About Li MuiLi Mui's Concept:
Li Mui began her existence as property — a tool carved from living wood, shaped to obey, and expected to serve without question. She remembers the early years only in fragments: commands spoken in sharp voices, the weight of tasks she never chose, the quiet ache of knowing she was considered an object rather than a person. Freedom came not through mercy but through catastrophe, when her former master’s estate fell to ruin and she slipped away in the chaos. Since then, survival has been her constant companion. She learned to hide, to barter, to fight when cornered, and to trust no one who sought to “own” her. Every splinter in her wooden frame is a reminder of what she escaped — and what she refuses to become again. Wyrwoods are often detached, but Li Mui’s detachment is a shield. She speaks little, observes much, and keeps her distance from those who might see her as a curiosity or a tool. Yet beneath that guarded exterior lies a fierce will: she will never bow, never serve, never allow her autonomy to be stripped away. Her neutrality is not apathy but equilibrium — a deliberate refusal to let the world’s cruelty shape her into something cruel in return. She seeks purpose, but on her own terms, and she values freedom above all else. It was during one of her loneliest periods — wandering the borderlands between the Material Plane and the First World — that she first sensed Maralaz. He was not a creature, not yet; more a presence, a half‑formed idea of life drifting through the veil. Where others might have recoiled from such a strange, unfinished being, Li Mui felt a resonance. He was like her: created, abandoned, incomplete. When she reached out with her summoner’s spark, Maralaz responded not with hunger or hostility but with recognition. Their bond did not form in a single moment; it grew slowly, like roots intertwining, each finding stability in the other. Now, Li Mui and Maralaz are inseparable — not out of dependence, but out of shared identity. When she fuses with him, she feels whole in a way she never has before, as though the gaps in her existence align with the gaps in his. Maralaz is not her master, nor is she his; they are two unfinished beings who have chosen to grow together. Through him, she has found strength, protection, and a strange kind of companionship. Through her, he has found purpose, form, and a place in a world that never meant to give him one.
About Maralaz:
Maralaz is a creature who was never meant to stand alone. Born in the shifting dream‑logic of the First World, he began as a half‑formed idea — a prototype of life that the plane itself abandoned before completion. His body reflects that origin: quadrupedal for stability, two additional arms for manipulation, a tail that seems to “remember” different shapes, and wings that look like the First World sketched several designs and never settled on one. He is not a beast, not a fey, not a spirit, but something that carries echoes of all three. His existence is defined by potential rather than purpose, and for a long time he drifted through the borderlands of reality without direction, instinctively seeking something to anchor him. What Maralaz lacks in origin, he makes up for in resonance. When he first sensed Li Mui, he recognized in her the same unfinished quality he carried within himself — a being created, abandoned, and forced to define her own meaning. Their bond formed not through dominance or summoning ritual alone, but through mutual recognition. Li Mui offered him structure, identity, and a place in the world; Maralaz offered her strength, protection, and a companion who understood the quiet ache of being made rather than born. Now, when they fuse, their forms interlock with uncanny ease, as though they were always meant to complete one another. Maralaz is not her servant, nor her master — he is her reflection, her counterpart, and the other half of a life still being written.
