Shorafa Pamodae

Lacrimadia's page

No posts. Alias of eriktd.


About Lacrimadia

One of the RHC's most promising forensic investigators seeks to harness her cunning knowledge of alchemical necromancy to usher in a new age of enlightened socialism in her adopted community, and to protect it from all those who would attempt to corrupt or destroy it.

Name RHC Detective-Chirurgeon Lacrimadia
Race Tiefling
Type outsider (native)
Age Category Adult
Alignment Neutral Good
Classes Incanter / Soul Weaver // Technician
Roles Rogue-Scholar, debuffer, healer, artificer

Background:
The girl who was originally named Lia Jierre was born into the extended family of the Sovereign of Danor (her great-uncle) and grew up during the Renaissance of Cherage, when industry and technology began to surge and cause their country to prosper, even as territorial wars continued in Yerasol archipelago. Lia was clever and determined, and distinguished herself at the academy that all Jierres are expected to attend, achieving superior marks in all her studies of science, though she particularly excelled at engineering and medicine. She completed her finishing school at the age of sixteen and all of her family expected her to continue on to battle college.

Part of the reason for her success came from her developed ability at a young age to perceive traces of vitality in living subjects. With nothing but a glance, she could recognize that a patient was alive or dead, or nearing death. Though she disliked the term, she thought of these life signs as the person's "spirit", and became convinced that through careful study and analysis it should be possible to effectively communicate with it. To gather as much data as she could, she often volunteered at hospitals and morgues, and once joked that she had been exposed to more diseases at fourteen than anyone else in her family had in their whole lives.

As a distant member of the Sovereign's family, Lia was required to have a capable protector as her security detail. For as long as she can remember, this role was performed by her favorite uncle Vesicaris (usually called "Fessic" or "Fezzie"), her mother's brother. He was a big man, with wide shoulders and bulging yellow eyes, and he always kept his head and face shaved to better show off his crazy expressions. To Lia's horror, he became sick with a rare cancerous disease just after her graduation, and as his condition grew worse and worse she ceased all of her studies to care for him. When he died that following winter, she was furious. None of her other relatives had done anything to help him, even though many of them were powerful and wealthy. His funeral was brief and sparsely attended, and the Sovereign sent only a form letter that misspelled his name.

As she became more withdrawn and consumed with grief, Lia became more and more convinced that she could still sense her uncle's presence. His spirit, if that's what it was, hung about her all the time. She saw signs of him everywhere she looked, what she was sure was measurable evidence that he had not gone away completely, but only ceased to have a physical body. But science had failed her, for no one could replicate the results of her experiments, and she began to lose most of her credibility as she developed wilder and wilder theories to explain her data.

Finally, she decided that she needed to leave Danor to pursue other avenues of her research, specifically magic. She had become quite adept in slipping her security detail in the three years since Uncle Fezzie passed, and she cleverly worked out a plan to disguise herself and bluff her way onto the new rail-line going to Risur. She figured that no one would suspect that she would go there, since their two countries were still nominally at war, and if she made it to Flint she could disappear into the enormous influx of people emigrating there to make a new life. As part of her cover, she took a new name: Lacrimadia, Draconic for "day of woe."

As soon as her train left the borders of Danor and headed into the Wild Lands, Lacrimadia was nearly assaulted by the rush of sensations she experienced: the thousands of spirit voices and images of people just on the periphery of most people's perception. I was right! she exulted to herself, My theory was right! And then she saw her Uncle Fezzie, clear as day, as if he was standing beside her. "Together, like always," she said through her tears, and she knew he nodded and whispered "Caramia" with his silly grin.

Lacrimadia has been in Flint for almost six years now. Anxious to make a good living so that she could afford the necessary equipment to continue her research, she answered a recruitment for the Royal Homeland Constabulary. Since she passed the background check, she thinks that she was able to bury the fact that she is related to Han Jierre, but she does not know for sure if that is true. She has done her best to leave all physical traces of her childhood behind. In her, the RHC has found a voracious student, someone who attends every training seminar they offer and constantly asks insightful questions whenever she has access to a tutor. She is proud to have been promoted recently to the rank of Detective-Chirurgeon, a tribute to her uncanny abilities in forensic investigation.

In her free time, she continues her work with spirits. She has begun to recognize that literally everything has a spirit: the living, the dead, even inanimate objects. She has also learned how to call these spirits to her, and through her to join them to a host. This takes a toll on her body, though, and she now has to augment herself with various medical devices to keep herself from falling apart under their weight like an undead corpse. She finds actual undead creatures distasteful, however. She is still refining her understanding, but she thinks that there are two kinds of spirits: light ones and dark ones, for lack of a better descriptor. Light spirits retain their memories and desires from life, while dark spirits seem to her violent and cruel, almost like an otherworldly opposite personality hiding in shadow. When restored to a body, the former more closely resemble their living selves, while the latter are monsters. She prefers to deal with the lighter side of death, and shuns the dark. Fortunately, she has found that her favored type of spirits are especially versatile, and by befriending them and requesting their aid she can power all manner of biomechanical discoveries.

