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About Ophelia GlinathirNote: Ophelia is under the effects of Permanent Reduce Person; all of her gear is small sized. Base Stat Breakdown:
Unfused Ophelia Strength: 6 (8 base, -2 size) Dexterity: 12 (8 base, +2 racial, +2 size) Constitution: 14 (14 base, -2 racial, +2 belt) Intelligence: 26 (16 base, +2 racial, +2 level advancement, +6 headband) Wisdom: 12 (12 base) Charisma: 18 (15 base, +1 level advancement, +2 headband) Cross Fused Ophelia Strength: 17 (12 base, +5 class bonus) Dexterity: 20 (14 base, +5 class bonus, +1 level advancement) Constitution: 14 (11 base, +2 belt, +1 level advancement) Intelligence: 26 (16 base, +2 racial, +2 level advancement, +6 headband) Wisdom: 12 (12 base) Charisma: 18 (15 base, +1 level advancement, +2 headband) Favored Class Points:
Favored Class: Elf Wizard Racial or HP Favored Class Points: 12 Favored Class Designation: 12 to Elf Wizard Racial (Shift) Ophelia gets 6 (12 * 0.5 = 6) extra uses of her Shift class ability.
Cross Fused Ophelia Stat Block:
Ophelia Glinathir Female Elf/Eidolon Conjurer Wizard (Conjurer) 12 || Summoner (Synthesist) 12 Neutral Good Small Humanoid (Elf) and Small Outsider (Extraplanar) Initiative: +14 (5 Dex, +2 Trait, +2 Racial, +1 Circumstance, +4 Improved Initiative); Senses: Low-Light Vision, Darkvision 60 ft.; Perception +18 -------------------- Defenses -------------------- AC: 40, Touch: 16, Flat Footed: 35 (10, +5 Dex, +4 Mage Armor, +4 Shield, +16 Natural Armor, +1 Size) HP: 87 (12d8+24) Temp HP: 82 (9d10+24) Fort: +15 (4 Wizard, +2 Con, +5 Resistance, +4 Circumstance) Ref: +18 (4 Wizard, +5 Dex, +5 Resistance, +4 Circumstance) Will: +18 (+24 against Enchantment) (8 Wizard, +1 Wis, +5 Resistance, +4 Circumstance) Hero Points: 3/3 Immune: Magical Sleep Effects, Cold, Fire Total Concealment: 50% Miss Chance (20% in Bright Light) -------------------- Offenses -------------------- Speed: 30 ft., 70 ft. Fly (Perfect) Melee: N/A Spell-Like Abilities
Wizard Spells Prepared (CL 12th; Concentration +20)
Summoner Spells Known (CL 12th; Concentration +16)
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Elf Racial Abilities:
+2 Dex, +2 Int, -2 Con Medium Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Elves have a base speed of 30 feet. Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Skills without Eidolon:
Total Ranks: 120 [84 (7 * 12) Wizard + 36 Headband] Fly: +18 (1 Dex, +12 Ranks, +3 Class, +2 Size)
Feats:
1st Campaign Bonus: Eschew Materials 1st Racial Bonus: Run 1st Wizard Bonus: Scribe Scroll 1st: Acadamae Graduate 3rd: Spell Focus (Conjuration) 5th: Augmented Summoning 5th Wizard Bonus: Fast Study Arcane Discovery 7th: Superior Summoning 9th: Improved Initiative 10th Wizard Bonus: Opposition School Arcane Discovery (Divination) 11th: True Name Arcane Discovery Equipment:
Headband of Mental Prowess +6 Int, +2 Cha (42,000 gp)
Unfused Ophelia Stat Block:
Ophelia Glinathir Female Elf Conjurer Wizard (Conjurer) 12 || Summoner (Synthesist) 12 Neutral Good Small Humanoid (Elf) Initiative: +10 (1 Dex, +2 Trait, +2 Racial, +1 Circumstance, +4 Initiative); Senses: Low-Light Vision; Perception +18 -------------------- Defenses -------------------- AC: 16, Touch: 12, Flat Footed: 15 (10, +1 Dex, +4 Mage Armor, +1 Size) HP: 87 (12d8+24) Fort: +11 (4 Wizard, +2 Con, +5 Resistance) Ref: +10 (4 Wizard, +1 Dex, +5 Resistance) Will: +14 (+16 against enchantment) (8 Wizard, +1 Wis, +5 Resistance) Hero Points: 3/3 Immune: Magical Sleep Effects -------------------- Offenses -------------------- Speed: 30 ft. Melee: N/A Spell-Like Abilities
Wizard Spells Prepared (CL 12th; Concentration +20)
Summoner Spells Known (CL 12th; Concentration +16)
Spellbook Pages 307/600:
Bold indicates free spells from leveling up. 6th (66 pages): Summon Monster VI, Greater Dispel Magic, Getaway, Contingency, Undead Anatomy III, Hardening, Disintegrate, Permanent Image, Planar Binding, Sirocco, Cold Ice Strike 5th (70 pages): Animal Growth, Summon Monster V, Permanency, Secret Chest, Cloudkill, Hungry Pit, Wall of Force, Icy Prison, Life Bubble, Wall of Stone, Telekinesis, Stoneskin (Communal), Persistent Image, Phantasmal Web 4th (48 pages): Summon Monster IV, Stoneskin, Enervation, Telekinetic Charge, Stone Shape, Secure Shelter, Confusion, Wall of Ice, Dimension Anchor, Illusory Wall, Arcane Eye, Resilient Sphere 3rd (63 pages): Slow, Fly, Magic Circle against Evil, Sleet Storm, Water Breathing, Resist Energy (Communal), Mad Monkeys, Stinking Cloud, Blacklight, Halt Undead, Shrink Item, Nondetection, Dispel Magic, Magic Circle against Chaos, Magic Circle against Law, Gentle Repose, Aqueous Orb, Fireball, Share Language (Communal), Force Punch, Wind Wall 2nd (24 pages): Pyrotechnics, Mirror Image, Stone Call, Resist Energy, Web, Rope Trick, See Invisibility, Darkness, Make Whole, Share Language, Fog Cloud, Obscure Object 1st (12 Pages): Ant Haul, Blood Money, Mount, Silent Image, Feather Fall, Vanish, Unseen Servant, Obscuring Mists, Endure Elements, Ear Piercing Scream, Anticipate Peril, Comprehend Languages 0th (24 Pages): All except Divination and Enchantment Summoner Spells Known:
Summoner Spells Known (CL 12th; Concentration +16) 0th-6, 1st-6, 2nd-5, 3rd-4, 4th-4 4th (4/4)—Evolution Surge (Greater), Transmogrify, Purified Calling, Teleport
Wizard Class Abilities:
Arcane School: Conjurer Specialization - Teleportation School Opposed Schools: Enchantment Arcane Bond: Ring Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause her spells with somatic components to fail. Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. A wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare. Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race. Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. Ophelia selected a bonded object. Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without her bonded object worn or in hand, she must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in her spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school). A wizard can add additional magic abilities to her bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares her spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. Ophelia selected Enchantment and Divination. A wizard that chooses to specialize in one school of magic must select two other schools as her opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from her opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of her available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of her opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from her specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in her school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of her available slots (see below). Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats. Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to her own. Summoner's Charm (Su): Whenever Ophelia casts a conjuration (summoning) spell, she increases the duration by a number of rounds equal to 1/2 her wizard level (minimum 1). This increase is not doubled by Extend Spell. Shift (Su): At 1st level, Ophelia can teleport to a nearby space as a swift action as if using Dimension Door. This movement does not provoke an attack of opportunity. She must be able to see the space that you are moving into. Ophelia cannot take other creatures with you when you use this ability (except for familiars). She can move 5 feet for every two wizard levels she possesses (minimum 5 feet). Ophelia can use this ability a number of 11 times per day (3 + her Intelligence modifier). Dimensional Steps (Sp): At 8th level, Ophelia can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. She can bring other willing creatures with her, but Ophelia must expend an equal amount of distance for each additional creature brought with her. Summoner Class Abilities:
Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. Summoners are also proficient with light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes. Spells: A summoner casts arcane spells drawn from the summoner spell list. She can cast any spell he knows without preparing it ahead of time, assuming she has not yet used up his allotment of spells per day for the spell's level. To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier. A summoner can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–7. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook). A summoner's selection of spells is extremely limited. A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner's choice. At each new summoner level, she gains one or more new spells as indicated on Table 2–8. (Unlike spells per day, the number of spells a summoner knows is not affected by his Charisma score. The numbers on Table 2–8 are fixed.) Upon reaching 5th level, and at every third summoner level thereafter (8th, 11th, and so on), a summoner can choose to learn a new spell in place of one she already knows. In effect, the summoner “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level summoner spell he can cast. A summoner may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Cantrips: A summoner learns a number of cantrips, or 0-level spells, as noted on Table 2–8 under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally. Fused Eidolon: A synthesist summons the essence of a powerful outsider to meld with her own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature. The synthesist directs all of the eidolon’s actions while fused, perceives through its senses, and speaks through its voice, as the two are now one creature. While fused with her eidolon, the synthesist uses the eidolon’s Strength, Dexterity, and Constitution, but retains her own Intelligence, Wisdom, and