Bard

Laetitia Corvus's page

211 posts. Alias of KatGrey.


Full Name

Laetitia Corvus

Race

Human (Chelaxian)

Classes/Levels

Mesmerist 4 | HP 28/28 | AC 14 Touch 13 Flat-Footed 11 | CMB +1 CMD 14 | Saves: Fort +1 Ref +7 Will +8 | Perception: +6 | Init: +3 | Status: Normal

Gender

Female

Size

Medium (5'7", 130 lbs)

Age

23

Alignment

Chaotic Neutral

Languages

Common, Varisian

Occupation

Courtesan

Strength 7
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 9
Charisma 20

About Laetitia Corvus

Resource Tracking:
Crossbow Bolts 16/20
Potion of Cure Light Wounds 1/1
Wand of Cure Light Wounds 50/50

Magical Talent 1/1
Mesmerist Tricks 7/7
Psychic Strike 8/8
Touch Treatment 8/8

2nd Level Spells 2/2
1st Level Spells 5/5

Laetitia Corvus
Female Human (Chelaxian) Mesmerist 4
CN Medium humanoid (human)
Init +3 Senses Perception +6
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Defense
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AC 14 Touch 13 Flat-footed 11 (+1 Armor, +3 Dex)
HP 28 (4d8+4)
Fort +1 Ref +7 Will +8
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Offense
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Speed 30 ft.
Ranged hand crossbow +6 (1d4; 19-20/x2)
Special Attacks bold stare (disorientation), hypnotic stare (-2), mesmerist tricks 7/day (DC 17 - mesmeric mirror, psychosomatic surge, slip bonds), painful stare (+2 or +1d6+2), psychic strike 8/day (DC 16, 1d6+1), touch treatment 8/day (minor conditions)
Spell-Like Abilities (CL 4th; concentration +9)
. . 1/day—detect magic

Mesmerist Spells Known (CL 4th; concentration +9)
. . 2nd (2/day)—blistering invective (DC 17), hold person (DC 18)
. . 1st (5/day)—charm person (DC 17), color spray (DC 16), mental block (DC 16), murderous command (DC 17)
. . 0 (at will)—daze (DC 16), ghost sound (DC 15), lullaby (DC 16), mage hand, open/close, prestidigitation
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Statistics
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Str 7 Dex 16 Con 10 Int 12 Wis 9 Cha 20
Base Atk +3; CMB +1; CMD 14
Feats Eldritch Heritage (Psychic), Skill Focus (Sense Motive), Spell Focus (Enchantment)
Skills Appraise +6, Bluff +14, Diplomacy +12 (+14 when negotiating payment), Disable Device +6, Disguise +9, Escape Artist +7, Intimidate +12 (+14 when negotiating payment), Knowledge (Local) +5, Knowledge (Nobility) +5, Perception +6, Profession (Courtesan) +4, Sense Motive +9 (+11 when negotiating payment), Sleight of Hand +10, Stealth +10, Use Magic Device +11
Traits Magical Talent (Detect Magic), Mercenary
Languages Common, Varisian
SQ bonus feat, consummate liar (+2), knacks, skilled, towering ego
Other Gear boots of the cat, potion of cure light wounds, wand of cure light wounds, hand crossbow, crossbow bolt (16), haramaki, outfit (pickpocket's), spell component pouch, backpack (masterwork) [bedroll, blanket, grooming kit, mirror (small/steel), trail rations (1), waterskin, 214gp, 127sp, 3cp]
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Special Abilities
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Background Skill (Appraise, Knowledge (Nobility), Profession (Courtesan) (x2), Sleight of Hand (x4))

Bold Stare (Su) 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 she 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.

Disorientation: The hypnotic stare penalty also applies on attack rolls.

Bonus Feat Humans select one extra feat at 1st level.

Consummate Liar A mesmerist adds ½ her mesmerist level as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if she doesn't have Combat Expertise or an Intelligence score of at least 13. She can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.

Hypnotic Stare (Su) A mesmerist can focus her stare on one creature within 30 feet as a swift action. That creature takes a -2 penalty on Will saving throws. A mesmerist can maintain her 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 her 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 her 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.

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.

Magical Talent Either from inborn talent, whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. You may cast Detect Magic once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based.

Mercenary For everything there is a price, and you are a negotiator at heart. You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.

Mesmerist Tricks A mesmerist can create hypnotic bonds with her allies, implanting magical suggestions in their minds that she can later activate. Each day, she can implant a number of these tricks equal to ½ her mesmerist level (minimum 1) plus her Charisma bonus (if any). She 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 she 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 herself. 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 her 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 she doesn't need line of sight to trigger it—but anything that blocks telepathic contact prevents her from triggering tricks. An implanted trick lasts until the next time the mesmerist regains her 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 + ½ the mesmerist's level + the mesmerist's Charisma modifier.

The mesmerist knows one trick at 1st level, and learns another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick's description, a mesmerist can't choose a particular trick more than once.

Mesmeric Mirror: An illusory image appears near the subject to throw off attackers. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the mesmerist possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per mesmerist level or until destroyed. This is an illusion (figment) effect.

Psychosomatic Surge: Psychic magic soothes the subject, alleviating her wounds temporarily. The mesmerist can trigger this trick when the subject takes damage. The subject gains a number of temporary hit points equal to 1d8 + ½ the mesmerist's level. If the damage from the triggering attack would have reduced the subject to 0 hit points or fewer, this trick grants an additional 1d8 temporary hit points. These temporary hit points last for 1 hour or until discharged.

