Sunlord Thalachos

Elliaria's page

123 posts. Alias of Philo Pharynx.


Race

HP 96/96 | spells 2nd:2 1st:5 | Bane 8/9; Sin 7/7 | Active effects: Misdirection (LG)

Gender

AC 25/16/19 | Saves F+5 R+12 W+9 | Init +14 | Percept +13 (+15 vs human) |

About Elliaria

Elliaria
Elliaria pic

Archon-blooded aasimar (lawbringers) commando construct alter ego inquisitor (infiltrator, sanctified slayer) of Asmodeus 5/unchained rogue (discretion specialist) 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder Campaign Setting: Construct Handbook 36, Pathfinder Player Companion: Antihero's Handbook 25, Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 7, Pathfinder RPG Bestiary 6 8, Pathfinder RPG Ultimate Magic 45, Pathfinder Unchained 20)
LE Medium construct (augmented)
Init +14; Senses darkvision 60 ft., low-light vision; Perception +13 (+15 vs. Human)
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Defense
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AC 25, touch 16, flat-footed 19 (+5 armor, +6 Dex, +4 natural)
hp 96 (6d12+36); fast healing 2
Fort +5, Ref +12, Will +9; +5 vs. abilities that detect lies or force the truth
DR 5/adamantine; Immune construct traits; Resist acid 7, cold 7, electricity 7, fire 7
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Offense
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Speed 40 ft.
Melee +1 liquid glass rapier +12 (1d6+4/18-20) or
. . slam +11 (1d6+3)
Ranged +1 sling +12 (1d4+3)
Special Attacks bane (9 rounds/day), energized alacrity, retaliatory strike, sneak attack +2d6, studied target +2 (2nd, move action)
Inquisitor Spell-Like Abilities (CL 5th; concentration +9)
. . At will—detect alignment
Inquisitor (Infiltrator, Sanctified Slayer) Spells Known (CL 5th; concentration +9)
. . 2nd (3/day)—perceive cues[APG], lesser restoration, silence (DC 16)
. . 1st (5/day)—burst bonds[APG] (DC 15), cure light wounds, expeditious retreat, infernal healing
. . 0 (at will)—acid splash, bleed (DC 14), detect magic, guidance, light, virtue
. . Domain Sin inquisition
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Statistics
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Str 14, Dex 24, Con —, Int 14, Wis 18, Cha 14
Base Atk +4.5; CMB +6; CMD 23
Feats Combat Reflexes, Dedicated Adversary, Extended Bane[UC], Noble Scion of Lore[ISWG], Piranha Strike, Precise Strike[APG], Toughness, Weapon Finesse
Traits innocent, unscathed, Deception is a tool. Master it.
Skills Acrobatics +11 (+15 to jump), Bluff +20 (+22 vs. Human), Climb +6, Diplomacy +19, Disguise +11 (+15 to appear as progenitor), Escape Artist +13, Heal +8, Intimidate +17, Knowledge (local) +8 (+10 vs. Human), Knowledge (nobility) +12 (+14 vs. Human), Knowledge (planes) +8 (+10 vs. Human), Knowledge (religion) +12 (+14 vs. Human), Perception +13 (+15 vs. Human), Perform (sing) +9, Profession (barrister) +8, Ride +11, Sense Motive +16 (+18 vs. Human), Spellcraft +6, Stealth +16, Survival +8 (+10 vs. Human), Swim +6; Racial Modifiers +4 Disguise to appear as progenitor, +2 Intimidate, +2 Sense Motive
Languages Celestial, Common, Elven, Infernal
SQ forbidden lore, misdirection, necessary lies, replicated gear, sin sense, solo tactics, tactical awareness
Combat Gear wand of ears of the city (50 charges), wand of infernal healing (50 charges), weapon blanch (cold iron)[APG] (3), weapon blanch (silver)[APG] (3); Other Gear +1 mithral chain shirt, +1 liquid glass rapier, +1 sling, circlet of persuasion, cloak of resistance +1, handy haversack, recondite holy symbol, scavenger's stone (50 charges), scavenger's stone (50 charges), sleeves of many garments[UE], construct modifications (worth 3,500 gp), disguise kit, everburning crystal, fake peacebonding, jewelry[UE], noble's outfit, signet ring, silver holy symbol of Mitra, wrist sheath, spring loaded, wrist sheath, spring loaded, 320 gp
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Special Abilities
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Bane (+2 / 2d6, 9 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Construct Traits (+20 HP) Constructs have many immunities.
Damage Reduction (5/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dedicated Adversary (Human) +2 to Attack and Damage vs. creature chosen, and some skills.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Energized Alacrity (1/minute) (Ex) +30 all movement for 1 rnd, move up to speed before or after making full attack.
Energy Resistance, Acid (7) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Extended Bane May use bane ability 4 additional times per day
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
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.
Inquisitor (Infiltrator, Sanctified Slayer) Domain (Sin Inquisition)
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Misdirection (Lawful Good) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +5 (Su) Gain bonus to saves vs. abilities detecting lies or forcing truth.
Noble Scion of Lore You are a member of a proud noble family.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Retaliatory Strike (Ex) Melee atk vs. commando construct or adj ally provokes an AoO.
Sin Sense (7/day) (Su) Gain +4 on CHA-based skill check by adding temptation
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Studied Target +2 (move action, 2 at a time) (Ex) Study foe as a Move action, gain +2 to att/dam & some skills vs. them.
Tactical Awareness (Ex) Never an unaware combatant and always acts in the surprise round. Still flat-footed until it acts.

Combat modifiers
• Human: +2 to hit, +2 damage
• Studied target (x2/move): +2 to hit, +2 damage
• Flank: +2 to hit, +3d6 damage
• Flat-Footed: +2d6 damage
• Bane: +2 to hit, +2d6+2 damage
• Piranha Strike: -2 to hit, +4 damage

Description

Lady Elliaria of {Noble Family to be Determined} is quite obviously heaventouched. She has flowing golden hair that matches her golden eyes. Her very being tends to set people at ease and her voice is musical. A silver brooch of Mitra rides on her right shoulder, and a delicate rapier rides at her hip. Even those sensitive to auras will see her as devoted to good and order. She dresses in fine clothing of a modest cut. Though she is in her twenties, her Aasimar blood keeps her young -- she could easily pass for sixteen under the right circumstances.

History

Lady Elliaria belonged to one of the noble houses of Talingarde, but was of one of the more remote bloodlines. They were known for occasionally being blessed with aasimar children. She was sent off to Saint Lenara's Academy for an education befitting her rank. She never arrived. The Academy was informed of a delay from her parents, and her parents were told of her safe arrival. In reality, one of her professors intercepted her and took her to a facility where she was subjected to arcane and alchemical experimentation. A simulacrum was created, one empowered by an infernal contract.

After disposing of the excess original, the duplicate resumed her studies by day, and learned of the power of Asmodeus by night. Cardinal Thorn had a useful infiltrator, one with a ready-made cover identity. When she graduated, she went back to begin her duties. Her family knows that she is a fencer and Mitra has even granted her a few spells. Minor healing and guidance and such. This has made her useful in handling the family business, even when it takes her far afield. As well as the missions that Thorn sends her on.