Rogue

Amarélys's page

75 posts. Alias of TheCelticCircle.


Race

Init: +5 | HP 121/121, Con 22 | +1 weapon drawn, AC 27, Touch 24, Flat-footed 22 | CMD 31 | Fort +24, Ref +24 Will +25 | Perception + 17| | DD 1/1 | Bond: 1/1

About Amarélys

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Info:
Init: +5 | HP 121/121, Con 22 | +1 weapon drawn, AC 27, Touch 24, Flat-footed 22 | CMD 31 | Fort +24, Ref +24 Will +25 | Perception + 17|
| DD 1/1 | Bond: 1/1

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IMPORTANT NUMBERS
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Stat block:

Amarélys, la Rosée de Nerosyan
Nymph, Druid 3 (Halcyon)
CG Medium Humanoid (fey)
Favored Class: Druid
Init: +5
Senses: Perception +17, low light vision
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DEFENSE
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AC 27 | Touch: 24 | Flat Footed: 22 +1 weapon drawn
(+5 dex,+2 enhancement, +9 deflect,+1 natural)
HP 121 (8d6+3d8+66)(8+8*4+3*5+66)
Fort: +24 Ref: +24 Will: +25
CMD: 31
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OFFENSE
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Speed: 30, swim 20, woodland stride
BAB: +6
Melee: +7 defending dagger +1, 1d4+1 (19-20,x2)
Ranged: +11 defending dagger +1, 1d4+1 (19-20,x2)

CMB: +7
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STATISTICS
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Str: 12
Dex: 21
Con: 22
Int: 14
Wis: 23
Cha: 29

Feats: Spell focus (enchantment, HD1), Fey Spell Lore (HD3), Deceitful (HD5), Cunning caster(HD7), skill focus (bluff)(HD9)

Traits: Ambitious, Cosmopolitan
Skills:
Wild empathy +25 (6 race, 10 druid lvl, 9 cha)
____Skills__________/ Total/
Bluff______________ _33_
Diplomacy_________ _23/27_
Disguise___________ _37_
K. arcana___________ _9_
K. local____________ _3_
K. nature___________ _10_
k. nobility__________ _7_
Linguistics_________ _13_
Perception_________ _17_
Perform Oratory_____ _17_
Perform Singing_____ _17_
Perform Dance______ _17_
Perform Wind_______ _19_
Sense motive_______ _20_
Spellcraft__________ _9_
Stealth____________ _18_
Languages: Sylvan, Taldan, Druidic, Halfling (L1), Hallit (L2), Elven (L3), Skald (L4), Varisian (L5), Gnome (L6), Orc (L7), Goblinoid (L8), Dwarven (L9), Abyssal (L10).

Spells:

#Spell like abilities#
-Dimension door 1/day (CL 8, +10 concentration)

#Supernatural abilities#
-Stunning glance, std action, 2d4 rounds, DC 24

#Druid#
-Per day: 4 5 5 4 4 3
-DC: +6, +1 enchantment.
-CL 10, concentration +16
-Level 0 Create Water, Detect Magic, Know direction, Mending
-Level 1 Endure elements, Faerie fire, Liberating command, Mudball x2 –Spont: protection from evil
-Level 2 Burdened thoughts, Resist energy, Frigid touch, empty1, empty2. Spont: align weapon
-Level 3 Quench, Invisibility, Iron stake, empty. Spont: magical circle against evil
-Level 4 Claim identity, Dispel magic, Warp metal, empty. Spont: holy smite
-Level 5 Charm monster, stone skin, summon nature's ally V . Spont: dispel evil


Equipment:

? outfit:
-Masterwork silver flute 100
-Metamagic rod of piercing 11000
-Lesser metamagic rod: silent 3000
-Cloak of elvenkind 2500
-Bag of holding type 3
-Handy haversack 2000
-Ring of feather fall 2200
-Hat of disguise 900
-Mwk dagger 300
-Arrow magnet 600
subtotal 22700gp

Diamond dust 1000gp

Weigth:

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FLUFF
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Strategy:

Appearance:

The true appearance of Amarélys is a mystery. The woman is constantly draped in long colorful flowing robes and scarves which hide her features. The hood from the robe always covers her head while a simple mask hides almost the whole of her face, leaving only her lower right jaw and mouth visible. Even her slender hands barely visible, white fingerless gloves hiding most of them. Everyday, the colors and patterns of her robes change, always depicting minimalistic impressions of nature, from scenery to plants and animals.
Few signs of her true nature are visible though. Most notable, and almost mesmerizing are the wide and deep blue irises of her eyes which seem to pierce one’s soul. Her charming pearly white smile above a smooth if elongated jawline further accentuates her beauty. Paired with the small bumps apparent under her hood and her lithe stature, one would assume that she is either a half-elf or an elf. Yet, if one looks long enough, one notices a single slightly elongated canine as well as surprisingly sharp nails.
The simplicity yet rich quality of Amarélys’ garb is complimented by a beautifully embroidered purse/haversack. Neatly tucked in an elongated pouch dangling from her braided belt are two intricately carved rods, while on the other side of her belt is a sheath from which the ebony pommel of a dagger protrudes.

Background:

Amarélys, la Rosée de Nerosyan never expected she would ever masquerade as a Taldan woman. No, kraliça Maendellyn, Sarkorisin səma göyü ilə işıqlandırdığı Pool'u əks etdirir (Queen Maendellyn Reflecting Pool to the Starlight Sky of Sarkoris), her true name, was brought up to reign over the faeries of Greengates. Following traditions from the First World, her education took place within one of the most beautiful gardens of the first world, attended to by the most beautiful and charismatic fey so that she would never cease to be playful. There she learned in the most carefree manner the most important skills to her kind, from hosting faeries, to entertaining them. But unlike them, she also learned some of the ways of mortals so she might impress them. Worst, she had to learn their ugly languages only motivated by the shame it would bring her if these weak creatures were to be able to speak in her back.
These centuries of scholarship, she spent them at the Spring of Everlife one of the most ancient source of power within the First world. All this time spent swimming or resting within its
waters imbued her with the very power of the faerie realm. And there she patiently willed the days away until her earthly realm was completed. Long ago, the druids of Greengate had come to learn of the Everlife and petitioned the beings of the First World to share in the magic of the water. Queen Maendellyn’s mother had accepted, but only if the Sarkorians were to build her a realm fit for her daughter. So they toiled for generations to finish a magnificent spring beautiful enough to bridge the two worlds and welcome Maendellyn and the waters of the Everlife. And when they achieved the almost impossible task, they were met with Queen Maendellyn, one of the most powerful nymphs ever to live.
Queen Maendellyn’s reign was not as carefree as she had expected though, after less than a decade, not even enough time for any of the human druids to grow old and die, the worldwound opened. Queen of Kellids and fey’s aliek, Maendellyn rose to her title and led the war against the demons. Sealing the innermost part her realm for fear the demons would pollute the Everlife, she led her people into battle to protect greengate. For more than 20 years, she kept their foes at bay. Or so she thought. Deluded by her victories, constantly battling at the front, or leading patrols at the border of the woods, she did not realize that she had been betrayed and that the inner realm had already been lost to the treachery of demons. Their constant attacks had only been a ploy, for their insidious taint had long ago reached the Everlife and corrupted the very realm and source of power of Queen Maendellyn. Yet, one day she discovered the truth; gazing into a mirror she noticed the unmistakable taint of the demons staring back at her. Though subtle, the differences were there, a slightly overgrown incisive and stubs of horns. Rushing to the spring, she discovered its crystalline water to be irrevocably polluted. Her whole world collapsed as she realized that the infestation had spread to her subject. Some had betrayed her, willingly or not, some were unconsciously guided by the demons. All of them were now corrupt, doomed. There was only one thing that could save them, destroying the source of the Everlife. Without it, they would be free from the taint, free to follow their own will In one last daring mission, followed only by her closest advisors, Queen Maendellyn returned to the First World and, after fighting the guardians of the spring, destroyed the very source of her power.
Barely making it back to Sarkoris, all her advisors now dead or imprisoned in the First World, Queen Maendellyn took back the fight against the demons. But, not but a shadow of herself, with half of her people doing the biding of the abyss, and without advisors she was quickly overwhelmed. And so, despite cutting-off her people from the corruption of the well, she had doomed them to defeat. In the end, now the only survivor of her domain, Maendellyn fled to Mendev.
Lost and feeling utterly helpless, Maendellyn wound up in the poor quarters of Nerosyan where she spent a decade hiding as a Taldan woman and recovering from her failures. Years of introspection and simple life among humans was what Maendelly needed to discover who she really was and face her flaws. Slowly picking up the pieces of her life and inspired by the success of the first crusade, Maendellyn searched for ways to regain some of her powers. Although unable to fully recover the powers she once had over nature, she discovered a completely different power that reside within her, magic unbound by nature and fuelled by her own essence and charm. Fortified by her experiences and newfound powers, Maendellyn vowed that she will one day reclaim her domain.
Taking the name of Amarélys, the nymph spent the following years helping the crusaders in their wars or the citizens of Mendev during times of peace. Working as an intermediary between the crusaders and kellids, guide to Sarkoris, or volunteer to help refugees, allowed her plenty of time to refine her newly found arcane powers both in battle and to sway people.
Few years after the third crusade, Amarélys fully disappeared from public life. In search for a way to reconnect with her original power, she met with a member of the riftwarden who had heard about this one drop of the everlife which was still preserved somewhere. No one knew how or why it was there, but the taint of the demons had not reached it. Willing to do anything to get her hand on the water in the hope it might restore her powers, Amarélys indentured herself to the person and started carrying mission in their name. It has been 5 years now, and it appears as though this might be her last mission before she is given the water… if not, she will make sure that it is.

