Diabolist

Melianthe Ssulissien's page

1,754 posts. Alias of Axolotl.


Full Name

Melianthe Ssulissien

Race

Dusk Elf

Classes/Levels

Witch (Deception)/Level 10

Stats:
HP 49/49 AC 15* (mage armor) Per +16 Init +7 F +6 R +6 W +9

Gender

Female

Size

Medium

Age

137

Special Abilities

Hexes

Alignment

NG

Deity

Mysterious, hidden vermin patron (an agathion?)

Location

Korvosa

Languages

Celestial, Common, Elven, Goblin, Orc

Occupation

Doctor

Strength 9
Dexterity 12
Constitution 10
Intelligence 18
Wisdom 10
Charisma 15

About Melianthe Ssulissien

Melianthe Ssulissien
Female elf witch 10 (Pathfinder RPG Advanced Player's Guide 65)
NG Medium humanoid (elf)
Init +7; Senses darkvision 60 ft.; Perception +16
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Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 49 (10d6)
Fort +6, Ref +6, Will +9
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee boar spear +4 (1d8-1)
Ranged light crossbow +6 (1d8/19-20) or
. . underwater light crossbow +6 (1d8/19-20) or
. . underwater light crossbow +6 (1d8/19-20)
Special Attacks hexes (cackle[APG], evil eye[APG], flight[APG], fortune[APG], ice tomb[UM], misfortune[APG], slumber[APG], ward[APG])
Spell-Like Abilities (CL 10th; concentration +12)
. . 1/day—dream
Witch Spell-Like Abilities (CL 10th; concentration +15)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 10th; concentration +15)
. . 5th—baleful polymorph (DC 20), feeblemind (DC 20), magic jar (DC 20)
. . 4th—black tentacles, confusion (DC 19), summon monster IV, summon monster IV
. . 3rd—barrow haze[ACG], blink, fly, stinking cloud (DC 18)
. . 2nd—blindness/deafness (DC 17), glitterdust (DC 17), invisibility, invisibility, lipstitch (DC 17)
. . 1st—mage armor, mount, ray of sickening[UM] (DC 16), ray of sickening[UM] (DC 16), unseen servant, web bolt[ARG] (DC 16)
. . 0 (at will)—detect magic, light, message, read magic
. . Patron Deception
--------------------
Statistics
--------------------
Str 9, Dex 12, Con 10, Int 21, Wis 10, Cha 15
Base Atk +5; CMB +4; CMD 15
Feats Accursed Hex[UM], Alertness, Extra Hex[APG], Extra Hex[APG], Greater Spell Penetration, Spell Penetration
Traits drug addict (personal), reactionary
Skills Fly +12, Heal +5, Intimidate +17, Knowledge (arcana) +18, Knowledge (history) +11, Knowledge (nature) +18, Knowledge (nobility) +7, Knowledge (planes) +12, Linguistics +8, Perception +16, Sense Motive +2, Spellcraft +18 (+20 to identify magic item properties), Swim +3; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Auran, Celestial, Common, Draconic, Elven, Goblin, Orc, Shoanti, Terran, Thassilonian
SQ arcane focus[ARG], dreamspeaker[APG], elven magic, witch's familiar (greensting scorpion named Hloire)
Combat Gear pearl of power (1st level), scroll of raise dead, scroll of web bolt (CL 2nd), web bolt (CL 2nd), wand of cure serious wounds (37 charges), wand of ill omen (25 charges), wand of remove disease (6 charges), weapon blanch (silver)[APG] (8); Other Gear haramaki[UC], boar spear[APG], crossbow bolts (37), light crossbow, underwater light crossbow[ARG], underwater light crossbow[ARG], cackling hag's blouse[UE], cloak of resistance +2, headband of vast intelligence +2, barbed vest[APG], doctor's mask, doctor's outfit, hot weather outfit[APG], periscope[APG], 4,528 gp, 4 sp
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Special Abilities
--------------------
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dreamspeaker +1 [Divination] & sleep spell DCs.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (8 rounds, DC 20) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Ice Tomb (DC 20) (Su) A storm of ice and freezing wind envelops the creature, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Misfortune (2 rounds, DC 20) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (10 rounds, DC 20) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Ward +3 (1 at a time) (Su) Ward another, granting +3 to AC and saves until hit or fail a save.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
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Description

Melianthe is a tall elven woman with sleek skin the color of grey ash, violet eyes that seem to burn red at the pupil, and blonde hair. Most of this is usually covered up, however; when she walks the streets of Korvosa, she is invariably in a doctor's mask and a deeply hooded cowl to keep the sunlight from burning her eyes, and to hide her from the eyes of those prejudiced against dark skinned elves--eyes she has hid from most of her life. She has piercings of ebon along the length of her long ears and nose.

