About Cassiopia the Amber RoseData:
Name: Baronet Cassiopia Minksala, the amber minx Race: Human (Taldor) Job: Psychic 4 Age: 22 Height: 5´2" Weight: 120 lbs Alignment: CG Personality: Likes: Dislikes: Favorite foods: Hobbies: Physical Description: White skin, Red hairs braided to the back, strong limbed, with a few scars. Deity: Cayden Callian Languages: Common, XP: 11 Combat:
Hit Points: 26 Initiative: +2 Armor Check Penalty: Speed: 30 feet Armor Class: 13 (10 + 2 Dex + 1 Armor+0 shield) Touch: 12 Flat-footed: 11 Saves: Fortitude: +2(1 +1 Con) Reflex: +3 (1 +2 Dex) Will: +4 (4 +0 Wis) Situational Bonuses: Combat:
Base Attack Bonus: +2
Racial & Class Traits:
Human +2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Focused Study 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. Silver Tongued Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Psychic
Spells:
Knacks:
Phrenic Pool (Su):
Phrenic Amplifications:
Will of the Dead (Su):
Overpowering Mind (Ex):
Psychic Discipline (Ex or Sp):
At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given on Table 1–8. Spells learned from a discipline can’t be exchanged for different spells at higher levels. Rebirth
Phrenic Pool Ability: Charisma Bonus Spells:
Discipline Powers:
Past-Life Memories (Ex):
Mnemonic Esoterica (Ex):
Resurgence (Su):
Physical Regression (Sp):
Feats, Traits & Skills:
Feats: Level 1: Skill Focus Knowledge Nobility Fortune Teller Benefit: Upon taking this feat, choose a focus item for your divination magic—a crystal ball, runes, a harrow deck, or some such item. Whenever you cast a spell from the divination school, you may use this focus item instead of the spell’s material component, as long as the cost of the material component is no more than 1,000 gp. If you choose to perform the spell using your focus item and the spell’s normal material component (regardless of that component’s cost), you cast the spell at +1 caster level. Fortune-telling
Spells:
Knacks Daze Detect Magic Light Prestidigation Stabilize Level 1: (6 per day) Mind Thrust Sleep burst of insight Mage Armor Level 2: (4 per day) False Life Invisibility Equipment:
Dagger 2gp ---------------------------------------------------- Silken ceremonial armor 12 gp ---------------------------------------------------- Miscenellous: ---------------------------------------------------- MW tools (clothes and jewelery)Diplomacy 80gp MW tools know nobility to influence people with know nob or improve standing free noble’s outfit and several pieces of jewelry to complete the ensemble. Familiar Satchel ---------------------------------------------------- Magic Items: ---------------------------------------------------- Wand Magic Missle Wand CLW Headband of Intelligence +2 Knowledge Planes sleeves of many garments Envoy Ring 2100 gp +2 competence bonus on Diplomacy, Linguistics, and Perform checks. 1/day the Envoy Ring can be activated to cast disguise self on the wearer. Also cast charm person (DC 15 + 1 per triumph attained) and comprehend languages once per day ---------------------------------------------------- Vanitys: ---------------------------------------------------- Noble Title 2PP Height of Fashion 2PP ---------------------------------------------------- Carrying Capacity: Light Load: 0 lbs - 100 lbs Medium Load: 101 lbs - 200 lbs Heavy Load: 200 lbs - 300 lbs Lift Over Head: 300 lbs Lift Off Ground: 600 lbs Push or Drag: 1500 lbs Carried Possessions (84 lbs): Pouch with Coins (1 lbs): CP: SP: GP: 4 PP: Character Description:
Story/Background: Souvereign Court S9:
PRACTICED DIPLOMAT (2+ goals): Circle one of the following skills: Bluff, Diplomacy, Disguise, or Knowledge (nobility). When you roll your chosen skill, you always receive a result of at least 10 plus the number of goals you have completed. ADVOCATE (4+ goals): When purchasing a spellcasting service, vanity, or other prestige award that costs 5 or more Prestige Points, the power of your reputation reduces the final cost by 1. If you have completed seven or more goals, you instead reduce the cost of awards that cost 4 or more Prestige Points by 1. SPYMASTER (7+ goals): Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a bonus on checks using that skill equal to half the goals you have completed (rounded down) and halve their armor check penalty when using the skill. --------------------------------------------------------------- [X][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). [X]Recover blackmail or incriminating evidence against a named NPC ambassador, aristocrat, noble, or similar figure. [X]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][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][]Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check with a DC equal to 15 + your character level. []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. [X][X][X]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals Souvereign Court S10:
PRACTICED DIPLOMAT (2+ goals): Circle one of the following skills: Bluff, Diplomacy, Disguise, or Knowledge (nobility). When you attempt a check using your chosen skill, you always receive a final result of at least 10 + the number of goals you have completed. WELL-CONNECTED (4+ goals): Your network of contacts is vast. Once per adventure, before rolling a skill check that involves concealing evidence of your presence, gathering intelligence, influencing members of high society, or other tasks directly relevant to the Sovereign Court’s goals, you can call upon the assistance of a contact to gain a +4 bonus on the check. SKILLED NEGOTIATOR (7+ goals): When you use Bluff, Diplomacy, or Intimidate to resolve an encounter with a potentially hostile force without resorting to combat, you and any of your allies who witnessed your actions gain a morale bonus on Will saves equal to half the number of goals you have completed (rounded down) for 1 hour. --------------------------------------------------------------- [][][]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. [][]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. [][]Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check with a DC equal to 15 + your character level. []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. [][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals. Boons:
[][][]Arnisant Museum Patron: Thanks to your work in Ridonport, your name is on display as a patron for the General Arnisant Museum and Historical Residence. In addition to gaining a permanent +1 bonus on Knowledge (history) checks regarding Taldor, you can borrow a weapon or suit of armor from the museum. After hearing the adventure briefing for a scenario, you can check one, two, or all three boxes that precede this boon to secure a weapon, shield, or set of armor with a +1, +2, or +3 bonus, respectively, for the duration of the scenario. You can reduce the enhancement bonus of a borrowed weapon with a +2 or +3 bonus by 1 in order to give that weapon the undead bane special ability. Any borrowed equipment bears inscriptions or imagery from the Shining Crusade, such as Aroden’s holy symbol or the heraldry or Taldor. This equipment is always made of common materials such as steel, leather, or wood. Rising Star (Sovereign Court Faction): You have performed a significant service for the Sovereign Court and, by extension, for Princess Eutropia. She has granted you the title of baronet (a landless title) in recognition of your services. This grants you Knowledge (nobility) as a class skill; if it’s already a class skill, you gain a +1 bonus on Knowledge (nobility) checks. In addition, you gain a free noble’s outfit and several pieces of jewelry to complete the ensemble. The outfit and accessories have an effective resale price of 0 gp. You can use your Downtime to attempt a Knowledge (nobility) check to build connections within Taldor’s elaborate noble hierarchy, laying the groundwork for your own promotion later. The DC of this check is equal to 15 + 1/2 your character level (minimum +0). If you succeed, check one of the boxes below. If your check exceeds the DC by 10 or more, you can instead check two boxes. If you already have (or later gain) another boon or vanity that grants you a noble title in Taldor, you can immediately check five boxes. Once you check all of the boxes below, you become a true landgrave (in charge of a nonwilderness region that lacks a significant settlement) or viscount (in charge of a few small settlements). You immediately gain a number of gold pieces equal to 75 × your XP total. In addition, you can now earn gold by administering your lands, allowing you to use Diplomacy or Knowledge (nobility) for Day Job checks. When doing so, a result of 40 or higher earns you 150 gp and allows you to regain 1 previously expended Prestige Point. If you already have the ability to use Diplomacy or Knowledge (nobility) for Day Job checks, you gain a +3 bonus on such checks.
Introduction:
Cassiopia Minksalais a small woman, with graceful limbs and elegant hands. She has a lightly tanned skin and very long hair in the colour of honey usually braided and pinned behind her head. Her most defining feature are her eyes, one is crystal blue, the other amber. PMason:
Arctic Hare Familiar N Tiny animal Init +3; Senses low-light vision; Perception +1 Defense AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size) hp 3 (1d8–1) Fort +1, Ref +5, Will +1 Offense Speed 50 ft. Melee bite –2 (1d3–4) Space 2-1/2 ft., Reach 0 ft. Statistics Str 3, Dex 16, Con 9, Int 6, Wis 12, Cha 5 Base Atk +0; CMB +1; CMD 7 (11 vs. trip) Feats Run Skills Stealth +15 (+19 in snow); Racial Modifiers +4 Stealth in snow |