Charisma. The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell. While fused, the synthesist loses the benefits of her armor. She counts both as his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor her eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of her own abilities and gear, except for her armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present). Fused Link (Su): Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of her own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner's temporary hit points), preventing the eidolon from being killed and sent back to its home plane. Summon Monster VI (Sp): Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + her Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call her eidolon. As a result, she can only use this ability when her eidolon is not summoned. She can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of her spell list for the purposes of spell trigger and spell completion items. In addition, she can expend uses of this ability to fulfill the construction requirements of any magic item she creates, so long as she can use this ability to cast the required spell. Shielded Meld (Ex): At 4th level, whenever the synthesist is fused with her eidolon, she gains a +2 shield bonus to her Armor Class and a +2 circumstance bonus on her saving throws. Maker's Jump (Sp): At 6th level, whenever the synthesist is fused with her eidolon, the synthesist can cast Dimension Door as a spell-like ability using her caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th. Aspect (Su): At 10th level, a summoner can divert up to 2 points from her eidolon's evolution pool to add evolutions to herself. She cannot select any evolution that the eidolon could not possess, and she must be able to meet the requirements as well. She cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon's evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time she can change the eidolon's evolutions. Greater Shielded Meld (Su): At 12th level, whenever the synthesist is fused with his eidolon, she gains a +4 shield bonus to her Armor Class and a +4 circumstance bonus on her saving throws. Appearance:
Once she was fully grown, Ophelia Glinathir formally stood at a relatively tall six feet even and weighed exactly one hundred and twenty pounds. However, due to a recent spell experiment, she is now a mere three feet tall and fifteen pounds, only half her original size and an eighth of her old weight. Nonetheless, her feminine physique is light, slender, and curvy, and true to her species, her movements are quick, nimble, and graceful. Ophelia’s almond-shaped eyes are a sapphire sea blue and full of life and happiness. Her long, lucious hair is a gentle yet prominent blonde, which the wizard usually braids in some fashion. In contrast to what one might expect, she spends much time outside, and this reflects on her smooth tanned skin, which looks almost golden. Ophelia’s normal attire is usually white or blue silk robes (kept nice, pressed, and clean with Prestidigitation), sandals, and an assortment of different golden bands and jewelry. She paints both her finger and toe nails sapphire blue and sports a simple silver ring on her left hand. When merged with her Eidolon, Ophelia becomes a small, vaguely angelic entity composed almost entirely of what resembles solid white light, which seems to dance around her lithe frame like wisps of mist. She can manipulate the physical form of this state in many ways, though it ultimately always remains humanoid. If she wishes, the elf can shift the color of light to any shade of grey or even to pitch black. Her eyes are the only thing that do not look much different before sans their sheer increased radiance of blue. Ophelia's Eidolon crest is a series of small tear-like lines that fall from her right eye. Personality:
At heart, Ophelia is an optimist. How hopeless of one she is depends on the individual asked. Even after weathering nearly a century and a half of life, she still tends to see the world as half-full. As she her personal arcane power has grown over the decades, Ophelia's sense of motherly kindness and chartity had always seemed to match it in kind. Having grown up among a bustling human-dominated populus, Ophelia is more outgoing, social, and chatty than the usual elf. She is less aloof too and very prone to helping out students around the Stone of the Seers school. Unless she is completely absorbed by a good book (being a wizard, it happens), the Conjurer prefers to have somebody around to talk to. Ophelia has been known to summon up some company if she can't find any. Needless to say, like many in her profession, Ophelia is highly intelligent, and she very much enjoys exercising her brain. She loves learning new languages and makes a lot of time to keep up her skills with them. Her definition of reading for fun