Her most fulfilling work to date has been her success in reuniting her uncle's spirit with a living body. Though the physical resemblance is not very strong, it feels like him-- and it makes her feel like she has truly achieved something worthwhile to have him by her side again in the flesh. As she is assigned to more dangerous missions with the RHC, she is sure that she will need someone as dependable and capable as him to help look after her. And though she knows he is already dead, she would be devastated if something were to happen to him.

Description:
Lacrimadia is a tall tiefling woman, usually wearing a black RHC uniform beneath what appears to be a full-body veil made of fine black mesh. She carries an unusual firearm at her hip: a modified pistol with a longer barrel, a small scope above the trigger, and a rotating metal chamber for loading ammunition quickly. When not undercover, she wears her badge proudly on her chest. Her tough, faintly-scaled skin is pale with deep purple splotches like birthmarks on her neck and cheek, and her horns are stunted but obvious. Her wide red eyes typically shine with enthusiasm and fervor.

The Detective-Chirgeon is principled and proud. Though she has left Danor and sworn allegiance to Risur, she still tries to defend her distant relatives and her homeland, even if she doesn't agree with everything they do. She has been raised to believe that the gods no longer exist, if they ever did, and to trust to empirical scientific methods to explain the supernatural. As far as she can tell, when people die their spirits do not go to a better (or worse) place but instead linger on forever in the nearby Ethereal plane. She firmly believes that the wishes of the dead should be respected, and that they should be treated always as if they are still part of this world to which they are bound.

Lacrimadia dreams of a future where death ceases to be an ending for those spirits that deserve to continue. Since life is eternal as far as she knows, and since all things are at least partly alive to her, she is surprisingly socialist and egalitarian in her political views. She believes in justice and taking care of her community, just with a much, much wider definition of community. She believes everything can be useful to everything else, and everything should look out for everyone. Though she has sworn an oath to King Aodhan, she does not believe he is inherently better than his subjects, and she would prefer that Risur became a democracy like Danor. She has no love for tyrants and those who profit from the suffering of others.

Str 8* (Chain Veil: 14*) (-1 or +2), Dex 14+2 (Chain Veil: 22*) (+3 or +6), Con 14 (+2), Int 17+2+2+1 (+6), Wis 16 (+3) Cha 9-2 (-2)

HP 55 (5d8+15)

AC 14*** touch 14*** flat-footed 11***
(+3 DEX, +1 deflection; Chain Veil*[+3 DEX, +3 armor, +6 natural armor]; +1 danger sense*, Anticipate Hostility*)

Resist cold 5, electricity 5, fire 5

Init +7*** (+3 Dex, +4 familiar; +1 ioun stone*, +2 urban terrain*, +3 Chain Veil*)
Speed 30'
Senses darkvision 60'

Fort +5* (+2 vs ability damage, ability drain, or ability score penalties*)
Ref +8** (+3 Chain Veil*, +1 danger sense*)
Will +8* (+1 ioun stone resonance*)

BAB +3
CMB +2* (+3 Chain Veil*)
CMD 15* (+6 Chain Veil*)

Weapons
• masterwork revolver (Improved Firearm invention)
- Attack (vs touch AC in first 5 increments): +7** (-1 Deadly Aim*, +3 Chain Veil*)
- Damage: 1d8+3** bludgeoning/piercing (+2 Deadly Aim*, +3 Chain Veil*)
- Range: 40' (max 10 increments)
- Critical: 20/x4
- Misfire: 0
- Capacity: 6
- Improvements: Enhanced Reliability, Improved Rifling

Armor
none

Chain Veil:
Constructed from what appears to be a durable mesh of tiny links made of dark-stained tendon and bone, this bodysuit and veil completely encloses the wearer in a lightweight protective screen, not unlike a beekeeping outfit. The veil is attached but can be untied and lifted over the wearer's head to allow for line of effect to the wearer. Lacrimadia built this device using the spirit of an elderly widow from Flint who died of a wasting disease in a similar way to her childhood friend. Lacrimadia cared for her during the year before she passed, and she finds her presence comforting-- a reminder of the people of her city that she serves and protects.

