Clover

Lizbit Freewind's page

88 posts. Alias of Crisischild.


Full Name

Lizbit Freewind

Race

Equipped Weapon: Longspear +3 (1d8+4/3 Piercing 10' Reach) | Speed 20/30ft | Active Conditions: *None.* |

Classes/Levels

Spells:
0th: Create Water, Detect Magic, Light, Read Magic | 1st (2/2): Bless, CLW

Gender

Bladed Brush of Sune 1 | HP 10/10 Nonlethal 0/10 | AC 18 T 12 FF 16 | CMB +3, CMD 15 | Perception: +6, F: +4, R: +3, W: +5 (+2 vs Death Effects) |

Age

21

Alignment

CG

Deity

Sune

Languages

Common, Elven, Halfling, Sylvan

Strength 16
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 14
Charisma 10

About Lizbit Freewind

Lizbit Freewind
Female human inquisitor (sacred huntsmaster) of Sune
CG Medium humanoid (human)
Init +2; Senses low-light vision; Perception +6
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +3, Will +5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee longspear +3 (1d8+4/×3 P)
. . . . dagger +3 (1d4+3 19-20 P/S)
. . . . shillelagh +3 (1d6+3 B)
. . . . Sharpened Tool +3 (1d8+3 P/S)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Inquisitor (Sacred Huntsmaster) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—bless, cure light wounds
. . 0 (at will)—create water, detect magic, light, read magic
. . Domain Conversion inquisition
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Statistics
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Str 16, Dex 14, Con 14, Int 14, Wis 14, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Combat Expertise
Traits beast bond, world traveler
Skills Acrobatics -3 (-7 to jump), Bluff +6 (+7 to feint in combat), Diplomacy +6, Handle Animal +5, Intimidate +3, Knowledge (dungeoneering) +6, Knowledge (religion) +6, Linguistics +3, Lore (Art) +6, Perception +6, Ride -2, Sense Motive +7, Survival +6; Racial Modifiers
Languages Common, Elven, Halfling, Sylvan
SQ animal companion (axe beak named Handsome), monster lore +2, order (order of the blossom), stern gaze +1
Combat Gear buckler, four-mirror armor, longspear, holy text (Sune), spell component pouch, wooden holy symbol of Sune
Other Gear backpack, belt pouch, flint and steel, waterskin, 25 gp 7 sp
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Special Abilities
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Animal Companion (axe beak named Handsome) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Beast Bond (Trait) +1 Handle Animal; Handle Animal as class skill.
Bonus Feat (Human) Pack Flanking
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Heart of the Fey You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.
Inquisitor (Sacred Huntsmaster) Domain (Conversion Inquisition) Wisdom instead of Charisma for Bluff, Diplomacy, and Intimidate.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures.
Pack Flanking (Teamwork) When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you both threaten the same opponent, you are both considered to be flanking that opponent.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
World Traveler (Trait) +1 Know (Local), Class Skill.
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Order of the Blossom
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The cavalier cannot refuse a fey’s request for aid unless it will interfere with her existing duties, or she believes the fey seeks to directly oppose her other aims and goals. She must strive to prevent gates to the Fey World from being exploited or corrupted. If the cavalier encounters blighted fey or other corrupted fey, she must strive to destroy them.

