Follower of Razmir

Alessia of Keoland's page

346 posts. Alias of The Eldritch Mr. Shiny.


human wight


fighter (armor master) 8 / furious guardian 2





Special Abilities

energy drain, resurrection vulnerability, rage, chosen ally, alert guardian


Lawful Evil


Common, Infernal

Strength 20
Dexterity 12
Intelligence 12
Wisdom 15
Charisma 18

About Alessia of Keoland

Game Stats:
Alessia of Keoland
Female human variant wight fighter (armor master) 8 / furious guardian 2
LE medium undead (augmented)
Init +5; Senses Darkvision 60 ft.; Perception +17

AC 32 (34); Touch 11 (13); Flat-Footed 31 (33); (+1 Dex, +12 armor, +4 natural armor, +5 (+7) shield) (armor check penalty -2; max Dex +4)
HP 135 (10d10 + 40 Cha)
Saves Fort +12; Ref +4; Will +6
Defensive Abilities undead traits, DR 6/- (12/-), spell resistance 13
Immune bleed, death effects, disease, massive damage, mind-affecting effects, paralysis, poison, sleep effects, stunning, nonlethal damage, ability drain, energy drain, physical ability score damage, exhaustion and fatigue effects, any effect requiring a Fortitude save; Resist positive energy 10 (gear)
Weaknesses resurrection vulnerability

Speed 30/30 ft.
Space 5 ft. / 5 ft.; Reach 5 ft.
Melee +2 keen furyborn bastard sword +17/+12 (+19/+14) melee (1d10+7(+9); 17-20/x2; S; plus energy drain; enhancement bonus increases by 1 each time a single opponent is damaged (max 5))
Melee slam +15 (+17) melee (1d4+5(+7); x2; B; plus energy drain)
Melee shield bash +15 (+17) melee (1d4+5(+7); x2; B; plus energy drain)
Special Attacks energy drain (save DC 18), rage (10 rounds/day)

Abilities Str 20, Dex 12, Con -, Int 12, Wis 15, Cha 18
Base Atk +10/+5; CMB +14; CMD 28
Feats Blind-Fight** (re-roll miss chance for concealment), Bolstered Resilience (double DR against a single attack), Disruptive* (+4 to DC for defensive spellcasting in your threatened area), Exotic Weapon Proficiency (bastard sword)*, Hammer the Gap* (on a full attack, each consecutive hit deals extra damage equal to the number of previous hits this round; multiplied with critical), Improved Initiative* (+4 to Initiative), Improved Shield Bash (retain shield bonus to AC when performing a shield bash) Intimidating Prowess* (add Str to Intimidate checks), Quick Draw, Shield Focus (+1 to shield AC), Shield Proficiency**, Shield Specialization (heavy shield) (+2 to AC vs. critical hits, add base shield bonus to CMD), Weapon Focus (bastard sword) (+1 to attack rolls with bastard swords)
*= fighter bonus feat; **= starting racial/class feat
Skills Bluff +14, Climb +9*, Intimidate +17**, Knowledge (religion) +10**, Perception +17**, Sense Motive +9*, Stealth +7**, Survival +9*
*= character class skill; **= creature type class skill
Languages Common, Infernal
SQ Deflective Shield (Ex) (+2 to touch AC), Armored Defense (Ex) (DR 3/- when wearing heavy armor), Armor Training 2 (+2 to max Dex and armor check penalty, normal movement speed in heavy armor)
Combat Gear +2 mithral heavy shield, +3 adamantine full plate of spell resistance 13, +2 keen furyborn bastard sword
Other Gear mask of stony demeanor, rope of climbing, cloak of resistance +1, crystal of night, necklace of past seeming, tile of negative energy healing (5 tiles; 2d8+3 each), belt pouch, quiver, grappling hook, chain (20 ft.)


Energy Drain (Su) A creature hit by a cairn wight’s melee attack gains a negative level

Resurrection Vulnerability (Su) A raise dead or similar spell cast on a cairn wight destroys it (Will negates). Using the spell in this way does not require a material component.