Mechanoid 5, HD 4d8+23 (55 hp), saves +2/+2/+5; Str 14+2-2+4, Dex 14+2+1+1+4, Con 14; natural armor +6; hardness 2; upgrades x7+1: Cover* (Covered Mechanoids), Discount Fabrication*, Durability, Enclosure (transparent, 15 hp), Focused Design x2 (+4 Str/Dex enhancement), Immersive Cockpit (Full Integration), Lightweight* (Lightweight Mechanoids), Mechanoid Template* (Hollow Body Construct: Living [undead], Lesser Immunity [immune to mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms); +4 vs ability damage, ability drain, death effects, disease, energy drain, exhaustion, fatigue, Necromancy effects, paralysis, poison, sleep, stun, or any Fortitude effect (unless the effect also works on objects or is harmless)], Hearty, Living Needs, Saves), Passenger Seats (Compact Pilot Seat), Skillful Design x2 (+4 Acrobatics, Disable Device, Escape Artist, Stealth); modified (Improved Familiar Arsenal) masterwork spider-silk bodysuit (armor: +3, max Dex: +6, ACP: 0, +2 vs crits)

Race (Tiefling) Darkvision, Fiendish Resistance, Skilled (Bluff, Stealth), Soul Seer

Traits Cunning Liar, Perfectionist's Brew, Resilient, Spirit Medium*

Feats Agile Maneuvers*, Combat Expertise*, Combat Stamina*, Craft Wondrous Item (level 4), Curse Mastery* (from casting tradition), Deadly Aim*, Durable Gizmos* (from tinker tradition), Gunsmithing* (from Firearm Proficiency), Healer's Hands (level 2), Power Attack*, Soul Seer*, Unfinished Business* (from Spirit Medium), Weapon Finesse*

Curse (Promethean):
Promethean Your body is falling apart, forcing you to rely on mechanical augmentations or replacements to keep yourself alive. You take 1 point of Constitution damage each day, but you also ignore the first point of Strength, Dexterity, or Constitution damage you take for the remainder of that day. At 5th level, you gain a +2 bonus on all saving throws on effects that cause ability damage, ability drain, or ability score penalties. At 10th level, this bonus increases to +6. At 15th level, any effect that would normally deal ability drain on you instead deals ability damage whenever you successfully save against the effect.
Unfinished Business (Theme Feat):
You possess a deep understanding of spirits and the ties that bind them to the mortal world. With the simplest of actions and words, you can stir the recently deceased into action.

Benefit: Once per day you may use speak with dead as a spell-like ability with a caster level equal to your character level. When using the spell in this manner, you must use it in the area where your target died and it must be used within a day of the creature’s death. You do not require a complete body as the ability speaks with the spirit and needs no corporeal connection.

Once per combat, as a standard action that provokes attacks of opportunity, you conjure forth a spirit from a creature that died within the last five minutes and within three miles of your current location. The spirit appears in a space you choose within 25 ft. of you, and performs a standard action of your choice. Any attack it makes counts as having the ghost touch weapon property.

Special: You can acquire only one theme feat.

Skills (Class Skills):
Bluff (Int), Craft (Int), Diplomacy (Int), Escape Artist (Dex), Fly (Dex), Heal (Int), Intimidate (Int), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Int), Perform (Cha), Profession (Wis), Sense Motive (Int), Spellcraft (Int), Stealth (Dex), Use Magic Device (Int)

