Mithral Scarab

Lialda Oso's page

14 posts. Organized Play character for FenMcc.


Full Name

Madam Lialda Oso

Race

Half Elf

Classes/Levels

Cleric 7/Unchained Rogue (Charlatan) 1 HP: 43/43 | AC: 17 | T: 10 | FF: 17 | CMD: 15 | Fort: +6 | Ref: +5| Will: +13 | Init: +0 | Perception +17 | Sense Motive +16

Gender

Female

Size

Medium

Age

63

Alignment

Chaotic Neutral

Deity

Calastria

Location

Brevoy

Languages

Common, Elven, Celestial, Varisian, Giant, Goblin, Orc, Undercommon

Strength 10
Dexterity 10
Constitution 10
Intelligence 14
Wisdom 20
Charisma 14

About Lialda Oso

Female Half Elf Cleric 7/Unchained Rogue (Charlatan) 1
CG Medium humanoid
Init +0; Senses Perception +17, Sense Motive:+16

Defense
AC 17, touch 10, flat-footed 17 (+7 armor, +0 Dex)
hp 43 (8d8)
Fort +6, Ref +5, Will +13;

Offense
Speed 20 ft.
Melee morning star +5 (1d6)
Ranged light crossbow +5 (1d8)

Cleric Spells Prepared (CL 7th; concentration +12):
4th -
3rd -
2nd-
1st—
0 (at will)— Flare, Detect Magic, Acid Splash, Read Magic

Statistics
Str 10, Dex 10, Con 10, Int 14, Wis 18 (20), Cha 14
Base Atk +5; CMB +5; CMD 15

Feats Iron Will, Skill Focus (Diplomacy), Seductive Channel, Extra Channel, Selective Channel, Weapon Finesse, Blind-Fight

Traits Fast Talker, Holy Schemer

Skills
Bluff +15
Diplomacy +17
Disable Device +4
Intimidate +4
Knowledge (local) +7
Knowledge (planes) +7
Knowledge (religion) +11
Perception +17
Perform (oratory) +4
Profession (bartender) +9
Sense Motive +16
Spellcraft +6

Languages Common, Elven, Celestial, Varisian, Giant, Goblin, Orc, Undercommon

Combat Gear Morning Star, dagger, light crossbow, 10 crossbow bolts, studded leather Other Gear Backpack, bedroll, winter blanket, flask, belt pouch, clerics vestments, travelers outfit, bottle of fine wine, healers kit, wooden holy symbol, Rope, 2 Potions of Shield of Faith.

Special Abilities
Low-Light Vision: You can see twice as far as humans in conditions of dim light.
Adaptability: You receive Skill Focus as a bonus feat at 1st level.
Elf Blood: You count as both an elf and a human for any effect related to race.
Elven Immunities: You are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: You receive a +2 racial bonus on Perception checks.
Multitalented: You choose two favored classes (cleric and rogue) at first level and gain +1 hit point or +1 skill point whenever you take a level in either one of those classes.
Fast Talker: You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Holy Schemer: You are well versed in the arts of misdirection, plotting, and intrigue, and you know how to recognize these tactics when they’re used against you. You receive a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you.
Aura: You have a particularly powerful aura corresponding to your deity's alignment (see the detect evil spell for details).
Channel Energy: You channel positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on you. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 your level + your Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. You may channel energy a number of times per day equal to 3 + your Charisma modifier. This is a standard action that does not provoke an attack of opportunity. You can choose whether or not to include yourself in this effect. You must be able to present your holy symbol to use this ability.
Dazzling Touch: You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Bit of Luck: You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Good Fortune: As an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
Sneak Attack: If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals extra damage anytime your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when you flank your target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with total concealment.
Finesse Training: You gain Weapon Finesse as a bonus feat.
Natural Born Liar: When you successfully deceive a creature with a Bluff, that creature takes a –2 penalty on your Bluff checks for the next 24 hours. This ability does not stack with itself. This ability replaces trapfinding.

