"Iesha was known for her striking dark hair and olive complexion. Her luscious curves were only part of what made her so attractive, her angelic voice and strong-will nature adding just as much. A Varisian, Iesha commonly wore colorful clothing, long, flowing dresses and an heirloom scarf. It was this scarf which would be her undoing."
That was Iesha in life. In death, her striking dark hair is streaked with white. Her olive complexion is a translucent pale, peppered with what appears to be recent wounds which will never go away, her neck is always covered. Her curves are the same but hover an inch off the ground unless she concentrates. Her clothing are now neatly dark but still flowing, covered in a breastplate with a massive sword dragging the ground. Her heirloom scarf is the one dash of bright color remaining, still with her, still reminding her what happened.
hooks:
Iesha Foxglove of the Last Call is an urban legend throughout Varisia and the surrounding lands. One that is popular especially because of the songs and lore.
It is easy to find someone who swears the ghost it real, that she saved a friend or family member. Those that she truly saved were one of the helpless needing her rage, and their reaction is tempered with their own pain.
Then there are the attacks, like giants, and goblins, and bandits too swollen with desperation, that attack a town like Sandpoint, and then many people saw her before the walls, endlessly pouring her vengeance out.
Outside of fulfilling her purpose, there are those that know her, have talked to her throughout the years. Bookstore owners, librarians, bartenders, occasional bards, the combination bard-tenders.
personality:
If meeting her without a disguise or with an enemy to focus on, she is a bit mousey, given she doesn't chat much with normal people as herself. She'll smile hesitantly, rub her upper arms, fidget with her scarf. If she is disguised to gather information, she is a bright but shy thing, asking so many questions. If she has an enemy to focus on, she is rage. Everything you can imagine a vengeful ghost should be.
how she came to be:
“If you are helpless from something or someone threatening you or one you love, go to your tavern, stay until last call, then speak of that which you cannot escape. A spirit will hear and if they find you pure in intent, they will rise and destroy your monsters.”
It is a legend in Varisia, even has a ballad that is heart wrenching and bloody, revealing the spirit's name and story. A ridiculous tale you might think but despite that there are few regular bar goers that have not heard someone whispering at the counter with a hitch in their voice, and wobble in their shoulders, at that exact moment.
The truth of it began when Iesha Foxglove died. Again. Killed by her husband. Again. In those moments after, her spirit was a torrent of anger, regret, and a deep need to stop Him from doing this to anyone else. Again. There before the river, three female voices bobbled up around her, speaking as if they were having tea together while she dragged herself back to the world, inch by bloody fingernail inch.
“She is consumed by a desire for revenge.” a thorny velvet seemed to smile as it purred out a “Lovely, isn't it”
“It is more” a study cotton rebutted with quiet confidence “Justice and protection for others lace her every... scream” there was a moment of wavering with that last word, like the voice would spare her more it allowed.
“Do not forget regret” the warm silk of the last voice made her want to weep “For a love shattered, for a longing for the truth of it restored. She need another chance.”
A fourth voice was silent, but Iesha knew it was there, a dark linen reproachful of the others, and of Iesha, for fighting that which comes for all of us in the end.
Iesha returned with blessings not had before. Vengeance gave her a heavy thorn made of fear itself and the steel to wear to keep the fear from ebbing. Love gave her a way to make connections before her very nature crush any hope of them and a way to reward both for the connection. And Justice gave her a scarf, her scarf so she would never forget how she came to be.
All that, but her revenge had already been taken by the heroes that had freed her for the chance she had failed at. They had killed her husband. But there were plenty of wrongs to take umbrage for. Goblins, giants, dragons, husbands, all the ghost of Lady Foxglove needed was knowing where to 'float' to.
Her best friend before death and after gave her a way. The legend, the ballad. Even if Iesha couldn't be a every tavern, speaking your woes to a barkeep allowed that woes to circulate, and Iesha could listen just as well dead as she could in life. Even after her friend went away to become Empress.
Two decades have passed. The land and the ghostly lady continue to this day, she slays the evil that hurts and bullies, frequents taverns in the night disguised as no one special, and hovers in libraries exploring things that might have been during the days. She is known and recognized, even accepted by some, especially in Sandpoint, when she reveals herself or is just caught out in the open. While she finds the idea embarrassing, she is actually quite famous now, so much so the Rusty Dragon received an invitation for her to visit the Queen of New Thassilon.
