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Isabel Rhelian's page

1,134 posts. Organized Play character for Nikolaus de'Shade.


Full Name

Isabel Rhelian

Race

|HP: 59/68 AC: 24; F: +12, R: +12, W: +10 | Perc: +10, Stl/Perf +12, Dec/Dip +13, ELore +14, Itm +15, Arc/Occ/Nat/Rel/Soc +8

Classes/Levels

| Speed 25ft | Weapon +15, 2d6+4+2. | Foc 1/1 | Active conditions:

About Isabel Rhelian

Prismatic Ray Pantheon

Edicts & Anathema:
Edicts:
- Create works that inspire good acts
- Defend those who cannot defend themselves
- Pursue evil
- You must first try to redeem those who commit evil acts, rather than killing them or meting out punishment.
- If they then continue on a wicked path, you might need to take more extreme measures.
- You must show compassion for others, regardless of their authority or station.
Anathema: allow evil to spread, destroy that which brings joy to others, fail to offer evil a chance to surrender.

Female Aasimar-Human Thaumaturge 6
NG Medium Humanoid (Aasimar, Human)

Senses: Perception +10 (E, +0 Wis). Low-light Vision, Darkvision.

DEFENSE
AC 24 (T, +2 Dex, +4 item)
HP 68/68 (8 + 6*[8+2])
Resist Fire: 5.

Fort +12 (E, +2 Con)
Ref +12 (E, +2 Dex)
Will +10 (E, +0 Wis)
Reduce fear effects for self and all allies within 15ft by 1 at end of each turn.

OFFENSE (E)
Silverfang +15, 2d6+4+2. P. Deadly d8, Disarm, Finesse.
Morningstar +14, d6+4+2. B, Versatile P.
Shortsword +14, d6+4+2. P, Versatile S.
Hand crossbow +12, d6+2. P, 60ft.

Spd 25/20 ft
Space 5 ft.; Reach 5 ft.

FOCUS SPELLS (DC 22)
Lay On Hands (Lvl*6 HP, +2 AC for one round [allies only])

STATISTICS
Str 18 (+4) [+2 ancestry, +2 background, +2 general, +2 @5]
Dex 14 (+2) [+2 general, +2 @5]
Con 14 (+2) [+2 general, +2 @5]
Int 10 (+0)
Wis 10 (+0)
Cha 19 (+4) [+2 ancestry, +2 background, +2 class, +2 general, +2 @5]

FEATS

Ancestry:
Celestial Eyes [Ancestry 1]: You can see through darkness. You gain darkvision.
Angelkin [Ancestry Paragon 1]: You descend from an angel—a winged messenger from Nirvana or one of the other celestial realms—which gives you a knack for cultures and languages. You gain the trained proficiency rank in Society. If you would automatically become trained in Society (from your background or class, for example), you instead become trained in a skill of your choice. You know the Celestial language, and you gain the Multilingual skill feat.
Halo [AP3]: You are surrounded by a halo of light and goodness at all times. Your halo sheds light with the effects of a divine light cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. You can suppress or reestablish the halo with a single action, which has the concentrate trait.
Healer's Halo [Ancestry 5]: {R} Your halo can enhance positive energy. Creatures who have recovered Hit Points from a positive healing effect recover an additional 1d6 Hit Points. Creatures who benefit from this power become temporarily immune to its effect for the next 10 minutes.
Celestial Resistance [AP5]: Your growing connection to your celestial forebears has granted you one of their resistances as well. Choose one of the following energy damage types: acid, cold, electricity, fire, or sonic. You gain resistance 5 to that damage type.

Class:
Diverse Lore [Thaumaturge 1]: Your wandering studies mean you've heard rumors or theories about almost every topic... though admittedly, your sources aren't always the most reliable. You can take a –2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic, not just the usual topics available for Esoteric Lore. Additionally, when you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check.
Root to Life [Thaumaturge 2]: Marigold, spider lily, pennyroyal—many primal traditions connect flowers and plants with the boundary between life and death, and you can leverage this association to keep an ally on this side of the line. You place a small plant or similar symbol on an adjacent dying creature, immediately stabilizing them; the creature is no longer dying and is instead unconscious at 0 Hit Points.
If you spend 2 actions instead of 1, you empower the act further by uttering a quick folk blessing to chase away ongoing pain, adding the auditory trait to the action. When you do so, attempt flat checks to remove each source of persistent damage affecting the target; due to the particularly effective assistance, the DC is 10 instead of the usual 15.
Champion Dedication [FA 2]: Choose a deity and cause (Reedemer) as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC.
You are bound by your deity’s anathema and must follow the champion’s code and alignment requirements for your cause. You don’t gain any other abilities from your choice of deity or cause.
Paired Link [Class 4]:You break a trinket such as a lodestone or jade pendant in two, creating a sympathetic link between the halves that bridges distance. During your daily preparations, you perform a short ceremony where you gift one of the two halves to a willing ally. On that ally, you can cast spells and use thaumaturge abilities that have a range of touch at a range of 30 feet instead, and the ally can cast spells that have a range of touch on you from a range of 30 feet. These effects last as long as you and the ally have their half; if either half leaves either of your possession for even a moment, or if you establish a link with a new ally during your next daily preparations, the link breaks.
Healing Touch [FA4]: You gain the appropriate devotion spell for your cause (lay on hands for the paladin, redeemer, and liberator). If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying or serving your deity.

