Velriana Hypaxes

Diana Lotheed's page

129 posts. Alias of Pancakes.


Full Name

Diana Lotheed

Race

Human

Classes/Levels

Wizard 5 | HP 27; AC 11 | CMD 10 | TAC 11 | FAC 10; F +3|R +3|W +6; Init +1; Perc +11

Gender

Female

Size

M

Age

20

Alignment

NG

Deity

Nethys

Strength 9
Dexterity 12
Constitution 12
Intelligence 21
Wisdom 12
Charisma 14

About Diana Lotheed

Backstory:

As a noble born into house Lotheed, Diana has always had a scholarly appoach to most things, loving to just analyze and understand a given subject. The Taldan court was just another of her favorite subjects, and as an expert in deception and misdirection herself, she enjoyed watching the moves of her fellow nobles, both those that were expertly done and the ones that were amusingly obvious and inefficient. All of it in support of their collective grand illusion, the idea that Taldan mantains its past greatness, mainly due (and not in spite of) its aristocracy. It was similar to having an illusionist believing their own illusions - something that would surely lead to madness!

She was mostly content being an observer, but knew she also had a part to play now, namely, finding an appropriate husband for a lady of her house. But, unsurprisingly, she found most suitors too focused on their own ego or personal advancement. Until she met Alan - who shared most of her views on the current state of their nation. But where she had simply been a passive observer all this time, Alan believed it was up to them to change the system for the better, and was actually invested in making it happen - and helped her see just how broken the system truly is. He had been secretely working with like minded people, nobles and non nobles, to both help out people where possible, like secretely helping tenants move away from an abusive noble's domain; and also to gather enough court support to try to change the course of the nation's course.

His determination to fix Taldor was a breath of fresh air among all the court intrigue. They fell in love, but tragedy struck just as their families were starting talks of marriage arrangements: during an hunting trip (that Diana knew to be a front for a meeting with his contacts in the region) Alan and his guards were found dead in his room along with the bodies of commoners the local authorities believed to be anti-nobility terrorists. Diana was heartbroken when she heard the news, and tried to stay away from court, instead focusing on her academic pursuits as a way to cope. But as she started to accept her loss, she has decided that her best course for honoring his memory is to try to realise Alan's dreams towards a better Taldor.

Mantaining her image as a grief-stricken scholar, she has recently been traveling around the nation, furthering her knowledge of its history - while secretly getting in contact with her lover's former allies to continue Alan's work. And, when possible, to investigate details of his death - she suspects the "terrorists" were the contacts he was meeting, which would mean his true killers and their motives are yet unkown.

Meeting Martella:

Her actions and those of her associates did not escape the notice of her cousin Martella, who contacted the group to set up a meeting with the woman who went by the alias "The Reformer". Knowing she wouldn't be able to realise Alan's dream for their country without more allies, she agreed to the meeting, taking her usual precautions to hide her identity as much as possible.

When she realised she was meeting her cousin, however, she quickly dropped her magical disguise and her usual act. She was never particularly close to her even before Martella was exiled from her home. But she knew her to be smart, resourceful, and someone with an extensive network of contacts. She might even have known Diana would be the one to show up.

If Martella was surprised, she hid it well. She just smiled, thanked Diana for her honesty, and complimented her on her expertly executed ruse, before moving on to the purpose of their meeting: she'd been impressed by some of Diana's group achievements and felt they shared quite a bit of common ground regarding their goals, so she wanted them all to work together: Martella would offer access to her resources, contacts and information, and in exchange would issue missions to Diana and her group in addition to their usual activities.

Since their meeting, Martella has made extensive use of Diana's skills in a variety of ways: getting closer to important individuals and subtly influencing them, planting rumours, and occasionally aiding infiltration missions with her illusion spells.

And while her primary motivation remains to enact the change Alan hoped for in their nation, she also hopes that with Martella's help she can find out more about her fiancé's killers.

Mission to Meratt County:

As soon as she returned to Oppara from her latest trip, where she took the opportunity to try and gather popular and noble support for Eutropia in preparation for whatever happened at the gala, Martella told Diana about the party's current mission in Meratt County.

The plan would be for Diana to show up at the Palace of Birdsong hoping to use the library for research into the county's history, where she would meet with the group. From there, she'd need to establish her reasons for remaining with them even when they moved to the Betany estate:
- There should be some degree of familiarity between them so as to not raise suspicions - the simplest option was to claim Lope and Julia were friends of Alan and that they've met before on occasion.
- Investigating the Betony estate could prove useful to Diana's research into Meratt's history, particularly if she might find any undiscovered documents pertaining to the county's past. With her known focus on her research before most anything else, having this be her reason for wanting to go with the party shouldn't seem particularly strange.
- Lope and Julia might need the help overseeing the village of Stachys, and Diana would offer to help. Hopefully Bartelby would see this as an easy way to keep tabs on the group and actually endorse it.

