Merisiel

Leezzâ's page

13 posts. Alias of Valjoen_KC.


RSS


Elf

Leezzâ looks at the oracle and considers her questions a moment, "They are a distance from here and traveling slow across the cold, rocky paths. I saw no magic among them, but they are led by several riders upon large lupine beasts." She turns and looks back from the direction she came."No. I saw no siege towers or other large weaponry, but many were burdened with supplies. These dead gnolls must have come to harass the gates until the armies arrival. It was fortunate that you arrived when you did."


Elf

GM Screen:

1d20 ⇒ 19
1d100 ⇒ 21
Perception
Garidan: 1d20 + 10 ⇒ (6) + 10 = 16
Gruskorb: 1d20 + 9 ⇒ (8) + 9 = 17
Malthazir: 1d20 + 11 ⇒ (8) + 11 = 19 +11 with familiar
Niyut: 1d20 + 19 ⇒ (18) + 19 = 37 +19 in dim light or darkness
Truk'tosh: 1d20 + 12 ⇒ (1) + 12 = 13

"I have been in the Iron Mountains for many years, more than I would recall. It is quiet and peaceful, high above the violent world of man and orc. Before the moons were taken from the sky, I would watch and speak with them. They were my companions as few of the men from Haemil would venture even into the foothills of mountains lest they travel through the high pass your lands. I would..." Leezzâ is cutoff by the distant howl of a winter wolf. Thoughts of your recent battle fill your mind and you tense. Leezza floats above the fire and stretches out her hands. Frost gathers at the tips of there long, thin fingers. A darker shadow crosses her face as she contorts with rage. But the wolves voices do not ring again, and the moment passes.

Returning to the warmth of the fire, she smiles and continues, "I would wish to see these wolves leave and their icy masters with them. The days before their arrival, I would have return."

@Niyut - You find no dishonesty or evasion in her reply

Listening to your story of the Shrine of the Summoner, the elf nods. "To Talanor they would go and leave the city unguarded? That does not seem like the proud kings of Haemil, but I would not know what lies in their hearts during these dark days." She looks gravely concerned, furrowing her brow as she contemplates the future. "I have not searched for the Shrine as I have no need there. Yet, I have seen a broken spire not far from here further into the mountains. The might ice river flows from a cave beneath the tower where the ice giants have made their camp. Would you like that I take you there?"


Elf

"I am Leezzâ, a child of Lorrynor such as yourself, Malthazir." She stands and bows her head to the noble elf with some deference but keeping her eyes upon the wizard at all times. Turning her gaze to Truk'tosh, she opens her mouth to speak but stops short as words escape her. Returning to Niyut, she smiles awkwardly again. "You speak of Simur and the Firebird Clan. I did not see the blood of the orcs in you. But if he is your twin, it surely is there."

Sitting back down by the fire, Leezzâ warms her hands and laughs to herself. "I don't suppose you have a pair of goblin cousins with you. You're nearly a reunion of all the old clans!"


Elf

"I have walked the entire known world, including your First Lands. The world I knew was bright and wonderful. The stars shone bright in the night sky, and all my brothers and sisters still danced in revelry. But the world now has entered a fugue from which I think she will not awaken. She has forgotten who she is. The stars fade and the moons are gone," Leezzâ remarks as she gazes longingly at the fire.

As Malthazir emerges, the elf smiles and raises a hand at Truk'tosh who remains in the shelter. Instinctively he knows that she has shown him the wielding hand. She bears no weapon against him.

Tell me of your home, young one. Do the elves of the Seven Stars still walk the old lands?"


Elf

GM Screen:

Perception
Garidan: 1d20 + 10 ⇒ (8) + 10 = 18
Gruskorb: 1d20 + 9 ⇒ (3) + 9 = 12
Malthazir: 1d20 + 11 ⇒ (18) + 11 = 29+11 with familiar
Truk'tosh: 1d20 + 12 ⇒ (17) + 12 = 29

”Oh! My apologies!” Leezzâ says with that same awkward grin. ”I thought the fire needed stoking, and I have no sheath as you can see. In the mountains, it is best to keep your blade handy.” The elf looks at Niyut, squinting to see past the shadows. Leezzâ steps away from the fire and rests her greatsword against to rocky wall of the overhang.

