Carmilla Caliphvaso

Amandine Santon's page

993 posts. Alias of rdknight.


Full Name

Amandine Santon

Classes/Levels

Investigator 6 / Swashbuckler 1 | HP: 59/59 | AC: 21 (T: 15, F: 18 | CMB: +5, CMD: 18 | F: +5, R: +10, W: +6 | Init: +7 | Perc: +10, SM: +11 | Speed 30' | Inspiration 7/8 | Panache 6/6 | Phrenic Pool 3/3

Size

M

Age

24 (Birthday: 12 Desnus)

Alignment

CG

Deity

Milani

Location

Oppara, Taldor

Languages

Taldane, Elven, Kelish, Halfling, Draconic, Lip Reading, Celestial

Occupation

Shopgirl (Rare Books), Part-Time Courtesan, Occasional Information Broker

Homepage URL

Amandine Portrait

Strength 10
Dexterity 17
Constitution 14
Intelligence 20
Wisdom 10
Charisma 11

About Amandine Santon

Statistics:
Female Half-Elf Investigator (Psychic Detective) 6 / Swashbuckler (Inspired Blade) 1

CG Medium Humanoid (Half-Elf)

Init +7; Senses Perception +10
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DEFENSE
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AC 21, Touch 15, Flat-Footed 18 (+4 Armor, +3 Dex +2 Buckler, +2 Magic)

HP 59

Fort +5, Ref +10 Will +6 (+2 vs Enchantments, +2 vs Psychic Spells & SLAs)
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OFFENSE
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Speed 30'

Melee +9 (Rapier)

Ranged +8
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STATISTICS
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Str 10, Dex 17, Con 14, Int 20, Wis 10, Cha 11

Base Atk +5; CMB +5; CMD 18
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TRAITS:

Young Reformer:
Perhaps you were born at the bottom of Taldan society and you’re tired of seeing your friends and family toil endlessly with no hope of a better life, or maybe your privileged outlook was shattered by empathy or tragedy. Either way, you know the system is broken, and you’ve dedicated your life to fixing it. But tradition rules Taldor as much as any Grand Prince, and change requires more influence than you have… so far. You’ve got a few friends and allies, and plenty of determination, but while you work toward the power you need to change the nation, you’ll have to resort to more discrete ways of righting wrongs and curbing the abuses of the upper class.
Benefits: You gain a +1 trait bonus on Disable Device and Knowledge (local) checks, and one of these skills is always a class skill for you.
Once per day, you can call upon your coconspirators to have “made arrangements” on your behalf, allowing you to attempt a Knowledge (local) check in place of a single Bluff, Disable Device, Intimidate, or Sleight of Hand check. The DC of this Knowledge (local) check is equal to the DC of the skill check it replaces. Whatever arrangements you make—for doors left unlocked, guards strong-armed out of your way, stolen keys left for you to find—must be reasonable to have anticipated and achieved beforehand; you could arrange to have a noble convinced you’re a very important diplomat traveling in disguise, for example, but if a fight breaks out you could not rely on your network of contacts to feint for you in combat. You don’t have to use this ability in advance; you can announce its use as you encounter a challenge, implying you foresaw this challenge and made arrangements prior to your arrival.

Student of Philosophy:
You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others.
Benefit(s): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Magical Knack:
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

DRAWBACK:

Entomophobe:
A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together.
You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.

FEATS:

Improved Initiative:
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Weapon Focus (Rapier):
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Fencing Grace:
Your dashing style and fluid rapier forms allow you to use agility rather than brute force to fell your foes.
Prerequisite(s): Dex 13, Weapon Finesse, Weapon Focus (rapier).
Benefit(s): When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied.
In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.

Weapon Versatility:
You can use your favored weapons in unconventional ways.
Prerequisite(s): Weapon Focus, base attack bonus +1
Benefit(s): When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action.
If your base attack bonus is +5 or higher, using this feat is a free action instead.

Expanded Inspiration:
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.