Iesha Foxglove
Female human ghost barbarian 12
Medium, Ghost, Human, Humanoid, Incorporeal, Spirit, Undead Heritage skilled human
Background local savior
Perception +17; darkvision, low-light vision
Languages Common, Necril, Varisian
Skills Acrobatics +19, Art Lore +14, Athletics +23, Deception +18, Diplomacy +23, Intimidation +24, Library Lore +18, Occultism +14, Performance +18, Religion +15, Stealth +19, Thievery +15
Str +5, Dex +2, Con +4, Int +0, Wis +1, Cha +4
Items +1 resilient moderate dread cold iron splint mail, +2 nightmare striking called cold iron greatsword, whip, backpack, fear gem (15), greater hat of disguise, guise of the smirking devil, invisibility potion (6), jaathoom's scarf[RE], lover's gloves, moderate oil of unlife (10)
Undead Hunger (Settle Your Unfinished Business) While you don’t eat or drink the same food as humanoids do, you usually have thirsts and hungers related to your undead state, such as a ghoul’s hunger for humanoid flesh, a zombie’s craving for brains, and a vampire’s desire for blood. Additionally, while you don’t sleep, you enter a state of quiescence for at least 4 hours a day to recuperate, which lets your undead flesh reknit and recover naturally. Many undead choose to rest when the sun is at its highest.
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AC 30; Fort +23 (Successes are crit successes instead); Ref +18; Will +18; +1 circumstance vs. paralysis or sleep, +2 circumstance bonus vs. disease and poison
HP 212; void healing; Immunities death effects; Resistances poison 6
Negative Survival Unlike normal undead, you aren’t destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you’re undead, many methods of bringing someone back from dying, such as stabilize, don’t benefit you. When you would die, you’re destroyed rather than dead, just like other undead.
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Speed fly 30 feet; floating
Melee [1] (L) [i]+2 nightmare striking called cold iron greatsword[/i] +23 (magical, versatile P), Damage 2d12+7 S +1d6 Ment
Melee [1] whip +21 (reach 10 feet, disarm, nonlethal, finesse, trip), Damage 1d4+7 S
Occult Bard Spells DC 30, attack +20; Cantrips (6th) message, musical accompaniment[LOFB], summon instrument, telekinetic hand, telekinetic projectile
Innate Spells DC 30, attack +20; 4th invisibility (wearer only) Cantrips (6th) ghost sound
Focus Spells 1 Focus Point, DC 30; 6thhymn of healing Floating You can float but are still tethered to the ground. Replace your land Speed with an equal fly Speed. You can’t rise more than a few inches above the ground when you Fly. This means you can move above many types of difficult or hazardous terrain without moving slowly or being damaged, even though you can’t fly without limit. You can Leap, High Jump, Long Jump, and take similar actions, and use your fly Speed for any calculations that would normally require your land Speed.
Quick-tempered [F] (barbarian) Trigger You roll initiative; Requirements You are not encumbered or wearing heavy armor; Effect So long as you are able to move freely, your fury is instinctive and instantaneous. You Rage.
Rage [1] (barbarian, concentrate, emotion, mental) Requirements You aren’t fatigued or raging; Effect You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. While you are raging:
• You deal 2 additional damage on melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
• You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
Rage lasts for 1 minute, until you fall unconscious, or until the encounter ends, whichever comes first. You can’t voluntarily stop raging. When you stop raging, you lose any remaining temporary Hit Points from Rage, and can’t gain temporary Hit Points from using the Rage action again for 1 minute.
Ancestry Feats Arcane Tattoos[LOCG], General Training, Multitalented, Natural Ambition
Class Feats Advanced Muse's Whispers, Bard Dedication, Basic Muse's Whispers, Cantrip Expansion, Ghost Dedication[BD], Ghost Flight[BD], Ghostly Grasp[BD], Hymn Of Healing, Intimidating Strike, Invulnerable Rager, Pass Through[BD], Raging Intimidation, Rogue Dedication, Skill Mastery, Sudden Charge, Terrifying Howl
General Feats Ancestral Paragon, Fleet, Incredible Initiative, Toughness
Skill Feats Additional Lore, Aerobatics Mastery, Assurance, Assurance, Assurance, Battle Cry, Foil Senses, Intimidating Glare, Swift Sneak, Terrified Retreat
Other Abilities brutality, furious footfalls, giant instinct, maestro, mighty rage, raging resistance, specialization ability, titan mauler
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https://pathfinder.fandom.com/wiki/Iesha_Foxglove
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