Boons/Prestige Awards
Horn of Aroden: You recovered the Horn of Aroden, a relic once used to bolster the forces of good and defeat Deskari's minions. This instrument is powerless now, but the Pathfinder Society is certain that it may be useful in the upcoming expedition to Jormurdun and in Mendev's fight against the Worldwound.
Research Specialist:
Sky Citadel Reclaimer: You succeeded in reclaiming the sky citadel of Jormurdun, an immense fortress city abandoned millenia ago. You were able to claim a small boon for yourself either by studying the lore left behind by the dwarves or earning divine favor by restoring a shrine to working order. Secrets of Creation: Among the fragile texts in Jormurdun you found treatises on the enchantment of magic arms and armor. Once per day you can cast magic weapon as a spell-like ability with a caster level equal to your character level. In addition, whenever you cast greater magic weapon or magic vestment you treat your caster level as one higher. If you wield a weapon or wear armor augmented by either of these spells, you treat its caster level as one higher (unless the spell already benefitted from this boon).
Sky Key Core: You assisted the Pathfinder Society in the recovery of a strange relic known as the Sky Key, though it appears this is just one piece of a larger device. Each time you earn the Sky Key Component boon, you also recover one spent Prestige Point.
Mendevian Commendation (x2): You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).
Crisis Averted: You rescued the dwarven emissaries and helped to mitigate a developing crisis. When the Pathfinders' expedition pays off, certainly the society will remember your contribution.
Resisting the Gossamer King: Your body was subjected to a barrage of posions and diseases in Ravenmoor. You had to fight through those debilitating effects couring through your veins or die. As a result your body was toughened, and you have gained a measure of immunity to diseases and poisons. You receive a +1 bonus to your saves against poisons and diseases.
Heroes of Magnimar: Thanks to your actions in Ravenmoor, and the protection of Magnimar's interest in Varisia, you have received a medal and public thanks from the authorities of the city. While displaying your medal, you receive a +2 bonus on your Bluff, Diplomacy and Intimidate checks in Magnimar and in the cities and towns allied with it.
History of the Sands: Thanks to your discovery of the tomb of Pharaoh Sekh-pa-Mefer III, scholars and researchers can begin cataloging all of the history, art, and grave goods to better understand the life and achievements of this once-forgotten Pharaoh. As recompense for your contributions, you are invited to review and copy these academics’ research. You can use this boon before attempting a Knowledge (history or religion) check to take 20 as a standard action, as if you had lore master ability of a 5th-level bard. If the check pertains to Osirian history or religion, you also gain a +5 competence bonus on the check. When you use this boon, cross it off your Chronicle sheet.
The Court Grows (Lady Darchana of House Madinani; Sovereign Court faction): You have impressed Lady Darchanam Second Spell Lord of Absalom, and taken an important step in recruiting her to Lady Gloriana Morilla's cause. You can use this boon and check one of the boxes before attempting a Knowledge (arcana) or Spellcraft check on the Isle of Kortos to roll twice and take the better result. You can attempt such a check untrained. You cannot use this ability if all three boxes are checked, but the boon may grant other benefits in future adventures.
True Ally of the Lantern Lodge: Amara Li recognizes your invaluable contribution in ensuring a strong alliance with the Way of the Kirin, and she promises to assist you in the future. Whenever, you spend 1 Prestige Point to gain a +4 bonus on any one skill check while in Tian Xia, the bonus increases to +5. If you are in Goka, the bonus instead increases to +6. If you are a member of the Lantern Lodge faction, cross this boon off your Chronicle sheet.
Inside Connection: You are familiar with the cult of Razmir and receive a +2 bonus on all Charisma-based skill checks against the faithful of Razmir.
Stolen Deeds: You have removed several stolen deeds from the Razmiran stronghold. If you kept them for yourself, you find that having the paperwork makes securing the stolen properties easier. If you instead did what you could to return them to their proper owners, you develop a reputation as being a good neighbour. Either way, purchasing property in Absalom costs 1 less PP than normal (minimum 1).
