Sorshen

Shenuska's page

1,141 posts. Alias of Nikolaus de'Shade.


Full Name

Shenuska

Race

RETIRED - Runelord of Altruism

Strength 8
Dexterity 16
Constitution 16
Intelligence 32
Wisdom 20
Charisma 14

About Shenuska

Ieldana:
Ieldana
Female Human Sorceror (Bloodline:Shadow) 13
LN M Humanoid (Human)
Init +7 [+3Dex +4feat]
Darkvision 60ft
Statistics: Str 8 (-1) Dex 20 (+5)[+4 belt] Con 10 Int 12 (+1) Wis 10 Cha 21 (+5)[Human]
AC: 24 (10+5dex+1dodge+4arm+4shield) HP: 80/80 (6+12*(4+0+1)+T)
Fort: +9 (4+0+5) Ref: +12 (4+3+5) Will: +15 (8+0+2+5) CMD: 18 (10+6+3-1)
BAB: +6/+1
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Spells per day: 1st - 6+2, 2nd - 6+1, 3rd - 6+1, 4th - 6+1, 5th - 6+1, 6th – 4
Special Abilities: Cantrips, Eschew Materials, Bloodline Powers (1st, 3rd, 9th), Bloodline Spells (3rd, 5th, 7th, 9th, 11th, 13th ), Bloodline Feats (7th, 13th )
Shadowstrike (Sp): At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Nighteye (Ex): At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.
Shadow Well (Sp): At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.

Feats: Improved Initiative, Spell Focus (Illusion), Greater Spellfocus (Illusion), Dodge, Spell Penetration, Greater Spell Penetration, Combat Casting, Extend Spell, Silent Spell, Toughness
Spell list:
Cantrips: Acid Splash, Dancing Lights, Flare , Ghost Sound, mending, prestidigitation, read magic, touch of fatigue, ray of frost
1st :Mage Armor, Magic Missile, Shield, (Ray of enfeeblement), unseen servant, Disguise Self
2nd :Make whole, (darkvision), invisibility, minor image, hideous laughter, blur,
3rd :fly, lightning arc, displacement, major image, (deeper darkness), Daylight,
4th :Greater Invisibility, Phantasmal Killer, (Shadow Conjuration), Hallucinatory terrain, greater make whole
5th :(Shadow Evocation), Cone of Cold, Persistent Image, Feeblemind
6th :Chain Lightening, (Shadow Walk), True-seeing

Skills: Arcana +17 (13), Spellcraft +17 (13), Stealth +19(13), Planes +14 (13), Appraise+17 (13), Profession (Librarian)+16 (13)
Equipment:
Spellguard Bracers, Robe of arcane heritage, Amulet of Natural Armor +2, Belt of Incredible Dex +4

Shenuska
Female Human Psychic 20
LN Medium Humanoid (Human - Azlanti)

Init +5 (+3 Dex, +2 trait)
Senses: Perception +33.

DEFENSE
AC 28, touch 23, flat-footed 25 (+5 armour, +3 dex, +5 wis, +3 deflection, +2 insight)
SR 20, Resist Fire 10. Immune: Fear, Pain.

HP 142/142 ([6+3con] + [19x[4+3]]) [40 Bears Endurance]

Fort +13 (6 base, +3 Con, +4 resistance)
Ref +15 (6 base, +3 Dex, +4 resistance, +2 insight)
Will +21 (12 base, +5 Wis, +4 resistance)

OFFENSE
Dagger +9, d4-1, 19-20x2.
Invidious Halberd +11, d10+1. x3.

Spd 30 ft.
Space 5 ft.; Reach 5 ft.

