Queen Ileosa Arabasti

Lisa Lombardi's page

159 posts. Alias of Rackal28.


Full Name

Lisa Lombardi

Race

Human

Classes/Levels

Oracle (Dual-Cursed Oracle) 5 | HP 24/24 | AC 16, touch 12, flat-footed 14 | CMB +1, CMD 13 | Fort +1, Ref +3, Will +4 | Initiative +2 | Perception: +6 | Speed 30 ft. | Spells: 1st 8/8 | 2nd 5/6

Gender

Female

Size

5'10

Age

25

Languages

Common, Infernal

Occupation

Courtesan

Strength 7
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 10
Charisma 23

About Lisa Lombardi

Lisa Lombari
Human (Taldan)
Female
Oracle (Dual-Cursed Oracle) 5
Fave Class - Oracle - Skill Points

Stats:

Alternate Racial Traits-
Silver Tongued- Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Focused Study- All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Mystery (Intrigue)
Curse - Major(Legalistic)- The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile.

Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

Curse - Minor (Hellbound)- Infernal influence grants you profane insight and weighs on your soul.

You cannot cast spells with the good or chaotic descriptors, and you can’t summon good or chaotic creatures. Good and chaotic creatures instinctively distrust you, and you take a –4 penalty on all Diplomacy checks against such creatures. You gain a +2 bonus on all Bluff and Intimidate checks.

Stats
Str 7
Dex 14
Con 10
Int 12
Wis 10
Cha 21/23

Skills:

Diplomacy= +19= +6(Ability)+3(Class)+5(Ranks)+1(Extremely Fashionable)+2(Silver Tongued)+2(Persuasive)*(-4 to Good and Chaotic Creatures)
Intimidate= +19= +6(Ability)+3(Class)+5(Ranks)+1(Extremely Fashionable)+2(Hellbound)+2(Persuasive)
Sense Motive= +17= +6(Ability)+3(Class)+5(Ranks)+1(Rising Star)+2(Street Smarts)
Know. (Nobility)= +11= +1(Ability)+3(Class)+5(Ranks)+2(Secret Knowledge)
Know. (Local)= +11= +1(Ability)+3(Class)+5(Ranks)+2(Street Smarts)
Know. (Planes)= +9= +1(Ability)+3(Class)+5(Ranks)

Background Skills
Perform (Sing)= +17= +6(Ability)+3(Class)+5(Ranks)+1(Rising Star)+2(Masterwork Tool - Rising Star)
Profession (Courtesan)= +11= +3(Class)+5(Ranks)+3(Skill Focus)

Traits:

Extremely Fashionable (Intimidation)- You really know how to make a good impression when you’re dressed well.

Benefit: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (Intimidation) is a class skill for you.

Secret Knowledge (Know. Nobility)- At any point after taking this trait, you may choose one Knowledge skill.

Benefit(s) You gain a permanent +2 trait bonus on checks with that skill, and it is a class skill for you. Once this skill is chosen, it cannot be changed.

Power-Hungry- You’re addicted to power.

Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

Rising Star (Perform - Sing)- All too often, great minds must suffer for their art, but you’re one of the lucky ones. Your skills attracted the attention of a noble patron who pays for your food, housing, and tools. As your patron introduces you to other cultural elites, you’re slowly learning to navigate the treacherous waters of high society, but you still remember the lean times when each meal was a hard-won treasure. You gain a +1 trait bonus on Sense Motive and Survival checks, as well as checks using a single Craft or Perform skill of your choice; one of these skills is always a class skill for you. Once each day, you can invoke your patron’s reputation or name one of your own prominent works to gain a +2 circumstance bonus on a single Bluff, Diplomacy, or Intimidate check. You begin the game with a masterwork musical instrument or tool appropriate to the Craft or Perform skill you selected, a gift from your patron.

Broken Tab:

Whispering Glimpses (SP)- The whispers of intrigue sing to you with glimpses of insight into others’ presence and motives, granting you greater awareness than your own senses could manage. You can add your Charisma modifier instead of your Wisdom bonus on Perception and Sense Motive checks.
Divining Dance (Su): Once per day, you can perform a sacred meditative dance that gives you great clarity of mind and prepares you for what lies ahead. This dance must last for at least 1 minute, uninterrupted, and you can take no other actions during the dance.
When you dance, attempt a Perform (dance) check; the results of the check determine the benefits you gain for the next 24 hours, as listed below. You can always choose the benefit from a lower result, if you wish (for example, if your Perform [dance] result is 15, you can choose to gain a +1 bonus on your divinations’ saving throws instead of choosing to use augury once as a spell-like ability).

Feats:

Skill Focus (Profession-Courtesan)- You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Street Smarts- You are able to navigate the streets and personalities of whatever locale you run across.

Benefit(s): You get a +2 bonus on Knowledge (local) and Sense Motive checks, and Knowledge (local) is always a class skill for you. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. The bonus on Sense Motive checks doesn’t stack with Alertness.

