Samaritha Beldusk

Elisani Dascalu's page

52 posts. Alias of Linnea the Diviner.


Full Name

Elisani Dascalu

Race

+6 vs. illusions (+2 insight +4 sacred) | Panache 5/5 | Inspiration 6/6 | Effects: tears to wine, heightened awareness, heroism, elixir of tumbling, anticipate peril, reduce person, shield, bear's endurance, +Dex mutagen

Gender

NG F Half-Elf Inspired Blade Swashbuckler 1 / Empiricist Investigator 5 | HP 47/47 | AC 19 (14 tch, 16 ff) | CMB +3, CMD +17 | F +6, R +11, W +8 | Init +5 | Perc +15, SM +13 | Immune: magic sleep effects | Resistances: +2 racial vs. enchantment,

Size

M

Age

38

Alignment

NG

Deity

Zohls

Location

Magnimar

Languages

Common, Elven, Varisian, Draconic, Giant, Thassilonian, Abyssal

Occupation

Detective

Homepage URL

https://www.myth-weavers.com/sheets/?id=2886580

Strength 9
Dexterity 17
Constitution 14
Intelligence 18
Wisdom 10
Charisma 8

About Elisani Dascalu

Female half-elf (Varisian) inspired blade swashbuckler 1/empiricist investigator 5
NG Medium humanoid (human, elf)
Init +5; Perception +15

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Defense
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AC 19, touch 14, flat-footed 16
HP 47 (6 HD; 1d10+2, 5d8+10)
Fort +6, Ref +11, Will +8
Defensive Abilities: Immune to magic sleep effects
+2 racial bonus to saves vs. enchantment
+6 bonus to saves vs. illusions (+2 insight +4 sacred)
+1 bonus to Reflex saves vs traps
+1 dodge AC vs attacks by traps

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Offense
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Speed: 30 ft
Melee: +1 rapier (+9, 1d6+4, crit 18-20/x2), cold iron dagger (+7, 1d4+-1, crit 19-20/x2), or alchemical silver jutte (+7, 1d6-1, crit x2)
Ranged: cold iron dagger (+7, 1d4-1, crit 19-20/x2, 10 ft)
Space: 5 ft, Reach: 5 ft
Special Attacks: Studied Combat: Use a swift action to study a single enemy that you can see. Gain +1/2 investigator level (2) as an insight bonus to melee attack and damage for a number of rounds equal to Int bonus (4) or until making a Studied Strike, whichever comes first. You cannot use Studied Combat on the same creature more than once in 24 hours unless you spend a use of inspiration as a move action to do so.
Studied Strike: Upon hitting the target of Studied Combat, use a free action to make a Studied Strike. Add +1d6 per two investigator levels as precision damage. This is not multiplied on a critical hit. Enemies immune to sneak attacks are immune to Studied Strike.

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Statistics
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Str 9, Dex 17, Con 14, Int 18, Wis 10, Cha 8
Base Atk +4; CMB +3; CMD +17
Feats: Weapon Finesse, Weapon Focus (rapier), Fencing Grace, Extra Investigator Talent (Alchemical Discovery: Mutagen), Celestial Obedience (Zohls)
Skills: Acrobatics +12, Craft (drawing) +13 (+15 with mwk tools), Diplomacy +3 (+8 to gather information), Disable Device +12 (+14 with mwk tools), Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +8, Perception +15, Perform (dance) +8, Sense Motive +13, Stealth +12
Languages: Common, Elven, Varisian, Draconic, Giant, Thassilonian, Abyssal
SQ: Inspired Finesse, Inspired Panache (5/day), Deeds (Derring-Do, Opportune Parry and Riposte), Alchemy, Inspiration (6/day), Trapfinding +2, Ceaseless Observation, Investigator Talent (Expanded Inspiration), Keen Recollection, Trap Sense +1, Unfailing Logic, Studied Combat (+2 for 4 rounds), Studied Strike +1d6, Investigator Talent (Quick Study)
Combat Gear: Mithral calamitous mail, +1 rapier, cold iron dagger, alchemical silver jutte, coat of resistance +1, ring of protection +1, wayfinder, cracked pale blue rhomboid ioun stone (+1 Climb, resonating for +1 Fort)
Other Gear: Handy haversack, ioun torch, formula alembic, CL 12th potion of heroism, elixir of hiding, elixir of tumbling, formula book, alchemy crafting kit, masterwork artisan's tools (drawing), masterwork thieves' tools, explorer's outfit x2, cold weather outfit, bandolier, belt pouch, silk rope 50 ft, grappling hook, flint & steel, waterskin, chalk x10, wooden holy symbol of Zohls, potion of cure moderate wounds, oil of bless weapon x2

