| Full Name | Ophelia Wintrish | 
			
			
				
					| Race | Human (Varisian) | 
			
			
				
					| Classes/Levels | Sorcerer 3 | 
			
			
				
					| Gender | Female | 
			
			
				
					| Size | Medium | 
			
			
				
					| Age | 23 | 
			
			
			
				
					| Alignment | Chaotic Neutral | 
			
			
				
					| Deity | Calistria | 
			
			
				
					| Location | Korvosa | 
			
			
				
					| Languages | Common, Draconic, Elven, Infernal, Varisian | 
			
			
				
					| Occupation | Tattoo Artist | 
			
			
			
				
					| Strength | 10 | 
			
			
				
					| Dexterity | 14 | 
			
			
				
					| Constitution | 12 | 
			
			
				
					| Intelligence | 14 | 
			
			
				
					| Wisdom | 11 | 
			
			
				
					| Charisma | 17 | 
			
		
	 
	
		About Ophelia_Wintrish
		Ophelia Wintrish
Chaotic Neutral Medium Human (Varisian)
Level 3 Sorcerer (Serpentine blood, Favored Class-Sorcerer)
Init +3; Senses Perception +2*
-----Defense-----
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 17 (d6); current 17
Fort +2, Ref +3, Will +3
-----Offense-----
Speed 30ft.
Melee Dagger +3 (1d4/19-20), Scorpion Whip +3 (1d3), Lt Mace +3 (1d6)
Ranged Dagger +3 (1d4/19-20), Spell +3
Special Attacks Serpent’s Fang +3 (1d4 + Poison) 
Sorcerer Spells (CL 3rd; concentration +8)
1st (6/day) - charm person (DC 15), hypnotism (DC 15), infernal healing, lock gaze (DC 15) - I I I I I I
0 (at will) - daze (DC 14), detect magic, jolt, light, open/close
Bloodline Serpentine
-----Statistics-----
Str 10, Dex 14, Con 12, Int 14, Wis 11, Cha 17
Base Atk +1; CMB +1 (+3 trip with whip); CMD 13
Feats Eschew Materials, Exotic Weapon Proficiency (whip), Simple Weapon Proficiency, Spell Focus (Enchantment), Weapon Finesse
Skills Appraise +6, Bluff +11, Craft (tattoo) +6, Diplomacy +8, Handle Animal +4, Knowledge (arcana) +6, Knowldge (local) +3, Knowledge (nobility) +7, Linguistics +3, Spellcraft +8, Sense Motive +4*, Stealth +3
Languages Common, Draconic, Elven, Infernal, Varisian
-----Special Abilities-----
Bloodline Arcana Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.
Poison (Ex) Bite - injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.
Serpentfriend (Ex) you can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures), and you gain a viper familiar using your sorcerer level –2 as your effective wizard level.
-----Traits-----
Arcane Temper (magic) [+1 Concentration, +1 Initiative]
Child of the Temple (faith; Knowledge Nobility) [+1 Knowledge (nobility), +1 Knowledge (religion)]
Unhappy Childhood (campaign; religious) [+2 Concentration]
-----Gear-----
MW Backpack (Artisan’s Tools, Ink, Inkpen, Manacles (x2), Perfume, Waterskin), Belt Pouch (x2 - Money, Flint and Steel), Scroll Case (Parchment x5), Book Lariat (Journal), Holy Symbol (wooden), Lamm's Journal, Scholar’s Outfit.
-----Combat Gear-----
Dagger (1d4/19-20), Scorpion Whip (1d3), Silken Ceremonial Armor, Wand of magic missile (18 charges), Alchemist Fire (x1), Thunderstone (x2), Potion of cure light wounds (x2), potion of shield of faith, scroll of disguise other.
-----Gear Not on Person-----
Peasant's Outfit (fisher), Lt Mace (1d6), Bedroll, Iron Pot, Mess Kit, Soap, Rations (x4).
-----Wealth-----
107 gold sails, 6sp
-----Physical Description-----
A woman in her early 20s, with an average height (5’4”) and medium build (130 lbs). She has green eyes and black hair, with streaks of yellow and red. Several Varisian tattoos can be seen on her face, arms, and hands. She wears a typical scholar’s outfit beneath her fine silken robes. Her appearance suggests she may be upper class, though not nobility.
-----Personality-----
Ophelia is generally friendly and helpful. She holds on to grudges against any who has wronged her, and only offers forgiveness once she has taken revenge. She tends to follow the revenge and trickery tenets of her goddess. She often tries to emulate nobility, hoping others will see her as such.
-----Background-----
As a young child, Ophelia was kidnapped and forced to work for Gaedren Lamm. She grew up in poverty, barely able to eat, envying the wealthy. On one of her errands, she found a Calistrian holy symbol. Intrigued, she snuck into the Pantheon of Many and observed a Calistrian priestess. When she returned to Lamm, he punished her for being late, almost killing her. With her new found religion, she pledged that one day she would get her revenge on him. Later that evening, she ran away and begged the priestess to take her in. From that point on, she was raised by the Calistrian, assisted with duties, listened to services, and fully embraced the teachings. Today, she still works for the priestess, and bides her time until she can get her revenge on Lamm.
-----Spells/Wand-----
Verbal components/triggers for spells/wands:
- charm person - leporem
 
- daze - obstupefacio
 
- detect magic - magicae deprehendere
 
- hypnotism - fascinare
 
- infernal healing - diaboli cruor
 
- jolt - parva fulguris
 
- light - lux
 
- lock gaze - oculi tenent
 
- open/close - apertus/prope
 
- wand of acid splash - klootzpup
 
Aurelia
Neutral Medium animal familiar 1
Init +5; Senses Perception +9, low-light, scent
-----Defense-----
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 8 (3 HD); current 8
Fort +4, Ref +3, Will +4
-----Offense-----
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +2 (1d4–1 plus poison)
-----Statistics-----
Str 8, Dex 13, Con 14, Int 6, Wis 13, Cha 2
Base Atk +1; CMB +0; CMD 11 (can't be tripped)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +9, Climb +9, Stealth +9, Swim +9
-----Special Abilities-----
Empathic Link (Su) Master can communicate empathically up to 1 mile.
Improved Evasion (Ex) No damage from effects with a successful Reflex save.
Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.
-----Familiar Abilities-----
Alertness (Ex) Master gains Alertness while familiar is within arm's reach.
Armor +1 bonus to creature's natural armor.
Attacks Use master's BAB and its own Dex modifier.
Health Use master's level for HD, half of master's total hp for its own.
Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics; modifies Climb and Swim with Dexterity.
Saves Use master's or creature's base, whichever greater, currently 2/2/3.
Share Spells Master can cast personal spells on familiar.
Skills Use master's or creature's rank, whichever greater. Treats Acrobatics, Climb, Perception, Stealth, and Swim as class skills.