Seneka Volstadt

Esrisi Derexhi's page

719 posts. Alias of The Rising Phoenix.


Full Name

Esrisi Derexhi

Race

Aasimar (Scion of Humanity)

Classes/Levels

Unchained Monk (Scaled Fist) 1/Oracle (Divine Numerologist, Dual-Cursed Oracle) 2 | HP: 25/25 | AC: 16/16 (MA: 20) | T: 16 | FF: 14 (MA: 18) | CMD: 20 | Fort: +4 | Ref: +3 | Will: +2 | Init: +1 | Perc: +10

Gender

Female

Size

Medium (5'10" - Tall for a human female)

Age

24

Alignment

NG

Deity

All that align with her ideals, none of the ones that do not.

Location

Magnimar

Languages

Celestial, Common, Elven, Thassilonian, Abyssal

Strength 14
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 9
Charisma 18

About Esrisi Derexhi

Esrisi Derexhi
Female aasimar unchained monk (scaled fist) 1/oracle (divine numerologist, dual-cursed oracle) 2 (Pathfinder Player Companion: Disciple's Doctrine 17, Pathfinder Player Companion: Legacy of Dragons 14, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 58, Pathfinder Unchained 14)
CN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 16, touch 16, flat-footed 14 (+4 Cha, +1 Dex, +1 dodge)
hp 25 (3 HD; 2d8+1d10+6)
Fort +4, Ref +3, Will +2; +2 insight bonus vs. illusion spells
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee cold iron cestus +4/+4 (1d4+2/19-20) or
. . dagger +4 (1d4+2/19-20) or
. . morningstar +4 (1d8+2) or
. . unarmed strike +5/+5 (1d6+3)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 15)
Oracle (Divine Numerologist, Dual-Cursed Oracle) Spells Known (CL 2nd; concentration +4)
. . 1st (5/day)—bane (DC 15), bless, cure light wounds, ill omen[APG]
. . 0 (at will)—detect magic, enhanced diplomacy, guidance, mending, stabilize
. . Mystery Time
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Statistics
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Str 14, Dex 12, Con 14, Int 12, Wis 9, Cha 18
Base Atk +2; CMB +4; CMD 20
Feats Dodge, Extra Revelation[APG], Improved Unarmed Strike, Possessed Hand, Stunning Fist
Traits alabaster outcast, seeker, self-taught scholar
Skills Acrobatics +7, Appraise +3, Bluff +6, Climb +8, Diplomacy +14, Disable Device +7, Disguise +6, Escape Artist +7, Fly +3, Heal +1, Intimidate +10, Knowledge (history) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +9 (+10 to decipher unfamiliar language), Perception +10, Perform (oratory) +10, Perform (sing) +10, Ride +3, Sense Motive +1, Spellcraft +7 (+8 to decipher scrolls), Stealth +3, Survival +1, Swim +8; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Celestial, Common, Elven, Thassilonian
SQ disable by touch, oracle's curses (legalistic, wrecker), revelations (aging touch[UM], calculate the odds +4 [1/day]), scion of humanity[ARG], vow to self
Combat Gear shard of pride; Other Gear cold iron cestus[APG], crossbow bolts (20), dagger, light crossbow, morningstar, belt pouch, blanket[APG], fishhook (2), flint and steel, long gloves, masterwork backpack[APG], noble's outfit, sewing needle, signal whistle, signet ring, string or twine[APG], trail rations (4), wrist sheath, spring loaded, 176 gp, 10 sp, 3 cp
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Special Abilities
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Aging Touch (1 Str dmg to creatures or 2d6 HP to objects, 1/day) (Su) Tough ages creatures dealing Str dam to living creature and hp damage to objects or constructs.
Burst of Speed (1/day) Exhibit a burst of speed, moving as if your base land speed were 50 feet for 1 round.
Calculate the Odds +4 (1/day) (Su) As swift action, gain circumstance bonus to next d20 roll within the next round.
Darkvision (60 feet) You can see in the dark (black and white only).
Disable By Touch Disable Device becomes a class skill for you and you can make Disable Device checks to destroy nonmagical traps as a move action without the need to use tools or take any action beyond simply touching it.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Possessed Hand (1/day) As a swift action, retrieve stowed object of 5 lbs or less.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Stunning Fist (1/day, DC 15) You can stun an opponent with an unarmed attack.
Vow to Self (1/day) +4 morale bonus to one roll to keep a promise.
Wrecker The destructive power of the Abyss and its teeming hordes of demons seeps from your very pores and into your belongings and surroundings. Held objects gain the broken condition when you use or equip them but regain their actual condition if employed
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Background:
Esrisi is the middle child of seven from House Derexhi, a family-run business that offers guards and protection duties to those in Magnimar. Though she shares the same surname with her siblings of the house, she is the bastard child of a brief love affair between her father Randred and an unknown female aasimar that she knows nothing about. Seen a blemish on the family name, little information has been made available to Esrisi about the circumstances surrounding her birth or how she came to become part of this family other than “Father made a terrible mistake and now we’re stuck with you”.

Childhood was tough on Esrisi. She grew up being left behind during family outings, ridiculed by her siblings and often watching from the sidelines or often, the servant’s quarters. She was told what she was, a bastard of an outsider race, one that does not belong in the Derexhi family nor anywhere in Varisia. Discussion about her heritage or aasimars only resulted in beatings and punishment. It was during these times Esrisi found herself conversing with a variety of the servants of the villa and discovered she had a knack with languages and the ability to pick them up quickly. When she wasn’t learning languages, she dove into books and started teaching herself the application of advanced mathematics.

