Kogra

Arisha Creissant's page

24 posts. Alias of ginganinja.


Full Name

Arisha Creissant

Race

Human

Classes/Levels

Alchemist (Promethean Preservationist) 2| HP 17/17| AC15 T11 FF14 | CMD 15 | F+5 R+4 W+0 | Init +1 | Perc +5 | Sense Motive +0

Gender

Female

Size

Medium

Age

18

Deity

Brigh

Strength 16
Dexterity 13
Constitution 14
Intelligence 18
Wisdom 11
Charisma 8

About Arisha Creissant

Concept Art Arisha (Credit to the Artist)
Concept Art James (Credit to the Artist)

Arisha Backstory:

Arisha was born in a small farming village in the lands managed by House Lebeda. Life in the village was not an easy one, with villagers usually taking up a trade in farming or fishing in the nearby areas. An only child, Arisha was adored by her parents, Barric and Georgina Creissant, who did their very best to provide for their daughter. Despite the lack of wealth, Arisha enjoyed a happy life, albeit not a particularly prosperous one.

Traditionally, children would often follow the occupation of their parents, but Arisha did not wish to be a farmer. She wanted to build, to create. She toyed around with various bits and pieces, trying to see how things worked and how to put things together. She wanted to invest something that would make the lives of her parents, or even the rest of the village easier, a way to reduce the hard toil in everyday life.

To this end, Arisha began to hang out with Ferron, the local blacksmith. In truth, there wasn’t much of a need for a blacksmith in the area, but Ferron was good with his hands and despite a rather gruff exterior, was quick to lend a hand where required. In addition, his metalworking knowledge was always useful if visitors from nearby Numeria stumbled across the village – happy to trade in exchange for food or a safe place to rest. Ferron recognised a kindred spirit in Arisha, and began to teach her a little on his profession while Arisha would perch on a chair and drink in his knowledge an experience.
As Arisha grew older, she realised that Ferron’s knowledge had limits, and she had learnt all she could from him. While it hurt her to leave her family, Arisha wanted to pursue her dream of creating a better life for her family, and so left for New Stetven, where she found a sponsor to assist her with an apprenticeship. In addition to her studies, Arisha set to work, trying to create something that hadn’t quite been seen before.

Large cities tend to have their own underworld and it was in this city, that Arisha first met Ciara. Ciara wasn’t really a criminal, but she did possess a knack for finding rare and valuable items which she would then sell. She was a broker, or a slightly shady trader, but Arisha, with a relatively naïve outlook on life didn’t really pick up on this. Aisha lacked funds though, and Ciara could often find weird or unique metals that Aisha could put to use. In exchange, Arisha could create various alchemical items or poisons that Ciara could trade on the black market. It was a simple relationship, but an effective one.

It was through this relationship where Arisha succeeded in a major breakthrough. Using her own life force, and in combination with some of Ciara’s special materials, she was able to create James, a personal construct companion. James was rather small, and couldn’t speak, but for Arisha that didn’t matter – she had achieved success.

Arisha had initially hoped that James could help her family on the farm but it became clear that James would only follow and be loyal to her. James was proof of concept, but Arisha knew that she would need to refine things in order to build a construct that would improve her family’s lives. She needed resourcs though, and she was worried that staying in the city would cause people to figure out the secret to James‘s creation. Hearing about a mission to reclaim the Stolen Lands, Arisha decided to take James along with her and join the quest. While ruling wasn’t really something she was interested in, she hoped that she could build a laboratory to continue her experiments and crafting in peace, while helping the rest of the team with taming the surrounding landscape in exchange. Who knew, maybe her alchemy inventions could be useful in a brand new city…

Arisha Appearance and Personality:

Arisha is a striking young female with dark, tanned skin and long black hair, She could perhaps even be considered beautiful if she ever bothered much with her apperance. Disdaining fancy clothing such as dresses or jewelry, she favors durable fabric something equally suitable for the wilderness or the workshop. She is often seen with a battered satchel on one shoulder, containing her formula book, and a sketchpad for her construction designs.

Happiest in a workshop alone, Arisha does struggle with her 'people skills'. She can get on well with people, and is somewhat naïve, but struggles to hold a conversation - small talk is not really her strong suit. She also feels very self conscious speaking to a large audience and struggles to be articulate. These aspects fade in time when in proximity to, or speaking with people she knows as her confidence returns. She doesn't have many friends, but is deeply loyal to the ones she has, treasuring any close relationships that she is able to build.

NPCs:

Barric & Georgina Creissant: Barric and Georgina Creissant are Arisha's parents who she cares deeply for. While they are happy living the rural life on the farm, and proud of their daughter for persuading her dreams, Arisha is determined to invent or create something (or several somethings) to improve her parent's lifestyle.

