Miyaro

"Lady" Sophia Blair's page

222 posts. Alias of Knight of Rust.


Classes/Levels

Active Effects: none |

Resources:
Sorcerer 1st lvl spells 4/6, Silver Tongue 7/8; Oracle 1st lvl spells 5/6, Focused Trance 4/5, Inspiration 5/6, Villain Points: 0

Gender

Female Kitsune Sorcerer/Oracle of Lore (Gestalt) 3 (Fey Creature template)| HP: 30/30 | AC: 10, Touch: 10, Flat-Footed: 10 | CMB: +0, CMD: 10 | F: +3, R: +2, W: +5 | Init: +0 | Perc: +6 [Low-Light Vision]|

About "Lady" Sophia Blair

Backstory:
Sophia Blair's life has been nothing but the buildup to a huge, world-shattering prank. As a child, the Kitsune was whisked away from her parents into the First World. The fey that took her changed shapes on a whim, from man to woman to dog to cat to Sophia's appearance herself. Although she did not know what this fey looked like originally, it treated her well enough. It tricked her on occasion, had fits of madness on others, but despite its attitude Sophia could tell that it was powerful. It garnered respect from other fey no matter where they went, and that respect was given to the girl as well.

As Sophia got older, the fey decided to allow her to call it Father. This pleased the child, and she grew to rely on Father more and more. Once she was old enough, her education began. Learning all sorts of things about the First World and the Material Plane, Sophia was a quick study and did her best to make Father proud. Tutors were brought in to aid her, and she was treated much like the daughter of a nobleman.

Not all was well, however. Soon after, Father started becoming bored of her. Some pranks were becoming mean spirited. Others were downright malicious. Sophia would often overhear Father talking to other fey while disappointed, wondering when "the awakening" would take place. It had been years, after all. The Kitsune woman, no longer a child, did her best to please Father, even going so far as to start performing pranks of her own. This certainly made their relationship trend upwards after a while. One day, however, she awoke naked in a field with a burning headache and an ankle that hurt every time it was used.

Sophia very quickly learned that she was not in the First World anymore. With luck, she was able to steal clothing from a nearby village, using her abilities to change into a human so that, if caught, she would not be too suspicious. It did not take long to realize that she was in a kingdom called Talingarde. However, Sophia was hungry and penniless.

However, despite her wounded leg and the stick she used for a walking stick, many found the form she took to be beautiful. As she gained knowledge and experience, the world opened up ever so slightly around her. The Kitsune learned. A smile here, a touch of the arm there, glances left lingering from opposite sides of the room. While Sophia Blair was no longer treated as a noblewoman, she began to plan.

Days at the library turned to months. As she learned from books, she learned about the powers that awoke within her in that field. Her understanding of the kingdom grew, and her understanding of herself intrigued her. By all accounts, the powers coursing through her veins and floated through her mind should not have been able to mingle so... thoroughly. Thoughts flitted back to Father and his words spoken without care. It all came together in a grand flash of inspiration.

This conglomeration of power was her awakening, caused and enhanced by Father's meddling.

Anger rose through Sophia as she realized that her entire life so far had been an experiment to remove the boredom from a couple of decades. She had been tossed into the world. Likely, he could still watch her, or at least hear of her exploits. The despair felt at being abandoned never came, however. Riding that anger, Sophia pledged that she would once again become a Lady.

With the knowledge she had gathered over time, "Lady" Sophia Blair returned to town with a brand new coat of arms and all the documents required to prove her pedigree. Finding like-minded individuals, she had forged the paperwork and circumstances of her birth, and immediately began infiltrating Talingarde high society.

Potential suitors came easy. Suspicion on her upbringing came even easier. However, with her natural ability to lie and her intensive knowledge of all things Talingarde and noble, the suspicion soon tapered off. Sophia easily accepted gifts from her noble suitors, investigating each house that approached her to find the best option.

As careful as Sophia had been in this dangerous game, it only took one slip up. A careless waggle of the tongue when silence and a coy smile would have been better. She had become too arrogant. Knowledge about life on the streets, spoken carelessly in the wrong company, began to snowball. With her silver tongue, Sophia never thought that she would be on the receiving end of an investigation.

However, that is exactly what happened. "Lady" Sophia Blair had a lot of power in her social circle now. A diviner, hired in private by one of the fathers of one of her many suitors, began to watch her. Through various magical means, the diviner was able to find the truth in the almost ironclad web of lies that Sophia had woven around herself.

It did not take long for word to get out that Sophia Blair was not a high noble as she had been touting, but a commoner with unknown origins. She could not tell them where she was from, and any truths told about being abducted as a child to the First World was met with scoffs and ridicule. The once powerful lady had once again found herself at the bottom. Tears and pleas could not save her, she who had been labeled as a threat against the security of the kingdom. With claims of how much damage she could have caused and the ire of all the nobles she had tricked, Sophia Blair was sentenced to a life of hard labor in the salt mines of Brandescar Prison.