As a founding family of the city, the Derexhi’s are members of the Justice Council and reside in the Alabaster District in Derexhi Villa. All Randred’s children were enrolled in prestigious academies and are trained and educated by the best tutors available. Due to constant protestation by her older sisters Ulisa and Luma, as well as her step mother Tarsha, Esrisi was forbidden from attending any school outside of the villa. Yearning to learn more about her heritage, Esrisi began to sneak away during the night into vastness of the city seeking knowledge.

When she was just ten years old, she began to sneak down further and further into the city in search of answers. Late one night she found herself in the shadows under of Underbridge where no child of a wealthy family of Magnimar ought to be. Unfortunately, the only answer she found that night was that the world is full of darkness and danger. Recognizing her as someone of importance and a means to an end to get leverage on the Justice Council, a contract devil named Belzerang kidnapped Esrisi. He contacted the furious Derexhi family and they reluctantly arranged a price for her return to avoid the embarrassment that was threatened. Before she could be returned however, a slave of an aboleth also located the aasimar captive and decided to steal Esrisi from Belzerange and bring her to his master.

The events that transpired during the following day when she was to be returned are difficult for Esrisi to recall and she only remembers a confrontation between the devil and aboleth who both lay claim to her life. She remembers time slowing down and everything moving in slow motion as the two both tugged at her body. She grabbed a hold of them as an unknown power began to course between her body, giving her strength and powers she had never known. There was a blinding light and all three of them fell to the ground where she promptly passed out. When she awoke she was back in the villa, but something was different.

If she thought life before her “accident” was bad, the weeks following were unbearable. Though no one would tell her what happened, all that was said was that she had gotten herself cursed and her father did not wish to spend valuable coin on a spell to fix it. She would be disowned and disposed of if she ever spoke of the incident publicly.

Whenever she touched someone, anyone, they would cry out in pain and claim she was stealing their strength. Worse yet, she found that if she made a promise and then broke it she became physical ill and bedridden for an entire day. She was doomed to spend the rest of her days unable to enjoy physical contact or to break promises without severe consequences.

With these tragedies that had befallen her however, she found she had also been blessed with magical talents that did not exist prior to the event. In the months following her accident she slowly began to learn how to control her knew abilities, eventually being forced by her family to use spells around the house where her family deemed it payment for her previous mistakes. As time passed, she began to seek answers for a never-ending list of questions.

Occasionally her family would host events or attend events with other wealthy families of Magnimar and for some strange reason they would either bring Esrisi along or allow her to be present for reasons of posterity. It was at these events that Esrisi met another outcast like herself, Caroliss Kaddren. Over the years the two young women grew close and formed a true bond of friendship, swearing to one day do something about their oppression.

Years went by until the day Caroliss decided she had enough and set off on her own. Encouraging Esrisi to do the same and leave home didn’t take too much convincing. Esrisi saw opportunity to learn more about what had happened to her, a way to try and cure her curses, get out from underneath the harshness of her family and learn more about heritage. Maybe one day even discover who her mother was. Using the connections from her family’s name, she was able to secure a position in the Pathfinder Society’s Concordance faction. Caroliss accompanied Esrisi on this leap of faith into this organization, yearning to escape her troublesome life as well.

When her family learned of her intention to join the Society, they turned to a half-orc named Drask Umbra who had been doing odd jobs for them throughout the years. He was to keep an eye on the young Derexhi and make sure she didn’t embarrass the family in anyway. They got him assigned to the same mission the young oracle was and told him that if she got herself into danger then it was his job to make sure she made it out alive if possible. If that wasn’t possible however, she should die in such a way to further the Derexhi name in some way.

Esrisi is searching for answers through the duality of the chaos and evil that she has been cursed with. Both the abyss and hell lay claim to her through her curses and threaten to drag her to their way of life. Trying to balance these unknown forces inside of her have driven her to find commonality with deities who strive with inner turmoil that threatens to tear their very essence from their body and drive them mad.

Description:
The first thing onlookers notice about Esrisi is her height and build; standing taller than most woman at 5'11” with a muscular, yet altogether feminine physique that makes her attractive and simultaneously alluring. This she uses to her advantage, regularly entrapping men first with her beauty, then her soft silky words.

Esrisi's face holds a divine beauty that cannot be described as otherworldly exotic yet entrapping. Pale and flawless skin appears ever youthful on Esrisi, though void of much variety, save for two sprinklings of pale pink, which grace her cheeks. A skinny, straight and somewhat unremarkable nose plays as the centerpiece, whilst a continually arched brow gives the impression that Esrisi is constantly amused. Her golden hair possesses a metallic sheen, twisting with curls that tumble past her shoulders and always find a way to be blown in her face.

Her lips are pale peach, voluptuous and full, often giving the appearance that she is pouting, when in fact she is merely resting. She has an extremely defined Cupid's bow, which arches elegantly above her lips, this shape aptly angelic in theme. Most often, though, the corners of her mouth are turned up revealing a stunning smile, straight white teeth exposed, and verging on absolute perfection. This is something that is often commented on by friend and indeed foe alike, neither having the ability to deny the blatant truth; that is, that here stands a woman with exceptional and exquisite beauty, and that to stand in her presence they should be honored.

By contrast to her pale skin, her eyes are a deep, unnatural blue that seems to glow in the right light. Below her right eye is a faded birthmark that waves down her right cheek that seems to glow like starlight all on its own.

Despite her innate beauty, it is the presence of the aasimar that commands attention and draws the attention of others. Though not gregarious by nature, when she is in the room and offers words, others find themselves quieting down to see what the oracle has to say for herself.

Esrisi is never seen without a pair of long gloves that extend to her upper forearms, hiding her hands from prying eyes. When the gloves are removed however, her forearms are covered in black spidery veins that twist up and down her forearms. The black veins slowly shift into a darker green at her wrists, the entire skin of her hands and fingers covered by dragon-like emerald green scales