”Come join me by the fire, and we will wait for your companions to awaken.” Leezzâ says walking back to the fire and taking a seat between Truk’tosh and Malthazir. ”I have no purpose here, other than to survive. The world that I have always known is gone, and I have a little left to do or know before returning to the gods.”

@Truk & Mal - You become aware of voices speaking. You recognize Niyut’s voice but not the other.


Elf

”A quest you say? And why does this quest bring you into the ruin of the Iron Mountains? There is little left here. The beasts are gone. So too are the few mortals that brave the peaks, so high up. And the pass of Shamet is gone. I can’t imagine what would bring you here, but perhaps I can help you,” the elf offers as she glides over towards the campfire. Only now does the oracle see that she flies just above the ground. Passing over Niyut’s sleeping companions, she stokes the fire with her sharpened blade.

”Oh, and my name is Leezzâ,” she says with a forced smile.


This is Valjoen_KC's submission. The profile isn't updated with this build.

Quote: “What chance combination of shadow and sound and his own thoughts had created it?”
― Patricia Highsmith, Strangers on a Train

Character Concept
The build has a ton of known spells, great saves, full BAB, decent number skill points with an abundance of class skills, and a familiar. At levels 4-5, I will take 2 levels of Brawler to get furry of blows as I want her melee to be focused on her claws. Depending on the direction of the campaign, I'm considering going Dragon Disciple at level 6 for the Sorcerer class.

My overall thought is that she is a shadowy, sneaky petite young lady. She prefers to avoid the spot light, relying on her wits to get her out of most situations. She will focus on illusion as a school... working towards shadow conjuration and shadow evocation. However, when pressed, she can erupt in violence.

Her background will include an encounter as a young child/infant with an Umbral Dragon or perhaps her mother encountered the dragon while pregnant. Either way, she has been touched by shadows & darkness and has been drawn to them all her life. The mysteries that lie in the darkened alleyways of Wicken have grown boring, yet the shadows that are cast over Castorhage are too alluring to resist.

Classes
Sorcerer: Tattooed Sorcerer / Crossblooded Shadow/Draconic bloodline (variant Umbral Dragon)
Oracle: Dual Cursed / Mystery: Shadow / Curses: Haunted/Tongues / Revelations: Dark Secrets/Misfortune
Slayer: Standard

Racial Choices
Perceived Heritage: Annis Hag
Deformity:: 1d36 ⇒ 8 Pallid Complexion (#8)

Feats
Extra Revelation
Spell Focus: Illusion

Campaign Trait
Shadow’s Friend

Stat Line
Str:14 Dex:14 Con:12 Int:13 Wis:14 Chr:18

Starting Money
5d6 ⇒ (6, 6, 2, 1, 6) = 21 gold


Here is my submission for Leezzâ . She is a dual-cursed, spirit guide oracle. She will be a healer, monster summoner, fire evocationist, diplomat, and knowledge scholar. She is a pretty versatile character with flexible spellcasting, but negligible weapon skills. She was tramatized by being burned alive by Gaedren Lamm, years after Lamm had murdered her entire family in a massive fire. She is a little crazy and hell-bent on avenging her family.

Crunch:
Leezzâ
Feale human (Varisian) oracle (dual-cursed oracle, spirit guide) 1
CG Medium humanoid (human)
Init +0; Senses Perception +2

--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Cha(Sidestep Secret))
hp 10 (1d8+2)
Fort +2, Ref +5, Will +3

--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee hanbo -6 (1d6-2)
Oracle (Dual-Cursed Oracle, Spirit Guide) (CL 1st; concentration +5)

--------------------
Oracle
--------------------
CL 1st; concentration +5
Mystery: Lore
Curse: Blackened, Haunted
Revelations: Misfortune, Sidestep Secret

--------------------
Spells Known
--------------------
1st (4/day) — Bless, Burning Hands (DC 15), Cure Light Wounds, Summon Monster I
0 (at will)— Create Water, Detect Magic, Ghost Sound (DC 14), Guidance, Mage Hand, Prestidigitation, Read Magic

