Female Merchant

Lady Alhambra's page

265 posts. Alias of Paddoom.


Full Name

Lady Alhambra

Race

Mystic seer |Wellspring Gnome |Feyblooded Sorcerer 7 | HP 71| AC 21 | Perception +10T | F/R/W 14E / 11T / 12E |

Classes/Levels

Incredible Initiative | Percept +10 (12)| Spell slots: 1st: 4, 2nd: 4; 3rd: 4; 4th: 3; Focus Points: 2/2; DC 25

Gender

female

Size

small

Languages

Common, Gnomish, Sylvan, Draconic, Dwarven, and Burrowspeak!

Strength 8
Dexterity 14
Constitution 16
Intelligence 16
Wisdom 12
Charisma 19

About Lady Alhambra

Skills:

Acrobatics +2
Arcana +13 (Trained +1 item bonus from Hat of the Magi)
Athletics -1
Craft +3
Deception +15 (Expert)
Diplomacy +13 (Trained)
Intimidate +18 (Master +1 item bonus from Demon Mask) Grim Trophy
Scam Lore +12 (Trained)
Medicine +1
Nature +10 (Trained)
Occultism +3
Perform +13 (Trained)
Religion +1
Society +12 (Trained)
Stealth +11 (Trained)
Survival +1
Thievery +2

Feats:

Ancestry Feat 1: Burrow Eloctionist - You recognize the chittering of ground creatures as its own peculiar language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that have a burrow Speed, such as badgers, ground squirrels, moles, and prairie dogs. The GM determines which animals count for this ability.

Background Skill Feat 1: Arcane Sense - Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.

Fey Bloodline Blood Magic - Colorful fey glamours dance around you or one target, causing them to be concealed for 1 round.

Class Feat 2: Reach Spell - As 1 action, you can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Skill Feat 2: Charming Liar - Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.

General Feat 3: Incredible Initiative - You gain a +2 circumstance bonus to initiative rolls.

Skill Feat 4: Intimidating Glare - 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.

Class Feat 4: Anoint Ally - 1 action - you place a blood rune on an adjacent ally that lasts for 1 minute. When you would gain a blood magic effect, you can forgo it granting it to your ally instead. You can anoint only one ally at a time. If you place a new rune, your previous designation ends.

Ancestry Feat 5: Animal Elocutionist - You hear animal sounds as conversations instead of unintelligent noise, and can respond in turn. You can speak to all animals, not just animals with a burrow Speed. You gain a +1 circumstance bonus to Make an Impression on animals (which usually uses the Diplomacy skill).

Class Feat 6: Advanced Bloodline - You have studied your bloodline to learn the secrets of its magic. You gain the advanced bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1.

Skill Feat 6: Terrifying Resistance - The spells of those you have Demoralized are less effective on you. If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature's spells.

General Feat 7: Terrified Retreat - When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target is fleeing for 1 round.

Cantrips:

** Produce Flame (3rd)
Traits: attack, cantrip, evocation, fire
Cast: 2 actions (somatic, verbal)
Range: 30 ft
Target: 1 creature
A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target's AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach.
success you deal 4d4+4 fire damage.
critical success the target takes double damage and 4d4 persistent fire damage.

** Electric Arc (3rd)
Traits: cantrip, electricity, evocation
Cast: 2 actions (somatic, verbal)
Range: 30 ft
Target: 1 or 2 creatures
Basic Reflex:
Critical Success no damage
Success half damage
Failure 4d4+4 elec
crit failure double damage

** Prestidigitation
Traits: cantrip, evocation
Cast: 2 actions (somatic, verbal)
Range: 10 ft
Target: 1 object (cook, lift, or tidy only)
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.
- Cook Cool, warm, or flavor 1 pound of nonliving material.
- Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
- Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or spell component.
- Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.

** Light
Traits: cantrip, evocation, light
Cast: 2 actions (somatic, verbal)
Range: touch; Targets 1 object of 1 bulk or less, unattended or possessed by a willing ally
Duration: until next daily spell prep
The object glows, casting bright light in a 20' radius (and dim light for the next 20') like a torch. If you cast this again on a second object, the first light ends.

** Detect Magic (3rd) (inherent spell from Arcane Sense feat)
Traits: cantrip, detection, divination
Cast: 2 actions (somatic, verbal)
Area: 30 ft emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.
You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.

**Ghost Sound (3rd) (bloodline spell)
Traits: auditory, cantrip, illusion
Cast: 2 actions (somatic verbal)
Range: 60 ft
Duration: Sustained (1 action each round)
You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music).

** Daze (3rd) (Wellspring Gnome inherent spell)
Traits: cantrip, enchantment, mental, nonlethal
Cast: 2 actions (somatic, verbal)
Range: 60 ft
Target: 1 creature
Saving Throw: Will
Duration: 1 round
You cloud the target's mind and daze it with a mental jolt. The jolt deals mental damage equal to 1d6+4; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.
Heightened (+2) The damage increases by 1d6.

