Sheila Heidmarch

Haylissa Ancharden's page

1 post. Alias of Shadow Bloodmoon.


Full Name

Haylissa Ancharden

Race

Human

Classes/Levels

Monk 2/Thassilonian Illusionist 3/Archmage 2

Gender

Female

Size

M

Age

27

Alignment

LN

Deity

Lissala

Languages

Common, Thassilonian, Draconic

Occupation

Pain Wizard

Strength 12
Dexterity 12
Constitution 17
Intelligence 15
Wisdom 14
Charisma 12

About Haylissa Ancharden

Description:
Haylissa stands a little over five feet tall and has an athletic build. Her toned muscles show through various parts of the monk robes she wears, belying not only her physical strength, but hiding her mystical might. Her auburn hair is long with a slight curl at the end, but one has to look closely to see it, as it is always up in a braid. Her light blue eyes have spots of a darker blue in them that seem to move as her thoughts and emotions change. Her features are sharp for a Taldan, with a small nose and thin lips. When she is not in her usual attire, Haylissa can be found wearing her jewelry and finer clothes among the more affluent company of wherever she might be, using her knowledge as a foothold to gain their interest rather than her looks. While she isn't unattractive, Haylissa's dour demeanor, stemming from a lifetime of pain, tends to put people off. Every once in a while, wind catches her clothing and bares more of her skin, revealing deep scars on her arms and legs...

Personality:
Haylissa has a simple worldview: all life is pain. This shows in her sometimes expressionless face, a stoic disdain for frivolity of any sort. When she speaks, it is with the seriousness of a person for whom humor is a foreign concept. The only time Haylissa seems to open up is when she is fighting. It is then that she seems to come alive, taunting and jeering her opponents, going so far as to wound herself in order to show her foes that they can not hurt her.

History:
Haylissa's parents were forced to copulate for the entertainment of their cruel owners all while being whipped and beaten. In this exchange, Haylissa was conceived.

When she was born, she was immediately taken away to be properly trained to be a servant of the house, where even as a babe, she was tortured until she learned to silence herself and listen. As she grew into a young girl, she had learned her lessons well and at the age of ten, she was forced to punish her own parents for disobeying their owners. Unfortunately, the masters had pushed too far and she ended up killing both of her parents in a blind rage.

Laughing at the irony of the situation, her masters revealed that she had a brother and a sister that would hate her forever because of what she had done, and so they had to sell her to another owner.

The new owner saw in her something that told him she would be more than just a house slave, and so to test his theory, he threw her in with a group of gladiators and it was here she learned to fight. In this, she learned to use the pain of loss to take advantage of her foes. Her owner taught her many strange techniques and her hunger for that knowledge grew until even he could no longer teach her, so he contacted a friend of his, Hargran, who allowed her into his school as a favor.

Haylissa relished the idea of more fighting to get better, but also found out there was something else they had in mind for her. After subjecting her to a myriad of powerful hallucinogenic drugs, a vision of the goddess Lissala appeared to her, congratulating her in an epiphany of pain. When she awoke, Hargran was smiling. Her training in the fighting arts continued, but it was interspersed with her budding magical knack.

Now, one of his most promising students and a devout worshipper of Lissala, Haylissa strives to bring forth the epiphany of pain to all who will listen, knowingly or not...

Stat Block:
Haylissa Ancharden
Female Human (Taldan) Monk (Master of Many Styles) 2/Wizard 3/Archmage 2
LN Medium humanoid (human)
Init +3; Senses Perception +7
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Defense
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AC 18, touch 13, flat-footed 17 (+5 armor, +1 Dex, +2 untyped)
hp 46 (2d8+3d6+21)
Fort +7, Ref +5, Will +8
Defensive Abilities evasion, hard to kill
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Offense
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Speed 30 ft.
Melee +1 monk's spade +4 (1d6+2/×2) and
. . dagger +3 (1d4+1/19-20/×2) and
. . unarmed strike +4 (1d6+2/×2)
Special Attacks mythic power (7/day, surge +1d6), stunning fist (2/day, DC 14)
Wizard Spells Prepared (CL 3rd; concentration +5):
2nd (2/day)—mirror image (x2) [M], raiment of command (x2)
1st (3/day)—silent image [M] (DC 13), vanish (x2), peacebond (DC 13), unprepared combatant (DC 13)
0 (at will)—daze (DC 12), touch of fatigue (DC 12), arcane mark, prestidigitation (DC 12)
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Statistics
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Str 12, Dex 12, Con 17, Int 15, Wis 14, Cha 12
Base Atk +2; CMB +3; CMD 16
Feats Combat Reflexes, Craft Wondrous Item, Improved Unarmed Strike, Inscribe Rune, Martial Weapon Proficiency (???), Mythic Spell Lore [M], Panther Style, Scorpion Style, Scribe Scroll, Snapping Turtle Style, Stunning Fist
Skills Craft (tattoo) +8, Heal +5, Knowledge (history) +10, Knowledge (local) +6, Knowledge (nobility) +6, Knowledge (religion) +6, Perception +7, Perform (Kata) +9, Sense Motive +8, Spellcraft +10
Languages Common, Draconic, Thassilonian
SQ ac bonus, amazing initiative, arcane bonds (object [+1 monk's spade] [1/day]), blinding ray, extended illusions, fuse style, specialized schools (pride [illusion]), stunning fist (stun), unarmed strike
Other Gear +1 Monk's spade, Dagger, Amulet of mighty fists +1, Bandages of rapid recovery, Handy haversack (13 @ 26.5 lbs), Bedroll, Belt pouch (3 @ 1.46 lbs), Blanket, Courtier Jewelry, Courtier's outfit, Ink, black, Inkpen, Sack (empty), Spell component pouch, Spellbook, Trail rations (5), Traveler's outfit, 66 GP, 7 SP
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Special Abilities
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AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Bond (+1 Monk's spade) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Endurance (Ex) +4 to CL for calculating spell durations.
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs SR.
Bandages of rapid recovery These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.

Construction
Requirements Craft Wondrous Item, cure light wounds, lesser restoration, stabilize; Cost 100 gp
Blinding Ray (5/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Enduring Armor +5 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Panther Style (1/round) Retaliate against opponents that take attacks of opportunity against you
Pride (Illusion) Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Scorpion Style (DC 14) As a standard action, unarmed strike reduces foe's land speed to 5 ft for 2 rds (Fort neg).
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Stunning Fist (2/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.