Ciara: Ciara is Arisha's on again, off again confidant and semi reliable friend. Arisha currently has a quid pro quo arrangement with Ciara where she can craft various alchemical items or poisons and in exchange Ciara keeps an ear out for any rare metals or technological items that Arisha might be interested in.

Ferron: The blacksmith from Arisha's home village and the person who taught her much of her early knowledge, the basis of which she was able to build James with. Cranky and cantankerous, he nevertheless has Arisha's respect for acting as both teacher and advisor, eventually setting her on the path she had found herself today.

Hrieya: Arisha's female patron who sponsored her tuition and apprenticeship in New Stetven. Hrieya is playing a bit of the long game, seeing Arisha's potential and determination and was happy to sponsor someone who she believed would owe her a favor later.

Vincenzo: Vincenzo is a wealthy noble keeping his eye on Arisha. He originally wanted to sponsor Arisha, and approached her himself rather than the other way around. Arisha declined though, suspecting that the man had ulterior motives and eventually found a sponsor with Hrieva instead. Vincenzo has never truly forgotten what he sees as a betrayal, viewing the decline a personal slight. He has recently taken a personal interest in Arisha's new companion as her crafting skills develop.

Arisha Crunch:

Arisha Creissant
Female human (Iobarian) alchemist (preservationist, promethean alchemist) 2 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Occult Adventures 112, Pathfinder RPG Ultimate Magic 19)
N Medium humanoid (human)
Hero Points 1
Init +1; Senses Perception +5
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 17 (2d8+4)
Fort +5, Ref +4, Will +0; +2 bonus vs. poison
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Offense
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Speed 30 ft.
Melee longspear +4 (1d8+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Alchemist (Preservationist, Promethean Alchemist) Extracts Prepared (CL 2nd; concentration +6)
1st—enlarge person (DC 15), summon nature's ally I (2)
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Statistics
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Str 16, Dex 13, Con 14, Int 18, Wis 11, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Augment Summoning, Craft Construct, Spell Focus (conjuration)
Traits resourceful, spark of creation
Skills Craft (alchemy) +13 (+15 to create alchemical items), Craft (carpentry) +5, Craft (sculpture) +10, Craft (ships) +12, Disable Device +4, Knowledge (arcana) +9, Knowledge (local) +6, Knowledge (nature) +9, Knowledge (planes) +6, Knowledge (religion) +6, Perception +5
Languages Common, Draconic, Jistka, Sylvan, Undercommon
SQ alchemy (alchemy crafting +2), bottled ally, discoveries (infusion, promethean disciple[OA]), heart of the fields[APG], hero points, human alchemist
Other Gear chain shirt, longspear, formula alembic[UE], alchemist starting formula book, alchemist's lab, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, masterwork shipwright tools, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 188 gp, 3 sp, 4 cp
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Special Abilities
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+2 Extracts in Formula Book. Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bottled Ally I At 2nd level, a preservationist adds Handle Animal to his list of class skills. He adds summon nature's ally I to his formula book as a 1st-level extract. When he prepares that extract, he actually prepares a tiny, preserved specimen in a bott
Heart of the Fields +1 (Craft [alchemy], 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Promethean Disciple (Su) You can craft constructs by way of alchemical research rather than arcane magic.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

James Appearance:

At first glance, James could be mistaken for a human, but a closer look reveals that underneath its clothing, James is a metallic construct that stands behind Arisha in silence.

James (Homunculus Companion) Crunch:

James CR –
Homunculus
N Small construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +6
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Defense
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AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 26 (2d10+10)
Fort +0, Ref +2, Will +1
Immune construct traits
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Offense
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Speed 20 ft., fly 30 ft. (poor)
Melee longspear +3 (1d6/×3) or
bite -2 (1d4)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
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Statistics
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Str 10, Dex 15, Con —, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +1; CMD 13
Feats Light Armor Proficiency
Skills Acrobatics +2 (-2 to jump), Fly +0, Perception +6, Stealth +11
Languages Common (can't speak)
SQ sympathetic alchemy, telepathic link
Combat Gear alchemist's fire (5), tanglefoot bag (5), thunderstone (5); Other Gear chain shirt, longspear
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Special Abilities
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Construct Traits (+10 HP) Constructs have many immunities.
Darkvision (60 feet) You can see in the dark (black and white only).
Fly (30 feet, Poor) You can fly!
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sympathetic Alchemy (Su) Your homunculus can benefit from your extracts as a construct or humanoid.
Telepathic Link (1500 feet) Your homunculus can convey to you everything it sees and hears.