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Traits
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Elven Reflexes: +2 trait bonus to initiative
Magical Knack: +2 CL for one class (Investigator) as long as that does not bring CL above hit dice

Special Abilities:
Low-light Vision
Dual Minded: +2 racial bonus to Will saves
Elf Blood: Counts as both elf and human for effects related to race
Elven Immunities: Immune to magic sleep effects, +2 racial bonus on saving throws against enchantment spells and effects
Keen Senses: +2 racial bonus on Perception checks
Multitalented: Two favored classes (inspired blade swashbuckler and empiricist investigator)
Favored Class Bonuses: Swashbuckler 1: +1 skill point (Stealth), investigator 1-4 (half-elf): +1/4 x 4 = +1 bonus on all inspiration rolls, investigator 5 (human): +1 formula in formula book, must be at least 1 level lower than the highest you can prepare
Celestial Obedience (Zohls): Study an unfamiliar scene and then draw it as perfectly as possible from memory. Mark any inconsistencies on the sketch and keep it in an accessible place for future reference. Gain a +4 sacred bonus on saving throws against illusions.
Inspired Panache: Panache points equal to Charisma modifier (minimum 1) plus Intelligence modifier (minimum 1). Regain no panache from scoring a killing blow, only from scoring a critical hit with a rapier.
Inspired Finesse: Gain the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gain Weapon Focus (rapier) as a bonus feat.
Deeds: Derring-Do (Ex): Spend 1 panache point when making an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. Do this after making the check but before the result is revealed. If the result is a natural 6, roll another 1d6 and adds it to the check. Continue to do this as long as you roll natural 6s, up to a number of times equal to Dexterity modifier (minimum 1).
Opportune Parry and Riposte (Ex): When an opponent makes a melee attack against you, you can spend 1 panache and expend a use of an attack of opportunity to attempt to parry. Make an attack roll as if making an attack of opportunity; for each size category the attacking creature is larger than you, you take a –2 penalty on this roll. If the result is greater than the attacking creature’s result, the creature’s attack automatically misses. You must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if you have at least 1 panache point, you can as an immediate action make an attack against the creature whose attack you parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Alchemy: Extracts only effective on self. Extracts per day: 1st level 5, 2nd level 3
Inspiration: Inspiration pool = 1/2 investigator level + his Intelligence modifier (6). Spend 1 use of inspiration to add 1d6 to a skill check, including take 10 or 20, as a free action after the roll but before results are revealed. Only once per roll. Free inspiration on any Knowledge, Linguistics, or Spellcraft check provided you are trained in the skill. Can use inspiration on attack rolls or saving throws for 2 uses of inspiration as an immediate action.
Trapfinding: Add 1/2 investigator level to Perception checks made to locate traps and to Disable Device checks (minimum 1). Can use Disable Device to disarm magical traps.
Ceaseless Observation: Use Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. Can also use Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.
Investigator Talents: Alchemist Discovery - Mutagen: 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.
Expanded Inspiration: Use inspiration on trained Diplomacy, Heal, Perception, Profession, and Sense Motive without expending inspiration
Quick Study: Use studied combat as swift action instead of move action.
Keen Recollection: Can attempt all Knowledge checks untrained.
Trap Sense: +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Studied Combat: Use a swift action to study a single enemy that you can see. Gain +1/2 investigator level (2) as an insight bonus to melee attack and damage for a number of rounds equal to Int bonus (4) or until making a Studied Strike, whichever comes first. You cannot use Studied Combat on the same creature more than once in 24 hours unless you spend a use of inspiration as a move action to do so.
Studied Strike: Upon hitting the target of Studied Combat, use a free action to make a Studied Strike. Add +1d6 per two investigator levels as precision damage. This is not multiplied on a critical hit. Enemies immune to sneak attacks are immune to Studied Strike. Must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Cannot use studied strike against a creature with concealment.
Unfailing Logic: +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. Can spend one point of inspiration as an immediate action to use Intelligence bonus instead of Wisdom bonus on all such saves for one round. At 8th level, insight bonus increases to +4. At 16th level, gain immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects.

Formula Book:
1st level
Anticipate Peril
Blend
Cure Light Wounds
Disguise Self
Expeditious Retreat
Heightened Awareness
Monkey Fish
Reduce Person
Shield
Tears to Wine

2nd level
Alchemical Allocation
Bear's Endurance

Infusions Prepared:
1st level
Anticipate Peril
Heightened Awareness
Reduce Person
Shield
Tears to Wine

2nd level
Alchemical Allocation
Alchemical Allocation
Bear's Endurance

Personality:
Elisani is not the best when it comes to social skills. When interacting with strangers, clients, or enemies, she uses her competence and intelligence as both shield and sword. Every word, every action, every aspect of her appearance is precisely calculated. This can make her come across as cold and intimidating. Elisani tries her best to relate to her friends and family and genuinely cares, but her blinding intellect makes her a little odd by most people’s standards. Emotions are hard and mysterious. Logic is second nature. Those who are willing to meet her where she is have a loyal and highly capable friend for life.