Acrobatics 0+3*** (+2 urban bond*, +3 Physical Augmentation*, +7 Chain Veil*)
Bluff 5+11* (+3 Mental Augmentation*)
Climb 0-1* (+2 urban bond*, +3 Chain Veil*)
Craft*** (alchemy) 5*+13*** (+1 Mental Augmentation*, +2 alchemist's lab/artisan tools*, skill leverage*; from Tinker, Trap spheres)
Diplomacy 5+9* (+3 Mental Augmentation*)
Disable Device* +18***** (Expert Eye [Craft (alchemy)]; +1 Mental Augmentation*, +2 masterwork tool*, +2 trapfinding*, +4 Chain Veil*, skill leverage*)
Disguise +13** (Hidden Appearance [Stealth]; +3 Physical Augmentation*, +7 Chain Veil*)
Escape Artist 5+6** (+3 Physical Augmentation*, +7 Chain Veil*)
Handle Animal 0-2*** (Mechanical Best Friends* [Knowledge (engineering)]; +3 Mental Augmentation*, skill leverage*)
Heal 5+10*** (+2 vest of surgery*, +3 Mental Augmentation*, skill leverage*)
Intimidate 5+9* (+3 Mental Augmentation*)
Knowledge (arcana) 5+9* (+3 Mental Augmentation*)
Knowledge (dungeoneering) 5+9* (+3 Mental Augmentation*)
Knowledge (engineering) 5+12** (+3 Mental Augmentation*, skill leverage*)
Knowledge (geography) 0+6*** (+2 Intuit Knowledge*, +2 urban terrain*, +3 Mental Augmentation*)
Knowledge (history) 0+6** (+2 Intuit Knowledge*, +3 Mental Augmentation*)
Knowledge* (local) 5+9** (+1 ioun stone or +3 Mental Augmentation*, skill leverage*; from Study sphere)
Knowledge (nature) 5+9* (+3 Mental Augmentation*)
Knowledge (nobility) 0+6** (+2 Intuit Knowledge*, +3 Mental Augmentation*)
Knowledge (planes) 5+10** (+3 Mental Augmentation*, skill leverage*)
Knowledge (religion) 5+10** (+3 Mental Augmentation*, skill leverage*)
Perception 5+9********** (+1 danger sense*, +2 familiar*, +2 masterwork tool*, +2 trapfinding*, +2 urban bond*, +2 urban terrain*, +3 Mental Augmentation*, Expert Eye* [Craft (alchemy)], Heightened Awareness*, skill leverage*)
Profession (any) 0+3* (+5 Intuit Knowledge*)
Sense Motive 5+9*** (+2 familiar*, +3 Mental Augmentation*, skill leverage*)
Spellcraft* 5*+9* (+3 Mental Augmentation*; from Artifice sphere)
Stealth* 5*+8**** (+2 urban terrain*, +3 Physical Augmentation*, +7 Chain Veil*; from Scout sphere)
Survival 0+3* (+2 urban terrain*)
Use Magic Device 5+10* (+3 Mental Augmentation*)

Languages Abyssal, Common*, Draconic, Dwarven, Elvish, Gnome, Infernal*, Primordial*

Casting Tradition (Alchemical Spiritualist):
Type psychic CAM Int
Alchemical Spiritualists use principles of advanced medical technology to draw forth the power of lingering spirits, causing magical effects. By deploying their special powders and tinctures infused with occult magick they can make spirits briefly manifest or take possession of objects or bodies in the physical realm.
Drawbacks Clarke Compliance, Emotional Casting, Focus Casting (gizmo), Innate Curse (Promethean), Prepared Caster, Rigorous Concentration, Skilled Casting (Craft (alchemy))
Boons Drawback Feat (Curse Mastery), Easy Focus, +1 sp/odd level

Magic Talents:
Casting High-Caster (from Incanter/Soul Weaver, utilitarian talent progression)
Caster Level +5* (+6 Death*) MSB 5 MSD 16 Spell Pool 14 (6 Death, 3 Enhancement, 3 Life, 2 Mind)

Death sphere* (from sphere specialization), Reanimate
Gravetongue [utility]
Hollow Body
Summon Spirit
- Sustained Necromancy* (from Necromantic Limit (Reanimate) drawback)

Enhancement sphere, Enhance (Enhance Equipment)
- Animate Object* [enhance] (from Constructor drawback)
Deep Enhancement

Life sphere, Cure, Invigorate, Restore
Deeper Healing
Painkiller

Mind sphere [utility]
- Intuit Knowledge* (from Inward Focus drawback) [utility]

Martial Tradition (Trapslinger):
Trapslingers receive special firearm training, including the ability to augment their ammunition with tiny specialized mechanisms designed to hamper or injure opponents.
Equipment: Firearm Proficiency (discipline)
Sniper sphere
Trap sphere
Variable: Trapslingers select one additional talent from either the Equipment sphere or the Trap sphere.

Tinker Tradition (Hollowcrafters):
Associated Skill Craft (alchemy)
Drawbacks Double Major (Craft (alchemy), Heal), Incomplete Understanding, Living Gizmos, Slow Craft
Boons Adapted Biology (undead), Reinforced

Combat Talents:
Combat Training Adept (from Technician, utilitarian talent progression) PAM Int

Beastmastery sphere
- Pet* (from Mechanical Best Friends)

Equipment sphere* (from martial tradition)
- Finesse Fighting* (from Weapon Finesse)
- Firearm Proficiency* (gun training (revolver), from base sphere)

Scout sphere [utility]
- Heightened Awareness* (from trap insight)
- Hidden Appearance* [utility] (from Veiled drawback)

Sniper sphere* (from martial tradition), Deadly Shot
Sniper Shot

Tinker sphere* (from tinker specialist) [transportation], Technology Literacy, Transportation (Mechanoid), DC 18
- Advanced Field Projectors* (from moldable inventorship x2)
- Advanced Transportation* (gizmo, transportation) (from moldable inventorship)
Arsenal Set (gizmo)
Cognitive Set (gizmo) [utility]
- Expanded Tinkering* (from Powerless drawback) [augmentation, modification], Augmentation (Augmentation, Prosthetic), Modification (Modification)
- Extra Automatons* (transportation) (from Tinker Tradition drawback)
- Full Integration* (gizmo, transportation) (from moldable inventorship x2)
- Personal Field Projector* (from moldable inventorship)
- Transportation Mastery* (gizmo, transportation) (from Tinker Tradition drawback x2)