Rage (Ex) A furious guardian can enter or end rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a furious guardian gains a +4 morale bonus to her Strength and Constitution [Charisma], as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution [Charisma] grants her 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

Rage stats: Str 24, Cha 22, Will +8, AC 30 (32 vs. critical hits), HP 155, Climb +11, Intimidate +19

Chosen Ally (Ex) When entering a rage, a furious guardian can choose an ally to protect as a free action. The furious guardian must make this choice when beginning her rage and cannot change her designated ally while raging. Whenever the furious guardian is adjacent to her chosen ally, she can choose to take a –1 penalty to her AC to grant her ally a +1 dodge bonus to AC and Reflex saves.

Alert Guardian (Ex) A furious guardian with this dedication can enter a rage as an immediate action, and can do so even when flat-footed or during a surprise round in which she cannot otherwise act.


In life, Alessia was a tall, well-built woman in her mid-thirties. In her unlife, however, she has become nearly skeletal, though nearly all of her taut, gray-white skin is hidden by an imposing suit of armor made from dull, blue-gray metal. She is almost never seen without her expressionless white porcelain mask, through the eye slits of which a faint orange-red glow can be seen. Alessia carries few possessions- merely a simple dark cloak, a small leather pouch, and a length of rope. At her side, she bears a knight’s sword, blackened and tarnished with age, as well as a shining silvery shield embossed with the image of a grimacing demonic face.

Age 419 Height 1.78 m Weight 43 kg (without armor)
Eyes red Hair black Skin gray

character portrait

Nearly four centuries ago, Alessia was a paladin of Order of Eternal Light, and leader of a small band of adventurers on the Prime world of Oerth. While adventuring in the fabled Tomb of Horrors, her party was gated to the lich Acererak's demiplane of Moil, a realm tied to the Negative Energy Plane and the Prime world Ranaïs. Ranaïs was destroyed by a necromantic apocalypse some centuries previous, and Acererak had torn the city of Moil from the dead world and made his own pocket realm.

Alessia and her compatriots attempted to escape, but Acererak's minions were too strong. They eventually rose from the dead, but Alessia's strong will made her independent when she rose as a wight. Vowing revenge on the lich, Alessia attempted to find and destroy him, but ended up imprisoned by Acererak in the fortress of Tcian Sumere, a desolate abandoned citadel on the Negative Energy Plane. It amused Acererak to leave Alessia in bondage for eternity.

For over a hundred years Alessia has been imprisoned in the cells of Tcian Sumere, unable to escape. Within the last few years the fortress has become re-inhabited by peculiar undead that wear porcelain masks and have ectoplasmic bodies with sharp claws. These creatures have been content to leave Alessia in her cell, occasionally tormenting her verbally with a casual cruelty.

With a patience well-honed, Alessia waits, silently, pondering the many who will feel her revenge one day...

DM's note: After being slain in the Tomb of Horrors , Alessia arose as a wight. She had been killed by Saverine, a Dread Wight who acted as Acererak's captain of the guards. When Alessia arose as a wight, she was under the thrall of Saverine and under compulsion to follow his commands. As an unwilling thrall, she accompanied Saverine as part of Acererak's personal guard while the lich traveled to various spots on the planes in his search for dark knowledge and powerful artifacts. She first visited the citadel of Ruin in this capacity, when Acererak visited the castellan of the citadel. After the demise of Saverine and Alessia's freedom, she travelled to the citadel again, searching for any clues to Acererak's whereabouts. At that point the citadel had been partially destroyed and abandoned. She did a fairly thorough reconnaissance at that point, but that was roughly 150 years ago.

Alessia is fueled by revenge and spite, constantly on the lookout for any trace of her ancient enemy. However, time has taught her patience and restraint, and aided by an enchanted mask, she displays an eerie façade of serene calm, punctuated only by occasional bouts of extreme violence. Though her voice is flat and hollow, and her manner of speech stilted and antiquated, she is possessed of a sharp, sarcastic wit, and is not afraid to bluntly point out the flaws in any plan –or anyone. In combat, she is ruthless and efficient, relying on fast, brutal strikes and an impenetrable defense. Unless facing a truly massive number of opponents, she focuses on eliminating one foe at a time, driving them to the ground and hacking them to pieces with brutal efficiency.

Associated character tropes:
Ambiguously Evil | Blood Knight | Came Back Wrong | Cool Sword | Deadpan Snarker | Determinator | Fallen Hero | Glowing Eyelights Of Undeath | I Was Quite A Looker | Knight In Sour Armor | Lean And Mean | Lightning Bruiser | No Sympathy | Our Wights Are Different | Token Evil Teammate | The Unfettered | You Can't Kill What's Already Dead

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