SKILLS: (48 points; 24 class, 16 INT, 8 background)
ACP -2

Acrobatics* +11=DEX+3+5+3
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Appraise +9=INT+5+1+3
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Bluff +14=CHA+5+6+3 (INT Based)
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Climb* +4=STR+0+1+3
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Craft +3=INT+3+0+0
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Diplomacy +15=CHA+5+7+3 (INT Based)
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Disable Device +18=DEX+3+7+3+2+1 (Trait) (+2 Trapfinding) +2 (MWK Tools)
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Disguise +0=CHA+0+0+0
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Escape Artist +8=DEX=3+2+3
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Fly +3=DEX+3+0+0
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Handle Animals +0=CHA+0+0+0
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Heal 0=WIS 0+0+0
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Intimidate +0 = CHA 0+0+0
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K (Arcana)† +12 = INT 5+4+3
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K (Dungeoneering)† +9 = INT 5+1+3
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K (Engineering)† +9 = INT 5+1+3 (+1 Background)
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K (Geography)† +9 = INT 5+1+3 (+1 Background)
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K (History)† +10 = INT 5+2+3 (+1 Background)
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K (Local)† +14 = INT 5+3+3+1+2 (+1 Trait) (+2 Genius Persona Skill Bonus)
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K (Nature)† +15 = INT 5+1+3+6 (+6 Headband)
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K (Nobility)† +10 = INT 5+2+3
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K (Planes)† +11 = INT 5+3+3
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K (Religion)† +9 = INT 5+1+3
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Linguistics† +9 = INT 5+1+3 (Background)
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Perception +11 = WIS 0+6+3+2+1 [half-elf] (+2 Trapfinding)
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Perform +0 = CHA 0+0+0
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Profession (Courtesan)† +8 = WIS 0+5+3 (+3 Background)
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Ride +7 = DEX 3+1+3
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Sense Motive +12 = WIS 0+3+5+3 (Skill Focus)
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Sleight of Hand*† +10 = DEX 3+4+3 (+3 Background)
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Spellcraft† +12 = INT 5+4+3
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Stealth* +12 = DEX 3+6+3
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Survival 0 = WIS 0+0+0
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Swim* +4 = STR 0+1+3
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UMD +4 = CHA 0+1+3
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*ACP applies to these skills
Non-Standard Skill Bonuses
Keen Senses: +2 Perception (Half-Elf)
Young Reformer: +1 Disable Device
Young Reformer: +1 K Local

Languages Taldane, Kelish, Elven, Halfling, Draconic, Lip Reading, Celestial

Special Abilities:

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SPECIAL ABILITIES
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HALF-ELF:

Elven Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Adaptability:
Half-elves receive Skill Focus as a bonus feat at 1st level.

Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

Multitalented:
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

INVESTIGATOR (PSYCHIC DETECTIVE):

Inspiration (Ex):
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these f lashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding:
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Spells:
A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells. Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective’s spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a psychic detective’s spell is 10 + the spell’s level + the psychic detective’s Intelligence modifier.

Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.

At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard. In effect, the psychic detective loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the psychic detective can cast.

A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Psychic Detective Spells: A psychic detective has the following spells on her spell list, in addition to psychic spells of 6th level or lower.

1st: Detect Chaos, Detect Evil, Detect Good, Detect Law, Find Traps.
3rd: Calm Spirit, Daylight.
4th: Modify Memory.
6th: Banishment, Moment of Prescience, Scrying (Greater).

This ability replaces alchemy.

Psychic Meddler (Su):
At 2nd level, a psychic detective receives a +1 bonus on saves against psychic spells and spell-like abilities. This bonus increases by 1 at 5th level and every 3 levels thereafter, to a maximum of +6 at 17th level. Starting at 5th level, the psychic investigator adds half this bonus on caster level checks to dispel psychic effects. This ability replaces poison lore, poison resistance, swift alchemy, and poison immunity.

Keen Recollection:
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex):
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Ref lex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

Phrenic Dabbler (Su):
At 3rd level, a psychic detective gains a small pool of phrenic points equal to 1/2 her psychic detective level, as well as one phrenic amplification, as the psychic class feature. This does not allow the psychic detective to qualify for the Extra Amplification feat. This ability replaces the investigator talent gained at 3rd level.
(Taking Relentless Casting. Phrenic Pool = 2)
Relentless Casting (Su) The psychic can spend 1 point from her phrenic pool to roll twice on any caster level checks to overcome spell resistance required for the linked spell and take the better result. Because she must decide to spend points from her phrenic pool when she starts casting a spell, the psychic must decide to use this ability before the GM calls for the caster level check.

Studied Combat (Ex):
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modif ier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex):
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Quick Study (Ex):
An investigator can use his studied combat ability as swift action instead of a move action.

SWASHBUCKLER (INSPIRED BLADE):

Inspired Panache (Ex):
Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.
Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache class feature.

Inspired Finesse (Ex):
At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.

