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About Charlotte D'VoreHistory:
Charlotte D'Vore was actually born Ophelia Istelle Glinathir. She was the youngest daughter family of prominent Varisian-based elves who helped found the city-state of Magnimar. What little of early portions of her childhood that she remembers is composed of mostly happy memories. She recalls running through her mother's lush gardens shortly after learning to walk at age seven, and even to this day, her recollections of her older brother reading to her still bring her to pause. Like many of her kind, she did not become a Forlorn Elf by choice, but the events surrounding her orphaning were quite strange.
Tragedy struck shortly after her first decade of life. During a family trip to Absalom, the entire clan was caught in a terrible accident that killed everyone sans little Ophelia. Given the nature of incident (and a slow newsday), word of the incident spread around Absalom rather quickly. Having no immediate family to take her in, Ophelia was quickly found a home with the D'Vore household, a small group of minor nobles. Being at an age where she could hardly speak, no one knew her birth name, so she was redesignated Charlotte D'Vore Adjusting to her new life was difficult; the young elf saw her adoptive parents, siblings, and nieces/nephews grow old and die before she was fully grown. Charlotte was ultimately raised by three generations of D'Vore's. However, she was given everything that she needed, including a stellar education in the arcane arts. Like many elves, she readily absorbed everything arcana-based given to her. Her first claim to fame was accidental. It happened when she was around one hundred and ten years old; one of her nephews fancied himself a grand adventurer and got trapped in a musty dungeon. Given how they were practically mayflies to her, Charlotte had grown a bit distant from the rest of the D'Vore's after her original adopters perished, but family was still family; the D'Vore's had given her everything she could ever want for over a hundred years, so it was time to return their many decades of kindness. Charlotte volunteered to join the task force to find the boy (or his remains) and served with distinction. Her powerful transmutation magic slowed monsters down to a crawl, tore down walls that blocked the group's passage, and augmented the prowess of the melee fighters. In the end, they managed to retrieve her nephew and his friends. For the first time in many years, Charlotte felt content with herself and vowed to find ways to put her magic to similar good uses. With the blessings of her family (who were happy that she finally decided to leave the D'Vore estate for the first time in decades), the Transmuter began traveling across the Inner Sea, joining up with good causes of all stripes. As with many Elves, she found herself having trouble socializing with other humanoids, so after acquiring a magic ring to maximize her amount of time awake, she would adventure by day and study the writings of renowned diplomats and orators by night. Her studies paid off in time. Even if it took some effort, Charlotte found herself relating more to others. In the present day, when not contributing her services to altruistic causes around the Inner Sea, Charlotte spends most of her time spelunking in ruins and forgotten crypts. She finds solace in these adventures. Not only do they challenge her mind, but some of the treasures she retrieves help out immensely in her other work. The sheer number of such expeditions she has ventured on has built her of something of a reputation in the Inner Sea for her work... Racial:
Ability Score Modifiers: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. Type: Elves are Humanoids with the elf subtype. Base Speed: Elves have a base speed of 30 feet. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages. Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Illustrious Urbanite: City elves have a remarkable ability to combine magic harmoniously with their surroundings. They gain Spell Focus with conjuration, illusion, or transmutation spells as a bonus feat. When casting spells of this school, the elves can choose to have the spell leave undamaged any building or structure that would normally be affected. This racial trait replaces keen senses. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Skills 9/Level:
Acrobatics: 3
Appraise: 9 Bluff: -2 Climb: -2 Craft: 18 Diplomacy: -2 Disguise: -2 Escape Artist: 3 Fly: 15 Handle Animal: -2 Heal: 0 Intimidate: -2 Knowledge (Arcana): 20 (Dungeoneering): 12 (Engineering): 12 (Geography): 12 (History): 17 (Local): 14 (Nature): 13 (Nobility): 13 (Planes): 18 (Religion): 15 Linguistics: 9 Perception: 13 Perform: -2 Profession: 3 Ride: 3 Sense Motive: 0 Spellcraft: 22(24) to identify Stealth: 11 Survival: 0 Swim: -2 UMD: 20 Languages:
Celestial (angels and other good outsiders) Common (humans and the core races from Races) Draconic (dragons, reptilian humanoids) Dwarven (dwarves) Elven (elves, half-elves) Gnome (gnomes) Halfling (halflings) Infernal (devils and other lawful evil outsiders) Orc (orcs, half-orcs) Sylvan (centaurs, fey creatures, plant creatures, unicorns) Undercommon (drow, duergar, morlocks, svirfneblin) Traits:
Feats:
1: Spell Focus(Transmutation)
1: Greater Spell Focus(Transmutation) 1:(Flaw Feat) Improved Initiative 1.(Hero Point)Additional Traits, 3: Craft Wondrous Item 5: Great Fortitude 7:Toughness 7: Persistent Spell(Exploit Feat) 9: Spell Penetration 11. Quicken Spell 13. Greater Spell Penetration 15: Spell Perfection(Baleful Polymorph) 17. Spell Perfection(Flesh to Stone) Arcanist Exploits(8):