Trap sphere* (from martial tradition), Snares (Tripwire), DC 18
- Alternative-Trap (Craft (alchemy)) drawback
Expert Eye [utility]
- Flash Trap* (from trap specialist) [snare]
- Trap Launcher* (from martial tradition)
- Trapper's Recovery (from Focused Trapper (snares) drawback)

Trade Tradition (Detective-Chirurgeon):
Automatic Trade Talents: Doctor, Philosopher
Trade Talent Class Skills: Heal, Knowledge (history), Knowledge (local)(R), Knowledge (nature), Knowledge (religion)*, Sense Motive, Spellcraft
Automatic Skill Sphere: Study sphere

Adroit Trade Talents: Experimenter, Occultist
Trade Talent Class Skills: Fly, Intimidate, Knowledge (dungeoneering), Knowledge (engineering), Knowledge (planes), Linguistics, Use Magic Device*
Adroit Bonus Skill Talent: Artifice sphere (gear package)

Gestalt Trade Talent: Dilettante
Trade Talent Class Skills: Bluff, Escape Artist, Heal*, Knowledge (engineering)*

Multiclass Trade Talent: Medium
Trade Talent Class Skills: Diplomacy, Knowledge (arcana)(R), Knowledge (planes)*, Stealth(R)

Skill Talents:
Skill Expertise Journeyman (from feats) OAM Int

Artifice sphere* (from trade tradition) [gear], Cobbled Creation [approach], Trinket; Associated Skill Craft (alchemy) Skill Leverage Craft (alchemy), Knowledge (engineering)
- Chemical Armaments* (from base sphere) [function, gear]
Secret Project [plan]

Study sphere* (from trade tradition), Knowledgeable, Prescient Study [plan], Theorize; Associated Skill Knowledge (local) Skill Leverage Heal, Knowledge (local)
- Anticipate Hostility* (theory) (from base sphere)
Build a Case (research, theory) [utility]
Theoretical Focus

Vocation sphere* (from trade tradition)
- Dilettante* [Bluff, Escape Artist, Heal, Knowledge (engineering)] (trade) (from gestalt skills) [utility]
Divergent Aptitude (Perception/Int) [utility]
- Doctor* (trade) (from trade tradition) [utility]
- Experimenter* (trade) (from trade tradition) [utility]
- Medium* (trade) (from multiclass skills) [utility]
- Occultist* (trade) (from trade tradition) [utility]
- Philosopher* (trade) (from base sphere) [utility]
Versatile Leverage (Knowledge (planes), Knowledge (religion), Sense Motive) [utility]

Incanter 1 / Soul Weaver (Shepherd of the Lost) 4 blessing (Blessing), bonus magic talents x3, bound nexus, casting (High-Caster/Int, utilitarian talent progression), casting tradition (Technological Spiritualist), channel energy (positive/Int) 3d6, for their flock, guide to the lost, incanter specializations (Channel Energy [2 pt], Sphere Specialization [Death/Guide of the Dead, 3 pt]), magic talents x4, nexus powers (Aid the Dead, Curious Spirit, Lovelorn Soul, Not Alone, Siphon Health), spell pool, sphere specialization (bonus talent, House Soul), utility magic talents x2; FCB Gain +4/4 of a new soul you may summon per day for your bound nexus.

Technician (Innovator) 5 battery gadget, combat talents x2, combat training (Adept/Int, utilitarian talent progression), danger sense +1, gadgets, gun training (revolver, from Firearm Proficiency), improvements x2, invention x1, martial tradition (Trapslinger), moldable inventorship x2, tinker specialist, tinker tradition (Hollowcrafters), technical insight (Mechanical Best Friends, Mechanical Insight), technically minded, trap specialist, trapfinding +2, trap insight, utility combat talents x3; FCB Gain +5/6th of a combat talent

Urban Empath 1 every building a welcoming home 3/day, urban bond

Urban Empath abilities:
Every Building a Welcoming Home (Su) Three times per day, an urban empath can move through manmade structures as if he were incorporeal until the end of his turn.

Urban Bond (Su) While in an urban environment (defined generally as a bounded area with a population density of at least 1000 people per square mile), an urban empath needs neither food nor drink, and he gains a +2 bonus to Acrobatics, Climb, and Perception checks. These effects generally extend as long as he is within 3 miles of the border of an urban area.