Deeds:

Derring-Do:
At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex):
At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte:
At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Spells:

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Spells
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0th (at will)

Daze
Detect Magic
Message
Prestidigitation
Stabilize
Telekenetic Projectile

1st (6/day)

Detect Evil, Good, Law, Chaos
Find Traps
Heightened Awareness
Ill Omen
Liberating Command
Telempathic Projection

2nd (4/day)

Anticipate Thoughts
Cat's Grace
Hoodwink
Invisibility

Gear/Possessions:

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GEAR/POSSESSIONS
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Belt of Dexterity +2
Cloak of Protection +2
Ring of Resistance +1
Rapier +1
MWK Dagger
MWK Chain Shirt
+1 Arrow Catching Buckler
Noble's Outfit
Courtier's Outfit
Jewelry (100 gp)
Masks x2
Sleeves of Many Garments
Explorer's Outfit
Wrist Sheath
Backpack
Belt Pouch
Caltrops
Chalk (x2)
MWK Thieve's Tools
Spyglass
Traveler's Any Tool
Glass Cutter
Flint & Steel
Whetstone
Soap
Mirror
Grooming Kit
Courtesan's Kit: No Peeking if You're not Paying!
String (50')
Flint & Steel
Candle (x2)
Journal
Vial of Ink
Pen
Gold Ring
Poison Pill Ring

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Consumables
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Wand of Remove Fear (50)
False Coin
Potion of CLW x2
Potion of Vanish
Potion of Hide from Animals
Potion of Gaseous Form
Acid Flask x2
Alchemist Fire x2
Antiplague x2
Antitoxin x2
Liquid Blade
Caltrop Bead (Iron) x2
Thunderstone
Black Smoke Pellet
Smoke Pellet x2
Smokesticks x2
Tindertwigs x5
Glue Paper x3
Fine Brandy
Alchemists Kindness x2

Carrying Capacity
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried

Money 1,626 GP 9 SP 9 CP

Background:

There is a quiet tradition of bastard half-elves descended from members of Taldor’s aristocracy. While they may not be large in numbers or easily visible, there are always some present. The common view of these illegitimate sons and daughters of the nobility is they trade any public recognition by their family for a comfortable life of obscurity. There is considerable truth to this idea, at least for the first generation. But, these half-elves do often have children themselves. Those children are easily forgotten or ignored by the great families to whom they have a connection.

Such is Amandine Santon’s family history. She is the bastard daughter of a bastard son. Moreover, her father Lautaro was far from a decent person. Lautaro was a committed gambler, drunkard, and whoremonger who spent far beyond his means. Although the allowance Lautaro’s family provided was generous, it was never enough. Certainly, very little of his money trickled down to supporting his family.

In retrospect, Amandine doesn’t understand why her mother stayed with Lautaro, or had a second child by him. Yet she did, and before her younger brother’s second birthday Lautaro’s vices had sent him to his grave. After his death, the allowance from Lautaro’s family ended. As a result, Amandine’s family descended into poverty. Her mother Petrina took jobs where she could find them, but she was a woman of few skills and delicate health. After five years of labor and illness Petrina followed Lautaro to Pharasma’s judgment.

At 17 Amandine was left alone to raise her 7 year-old brother. She was not new to work. She had held a job at a bookstore, Malaprop's Literary Esoterica, for some time before her mother died. In fact toward the end of her mother’s life, when she was sick so often, Amandine’s income was all there was to get the family through. But, once they were alone, Amandine determined if their lives were ever to improve she would need to earn more.

Amandine found work as a courtesan some evenings at the Exaltation Club, a brothel catering mostly to middle class civil service bureaucrats. The Exaltation Club is more than a simple brothel. For a more substantial sum than the average for such a place, it promises clients an evening of life as an aristocrat. The club’s interpretation of a typical aristocrat’s life is very fantastical, but clients come for pleasure, not verisimilitude. As one of the “Countesses” Amandine mingled and chatted with clients, offering entertainment and company aside from more private services.

With some coaching on particulars of etiquette and comportment, and supplied with the proper clothing, Amandine proved to be very good at her part-time job. Aside from being intelligent and well-read, Amandine had always had an unusual talent for being able to know the minds of others. She showed considerable skill in shifting her persona to match the preferences and desires of clients.

Amandine found her skills to be profitable. Not only was she sought after, with a list of regular clients, but the information she could coax from them had a value of its own. After a while, she began selling the information she gathered as well. She was also willing to pass along information for free, to the right people and for the right reasons.

As a religious Milanite and because of her own life experiences, Amandine’s political sympathies lie with more radical reformist groups. While not a revolutionary or rabble-rouser herself, Amandine does pass along useful information, and maintains contacts in the political underground. Although she isn’t tightly involved with any particular groups, she has proven herself to be trustworthy and has built up a portfolio of favors owed to her from some of them.

