Grand Duches Trietta Ricia

Anna Versilphar's page

3 posts. Alias of Pancakes.


Full Name

Anna Versilphar

Race

Human

Classes/Levels

Wizard 5

Gender

Female

Size

M

Age

22

Alignment

CG

Strength 7
Dexterity 14
Constitution 14
Intelligence 23
Wisdom 14
Charisma 12

About Anna Versilphar

Backstory:

Anna was born to a Chellish noble house, the daughter of a diplomat and a famous opera singer.

Anna was thaught from an early age on the ways of politics and subterfuge, and would often join her father on his assignments - where she would put her people (and magical) skills to use, getting close to nobles or other important figures and either swaying them to support Chellish interests, or finding out secrets that could be used to further them.

And while Anna enjoyed the political game and took pride in honing her skills, she was becoming increasingly disillusioned with her own country's government - and she soon grew tired of basically being a simple pawn of house Thrune, who seemed more focused on maintaining their Infernal grip on the country while its future seemed ever more hopeless.

After finishing her arcane studies, she convinced her parents to let her travel the world for a while, to better understand the people of other nations and expand her network of contacts, both of which would be invaluable to her following on her father footsteps as a diplomat - and although she could never tell if her father believed her fully or realised she wasn't thinking of coming back to Cheliax, he agreed to her proposal.

She eventually made her way to Andoran, a country that had always piqued her interest, as a nation that presented itself as a complete opposite of her own. Their system seemed nice on paper, but she'd seen enough of political circles around the world to know that positions of power inevitably attracted those wanting to abuse that power and who would stop at nothing to achieve it and keep it, at the expense of the country's population.

Presenting herself as a simple wandering musician, she traveled around and spoke with the common people to get a better handle on their views regarding their government, and was surprised to find that most were passionate about their country and its future, with everyone having individual and usually differing opinions on how the country should grow, as well as a great degree of suspicion and scrutiny towards those in office, to ensure their government is as transparent as it's supposed to be.

Inspired by the people's resolve (as compared to the imposed resignation of her own countrymen), and curious to see if things are run as well as they appear to be or if they are just an elaborate facade by those in power to keep the population inline, Anna decided to use her skills to get closer to the center of power and find the truth out for herself - hoping to do as much as she could to expose what corruption she could find and shape the country towards the ideal it claimed to be.

Backstory - Willim Goldfield:

I can see Willim and Anna meeting and befriending each other as kids during a party where both their families were present, and keep seeing each other infrequently through the years at other similar events.

More recently, he could have seen her perform as a wandering musician and recognised her, despite her attempts to hide her identity (and maybe even helped her performance, her musical skills are nowhere near Willim's :p).

She would have told him the "official" story behind her travels (understanding other countries' people better to aid her future as a diplomat), carefully leaving out any sign of her disappointment at her country's government (as that might be ruinous to her family back home). But she would be openly honest to him about her appreciation of Andoran's values and the people's resolve, and her interest in seeing just how well things really are and helping things improve if she can.

Assuming he trusts her reasons, Willim could in turn vouch for her and be the reason she is considered to be part of the adventuring party.
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Even at an early age, Anna Versilphar was a political-minded girl. Like her father, Anna saw these high society children's parties as a means to gather information and allies. Despite different backgrounds, young Anna and Willim got along well as young girls and boy can at that age. When Anna would come to subjects of government matters back in Cheliax, or other political discussions, young Willim would grow bored, and find a way to extradite himself from her presence.

Despite this, both Versdilphar and Goldfield children would meet socially many times throughout their adolescence at various parties and other social events.

Early in his bardic career, Willim reconnected with his 'old childhood friend', Anna Versilphar, as she had gone incognito one night at tavern in Olfden. Both young people sat down and talked. By this time, Anna Versilphar had honed her arguments to where Willim was actively listening. The two talked through the night, and in the morning, both wished the other well on their travels. For the first time, Willim had to really consider his place in Andoran society, and the aspects that needed to be maintained or changed for the betterment of all. That morning, the thought of public service did not seem so ludicrous.

If The Supreme Elect did ask for other possible people to include in his special task force, Wilim would have surely offered Anna Versilphar's name for consideration.

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DEFENSE
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AC 12, touch 12, flat-footed 10 ( +2 Dex)
hp 32 (3.5 x5+10 Con+5 fcb)
Fort +4, Ref +4, Will +7

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OFFENSE
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Speed 30 ft.
Melee Dagger +0 (1d4-2 19-20)
Ranged Light crossbow +4 (1d8 19-20 ),

Spell like abilities (1/day each, when on Urban terrain) (CL: 5):Create Water, Guidance, Purify food and drink, Tears to wine;

Prepared Spells (CL 5; (4/5+1/4+1/2+1/0/0/0/0/0/0), concentration +11)
3rd (2+1/day)-
2nd (4+1/day)-
1st (5+1/day)-
0th (at will)-