1. Potent Magic Whenever the arcanist expends 1 point from his arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1.
3. Spell Tinkerer The arcanist can alter an existing spell effect by expending 1 point from her arcane reservoir. To use this ability, she must be adjacent to the spell effect (or the effect’s target) and be aware of the effect. She can choose to increase or decrease the remaining duration of the spell by 50%. This ability can be used on unwilling targets, but the arcanist must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This ability cannot be used on a given spell effect more than once. This ability has no effect on spells that are instantaneous or have a duration of permanent. 5. Dimensional Slide The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal. 7. Metamagic Knowledge(Persistent Spell) The arcanist can select one metamagic feat as a bonus feat. She must meet the prerequisites of this feat. 9. Metamixing 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. 11. Greater Metamagic Knowledge(Bouncing Spell) The arcanist can select a metamagic feat as a bonus feat. She must meet the prerequisites of this feat. Each morning, when she prepares her spells, the arcanist can expend 1 point from her arcane reservoir to exchange this bonus feat for another metamagic feat, as long as she meets the prerequisites of the new feat. The arcanist must have the metamagic knowledge exploit to select this exploit. 13. Counterspell By expending 1 point from her arcane reservoir, the arcanist can attempt to counter a spell as it is being cast. She must identify the spell being cast as normal. If she successfully does so, the arcanist can attempt to counter the spell as an immediate action and by expending an available arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell, the arcanist must attempt a dispel check as if using dispel magic. If the spell being countered is one that the arcanist has prepared, she can instead expend an available arcanist spell slot of the same level, and she receives a +5 bonus on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell. 15. Counterdrain Whenever the arcanist successfully uses the conterspell exploit, she regains a number of points to her arcane reservoir, which is determined by the level of the spell countered. Spells of 2nd level or lower do not restore any points to her arcane reservoir. Spells of 3rd and higher restore 1 point to her arcane reservoir for every three spell levels (rounded down), to a maximum of 3 points at 9th level. The arcanist must have the counterspell exploit to select this exploit. 17. School Understanding The arcanist can select one arcane school from any of the schools available to a character with the arcane school wizardclass feature, but does not have to select any opposition schools. The arcanist gains one ability of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use per day to 3 + the arcanist’s Charisma modifier. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her understanding, allowing her to treat her arcanist level as her wizard level for the purpose of using this ability for a number of rounds equal to her Charisma modifier (minimum 1). During this time, she also gains use of the other ability gained at 1st level for her selected school. She does not gain any other abilities when using this exploit in this way, such as those gained at 8th level. If the arcanist already has an arcane school (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted the arcane school when determining the powers and abilities of her arcane school. Spells Prepared:
4.(4) Emergency Force Sphere, Persistent Slow(Will 22)
3.(5) Fly, Haste, Slow(Will 22) 2.(6) False Life, Glitterdust(Will 19), Mirror Image, Rope Trick 1.(6) Protection from Evil, Shield, Silent Image, Snowball(Fort 18) , Vanish, 0. Detect Magic, Ghost Sound, Light, Mage Hand, Message, Open/Close, Prestidigitation, Read Magic Spellbook:
7th- Giant Form I, Limited Wish, Mage's Magnificent Mansion, Planar Adaptation (Mass), Plane Shift, Prismatic Spray, Spell Turning, Scrying (Greater), Summon Monster VII, Teleport (Greater), Waves of Ecstasy
6th- Chains of Light, Contingency, Disintegrate, Dispel Magic (Greater), Flesh to Stone, Stone to Flesh, Summon Monster VI, Transformation, True Seeing, Undeath Ward, Veil 5th- Baleful Polymorph, Break Enchantment, Echolocation, Fabricate, Icy Prison, Life Bubble, Overland Flight, Permanency, Sending, Stoneskin (Communal), Teleport 4th- Black Tentacles, Boneshatter, Dimension Door, Enervation, False Life (Greater), Invisibility (Greater), Obsidian Flow, Remove Curse, Resilient Sphere, Scrying, Stoneskin, Wall of Ice 3rd- Displacement, Dispel Magic, Fireball, Haste, Heroism, Magic Circle Against Evil, Resist Energy (Communal), Slow 2nd- False Life, Glitterdust, Invisibility, Knock, Masterwork Transformation, Mirror Image, Resist Energy, See Invisibility, Tears to Wine 1st- Ant Haul, Alarm, Blood Money, Ear-Piercing Scream, Endure Elements, Enlarge Person, Grease, Heightened Awareness, Liberating Command, Obscuring Mist, Protection from Evil, Reduce Person, Shield, Silent Image 0th- All Core Rulebook Scrolls:
Gold:
2.1k Equipment:
Bedroll, Belt Pouch, Flint, Ink and Paper, Soap, Spell component pouch, Silken Ceremonial, Cestus, Ginger Extract(+1 CL on Transmutation Spells for SR: 10 doses), Masterwork Tools(All Knowledge, Perception, Spellcraft and UMD) Magic Items:
Belt: +2 con
Body: Otherwordly Kimino Chest: Eyes: Feet: Hands: Head: Headband: +4 Int(Fly, Stealth) Ring 2: Ring 3: Ring 4: Shield: Shoulders: Cloak +5 Weapons: Wrist: Spring loaded wrist sheaths: Wand CLW(50)(50), Wand Lesser Restoration(50) None: Ioun Stone Cracked dusty rose +1 init),Pale Green Ioun Stone(+1 Saves) Wand CLW(50), Handy Haversack, Rod(Extend) Knowledges:
1. The order of their saves in order from highest to lowest. (e.g. Fort - Will - Ref)
2. Special attacks 3. Special defenses 4. Elemental Resistances and Immunities 5. Do they have combat reflexes or any other ability that will let them make attacks of opportunity on me even though I beat their initiative. |