Amandine isn’t sure how she came to Martella Lotheed’s attention, but she intends to find out. She’s also unsure if she owes whoever is responsible gratitude or retaliation, it will depend on how things go with Lady Lotheed. However, Martella Lotheed has offered employment on better terms, so until she is shown otherwise she would be a fool to refuse.

Appearance and Personality:

Height: 5'6 Weight: 120 Hair: Light Brown Eyes: Light Brown

Strictly speaking Amandine is not fully half-elven. Despite this the elven aspects of her features are prominent, and one would not easily mistake her for a human. It is in her height that she varies from expectations the most. While half-elves are usually noticeably taller than humans, Amandine falls in between, shorter than the average half-elf, but slightly taller than most human women. She has a slender half-elven build.

Her skin tone is a couple of shades lighter than that of most Taldans, and her nose and cheeks still show the traces of freckles that have not entirely faded away with maturity. Her eyes and hair are light brown, and Amandine keeps her hair cropped in a bob.

Lack of income keeps her clothing simple, but Amandine knows a couple of good tailors who can produce work emphasizing her figure in place of billowy skirts and embellishments.

Amandine's no-nonsense hair and clothing, along with her fit appearance and freckles, give her an outdoorsy air that suggests a preference for riding and physical activities. It would be difficult to guess by her appearance that she is devoutly bookish and has never left Oppara.

Personality

Amandine is unusually intelligent, but not in the way that most expect of such people. She is not a ponderous thinker who ruminates on subjects, nor does she have difficulties connecting to others. Amandine is a quick, flexible thinker, and fast talker. She is valuable at the bookstore because of her ability to read people, remember them, and use what she knows of them to build relationships that turn them into repeat customers.

Aside from some formal education covering the fundamentals, Amandine is an autodidact. The bookstore where she works is large and well stocked. Since she started there in her mid-teens Amandine has used it as a library, reading widely from its shelves. She considers it a point of pride to be conversant in the subjects of customers’ interests, however esoteric they might be. Amandine’s memory is excellent and she has always been very motivated. But, without the guidance of a mentor or teacher there are holes in her knowledge of several subjects, and she sometimes doesn’t know what she doesn’t know about.

Amandine’s mental capabilities extend beyond mundane intelligence. She has limited, but growing, abilities to affect other people’s minds, and even the physical world with her mind. From a fairly young age Amandine sometimes seemed to know what someone was thinking, or anticipate what they would do to an extent her parents found a little spooky.

When she was 11 Amandine’s sensitivity grew more acute. She felt a presence within the wall by her bed. She fearfully told her mother, who checked but saw and heard nothing. Amandine had trouble sleeping that night because of the looming presence, and complained again at bedtime the next evening. Her mother told her it was just her imagination, and there was certainly nothing there. That second night though, the large swarm of cockroaches that had gathered found the crack in the wall’s plaster, and burst through the weak spot. They spilled out onto Amandine and her bed, covering both. Although she only received a couple of bites, Amandine has not yet been able to put that fear behind her.

Her gifts have developed considerably since then. Amandine can move objects without touching them, blind people with summoned lights, and stun people by jabbing at their minds. One of the most useful tricks she’s learned isn’t very dramatic though. Amandine can nudge the thinking of a person to make something seem better than it might otherwise. It’s been useful for selling books, and in the year or so since she’s been working at the Exaltation Club she’s found the technique to be even more useful.

In Amandine’s view her two jobs aren’t fundamentally that different: charm the client, flatter them without being overly obvious, find the need or desire, satisfy it, send them away happier than when they arrived. She isn’t too bothered by working at the Exaltation Club. It’s an expensive place with good security, so troublemakers aren’t a problem. Most of the clients have connections to the government, so the snippets of information and gossip she coaxes out of them are sometimes valuable. Amandine is even able to find some amusing irony in it. She’s a demi-noble who plays a real noble for the amusement of middle class clients who assume she’s actually just a pleb. Amandine figures the clients have the right of it. Amandine doesn’t take her connection to a noble family, slim as it is, seriously. She certainly never mentions it to anyone.

Instead of dwelling on some blood connection to social superiors, Amandine focuses on building something of her own. Now there’s enough income to keep her brother Calix and herself securely out of the Narrows, Amandine is saving diligently to send Calix to school. After that is accomplished she will figure out what comes next. While her goals may seem limited for a person of considerable talent, Amandine prefers practical steps forward to grand dreams. Her brother comes first, so she will delay her ambitions until his future is secured.