Sophia's crunch plans:
As a Oracle/Sorc combo, I plan on sticking to these classes. Sophia is general Knowledge person having all knowledges, adding her Charisma and Inspiration to most knowledges. With Focused Trance, she also has the option to go back to Int based knowledge checks but get a +20 on it, though I got that skill for Linguistics and Forgeries it's absolutely useful for knowledges.

She also makes a good face. Because of Psychic Searcher she can add Inspiration to Diplo and Sense Motive for free. Silver Tongue lets her add +5 to her Bluff check so many times a day. Sophia doesn't have any ranks in Intimidation, but she absolutely does not look intimidating.

As far as Combat goes, eventually she'll get Sidestep Secret... But until then she's woefully unprepared for being anywhere near the enemy. I have a heavy Enchantment focus since the Kitsune Magic bonus and the Fey Bloodline bonus synergizes well. She's all about the save-or-suck spells like Murderous Command, Regular Command, and at these early levels, Daze. I plan on going down the road of Spell Focus, and the Sorc favored class bonus for Kitsune is +1/4th DC on Enchantment spells. Persistent Spell will be a must. A few attack spells on either side are also planned.

Sophia also has Cure spells, but that's the best she can do. No channels or anything more sophisticated than burning spell slots.

Sophia Blair
Female Fey Creature Kitsune Crossblooded Fey-Rakshasa Nine-Tailed Heir Sorcerer/Psychic Searcher Oracle of Lore (Gestalt) 3
NE Medium Fey (Kitsune, Shapechanger)
Init +0; Senses Perception +6 (Low-Light Vision)
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Defense
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AC 10, touch 10, flat-footed 10 (+0 armor, +0 Dex)
hp 30 (3d8+6)
Fort +4, Ref +2, Will +4
Resist Cold 2, Electricity 2
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Offense
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Speed 20ft
Melee Bite (finesse) +2 (1d4-2/x2), Hanbo +2 (1d6-2/x2)
Ranged
Special Attacks
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Statistics
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Str 6, Dex 10, Con 14, Int 15, Wis 13, Cha 20
Base Atk +2; CMB +0; CMD 10
Feats Eschew Materials, Cunning, Extra Revelation (Focused Trance), Magical Tail, Spell Focus (Enchantment)
Traits Forgery, Extremely Fashionable, Indomitable Faith, Seeker Drawback Bitter
Skills
Skills: CS=class skill; BS=background skills
Acrobatics +0, (0 ranks, +3 CS, + Dex) (0 ACP)
Appraise +2, (0 ranks, + Int) [BS]
Bluff +12, (3 ranks, +3 CS, + Cha +1 trait)
Climb -2, (0 ranks, + Str) (0 ACP)
Diplomacy* +11, (2 ranks, +3 CS, + Cha +1 trait)
Disguise +10, (2 ranks, +3 CS, + Cha)
Escape Artist +0, (0 ranks + Dex)
Fly +0, (0 ranks, +3 CS, + Dex)
Handle Animal +5, (0 ranks + Cha) [BS]
Intimidate +6, (0 ranks, +3 CS, + Cha +1 trait)
Knowledge (arcana)* +10, (2 ranks, +3 CS, + Cha)
Knowledge (dungeoneering) +9, (1 ranks, +3 CS, + Cha)
Knowledge (engineering) +9, (1 ranks, +3 CS, + Cha) [BS]
Knowledge (geography) +9, (1 ranks, +3 CS, + Cha) [BS]
Knowledge (history)* +9, (1 ranks, +3 CS, + Cha) [BS]
Knowledge (local)* +9, (1 ranks, +3 CS, + Cha)
Knowledge (nature) +9, (1 ranks, +3 CS, + Cha)
Knowledge (nobility)* +10, (2 ranks, +3 CS, + Cha) [BS]
Knowledge (planes)* +9, (1 ranks, +3 CS, + Cha)
Knowledge (religion)* +10, (2 ranks, +3 CS, + Cha)
Linguistics +8, (3 ranks, +3 CS, + Int) [BS] +3 on forgeries
Perception +6, (1 ranks, +3 CS, + Wis +1 Trait)
Perform +5, (0 ranks, + Cha) [BS]
Ride +0, (0 ranks, + Dex)
Sense Motive* +5, (1 ranks, +3 CS, + Wis)
Spellcraft +6, (1 ranks, +3 CS, + Int)
Stealth +0, (0 ranks, +3 CS, + Dex) (0 ACP)
Survival +1, (0 ranks, + Wis)
Swim -2, (0 ranks + Str) (0 ACP)
*Inspiration applies for free
Languages Common, Sylvan, Celestial, Gnome, Infernal, Draconic, Elven
SQ Low-Light Vision, Gregarious (Ex), Change Shape (Su), Kitsune Magic (Ex/Sp), Natural Weapons (Ex)
Combat Gear Hanbo, Impervious Bracers of Armour +0
Other Gear Sapphire engagement ring (100gp, worn), Fine outfit w/ tail hole, fine outfit x6, silver Mitran holy symbol, Wand of Infernal Healing (50 charges), Asmodean unholy symbol, Circlet (Hat?) of Disguise
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Special Abilities
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Spell-Like Abilities (Concentration +8, CL 3)
3/day— Dancing Lights(Fey), Dancing Lights (Kitsune)
2/day— Disguise Self
1/day- Entangle (Reflex DC 16), Faerie Fire, Glitterdust (Will DC 17)