Slip Bonds: While implanted with this trick, the subject gains a +2 circumstance bonus on Escape Artist checks. If the subject becomes grappled, pinned, shackled, or otherwise personally restrained, the mesmerist can trigger the trick and cause the subject to become incorporeal just long enough to slip her bonds (unless they can otherwise restrain an incorporeal creature). This effect doesn’t last long enough for the subject to move through walls or other barriers. If the mesmerist is 12th level, the subject remains incorporeal until the beginning of the mesmerist’s next turn.

Painful Stare (Su) 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 ½ 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 her turn. If the mesmerist uses this ability to increase her 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.

Psychic Strike (Su) At 1st level, you can overwhelm the minds of those nearby. You can target one creature within 30 feet that you can see; that creature must succeed at a Will saving throw (DC = 10 + 1/2 your sorcerer level + your Charisma modifier) or it takes 1d6 points of damage + 1 point for every 2 sorcerer levels you possess and becomes shaken for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Touch Treatment (Su) At 3rd level, the mesmerist can help allies shake off harmful conditions—especially those that affect their minds—by channeling psychic energy through her healing hands. She can use touch treatment a number of times per day equal to 3 + her Charisma modifier. Using the ability is a standard action (or a swift action if the mesmerist uses it on herself), and the mesmerist must be able to touch her target. She can remove one condition from one target each time she uses this ability. At 3rd level, she can remove any condition on the minor conditions list. At 6th level, she can remove any condition on the minor or moderate conditions list, and at 10th level, she can remove any condition on the minor, moderate, or greater conditions list.

Minor Conditions: Fascinated, shaken.

Towering Ego (Su) At 2nd level, a mesmerist gains a bonus equal to her Charisma bonus (minimum 0) on Will saving throws. If the mesmerist is under any effect that would prevent her from providing the emotional component of psychic spells, she loses this bonus on saving throws.
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Description
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Laetitia carries herself with all the self-assuredness of a woman very much used to commanding attention just by being present. At a height of 5’7”, she stands taller than most average women, and the striking contrast between her alabaster skin and her glossy black hair leaves little doubt of her Chelish heritage. Dressed in tight-fitting dark leather breeches which run seamlessly into a pair of heeled leather boots and a light blouse under an underbust corset, the woman clearly has no problems with her body. Her grooming kit is her single most cherished possession, and Laetitia spends every morning applying the various tonics and powders therein to accentuate her features.

An opportunist to the core, Laetitia hold no compunctions over pressing an advantage or exploiting any weaknesses she sees in people if she comes out better for it in the end. Her safety, her comforts and her convenience are the three most important concerns she has at any given time. Still, Laetitia is more than willing to risk one or all of these if the coin is good enough.

While not the most intelligent of people in the conventional sense, Laetitia has a very keen insight into the way most people tick. But instead of using this insight to connect and empathize with others, Laetitia wields it as a cruel weapon whenever she can, offering a vulnerable person their truest desire, if only they agree to give her what she wants first. Even though she may come across mercenary at times, as a former courtesan, she's more than well-versed in the subtle art of charming others and hiding her selfish nature behind a mask of sweet words and heated glances.

Despite Laetitia's darker inclinations, the young woman has, more often than not, a rather playful demeanor. Sadly for those around, her joy is usually derived at the expense of others. Whether playing what she considers a harmless prank, using her gifts and watching as people react to false images or stringing lovesick fools around, the young woman finds humor nearly everywhere she looks. Above all, life is game to Laetitia. And it's one she intends to win by any means necessary.
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Background
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Laetitia was born into a house of displaced Chelaxian nobles that, after fleeing the civil war back home, used what wealth and means they brought with them to settle down in the Ivy District of Absalom. Though they had left their titles and holdings back in Cheliax, the Corvus family would continue to act with all the entitlement and pomp due to a noble family. This grandiosity would in turn color Laetitia's own perspective for many years to come.

Although not as much of an intellectual as her parents might have liked, Laetitia nonetheless grew up to be a clever young woman in her own right. Although he parents never discussed financial matters in her presence, she could see that the fortune their family lived off of was dwindling. Knowing her parents to be the ambitious, social climbers they were, Laetitia realized that she was to be the key to ensuring their indolent lifestyle. As their only daughter, they intended to take bids for the right to marry her. Having no interest in being sold off like someone's chattel, Laetitia began to craft a scheme of her own.

A chance encounter with Lady Dyrianna of House Avenstar would give Laetitia the opportunity to get out from underneath her parents' thumb. The half-elf woman, seeing great potential in the young woman's presence, extended an offer to join The Courtesan's Guild, and Laetitia, enamored with the idea of being in control over her own life, eagerly accepted. Under Dyrianna's guidance, Laetitia learned how to wield her charm as a weapon, how to negotiate circumstances in her favor, and, most importantly to the half-elf woman, how to subtly pry valuable information from powerful people. For years, Laetitia continued to refine her prowess in manipulation while making a name for herself as a sacred companion.

New possibilities were revealed to Laetitia when she discovered she possessed the ability to directly manipulate the minds of others. With but a look, she found she could weaken the wills of even the most hardened of men, and with a thought, she could plant false images in their head or put them to sleep. Never one to do more than she had to, Laetitia naturally began to rely on her newfound gifts to fulfill her duties. The feeling of power she felt delving into the minds of others fed into her sense of entitlement, and soon the woman became greedy in her exploits. When more and more jilted customers came forward to Lady Dyrianna with accounts of lightened coin purses and missing trinkets, Laetitia began to feel the proverbial noose begin to tighten.

Unwilling to witness the vengeance of Calistria’s Head Hetaera, and with no family or clients to turn to anymore, Laetitia, now simply going by Tish, fenced what valuables she'd kept and booked passage to the mainland.