Lirianne

Pelipe Lightdriver's page

808 posts. Alias of snelss0.


Full Name

Pelipe Constance Lightdriver

Classes/Levels

| SKILLS | Appraise +11 | Artistry +16/+17 | Craft: +17 | Diplomacy +8 | KR +11 | KA, KD, KNa, KP +10 | KG, KH +8 | KE, KNo +7 | Linguistics +7 | Perform +3 | Ride +4 | Spellcraft +10 | UMD +9 | Arcane Pool 6/9

Gender

Human Female Arcanist LVL 6 | HP: 43/43 | AC: 23 (T17, FF16) | Init: +5 | Perception: +7 Normal Vision | Fort: +5 Ref: +7 Will: +6 | CMB: +5 | CMD: 17 | Speed: 60

Age

24

Alignment

Neutral Good

Deity

Abadar, Shelyn

Location

Brevoy

Languages

Common, Draconic, Dwarven, Giant, Sylvan, Varisian

Occupation

Noble, Mason, Dressmaker, Hobbyist

Strength 14
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 10
Charisma 14

About Pelipe Lightdriver

Crunch:

Alignment: Neutral Good
Class: Brown-Fur Arcanist 6
Deity: Abadar
Homeland: Brevoy
Race: Human
Size: Medium
Gender: Female
Age: 24 yrs old (Maturity 15 yrs old)
Bodily Features: 5'9", 34B-24-35, 133 lbs.
Appearance: Agile, Noble, Stately
Attributes: Big lips, curvy frame, big eyes, scent of pipe tobacco
Hair: Light-brown, often speckled with stone dust
Eyes: Pale brown, upturned eyes, long natural lashes
Vision: Normal

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STATS

STR 14 (+2 racial)
DEX 14 (+1 level)
CON 14
INT 16 (+2 item)
WIS 10
CHA 14

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DEFENSES
HP: 43 (6+4+4+4+3+12con+6feat+4fav)
Initiative: +4 (+2dex+2trait)
Speed: 30ft
AC: 12 (10+2dex)
Modified AC: 22 (10+2Dex+4Armor+2NASpellbook+4Shield)
Touch: 12 Flat-Footed: 10

SAVES
Fort: +5 =2+2con+1item
Ref: +5 =2+2dex+1item
Will: +6 =5+0wis+1item

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ATTACKS
BAB: +3
CMB: +5 =3BAB+2Str+0Size
CMD: 17 =3BAB+2Str+2Dex+0Size+10

Melee
Unarmed | +4 (3bab+2str-1power) | 20x2
- | - | - | 1d3+4 | Power Attack

Ranged Touch
Stone Stare (Acid Jet) | +5 (3bab+2dex) | 20x2
- | 30ft | - | 3d6+2 | Sicken Fort DC15 for 1d4rds

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SKILLS (Total = Stat + Ranks + Modifiers)
Acrobatics (Dex)
Appraise (Int)* 11 =3+1b+3+2item+2trait
Artistry Dressmaking (Int)* 16 =3+1b+3+4item+5spell
Artistry Masonry (Int)* 17 =3+2b+3+4item+5spell
Athletics (Str)
Bluff (Cha)
Craft Cooking (Int)* 17 =3+1+3+2item+5spell
Craft Jewelry (Int)* 17 =3+1+3+2item+5spell
Diplomacy (Cha)* 8 =2+1+3+2
Disable Device (Dex)
Disguise (Cha)
Escape Artist (Dex)
Fly (Dex)*
Handle Animal (Cha)
Heal (Wis)
Intimidate (Cha)
Knowledge (arcana) (Int)* 10 =3+4+3
Knowledge (dungeoneering) (Int)* 10 =3+4+3
Knowledge (engineering) (Int)* 7 =3+1b+3
Knowledge (geography) (Int)* 8 =3+2b+3
Knowledge (history) (Int)* 8 =3+2b+3
Knowledge (local) (Int)* 10 =3+4+3
Knowledge (nature) (Int)* 10 =3+4+3
Knowledge (nobility) (Int)* 7 =3+1b+3
Knowledge (planes) (Int)* 10 =3+4+3
Knowledge (religion) (Int)* 12 =3+6item+3
Linguistics (Int)* 7 =3+1b+3
Lore (Int)*
Perception (Wis)* 7 =0+3+3+1trait
Perform Violin (Cha) 3 =2+1
Profession (Wis)*
Ride (Dex) 4 =3+1
Sense Motive (Wis)
Sleight of Hand (Dex)
Spellcraft (Int)* 10 =3+4+3
Stealth (Dex)
Survival (Wis)
Use Magic Device (Cha)* 9 =2+4+3