General:
Untrained Improvisation [General 3]: You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.
Instructive Strike [Class 6]: {A} You attack your foe and analyze how it reacts. Make a Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge.
Champion's Reaction [FA 6]: You can use the champion’s reaction associated with your cause.

Skill:
Courtly Graces [Background]: You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.
Multilingual [Ancestry]: You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.
Dubious Knowledge [Thaumaturge 1]: You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which.
Intimidating Glare [Skill 2]: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Pilgrim's Token [Skill 4]: You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary's initiative roll, you go first.

SKILLS
Arcana +8 (T, +0 Int)
Athletics +12 (T, +3 Str)
Deception +13 (T, +4 Cha, +1 circ)
Diplomacy +13 (T, +4 Cha, +1 circ)
Intimidation +15 (E, +4 Cha, +1 circ)
Esoteric Lore +14 (E, +4 Cha)
Heraldry Lore +8 (T, +0 Int)
Nature +8 (T, +0 Wis)
Occultism +8 (T, +0 Int)
Performance +12 (T, +4 Cha)
Religion +8 (T, +0 Wis)
Society +8 (T, +0 Int)
Stealth +12 (E, +1 Dex)

LANGUAGES
Common, Celestial, Elvish, Thassilonian.

EQUIPMENT
0 gold 6 silver 0 copper
Morningstar (10sp)
Shortsword (9sp)
Hand crossbow (30sp)
Breastplate (80sp)
Adventurer’s Pack: backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin. (15sp)

BACKGROUND
Noble:
To the common folk, the life of a noble seems one of idyllic luxury, but growing up as a noble or member of the aspiring gentry, you know the reality: a noble’s lot is obligation and intrigue. Whether you seek to escape your duties by adventuring or to better your station, you have traded silks and pageantry for an adventurer’s life.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in the Society skill, and the Genealogy Lore skill or Heraldry Lore skill. You gain the Courtly Graces skill feat.

HERITAGE
Aasimar: You descend from celestials or were touched by the celestial realms, gaining an air of awe and grace, as well as features distinctive to your celestial forebears. You gain the aasimar trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from aasimar feats and feats from your ancestry whenever you gain an ancestry feat.

CLASS FEATURES
Esoteric Lore: Your experience with the unknown, as well as the tales you've exchanged with other thaumaturges, has taught you about strange phenomena of every kind. You become trained in Esoteric Lore, a special lore skill that can be used to Recall Knowledge regarding haunts, curses, and creatures of any type, but that can't be used to Recall Knowledge of other topics. Unlike a normal Lore skill, you use Charisma as your modifier on Esoteric Lore checks. You also gain the Dubious Knowledge skill feat.
At 3rd level, you become an expert in Esoteric Lore; at 7th level, you become a master in Esoteric Lore; and at 15th level, you become legendary in Esoteric Lore.
Implement’s Empowerment: The power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical empowerments. When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit.
Exploit Vulnerability: {A, 1/round}. You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again.

Effects:
Critical Success: You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success: You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure: Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure: You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.
Mortal Weakness: After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver.
Personal Antithesis: You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level.
Breached Defenses: You can choose this benefit only if you succeeded at Exploit Vulnerability and learned the creature has at least one resistance that can be bypassed. Choose one such resistance. Your unarmed and weapon Strikes bypass the chosen resistance.

Implements:
Regalia: While you hold your regalia, you gain an air of authority and bolster the courage of allies who believe in you. Your regalia aids you when you attempt to convince others. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks. Allies who can see you can use Follow the Expert to follow you even if you're only trained in a skill and not an expert, due to the competence you clearly exude. When they do, the circumstance bonus they gain from Following the Expert is +1.
When you are holding your regalia, you gain an inspiring aura that stokes the courage of you and all allies in a 15-foot emanation who can see you, granting them a +1 status bonus to saving throws against fear. At the end of your turn, at the same time you would reduce your frightened value by 1, you reduce the frightened value of all allies within your inspiring aura by 1. Your aura has the emotion, mental, and visual traits.

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Appearance
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Isabel inherited her mother’s blonde hair and narrow features and stood at an unimpressive five-and-a-bit feet tall. Since her encounter with the Orb however she has gained a couple of inches in height, as well as her hair lightening several shades and an almost palpable aura of competence and confidence. She still isn’t classically beautiful to an objective observer but her newfound confidence and charisma accentuate her looks enough to make her both attractive and impressive to people who like that sort of thing.
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Personality
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Formerly something of a wallflower, Isabel has blossomed in Magnimar with the independence and purpose provided by the Pathfinder Society. Independently wealthy thanks to a regular allowance from her family she throws herself into research and reading in the lodge’s libraries and numerous private collections around town that she has charmed her way into – all in preparation for her first REAL mission.

