About Isabel Rhelian
Ludi: F, Rogue 2 (Grand Diplomat). Nadia: F, Rogue 2 (Royal Assassin)
Magnus Aulamaxa (Heir)
Init +3 (+3 Dex)
Senses: Perception +8, Darkvision 60ft.
HP 34/34 [(8+1)+ 5x(5+1)]
Fort +3 (2 base, +1 Con)
Space 5 ft.; Reach 5 ft.
Base Atk +3 (+3 Mesmerist)
Total Points: 72 [6x(6 Mesmerist + 3 Int + 1 fcb + 2 background)]
Wand of Magic Missile (CL3) 25 charges [successfully activated with UMD].
MW Silken Ceremonial Armour (180gp) [4lbs]
Isabel's Adventuring Kit: backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (13gp worth), and a waterskin. (9gp) [29lbs]
Engagement Ring! (200gp)
1397 gold 89 silver 29 copper
Consummate Lair: A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn't have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.
Mask Misery: The subject can shrug off a condition for a short time before succumbing to it. The mesmerist can trigger this trick when the subject becomes affected by a minor condition listed under the touch treatment ability. The subject can ignore the effect of that condition for 1d4 rounds, after which the subject takes the full effect. This has no effect on any conditions affecting the subject other than the triggering condition, even if those other effects are also listed under touch treatment. The rounds during which the subject ignores the triggering effect still count against that effect's duration; if the duration of mask misery is longer than the effect lasts, the subject isn't affected by the condition at all. If an effect that imposes more than one condition triggers this trick, the subject ignores all eligible conditions. If the mesmerist is 6th level or higher, he adds the moderate conditions to the conditions he can ignore with this trick, and this trick ends minor conditions entirely instead of suppressing them temporarily. The mesmerist doesn't need to have touch treatment to choose or use this trick.
Compel Alacrity: A dash of mental speed lets the subject push past her physical limits to avoid an enemy. The mesmerist can trigger this trick when the subject begins her turn within an enemy’s reach. The subject can move 10 feet as a free action without provoking attacks of opportunity. The distance the subject can move increases by 5 feet for every 5 levels the mesmerist possesses, to a maximum of 30 feet at 20th level. The subject can’t move farther than her speed in this way. The movement from this trick doesn’t count against the subject’s movement speed for that round.
False Flanker: A duplicate of the mesmerist appears momentarily, as though he were fighting in tandem with the subject. The mesmerist can trigger this trick when the subject moves into or begins her turn in a square where she threatens an enemy. An illusory duplicate of the mesmerist appears in any unoccupied space adjacent to that enemy. This duplicate counts as threatening the enemy for the purposes of determining flanking, but can’t actually make attacks. The duplicate disappears at the end of the turn during which the trick is triggered. This is an illusion (figment) effect, and a creature that interacts with the false flanker can attempt a saving throw to disbelieve the effect.
Gift of Will: A small portion of the mesmerist’s vast mental power buttresses his ally’s mind. The mesmerist can trigger this trick when the subject attempts a Will saving throw or a Sense Motive check, or is targeted by an Intimidate check to demoralize her. For a saving throw, the subject uses the mesmerist’s Will saving throw bonus instead of her own. For a Sense Motive check or Intimidate check, she adds the mesmerist’s Charisma bonus as a morale bonus on the check or to the DC. The mesmerist can’t implant this trick on himself.
Towering Ego: At 2nd level, a mesmerist gains a bonus equal to his Charisma bonus (minimum 0) on Will saving throws. If the mesmerist is under any effect that would prevent him from providing the emotional component of psychic spells, he loses this bonus on saving throws.
Bold Stare: At 3rd level and every 4 levels thereafter, a mesmerist’s hypnotic stare imposes a further effect upon its target. The mesmerist chooses one option each time he gains a new bold stare improvement, and the choice can’t be changed later. The mesmerist can’t choose the same bold stare improvement more than once unless otherwise noted. All of the mesmerist’s bold stare improvements affect the target as long as it is affected by the mesmerist’s hypnotic stare.
The hypnotic stare and its penalty can affect creatures that are mindless or immune to mind-affecting effects (such as an undead or vermin). The mesmerist can also partially affect such a creature with his mind-affecting spells and abilities if it’s under the effect of his hypnotic stare; it gains a +2 bonus on its saving throw (if any), and if affected, it still has a 50% chance each round of ignoring the effect. Ignoring the effect doesn’t end the effect, but does allow the creature to act normally for that round.