Additionally, three times per day an urban empath can communicate with buildings, roads, or other structures in an urban environment, asking them up to three questions about what they have witnessed or been involved with. This communion functions similar to the stone tell spell, but only takes 5 minutes to perform.

ABP deflection +1, resistance +1

Gear alchemist's lab (200 gp), badge (1 gp), belt pouch (1 gp), boots of friendly terrain (urban, 2,400 gp), Chain Veil (mechanoid, 150 gp), cracked dusty rose prism ioun stone (crafted: 250 gp), cracked scarlet and blue sphere ioun stone (200 gp), engineering kit (10 gp), Hollow Armor (mechanoid, 150 gp), masterwork artisan's kit (70 gp), masterwork backpack (50 gp), masterwork bardiche (313 gp), masterwork revolver (300 gp, upgraded from battered), masterwork spider-silk bodysuit (1,000 gp), masterwork tool (Intimidate/demoralization, 50 gp), metal cartridges x30 (40 gp), muleback cords (crafted: 500 gp), secret project materials (50 gp), trap bag (15 gp), uniform (free), vest of surgery (crafted: 1,500 gp), wayfinder (crafted: 250 gp)

Gizmos (x10) Displacement Field Projector x2, Improved Ablative Field Projector, Limb Prosthetic x4 (mechanoid arms x2, mechanoid legs x2), Mental Augmentation (Int), Physical Augmentation (Dex), Versatile Infuser Weapon (revolver, electricity)

-+-+-+-+-

Memory-Enhancing and Aerial Observation Widget (MEAOW):
This clockwork device is fashioned out of bones and wires to look like a tiny skeletal dragon. It is curious and playful like a kitten, fiercely loyal to its mistress, and when it speaks it produces a series of high-pitched mechanical clicks and chirps that only Lacrimadia can understand.

Familiar (Willing Martyr) 5, HD 5 (hp 27), BAB +3, saves +1/+4/+4; Clockwork Rhamphorhynchus (Size: Tiny; Speed: 10', fly 40' (good); bite 1d3; construct traits, evasion, low-light vision, scent, sudden swoop, swift reactions, vulnerable to electricity, winding; Str 6, Dex 17, Con –, Int 8, Wis 14, Cha 11); alertness, born again, empathic link, for the master's merriment, natural armor adj +3, share spells, speak with master; Bluff 5+0, Craft (alchemy) 5-1, Diplomacy 5+0, Escape Artist 5+3, Fly +11, Heal 5+2, Intimidate 5+0, Knowledge (arcana) 5-1, Knowledge (dungeoneering) 5-1, Knowledge (engineering) 5-1, Knowledge (local) 5-1, Knowledge (nature) 5-1, Knowledge (planes) 5-1, Knowledge (religion) 5-1, Perception 5+5, Sense Motive 5+2, Spellcraft 5-1, Stealth 5+14, Use Magic Device 5+0; COMBAT EXPERTISE*, COMBAT STAMINA*, DEADLY AIM*, DODGE/MOBILITY, IMPROVED INITIATIVE*, LIGHTNING REFLEXES*, POWER ATTACK*, WEAPON FINESSE*

-+-+-+-+-

Vesicaris, Housed Soul:
In life, Vesicaris was lucky enough to join the House of Jierre as a young man when his sister married the then-Sovereign's grand-nephew. He trained for war as a pikeman, and eventually received an honorary commission in the Sovereign Service, as a family guard. This kept him off the front lines, but required him to work long hours protecting various spoiled tiefling women of varying ages. His favorite assignment was young Lia, who was refreshingly intelligent and had a wicked and dark sense of humor, just like him. His biggest regret upon dying of wasting disease was that he would no longer be able to look after her. However, it seems death was not sufficient to stop him, and now he literally lives to serve.

Vesicaris's current body is a very tall tiefling man, with a square shaved head and a long, lean face. His skin is pale and his eyes are deep-set. He likes jokes and pranks, though the process that returned him to life has slowed his reactions significantly, and slurred his speech. His skin is tough and scarred, and he walks with a slight lurch.