Stat block:

Neutral Good Medium Human Wizard 1;

Init 1; Perception: +11

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DEFENSE
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AC 11, touch 11, flat-footed 10
hp 27
Fort 3, Ref 3, Will 6

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OFFENSE
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Speed 30 ft.
Melee Dagger +3 (1d4-2 19-20)
Ranged Light crossbow +3 (1d8 19-20 ),

Wizard spells prepared (CL 5; concentration +10; (4/5+1/3+1/2+1/0/0/0/0/0/0))

3rd (2+1/day)- Haste, Fly, Bonus: Major Image
2nd (3+1/day)- Glitterdust x2, Invisibility Bonus: Invisibility
1st (5+1/day)- Mage Armor, Greasex2, Ear Piercing Scream (2 slots), Bonus: Silent Image
0th (at will)- Detect Magic, Ghost Sound, Daze, Read Magic

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STATISTICS
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Str 9, Dex 12, Con 12, Int 21, Wis 12, Cha 14
Base Atk +2; CMB +1; CMD 12

Feats Craft Wondrous Item; Discovery: Psychic Preparation; Noble Scion (Lotheed); Persistent Spell; Scribe Scroll; Skill Focus: Bluff;
Traits Young Reformer; Student of philosophy;

Languages Azlanti, Celestial, Common, Elven, Infernal, Abyssal, Kellish, Skald, Osiriani, Vudrani

SQ Deceptive Flourish (Su); Subtle Misdirection (Sp); Extended Illusions;Low-Light Vision;Spellbooks; Opposition Schools: Evocation; Necromancy; Familiar: Thrush; Familiar: Diplomacy checks +3 bonus; Schools: Illusion (Deception);

Special Abilities: Dancing Lights (1/day); Prestidigitation (1/day); Read Magic (1/day); Unseen Servant (1/day);
Spell like abilities (1/day each, when on Urban terrain) (CL: 5):Detect Poison, Guidance, Purify food and drink, Tears to wine;

Skills (6 + 2 background per level + 5fcb - 35 ranks, 10 background ranks)
Bluff +18 (+21 to lie) (5 ranks, 3 class, 3 Deceptive Flourish, 3 Skill Focus, 2 competence, 2 cha/5 int);
Diplomacy +12 (+15 to persuade) (5 ranks, 3 familiar, 2 competence, 2 cha/5 int);
Disguise +5 (0 ranks,3 Deceptive Flourish, 2 cha); ;
Fly +5 (1 rank, 3 class, 1 dex);
Knowledge (arcana) +13 (5 ranks, 3 class, 5 int);
Knowledge (engineering) +9 (1 background rank, 3 class, 5 int);
Knowledge (geography) +9 (1 background rank, 3 class, 5 int);
Knowledge (history) +13 (5 background rank, 3 class, 5 int);
Knowledge (local) +10 (1 rank, 3 class, 1 trait, 5 int);
Knowledge (nature) +9 (1 rank, 3 class, 5 int);
Knowledge (nobility) +11 (1 background rank, 3 class, 2 Noble Scion, 5 int);
Knowledge (religion) +9 (1 rank, 3 class, 5 int);
Linguistics +9 (1 rank, 3 class, 5 int);
Perception +11 (5 ranks (headband), 5 competence, 1 wis);
Perform (Oratory) +6 (2 background rank, 2 competence, 2 cha);
Sense Motive +9 (+11 vs deception) (5 rank, 3 class, 1 wis);
Sleight of hand +6 (5 rank, 1 dex);
Spellcraft +13 (5 ranks, 3 class, 5 int);

Equipment
531gp
Gear Cloak of resistance +1; Eyes of the eagle; Headband of vast intelligence +2 (Perception); Kit, perfume; Outfit, Noble's; Outfit, Traveler's; Ring of Eloquence (Kellish, Skald, Osiriani, Vudrani); Ring, signet; Sleeves of many garments; Spellbook; Veil of Attentiveness; Pouch, spell components, Bolts, Crossbow (10)

Costs: 375 scroll of Fly, 90 scribe to spellbook


Spellbook:

0th level: All except Evocation and Necromancy
1st level: Charm Person; Disguise Self; Era-Piercing Scream; Grease; Heightened Awareness; Mage Armor; Silent Image; Sow Thought; Speechreader's Sight;
2nd level: Euphoric Cloud; Glitterdust; Invisibility; Mirror Image;
3rd level:Fly; Haste; Major Image;

Familiar Stats:

LIRA
Neutral Good Diminutive animal (thrush)

Init 2; Senses low light vision.; Perception +15

DEFENSE

AC 19, touch 16, flat-footed 17

hp 13

Fort 0, Ref +4, Will +4

OFFENSE

Speed 10 ft. Fly: 40 (average)

Melee bite +8 (1d2-5 );

Space 1 ft.; Reach 0 ft.;

STATISTICS

Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6,

Base Atk +2; CMB 0; CMD 5

Feats Skill Focus (Perception)

Skills Perception (+15) Sleight of Hand+7, Sense Motive+7, Swim+2, Fly+12, Knowledge (nobility)+0, Linguistics+0, Knowledge (nature)+0, Bluff+3, Knowledge (religion)+0, Knowledge (history)+4, Diplomacy+3, Knowledge (local)+0, Knowledge (geography)+0, Spellcraft+4, Knowledge (engineering)+0, Climb+2, Stealth+14, Knowledge (arcana)+4, Perform (Oratory)+0

Alternate Race Options:

Human

Fey Magic (Terrain: Urban, Spell like abilities: Detect Poison, Guidance, Purify food and drink, Tears to Wine):The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
Fey thoughts (Bluff, Sense Motive);: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
Low-light vision

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.

Bot me:

The particular actions will obviously depend on spell availability, but should follow the following priorities:
1- Disabling opponents (Daze, Grease, Glitterdust, Euphoric Cloud. Image spells to create obstacles)
2- Buffing frontlining allies with Subtle Misdirection
3- Firing a light crossbow
[Dice=Attack]1d20+3[/dice]
[Dice=Damage]qd8[/dice]
4- Assuming proper precautions (Mage Armor, Subtle Misdirection) are taken first, and no other viable option is available, aid another in combat with a finesse weapon (probably a dagger), while fighting defensively

[Dice=Aid Another, fight defensively]1d20+1[/dice]