A former shiver addict haunted by past tragedies, she appears to have put the worst behind her, and has regained confidence with the death of Lamm. A loyal friend to her companions and a compassionate healer, she has begun to regain a rich, throaty laugh that shakes even the angriest bravo who dares to threaten her.

Background
Little is said of the elves of the night; some call them the dusk elves, or grey elves, and usually in a hissed whisper with a spat punctuation. Whether their blood is infused with drow, or if they are some other origin--one of many ancient races of elves, once mighty and now persecuted by drow and sun elf alike, and yet brooking with both in some quarters--few discuss the possibilities, possibly for fear of discovering flaws in the story of the race of elves, so well known for being haughty, xenophobic, and pure.

Melianthe is such an elf. Her small tribe in the Churlwood slain by daylight elves, she fled to from town to town, always harrassed and despised. After some years, she found Korvosa and descended into darkness. Dusk elves are despised, as many consider them kin to drow, and thus her attempts to honestly integrate into society were met with scorn, and the scorching sun. She soon drifted into Lamm's clutches. Discovering her ability to send messages in dreams, he convinced her that shiver would increase her powers...but instead used her to send messages from her hallucinatory dreams to him and his cronies in order for idle amusement. She was used like this for a nightmarish period of time.

Finally breaking free, she huddled under docks and in sewers out of sight, sick with withdrawal, but determined to be herself again. After long months of living in the bowels of Korvosa, shaking off the effects of shiver, she found herself surrounded by crawling arachnid and insectile vermin, and given power by a mysterious dark form just beyond the clusters of arthropods. This form told her that revenge is not always evil, and deception is not always a lie, and unto her a great scorpion came, to be her guide and companion.

Melianthe returned to the streets of Korvosa with new resolve: to heal those who had been made ill by Lamm and others. Disguising her alien beauty beneath a doctor's mask, she treated the sick, found companions if not friends, and bided her time. Revenge is not always evil, but its patience can be matched by its bloodiness.

--------------------

Hloire CR –
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
NG Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 20 (+3 Dex, +8 natural, +2 size)
hp 24 (1d8)
Fort +3, Ref +6, Will +7
Defensive Abilities improved evasion; Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +10 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 10, Wis 10, Cha 2
Base Atk +5; CMB +6; CMD 12 (24 vs. trip)
Feats Weapon Finesse
[b]Skills
Climb +7, Escape Artist +4, Fly +18, Heal +2, Intimidate +6, Linguistics +3, Perception +17, Spellcraft +10, Stealth +19; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages speak with animal (same kind only), speak with master
SQ empathic link
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (DC 15) (Ex) Sting—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.