* Class Skill
Languages: Common, Hallit, Skald, Varisian
Bonus Languages: Draconic, Dwarven, Giant, Sylvan

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FEATS/ABILITIES
1st Arcanist: Arcane Reservoir, Arcanist Exploit (Shift Caster), Cantrips, Consume Spells
Feats: Toughness, Extra Arcanist Exploit (Armored Mask)
2nd Arcanist:
3rd Arcanist: Powerful Change
Feats: Extra Arcanist Exploit (Altered Shifting)
4th Arcanist:
5th Arcanist: Arcanist Exploit (Acid Jet)
Feats: Power Attack
6th Arcanist:

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RACIAL ABILITIES
Bonus Feat:
Humans get an extra bonus feat at 1st level.
Skilled:
Humans get +1 skill point at 1st level and each level after.

TRAITS
Noble Born (Campaign):
You were born in a noble house connected with the main family of Garess. Your ancestors share the same bloodline on the female side of the family line but under a different name.
You ignore the movement penalty for the first 5 feet of rocky difficult terrain you move through per round. This applies only to terrain made difficult by rocks or ruins. In addition, you gain a +2 trait bonus on Appraise checks to assess the value of natural stones or metals. Your family motto is “Strong as the Mountains.”
Seeker (Social):
Your mentor taught you to pay attention to the smallest, most insignificant details so that now you have carried that into life itself.
You gain +1 to perception and it is a class skill.
Illuminator (Religion)
You were given good principles in seminary through Abadar's faith, and much of your time was spent in studies and teaching others.
You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.
Severely Injured [Tainted Spirit] (Drawback):
As a young child, you were almost killed by the blast of an enemy assassin's spell. It was a miracle you didn't die. Ever since then, it's been a challenge to exert yourself in certain situations.
At the end of any combat, you must attempt a Fortitude saving throw. The DC is 10 + the number of rounds you acted in combat. If you fail this save, you become fatigued for 10 minutes per round you acted during that encounter.

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ARCANIST ABILITIES
Favored Class Bonus: 3 hp / 2 skill
Arcane Pool: 8 (3class+lvl) Regain: 6/day (3+1/2 level)
Armored Mask (Su): She gains the benefits of mage armor with a caster level that’s equal to her arcanist level and appears to be wearing light or medium armor of whatever design she chooses when activating this ability. At any time while this effect is active, she can expend 1 additional point from her arcane reservoir as an immediate action to also gain the benefits of shield of faith with a caster level equal to her arcanist level.
Powerful Change (Su): At 3rd level, the brown-fur transmuter learns to harness the power of her magic to empower her transmutations. Whenever the brown-fur transmuter casts a transmutation spell using one of her arcanist spell slots, she can expend 1 point from her arcane reservoir as a free action to bolster the spell. If the spell grants a bonus to an ability score, the bonus then increases by 2. If it grants a bonus to more than one ability score, only one of the ability scores gains this bonus. The brown-fur transmuter cannot expend more than 1 point from her arcane reservoir in this way.
This ability replaces the arcanist exploit gained at 3rd level.
Quick Study (Su): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.
Shift Caster (Su): The arcanist can expend 1 point from her arcane reservoir to cast a spell while under the effects of a polymorph spell. This ability works like Natural Spell, except the arcanist uses the ability to cast while under the effects of a spell instead of wild shape.