Cohort (Warrior) 5, HD 4d8+8 (40 hp), BAB +4, saves +4/+1/+4; Hollow Body Housed Soul (Tiefling, Oni-Spawn [Darkvision, Demonic Mien, Fiendish Resistance, Skilled (Disguise, Intimidate)]; Size: Medium; Speed: 30'; natural armor +1; DR 5/slashing; Str 16+2, Dex 12, Con 13+1, Int 9, Wis 10+2, Cha 11-2); athlete, combat talent x2 (Guardian: Assist, Guardian: Endure Pain), combat training (Proficient/Con), martial tradition (Homeguard Militia [Equipment: Pikeman Training, Equipment: Polearm Mastery, Guardian sphere (patrol), Guardian: Defend Other]), trade tradition (Secret Agent [Dilettante (Climb, Heal, Knowledge (nobility), Swim), Thug; Body Control sphere (Endurance Training*, Incredible Stamina drawback, Physiological Focus drawback)]); Climb 1+9, Disguise 3+2, Heal* 5+4*, Intimidate 5+7*, Knowledge (history) 5+2, Knowledge (nobility) 5+2, Perception 5+4, Swim 1+9; ADDITIONAL TRAITS (Kin Guardian, World-Weary [Knowledge (history)]), COMBAT EXPERTISE*, COMBAT STAMINA*, DEADLY AIM*, EXTRA COMBAT TALENT* (Gladiator sphere, Gladiator: Braggart drawback, Gladiator: Self Confidence*), MUSCULAR REFLEXES, POWER ATTACK*, WEAPON FINESSE*; hollow armor, masterwork bardiche (1d10, 19-20/x2, brace/reach/sunder bonus), masterwork tool (Intimidate/demoralize)

Hollow Armor:
This suit of dull black unpolished plate armor is attached to a thick mesh netting that stretches easily over the wearer. The visor on the helmet can be lifted if necessary, otherwise it provides full cover to the wearer, and looks like an empty suit of armor. The device is powered by the spirit of a middle-aged dwarf, a former investigator of the RHC, who Lacrimadia worked with on several occasions and who was killed in the line of duty. The constabulary was never able to solve the case, a fact that likely keeps her colleague's spirit invested in her work.

Mechanoid 5, HD 4d8+33 (65 hp), saves +2/+2/+5; Str 14+2+1+1+4, Dex 14+2-2, Con 14; natural armor +6; hardness 2; upgrades x7+1: Armor Slot, Cover* (Covered Mechanoids), Discount Fabrication*, Durability x3, Enclosure (transparent, 15 hp), Focused Design (+4 Str enhancement), Immersive Cockpit (Full Integration), Lightweight* (Lightweight Mechanoids), Mechanoid Template* (Hollow Body Construct: Living [undead], Lesser Immunity [immune to mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms); +4 vs ability damage, ability drain, death effects, disease, energy drain, exhaustion, fatigue, Necromancy effects, paralysis, poison, sleep, stun, or any Fortitude effect (unless the effect also works on objects or is harmless)], Hearty, Living Needs, Saves), Passenger Seats (Compact Pilot Seat); full plate armor (armor: +9, max Dex: +1, ACP: -6)

GM Note:
Note to GM: What I'm doing here is kind of complicated, so I will try to spell it all out so you can determine if it's acceptable.

1. House Soul allows L to use Reanimate to make a special zombie that doesn't count against other uses of Reanimate and lasts until dismissed. It is essentially a spirit possessing a dead body. It has feats, skills, and an Intelligence score.

2. Hollow Body, with the Life sphere, allows L to use Reanimate to create living zombies instead of dead ones, basically creatures that look like what they were when they were alive, but with the zombie template and no undead traits. It's not stated explicitly, but I think the creature still has a Constitution score.

3. Since House Soul lets me use Death talents that change Reanimate, I reason that L's special zombie can be a Hollow Body. However, since a typical zombie's stats aren't appropriate for that-- they assume that all zombies are mindless and don't have skills or feats-- I'm wondering if you'll allow me to use a Leadership cohort instead? That's how I calculated these stats, specifically using the rules for intelligent undead cohorts under Master of the Dead.

-+-+-+-+-

Character Tricks:
Lacrimadia's party roles are primarily acting as a skill monkey, healer, controller/debuffer, and crafter. In combat she focuses first on debilitating the enemy, then assisting her companions.

Attack: Craft a Flash Trap or Tripwire or a Detonator gadget and attach it to a bullet as it is fired with Deadly Shot (Trap Launcher). With a free Immediate action, can add extra damage to Deadly Shot and regain martial focus with Trapper's Recovery. As a full round action, can attach two traps with Sniper Shot.

Defense: Lacrimadia has two moldable inventorship tinker talents that she doesn't need to maintain her mechanoids, which she usually sets to Personal Field Projector and Advanced Field Projectors, allowing her to make gizmos that improve her or her allies' defenses. Also, her Chain Veil mechanoid provides her with amazing protection.

Gadgets and Gizmos: Good gizmos to craft are Mental and Physical Augmentations, Elemental Infusers, or Personal Field Projectors. Most of her technician's gadgets will be spent on Detonators, though she can also make batteries (for Augmentation and Arsenal gizmos).