Persuasive- You are skilled at swaying attitudes and intimidating others into your way of thinking.

Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Spell Penetration- You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Revelations:

Whispering Glimpses (SP)- The whispers of intrigue sing to you with glimpses of insight into others’ presence and motives, granting you greater awareness than your own senses could manage. You can add your Charisma modifier instead of your Wisdom bonus on Perception and Sense Motive checks.
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 than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

Fortune (Ex)- At 5th level, 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 5th level, and one additional time per day for every six oracle levels beyond 5th.

Spells:

Level 0 - Create Water, Light, Mending, Read Magic, Spark, Stabilize
Level 1 (8/8) - Ant Haul, Cure Light Wounds, Endure Elements, Ill Omen, Obscuring Mist, Ray of Sickening
Level 2 (6/6) - Ashen Path, Cure Moderate Wounds, Oracle's Burden, Undetectable Alignment

Inventory:

Elixir of Thundering Voice
Extremely Fashionable Dress (150gp worth)
Headband of Alluring Charisma +2
Masterwork Dagger
Masterwork Tool (Performance Sing from Rising Star) - (Silver Tuning Fork)
Potion of Mage Armor x7
Spell Component Pouch
343 Gold

Description:
Lisa Lombardi is a tall (5’10), pale, Taldan woman with a messy bun of naturally wavy red hair that always has a single strand caressing her heavily freckled cheek. She wears a soft, silk, purple dress which is carefully cut to reveal a tasteful (debatable) amount of her sumptuous body. The dress is cut so that her left leg and the center of her chest all the way down to past the navel is revealed. The center cut and the cuffs of the sleeves are lined with a fuzzy, lighter shade of purple material.

She had deep amber eyes exemplified by her eye shadow and tactful layer of blush. Her lipstick is bright-red as are her nails and she wears black stiletto high heels and a matching garter is visible on her revealed leg.

She is almost never found without her elegant smoking pipe from which she samples the exotic tastes of far-away smoking herbs gifted by her many admirers. This ensures that everyday she has a new enticing (and often overpowering) scent about her person.

History:
Lisa Lombardi comes from the streets of the grand city of Oppara itself. The daughter of a whore and a mysterious John ,who tipped ‘quite generously’ according to her mother, Lisa spent most of her youth on the street begging until she got too hungry and began to steal. Stealing until she got too greedy and began snatching purses. Snatching purses until she got roughed up one to many times and was old enough to join her mother’s trade. And there she whored herself for a gold (the house took eighty percent) until she realized that the dopes she slept with had a habit of running their mouths to her and confessing every dirty little secret. She began keeping a ledger, a little black book, with every juicy bit of information she learned about her patrons and then she began to make far more gold off of extortion and information brokering with a little bit of whoring on the side (just for a little fun and to ensure she had a consistent flow of new dirt to exploit).
One evening she pushed a man too far and he went into a murderous rage. He nearly killed the woman, choking her violently until a friend (another working girl at the brothel) stepped in to save her, smashing a chair on the back of the man’s head. This got the man’s attention and saved Lisa’s life but at a terrible price, for the man spun around and slammed the girl into the back wall snapping her neck.

Lisa let out a furious shout and grabbed the dagger she had always kept by her bed for self-defense and used it to plunge into the man’s back. Over and over again she cried out and stabbed him even after he fell to the floor. She kept stabbing until one of the gigolos gently placed a hand on her shoulder and snapped her out of her frenzy.

Overwhelmed by the emotion of taking a life and seeing a friend horribly murdered before her Lisa flung her blood-soaked form into the arms of the gigolo who held and soothed her along with the many other men and women of the brothel who had come to her aid. There, in his arms, her body quaked and trembled as she sobbed. It had hardly been the first time someone she cared for had been hurt or even killed at the wretched house of sin, nor the first time she herself had been mishandled by a John but this was more visceral and in her face than anything had ever been before it. And she vowed then and there to do something about it.

The poor and the desperate of this city would never be abused again.

Even if it cost her her very soul.

Only a few nights later she conducted a dark ritual using the blood of a goose, nightshade, juniper berries, and the heart of the man she had herself killed (having been dug up out of his fresh grave and carved from his chest). With these she summoned up a mighty devil and made a contract, sealed in her own blood. She would establish the finest brothel this country had ever seen where the men and women within would be treated with respect and courtesy in exchange for her soul at the end of her life and under the condition that she never tell a lie.

Lying would not void the contract but would make her become violently ill for a full day as punishment for her indiscretion.

The very next day, as it would happen, she caught the ear of Marquess Charlotte Deschamps with her enchanting voice as her carriage passed.

Long story short, he introduced her to the noble circle of Taldor where she became the very highest class of courtesan. She used her seduction, diabolic magic, and blackmail to secure herself a permanent position within the high court and, while she is less than a noble, very few would dare say as such to her face. For who knows what dirty little secret of theirs she has in her little black book?