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EQUIPMENT BOONS
Defensive Transmutation - Spellbook
This spellbook itself is designed with the outward appearance of a black fur of some kind of animal with a hide similar to that of a penguin. Its pages are gold in color which causes the black ink to stand out all the more. The spellbook is surrounded by a case of metal that is waterproofed and locked shut. When taking another shape, through the usage of this book you can increase your defenses. Spend this boon’s effect as a free action when you cast a transmutation spell with a range of personal. As long as you are affected by that spell, you gain a +2 natural armor bonus for the duration of the spell.
Shifter's Headband
This headband gives Pelipe a +2 to intellect like a headband of vast intellect, but it also allows her to cast spells from the polymorph subschool at +1 level.
Tinkerer’s Glasses
These glasses are inscribed with the ancient markings of dwarf master crafters and have been used for generations passed down from family member to family member. How they came into her possession, no-one knows, but their multifaceted lenses help see through flaws and identify errors that otherwise would be concealed from normal sight. These glasses give a +2 bonus to appraise, artistry, or craft checks.

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SPELLS KNOWN
0-Level: All

1st-Level: charm person, comprehend languages, crafter's fortune, disguise self, enlarge person, liberating command, magic aura, monkey fish, shocking grasp, vanish
Purchased Scrolls: animate rope, celestial healing, charm person, chill touch, color spray, erase, floating disk, mage armor, magic missile, mount, protection from chaos, reduce person, shield, sleep, snapdragon fireworks, swift girding, unseen servant

2nd-Level: Acid arrow, bull’s strength, investigative mind, scorching ray
Purchased Scrolls: alter self, commune with birds, knock, pyrotechnics, resist energy, see invisibility, touch of idiocy, whispering wind

3rd-Level: Fly, Strangling Hair
Purchased Scrolls: arcane sight, anthropomorphic animal, beast shape I, dispel magic, explosive runes, haste, lightning bolt, greater magic weapon, slow

4th-Level:
Purchased Scrolls: beast shape II, calcific touch, confusion, dimension door, stone shape

SPELLS PREPARED
0-Level: 6 (Blank 2/2), acid orb, dancing lights, detect magic, mage hand
1st-Level: 4 snapdragon fireworks, liberating command, enlarge person, vanish
2nd-Level: 2 bull’s strength, greater magic weapon
3rd-Level: 1 haste

SPELLS PER DAY
--/5+2item/4 (Used: 0/7, 0/4)

Good Transformations:
Alter Self - Canopy Troll, Lizardfolk, Sewer Troll, Troglodyte, Xulgath

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EQUIPMENT
Gold pp 678gp 15sp 12cp
Carrying Capacity 30 lbs. Light
Weight 15 lbs.

Items on Person
Acid Flask x3 30gp 3 lbs.
Antitoxin 50gp -
Bandolier w/3 scroll cases 4gp 1 lb.
Cloak of Resistance +1 1000gp 1 lb. ((Magic Aura))
Cold Iron Dagger (Concealed DC16) 4gp 1 lb.
Headband, Shifter’s (Intellect +2) 4500gp 1 lb. ((Magic Aura))
Horse, Light 75gp -
Masterwork Waterproof Backpack 55gp 4 lbs.
Hat - -
Outfit, Scholar’s 5gp 6 lbs.
Pearl of Power (2) 2000gp - ((Magic Aura x2))
Scrolls Bought
---1st Level: 5x25= 125gp
Spell Components Bag 5gp 2 lbs.
---Magnesium (20 doses) 20gp *+1 transmutation duration
---Multiple body parts of many animals including many parts of canopy troll, adlet, and other monsters.
---Silver (20 doses) 20gp *+1 to illusion DC
---Spirit of Wine (18 doses) 9gp *+1 duration of summons
Tome of the Transmuter Spellbook + Portrait pages 2635gp 3 lbs. Good lock (DC 30), explosive runes (Reflex DC 16))((Magic Aura))

Stored Items
Bedroll 1sp 5 lbs.
Bit and Bridle 2gp
Brush Dandy 2sp
Bullets, Sling 3sp 15 lbs.
Canteen 2gp 1 lb.
Feed 100days 50gp
Furs 12gp 5lbs
Kit, Cooking 3gp 16 lbs.
--Pepper
--Rosemary
--Salt
Kit, Grooming 2gp 2 lbs.
Kit, Fishing 5sp 3 lbs.
Kit, Mess 1sp 1 lb.
Ink 8gp -
Inkpen 1sp -
Masterwork Artisan Tools 50gp 3 lbs.
Outfit, cold weather 8gp 6 lbs.
Outfit, hot weather 8gp 4 lbs.
Paper x5 2gp -
Pipe + Tobacco - -
Saddle, Riding 75gp
Saddlebags 4gp
Scroll of Bull Strength (F)
Scroll of Burning Hands (F)
Scroll of Protection from Chaos (F)
Scroll of Lesser Restoration (F)
Signet Ring 5gp
Sling - -
Soap - -
Spellcasting 20gp
Tinkerer’s Glasses (Cap) 200gp -
Vials, Box of (metal, glass, stone) (15) 15gp -
Violin 5gp 3 lbs.
Wand of Grease (10 charges) (F)
Wand of Invisibility (11 charges) (F)
Wandermeal Rations (50 days) 5sp 20 lbs.
Waterskin Sack (for horse) 3gp 16lbs


