About Charlotte AdellanCharlotte Adellan Sorcerer 2 (Seeker)/Veiled Illusionist 10/Arcanist 3 Description/Personality:
via a grab-bag of disguise powers From her treetop mansion deep within the forests of Kyonin, Lady Vashii Fanduil is one of Golarion’s most famous and respected Elven authors, writing epic poems and sweeping historical tales over the course of decades. For the past century, she has made a name for herself through her work, though she remains elusive and withdrawn, appearing in Elvish high society only occasionally, as she spends the rest of her days alone, in hidden caves and glens deep within the forest, or merely alone in her cobwebbed treehouse. While her poetry and history are both highly respected, few among the Iadaran nobility could say much about what Vashii looks like, other than that she is known for her shyness, and from the scope and accuracy of her works is likely several centuries old. Dayena Whispersilk is a Wayang bard and entertainer, known throughout the River Kingdoms. Known for her impressive illusions and shadow puppetry, she has performed at bandit and colonist towns alike, trading in both coin and information, and providing a vision of distant Minata, through her art, to rugged settlers for whom it seems unfathomably exotic. Helena Webster may well be the greatest mystery writer in all of Andoran. A former investigative journalist, with a few decades running her own printing press, she has since turned to true crime, turning her skills and experiences as a fearless reporter into tales of mystery, murder, and swashbuckling, printing penny folios quite popular with the younger generation. Many of her stories involve skirmishes in Druma or trials in Galt, and as such have begun to gain a bit of underground popularity in Taldor, as well; and Helena Webster has quite the reputation for moving where she wants, printing what she wants, and observing what she wants while staying completely unseen. And Charlotte Adellan is a talented Halfling sorcerer who has, for some years, written some of the Pathfinder Society’s more elegantly-worded chronicles. While occasionally adventuring for the society, she has spent most of her career traveling between lodges, reading through the contents of the Society’s libraries and scrupulously compiling detailed and insightful new reports. But recently, she’s begun to look for fieldwork. In a few contests, she’s demonstrated greater arcane talent than any of the Venture Captains she’s met. And she’s getting on in years—even for what she is, she has begun to show some age. So Charlotte has decided to cross the last item off her “bucket list”: writing a true epic about herself. To that end, she’s spent a few years training with some of the Society’s greatest minds, and now she’s looking for challenges of truly legendary, heroic proportions. Beyond the wayside, dozens of identities lie discarded, like shed skin or old webbing—but from each, she’s learned something new, acquired new wealth, or improved her impressive and hidden magical skills even further.
Story:
Born to a colony of Aranea in the tropical jungles of Minata, “Charlotte” was more intrepid than her brothers and sisters, setting out to gather stories at a younger age. While her natural human form was that of an elf, she gradually became accepted by the local Wayang tribe, showing an admirable level of patience, silence, and grace that won her first the right to participate in jaguar hunts, and eventually training as a performer of the Wayang shadow puppetry tradition. But the islands of her youth were small, and simple, and the stories of the Wayangs and Aranea and Jungle Elves told stories of fearsome, grand, and dangerous civilizations to the West; and so “Charlotte” moved on after a time. From Vudra, to Jalmeray, to Katapesh, to Qadira, she traveled, studying under gifted spellcasters to improve her natural arcane arts, while her nights were spent with bards and news criers; and she mastered the arts of subtlety and invisibility, becoming a truly skilled first-hand observer of the worlds she traveled to. The wandering Aranea has lived half a hundred lives over the years, mastering magic and storytelling alike as she does so. Like any spider, she is patient, and well-hidden. Several centuries spent in the world practicing her craft have made her one of Golarion’s greatest spellcasters, though few have ever seen more than a few of her spells. Armed with her natural, Elven form, as well as potent disguises both spell- and item-based, she collects personalities and identities, spinning new jobs for herself out of the same illusions that she uses to weave her greatest webs. And now, as she realizes she is not quite immortal, she has begun to consider her legacy. “Charlotte” is a master of accomplishing a great deal with the spells she knows, and has a great deal of adventures, even if few of them involved direct fist-to-fangs fighting. But she’s built a new identity, one that can become a great and powerful hero, and soon she will begin to write her own story.