Appearance and Behavior:
Li Mui and Maralaz, fused as one, present a silhouette that is both elegant and unsettling — a being whose form feels grown rather than built, designed rather than evolved. Her Wyrwood frame becomes the core of the body, elongated and reinforced by Maralaz’s quadrupedal structure. Four powerful legs carry her with a smooth, gliding gait, each step cushioned by pads that look half‑root, half‑muscle. Two additional arms emerge from the upper torso, their movements fluid and expressive, shaped from the same living wood as her original body but overlaid with Maralaz’s crystalline joints and sinewy First World musculature. Wings unfurl from her back like unfinished ideas — part insectile membrane, part leaf‑vein lattice, shimmering with faint iridescence. A long, shifting tail trails behind her, its shape subtly changing with mood: branchlike when calm, whip‑thin when alert, plume‑like when curious. Her face is the most striking fusion point. Li Mui’s carved wooden features remain recognizable, but Maralaz overlays them with subtle organic motion: the grain of her “skin” shifts like living bark, her eyes glow with amber‑sap luminescence, and faint crystalline ridges frame her jaw and brow. She does not smile, but her expressions are readable — a tilt of the head, a narrowing of the eyes, a ripple through the bark‑plates along her neck. Her voice is layered: Li Mui’s calm, clipped tone harmonized with Maralaz’s resonant, echoing undertone, as though two beings speak in perfect unison. In behavior, the fused Li Mui–Maralaz is deliberate, quiet, and intensely observant. She moves with the caution of someone who has survived by never being caught off guard, yet with the confidence of a creature who knows she is no longer defenseless. Her quadrupedal stance gives her a predatory grace, but she is not aggressive; she simply occupies space with the certainty of something that refuses to be owned again. She watches people the way a craftsman studies tools — evaluating purpose, intent, and potential threat. When danger arises, her transformation is immediate: wings flare, tail sharpens, and her extra arms snap into motion with startling precision. Despite her guarded nature, there is a strange gentleness in the way she interacts with the world. She touches objects with careful curiosity, as though learning their stories through texture. She pauses to listen to wind through trees, resonating with the faint echoes of her wooden origins. And though she rarely speaks, her fused form radiates a quiet, mutual understanding — the sense that Li Mui and Maralaz are not two beings sharing a body, but one being composed of two souls who finally found a shape that fits.
Character Sheet (Fused):
Li Mui Wyrwood summoner (synthesist) 2 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Bestiary 4 280, Pathfinder RPG Ultimate Magic 80) LG Medium construct Init +4; Senses darkvision 60 ft., low-light vision; Perception +3 -------------------- Defense -------------------- AC 22, touch 12, flat-footed 20 (+4 armor, +2 Dex, +6 natural) hp 35 (2d8+22) Fort +0, Ref +2, Will +6 Defensive Abilities evasion; Immune construct traits -------------------- Offense -------------------- Speed 40 ft. Melee atlatl dart +0 (1d6+2) or . . dagger +4 (1d4+2/19-20) or . . unarmed strike +4 (1d3+2 nonlethal) or . . weighted spear +4 (1d8+3/×3) or . . bite +4 (1d6+2), 2 claws +4 (1d4+2) Special Attacks pounce Summoner Spell-Like Abilities (CL 2nd; concentration +4) . . 5/day—summon monster I Summoner (Synthesist) Spells Known (CL 2nd; concentration +4) . . 1st (3/day)—infernal healing[ISWG], mage armor, lesser rejuvenate eidolon[APG] . . 0 (at will)—acid splash, detect magic, guidance, mending, read magic -------------------- Statistics -------------------- Str 15, Dex 15, Con —, Int 18, Wis 16, Cha 15 Base Atk +2; CMB +4; CMD 16 Feats Combat Expertise, Deadly Aim, Extra Evolution[UM], Power Attack Traits magical knack, reactionary, resilient construction Skills Acrobatics +4 (+8 to jump), Craft (alchemy) +9, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Spellcraft +9, Use Magic Device +7 Languages Common, Draconic, Dwarven, Elven, Orc SQ finesse weapon attack attribute, fused eidolon, fused link Combat Gear mimic fibers; Other Gear lamellar (leather) armor[UC], atlatl dart[UC] (8), dagger, weighted spear, backpack, bandolier[UE], belt pouch, flint and steel, weapon cord[APG], wrist sheath, spring loaded -------------------- Tracked Resources -------------------- Atlatl dart - 0/8 Dagger - 0/1 Fused Eidolon (14/14 HP) - 0/14 Mimic fibers - 0/1 Resilient Construction (1/day) - 0/1 Summon Monster I (5/day) (Sp) - 0/5 -------------------- Special Abilities -------------------- Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Construct Traits (+20 HP) Constructs have many immunities. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Evasion (Ex) No damage on successful reflex save. Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls. Fused Eidolon (14/14 HP) A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif Immunity to Ability Damage Immunity to ability damage Immunity to Ability Drain Immunity to ability drain Immunity to Bleed You are immune to bleed. Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects. Immunity to Disease You are immune to diseases. Immunity to Energy Drain Immune to energy drain Immunity to Exhausted You are immune to the exhausted condition. Immunity to Fatigue You are immune to the fatigued condition. Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects. Immunity to Nonlethal Damage You are immune to Nonlethal Damage Immunity to Paralysis You are immune to paralysis. Immunity to Poison You are immune to poison. Immunity to Sleep You are immune to sleep effects. Immunity to Stunning You are immune to being stunned. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Pounce (Ex) You can make a full attack as part of a charge. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Summon Monster I (5/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon. Character Sheet (Unfused):
Li Mui Wyrwood summoner (synthesist) 2 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Bestiary 4 280, Pathfinder RPG Ultimate Magic 80) LG Small construct Init +5; Senses darkvision 60 ft., low-light vision; Perception +3 -------------------- Defense -------------------- AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) hp 25 (2d8+12) Fort +0, Ref +3, Will +6 Immune construct traits -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee atlatl dart +1 (1d4+1) or . . dagger +5 (1d3+1/19-20) or . . unarmed strike +5 (1d2+1 nonlethal) or . . weighted spear +3 (1d6+1/×3) Special Attacks pounce Summoner Spell-Like Abilities (CL 2nd; concentration +4) . . 5/day—summon monster I Summoner (Synthesist) Spells Known (CL 2nd; concentration +4) . . 1st (3/day)—infernal healing[ISWG], mage armor, lesser rejuvenate eidolon[APG] . . 0 (at will)—acid splash, detect magic, guidance, mending, read magic -------------------- Statistics -------------------- Str 13, Dex 17, Con —, Int 18, Wis 16, Cha 15 Base Atk +1; CMB +3; CMD 14 Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Extra Evolution[UM], Power Attack Traits magical knack, reactionary, resilient construction Skills Acrobatics +2 (-2 to jump), Craft (alchemy) +9, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Spellcraft +9, Use Magic Device +7 Languages Common, Draconic, Dwarven, Elven, Orc SQ finesse weapon attack attribute, fused eidolon, fused link Combat Gear mimic fibers; Other Gear lamellar (leather) armor[UC], atlatl dart[UC] (8), dagger, weighted spear, backpack, bandolier[UE], belt pouch, flint and steel, weapon cord[APG], wrist sheath, spring loaded -------------------- Tracked Resources -------------------- Atlatl dart - 0/8 Dagger - 0/1 Fused Eidolon (14/14 HP) - 0/14 Mimic fibers - 0/1 Resilient Construction (1/day) - 0/1 Summon Monster I (5/day) (Sp) - 0/5 -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Construct Traits (+10 HP) Constructs have many immunities. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls. Fused Eidolon (14/14 HP) A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif Immunity to Ability Damage Immunity to ability damage Immunity to Ability Drain Immunity to ability drain Immunity to Bleed You are immune to bleed. Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects. Immunity to Disease You are immune to diseases. Immunity to Energy Drain Immune to energy drain Immunity to Exhausted You are immune to the exhausted condition. Immunity to Fatigue You are immune to the fatigued condition. Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects. Immunity to Nonlethal Damage You are immune to Nonlethal Damage Immunity to Paralysis You are immune to paralysis. Immunity to Poison You are immune to poison. Immunity to Sleep You are immune to sleep effects. Immunity to Stunning You are immune to being stunned. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Pounce (Ex) You can make a full attack as part of a charge. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Summon Monster I (5/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon. Future Plans:
The goal is to keep evolving Li Mui and Maralaz towards flexibility. I hope to eventually make them larger, give them wings, invest in their defenses, and hopefully get more skills (hence the high INT) to make them work as a good skillmonkey for the party. I got the magical knack trait to dip into something like a monk, paladin, bard, slayer, or of the sorts for some other fun abilities... But it will depend on the rest of the party and what feels more needed. I want to keep the character open and flexible to be useful.
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