SPELLS (+4 vs. SR, +2 to dispel, all abjurations at +1 CL)
Psychic (17x Human FCB)
Lvl 0 (∞/day), DC21 – Dancing Lights, Detect Magic, Ghost Sound, Grave Words, Mage Hand, Prestidigitation, Resistance, Telekinetic Projectile.
Lvl 1 (6+3/day), DC22 – Expeditious Retreat, Detect Thoughts, Charm Person, Color Spray, Comprehend Languages, Enlarge Person, Mage Armour, Magic Missile, Shield.
Lvl 2 (6+3/day), DC23 - Bears Endurance, Blur, False Life, Foxes Cunning, Invisibility, Mental Shield I, See Invisibility, Silence.
Lvl 3 (6+3/day), DC24 - Haste, Dispel Magic, Fly, Heroism, Resist Energy (Communal), Slow, Telekinetic Maneuver.
Lvl 4 (6+2/day), DC25 - Freedom of Movement, Telepathic Bond, Break Enchantment, Confusion, Deathless, Dimension Door, Grtr Invisibility.
Lvl 5 (6+2/day), DC26 - Echolocation, Dominate Person, Feeblemind, Mind Thrust V, Plane Shift, Teleport, True Seeing.
Lvl 6 (6+2/day), DC27 - Transformation, Blade Barrier, Contingency, Disintegrate, Ego Whip IV, Greater Dispel Magic, Mage's Decree.
Lvl 7 (6+1/day), DC28 - Etheral Jaunt, Greater Teleport, Mind Blank, Spell Turning, Unshakeable Zeal.
Lvl 8 (6+1/day), DC29 - Iron Body, Greater Spell Immunity, Moment of Prescience, Prediction of Failure, Psychic Crush IV, Walk through Space
Lvl 9 (6+1/day), DC30 - Akashic Form, Divide Mind, Mage's Disjunction, Time Stop.

SLA 1/day: Detect Thoughts, Telepathic Bond.
At will: Levitate, Disguise Self.
Constant: Fly

Base Atk +10/+5 [+10 Psychic]
CMB 9 (10 BAB, -1 Str)
CMD 27 (10, 10 BAB, 3 Dex, -1 Str, +5 Wis)

STATISTICS
Str 8 (-1)
Dex 16 (+1) (12 base, +4 enhancement)
Con 16 (+2) (13 base, +1 level 4, +2 campaign)
Int 32 (+11) (16 base, +2 racial, +1 level 8/12/16/20, +6 enhancement, +4 sihedron)
Wis 20 (+5) (14 base, +2 racial, +4 enhancement)
Cha 14 (+2) (12 base, +2 enhancement)

FEATS
Spell Penetration [Level 1]: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Extend Spell [Level 3]: +1 Level An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.
Greater Spell Penetration [Level 5]: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.
Dispel Focus [Level 7]: Whenever you attempt a dispel check based on your caster level, you gain a +2 bonus on the check.
Leadership [Level 9]: This feat enables you to attract a loyal cohort (Ieldana) and a number of devoted subordinates who assist you.
Leadership Score: 16 + 2 + 1 (power) = 19.
Quicken Spell [Level 11]: +4 Levels Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
Casting a quickened spell doesn’t provoke an attack of opportunity.
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell’s casting time.
Disruptive Spell [Level 13]: +1 level Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. Targets that avoid the spell’s effects avoid this feat’s effect as well.
Spell Perfection (Greater Dispel Magic) [Level 15]: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.
Destructive Dispel [Level 17]: When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or be stunned until the start of your next turn. If the save succeeds, the opponent is instead sickened until the start of your next turn.
Greater Dispel Focus [Level 19]: Whenever you attempt a dispel check based on your caster level, you gain a +2 bonus on the check. This stacks with Dispel Focus.

TRAITS
[i]Accidental Clone [Campaign]:
Your character must be human if you take this trait (though you may retain your previous gender identity). Your ethnicity is Azlanti, but you are not pure-blooded—you have the standard human ability score adjustments. Your resemblance to Sorshen may have unexpected side effects as the campaign progresses, for good or for ill. In any event, you gain a +1 trait bonus on Bluff and Diplomacy checks, and these skills are always class skills for you.
Once Twice per adventure, you can retroactively apply a +20 trait bonus to a saving throw against a mind-affecting effect after you learn the outcome of the roll. A saving throw result of a natural 1 still automatically fails, but if the +20 bonus adjusts the save so that it is successful, you treat the failed saving throw as a successful one.
Paragon of Speed [Regional]: You are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks.
Magical Lineage [Magic]: Pick one spell when you choose this trait (Greater Dispel Magic). When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Pride [Drawback]: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