is to plow through at least three thick tomes of military strategy in a night. Ophelia's age has also given her a powerful sense of discipline that generally tends to hold very well. No stranger to combat by virtue of age, she tends to think very quickly and tactically, which is a good thing considering how quickly the elf can zip around any given area. While she tries to hide it, Ophelia has a little quirk, a "curious tendency" so to say, to experiment on herself with various magical spells on occasion. She avoids any harmful or evil magic like the plague, but she has done some rather strange things. For example, about five years ago, she permanently shrank herself to half her normal size, and at the moment, Ophelia really does not seem in any hurry to reverse the effects. Background: A Cohort’s Perspective:
How exactly does an adventure path look from the point of view of a sidekick? Ophelia comes from a long line of summoning magic users. Her family once heralded from the Mierani Forest in Varisia many years ago, but while she was certainly not born there (she predates the city itself by a few years), Ophelia herself was largely raised in Magnimar, and despite leaving it occasionally go venture out into Varisia proper, she still fondly regards it as her home. After all, she witnessed the founding and its subsequent growth into the bustling city. Ophelia’s family was oddly cosmopolitan for elves, and their attitudes reflected onto their daughter as she grew up. Out of her four siblings, she was by far the youngest; her parents spent a lot of time helping establish and secure Magnimar itself, so Ophelia was largely raised by her adult brother and sister, Janus and Jathal. Janus was a Cleric of Shelyn (with a heavy focus on summoning), and he was primarily responsible for Ophelia’s religious upbringing. He would often take his little sister with him on his rounds of the developing city and assist the less fortunate with the blessings of his goddess. Watching Janus’ work instilled a strong sense of altruism in Ophelia that played a heavy role in the woman she would eventually become. In part of the near universal Magnimarian hatred for tyranny and desire for freedom, Ophelia also took up a worship of Desna. Jathal was the torchbearer for arcane summoning among her generation of the Glinathir family, and when little Ophelia showed an interest in it, the older Conjurer quickly took her younger sister under her wing. Ophelia quickly displayed a talent for the field of Conjuration, and with her sister’s guidance, she spent the majority of her century long “childhood” perfecting that school while studying Transmutation on the side. While she was pretty strong in most of the arcane arts, Ophelia was ultimately never really fond of Enchantment. After all, Magnimar had been founded on the principles of freewill, and the young wizard was not keen on the idea of robbing anyone of that right. Meanwhile, Divination just proved to be incredibly difficult to understand, so Ophelia largely shunned that field. When Ophelia finally reached adulthood (by elf standards), she found a teaching job at the Stone of Seers, Magnimar’s most prestigious wizardry school, that she acquired through hardwork and a few family connections. While the university’s focus was on schools of Abjuration and Divination, there was an increasing desire to branch off into others, and Conjuration was one such field. While it took her a while to get used to teaching the much more quickly paced minds of the largely human student body, Ophelia found a wonderful environment that she could have very well spent the rest of her long life in. Fate had other ideas in mind. A bit winded after years of teaching teenaged humans, Ophelia opted to take a year’s vacation and accompanied her brother Janus to one of Magnimar’s coastal outposts, the sleepy town of Sandpoint. The plan had been to spend a few days at the local Swallowtail Festival – a celebration of her deity Desna before moving on to other places. However, in the middle of the ceremony, Sandpoint was suddenly attacked by a small army of goblins. Along with the help of a few other brave adventurers, Janus and Ophelia were able to beat back the assault. After being proclaimed two of the Heroes of Sandpoint, the elven siblings quickly found themselves drawn in by a large whirlwind of events that would forever shake Varisia. After joining forces with the other Heroes to investigate matters, Janus largely proved to be the driving force behind their group; he wanted to make sure that there were no loose ends to the goblin attack and soon found that there were plenty. By the end of the week, the older Glinathir sibling lead the charge at the siege of the nearby island of Thistletop against the forces that had organized the first goblin assault and were quickly planning another, much larger attack. Even