Kellid

Liseli of the Moon Clan's page

2 posts. Alias of Ariarh Kane.


Full Name

Liseli of the Moon Clan

Race

Aasimar (Garuda-Blooded/Plumekith)

Classes/Levels

Shaman 1

Gender

Female

Size

M

Age

70

Alignment

CG

Deity

Spirit of the Heavens

Location

Korvosa

Languages

Common, Celestial, Shoanti

Strength 12
Dexterity 16
Constitution 14
Intelligence 13
Wisdom 17
Charisma 13

About Liseli of the Moon Clan

Physical Appearance:

Height: 5'8"
Weight: 130 lbs
Hair: Short-ish. Feathers on head and shoulders/wings: Blueish Black
Eye Colour: Deep Blue that sparkle like starlight. When she calls upon one of this spirit's abilities, her eyes turn pitch black and the colors around her drain for a brief moment.
Hands: Taloned fingernails.
General Appearance: Comely in an otherworldly way.
Voice: Melodic

Image of Liseli

Personality Traits:

Daring, Courageous, Loyal, Wise, Athletic, Committed, Rash, Honourable, Noble, Kind.

Backstory:

I was born into the Lyrune-Quah of the Cinderlands. My mother’s name was Sayen and my father’s, Kaddok. I was their only child. From the moment of my birth, the quah knew I was different – A fine down of feathers grew upon my head and shoulders, my nails were sharp like the hunting bird’s in the sky and my eyes sparkled like starlight. I was given the name Liseli, meaning ‘light’, as the shaman proclaimed that it was blessing handed down on our quah by the moon gods and spirits.

My people were hunters and archers; stalking the great herds of aurochs across the Storval Plateau, and the other savage beasts which roamed the desert plains. We wandered and hunted at night, under the bright Storval moon and starlight. My parents showed me how to use a stonebow and longspear and I practiced each night.

I did not age like the other children of the quah. When I was ten winters old, small wings sprouted from my shoulders and offerings were made to Brother Owl. One night, when the quah were out hunting, and only the shaman and I remained in our village, talking to the spirits in the Heavens, the human slavers came and took me (I was but fourteen winters old). My shaman teacher was killed for there were too many of them and he was too old to fight. They saw me as an oddity that could be sold to those with coin enough for slaves and rare collectibles in the towns and cities. But that was not to be my fate – I was chained and taken to Korvosa where I was claimed by a crimelord and put to work for him. He was not kind and I often found myself hungry and kept as a “pet”. At night, in my small cot, I prayed to the Moon gods and spirits to set me free so I may join my quah and wander under the stars once again. I did not lose my faith or resolve even as I learned the ways of the noisy city. I was enslaved for almost a year.

During one of my assignments on behalf of my master, I discovered a small, finely carved holy totem, and curious as to its meaning and power, pocketed the token. After all had gone to bed, I slipped past my wardens and wandered across town to the temple of the Mother of Souls and sat to listen to their holy words. I never imagined such a place or such worship, and, since I was separated from my quah, I found some solace in the foreign temple.

Regrettably, once outside its doors, I was discovered and dragged back to my master who beat me so hard, he almost tore one of the small wings off my back. He took the holy totem and broke it in two as a lesson for stealing from him and then running away. I had never felt such pain, yet my desire for sanctuary in the quiet of the temple strengthened my resolve and endurance. Bruised and beaten I escaped the very next night and sought sanctuary from the Pharasmins, who took me in, healed my wounds and gave me their holy protection. Every day and night my master’s men stood in wait outside the temple in hopes of seizing and returning me to him. A year past and I remained inside the temple – the only opportunity I had to speak with the spirits was at night in the temple’s garden. During that time, the priestesses taught me from their books and I listened with open and heavy heart. I longed for my parents and my people. I longed for the freedom of running at night under the stars.

Upon my seventeenth winter, the priestesses hid me in a supply wagon and I was taken out of Korvosa and returned to the Cinderlands. I was reunited with my parents and quah. I returned to the ways of my people and started to learn under the new shaman. Many years came and went and my parents passed into the spirit world for they had grown old and tired.

As I celebrated my seventieth winter, during the full moon, I was visited by a very small owl, whose feathers mirrored the stars and whose body shone with light wherever it flew, whether day or night. I named her Nisha and she was my bridge to the spirits of the Heavens. I would sit with her at night, and seek the word and power of the spirits. The shaman taught me how to draw the energies that exist in all living things and I grew in my wisdom and magic.

One day, exactly a month after Nisha appeared, word reached me from Korvosa, via a travelling merchant who was loyal to the priestesses of the temple. The Pharasmins bid me to return on the wagon for there was trouble brewing in Korvosa. I wondered if it was a trap, but the letter showed the Bishop’s particular seal and so I packed up my possessions, said my farewells to the quah and together with Nisha and the merchant, Grigor, started for Korvosa. I owed the Pharasmins a life debt for their protection, learning and safe passage out of Korvosa. If I could now provide some aid to them and the city, then I would do my best.

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Liseli of the Moon Clan
Female Aasimar (Garuda-Blooded/Plumekith) Shaman 1 (Pathfinder Hybrid Class, Advanced Class Guide)
CG Medium Outsider (Native)
Init +3; Senses Darkvision 60ft; Perception +3/+5/+8 (+2 when spirit animal is in arm’s reach, +3 in shadows or darkness)

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Defense
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AC 16, touch 13, flat-footed 13 (+3 Armor, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +3, Will +5
Resist acid 5, cold 5, electricity 5, fire 5

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Offense
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Speed 30 ft.
Melee Longspear +1 (1d8+1/x3/brace and reach/P)
Melee Dagger +1 (1d4+1/19-20/×2, 10ft range when thrown, P or S)
Ranged Stonebow +3 (1d6/x2/50ft range increment, B)

Special Attacks: Stardust (Sp) (4 times/day): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks.