SKILLS
Appraise* +17 (7 ranks, +10 Int)
Bluff +20 (10 ranks, +2 Cha, +3 class, +1 trait, +4 competence)
Diplomacy +20 (10 ranks, +2 Cha, +3 class, +1 trait, +4 competence)
Heal +23 (18 ranks, +5 Wis)
Intimidate^ +21 (19 ranks, +2 Cha)
Knowledge (Arcana) +32 (19 ranks, +10 Int, +3 class)
Knowledge (Dungeoneering) +27 (14 ranks, +10 Int, +3 class)
Knowledge (Engineering)* +20 (7 ranks, +10 Int, +3 class)
Knowledge (Geography)* +21 (8 ranks, +10 Int, +3 class)
Knowledge^ (History)* +32 (19 ranks, +10 Int, +3 class)
Knowledge (Local) +20 (7 ranks, +10 Int, +3 class)
Knowledge (Nature) +16 (3 ranks, +10 Int, +3 class)
Knowledge (Nobility)* +20 (7 ranks, +10 Int, +3 class)
Knowledge (Planes) +32 (19 ranks, +10 Int, +3 class)
Knowledge (Religion) +21 (8 ranks, +10 Int, +3 class)
Linguistics* +14 (1 rank, +10 Int, +3 class)
Perception +32 (19 ranks, +5 Wis, +3 class, +5 competence)
Sense Motive +26 (18 ranks, +5 Wis, +3 class)
Survival +23 (18 ranks, +5 Wis)
Spellcraft +32 (19 ranks, +10 Int, +3 class)
Use Magic Device^ +24 (19 ranks, +2 Cha, +3 class)

Total Points: 269 [20x(2 Psychic + 11 Int + 2 background) + 3 FCB]
AC penalty is 0

LANGUAGES
Common, Varisian, Thassalonian, Azlanti, Elven, Dwarven, Celestial, Infernal, Aklo, Sylvan.

EQUIPMENT
Dagger (2gp) [1lb]
Sorceror’s Kit (8gp) [19lbs] (a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.)
Courtesan’s Outfit x2 (16gp)
Entertainer’s Outfit (3gp)

Pendant of the First Tears
2x Abyssal Runestones
Eyes of the Eagle (2500)
Extradimensional Belt Pouch (2lbs Handy Haversack) x6 (2100gp)
Ring of Sublime Protection [Constantly protected as 'Remove Fear' and +3 Deflection to AC] (21000)
Headband of Wisdom +4 (16,000)
Handy Haversack (2000gp)
Cloak of Resistance +4 (16,000)

Dance of the Seven Veils:
This scarf is crafted from fine, almost transparent silk of a deep red hue. When worn about the head as a veil or the neck as a scarf, the dance of seven veils disguises the wearer in a different shape, as per disguise self. The wearer can cast levitate at will, gains a +4 competence bonus on Bluff and Diplomacy checks, and gains a +6 enhancement bonus to Intelligence and a +2 bonus to Charisma [Knw History]. (Improved to +6 Int)

Belt of Incredible Dexterity +4 (16,000)
Robes of Xin-Edasseril
Shenuska's Invidious Halberd
Diamond Dust for Wish (25k)

Iron Golem (Flight + See Invisibility instead of Breath Weapon)

831 gold 4 silver 0 copper
Weight Carried: 9lbs.

SPECIAL ABILITIES
Dual Talented: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Proficiencies: A psychic is proficient with all simple weapons, but not with any type of armor or shield.
Phrenic Pool: A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.
Phrenic Amplifications: A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell’s effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification.
A phrenic amplification can’t be selected more than once.
Once a phrenic amplification has been selected, it can’t be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.

Amplifications:
Will of the Dead: Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.
Focused Force: When casting a force spell, the psychic can increase the spell’s damage by spending 1 point from her phrenic pool. Increase the die size for the spell’s damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can’t be amplified in this way.
Overwhelming Mind: The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.
Dispelling Pulse (Major): The psychic can spend 3 points from her phrenic pool to entwine dispelling magic with a targeted spell. If the target is hit by the linked spell or fails its saving throw, it’s affected as though the psychic had cast a targeted dispel magic spell on it. This effect can dispel only spells of the linked spell’s level or lower. If the linked spell doesn’t already require an attack roll or allow a saving throw, the target can attempt a Will saving throw to avoid the dispelling effect only; the DC is calculated using the linked spell’s level (and all other bonuses that would apply if the linked spell allowed a Will save). This amplification can be linked only to a spell that targets one creature or object.
Synaptic Shock: The psychic manipulates an enemy’s mind with brute force, causing mental harm beyond that done by her linked spell. She can spend 1 point from her phrenic pool when casting a mind-affecting linked spell to select one of the spell’s targets. If the target is affected by the linked spell, that target is confused for 1 round after the duration of the spell expires (or immediately, if the spell has an instantaneous duration). If the target succeeds at its save against the linked spell, it is instead confused for 1 round immediately. For each additional point the psychic spends from her phrenic pool, she can confuse one additional target of the linked spell. This amplification can be applied only to a mind-affecting spell that can affect a number of targets or that has an area. It has no effect on creatures that are immune to mind-affecting effects, unless the linked spell is able to affect such creatures (such as a spell that has both will of the dead and synaptic shock applied to it via dual amplification).

