Full Name |
Lilica Fancygirl |
Race |
Elf |
Classes/Levels |
Inquisitor (Infiltrator) 1 HP - 15/15; AC 15, T 11, FF 14; Fort +4, Ref +1, Will +5; CMD 14; Init +3; Perception +8 |
Gender |
Female |
Size |
Medium |
Age |
134 years |
Alignment |
Lawful Evil |
Deity |
Zon-Kuthon |
Location |
Riddleport |
Languages |
Common, Elven |
Occupation |
Prostitute/Covert Cultist of Zon-Kuthon |
Strength |
15 |
Dexterity |
12 |
Constitution |
12 |
Intelligence |
10 |
Wisdom |
15 |
Charisma |
13 |
About Lilica Fancygirl
Lilica Fancygirl
Inquisitor of Zon-Kuthon (Infiltrator) 1; Favored Class Bonus - +1 skill
LE Medium humanoid (Elf)
Init +1; Perception +4
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
HP 15 (2d8+2)
Fort +4, Ref +1, Will +5; +2 vs. Enchantment
--------------------
Offense
--------------------
Speed: 30 ft.
Ranged: +2 Longbow (1d8/x3)
Melee: +3 Spiked Chain (2d4+3/x2)
Spells (CL 2nd, concentration +4)
Orisons (at will): acid splash, brand (DC 12), detect magic, sift, virtue
1st-level (3/day): Cure Light Wounds (DC 13), Litany of Sloth, Wrath
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 12, Int 10, Wis 15, Cha 13
Base Atk +1; CMB +3; CMD 14
Languages Common, Elven
--------------------
Feats
--------------------
Breadth of Experience
--------------------
Traits and Drawbacks
--------------------
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Prostitute: You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.
Looking for Work (Bluff): Choose one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Perception. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.
Memorable: When you modify a character's attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end.
For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.
Cruelty: -2 to attack rolls when a helpless or dying opponent is present.
--------------------
Skills
--------------------
Acrobatics +1[-1]
Appraise +0
Bluff +9
Climb +2[0]
Craft (alchemy) +0
Diplomacy +8 (+9 to gather information)
Disguise +6
Escape Artist +1[-1]
Heal +6
Intimidate +6
Knowledge (arcana) +2
Knowledge (dungeoneering) +2
knowledge (engineering) +2
knowledge (geography) +2
knowledge (history) +2
knowledge (Local) +2
Knowledge (nature) +2
Knowledge (nobility) +2
Knowledge (planes) +2
Knowledge (religion) +7
Perception +8
Ride +1[-1]
Sense Motive +7
Sleight of Hand +1[-1]
Stealth +1[-1]
Survival +2
Swim +2[0]
--------------------
Gear
--------------------
Spiked Chain
Longbow, 20 arrows
Armored Coat
Backpack
Belt Pouch
candles (10)
cheap copy of The Book of Joy
flint and steel
manacles
50 ft. rope
Soap
spell component pouch
torches (10)
waterskin
iron unholy symbol of Zon Kuthon
wooden unholy symbol of Calistria
Blue Book
rope (five 10 ft. pieces)
tear-away entertainer's outfit
25 gp, 8 sp, 9 cp
--------------------
Special Abilities
--------------------
Weapon and Armor Proficiency An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Judgment (Su) Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Misdirection(Sp) At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment).
Guileful Lore (Ex) At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.
Painful Smite (Su) Prior to making a melee attack roll, you can choose to convert all damage from that strike into nonlethal damage, adding your Wisdom modifier to the damage. If you succeed in your attack, as a free action you can make an Intimidate check against your target to demoralize the target. You gain a bonus on your Intimidate check equal to the amount of nonlethal damage dealt by the painful smite. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Cunning Initiative (Ex) At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Ex) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Forbidden Lore (Ex) While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability).
--------------------
Backstory
--------------------
Lilica Fancygirl, a surprisingly beautiful elf even at a young age, did not have what could be considered the best of childhoods. Granted, this is hardly anything special in a city like Riddleport, but it's especially true in her case. The elf has no memories of her parents. In fact, the earliest memories she has are scrounging for survival on the streets with a tiefling girl in much the same situation that she was. Her name was Lil. The two were inseparable during their youth, often working together to earn just a few copper pieces to grab a bite to eat. Eventually, she was scooped up into prostitution with Lil.
