About Caroliss Kaddren
Bit of Luck 4/7
Wand of CLW - 34/50
2nd: Sound Burst*, Sound Burst*, Invisibility
1st: Command (DC16), Magic Weapon, Murderous Command (DC16), Disguise Self
0th: Detect Magic, Light, Sotto Voce (DC14), ______
The Kaddrens, one of the founding families of Magnimar, were always known for their magical prowess, honed from years of training at the best magical academies in the Inner Sea. So it was that Caroliss's mother, Madeline, had a passionate summer fling at the Egorian Academy of Magical Arts with an elf, and found herself with child. Madeline did not have time to deal with an unwanted bastard child while still in wizard's school, so Caroliss was deposited at home to the nominal care of relatives, but to the actual care of the halfling servants who attended the Kraddens. "Aunt" Myrna and "Uncle" Tomas in particular took in Caroliss and raised her almost as parents would raise a daughter.
Caroliss learned from her adoptive guardians that survival came from being dutiful and helpful. And even as a child, Caroliss seemed gifted at understanding what people wanted so she could please them--noticing details and intricacies that others missed. She tried hard to impress her mother, when Caroliss actually saw her, but also her grandparents in particular, knowing they had influence in the family. She yearned for the attention and care that her full-blooded cousins got. For a time, Caroliss was successful. She received the refinement and education that comes with noble heritage.
But her mother Madeline would marry and have more children, and in that context, Caroliss became a reminder of an old mistake, one her stepfather did not much appreciate. Her cousins, too, thought themselves superior. Kyrie, a cousin of her own age, seemed to like nothing more than undermining Caroliss. And when it was decided that Caroliss would not be sent to an academy of magic, she seethed with resentment, directed at her family and especially Kyrie, who Caroliss knew was behind it. Caroliss tried to remain obedient and helpful, but it was becoming a facade. When her grandparents mysteriously vanished in an expedition to Viperwall, Caroliss stepped in, working tirelessly to help manage the family affairs in response to their sudden loss. And yet no one showed appreciation for a single thing she did. She was the forgotten bastard child, always there and always derided, if others deigned to even notice her. And she'd had enough.
Saying her farewells to Aunt Myrna and Uncle Tomas, Caroliss decided to set out on her own path--one that eventually wound its way to the Dome of the Sacred Sting. There, she found a sisterhood that supported and empowered her, and broke Caroliss from her habit of waiting for others to give her what she wanted. By following the path of Calistria, Caroliss learned she had to take charge of her own desires and, if need be, shape the desires of others to her own use. She eventually learned magic her own way, through the power of the divine.
Joining the Pathfinder Society was a surprise twist on her newfound life. Caroliss was friends with Esrisi, a girl who also was having trouble dealing with her noble family. While leaving her family was frightening at first, Caroliss landed on her feet reinvigorated. She knew that Esrisi could do the same. They settled on a plan to join the Pathfinder Society together. For Caroliss, it was an opportunity to both help her friend and learn from a group dedicated to exploration, discovery, and learning. It seemed a fine place for Caroliss to forge her own destiny.
Appearance and Personality:
Caroliss is unremarkable in appearance, but possesses a beauty that comes from sophistication, refinement, and good breeding. She is organized, perceptive, and insightful, and a true friend to those she trusts. Indeed, she yearns for acceptance lacking in her prior life. But to those who would scorn her, Caroliss has no compunctions about appearing to be friendly and stabbing them when they let down their guard. Ironically, Caroliss sees herself as superior to commoners even as her own family looks down on her. But she has a soft spot for halflings who, in her mind, are by and large truly selfless.
Female Half-Elf Cleric (Varisian Pilgrim) of Calistria 3
N Medium Humanoid (elf, human)
Init +1; Perception +11
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Armor, -1 ACP)
hp 23 (3d8+4)
Fort +4, Ref +2, Will +7 (+9 vs enchantment)
Speed: 30 ft.