Background:

Pelipe's story is not one of desolation or hardship. It actually is quite the opposite. Lavish surroundings, wealth, and the pursuit of whatever habits or hobbies she ever desired were laid at her feet.

Her parents have always been supportive and pressed for her to become educated despite the family business of metal and stone shipping. She is the eldest of her two brothers and sisters. Family life has always been a bit lively when all of them are together, so from a young age she sought isolation. Fortunately for her, a dwarven master craftsman from the Golushkin Mountains took her under his wing. In time, she became like a daughter to him.

When he and the rest of the dwarves vanished from the Golushkin Mountains, she could no longer sit still. Taking the lessons of education she learned in the wealth of her family and the bravery she gleaned from her master, she set off into the world to discover the mystery of what happened.

She set off to the noble home of her ancestors, House Garess. Perhaps there her grand-uncle would know more due to the family's strong connection to the mines. What she found was of little help. The only bit of hope she had was a bleak look at the Stolen Lands, where nations at times seemed to vanish without a trace or word as well.

With this information, coupled with her grand uncle's desire to know more about Tamlyn, the nation that was currently rising there, she was requested to investigate there if she was so inclined. The next day, Pelipe took to the road on her journey to the Stolen Lands.

--Nobility DC10: Pelipe is the grand-niece of one of the nobles of House Garess on her mother’s side.
--Nobility DC15: Her father is a Taldan noble who married into House Garess and followed in the family business of metals and stone. He is notably brilliant. Some say he is one of the sharpest minds for finances in the region and has proved as much by raising the economic level of the whole country.
--Nobility DC18: She was set to be in an arranged marriage with a Taldan noble of one of the prominent families there but after the Vanishing, people considered the region cursed financially and broke off the engagement.
--Local DC15: As someone who has sold works of art to various local establishments and manors in recent years, Pelipe is beginning to perfect her work. Some have really enjoyed the splendor of her style and her fame has begun to spread far and wide. There are some who consider it an honor to have an archway or statue with her maker’s mark on it.

Personality:

There are many facets to the character of Pelipe. Overall, people describe her as stoic. This isn't because she has particularly had to endure much hardship or pain, but more due to her demeanor in situations. She is calm. A woman of stone in the face of painful trials and what little hardship has come her way. Perhaps there will be a day when the stone cracks, but until that day, she is exactly the sort you want with you when delving into the unknown.

Some report her as cold or heartless when they see her from afar without getting to know her. She has one of those calm faces with pursed lips, squinting eyes, and bitten lip that almost seems judgmental at times. It's her neutral face and is primarily made when she is in thought. When taken out of her zone of analysis, she is a lovely person; amiable, graceful, and considerate of others.

She has never been part of an adventuring group, however, she also had to endure many siblings and cousins always nearby. While she prefers to be solitary for some time out of the day, if she doesn't have people around her, she feels quite lonely. Therefore, her capability to be part of an adventuring group would not be an out-of-place event.