Role:
Charlotte spins webs, creating illusions that modify the world—to trap her enemies, keep them stunned, or simply build bridges over inconvenient obstacles -Wide range of buffs, debuffs, and utility spells that can be easily tailored to an enemy’s weakness or lack thereof -Combines metamagics to get wacky/unusually-modified spells -Decent trap disabler, can disable magic traps -Extremely tough/hard to kill arcane caster (high AC, saves, and HP, though I wasn’t really expecting this, it just sort of happened that way), allowing some amount of tanking with spells like Cloak of Dreams -Is secretly a giant spider! * * * Offense/Favorite Attack Spells:
Init +13 Speed 50 (30 human/hybrid), Climb 30 (slider only), Fly 40 BAB +12, Touch (melee/ranged) +18/+17 in spider form Bite +17 (1d6 plus poison, DC 24, 1/round, for six rounds, 1d3 Str, 1 save)
* * * Webs of Darkness (Tenebrous Shadow Grasp Persistent Shadow Stencil Heightened Shadow Evocation Darkness, Naga Veil)
Shadow Stun (Tenebrous Dazing Persistent Shadow Stencil Heightened Shadow Evocation [Fireball/Lightning Bolt/Shatter/Flaming Sphere/Shocking Grasp], Naga Veil)
Mark of Webs (Tenebrous Persistent Umbral Heightened Arcane Mark)
Defense:
HP 174 (5d10+15d6+80) AC 36/35 in spider form (Dex +5, Armor +4, Shield +6, Natural +3, Natural Enhance +3, Deflection +3, Insight +1, Size +1)
Fort +18 (+19 vs spells), Ref +20 (+21 vs spells), Will +21 (+22 vs spells)
Spells:
Spells/Day (Sorcerer; not going to bother with Arcanist spells, because I only dipped it for the metamagic abilities, and Arcanist spells mostly matter for Consume Spells):
Level 1: 7/8 (Mage Armor cast) Level 2: 8 Level 3: 8 Level 4: 7 Level 5: 6/7 (Overland Flight cast) Level 6: 7 Level 7: 7 Level 8: 3/4 (Moment of Prescience cast) Spells Known: Level 0: 9
Level 1: 5
Level 2: 5
Level 3: 4
Level 4: 4
Level 5: 4
Level 6: 3
Level 7: 3
Level 8: 2
Bonus Feats: (4 total)
Common Shadow Conjuration options: Stinking Cloud, Web, Mad Monkeys, Glitterdust, Grease
Feats and Traits:
Feats: (7 total + 1 Arcanist bonus)
-Spell Focus (Illusion) -Greater Spell Focus (Illusion) -Tenebrous Spell -Shadow Grasp -Umbral Spell -Dazing Spell -Spell Perfection: Shadow Evocation -Heighten Spell (persistent via rod) (quicken via rod) (maximize via low-level rod) Traits:
Skills:
Skill Points:
20 fixed (10 Magical Beast + 10 Int) (Perception 3, Escape Artist 5, Acrobatics 1, Climb 3, Knowledge (arcana) 5, Stealth 3) 40 fixed-ish (headband, literature and disable) 60 normal (Sorcerer 4, Veiled Illusionist 20, Arcanist 6, Int 30) 30 background (from 15 class levels) *Denotes class skill *Acrobatics +11/+19 (1 monster rank, +2 racial, +8 to jump in spider form only)
Class Abilities:
Sorcerer: Tinkering (Ex, Seeker): Disable magical traps, Disable as class skill, +1 to Perception/Disable vs traps Fey Arcana: +2 to compulsion spell DCs Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect. Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive. Arcanist:
Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost. Metamixing (Su): The arcanist can expend 1 point from her arcane reservoir to add a metamagic feat that she knows to a spell as she casts it without affecting the casting time (though using a higher-level spell slot as normal). She can use this ability to add a metamagic feat to a spell that she prepared using a metamagic feat, although she cannot add the same metamagic feat to a given spell more than once. Metamagic Knowledge: The arcanist can select one metamagic feat as a bonus feat. She must meet the prerequisites of this feat. Veiled Illusionist: Veil Pool (Sp): A veiled illusionist draws power from a reserve of magical energy to strengthen her illusions. This veil pool has a number of points equal to her class level + her Wisdom, Intelligence, or Charisma modifier (the character makes this choice at 1st level, after which it cannot be changed). The pool refreshes once per day when the veiled illusionist prepares her spells or regains spell slots. As a standard action, the veiled illusionist can spend 1 point from her veil pool to alter her appearance as per the spell disguise self. This is a glamer effect that lasts a number of hours equal to the veiled illusionist's class level. The DC to disbelieve the effect is equal to 15 + the number of points remaining in the veiled illusionist's veil pool. At 3rd level, the veiled illusionist can alter her perceived audible (sound) properties when she assumes her disguise. At 5th level, the veiled illusionist can also alter her perceived tactile (touch) properties, and can imitate any voice with