About AshtoretSovereign Court:
[x] [ ] [ ] Recruit a named NPC ambassador, aristocrat, noble, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes). [ ] Recover blackmail or incriminating evidence against a named NPC ambassador, aristocrat, noble, or similar figure. [ ] Dissuade an NPC from working with an organization that directly opposes the Pathfinder Society or the Sovereign Court’s goals during an adventure by presenting the NPC with evidence that doing so is contrary to her interests. This requires a successful Bluff, Intimidate, Knowledge (local), or Sense Motive check with a DC equal to 15 + your character level. [x] [ ] Fulfill one of the three goals above without revealing your faction affiliation to anyone other than a present member of the faction or a prospective NPC recruit. Checking a box for this goal does not prevent you from checking a box for another goal. [x] Have a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive. [ ] [ ] During the course of an adventure, secure an alliance with a powerful political figure or a governing body. Advancement:
================================================= # 342384-7 ================================================= 0 - 150 1 - 1358, 4 PP, 3 XP [Strange Aeons I; GM] 2 - 1214, 2 PP, 1 XP [#6-12: Scions of the Sky Key 1] 3 - 1175, 2 PP, 1 XP [#6-14: Scions of the Sky Key 2] 3 - 1209, 2 PP, 1 XP [#6-16: Scions of the Sky Key 3] 4 - 1261, 2 PP, 1 XP [#0-37: The Beggar's Pearl] 5 - 1176.5, 2 PP, 1 XP [#0-33: Assault on the Kingdom of the Impossible] 6 - 1291, 2 PP, 1 XP [#0-33: Perils of the Pirate Pact] 7 - 1329, 2 PP, 1 XP [#29: The Devil We Know—Part I: Shipyard Rats] 7 - 1266, 2 PP, 1 XP [#29: The Devil We Know—Part II: Cassomir’s Locker] 7 - 1299, 2 PP, 1 XP [#29: The Devil We Know—Part III: Crypt of Fools] Total: 12728.5, 18 pp, 12 xp Description:
================================================= Human lady with pale skin and blond hair walks around the city in a relaxed way. Her aristocratic clothes with elegant embroidery and a perfect fit on the figure are entirely dark tones. She prefers sweet scents in perfumes (instantly filling the space where she finds herself) and dark cosmetics (that emphasize the pallor of her skin). It's hard not to notice that she's wearing an elaborate silver brooch in the form of a fly decorated with blood-red rubies and dark amethysts. Precious stones are extremely skillfully folded into a distinct outline of the skull. =================================================
The Pallid Palate: The chefs and gourmands of the Pallid Palate are a secret society that focuses on Urgathoa’s divine portfolio of gluttony. Members of this organization create and indulge in elaborate feasts, putting aside any preconceptions of morality and taboo to indulge the mortal senses. Traditionally, those who indulge in Pallid feasts wear veils throughout the meal to symbolically hide their shameful acts from all other gods, for none but Urgathoa could condone the waste, expense, and wanton cruelty with which the members of the Pallid Palate experiment. (c) Agents of Evil --- - (72) Penniless Heir: Raised among the out-of-touch nobility of a waning kingdom Ustalav, you were born into luxury. But some twist of fortune - your family’s own missteps or the predations of courtly intrigue - destroyed your family’s reputation and fortunes. The final years of your childhood were spent watching your family’s finances slowly vanish and your loved ones lose themselves to alcohol, drugs, or suicide. - (05) Boarding School: Your guardians gave little reason when they sent you away to be schooled elsewhere. You were educated at a prestigious Ustalav’s University of Lepidstadt. In spite of this seeming honor, you railed against being sent away and harbor a grudge against your parents for their apparent rejection. You saw your new home as a constant torment and your fellow students as enemies, and pushed yourself to succeed so you could leave as quickly as possible. - (76) Temptation: You had little choice in the person you fell in love with, as it was a damphire, the daughter of a powerful blood-soaked vampire lord. The target of your affections tried hard to curb the dark impulses growing within for your sake, and you likewise compromised your morals for the sake of the relationship. Whose outlook and agenda will eventually win out remains unclear, but neither of you can ignore the deep passion between you. ---
Boons:
Bot Me:
Usually: Color Spray vs groups, Blindness vs significant foes, or crossbow when the opponent doesn't seem too serious (she has both PBS and Precise).
[dice=+1 Light Crossbow] 1d20 + 6; 1d8 + 2[/dice]
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+2 DC of necromancy spells Close 35 ft, Medium 140 ft, Long 560 ft Cantrips: Acid Splash, Light, Mage Hand [close], Touch of Fatigue [DC16 F; 4 rounds] Level 1 (5+1/day, DC 16 or 18*): Cause Fear [*W], Color Spray [W], Chill Touch [*W; 4 rounds], Endure Elements [24 hours], Enlarge Person [4 min], Feather Fall, Mage Armor [4 hours; O], Magic Missile [2d4+2], Shield [4 rounds], Silent Image [W; medium], Sleep, Ray of Enfeeblement [*F; 1d6+2], True Strike Level 2 (3+1/day, DC 17 or 19*): Blindness/Deafness [*F; medium], Command Undead [*W; close], Ghoul Touch [*F; touch], Mirror Image [1d4+1, 4 minutes] Level 3 (2+1/day, DC 18 or 20*):
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Command Undead: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict. Grave Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. ================================================= Arcane Bond Wand
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Wand of Mage Armor [42/50] - 2 pp
Headband of vast intelligence +2 - 4000 [Planes | Terran] Cloak of Resistance +1 - 1000 Mwk Spiked Gauntlet - 305
Spellbook | Extra Spell Pouch [2] - 10 | Wizard Kit - 21
Air crystals [2] - 100 Sold - Used Writing Spells: 40 gp Coin 3363 gp 5 sp 16 pp ================================================= |