Her faith in Zohls is a private thing outside the Unblinking Eye office, which is also a very small cult of the empyreal lord. It’s not a secret, exactly, but with the Order of the Nail in town it’s prudent for members of minority religions to keep their heads down. Most of the empyreal lord cults in the city keep in contact with one another and support each other, though. Elisani finds it comforting to have a patron deity who values reason, logic, and knowledge as much as she does. Recently she found an old tome of empyreal lore that spoke of a daily ritual to show faith in Verity. Honing her skills at sketching people and buildings is a good idea for a detective anyway, so Elisani has been dutifully performing Zohls’ obedience every morning.

Background:
Elisani was born in Magnimar to Sofiya Dascalu, Andrezi Radulescu’s sister and a globe-trotting Varisian swashbuckler thinking about settling down. Swashbuckling is hard on the joints and Sofiya was in her late thirties when she shared a night of passion with a handsome elf in Absalom. Turns out that you only have to miss taking your night tea once to get pregnant. Sofiya took this as a sign and bought a faltering mercantile company in Ordellia, using the gold from her adventures and the many contacts she had made in Avistan and Garund to turn Dascalu Imports into a successful business. Ordellia isn’t the safest or most luxurious district in Magnimar, as well as being inconveniently far from her brother and sister-in-law in Naos. It does have the highest nonhuman and part-human population in the city, though, and Sofiya wanted her half-elf baby to grow up in an accepting environment. Some of her aunts, uncles, and cousins also lived in Ordellia, with more in other parts of the city.

As Elisani grew, it quickly became clear that while she had the speed and agility to do well with her mother’s fighting style, she was far more intellectually inclined than Sofiya knew what to do with. Elisani was a voracious reader who wanted to know the ‘why’ of everything. She was especially interested in alchemy and the history of ancient Thassilon. This was a problem, as Magnimar doesn’t have a school for alchemists. And she would flourish in higher education, that much was clear. Fortunately, Sofiya had the money and the contacts to send Elisani to the University of Korvosa. Magnimar and Korvosa are rivals at best and enemies at worst, but the university boasts both an excellent alchemy program and an extensive collection of Thassilonian writings and relics.

Elisani loved the intellectual challenge of her studies in Korvosa. She did not, however, feel the same about most of her classmates, who made no secret of their disdain for a Magnimaran halfbreed. Degree in alchemy (with minors in Thassilonian history and natural philosophy) in hand, she promptly returned to Magnimar. But what to do now? When in doubt, ask your relatives. Elisani put the word out that she was looking for work with a shiny new alchemy degree and a desire to do something other than crank out alchemical items in a lab all day.

Eventually she received an invitation from Aella Palasseri, the founder of the Unblinking Eye detective agency. Aella is a sylph of mixed Varisian/Chelaxian ancestry, and like many of her kind, she delights in knowing everything that goes on around her. She had heard about the Varisian half-elf child who went all the way to (gasp) Korvosa for school and wanted to meet her. Elisani managed to impress the investigator and got a job as a junior detective in the agency.

That was eight years ago, and Elisani has worked her way up to senior detective. She is well liked by her coworkers, all of whom are odd ducks in their own way, with a reputation for skill, intelligence, determination, and deadly prowess with the rapier. Life is busy and rewarding. It can be hard to keep up with family and friends outside of work, though. Elisani does her best, but she hasn’t managed to catch her cousin Zenaida in town for more than a couple hours in quite some time. Word has it that the Radulescus are worried that Zenaida might have bit off more than she can chew this time…

Appearance:
Much to Elisani’s dismay, she takes after her unknown elven father far more than her Varisian mother. She has the pale skin, vivid green eyes, delicate features, and tall, willowy build of the Avistani elves. About all she got from her mother is her thick golden brown hair, usually pinned up in a bun or twist to keep it out of the way. Elisani has a number of traditional Varisian tattoos, including two on her face, as a way to proclaim her heritage. She moves with the fluid grace of a dancer… or an experienced duelist.

Elisani favors practical clothing with colors and motifs characteristic of the Varisian people. Her signature garment is a long dark green duster (green for wisdom and self-control) embroidered with a stylized flower pattern in pink (love and courage), orange (happiness and ingenuity), and violet (intuition and divine inspiration). She pairs this with a wide-brimmed hat and/or scarf depending on the weather. Her treasured mithral chain shirt is not readily visible under her coat and vest, but an experienced observer can tell that she’s wearing armor. Magnimar being Magnimar, Elisani always carries her trusty rapier and dagger when she leaves her apartment. If she’s expecting a fight, she’ll also have a silvered jutte, handy haversack, and a bandolier full of alchemical infusions.