though she was unaccustomed to war, Ophelia would never abandon family, and she stood by her brother’s side with a pack of wolves to back their group up. However, one thing always seemed to lead to another, and everything seemed to be linked to a mysterious Rune from the ancient Empire of Thassilon. Shortly after the incident with the goblins, Janus, Ophelia, and the other Heroes ran into a string of vicious murders terrorizing both Sandpoint and their home city of Magnimar. With some research from Ophelia's end, the killings were quickly discovered to have been carried out by the sinister Skinsaw Cult. Shortly after an epic battle with the Cult’s leader that would immortalize the two Glinathir siblings in the heart of Magnimar and her people, the Heroes were dispatched by the city’s Lord-Mayor to Hook Mountain to investigate the silence from the forces of the Magnimarian Fort Rannick. Needless to say, it was only the beginning of yet another adventure. For the better part of a year, Janus led his sister and their friends against many foes: a murderous band of ogres, an army of stone giants, and various remnants forces of Thassilon. While she certainly gained a large degree of power in the arcane arts, Ophelia found herself being overtaken in terms of strength and durability compared to her friends, and as a result, she largely hid through various means of magic in the thick of combat to keep herself alive. However, she nonetheless did everything in her power to support them where she could (an army of summons usually helped quite a bit), but the experience was very taxing on her. In time, Ophelia and the other Heroes learned the underlying connection behind all of these enemies; they were all puppets of the ancient Thassilonian Runelord of Greed, Karzoug the Claimer, who was seeking to return to the world after centuries of stasis and rebuild his lost empire. After much clashing with Karzoug’s forces, Ophelia and Janus lead the group to the Spires of Xin-Shalast, the old capital city of Karzoug’s kingdom. Despite being vastly outnumbered by the Runelord’s minions, Ophelia and the other Heroes eventually tore their way to the lair of the Claimer. Unlike many other past enemies, Karzoug was something else; through a long and vicious battle, he proved why the Runelords had been regarded as living gods among wizards. None of Ophelia’s summoned creatures ever managed to get close to the great and terrible Claimer before being reduced to ash, though she managed to greatly prolong how her group through simply distracting Karzoug. After a while, only she and her brother still stood conscious, and even then, only Janus’ personal power was anywhere near close to that of Karzoug. In the end, one final clash between the full magic of the Runelord and the righteous power of Shelyn, as channeled through her greatest servant, ended both of the combatants. After reviving the rest of her group, Ophelia and the others left Xin-Shalast for good and returned to their various homes. The other Heroes stayed in Sandpoint while Ophelia went home to Magnimar to give her brother the hero’s burial he deserved. Sadly, it was largely symbolic; the explosion had left nothing of Janus to bury. However, Ophelia was not one to ever be broken by an experience that had ultimately lead to much good for the world at large. Fully aware that Janus had lived a long and heroic life, she returned to her teaching job, but she quickly used her new position of power in the land of Varisia to also continue her brother’s altruistic work and legacy. Moreover, Ophelia now had many secrets of Thassilon at her disposal. Perhaps there would be away for her to put them to good purpose instead of sinful use. The Call:
It has been a little over two decades since her last adventure, and Ophelia Iestelle Glinathir has been both hard at work and happily at rest. From her room balcony at the Stone of the Seers Academy, she lazily watches the bustling city below her. Despite the incident now known as the Skinsaw Murders, Magnimar is once again on the rise. There have been little hiccups here or there that had threatened her home’s safety, but unlike before, the elf had been strong enough to help protect it. Ophelia glances over at a small book that she had just finished reading. She is very happy that the local Pathfinders had brought it to her attention. It is full of most useful information on the higher arts of summoning, and she has every hope that it will assist her with future endeavors. The wizard casually snaps her fingers and summons a large chest from seemingly nowhere. She quickly tosses the book inside of it, and with another snap, Ophelia sends it back to wherever it had come from. With a flash of bright white light, a lithe and beautiful nude woman with skin the color of marble appeared before Ophelia, hovering upon powerful white wings and radiating