Focus Spells:

* Faerie Dust
Traits: Uncommon, Enchantment, Mental, Sorcerer
Cast: 1 action (somatic, verbal)
Range: 30ft
Area: 5 ft burst
Saving Throw: Will; Duration: 1 round
You sprinkle magical dust in the spell's area, making those within easier to trick. Each creature in the area must attempt a Will save. For each additional action you use Casting the Spell, the burst's radius increases by 5 feet.
Success The creature is unaffected.
Failure The creature can't use reactions and takes a –2 status penalty to Perception checks and Will saves.
Critical Failure As failure, and the creature also takes a –1 status penalty to Perception checks and Will saves for 1 minute.
Heightened (+3) The initial radius increases by 5 feet

* Fey Disappearance
Traits: Uncommon, Enchantment, Sorcerer
Cast: 1 action (somatic)
Duration: until the end of your next turn
You become invisible and ignore natural difficult terrain (such as underbrush). Any hostile action you use ends this invisibility, but you still ignore natural difficult terrain.
Heightened (5th) If you use a hostile action, the invisibility doesn't end.

1st level spells (4/day):

(R) Air Bubble
Traits air, conjuration
Cast Reaction (verbal) Trigger: A creature within range enters an environment where it can't breathe.
Range 60 ft; Targets teh triggering creature
Saving Throw Reflex; Duration 1 minute
A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally.

*** Summon Fey (Signature)
Traits: conjuration
Cast: 3 actions (somatic, verbal)
Range: 30 ft
Duration: Sustained up to 1 minute (1 action each round)
You conjure an fey to fight for you. You summon a common creature that has the fey trait and whose level is –1. Heightening the spell increases the maximum level of creature you can summon.

** Charm (bloodline bonus spell)
Traits: emotion, enchantment, incapacitation, mental
Cast: 2 actions (somatic, verbal)
Range: 30 ft; Target: 1 creature
Saving Throw: Will; Duration: 1 hour
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.
You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.
Critical Success The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Magic).
Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.
Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
Heightened (4th) The duration lasts until the next time you make your daily preparations.
Heightened (8th) The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.

(R) Feather Fall
Traits: Abjuration
Cast: Reaction (verbal); Trigger: a creature within range is falling
Range: 60 feet; Targets: 1 falling creature
Duration: 1 minute
You cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.

2nd level spells (4/day):

** Faerie Fire
Traits: EvocationLight
Cast: Two Actions (somatic, verbal)
Range: 120 feet; Area: 10-foot burst
Duration: 5 minutes
All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can't be concealed while affected by faerie fire. If the creatures are invisible, they are concealed while affected by faerie fire, rather than being undetected.

** Sudden Bolt (Signature)
Traits: uncommon, electricity, evocation
Cast: 2 actions (somatic, verbal)
Range: 60 ft; Targets 1 creature or object
Saving Throw: basic Reflex
You call down a small bolt of lightning on the target, dealing 4d12 electricity damage.
Heightened (+1) The damage increases by 1d12.

** Hideous Laughter (bloodline bonus spell)
Traits emotion, enchantment, mental
Cast 2 actions (somatic, verbal)
Range 30ft; Targets 1 living creature
Saving Throw Will; Duration Sustained
The target is overtaken with uncontrollable laughter.
Crit Success unaffected
Success Can't use reactions
Failure Target is slowed 1 and can't use reactions
Crit Fail Target falls prone and can't use actions for 1 round, then suffers the failure effects.

** Enlarge
Traits: polymorph, transmutation
Cast: 2 Actions (somatic, verbal)
Range: 30ft; Targets 1 willing creature
Duration: 5 minutes
Bolstered by magical power, the target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is clumsy 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage. This spell has no effect on a Large or larger creature.

3rd level spells (4/day):

** Aqueous Orb
Traits: Conjuration, Water
Cast: 2 Actions (somatic, verbal)
Range: 60 ft;
Saving Throw: Reflex; Duration: sustained up to 1 minute
A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid. When you Cast the Spell and each time you Sustain the Spell, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. Unlike most spells, you can gain this effect multiple times in the same round by Sustaining the Spell multiple times. The orb can move through the spaces of any creatures or obstacles that wouldn't stop the flow of water. It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to counteract any magical fires it moves through. If it fails to counteract a given fire, it can't counteract that fire for the duration of the spell.

The orb can also collect creatures it moves through. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save against your spell DC to avoid being engulfed. If a creature succeeds at this save, it can either let the orb pass (remaining in its space or moving out of the orb's path into a space of the creature's choice) or allow itself to be pushed in front of the orb to the end of the orb's movement. The orb can try to Engulf the same creature only once per turn, even if you roll it onto a creature's space more than once.