Ghalcor's Spellcraft: Following the battle at Ghalcor's Tower, you were able to study the dead cleric's notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all your Pathfinder Society Organized Play characters have access to the following spells from the Pathfinder Player Companion: Demon Hunter's Handbook as if they appeared on the Additional Resource page: burst with light, detect demon and righteous blood.
House Thrune's Favor: Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax's ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.
Borderland Keep: You have taken command of Fangwood Keep as a representative of either Molthune or Nirmathas. Managing the keep increases the number of followers you can retain at any one time by 1. In addition, you may forgo rolling your Day Job at the end of a scenario to manage the fort’s operations, patrol the surrounding territory, and launch raids against the enemy. Doing so allows you to recover 1 Prestige Point as you earn the acclaim and support of the selected nation, though it does not increase your Fame score. Any Prestige Points in excess of your Fame must be spent immediately or are lost.
Confidante: Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban enviroment requires two uses of this ability.
Scion of Geb: You have saved the town of Geb's Rest and your legend has spread far and wide in the nation of Geb. Any future dealings with native Gebbites inside or outside the country grants you a +1 circumstance bonus to any Charisma based checks while dealing with them.
Sky Key Component (Numeria): You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Toggrim, whose descendants now live in Chesed.
Starmetal Stockpile: During your adventure in Numeria, you found a large amount of rare skymetals. You can check the box that precedes this boon in order to purchase a single weapon or suit of armor made of horacalcum, noqual, or siccatite at its listed cost. You can only purchase one such item using this boon, even if you later sell the weapon or armor.
Blaispear Hero: By solving the recent abductions in Karcau without stepping on anyone’s toes, you have upset the unfair Ustalav notion that Pathfinders are merely troublemakers. Blaispear Plaza and its famous statues of heroes stretch before the Cloisoi Theater, and several of its granite pedestals remain vacant; however, the people of Karcau have agreed to create a statue in your image to display here. If your Fame score is lower that twice your XP total when you gain this boon, your Fame score increases by 1. If your Fame score is instead lower than your XP total, your Fame score increases by 2.
The Court Grows (Countess Sasandra Livgrace; Sovereign Court faction): Thanks to your efforts, the countess of Sinaria has begun working with Lady Gloriana Morilla and the Sovereign Court. Establishing the faction’s presence in northern Ustalav requires many weeks of work, during which time you are able to study in Karcau’s libraries and learn more of its musical traditions. Choose either Knowledge (nobility) or one Perform skill. That skill becomes a class skill for you. If it is already a class skill, once per adventure when you roll an unmodified result of 5 or lower on that skill’s check, you can re-roll the die and must use the second result.
Conspirator: Your contact can now perform any of the following services when called: pay any Prestige Point costs associated with getting you out of jail, recover your body and equipment for free if you died in an urban setting, or purchase and deliver to you any item worth up to 10 gp per faction goal you have accomplished (returned at the end of the adventure).
Pathfinder’s Excellence (Magic): Before casting a spell or using a spell-like ability, you can check one of the boxes preceding this boon in order to roll twice for any caster level check to overcome spell resistance and on caster level or concentration checks made to cast a spell in an impeded area (such as a fire spell underwater or a plane with the impeded magic trait). Any members of the Aspis Consortium or foes directly in the Consortium’s employ suffer a –2 penalty on any saving throw against the spell. As a standard action, you can instead check two boxes in order to recall a spell that you have already cast that day. The spell is then prepared again, just as if it had not been cast. Once you check the last box, cross this entire boon off your Chronicle sheet.
Pathfinder’s Excellence (Skill): Before attempting a skill check, you can check one of the boxes preceding this boon in order to roll the check twice and take the better result. If the skill check is one attempted during an encounter in which you are directly opposing a member of the Aspis Consortium or someone in their employ, you gain a bonus to the check equal to half your character level (minimum +1). Once you check the last box, cross this entire boon off your Chronicle sheet.

