Bard Worshipper of Desna

Isabel Rhelian's page

820 posts. Organized Play character for Nikolaus de'Shade.

Full Name

Isabel Rhelian-Aulamaxa


|HP: 34/34 AC: 17 (13 Tch, 14 Fl) | CMB: 2, CMD: 14 | F: +3, R: +8, W: +9 | Init: +3 | Perc: +10, SM +10, Bluff +13(18), Dip +16, Intim +16, UMD +10


| Speed 30ft | Spells: 1st 5/5, 2nd 2/4 | Mesmerist Tricks: 4/6| MM (CL3) 25, LB (CL5) 28 Active conditions:


Female CG Muse-Touched Aasimar Mesmerist 6












Common, Infernal, Elven, Sylvan, Hallit


Dance Tutor Baroness

Strength 8
Dexterity 16
Constitution 13
Intelligence 16
Wisdom 12
Charisma 16

About Isabel Rhelian

Important NPCs!:
Ludi: F, Rogue 2 (Grand Diplomat). Nadia: F, Rogue 2 (Royal Assassin)
Magnus Aulamaxa (Heir)

Isabel Rhelian-Aulamaxa
Female Muse-touched Aasimar Mesmerist 6
CG Medium Humanoid (Human/Native Outsider)

Init +3 (+3 Dex)

Senses: Perception +8, Darkvision 60ft.

AC 17, touch 13, flat-footed 14 (+4 armour, +3 dex).

HP 34/34 [(8+1)+ 5x(5+1)]

Fort +3 (2 base, +1 Con)
Ref +8 (5 base, +3 Dex)
Will +9 (5 base, +1 Wis, +3 Cha)

Sword Cane +3, d6-1, x2.
Hand Crossbow +8(+1), d4+1, x2.
Spd 30 ft

Space 5 ft.; Reach 5 ft.

0 (DC13): Daze, Detect Magic, Ghost Sound, Lullaby, Mage Hand, Message. (∞/day)
1 (DC14): Charm Person, Colour Spray, Sleep, Vanish (4+1/day)
2 (DC15): Glitterdust, Hold Person, Invisibility, Silence (3+1/day)

Str 8 (-1)
Dex 16 (+3) (14 base, +2 racial)
Con 13 (+1)
Int 16 (+3)
Wis 12 (+1)
Cha 16 (+3) (14 base, +2 racial)

Base Atk +3 (+3 Mesmerist)
CMB 2 (3 BAB, -1 Str)
CMD 14 (10, +3 BAB, +2 Dex, -1 Str)

Angel Blood [Level 1]: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.
Rapid Reload (Hand Crossbow) [Level 3]: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.
If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.
Point Blank Shot [Level 5]: You get +1 to hit and damage on ranged attack rolls within 30ft.

Noble Born: Lebeda (Campaign): Your family’s history of trading along the shores of Lake Reykal pervades your blood. As a deft merchant of the region, you gain a bonus language: Dwarven, Elven, Hallit, Gnome, Giant, Halfling, Skald, or Sylvan. Your family motto is “Success through Grace.”
Innocent (racial): When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely.

Appraise* +7 (1 rank, +3 Int, +3 class)
Bluff +13 (5 ranks, +3 Cha, +3 class, +2 class)
Diplomacy +16 (6 ranks, +3 Cha, +3 class, +4 racial)
Disguise +7 (1 rank, +3 Cha, +3 class)
Handle Animal* +6 (3 ranks, +3 Cha)
Intimidate: +16 (6 ranks, +3 Cha, +3 class)
Knowledge (Arcana) +12 (6 ranks, +3 Int, +3 class)
Knowledge (Dungeoneering) +12 (6 rank, +3 Int, +3 class)
Knowledge (Local) +10 (4 ranks, +3 Int, +3 class)
Knowledge (Nobility)* +10 (4 ranks, +3 Int, +3 class)
Perception +10 (6 ranks, +1 Wis, +3 class)
Perform (Dance)* +13 (5 ranks, +3 Cha, +3 class, +2 racial)
Sense Motive +10 (6 ranks, +1 Wis, +3 class)
Spellcraft +11 (5 ranks, +3 Int, +3 class)
Stealth +10 (4 ranks, +3 Dex, +3 class)
Use Magic Device +10 (4 ranks, +3 Cha, +3 class)

Total Points: 72 [6x(6 Mesmerist + 3 Int + 1 fcb + 2 background)]
AC penalty is 0

Common, Elven, Infernal, Sylvan, Hallit.