---Views on Religion
She can’t comprehend how there are some out there who do not believe the gods or deified powers exist. The signs of their presence are everywhere from divine events to magic itself. She can understand those who understand their powers go about in ignorance, or those who don’t care about the gods or their individual quarrels set themselves against them, but she is someone who sees the benefits to surrounding herself with faith despite being an individual whose power comes from her own intellect. She can see how hope instills better behavior in individuals. She seeks to encourage others in this manner if cornered with the subject. Most times, she will not speak on it as it doesn’t dictate her whole life like those like a paladin or cleric.
---Views on Relationships
Family is important. Friends are important too. Love with these mentioned is welcomed by her in all its forms because without it you may as well shrivel up and die. Without it, what good are you to the world? In terms of dating, marriage, and sex, she is not oblivious. She is ruled by her passions at times and by her mind at others. She is maidenly and yet not so much so she is a prude; a noble, but not so noble that she would neglect love if she found it in a commoner. Whoever catches her eye, or is one to pursue her, has to be appealing in some fashion. Not every man she has ever cared for has been one with the perfect body. She is actually more attracted to mindset and motivations.
---Views on Heritage
She sees the value of having a connection to the past, ancestry, and nobility. Even the common man can be one who has a connection to the land he was raised on. That connection can give him a sense of pride in who he is. Despite her current situation of heading to the land of Tamlyn in many ways as an adventurer, that is not her desired future. She hopes one day to be a wife and with children running at her feet. She wishes to be in connection on good terms with her family’s noble house and with her younger sibling’s families. Anyone who can help her reach that goal easier could potentially become an ally.
---Views on Goals
Strange events have gripped the world and she travels to find some answers. While she desires to know if somehow the Vanishing can be undone, or the Bleaching reversed, or any of the other tragedies of the world undone, she is not ignorant to the path she is on and those she meets along the way. Nations like Brevoy rose up on the backs of those who fought as one. Her family has stayed strong like the mountains because of their interconnectivity. To find out what has happened in the world and the evil sometimes unleashed upon it is good, but if she can find a way to preserve those who fight said evils, all the better.

Appearance:

Pelipe Lightdriver is a tall, shapely woman of Brevoy ancestry who is still in the years of her youth. She possesses short honeyed brown hair in good shape and health. She has sharply defined features that promote her feminine appearance. None could be confused about which sex she is with an hourglass figure like hers--the type who even can wear men's clothing and make them look like they belong on her.

Her skin is vibrant and cream-colored. Soft and inviting. Like a masseuse, her dexterous fingers are slender and lady-like but hold a strength to them that lends aid to her hobbies and spellcasting. To the touch, you couldn’t tell they are calloused from years of hard stonework due to the softening effect of stone dust.

Short of her appearance, there is nothing extraordinary about Pelipe. She looks like a simple traveler. The girl carries a backpack that hardly seems full. Wears clothing that is not particularly wealthy in appearance. One who bears no magic upon her (for those who detect magic). Plus, her purse is almost empty and she doesn’t seem particularly dangerous in any way.

She does have a belt with some cases and a book at her side in a protective case that looks less like a spellbook cover and more like what a surveyor would possess. All in all, she is a poor target for a bandit. Her only item of value would be a horse with saddlebags that look to be filled only with feed.

Villainry for GM:
Why would anyone want to attack Pelipe?

Reasons for assassins:
--She is connected to House Garess as a noble. Killing/kidnapping her might very well cause some inner turmoil/political gain.
--As more and more people grow to enjoy her masonry work, high-value clients often flock to her. This is not only because she is skilled, but because she is a noble. Some less reputable people in masonry may start to seek to snuff out this new competition that threatens everything.
--She's spurned more than one "gentleman" of noble birth for being the classic snob. They don't take too kindly to that and have the power at times to do something about it.
--There have been criminals in the past who thought she was powerless only to find themselves at her feet. While this wouldn't cause many to seek out vengeance against her, in some rare cases she has mocked them in their glorifying themselves (particularly if they spent a while monologuing).
--Upon failing at killing her as a child, a certain assassination in her family was thwarted. Some may wish to attempt to finish the job.
--She can be a thorn in the side of those who overpower the weak, as she has defended people of less circumstance in life by using her own nobility to correct the problem. Typically, criminals don't do-gooders.
--If someone gets too handsy with her without her permission, she's liable to say something or do something that could provoke an attack.
--Perhaps there is a mage-hunter, and to them, the most dreaded spellcasters are those who shapeshift into others and who raise the dead. Pelipe was openly educated in magic that changes her form.
--The cult of Lamastu despises the beauty of the world. They will either condemn or curse those who oppose them or mutilate those who agree with them. In either case, Pelipe is at risk, being a high charisma character in a rough and tumble area.
--If she has transformed into beasts that could scare the populous, they may consider her along the lines of a were-beast and treat her accordingly.