--------------------

Melianthe Ssulissien #2
Female elf witch 8 (Pathfinder RPG Advanced Player's Guide 65)
NG Medium humanoid (elf)
Init +3; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 27 (8d6)
Fort +3, Ref +3, Will +6
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Ranged light crossbow +5 (1d8/19-20)
Special Attacks hexes (cackle[APG], evil eye[APG], flight[APG], misfortune[APG], scar[UM], slumber[APG])
Spell-Like Abilities (CL 8th; concentration +11)
. . 1/day—dream
Witch Spell-Like Abilities (CL 8th; concentration +12)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 8th; concentration +12)
. . 1st—ill omen[APG], mage armor
. . 0 (at will)—detect magic, read magic, resistance
. . Patron Deception
--------------------
Statistics
--------------------
Str 9, Dex 12, Con 10, Int 18, Wis 10, Cha 16
Base Atk +4; CMB +3; CMD 14
Feats Accursed Hex[UM], Craft Wand, Extra Hex[APG]
Traits drug addict (personal), reactionary
Skills Heal +4, Intimidate +7, Knowledge (arcana) +8, Knowledge (history) +8, Perception +3, Spellcraft +8 (+10 to identify magic item properties), Swim +3; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Goblin, Orc
SQ arcane focus[ARG], dreamspeaker[APG], elven magic, witch's familiar (greensting scorpion named Hloire)
Other Gear light crossbow, barbed vest[APG], doctor's mask, mirror, 45 gp
--------------------
Special Abilities
--------------------
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dreamspeaker +1 [Divination] & sleep spell DCs.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (7 rounds, DC 18) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Misfortune (2 rounds, DC 18) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Scar (4 at a time, DC 18) (Su) This hex curses a single target touched with horrible scars of the witch's choosing, whether something as simple as a single letter on the target's forehead or blotchy, burnlike scars on his body. The target may make a Will save to resist this hex. T
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (8 rounds, DC 18) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
--------------------
Description

Melianthe is a tall elven woman with sleek skin the color of grey ash, violet eyes that seem to burn red at the pupil, and blonde hair. Most of this is usually covered up, however; when she walks the streets of Korvosa, she is invariably in a doctor's mask and a deeply hooded cowl to keep the sunlight from burning her eyes, and to hide her from the eyes of those prejudiced against dark skinned elves--eyes she has hid from most of her life. She has piercings of ebon along the length of her long ears, and nose, and will chuckle unnervingly when asked if she has more. Among companions, out of her doctor's outfit, she wears considerably less.

She has three main faces to the world: alluring and uncomfortably sensual; a no-nonsense masked healer full of great compassion for the downtrodden; a former shiver addict haunted by past tragedies, still plagued by the occasional twitch in her weakest moments. None of them encapsulates her in the entirety. At her most confident and true, she possesses a rich, throaty laugh that shakes even the angriest bravo who dares to threaten her.

Background
Little is said of the elves of the night; some call them the dusk elves, or grey elves, and usually in a hissed whisper with a spat punctuation. Whether their blood is infused with drow, or if they are some other origin--one of many ancient races of elves, once mighty and now persecuted by drow and sun elf alike, and yet brooking with both in some quarters--few discuss the possibilities, possibly for fear of discovering flaws in the story of the race of elves, so well known for being haughty, xenophobic, and pure.

Melianthe is such an elf. Her small tribe in the Churlwood slain by daylight elves, she fled to from town to town, always harrassed and despised. After some years, she found Korvosa and descended into darkness. Dusk elves are despised, as many consider them kin to drow, and thus her attempts to honestly integrate into society were met with scorn, and the scorching sun. She soon drifted into Lamm's clutches. Discovering her ability to send messages in dreams, he convinced her that shiver would increase her powers...but instead used her to send messages from her hallucinatory dreams to him and his cronies in order for idle amusement. She was used like this for a nightmarish period of time.

Finally breaking free, she huddled under docks and in sewers out of sight, sick with withdrawal, but determined to be herself again. After long months of living in the bowels of Korvosa, shaking off the effects of shiver, she found herself surrounded by crawling arachnid and insectile vermin, and given power by a mysterious dark form just beyond the clusters of arthropods. This form told her that revenge is not always evil, and deception is not always a lie, and unto her a great scorpion came, to be her guide and companion.

Melianthe returned to the streets of Korvosa with new resolve: to heal those who had been made ill by Lamm and others. Disguising her alien beauty beneath a doctor's mask, she treated the sick, found companions if not friends, and bided her time. Revenge is not always evil, but its patience can be matched by its bloodiness.

--------------------

Hloire CR –
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
NG Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 19 (+3 Dex, +7 natural, +2 size)
hp 13 (1d8)
Fort +2, Ref +5, Will +6
Defensive Abilities improved evasion; Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +9 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 9, Wis 10, Cha 2
Base Atk +4; CMB +5; CMD 11 (23 vs. trip)
Feats Weapon Finesse
[b]Skills
Climb +7, Heal +1, Intimidate -3, Perception +8, Spellcraft +0, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages speak with animal (same kind only), speak with master
SQ empathic link
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (DC 14) (Ex) Sting—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.

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