Increasingly confident in herself and her abilities Isabel nonetheless remains somewhat credulous and has taken to carrying around all sorts of odds and ends – pinches of moonstone and powdered silver, fragments of symbols both holy and unholy and other similar items – ‘just in case’. She’s always tended to overprepare for things that make her nervous and while the new and improved Isabel would never admit to nerves she is certainly prepared to the nines.
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Background
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When Ravounel seceded from Cheliax a number of nobles from Kintargo left the new nation and returned to the bosom of the Infernal Empire. Among these was Lord Halthan Rhelian, a bastard of House Jhaltero who married very well when he and Emilia Sarini were wed. House Sarini, being Thrune loyalists, decamped from Kintargo entirely and Lord Rhelian and his entire family went with them.

Thus Isabel, the couples oldest child, came out during the social season in Ergorian – a life to which she found herself almost chronically unsuited. Although vivacious and pretty enough she had a degree of shyness which was a significant disadvantage in ritualistic and cut-throat Chelish high society. She would have had a truly horrid season if not for meeting a kindred spirit – Lady Charlotte Plumth. The two became fast friends, both accepting of each other’s oddities, and the day that Lottie left Ergorian for Lastwall was a genuinely sad one for Isabel.

Isabel writing to Charlotte:
Dear Lottie,

I hope you're doing well and you've arrived in Lastwall without any trouble. I can't decide if I'm more envious of you going on a real adventure or that you got to miss the rest of the Season. Duke Malwan is still making a nuisance of himself and being far too forward at every ball. I've turned him down six times now but he just won't take no for an answer. Do you have any suggestions? I remember you dealt with the Mayor of Greywood wonderfully at the last Hellfire ball, I think even the Infernal Consort was amused.

That's the most exciting thing that's happened since you left. There's still the usual round of polite parties, chaperones taking tea and young peacocks swanning around trying to put on mating displays. Cecelia Aulamaxa has concluded a betrothal but there wasn't even a hint of a scandal - all very proper and boring. They had a contract devil witness it apparently so I hope her father negotiated well. Anyway, there's only two more weeks and then I'll be heading to Ravounel to stay with my aunt there for a few weeks. I'm under orders to encourage her to see the error of her ways and return to the true family allegiance. I'm not sure what I'll do after that, but if you write to me, send it to me care of Lady Jhaltero in Kintargo.

Stay safe,
Your best friend.

Isabel.

Charlotte to Isabel:
Dear Bel,

I arrived in Lastwall without incident and have spent the last few months learning how to turn interest into practice. I can't say I am good at being a doctor, but I can say with so many injured arriving every day, no one cares if I am good or not. They just care that I am trying. Not a rousing banner to my greatness, but it is nice to be appreciated.

I am tired. There is too much, too often. And we lose too many.

Still, it is better than sitting at 'home' and brooding. Or worse having to go anywhere near the insipid and the inane like Greywood's finest.

I do miss you. Terribly. I may come visit as soon as my training is over. My aunts, the one's with all the cats, have sent correspondence reminding me that I am not alone and will always have a place in their house. A situation I'd not wish on anyone, but since they are in Kintargo, it would mean being able to see you.

Stay sensible
Your best friend,
Charlotte

Isabel to Charlotte:
Dear Lottie,

I hope you're still managing in Lastwall. The work that you're doing is so important and it must be so difficult for you. Stick it out, what you're doing is more valuable than anything I've ever done. I'm proud of you.

That said, I think I can save you from aunts, cats and aunts with cats. I've left Kintargo and headed to Magniamr with Guillem Argyle. Do you remember him? A bit provincial, convinced that Thassilon was inspired by some sort of divine race called the 'Isu'? Well he was in Kintargo looking for funds for an archaeological dig so I staked him in return for a place on the expedition.

We actually found some stuff Lottie! Most of it was bit crap honestly, but I found a particular vault and the body there had some really cool stuff - there was a little crown and kind of golden orb. It was the strangest thing, I picked it up and it... changed me. I could feel the magic flowing through me and I'm so much more... I don't know how to describe it, but I'm much more confident, much happier in myself. I think my appearance might have changed too – Guillem gaped when I came out of the vault and the entire team asked me out for drinks, individually.

Anyway I took my finds to the Pathfinder Lodge in Magnimar and they said it was an 'Orb of Rulership', some sort of Thassilonian artefact that has been written about but never seen before! I let them keep the crown and study the orb and in exchange I'm now officially a pathfinder! The Lodge Commander said 'this kind of luck is better on our side than anyone else's' which I think is a compliment.

Anyway, when you're done, come to Magnimar! I've got a nice place of my own with plenty of space for a friend and I promise it'll be more fun than your aunts and the cats!

See you soon, and stay safe.
Your best friend,

Isabel.