--------------------
Statistics
--------------------
Str 7, Dex 10, Con 14, Int 12, Wis 12, Cha 18
Base Atk +0; CMB -2; CMD 8
Feats: Extra Revelation[APG], Spell Focus (conjuration)
Traits: Tortured, Two-world Magic
Languages: Common, Shoanti, Varisian

--------------------
Skills
--------------------

Acrobatics -4 (-8 to jump)
Appraisal +1
Bluff +4
Climb -6
Diplomacy +8
Disguise +4
Escape Artist -4
Fly -4
Heal +1
Intimidate +4
Knowledge (Arcana) +5
Knowledge (Local) +5
Perception +2
Ride -4
Sense Motive +5
Spellcraft +5
Stealth -4
Survival +1
Swim -6

--------------------
Special Abilities
--------------------

Blackened: Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Haunted: Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse.
Sidestep Secret: Your innate understanding of the universe has granted you pretenatural reflexes and the uncanny ability to step out of danger at the very last second. Add your charaisma to your AC and all Reflex saving rolls.
Spell Focus (Conjuration): Spells from one school of magic have +1 to their save DC.

Gear:

--------------------
Armor
--------------------
Scale mail

--------------------
Weapons
--------------------
Handbo

--------------------
Pack Saddle
--------------------
Bedroll
Candle (10)
Cold Weather Outfit
Mess kit[UE]
Pot
Silk Rope (50 ft.)
Soap
Trail rations (5)
Traveller's Outfit (worn)
Waterskin

--------------------
Belt Pouch
--------------------
Flint & Steel
Money

--------------------
Hobraun (Mule)
--------------------
Pack Saddle

--------------------
Money
--------------------
112 gp, 6 sp

Background & Appearance:

Leezzâ came from a wealth family that perished a fire the night before her older sister's wedding. Following the fire, she was enslaved by Gaedren Lamm as a one of his "lambs". After years of beatings and service to the old man, she rebelled; running away and hiding in the seedy streets of Korsovo until she was discovered several weeks later. That act of defiance cost her dearly. Leezzâ was tortured for two days, then set on fire in a public square in Korsovo for all the other Lambs to witness the cost of betrayal to Lamm.

Vividly and horrifically re-living the fire that took her family was too much for the young girl. She succumbed to the fires and was left for dead, but she survived; partially recovering in the healing houses of Sarenrae. From the experience, Leezzâ has lost a bit of her sanity. She has begun hearing voices and thoughts that guide her. She believes many of these voices are that of her family, trying to help guide her through life before she goes to meet them in the afterlife.

It is her family that she will aide as a Spirit Guide. She also believes the monsters she summons are reincarnations of her extended family; aunts, uncles, cousins, grandparents, etc. She also constantly talks to Dolfo, her valet and personal servant. He too perished in the fire, but Leezzâ is steadfast in her belief that he is, in fact, quite alive and still working for her. She relies heavily upon Hobraun to carry her things as her fragile body cannot take the burden.

She isn't very talkative but is very gracious when she engages in conversation. She is quite oblivious to the fact that she is going crazy. She has become somewhat known in Korsovo, but her beginnings are unknown to all, except those in the temple that aided her following the burning. Although respected, people will tend to keep their children away from her. While she isn't harmful, her strange, quirky ramblings and batter are often off-putting to commonfolk.

She carries a walking stick (handbo) that belonged to her father and in a small pouch on her belt she has a silver brooch of her mother's, small clay doll of her younger sister's, a small knife of her older brother's, a pipe of her paternal grandfather's and a nightcap of her maternal grandmother's. These items are very precious to her, and she reacts very strongly to anyone that attempts to handle them.