Handsome
Pic of Handsome
Axe beak (bully)
N Medium animal
Init +3; Senses low-light vision; Perception +4
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 18 (2d8+2)
Fort +4, Ref +6, Will +0
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Offense
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Speed 50 ft.
Melee bite +1 (1d6)
Special Attacks hunter tricks (; upending strike)
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Statistics
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Str 10, Dex 17, Con 12, Int 2, Wis 11, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Combat Reflexes
Tricks Attack, Attack, Attack Any Target, Come, Down, Flank, Heel, Upending Strike
Skills Acrobatics +3 (+11 to jump), Climb +4, Perception +4
SQ animal focus, attack, attack any target, come, down, flank, heel
Other Gear bedroll, mess kit, pack saddle, pot, silk rope (50 ft.) soap, 10 sqr yrds waxed forest camouflage canvas
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Special Abilities
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Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Bully Feats In addition to the standard feats available to animal companions, a bully can select Greater Bull Rush, Greater Overrun, Greater Reposition, Greater Trip, Improved Reposition, and Improved Trip. It can use Power Attack instead of Combat Expertise as a prerequisite to qualify for feats on this list. This replaces share spells.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come [Trick] The animal will come to you on command.
Down [Trick] The animal will break off combat on command.
Flank [Trick] Attempts to attack and flank indicated enemy.
Heel [Trick] The animal will follow you.
Hunter Tricks Upending Strike
--Upending Strike (Ex) The ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

==========Description==========
Pic of Lizbit
Height: 5'3" | Weight: 145 lbs. | Hair: Red | Eyes: Pale Blue
Lizbit is a half-nymph, inheriting her sleight stature and athletic build from her fey mother. Her eyes are a striking glacier blue and her red hair hangs nearly to her waist, framing her face heart-shaped, angular jaw and small, pointed nose. Her complexion is tanned from countless hours under the subtropical sun.

Her clothing is practical: loose-fitting, brightly colored breathable cotton that shows off her extensive tattoos. Songbirds all colors of the rainbow are tattooed from the tips of the fingers on both hands and run the length of her arms up to her shoulders. The birds turn to kaleidoscopic leaves near her shoulder blades, forming the canopy of an oak tree that covers most of her upper back. The gnarled trunk of the oak tree runs down the center of her back where it meets a pool of water at her lower back - Lizbit’s nymph mother lounges in the pool. The tree's roots plunge below the surface of the water, down her buttocks and snake down her legs, turning into multicolored ribbons, tapering off and ending at her toes. She carries herself with confidence and moves in a way that suggests both grace and power.

==========Personality==========
Lizbit is confident, patient, and kind. Outgoing and extroverted, she has a huge circle of friends and acquaintances. She quickly flits from one group of friends to the next, not favoring any groups or individuals over any others. She takes the tenets of her faith seriously, promoting ideals of peace, forgiveness, love, and acceptance to those she meets. She can often be found counseling quarreling couples or business partners. While she often comes off as naïve due to her insistence that all conflicts can be solved peacefully, she was raised in circles of duplicitous nobility and is more than capable of sussing out those with ulterior motives.

Lizbit adores all forms of artistic expression. Very often she is late to appointments because she stops to enjoy any street performance she comes across. She spends a probably foolish amount of coin attending theater and the opera. Never one to take things too seriously, Lizbit is quick to laugh. Free-spirited and bubbling with positivity, she always offers a bright spark of hope in dark times. She has a burning passion for all forms of art and loves to sing and dance, even if she is not very skilled at either.

==========Story==========
Dandelion Honeywood, nymph of the Chondalwood nestled between the Firesteap and Maerthwatch mountains in central Chondath, was used to the little gnomes of the forest bringing her petitions from outsiders. Most of the petitions implored her to save failing crops or relocate dangerous magical beasts. Lord Cornelis Lukas Applestar of Arrabar's request was unique: sit for a year as a model for a marble sculpture. Arrabar was far further afield than Dandelion had ever been and the idea of leaving her secluded spring for a whole year frankly terrified her, but the flowery prose of lord Applestar’s petition and the rough sketch of the finished sculpture, as well as the adventure of traveling to and from the city, convinced her.

Lord Cornelis Lukas Applestar of Arrabar was the youngest son of lord and lady Applestar. With many older brothers and sisters to fulfil the families’ noble obligations, Cornelis was free to pursue his own desires in life. His passions turned out to be the arts, primarily painting and sculptures. In a vivid dream one night he was inspired to create a sculpture of a nymph standing in her pond. Cornelis decided to pursue the dream and create the statue. It was to be the largest sculpture he had ever produced and, in keeping with his dream, he sought out an appropriate nymph to be his muse, and a muse he found.