A creature that fails its save is pulled into the orb. It becomes grabbed, moves along with the orb, and must hold its breath or begin suffocating (unless it can breathe in water). An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles. An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water. An engulfed creature can get free either by Swimming with a successful DC 10 Athletics check or by Escaping against your spell DC. A creature that critically failed its Reflex save is further stuck and must attempt to Escape instead of Swim. A freed creature exits the orb's space and can immediately breathe. The orb can contain as many creatures as can fit in its space.

When the spell ends, all creatures the orb has engulfed are automatically released.

** Stinking Cloud
Traits: Conjuration, Poison
Cast: 2 Actions (somatic, verbal)
Range: 120 ft; Area: 20 ft burst
Saving Throw: Fortitude; Duration: 1 minute
You create a cloud of putrid mist in the area. The cloud functions as obscuring mist except it sickens creatures that end their turns within the cloud. (The concealed condition is not a poison effect.)

Critical Success: The creature is unaffected.
Success: The creature is sickened 1.
Failure: The creature is sickened 1 and slowed 1 while in the cloud.
Critical Failure: The creature is sickened 2 and slowed 1 until it leaves the cloud.

** Sudden Blight (Signature)
Traits: necromancy, negative
Cast: 2 actions (somatic, verbal)
Range: 120 ft; Area: 20-ft burst
Saving Throw basic Fortitude
You accelerate the process of decay in the area. Each living creature in the area takes (2d10@2nd / 3d10@3rd)negative damage. A creature afflicted by a disease takes a -2 circumstance penalty to this save.
You can also direct the blight to rot all small and tiny non-creature plants in the area, eliminating non-magic undergrowth and any resulting difficult terrain, cover, and concealment. Sudden Blight attempts to counteract any magical effect on the plants before withering them.
Heightened (+1) The damage increases by 1d10.

** Enthrall (bloodline bonus spell)
Traits: auditory, emotion, enchantment
Cast: 2 Actions (somatic, verbal)
Range: 120 feet; Targets all creatures in range
Saving Throw: Will; Duration: sustained
Your words fascinate your targets. You speak or sing without interruption throughout the casting and duration. Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save. The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you're saying.
Each creature that comes within range has to attempt a save when you Sustain the Spell. If you're speaking, enthrall gains the linguistic trait.

Critical Success: The target is unaffected and notices that you tried to use magic.
Success: The target needn't pay attention but doesn't notice you tried to use magic (it might notice others are enthralled).
Failure: The target is fascinated with you. It can attempt another Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it's no longer fascinated and is temporarily immune for 1 hour. If the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it, the fascination ends immediately.
Critical Failure: As failure, but the target can't attempt a save to end the fascination if it disagrees with you.

4th level spells (3/day):

** Elemental Gift
Transmutation
Source Secrets of Magic pg. 103
Traditions primal
Cast Two Actions (somatic, verbal)
Range 30 feet; Targets 1 willing creature
Duration 1 minute

An elemental force fills your target, granting the target the swiftness of air, the ruggedness of earth, the sting of fire, or the flexibility of water, depending on which element you choose. Choose an element when you Cast the Spell. The target gains the benefit of that element as described below, and this spell gains that trait's element.

* Air The target gains a +30-foot status bonus to its land Speed and gains a fly Speed equal to its land Speed without the status bonus.
* Earth While on the ground, the target gets a +2 status bonus to Fortitude and Reflex saves against effects that would Shove or Trip it, and to saves against effects that would attempt to knock it prone. In addition, the ground adjacent to the target is difficult terrain, and the difficult terrain moves with the target, though the target ignores this difficult terrain with its own movement.
* Fire The target's melee unarmed Strikes and melee weapon Strikes deal 1d6 persistent fire damage on a hit.
* Water The target takes on a watery sheen, gaining resistance 5 to fire and a swim Speed equal to its land Speed.
Heightened (8th) You can target up to 5 willing creatures.

** Fireball (signature)
Traits" Evocation, Fire
Source Core Rulebook pg. 338 2.0
Cast Two Actions (somatic, verbal)
Range 500 feet; Area 20-foot burst
Saving Throw basic Reflex
A roaring blast of fire appears at a spot you designate, dealing 6d6 fire damage.
Heightened (+1) The damage increases by 2d6.

** Suggestion (bloodline bonus spell)
Traits Enchantment, Incapacitation, Linguistic, Mental
Source Core Rulebook pg. 374 2.0
Cast Two Actions (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save.

Critical Success The target is unaffected and knows you tried to control it.
Success The target is unaffected and thinks you were talking to them normally, not casting a spell on them.
Failure The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects.
Critical Failure As failure, but the base duration is 1 hour.

=====Gear=====
169.81gp
adventurer's pack
compass
caltrops
mirror
signal whistle
earplugs
disguise kit

Talisman Cord (16+ flat check to not expend a Talisman)

Hat of the Magi

Demon Mask (Fear DC 20) 1/day):

Emotion Enchantment Fear Mental
Source Core Rulebook pg. 337 2.0
Cast Two Actions somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You plant fear in the target; it must attempt a Will save.

Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.


(2.5 bulk total)