already is could help her move on.

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Ailis Slagdam
Female dwarf rogue (unchained) 1/bard (dwarven scholar) 7
LG Medium humanoid (dwarf)
Init +4; Senses Perception +14 (+16 to notice unusual stonework), darkvision 60ft.
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DEFENSE
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AC 23, touch 15, flat-footed 19 (+6 armor, +4 Dex, +2 shield, +1 deflection)
hp 66 (8d8+23)
Fort +6, Ref +13, Will +10 (+4 vs. bardic performance, sonic, language-dependent, +2 vs. poison, spells, and spell-like abilities)
Defensive Abilities hardy, stability
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OFFENSE
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Spd 20ft.; slow and steady
Melee +1 cold iron dwarven maulaxe +11/+6 (1d6+3/x3)
. . . +1 silver shortsword +11/+6 (1d6+2/19-20)
Ranged +1 composite shortbow +11/+6 (1d6+3/x3)
Special Attacks bardic performance (19 rounds/day, war chant II, countersong, fascinate, distraction, inspire competence +3), sneak attack +1d6
Bard Spells Known (CL 7th, concentration +10)
3rd (2/day) - haste, speak with animals
2nd (4/day) - blood biography, heroism, psychic reading, bladed dash
1st (5/day) - comprehend languages, feather step, liberating command, feather fall
0 (at will) - know direction, detect magic, mending, scrivener's chant, grasp, ghost sound

Tactics
During Combat Ailis has two major tactics - one offensive and the other defensive. If she is with allies, she chooses between sharing Bodyguard and Combat Reflexes and sharing Outflank and Precise Strike. If sharing Bodyguard, she stands in defensive formation adjacent to allies. If sharing Precise Strike she uses Acrobatics or bladed dash to get into a flanking position with her strongest ally.

Morale Ailis never flees as long as at least one ally is in combat with her. If she is alone, however, she won't even enter combat except when facing a foe against whom she is sure of victory.
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STATISTICS
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Str 14, Dex 18, Con 14, Int 13, Wis 16, Cha 8
Base Atk +6; CMB +8; CMD 23 (27 vs. bull rush or trip)
Feats Weapon Finesse, Lingering Performance, Arcane Strike, Outflank, Precise Strike, Combat Reflexes, Bodyguard
Traits Cave Diver (acrobatics, dungeoneering), Grounded
Skills Acrobatics [8] +16 (+18 to balance), Climb [4] +9, Disable Device [8] +16, Knowledge (arcana) [4] +11, Knowledge (dungeoneering) [5] +13, Knowledge (nature) [4] +11, Perception [8] +14, *Perform (strings) [3] +5, Sense Motive [6] +12, Stealth [8] +17
Languages Common, Dwarven, Undercommon, Cyclops
SQ lore master 1/day, slag child, greed, stonecunning, trapfinding +1, masterpiece (triple time), bardic knowledge +3
Combat Gear wand of cure light wounds (30 charges), wand of share language (50 charges), potions of spider climb (2), potion of fly, feather token (campsite) (2); Other Gear +1 cold iron dwarven maulaxe, +2 mithral chain shirt, +1 ring of protection, +2 belt of incredible dexterity, +2 cloak of resistance/muleback cords, +1 buckler, +1 composite (+2 Str) shortbow, +1 silver shortsword, mwk thieves' tools, mwk ukulele, climber's kit, mwk backpack, bedroll, blanket, crowbar, journal and inkpen, pocketwatch, waterskin, efficient tent, coffeepot, dwarven trail rations (14), bottle of mead, 1,976 gp, 3sp