General personality:

Queen Maendellyn was a vain woman who had never really showed any sign of true care for anyone. However, seeing the suffering of people has brought up an unexpected side of her personality. Early in the war she became less and less selfish going as far as to be willing to sacrifice the very source of her essence for others. Living in the lower classes of human society only furthered her empathy. But also, being in contact with humankind made her realize the extent of her own abilities. Empowered, yet so far from who she once was, Amarélys became highly driven and uncompromising.
And so, Amarélys seeks one thing, to regain her domain and bring back her subjects. Though her empathy for the suffering of others will slow her down, she will never let anything else than the safety of others stop her from regaining her queendom. Years amongst the fey have made her a great manipulator and she does not shy away from using such skills to get things her way. And so, life has forged her mind in the image of her body; the image of beauty tainted by some kind of darkness (no idea to what alignment this translates to, I think good, but not sure on the other axis).
More generally, and obviously, Amarélys still appears somehow haughty to people, however her immense charm tends to make people forget about it quite quickly. Above that, Amarélys shows genuine interest in people and empathy for their woes. She is clearly driven, but does not often take the role of leader, preferring to direct those who seek such situations. Indeed, she might be Queen to the faeries, but not to other races, and she takes this distinction to heart.

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DETAILED INFORMATION
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Race (Nymph):

Base Speed: 30 feet, swim 20.
Low-Light Vision (Ex): See twice as far as humans in conditions of dim light.
Blinding beauty: DC = 26 (10 + ½ HD + cha) This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action.
Inspiration: A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph’s token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse’s Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.
Stunning glance: DC = 26 (10 + ½ HD + cha). As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a Fortitude save or be stunned for 2d4 rounds.
Unearthly grace: A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Wild empathy: This works like the druid’s wild empathy class feature, except the nymph has a +6 racial bonus on the check. The nymph’s effective druid level is equal to her HD for determining her total modifier to the check.

Languages: Sylvan, Taldan, Druidic, Halfling (L1), Hallit (L2), Elven (L3), Skald (L4), Varisian (L5), Gnome (L6), Orc (L7), Goblinoid (L8), Dwarven (L9), Abyssal (L10).

Class:

Weapon/Armore proficiencies: All simple. club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. No metal amor, padded, leather, or hide only. All shields except tower.

Class proficiencies:
Acrobatics, Appraise, Athletics, Bluff, Craft, Diplomary, Disguise, Escape artist, Fly, Handle Animal, Heal, Intimidate, All Knowledge, Linguistics, Perception, Performance, Profession, Ride, Sense motive, Spellcraft, Sleight of hand, Stealth, Survival, Use magic device.

Bonded mask: Cast a spell without bonded object worn or in hand: concentration check or lose the spell. The DC 20 + the spell’s level.
Once per day, cast any one spell that the druid is capable of casting, even if the spell is not prepared. This spell cannot be modified by metamagic feats or other abilities.