The Unblinking Eye Detective Agency:
Founded twelve years ago by the sylph Aella Palasseri, the Unblinking Eye is well established in the Keystone district. Their detectives have a reputation for honesty, competence, and getting the job done. For the wealthy folk of Silver Shore, their prices are high but within range of similarly reputable detective agencies in the good parts of town. But the Unblinking Eye always keeps a certain percentage of their schedule open for Magnimar’s less fortunate, whom they charge on a sliding scale. The poorest can pay their bill in trade or labor.

In Silver Shore and uptown, the Eye’s detectives bring their evidence and conclusions to the city guard and leave the rest to them. In Ordellia, Beacon’s Point, and other less affluent districts, the guard can’t be bothered to do much. The detectives of the Eye consult whatever authorities the district might have, and if necessary, mete out their own punishments upon the guilty in order to gain restitution for their clients. Ordellia has its own semi-official council who acts as judge and jury on cases in Elisani’s home district.

The Unblinking Eye isn’t just a detective agency. It’s also a tiny cult of Zohls. Four out of the six employees venerate the empyreal lord of truth, investigation, and determination. This worship mainly takes the form of the occasional small offering at the shrine in a back room and prayers when things are going especially well or especially poorly. Ever since Elisani discovered Zohls’ obedience, Aella and Kaderen have also taken up the practice. It’s not mandatory for employees to worship Zohls, and in fact Aella goes out of her way to make sure to treat her other employees fairly.

Family, Friends, and Coworkers:
Sofiya Dascalu, CG old female human (Varisian) swashbuckler/expert

Sofiya is pushing seventy these days and can’t fight like she used to, but her mind is as sharp as ever. She is well known and respected in Ordellia and the Varisian community as a savvy businesswoman who treats her employees well. Her daughter is her pride and joy, and she takes pains to maintain relationships with her relatives in and around Magnimar. Sofiya has never married, although she’s had a string of long-term lovers. Given her trade contacts in Kaer Maga, Absalom, Senghor, and Thuvia, Sofiya can get just about any magical item, component, or alchemical ingredient given enough time.

Aella Palasseri, NG female sylph (Varisian/Chelaxian) empiricist investigator

Aella isn’t a native Magnimaran, but nobody knows exactly where she comes from. Most people guess either Riddleport or Kaer Maga, given the fact that she speaks Varisian like a native. She got into the private eye business as a way to make money off of her insatiable curiosity about other people’s lives. Asking where and how she came to worship Zohls gets a different story every time. Aella is just as logical and intelligent as Elisani, but she doesn’t have Elisani’s difficulty relating to others. She is very proud of her half-elven protégé and all of her other detectives.

Kaderen Bolmosa, NG agender human (Varisian) alley witch

Kaderen is the agency’s arcane expert. They are an excellent diviner, frequently using their clever rat familiar Tikki to infiltrate otherwise impenetrable areas. As with many Varisian spellcasters, Kaderen knows how to cast the harrow and often does so for interested coworkers and clients. They enjoy dressing like a stereotypical harrower, swathed in layers of colorful robes and scarves.

Marek Steeltooth, LG male half-orc inquisitor of Ragathiel

Marek is by far the most physically intimidating of the agency’s staff. He’s six foot six with shoulders like an ox and biceps the size of a halfling’s head. Naturally, he’s the go-to guy when somebody needs to be scared within an inch of their life. He knows exactly how to use his favored heavy flail to beat the tar out of a perp without causing any permanent damage. (Bludgeoner + Enforcer, Intimidate build) Marek is a devout Ragathielite who enjoys the fact that he can avenge the wronged and get paid for it.

Caleb Thamus, CG male halfling detective bard

Caleb is the most charming, personable member of a group that makes their living getting people to talk to them- no easy feat. He can talk his way into and out of most of the city, and if he can’t convince someone to let him in, his magic can often do the trick. He’s an excellent listener who is always willing to offer a sounding board or a shoulder to cry on. (Of course he is. He wants to know all about your life and your problems.) Caleb is the other non-Zohls worshiper, preferring Shelyn.

Lurline Thamus, LG female halfling expert

Lurline is Caleb’s sister and the agency’s secretary. She receives clients and visitors, keeps the agency’s schedule on track, maintains the filing system, fetches food for detectives working late, and shoos them off to bed when she deems it necessary. Needless to say, the Unblinking Eye would fall apart without Lurline. She worships Zohls because she considers her to be the most organized of the good deities and therefore worthy of her respect. Organization and order are the cornerstones of Lurline’s world. (She used to be an Iomedaean, but they wouldn’t let her make their archives’ filing system more efficient. The nerve!)