Psychic Discipline: Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline.
She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can’t be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic’s level + the psychic’s Intelligence modifier.
At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given. Spells learned from a discipline can’t be exchanged for different spells at higher levels.
Self-Perfection Discipline:
Phrenic Pool Ability: Wisdom.
Bonus Spells: Expeditious retreat (1st), bear’s endurance (4th), haste (6th), freedom of movement (8th), echolocation (10th), transformation (12th), ethereal jaunt (14th), iron body (16th), akashic form (18th).
AC Bonus (Ex): When unarmored and unencumbered, you add your Wisdom bonus (if any) to your AC and CMD. The bonus to AC applies even against touch attacks or when you’re flat-footed. You lose these bonuses when you’re immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Physical Push (Su): When you attempt a Strength-, Dexterity-, or Constitution-based ability check or skill check, you can gain a bonus on the check equal to your Wisdom bonus. You can use this ability a number of times per day equal to your Wisdom modifier.
Using this ability is part of the action used to attempt the skill check (if any). If you succeed at the check, you regain 1 point in your phrenic pool.
Bodily Purge: You can heal your own wounds and maladies with the power of thought alone. At 5th level, You gain access to a daily pool of healing energy. This pool starts with 3 d8 dice per day, and gains 1 additional d8 for every 2 psychic levels you possess beyond 5th. As a standard action, you can use up any number of these dice to regain a number of hit points equal to the result of rolling that many d8s. For example, at 5th level you could regain 3d8 hit points all at once, 1d8 hit points three separate times, or 1d8 hit points once and 2d8 hit points at a different time.
In addition, you can expend 2 dice from this pool to instead gain the benefit of lesser restoration (affecting yourself only). At 7th level, you can expend 3 dice from this pool to instead gain the benefit of neutralize poison, remove disease, or restoration (affecting yourself only). To use restoration to dispel a permanent negative level, you must expend 4 dice from this pool instead of 3.
Use your psychic level as your caster level for these effects.
Pure Body: At 13th level, you gain immunity to diseases and poisons.

Detect Thoughts: At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one.
Telepathic Bond: At 9th level, a psychic can use telepathic bond as a spell-like ability once per day, using her psychic level as her caster level. She can’t leave herself out of a bond created in this way. She can also expend any unused spell slot of 4th level or higher to cast telepathic bond. Casting the spell using a higher-level spell slot gives no benefit on its own, but the psychic can apply metamagic feats that would increase the spell level to the appropriate level. For instance, if the psychic knows Extend Spell, she can use a 5th-level spell slot to cast extended telepathic bond as a full-round action. When a psychic who knows telepathic bond gains this ability, she can learn a different 4th-level spell in place of telepathic bond, losing the old spell in exchange for the new one.
Major Amplifications: At 11th level and every 4 levels thereafter, a psychic can choose a major amplification in place of a phrenic amplification.
Telepathy: At 17th level, the psychic can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as both speaking and listening to multiple people at the same time. When a psychic who knows telepathy gains this ability, she can learn a different 5th-level spell in place of telepathy, losing the old spell in exchange for the new one.
Remade Self: At 20th level, the psychic is affected by one of the following spells as a constant spell-like ability: arcane sight, fly, haste, heroism, nondetection, or tongues. This ability is chosen when the psychic reaches 20th level and can’t be changed. While the psychic is under the effects of this spell-like ability, each time she casts a psychic spell, she can link one phrenic amplification or major amplification she knows that has a point cost of 1 to that spell without spending any points from her phrenic pool.

This amplification is in addition to the normal maximum of one amplification per spell.

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Background
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There are some people who simply should not become adventurers. Sometimes it is the curse of the gods, sometimes physical inability and sometimes it’s an overly romantic sense of the adventuring life but for whatever reason, some people simply shouldn’t go out fighting monsters and risking their lives. Ieldana was one of these people…

An elf with only a modicum of her races arcane talent she grew up to be a capable scholar, travelling from place to place in search of wonders and monuments to catalogue and describe. Magnimar proved to be her spiritual home and she settled down, surrounded by the wonders of the City of Monuments. Ieldana’s Scriptorium soon acquired some local reputation as an inexpensive library, where books could be consulted, or purchased for very reasonable prices, and Ieldana found herself happy. With few needs she was able to funnel most of her money back into her books, which improved her shops reputation still more, and gave her more money to spend.