Entertainer’s Outfit (free)
Swordcane (45gp) [4lbs]
Hand-crossbow (100gp) [2lbs]
Masterwork Hand-crossbow (400gp) [2lbs]
Mithril Chain Shirt

Wand of Magic Missile (CL3) 25 charges [successfully activated with UMD].
Invisibility Scroll.

MW Silken Ceremonial Armour (180gp) [4lbs]
Bracers of Armor +1 (1000gp)
Ring of Sustenance (2200gp)

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)
Wedding Dress (100gp)

1397 gold 89 silver 29 copper
Weight Carried: 39lbs.

Aasimar Ability (Variant 95): You gain a +2 racial bonus on Diplomacy checks.
Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Skilled: Muse-touched Aasimar have a +2 racial bonus on Diplomacy and Perform checks.

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.
Knacks: Mesmerists learn a number of knacks, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and can be used again. Knacks cast using other spell slots, due to metamagic feats, for example, consume spell slots as normal.
Hypnotic Stare: A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target's mind; The creature doesn't remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist's focus than the target's perception of his stare. It can't be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist's focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists' stares don't stack, nor do they stack with penalties from witches' evil eye hexes. This is a mind-affecting effect.
Painful Stare: When an attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist's class level (minimum 1).
The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round.
Mesmerist’s Tricks: A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick).
To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick's description), even if it isn't his turn. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick.
The mesmerist monitors for the trick's triggering condition through a subtle telepathic connection, so he doesn't need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells.
Once triggered, a trick is no longer implanted, and can't be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick's entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 10 + 1/2 the mesmerist's level + the mesmerist's Charisma modifier.

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.
Psychic Inception:
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.
Moderate Conditions: Confused, dazed, frightened, sickened.
Manifold Tricks: At 5th level, the mesmerist can have two tricks implanted at a time. The number of concurrent tricks increases by one for every 4 mesmerist levels he possesses beyond 5th. Each creature can still be the subject of only one trick at a time. If the mesmerist implants a new trick while he already has his maximum number of concurrent tricks implanted, he must choose one implanted trick to dismiss without triggering (the dismissed trick still expends a daily use of the mesmerist’s tricks).
Mental Potency: At 5th level, the mesmerist can affect more powerful creatures or a greater number of creatures than normal with his mental effects. Both the HD limit and the total number of HD affected with each enchantment or illusion spell he casts increase by 1. For enchantment and illusion spells he casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be). For example, a 5thlevel mesmerist could affect 5 HD worth of creatures with sleep, affect 2d4+1 HD worth of creatures with hypnotism, and change the categories for color spray to “3 HD or fewer,” “4 or 5 HD,” and “6 or more HD.” The number of additional HD or creatures increases by an additional 1 for every 5 levels beyond 5th, to a maximum increase of 4 at 20th level.

Appearance and Personality
Isabel has the merest hint of non-human blood, not enough to effect her actual appearance but enough to impart an almost uncanny physical grace. Looks-wise she takes after her mother, with blond hair, green eyes and an open smile. She is thin but remarkably tough, rarely falling ill and maintaining a vigorous training regime of dance whenever she can.

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.
Isabel is the niece of the current Baroness Jarvis. The baroness’s younger sister, when out walking one day, came across a street performance by a group of Shelynites led by a particularly beautiful young half-elven man. The two fell deeply in love and carried out a secret courtship which resulted in a minor, although romantic, scandal when Isabel’s mother became pregnant. Instead of being cast out of the family she sought her father’s permission to renounce her family name and position to take up a position in the Temple of Shelyn.

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…