Light Crossbow: +3, 1d8/19-20/x2
Cestus: +1, 1d4-1/19-20/x2
Longspear: +1, 1d8-1/x3
Whip, Mwk: +2, 1d3-1/x2 (reach 15')
Str 8, Dex 12, Con 12, Int 15, Wis 18, Cha 11
BAB +1; CMB +0; CMD 11
Feats: Spell Focus (Enchantment), Skill Focus (Bluff); Additional Traits
-Alabaster Outcast: You are a member of one of Magnimar's wealthiest families… or rather, you used to be. A falling-out left you disowned and disinherited. Now you hope to get away from the city and find fortune enough to shame your former kinsfolk—goals which led you to the Pathfinder Society. Despite your exile, your name still carries considerable weight in Magnimar. You gain a +1 trait bonus on Diplomacy and Intimidate checks made within the city. Additionally, you start play with a noble's outfit, a signet ring, and a single additional non-magical item worth no more than 200 gp. Your last name is probably Derexhi, Kaddren, Mindurian, Niroden, Scarnetti, Valdemar, Vanderale, or Versade (but may be another of your choosing).
-Adopted: You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.
-Helpful: You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
-Cunning Liar: You were forced into hiding or willingly went on the run at a young age, and learned to reading others’ interests to inform your lies. You can use your Intelligence or Wisdom modifier in place of your Charisma modifier on Bluff checks.
-Magical Knack (wizard): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
-Observant (perception): Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.
Skills: Bluff +12(2), Craft (alchemy) +6(1), Diplomacy +4(1) (+5 in Magnimar), Disguise +4(1), Heal +8(1) (+10 with healing kit), Intimidate +0(0) (+1 in Magnimar), K. Arcana +6(1), K. History +6(1), K. Local +6(1), K. Nobility +6(1), K. Planes +6(1), K. Religion +6(1), Linguistics +8(3), Perception +11(1), Sense Motive +8(1), Spellcraft +6(1)
Languages: Azlanti, Common, Draconic, Elf, Halfling, Thassilonian, Varisian
-Elven Immunities: Immune to magic sleep, +2 bonus vs enchantment
-Adaptability: Skill Focus as a bonus feat
-Keen Senses: +2 Perception
-Multidisciplined: +1 caster level to two casting classes (max character level)
Favored Class Bonus: +1 Copycat/level
Channel Positive Energy 2d6 (3/day)
Spontaneous Casting (cure spells)
Caravan Bond - Select up to Wis+level companions, may use domain powers on companions as if they were her, range 30 ft
-Bit of Luck 7/day (Roll d20s twice for 1 round)
-Spells: True Strike
-Bluff, Disguise, Stealth class skills
-Copycat 8/day (move action mirror image for cleric lvl rounds)
-Spells: Disguise Self
2nd (DC16) 2+1
1st (DC15) 3+1
0th (DC14) 4
Mwk Lamellar Leather (10 gp)
Whip (2 gp)
Cestus (5 gp)
Light Crossbow (35 gp)
Bolts x20 (2 gp)
Spring-Loaded Wrist Sheath x2 (10 gp)
Cleric's Kit (16 gp)
Bandolier x2 (1 gp)
Grappling Hook (2 gp)
Smelling Salts (25 gp)
Healer's Kit (50 gp)
Scroll of Remove Fear (25 gp)
Wand of CLW
Scroll of Magic Weapon
Scroll of Obscuring Mist
Scroll of Protection from Evil
Scroll of Remove Sickness
Scroll of Unbreakable Heart
Scroll of Enlarge Person
Scroll of Silent Image
Alchemist's Fire x2
Total: 250 gp
Bluff, K. Arcana (3), K. Religion (3)
Feats: Improved Initiative, Ancient Draconic, Wanderer's Fortune, Fortune Teller (commune?)
Metamagic Feats: Extend, Bouncing, Persistent
Cleric 3 / Wizard (Divination (Foresight/Prophecy)/Illusion (Deception)/Enchantment (Controller)?) 3 / Mystic Theurge 10
Donkey rat familiar