Dandelion Honeywood was the most beautiful being Cornelis had ever seen. It took him some time to acclimatize to working with such a stunning subject, but eventually work on the sculpture began in earnest. Despite having no other obligations to distract him from his work, the sculpture, made to be twice as large as Dandelion was, took over a year to complete. The artistic duo got to know and enjoy each other’s company over the months and were sorry to part ways as the project was finished. The pair were not romantically inclined towards each other but, perhaps with their passions fired by the long-awaited completion of the sculpture, they spent Dandelion’s last night in Arrabar together. Dandelion returned to her spring and Cornelis returned to smaller artistic projects.

Some months later, Dandelion surprised Cornelis at the family manor. She had not written that she would be visiting and, even more surprising, she carried an infant swaddled in oversized leaves in her arms. Their one night together had been more productive than they had planned. Dandelion, a flighty fey who lived in the woods and oft fought with owlbears and werewolves, had no desire to raise a child and she left their daughter with her father.

Elizabeth, who went by Lizbit, had a typical childhood for the daughter of a noble artist. Her education was focused more on the arts than practical knowledge and her father, who absolutely adored her, gave her free run of the manor and grounds. It was clear from early on that the girl was favored by Sune and Hanali Celanil, goddesses of art and love; songbirds flocked to the half-nymph, announcing her presence wherever she went. Lizbit spent much of her time traipsing through the expansive yards of the noble district of Arrabar, drawn to nature by her fey ancestry. Her skill with traditional arts surpassed most children her age, but there was one art she excelled at: martial arts. Her family was not entirely pleased that Lizbit was traveling the path of a warrior, but it was obvious Sune was calling her to something more than a painters brush.

As an adolescent, Lizbit was sent far to the north and west, to the Sword Coast and her capital, Waterdeep, to be trained at the Temple of Beauty. Her father traveled with her to experience to art scene of the Crown of the North. It took much grooming and gentle but firm guidance from the priestesses, but Lizbit learned to tame her wild, fey nature (a little); she was molded into a warrior of strong morals, reflecting the virtues of the Sune and Hanali. She was no stick in the mud, though, and enjoyed the city life.

Years passed and Lizbit entered adulthood, completing her training. She was finally ready to set out on the missions her goddesses intended for her. Guided by her Muse and the scholars of the temples, Lizbit was to delve into forgotten crypts and citadels and recover lost artworks to be catalogued and displayed as they were intended. As a half-nymph with fey family in the wilderness throughout the disparate city-states surrounding the Chondalwood, Lizbit was particularly suited to delving deep into the forest, hunting the long abandoned and forgotten churches, sepulchers, even lost cities that may hold important artworks, without being harassed by the intelligent denizens that find outsiders, particularly humans outsiders... distasteful. Before leaving on her first mission, Lizbit took the name “Freewind” to represent her free-spirited nature. The occasional trip to the Chondalwood also gave Lizbit chances to visit her mother. Her mother had never been very present or motherly, though she loved her daughter in her own, strange fey way.

Lizbit enjoyed the life of an adventuring archaeologist. A spear, a bit of fey magic, and her axe beak, the Handsomest boy in the World, kept her safe. There was no dearth of ruins in the Vilhon Reach. Cities and towns left to rot due to plague, war, the Wave, or people simply moving on. The humid air of the region was not kind to fragile forgotten artworks, but some sculptures, jewelry, and ceramics still survive. Once she found a gorgeous nesting egg made of gold, emerald, and ivory.

Of late, her father tells her of whispered ambitions amongst the nobles. Ambitions to reunite the kingdom under a singular rule. These rumors fill Lizbit with equal parts hopefulness and dread. So many people, mostly her fellow humans, suffer from the endless conflicts between the city-states. Unending trade wars and military aggression as each blames their brother for the regions continued struggles that they all face. One person cannot hope to stop nobles of Arrabar from trying to unite the kingdom, but perhaps one person can influence the story enough to avoid needless bloodshed.