Like her friend, Lilica had no real objections to the business itself, merely the constraints pressed upon her. However, where the tiefling's desires remained small, Lilica's dreams aimed higher. She wanted nothing more than to see to her pimp's painful demise, then to establish herself as a crimelord within the city. After all, the frequent visits that both she and Lil had gotten from such individuals showed that they could make good money, and the power they could have over the affairs of the city.... Well, what better way to ensure your freedom could there be? When Lil developed her magic, it was Lilica who urged her to try for freedom. While Lil evaded capture, it was Lilica who helped cover her tracks. And then, when the time came, it was Lilica who pushed him in with the bunyip. Years later, and she still finds joy in the memories of his screams as he was ripped to pieces. Now, with their freedom secured, the two friends moved along their separate ways.
Lavender Lil moved on to her prostitution, while Lilica became more and more obsessed with the infliction of pain on others. She kept up prostitution for purposes of income, but it slowly twisted and evolved as time went on, eventually overwhelming her former desire to become a major figure within the power system of the city. Pain and pleasure were exchanged without hesitation upon her clients, and even herself, all in an attempt to relive that glorious moment she had experienced. Perhaps being found by that group of Zon-Kuthonites was simply a natural extension of her evolving excesses: Goodness knows she had already fallen into the practices of the Lord of Pain without even learning officially of them. Perhaps it was even more natural that she joined them in worship of their god, diving head-first into the joy and clarity that only pain could bring.
However, this was still not enough for Lilica. The cult she had joined awakened her old desire to rule. This time, however, it was not for herself that she desired power. No, it was a simple realization: Everyone in Riddleport already paid homage to the Dark Prince in some fashion or another. The envy of those around them, the pain inflicted, the loss created... Yes, Riddleport already gave her god praise, whether they realized it or not. But it was not enough. No, the Whore and the Drunk both ruled the faith of this city in the open. But much like her master, faith could be warped and changed. And so, Lilica "joined" the Church of Calistra as an Abbess, one who offered "Experience without Limits" to those who employed her, who embraced acts that even others in her profession found unsavory. All this to build up a base of clients who could be led to the worship of Zon-Kuthon.
Recently, she has met with her old friend Lil again, and heard about her plight with Clegg Zincher. Seeing as Lil was the one responsible for Lilica's faith and focus, the Kuthite has seen fit to help her friend get a measure of revenge upon both Vancaskerkin and Zincher. Who knows, maybe she can use this as just the stepping stone she needs to really establish the worship that rightfully belongs to Zon-Kuthon....
--------------------
Appearance
--------------------
Lilica is relatively tall, standing in at 6'1". She's rather thin as well when compared to most other people her height, though most people remark on how "she's big for an elf". She possesses a modest figure, one that doesn't really possess the same abundance of curves that is often present within her "fellow" abbesses. She does have a rather well-toned physique, one that comes from her strenuous worship activities, and serves as just one of her selling points as an abbess. She keeps her red hair short in an almost-military style cut that seems to fit her nature intrinsically.
Unusually for a Kuthite, Lilica doesn't have an awful lot of body modification. This is partly due to her lower status within the cult she is a part of, and the necessity of keeping her true faith concealed while she is infiltrating the Church of Calistria. The only "obvious" signs of her worship are the missing pinky finger on her left hand, and extensive whipping scars along her back. She often sells these off as remnants from her time as a freelance prostitute, which most people are willing to believe (or at least pretend to believe to get what they're really after).
Whether on or off the job, Lilica often forgoes the use of make-up or perfumes of any kind, instead relying upon her natural appeal to draw in pigeons of both types. She conforms to tradition with her normal clothing though, often revealing quite a bit of flesh, though none of the truly important bits. However, her outfit has been modified to be even easier to remove than normal. Just a quick jerk in the right place, and it all just falls off her body. After all, no need to slow down business when it comes to the least enjoyable part.