Gear: With Artifice she can craft Shatter Shot bullets containing ghast retch flasks that use her Artifice DC. Each bullet and each flask takes 1 minute to craft, and lasts for 2 hours and 40 minutes, so she usually makes 10 of each when she has a spare 20 minutes.

Heal allies: Healer's Hands (Treat Deadly Wounds 5/day as a full round action), channel positive energy, or Life sphere effects (Cure, Invigorate, Restore). Can heal Fezzi's nonlethal delayed damage with Painkiller at no cost.

Minions: Reanimate for 0 sp with D:Conc (only one at a time) or 1 sp for 1h/CL. Reanimated creatures are Hollow Bodies (zombies w/undead type, no undead traits). Animate Object for 1 sp with D:Conc or 2 sp for 10m/CL. Unfinished Business can summon a spirit with 1 standard action 1/combat.

Scout: Lacrimadia can automatically find traps within 10' without actively looking (Heightened Awareness). Her familiar is an excellent scout, too. She can also Reanimate minions and use them to trigger traps, or question the dead about the environment. Can even question the environment directly 3/day.

Spirit Medium: Constant Gravetongue, can reroll a failed Knowledge check or summon and question a spirit within (level x days of death) w/Curious Spirit, Unfinished Business can speak with dead 1/day.

Theorize: She should develop an Anticipate Hostility theory whenever possible, ideally before combat. Build a Case should always be active, too. If Knowledge (local, planes, or religion) applies to an enemy, use a Prescient Study plan before combat to take 20 on the check.

Vesicaris: Lacrimadia's bodyguard typically focuses on keeping Lacrimadia safe. He can patrol as a full-round action and delay damage until after she heals him.

Combat Stamina Tricks:
Bodyguard: When you use an attack of opportunity to use an aid another action to improve an adjacent ally’s Armor Class, you can spend 1 or 2 stamina points. Increase the bonus to the ally’s AC by an amount equal to the number of stamina points you spent.
Combat Expertise: If you spend stamina points to raise an attack roll using the Combat Stamina feat’s benefits, ignore an amount of your Combat Expertise penalty equal to the number of stamina points you spent.
Combat Stamina: After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.
Deadly Aim: When using this feat, you can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of your next turn. You can’t reduce the penalty below 0.
Improved Initiative: Before rolling initiative, you can spend 10 stamina points to use 20 as the number rolled.
Precise Shot: As a standard action, you can spend 2 stamina points and make a ranged attack against a foe engaged in melee with an ally. If the attack hits, it deals no damage, but your ally gains your choice of either a +2 bonus on her next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack. This bonus lasts until the start of your next turn.
Common Actions (Lacrimadia):
1 Minute
• Trinket

Full-Round
• reveal [plan] (Prescient Study, Secret Project)
• Sniper Shot
• Treat Deadly Wounds (with Healer's Hands)
• Trinket (with Cobbled Creation)

Standard
• Blessing
• gadget
• Unfinished Business

Move
• gadget (spend MF)
• reload revolver

Swift
• begin [approach] (Cobbled Creation)
• Soul Seer

Immediate
• Theorize
• Trapper's Recovery

Free
• direct souls 1/round

Common Actions (Vesicaris):
Full
• Patrol w/Assist

Swift
• begin [approach] (Meditate)
• endure effect (Maintain Stamina)

Immediate
• Boast (on critical hit, killing blow, or successful maneuver)
• Defend Other
• endure effect (Maintain Stamina)

Opportunity
• Assist

Free
• Delayed Damage pool

None
• Pikeman Training (+2 damage on readied attack w/brace weapon)

Skill Unlocks:
Bluff: The penalty to Bluff a creature after a failed check is halved unless you failed by 5 or more.
Craft: When determining your weekly progress, double the result of your Craft check before multiplying the result by the item’s DC.
Diplomacy: The time required to influence a creature’s attitude or gather information is halved.
Escape Artist: If you take a –10 penalty, the time required to use this skill is halved; escaping a grapple or pin is a move action, and escaping a net, animate rope, command plants, or control plants spell is a standard action.
Heal: When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day.
Intimidate: If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter. (The total duration cannot exceed 1 round plus 1 round for every 5 by which you exceed the DC.) A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability.
Knowledge: When you successfully identify a creature, you gain one additional piece of information for every 5 ranks you possess in that Knowledge skill.
Perception: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
Sense Motive: If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.
Spellcraft: Identifying magic items takes 1 full round, and the time required to learn a spell from a spellbook is halved.
Stealth: Reduce the Stealth penalty from sniping by 10.
Use Magic Device: You can use the aid another action to assist another creature’s Use Magic Device check by attempting a check against the item’s Use Magic Device DC.