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STATISTICS
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Str 7, Dex 14, Con 14, Int 23, Wis 14, Cha 12
Base Atk +2; CMB +0; CMD 12
Feats Craft Wondrous Item; Discovery: Psychic Preparation; Improved Initiative; Scribe Scroll; Skill Focus: Perception;
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Skills (7 + 2 background per level - 35 ranks, 10 background ranks)
Artistry (Music composition) +10 (1 background rank, 3 class, 6 int);
Bluff +10 (+15 to lie) (5 ranks, 1 trait, 3 Enchanting Smile, 1 cha/6 int);
Diplomacy +16 (+21 to persuade) (5 ranks, 3 class, 1 trait, 3 Enchanting Smile, 3 familiar, 1 cha/6 int); ;
Fly +10 (5 ranks (headband), 3 class, 2 dex); .
Knowledge (arcana) +14 (5 ranks, 3 class, 6 int);
Knowledge (engineering) +10 (1 background rank, 3 class, 6 int);
Knowledge (geography) +10(1 background rank, 3 class, 6 int);
Knowledge (history) +10 (1 background rank, 3 class, 6 int);
Knowledge (local) +10(1 rank, 3 class, 6 int);
Knowledge (nature) +10(1 rank, 3 class, 6 int);
Knowledge (nobility) +13(4 background rank, 3 class, 6 int);
Knowledge (planes) +10(1 rank, 3 class, 6 int);
Knowledge (religion) +10(1 rank, 3 class, 6 int);
Linguistics +10(1 rank, 3 class, 6 int);
Perception +15(5 ranks, 3 class, 3 skill focus, 2 familiar, 2 wis);
Perform (sing) +2(1 background rank, 3 class, 1 cha);
Perform (strings) +2(1 background rank, 3 class, 1 cha);
Sense Motive +12 (5 rank, 3 class, 2 familiar, 2 wis);
Spellcraft +14(5 ranks, 3 class, 6 int);

Traits Student of philosophy, Extremely Fashionable (Diplomacy)
Languages Celestial, Common, Elven, Draconic, Infernal, Abyssal, Dwarven, Halfling
SQ Beguiling Touch; Enchanting Smile; Low-Light Vision; Spellbooks; Opposition Schools: Evocation; Necromancy; Favored Terrains:
Urban (buildings, streets, and sewers); Familiar: Diplomacy checks +3 bonus; Schools: Specialized: Manipulator;

Equipment
3632 gp
Items: Cloak of resistance +1; Handy haversack; Headband of vast intelligence +2; Masterwork Lyre; Outfit, Traveler's; Pouch, spell components; Ring, signet; Sleeves of many garments; Spellbook;
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Spellbook
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Wizard Spells
0th level: All except Evocation and Necromancy
1st level: Aphasia; Grease; Liberating Command; Mage Armor; Obscuring Mist; Secluded Grimoire; Silent Image; Speechreader's Sight;
2nd level: Glitterdust; Invisibility; Mirror Image; Hideous Laughter;
3rd level: Haste; Hold Person;
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SPECIAL ABILITIES
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Spoiler:

Bonus Class skill (Fey Thoughts racial trait) Perception, Sense Motive

Class Abilities
Beguiling Touch: You can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Enchanting Smile: You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.

Arcane Discovery: Psychic Preparation : You have learned a limited way to access psychic magic (Pathfinder RPG Occult Adventures 144). When you first prepare your spells for the day, you can prepare one spell as a psychic spell. This spell must be at least 2 levels lower than the highest-level wizard spell you can cast, and takes a slot 1 level higher than the spell’s actual level. When you cast this spell, it operates as a psychic spell, including using emotional and thought components in place of somatic and verbal components, and only having expensive material components.

Traits
Student of philosophy (Social) You were trained in a nowdefunct philosophical tradition—such as that of the nowdestroyed Galtan universities or Lirgeni astrologers—and learned to use logic and reason to persuade others. 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.)

Extremely Fashionable (Equipment)(Diplomacy) You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

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FAMILIAR STATS
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Spoiler:

LIRA (Figment)

Chaotic Good Diminutive animal (thrush)

Init 12; Senses low light vision.; Perception +13

DEFENSE

AC 19, touch 16, flat-footed 17

hp 8

Fort 0, Ref +4, Will +6

OFFENSE

Speed 10 ft. Fly: 40 (average)

Melee bite +8 (1d2-5 );

Space 1 ft.; Reach 0 ft.;

STATISTICS

Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6,

Base Atk +2; CMB 0; CMD 5

Feats Skill Focus

SkillsArtistry+0, Sense Motive+7, Swim+2, Fly+12, Knowledge (nobility)+0, Linguistics+0, Knowledge (nature)+0, Bluff+3, Knowledge (religion)+0, Knowledge (history)+0, Diplomacy+3, Knowledge (local)+0, Knowledge (planes)+0, Knowledge (geography)+0, Spellcraft+4, Knowledge (engineering)+0, Climb+2, Stealth+14, Perception+13, Knowledge (arcana)+4, Perform (sing)-1,, Perform (strings)-1,

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Race Options:

Human
Focused Study (Perception):All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Fey Magic (Terrain: Urban, Spell like abilities: Create Water, Guidance, Purify food and drink, Tears to Wine):The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
Fey thoughts (Perception, Sense Motive);: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
Low-light vision