History:

The fact that Lialda was abandoned on the steps of the temple has not effected her ability to enjoy life, in fact, she strongly believes it was the best thing that could have happened to her. She has always been able to feel Calastria's presence deep within her bones, and growing up separated from the temple would have been torturous. Lialda's adopted family are the beautiful, gossipy sacred prostitutes and courtesans of the temple, a group of fierce women who knew how to tease out the darkest secrets and fantasies , and rewarded the knowledge lavishly, but who when angered could ruin a reputation as quick as a kiss. As Lialda grew up, she too learned the pleasure arts, but never found she had a taste for the sting Calastria's cruel whip, for her it was all about the indulgence and pleasure, and as such she quickly realised she had a low tolerance for pain, both within herself and within others. She decided to use her free time in the temples infirmary, trusting Calastria's soft touch to guide her hands in healing, the same way it guides them in other things.

In her prime, Lialda had ruled the temple girls, she was catastrophically beautiful, generously manipulative and extremely popular with worshipers, things were perfect and always supposed she would spend her whole life serving Calistria in the temple. But as age began to effect her body, and new, younger women with sharper tongues dedicated themselves to the Goddess of lust and revenge, she found herself, for the first time in her life, unhappy and unable to stay. Life outside of the temple was hard, Lialda quickly learned that her knowledge of the pleasure arts meant little and less to most, and wearing her robes only advertised her as a dirty working girl, rather than the sacred body she knew herself to be. But she was determined to fulfill Calistria's plan for her, and as soon as she saw the chance to join a group headed south, she knew that she was supposed to spread the pleasurable nature of the Goddess further.

Personality:

Lialda is a listener, a lover and a healer. She is a mischievous optimist, and sometimes comes off as slightly naive, this is a trick she learned in the temple to make her seem trustworthy, most people are aware of how foolish it is to give your secrets to a devout follower of the Goddess of revenge, but people do many stupid things for the promise of pleasure. Lialda hates physical pain, as such she despises combat and dedicates herself to healing.

Appearance:
Considering she has recently entered her sixty second year, Lialda is a very good looking woman. Blessed with long and slender elven features, and the porcelain skin and onyx hair of the Cheliax, she has irresistably mischevous dark brown eyes and stands with the posture of a person with an extreme lust for life. She is pleased to have remained fair for so much longer than her human friends, but every day the reality of silver hairs, creased eyes and slowly drooping breasts creeps up on her, she can't help but wish for the eternal youth of her kin. She dresses in the figure hugging, painfully close to see through, yellow robes of the Clergy of Calistria, and beneath it, a set of secretly uncomfortable undergarments that keep age at bay and everything in its rightful place, a handy veil across her face gives her an air of mystery as well as hiding the creases of a youth well lived.

PFS information for the GM:

PFS # 130756-2
XP: 23 (normal advancement)
Faction: Soverign Court
Fame: 41 / Prestige: 27
Prestige Spent:

Chronicles applied:

20/07/2014 - Scenario #2-13 Murder on the Throaty Mermaid
26/07/2014 - Scenario #5-19 The Horn of Aroden
26/07/2014 - Scenario #5-21 The Merchant's Wake
26/07/2014 - Pathfinder Society Organized Play Boon PaizoCon UK 2014
26/07/2014 - Scenario #6-00 Legacy of the Stonelords
27/07/2014 - Scenario #5-22 Scars of the Third Crusade
27/07/2014 - Scenario #5-01 The Glass River Rescue
27/09/2014 - Pathfinder Module: Feast of Ravenmoor
04/01/2015 - Pathfinder Module: Risen from the Sands
24/01/2015 - Scenario #6-05 Slave Ships of Absalom
24/03/2015 - Scenario #4-21 Way of the Kirin
08/03/2015 - Pathfinder Module: Masks of the Living God
28/03/2015 - Scenario #5-13 Weapon in the Rift
26/04/2015 - Scenario #4-11 The Disappeared
09/05/2015 - Pathfinder Module: Fangwood Keep
31/05/2015 - Scenario #2-25 You Only Die Twice
14/06/2015 - Scenario #26 Lost at Bitter End
20/06/2015 - Scenario #2-12 Below the Silver Tarn
11/07/2015 - Scenario #6-20 Returned to Sky
11/07/2015 - Scenario #6-23 The Darkest Abduction
11/07/2015 - Scenario #6-97 Siege of Serpents