Carmilla Caliphvaso

Pelligrina Revay's page

110 posts. Alias of rdknight.


Full Name

Pelligrina Revay

Race

Human Seducer / Mirror Witch 2 | HP 14/14 AC 13 T 12 FF 11 | CMB 0 CMD 12 | F +1 R +2 W +3 | Init +2

Classes/Levels

Skills:
Bluff +10 Diplo +12 K Arc +7 K Hist +6 K Local +8 K Nobility +4 Linguistics +3 Perc +3 Sense M +2

Gender

Female

Size

Medium

Age

20 Birthday: 10 Gozran

Alignment

CG

Deity

Calistria, because she is always the Lady in the room, but with deepest respects to Shelyn.

Languages

Taldane, Elven, Draconic, Sylvan

Strength 8
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 10
Charisma 18

About Pelligrina Revay

Pelligrina Image

Statistics:
Human Witch (Mirror/Seducer) 2
CG Medium Humanoid

Init +2; Senses Perception +3
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DEFENSE
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AC 13, touch 12, flat-footed 11 (+2 dex, +1 Haramaki)
hp 14
Fort +1, Ref +2, Will +3
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OFFENSE
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Speed 30 ft.

Melee +0

Ranged +3
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STATISTICS
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Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 18
Base Atk +1; CMB +0; CMD +12
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TRAITS
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Senatorial Hopeful (Campaign):
While you belong to a noble family, hailing from the outlying prefectures means you lack the pull and wealth needed to rub shoulders with the stars of Oppara’s social scene. Your life has been quiet, isolated from the thrum of fashion and pop culture, but you see this as a source of insight and aim to help people by someday joining the senate. It’ll be a long journey, but you’ve already begun learning which hands to shake and how to listen carefully when others tell you what they want. You gain a +1 bonus on Diplomacy and Knowledge (local) checks, and both of these skills are always class skills for you. Once each week you can call on family connections to obtain a single piece of equipment or consumable magic item (such as a potion or scroll) worth up to your character level × 25 gp. Delivery of the goods you request takes 1d4 days. At 10th level, the potential value of a magical item increases to your character level × 50 gp, and your requests can also include spellcasting services and wands.

Fast Talker (Social):
You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

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FEATS
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Extra Hex (Evil Eye):
You have learned the secrets of a new hex.
Prerequisite: Hex class feature.
Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.
Special: You can gain Extra Hex multiple times.

Cunning:
You are particularly devious, and can master more skills than others in the same amount of time.
Benefit(s): You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

Alertness:
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

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SKILLS (7 points; 2 Class, 2 INT, 1 Skilled, 2 Background, 1 Cunning)
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Acrobatics* +2 = DEX 2+0+0
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Appraise +2 = INT 2+0+0
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Bluff +10 = CHA 4+2+3+1 (+1 Trait)
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Climb* -1 = STR -1+0+0
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Craft: +2 = INT 2+0+0
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Diplomacy +12 = CHA 4+2+3+2+1 (+2 Mirror Familiar) (+1 Trait)
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Disable Device*† +2 = DEX 2+0+0
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Disguise +4 = CHA 4+0+0
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† +4 = CHA 4+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +4 = CHA 4+0+0
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K (Arcana)† +7 = INT 2+2+3
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K (Dungeoneering)† +2 = INT 2+0+0
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K (Engineering)† +2 = INT 2+0+0
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K (Geography)† +2 = INT 2+0+0
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K (History)† +6 = INT 2+1+3 (+1 Background)
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K (Local)† +8 = INT 2+2+3+1 (+1 Trait)
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K (Nature)† +2 = INT 2+0+0
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K (Nobility)† +4 = INT 2+2+0 (+2 Background)
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K (Planes)† +2 = INT 2+0+0
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K (Religion)† +2 = INT 2+0+0
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Linguistics† +3 = INT 2+1+0
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Perception +3 = WIS 0+1+0+2 (+2 Mirror Familiar)
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Perform (Dance) +5 = CHA 4+1+0 (+1 Background)
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Profession† 0 = WIS 0+0+0
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Ride +2 = DEX 2+0+0
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Sense Motive +2 = WIS 0+0+0+2 (+2 Mirror Familiar)
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Sleight of Hand*† +2 = DEX 2+0+0
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Spellcraft† +6 = INT 2+1+3
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Stealth* +2 = DEX 2+0+0
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Survival +0 = WIS 0+0+0
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Swim* -1 = STR -1+0+0
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Use Magic Device† +8 = CHA 4+1+3
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses

+2 Perception (Familiar / Alertness)
+2 Sense Motive (Familiar / Alertness)
+2 Diplomacy (Mirror Familiar)
+1 Diplomacy (Senatorial Hopeful Trait)
+1 K Local (Senatorial Hopeful Trait)
+1 Bluff (Fast Talker Trait)

Languages Taldane, Elven, Draconic, Sylvan

Special Abilities:

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SPECIAL ABILITIES
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WITCH:

Patron (Deception):

2nd — ventriloquism, 4th — invisibility, 6th — blink, 8th — confusion, 10th — passwall, 12th — programmed image, 14th — invisibility (mass), 16th — scintillating pattern, 18th — time stop.

Hexes (DC 15; Charm DC 16):

*Charm (Su)
A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Witch's Intelligence modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.

*Evil Eye (Su)
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Misfortune (Su):
Effect: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Seducer:

Otherworldly Allure:
A seducer’s power comes from her allure. She uses her Charisma rather than her Intelligence score for the purpose of all class features and effects related to her witch class, such as bonus spells per day, the maximum spell level she can cast, and save DCs of her spells and hexes.

Fey Charm (Su):
A seducer gains the charm hex at 1st level. The save DC of this hex is increased by 1. If the target is (or could be) sexually attracted to the seducer, the save DC is instead increased by 2. If she and the target have had willing sexual relations in the past 24 hours, the save DC is instead increased by 3.
This ability alters the hex gained at 1st level.

Mirror Witch:

Patron Mirror (Su):
At 1st level, a mirror witch creates a direct link to the power of her patron. She chooses a patron as normal, but instead of gaining a familiar that serves as the conduit to her patron, she uses a mirror (worth at least 10 gp) to speak to a fragment of her patron’s power. This fragment teaches her magic and acts as a counselor.

The mirror is essentially an immobile familiar. The mirror witch can activate it with a minute-long ritual that calls the patron fragment to manifest itself through the mirror. While this connection is open, she can prepare spells, add new spells to the mirror, and use the mirror’s special abilities. In place of the boost granted by an ordinary familiar, the mirror grants the mirror witch a +2 bonus on Diplomacy checks regardless of whether the mirror is nearby. The mirror can’t be used for abilities that require the presence of a familiar, such as the blight hex.

If the patron mirror is destroyed, the mirror witch can replace it 1 day later through a special ritual, attuning a new mirror to a different fragment of her patron. The mirror witch must purchase or procure a new, suitable mirror and spend 500 gp per witch level she has. The ritual takes 8 hours to complete, and when it is finished, the mirror witch establishes a connection with a new fragment of her patron and loses access to spells stored in the previous mirror, as normal for a lost witch’s familiar.

As the mirror witch progresses in level, the mirror’s defenses increase, and the connection between it and the mirror witch becomes stronger, allowing the patron to manifest more of its personality—see the Patron Mirror section below.

This ability replaces the witch’s familiar.

Patron Mirror
Instead of using the familiar abilities table on page 83 of the Pathfinder RPG Core Rulebook, use the table below to determine the strength of a mirror witch’s patron mirror.