which she is familiar. At 9th level, the veiled illusionist's veil fools even extraordinary senses, such as scent, blindsight, or tremorsense. Goddess's Veils: A veiled illusionist learns to cloak herself in the forms favored by the goddess—human, halfling, elf, gnome, cyclops, and naga. Once the veiled illusionist learns a veil, she can expend 1 point from her veil pool to disguise herself as a member of that veil's race as though using disguise self, even if doing so would exceed the limitations of disguise self. When disguising herself as one of these races, she gains an additional bonus on her Disguise check equal to her class level. Each veil also grants the illusionist an additional power. Assuming a different veil while still under the effects of her disguise self spell-like ability is a free action, and does not expend any additional points from her veil pool. Human: At 1st level, a veiled illusionist may select an illusion spell from the sorcerer/wizard spell list of a level she can cast and add it to her class spell list at the same level. If the spell is already on her spell list, she adds it to her spellbook, familiar, or list of spells known. Each time the illusionist gains a level, she may select an additional illusion spell. Halfling: At 2nd level, a veiled illusionist can spend 1 point from her veil pool as a free action while casting an illusion spell to disguise her spellcasting. Creatures attempting to identify the spell as it's being cast must succeed at a Will save (DC 15 + the number of points remaining in the illusionist's veil pool) or misidentify the spell as a spell of the illusionist's choice. The illusory spell must be the same level as the true spell, and must be one the illusionist can cast. Elf: At 4th level, a veiled illusionist can spend 1 point from her veil pool as an immediate action to reroll a caster level check made to bypass spell resistance. She must use this ability before the results of the first roll are revealed, and must accept the second roll, even if it's worse. Gnome: At 6th level, a veiled illusionist can spend 1 point from her veil pool to concentrate on a glamer or figment as a swift action, rather than a standard action. Cyclops: At 8th level, a veiled illusionist can spend 1 point from her veil pool as a free action to gain the benefits of the spell true seeing until the beginning of her next turn. Naga: At 10th level, as a free action while casting an illusion spell, a veiled illusionist can spend 1 point from her veil pool to coil the illusion upon itself. Any creature that disbelieves the illusion sees a second illusion within the translucent outline of the first, as if the illusionist had cast the spell a second time. Effectively, after a creature disbelieves the first illusion, it sees a second illusion in its place, which it must attempt to disbelieve separately. The veiled illusionist must determine the features of the second illusion as she casts the first. If the second illusion is especially similar to the first one, creatures that study or interact with it receive a +4 bonus on the save to disbelieve the effect. Quick Veil: At 5th level, a veiled illusionist can assume or alter her disguise with her veil pool ability as a move action. At 7th level, the action is reduced to a swift action. True Veil: At 10th level, a veiled illusionist can spend 1 point from her veil pool to imbue her disguise with a measure of reality. The veiled illusionist's disguise self spell-like ability is treated as a polymorph effect, though it retains the illusion school and gains the shadow descriptor. Other creatures no longer get a Will save to recognize the effect as an illusion, though they can still make Perception checks to realize the veiled illusionist is using a disguise. If disguised as a humanoid using her veil pool ability, the veiled illusionist gains the benefit of alter self. If disguised as a cyclops or naga, she gains a +4 size bonus to Strength, a –2 penalty to Dexterity, a +4 natural armor bonus, and any of the following abilities possessed by the creature whose form she has taken: burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, darkvision 60 feet, low-light vision, ferocity, guarded thoughts, poison, and spit. The effect lasts for a number of minutes equal to the veiled illusionist's level if she is disguised as a humanoid, or rounds per level if disguised as a cyclops or naga.
Equipment:
GP: 410k Mage Armor (free)
120 gp remain Ioun Stone, Flawed Lavender and Green Ellipsoid (bonus item, 50/50 charges) Str 11
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