10-Minute Background:

Five things about her background
1. Leezzâ was born into a wealthy family that had a very profitable shipping business in Korsovo, as well as a country estate closer to the west.
2. She had considered becoming a priestess of Abadar in her youth. She had gone so far as to temporarily live and work in a temple in Magnimar during her tweens.
3. She spent most of her young life before the fire at the country estate with many cousins and extended family. It was here that the fire took all of their lives.
4. Her family perished two years ago in an horrific fire at their country estate the night before her sister's wedding. Leezzâ blames Lamm for the fire and is tormented by the loss of everyone she loved. She has begun to hear the voices of her ancestors in her head. This has been driving her slightly insane. She keeps a bag of a few trinkets that she found in the ashes of the fire. Each "treasure" is that of one of her closer family members.
5. She is a very social person who still fancies herself the daughter of a wealthy merchant although her family's money is now gone and she was orphaned. At times, she hallucinates that her family and servants are still with her. Talking to them as though they were right next to her.

Two Goals
1. Leezzâ greatly wishes to "go home" (that is, repurchase or reclaim) her families home in Korsovo.
2. She also wants to find "treasures" of her family. She lost several family members in the fire and has nothing to remember them by.

Two Secrets
1. Leezzâ knows that the fire was set by Lamm, although she has convinced herself that it was her failure to prevent the calamity that haunts her.
2. She does not know that there was another survivor of the fire.

Three People
1. Ghrezzd - A kindly old priest of Sarenrae who lived at the temple in Korsovo while Leezzâ lived there. They formed a close bond as he was a tutor and advisor to her before he left the temple to travel and to experience the world.
2. Foramdar - An old friend of Leezzâ's father in Korsovo. He was a trained warrior who owed a life-debt to her father. Foramdar often taught Leezzâ's older siblings the art of war and sword-fighting. Foramdar is unaware that Leezzâ survived the first fire, much less the burning at the hands of Lamm.
3. Gaedren Lamm

Three Memories
1. Growing up in the country estate with a small river flowing through the grounds. There was a spacious garden with winding paths that Leezzâ and her siblings use to play.
2. Hearing the screams of her family as the fire swept through the manor. She was dropped from a second story window by her father before he went back for her younger brother. Neither her father nor her sibling reappeared at the window. She watched in silence as the fire spread and the window was engulfed in flames.
3. Seeing the charred remains of her family in the morning sunlight as she searched for signs of life. Only a few people were identified, including her parents and several siblings who were huddled together in the master suite.


This is Valjoen_KC's entry... Leezzâ, the Human Spirit Guide Oracle

Basic Crunch is done. I'll be adding her write up and 10-Minute Background over the next day.


Leezza is a Keleshite Swashbuckler who will focus on dirty tricks and disabling opponents. She is wanna-be skill monkey who has trap finding abilities. She will take a dip one level into sorcerer to add some fun options to her repertoire.

Crunchy Stuff:
Leezzâ
Female human (Keleshite) swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 56, 125)
CG Medium humanoid (human)
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 (1d10+1)
Fort +1, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +5 (1d6+3/18-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (4)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 13, Int 14, Wis 12, Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Combat Reflexes, Fencing Grace, Weapon Focus (rapier)
Traits magical knack, trap finder
Skills Acrobatics +7, Bluff +6, Diplomacy +6, Disable Device +8, Knowledge (local) +6, Linguistics +3, Perception +5, Use Magic Device +3
Languages Ancient Osiriani, Common, Kelish, Orc, Osiriani
SQ inspired panache
--------------------
Combat Gear
--------------------
acid (2), alchemist's fire, oil (5); Other Gear leather armor, rapier, backpack, bandolier[UE], bedroll, belt pouch, candle (2), chalk, flint and steel, hammer, hemp rope (50 ft.), hooded lantern, mess kit[UE], piton (4), pot, sack (2), soap, thieves' tools, tindertwig (4), torch (2), trail rations (5), waterskin, weapon cord[APG], whetstone, 21 gp, 4 sp, 8 cp
--------------------
Special Abilities
--------------------
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deeds
Fencing Grace Use Dexterity on rapier damage rolls
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
--------------------
Feat Progression
--------------------
1: Fencing Grace
1: (H) Combat Reflexes
1: (B) Weapon Focus: Rapier
1: (B) Weapon Finesse: Rapier only


Congratz!


Updated my profile a bit. Busy day with the family for Easter.


Here is my submission... Leezza, the Fey Bloodline Sorcerer. I'm still need to finish her gear and write up her background. I'll do that tonight or early morning tomorrow.