Spell-Like Abilities See Invisibility (1/day)

Spells Known (CL 1, Concentration +6)

1st (2/day, DC 14)—Produce Flame, Protection from Evil, can spontaneously cast Color Spray (Will DC 15)

0 (at will, DC 13)— Daze, Detect Magic, Guidance

Spirit Heavens

Spirit Animal Owl (Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness.)

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Statistics
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Str 12, Dex 16, Con 14, Int 13, Wis 17, Cha 13 (Ability Modifiers +2 DEX, +2 WIS)
Base Atk +0; CMB +1; CMD 14

Feats Spell Focus (Illusion), Alertness (While a spirit animal is within arm's reach, the master gains the Alertness feat.)

Traits Reckless (Combat Trait), Unhappy Childhood: Religious (Campaign Trait) +2 concentration bonus and Constitution saves to stabilize.

Skills (5+1FC)
• Acrobatics +10 (1 rank, +1 from trait, +2 racial trait)
• Diplomacy +5 (1 rank)
• Fly +9 (1 rank, +2 racial trait)
• Know. Planes +5 (1 rank)
• Know. Religion +5 (1 rank)
• Spellcraft +5 (1 rank)

Languages Common, Celestial, Shoanti

SQ Orisons, Spirit, Spirit Animal, Spirit Magic

Gear

• Explorer’s Outfit (valued at 10gp (free), 8 lbs)
• Studded Leather (25gp, 20 lbs, +3AC, -1 ACP)
• Stonebow (35gp, 4 lbs)
• Sling/Bow Bulletsx20 (2sp, 10 lbs)
• Longspear (5gp, 9 lbs)
• Dagger (2gp, 1 lbs)
• Masterwork Backpack (50gp, 4 lbs)
• Weapon Cord (1sp, - lbs)
• Fur Blankets (5sp, 3 lbs)
• Canteen (2gp, 1 lbs)
• Mess Kit (2sp, 1 lbs)
• Flint & Steel (1gp, - lbs)
• CLW Potion (50gp, - lbs)

Total Cost and Weight: 170gp & 8 sp out of 180gp, 62 lbs (medium encumbrance if carrying everything). (STR 13 with m/w backpack: 50 lbs or less (light load), 51-100 lbs (medium load), 101-150 lbs (heavy load).)

SPECIAL ABILITIES

Ability Score Racial Traits: +2 DEX and +2 WIS
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Aasimar have a +2 racial bonus on Acrobatics and Fly checks.
Spell-Like Ability (Sp): Aasimars can use See Invisibility once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision: Aasimar have darkvision 60 ft. (They can see perfectly in the dark up to 60 feet.)
Weapon and Armor Proficiency: A shaman is proficient with all simple weapons, and with light and medium armor.
Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day.
Spirit (Su): A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features. At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features. At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.
Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal an hour each day to prepare her spells. While the spirit animal does not store the spells like a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced. At 1st level, a shaman's spirit animal gains specific abilities, depending upon the type of spirit selected by the shaman using her spirit class feature. These abilities affect the animal's appearance and grant it special abilities that can aid it in serving the shaman and the spirit it represents and is connected to. These abilities are described in the spirit animal section of each individual spirit description.
Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them.
Alertness (Ex): While a familiar/spirit animal is within arm's reach, the master gains the Alertness feat (+2 to Perception and Sense Motive).
Empathic Link (Su): The master has an empathic link with her familiar/spirit animal to a 1 mile distance. The master can communicate empathically with the familiar/spirit animal, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Familiar Bonus: The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.

Spirit Animal: The flesh of the Heavens Shaman's spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.

Garuda-Blooded (Plumekith):

Their shimmering avian features make plumekith instantly recognizable. Though they can act rashly, plumekith never shirk their duty after making a commitment.

Ancestry Garuda

Typical Alignment CG
Ability Modifiers +2 Dex, +2 Wis
Alternate Skill Modifiers Acrobatics, Fly
Alternate Spell-Like Ability Plumekith gain see invisibility as a spell-like ability.
Plumekith Race Traits: Snake Hater, Toxophilite

Garudas are noble but impetuous birdlike celestials, and most garuda-blooded aasimars grow graceful feathers during puberty. The majority of these aasimars have shimmering wings; the wings can be of virtually any shade, ranging from metallic colors to muted hues to pure white, or rarely, glossy black. Plumekith are sometimes born with taloned fingers or toes, and occasionally amber eyes like those of an eagle.

Like their celestial ancestors, plumekith tend to take action at the spur of the moment when their abilities seem needed. Plumekith rush into the heat of battle to face off against evildoers, only stopping to ask questions afterward. Plumekith often have an extreme hatred for nagas and other snakelike creatures, a racial disdain no doubt stemming back to their garuda forebears.

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Spirit Animal: Owl Stats:

Owl: Female, named Nisha.
Owl CR 1/3
XP 135
N Tiny animal
Init +3; Senses low-light vision; Perception +10

DEFENSE

AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural armor bonus)
hp 5 (1d8)
Fort +2, Ref +5, Will +2

OFFENSE

Speed 10 ft., fly 70 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9

Feats Weapon Finesse

Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth

Special Abilities:

Natural Armor Adj.: +1 is in addition to the familiar's existing natural armor bonus.
Int: The familiar's Intelligence score (6).
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).