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About Shantanna LyrsBackground:
Don Erasmo Lyrs was a rich Varisian merchant, married to Meylin Lyrs - a much younger woman, submissive and hard working. Erasmo never treated her well, prizing her as a conquest he'd show at the courts (or even at the ports, when setting up his rich spice ships). Meylin had humble roots, and having married before her first blood made her naturally over-respecting of her husband. Erasmo, on other hands, was born in gold already, and was a disgusting old man who had his own aquarium of sharks - what ended up giving him the nickname of the "Spice Shark". Insanely jealous, Erasmo hired an eunuch Garundi to watch over Meylin and prevent other men of approaching her. With the pretense of being a "piano teacher", Boran was a sweet man with very polite manners. Bald, black, and muscular, he could be terrifying to other men, but was a walking dream to Meylin and they quickly became friends. As the months passed he became the person she would confide on, and slowly - despite his physical limitations - love flourished. Meylin let herself be seduced by the sweet giant, trusting nothing would ever be possible that could truly jeopardize her marriage. Yet, on their most torrid nights - when Erasmo was away, navigating the world - they would partake in long marathons of drinking and getting lost in pesh, until the day things finally happen. Meylin didn't know if she was simply dreaming, but Boran revealed himself as something much beyond a man - an incubus - and definitely not an eunuch one... Boran disappeared after that night, and by the time Erasmo was back, Meylin was pregnant. He still believed the child would be his, but when the girl was born - it became clear it wasn't. Meylin gave birth to a demonic scarlet baby, with tail and horns, and the entire manor fell in despair. Erasmo and servants screamed and cursed, the man now way beyond what normal hatred would do. Meylin was able to flee, but her life was forever forfeited. The Spice Shark made his life mission to find her infidel wife, lover of the unholy blights. It took him almost his entire fortune, but only about a little more than half a decade to track mother and demonic daughter to one of the port cities. He spanked her to death, gnawling and cursing as she did so, and threw the child at the aquarium of sharks. The authorities never did anything against him, but having saciated his hatred, the now not-so-rich man took to drinking and wouldn't last more than a couple years before his liver collapsed. The little girl, however, never died as expected. She was attacked and almost died, but by then the aquarium was thrown at the oceans. She ended up caught in nets and was saved by local fishermen, who took care of her back to health. A crude wooden leg replaced a missing limb and poor quality cords tied her wounds, but her spirit was intact. She grew an orphan, a life of toils through the fishermen and ports, learning the teachings of Besmara and dedicating her days to the dream of becoming a pirate. A rage burnt on her, which she drove against sharks and other creatures of nature, turning herself into what was known as a blighted myrmidon. A certain night, when she was already of age, she was drinking by the Formidable Maid tavern when she felt her balance lacking. She was already used to it, being peg legged, but yet something didn't feel right... And things went dark.
Appearance and Behavior:
Despite missing half of a leg, Shantanna is still very attractive - underneath her demonic façade, of course! She has little horns, red skin, dark red eyes and very long pitch black hair. Her fangs are prominent, and she has a prominent flexible tail which feels like it thinks on its own. In truth, her presence may be more terrifying than attractive; she looks like a demon, and she's hard to miss. Her behavior is hard to describe; she's an agent provocateur with an erupting rage, someone who hates being fooled and acts as if the world was her own. She's absurdly non-intelligent, unlearned and with chronic difficulties to study and gather knowledge, but wise enough to understand she needs to stick with loyal companions around her if she is to succeed. She has a silver tongue and is as trustful as a rakshasa. She enjoys gold, rum, and parties, but not as much as she enjoys power; her behavior is that of a classic pirate, which is on the very essence of being an antipaladin of Besmara.
Role and Mechanics:
As an antipaladin, Shantanna is a hateful force of evil; mostly a defensive tank and something of a melee damage dealer, her bloated charisma gives her an edge as a face and builds her a natural leader sort of aura. Being a blighted myrmidon, while she still hates mostly do-gooders and their sort, her actual inclination is to be a force of corruption against nature. Against the natural creatures and those who love nature, she is a very powerful foe. My plans for the future is to keep growing her on her basic calling. She could do better on weaponry/etc., but I want to keep her in the pirate/Besmara theme, so she will fight with things like rapiers and cutlasses. I don't have any special plans for feats or things of the sorts - the variant multiclass already eats a good chunk of it, so I'll likely just focus on the essentials. Paladins and antipaladins already have a very efficient chassis, so I like her mostly for the RP focus, hoping to get her to become a sort of "evil captain" if a more "evil" group is formed. If needed by the party, however, I can adapt her next levels to cover for things we may be missing.
Character Sheet:
Shantanna Lyrs Female demon-spawn tiefling antipaladin (blighted myrmidon) 1/barbarian* (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 264, Ultimate Wilderness 91) CE Medium outsider (native) Init +3; Senses darkvision 60 ft.; Perception +1 -------------------- Defense -------------------- AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural) hp 12 (1d10+2) Fort +5, Ref +3, Will +3 Resist cold 5, electricity 5, fire 5 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +4 (1d4+3/19-20) or . . heavy shield bash +4 (1d4+3) or . . rapier +4 (1d6+3/18-20) or . . unarmed strike +4 (1d3+3 nonlethal) or . . bite +4 (1d6+4) Special Attacks smite nature 1/day (+3 attack and AC, +1 damage) Antipaladin Spell-Like Abilities (CL 1st; concentration +4) . . At will—detect good -------------------- Statistics -------------------- Str 17, Dex 16, Con 14, Int 5, Wis 12, Cha 16 Base Atk +1; CMB +4; CMD 17 Feats Armor Of The Pit[ARG], Combat Expertise, Deadly Aim, Power Attack Traits armor expert, peg leg, sea-souled (coastline or island) Skills Acrobatics +7, Bluff +3 (+7 to tell a lie), Handle Animal +7, Profession (sailor) +5, Swim +8 Languages Abyssal, Common SQ beguiling liar[ARG], finesse weapon attack attribute, paranoid, prehensile tail[ARG] Other Gear breastplate, heavy wooden shield, dagger (2), rapier, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Besmara)[UE], masterwork backpack[APG], mess kit[UE], pot, soap, trail rations (5), waterskin, weapon cord[APG], wooden unholy symbol of Besmara, wrist sheath, spring loaded (2) -------------------- Tracked Resources -------------------- Dagger - 0/2 Detect Good (At will) (Sp) - 0/0 Smite Nature (1/day) (Su) - 0/1 Trail rations - 0/5 -------------------- Special Abilities -------------------- Beguiling Liar +4 to Bluff to tell a lie. Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Detect Good (At will) (Sp) You can use detect good at will (as the spell). Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls. Paranoid Aid Another DC 15 for attempts to help you. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Prehensile Tail Your tail can retrieve small objects on your person as a swift action. Smite Nature (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used. -------------------- Sea-Souled +1 to swim, can always take 10 when swimming. Smite Nature Usable against animals, plants, vermin, elementals (x2), fey (x2), or any creature (x2) with levels in ranger, druid, hunter, or shifter. |