Sorcerer Favored Class Bonus
1st level - Add +¼ to the DC of enchantment spells.
2nd level - Add +¼ to the DC of enchantment spells.
3rd level - Add +¼ to the DC of enchantment spells.

Sorcerer:

Crossblooded Fey/Rakshasa Nine-Tailed Heir Sorcerer

Drawbacks A Crossblooded sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known.

Furthermore, the conflicting urges created by the divergent nature of the Crossblooded sorcerer’s dual heritage forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A Crossblooded sorcerer always takes a –2 penalty on Will saves.

Bloodline Arcana

Fey Whenever you cast a spell of the compulsion subschool, increase the spell’s DC by +2.

Rakshasa Add half your sorcerer level to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell (selected by you when you begin casting).

Bloodline Powers
Silver Tongue (Su) At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibness). If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (DC 10 + your sorcerer level) to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Mind Reader (Sp): At 3rd level, you can read minds as a spell-like ability. This ability acts like detect thoughts, except it lasts only 1 round, you use it on a single target as a standard action, and if the target fails its Will save, you gain information as if you had concentrated on it for 3 rounds. You may use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 20th level.

Magical Tail: At 3rd level and every 4 levels thereafter, a nine-tailed heir gains Magical Tail as a bonus feat. If the nine-tailed heir already has nine tails, each additional time the feat is taken, the sorcerer gains one additional daily use of the lowest level Magical Tail ability not already affected by this effect.

This ability replaces the bloodline spell class feature.

Spells (Concentration +8, CL 3)[*+2 DC on Enchantment spells, **+4 DC on Compulsion spells]
0th level spells (Cantrip) [DC 15]: Acid Splash, Daze**, Ghost Sound, Prestidigitation
1st level spells (6 per day) [DC 16]: Magic Missile, Unseen Servant

Oracle:

Psychic Searcher Oracle of Lore

Lame Oracle Curse One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.

At 5th level, you are immune to the fatigued condition (but not exhaustion).

At 10th level, your speed is never reduced by armor.

At 15th level, you are immune to the exhausted condition.

Revelations
Lore Keeper (Ex) Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.

Focused Trance (Ex) You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.

Empathy (Ex, Su): When attempting a Sense Motive check, the investigator makes two d20 rolls and takes the higher result. If an investigator uses inspiration on a Sense Motive check, he rolls the inspiration dice twice and takes the higher result. Once per day, the investigator can expend one use of inspiration to target a single creature that he can see and hear within 30 feet. Upon doing so, the investigator detects the surface thoughts of the target’s mind, as if he concentrated for 3 rounds while using the detect thoughts spell, unless the creature succeeds on a Will saving throw. The DC of this save is 10 + 1/2 the investigator’s level + his Intelligence modifier. If the target fails, the investigator can continue to detect the surface thoughts of the target creature for a number of rounds equal to 1/2 his investigator level.

Inspiration (Ex) (6/6 per day) At 2nd level, a psychic searcher gains an inspiration pool, as the investigator class ability. A psychic searcher uses her oracle level as her investigator level to determine the effects of this ability. She gains free uses of inspiration on Diplomacy, Knowledge (arcana, history, local, nobility, planes, religion), and Sense Motive skill checks without spending a use of inspiration, provided she’s trained in that skill. A psychic searcher’s inspiration pool refreshes each day, usually when she refreshes her spells. A psychic searcher’s inspiration pool is based on her Charisma modifier, not her Intelligence modifier.

This ability replaces the mystery spell gained at 2nd level.

Spells (Concentration +8, CL 3)[*+2 DC on Enchantment spells, **+4 DC on Compulsion spells]
0th level spells (Orison) [DC 15]: Create Water, Guidance, Light, Purify Food and Drink, Stabilize
1st level spells (6 per day) [DC 16]: Cure Light Wounds, Command**, Murderous Command**, Sanctuary

Fey Creature:
Long Step (Su) A fey creature can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.