Despite her quiet nature, living in the same place for years on end meant that Ieldana made a few friends, almost by accident. Chief amongst these were Audrahni, an elf much like herself – adrift in the world of humans, and Nime, an undine whose cheerful demeanor always impressed Ieldana. However even her friends moved on eventually, and Ieldana was left alone with her books and a nagging feeling that she was letting life simply pass her by.

It was that feeling, more than anything else, that made her make the most fateful decision of her life. One day a fellow elf, bedecked in tattoos and blades, came into her shop. His name was Teladris, and he was looking for information about the Runelord Sorshen. The two elves fell to talking and Teladris revealed he, and his ‘team’, were planning an expedition beneath the city and hoped to find relics of Ancient Thassalion and the Runelords. Ieldana was able to track down a number of obscure references, and even reconstructed a partial map, impressing Teladris so much that he pressed her to come with him and his team.

”We need someone with your knowledge.” He told her, ”and some extra magic is never a bad thing!” Flattered by his interest, and with a small voice in her head telling her that ’It’s what Nime would do!’ Ieldana accepted, locked up her shop and prepared for her first taste of real adventure.

It was a disaster. Although Teladris’s team were able to avoid the first few dangers they were fundamentally underprepared for what truly lay in wait for them. When they found the statue of Sorshen Ieldana just had time to identify the figure before Teldaris was prying off the statues base, eager to see if treasure was concealed within. The flash that followed was so bright that Ieldana had a momentary impression of her eyeballs burning before the darkness claimed her.

She awoke feeling strange and surrounded by a frosted glass tube. Her arms and legs were restrained, but what little she could see of herself was not the body she knew. Instead of her long limbs, pale skin and flat chest she now had round breasts, jutting proudly from her chest. The skin of her arms was a sunkissed bronze, the kind of color Ieldana had always admired but know her fair elven skin could never achieve. Even the strands of hair falling in the corner of her eye were different, darker than a raven’s wing and heavier than her own hair had ever been.

Quite how long she remained in the case Ieldana never knew, but just as she had begun to panic that she had exchanged instant death for a long, drawn out one instead movement outside her tank caught her eyes.

Seeing the figures beyond made it clear to her just how wrong she was to consider Teladris capable. The people beyond the glass were dangerous! Predators. Ieldana tried to scream, but the figures beyond gave no sign of hearing her. Just as she was giving up hope, she caught a flicker of motion and the glass rose above her, revealing an angular face with a narrow chin and pointed ears betraying at least partially elven heritage. The woman released her feet, her hands running up and down Ieldana’s smooth new leg, before leaning in to press a kiss to her cheek.

The thrill of power which Ieldana felt was unlike anything she’d ever felt before, as the red-haired woman whispered to her.

”You have been given a second chance, my dear. Wear this body better than She did. The Redeemer Queen guides you now.”

With a final brush of lips the half-elf disappeared and Ieldana fled in the opposite direction, confused beyond words and understanding. When she emerged from the earth she found her city changed and her old life over. After a couple of attempts at regaining her old life, which failed as no-one believed that the beautiful, raven-haired human woman with a brand on her cheek was anything to do with the pale and anemic Ieldana, she simply wrote a will leaving all her worldly goods to Shenuska and as her new identity ‘inherited’ her own shop.

The name, meaning ‘Little Shen’ simply felt right at the time and it took months of seclusion and research before she figured out that she was, somehow, now living in a body which resembled the few images she could find of the Runelord Sorshen, Lady of Lust. What took a lot longer however was understanding the brand on her cheek, left by her saviors kiss. A pair of lips inside a circle, and a seven pointed crown behind was a symbol she had never heard of and it was only after long research that she finally heard rumors of a risen Demon Lord and a cult of heretics worshipping a ‘Redeemer Queen’, whose symbol matched the one on her cheek.

The longer she lived in her new body the more Shenuska realised that more than just her physical form had changed. Her gift for the arcane, never strong, had vanished completely, replaced by a new kind of power, one that seemed to spring from her mind and its connection to her new body. As she became more and more at home in her skin her powers increased along with her confidence, until Shenuska had completely emerged from Ieldana’s shadow, a new and more confident woman than her former self had ever been.

Still, her circumstances and research left Shenuska with more questions than ever before and she decided to head southwards, towards the small village of Roderic’s Cove, where she knew she would find her old friend Audrahni, and hopefully enlist her in her on-going search for answers.