Touch Treatment: At 3rd level, the mesmerist can help allies shake off harmful conditions—especially those that affect their minds—by channeling psychic energy through his healing hands. He can use touch treatment a number of times per day equal to 3 + his Charisma modifier. Using the ability is a standard action (or a swift action if the mesmerist uses it on himself ), and the mesmerist must be able to touch his target. He can remove one condition from one target each time he uses this ability. At 3rd level, he can remove any condition on the minor conditions list. At 6th level, he can remove any condition on the minor or moderate conditions list, and at 10th level, he can remove any condition on the minor, moderate, or greater conditions list.
Minor Conditions: Fascinated, shaken.
Isabel believes completely in Shelyn's teachings that art and beauty are the rights of all beings and that true beauty comes from within. Naturally pretty rather than beautiful, she has a personal magnetism and kindness which makes her attractive for more than just her face.
Isabel's main fault is that she is a perfectionist and prone to irritability if she cannot master a new skill or is shown up badly by someone else. Her competitiveness manifested in school and has always driven her to excel, although it may have cost her more than one friendship. If confronted with her problem she will usually accept the rebuke, as long as it is delivered by someone she knows and trusts.
After the Fall of the Silver Ravens and their flight from Kintargo Isabel has lost some of her idealism. Her experiences have taught her some hard truths about the nature of the real world and it has only been finding a love of her own that has allowed her faith to survive the tests that have shaken it.
When Isabel was born, her father appealed to Baron Jarvis for his wife and daughter to be taken back into her family. Baron Jarvis was delighted by his granddaughter and revived the house of Rhelian, a vassal name which had died out some years before, for his daughter’s benefit. Isabel subsequently received the best possible education at Lady Docur's school for girls, where she excelled at her greatest passion – dance. The testimonies she received from Lady Docur and the influence of her grandfather enabled Isabel to establish herself as one of the foremost dance tutors to the high nobility, teaching refinement and courtly graces to many of Kintargo’s young aristocrats.
Isabel's mother died of natural causes when she was in her early teens and her father left Kintargo on an extended missionary quest into Nidal, from which he never returned. As sole holder of the Rhelian title she became a vassal of her aunt, the new Baroness Jarvis. Her role as a dance tutor made her useful to her aunt, whom she served as an unofficial collector of rumour and information about the goings on of Kintargo’s elite. Hearing rumblings about a protest in Aria Park, Isabel decided to come along, driven by curiosity and the thrill of a little danger.
She got more than she bargained for. Falling in with Rexus Victocora Isabel joined a group dedicated to freeing Kintargo from House Thrune and restoring the famed Silver Ravens. She fell deeply in love with the handsome, debonair Darian Aulamaxa who showed a surprising rebellious streak by joining the new Ravens and their affair was happy for a time…
”Darian please. Listen to me!” Isabel pleaded in a hushed tone, gazing up at her lover under the dark Kintargo sky. ”Fleeing is the only chance we have now. Thrune has Rexus, Varian and Avrora have fled and they killed Phineas. I saw them Darian!” Isabel paused, trying to choke back her tears as her lover folded her into his arms. ”They cornered him and her Hellhound tore him to pieces. We have to leave,” Her voice dropped to a whisper. ”I don’t want to lose you too.”
Watching the Silver City disappear into the darkness of the night Isabel could almost hear Darian’s heart breaking, sailing away from his family and everything they had ever known. ”Are you sure we’re doing the right thing?” He asked, voice hoarse. Cuddling in close to him she gazed with him at their home as it vanished forever. ”I hope so, my love. I hope so…”
After three months aboard ships and with the width of Avistan between them Darian and Isabel finally felt safe to stop running. Reaching out through her remaining family contacts Isabel secured them a place in the home of the Dowager Baroness Lebeda, an iron willed member of House Lebeda who cared little for the scorn of society when faced with the bedraggled form of her, admittedly distant, niece and her paramour. A romantic at heart, the Dowager found their story touching and extended them hospitality and shelter for nearly a year.
This comparative idyll in Brevoy came to an abrupt end when, at a Silverhall ball, Isabel compared Lord Mayor Thrune and King-Regent Surtova in terms which flattered neither of them. The head of House Lebeda, over his redoubtable aunt’s objections, decided that proving his loyalty to the Dragonscale Throne was more important than supporting his cousin and forced Isabel and Darian onto the road once more. Heading south through Rostland they heard the government proclamations and the combination of Isabel’s silver tongue and Darian’s sword skills soon earned them a journey into the Stolen Lands…