a sense of serenity. "Fear not, mortal; I mean you no harm," she says in the Elven native tongue. "My name is Mariah. I am an Archon of Iomedae, The Inheritor." Her voice is like beautiful music, pure and without fault. She carries a long thin gleaming silver trumpet that is covered in swirling, natural-looking patterns. "I am here because your deeds are known to us. My mistress bids me invite you to take part in mission of dire importance. Events have been set in motion that if not stopped, will lead to a terrible evil being unleashed on Golarion. We have prepared a gift for you that will make you stronger than you've ever been before, hopefully strong enough to avert disaster. My commander awaits us, with answers for your questions. Time is of the essence, will you come with me?" Her chest-length, midnight black curls wave gently in an unseen wind, as she extends one perfect hand out towards Ophelia, a look of urgency in her iridescent blue eyes. A bit stunned at what has just happened, Ophelia merely tilts her head in confusion. Normally, she would be rather intent on saying something to the stranger, but the suddenness of this supposed Archon’s appearance has left the normally very verbal wizard quiet. Once her mind sets in motion again, the first thing that comes to her mind is a question: Why me? If this Archon knows about her deeds, then she is surely also aware of the other Heroes of Sandpoint. Last time Ophelia had checked, they had been more powerful than her. However, Ophelia also recalls that it has been a couple of decades since the final battle with Karzoug, and she is the only living elf in what had largely been a group of humans. Maybe their strength is not what used to be? Advanced age can take a lot out of even the greatest of warriors. Ophelia wearily looks over Mariah and silently studies the Archon. What the wizard had learned from her many years of studying the otherworld planes and their inhabitants slowly works its way into her mind. With enough study, it quickly becomes apparent that Mariah is what she claims to be. Everything from her looks to the very essence of feel of her inner magic is correct. Such radiance and power cannot be replicated by anything mortal or infernal. With a nod of resolve, Ophelia decides to trust her. Eventually, a smile works its way up Ophelia’s pretty elven face, and she quickly takes Mariah’s hand with her own. “Of course, my lady.” It has actually been around five years. It just feels like two decades to Ophelia.
Lucero Cortez the Couatl – True Name Discovery:
Lucero Cortez LG Male Large Outsider (Native) Init: +7; Senses: Darkvision 60 ft., Detect Chaos/Evil/Good/Law; Perception +23 -------------------- Defenses -------------------- AC: 22, Touch: 13, Flat-Footed: 18 (+3 Dex, +1 dodge, +9 natural, –1 size) HP: 126 (12d10+60) Fort: +9, Ref: +13, Will: +14 -------------------- Offenses -------------------- Speed: 20 ft., Fly 60 ft. (good) Melee: Bite +16 (1d8+7 plus grab and poison) Space: 10 ft.; Reach: 5 ft. Special Attacks: Constrict (1d8+7) Spell-Like Abilities (CL 9th) Constant—Detect Chaos, Detect Evil, Detect Good, Detect Law At will—Detect Thoughts (DC 15), Ethereal Jaunt (CL 16th), Invisibility, Plane Shift (DC 20) Spells Known (CL 9th) 4th (4/day)—Enervation, Freedom of Movement 3rd (7/day)—Cure Serious Wounds, Magic Circle against Evil, Archon’s Aura 2nd (7/day)—Cure Moderate Wounds, Mirror Image, Restoration (Lesser), Endure Elements (Communal) 1st (7/day)—Divine Favor, Mage Armor, Protection from Evil, Shield of Faith, True Strike 0 (at will)—Create Water, Detect Magic, Disrupt Undead, Guidance, Light, Read Magic, Stabilize ---------------------- Statistics ---------------------- Str 20, Dex 16, Con 20, Int 17, Wis 19, Cha 17 Base Atk: +12; CMB: +18 (+22 grapple); CMD: 32 (can't be tripped) Feats: Alertness, Dodge, Empower Spell, Eschew Materials (Bonus), Improved Initiative, Iron Will, Lightning Reflexes Skills: Acrobatics +18, Bluff +9, Diplomacy +18, Fly +20, Knowledge (arcana) +9, Knowledge (religion) +12, Perception +23, Sense Motive +15, Spellcraft +15, Survival +16, Use Magic Device +18 Languages: Celestial, Common, Draconic; Telepathy 100 ft. ---------------------- Special Abilities ---------------------- Spells: Lucero casts spells as a 9th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for him, meaning that Lucero does not need a divine focus to cast them. Poison (Ex) Injury—bite; save Fortitude DC 16; frequency 1/minute for 10 minutes; effect 1d4 Str; cure 2 consecutive saves. The DC is Constitution-based. Ophelia's Four Elven Names:
Family Name: Ophelia Iestelle Glinathir Personal/Given Name: Ophelia Nickname: Professor Glinathir (by her students), Lady Ophelia (by the top brass of Magnimar), The Heroine of Magnimar Hidden Name: Opal Character Reference 1: Ophelia
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