Well trained: proficient in diplomacy and all knowledge.

Peacekeeper: add 1/2 level to diplomacy and k. local.

Spontaneous caster: good domain spells.

Trackless step: Druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

General level stuff:

General
Favored class
-HP: 0
-SP: 3

Ability bonuses

Feats
Spell focus (enchantment, HD1)
Fey spell lore (HD3)
Deceitful (HD5)
Cunning caster(HD7)
Skill focus (bluff) (HD9)

Traits:

Cosmopolitan: You gain a +1 trait bonus on Linguistics checks, and Linguistics becomes a class skill for you.
Ambitious: You gain a +4 trait bonus on Diplomacy checks made to influence creatures with at least 5 Hit Dice more than you possess.

Feat description:

Deceitful: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Fey spell lore: Add the following spells to your druid spell list at the indicated levels: 0—dancing lights, 1st—lesser confusion, 2nd—charm person, 3rd—invisibility, 4th—bestow curse, 5th—charm monster, 6th—major curse, 7th—cloak of dreams, 8th—insanity, 9th—irresistible dance.
Spell focus (enchantment): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Cunning caster: [/bWhen casting a spell, you can attempt a Bluff check (opposed by observers’ Perception checks) to conceal your actions from onlookers. If the spell requires material components, you take a –4 penalty on the Bluff check.
If the spell requires somatic components, you take a –4 penalty on the Bluff check. If the spell requires verbal components, you take a –4 penalty on the Bluff check. If the spell requires a focus or divine focus, you take a –4 penalty on the Bluff check. If the spell produces an obvious effect (such as a summoned creature or visible spell effect), you take a –4 penalty on the Bluff check, and even if your check is successful, observers still see the spell effect (though they fail to notice that you are responsible for it). All Bluff check penalties are cumulative.
[b]Skill focus (bluff)
+6.

Full number breakdown:

Total/AbilityScore/Ranks/Class/Others
85 = 6x8 (nymph) + 4x3 (druid) + 2x11(int) +3 favored +20 background
____Skills__________/ Total/ AbilityScore/ Ranks/ Class/ Others
Bluff______________ _33_ ___9____ __11__ __3__ +4 feat +6 feat
Diplomacy_________ _23/27_ ___9____ __11__ __3__ +4 trait (5HD)
Disguise___________ _37_ ___9____ __11__ __3__ HoD +10, +4 feat
K. arcana___________ _9_ ____2____ __4__ __3__
K. local _3_ ____2____ __0__ __0__ +1 peace
K. nature___________ _10_ ____2____ __5__ __3__
k. nobility__________ _7_ ____2____ __5__ __0__
Linguistics _13_ ____2____ __10__ __0__ +1 trait
Perception _17_ ____6____ __8__ __3__
Perform Oratory_____ _17_ ___9____ __5__ __3__
Perform Singing_____ _17_ ___9____ __5__ __3__
Perform Dance______ _17_ ___9____ __5__ __3__
Perform Wind_______ _19_ ___9____ __5__ __3__ +2 mtwk
Sense motive_______ _20_ ____6____ __11__ __3__
Spellcraft__________ _9_ ____2____ __4__ __3__
Stealth____________ _18_ ____5____ __5__ __3__ +5 item

Xxxxxx Total Ability Ability2 Class Magic Others
Initiative 5 5
Xxxxxx Total Ability Armor Deflect Nat Others
AC___ _27 5 2 9 1 +1 (dagger)
Touch _24 5 x 9 x +1
FF___ _22 X 2 9 1 +1
Xxxxxx Total Ability Ability2 Class Magic Others
CMB_ _7 1 0 6
CMD_ _31 1 5 6 9 cha
AT___ _7 1 X 6.25
Dg___ _1 1
Fort__ _24 6 9 2.66 | 3.5 3
Ref__ _24 5 9 6 | 1 3
Will__ _25 6 9 7.5 3
XXXXX Total Race PC Levels ABP
Str___ _12 10 2 19
Dex__ _21 21 0 21
Con__ _22 18 2 2 22
Int___ _14 16 -2 14
Wis__ _23 17 4 2 23
Cha__ _29 25 4 0 29