Witch Class Level Hardness Hit Points Int Special
1st-2nd 5 2 12 Cryptic omens, seek guidence
3rd-4th 10 5 13 Greater omens
5th-6th 15 5 14 Specialized knowledge
7th-8th 20 5 15 Clairvoyance/clairaudience
9th-10th 20 5 16 —
11th-12th 25 10 17 Scrying
13th-14th 25 10 18 Mirror casting
15th-16th 25 10 19 —
17th-18th 30 10 20 —
19th-20th 30 15 21 —

Hardness: As the connection between the witch and her patron mirror becomes more powerful, so does the hardness of the mirror, making it more difficult to damage. This value is the hardness of the patron mirror.

Hit Points: The base hit points of a mirror witch’s patron mirror are based on what kind of mirror she chooses. A steel mirror has 4 hit points and a glass mirror has 1 hit point. The patron mirror gains the listed hit points in addition to the mirror’s normal hit points, and the hit points increase as the link between the witch and her patron mirror strengthens.

Intelligence: A patron is a powerful and unknowable entity, able to see great distances and offer sage council, but the power of the fragment it manifests through a patron mirror is proportional to the link the fragment has with the mirror witch. This column indicates the effective Intelligence score of the patron mirror as the witch progresses in level. The patron mirror is not a creature, and nothing can increase its Intelligence above the listed value.

Special: As a mirror witch increases in level, her patron mirror grants her additional powers as indicated on the table.

Cryptic Omens (Ex):
Each day, when a mirror witch consults with her patron mirror, the patron fragment can speak a few words of cryptic advice about the witch’s future. While the words are often obscure when the fragment utters them, they nearly always make sense to the witch at just the right moment aid her in dealing with the threats of the day. Once per day, after the witch receives this advice, she can gain one of the following benefits without taking an action: gain a +2 insight bonus on a saving throw she is about to attempt; gain a +2 insight bonus on a Bluff, Diplomacy, or Sense Motive check she is about to attempt; or instead of rolling initiative, treat her initiative as if she rolled a 12 on the die. She can’t use this last option if she can’t act during a surprise round. She doesn’t choose which benefit she gains while consulting the mirror; instead, she does so when she would be about to roll a saving throw, initiative check, or appropriate skill check.

Seek Guidance (Ex):
Whenever the mirror witch consults with her patron fragment, she can spend 10 minutes instead of the usual 1 minute and attempt a single Knowledge check. She gains a +2 insight bonus on any Knowledge check she attempts during such a consultation.

Spells:

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Spells
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0th (4 at will) DC 14

Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Grasp
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilize
Touch of Fatigue

1st (2+1/day) DC 15

Burning Hands
Cause Fear
Cure Light Wounds
Ear Piercing Scream
Ears of the City
Ill Omen
Mage Armor
Shadow Trap
Sleep
Ventriloquism (Patron)

2nd (1+1/day) DC 16

3rd (2/day) DC 17


Gear/Possessions:

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GEAR/POSSESSIONS

Magic Items

Silver Hand Mirror (Familiar)
Scroll: Ill Omen
Scroll: Speachreader's Sight

Consumables

Acid Flask (2)
Alchemist's Kindness (2)
Calistria's Kindness (3 month supply)
Tinder Twigs (4)

Mundane

Dagger
Velvet Padded Pouch for Mirror
Corset (Haramaki)
Nobles's Outfit
Jewelry (various 100gp)
Grooming Kit
Belt Pouch x2
Notebook
Pen & Ink
Flint & Steel
Candles x10
Soap
Spell Component Pouch x2
Chalk (5)
Charcoal (5)
Map Case & Sheets of Paper (15 sheets)
Courtesan's Outfit
Varisian Scarves x3

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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 5 GP 4 SP 8 CP

Background:

Pelligrina is the daughter of Baronet Vorstal Revay of Tregan and his wife Euphemia. She was their first child, much doted upon for the first 10 years of her childhood. When her younger brother Gaillard was born, Pelligrina’s parents had to split their attention, something she did not take well. Pelligrina became sullen and jealous. She’d always been an assertive attention-seeking child, but this was the first rift with her for her parents.

Euphemia, who handled most all of the childcare, sought relief by buying Pelligrina off with a fine gift to show her how much her parents still cared for her. Euphemia always considered appearances important. While Pelligrina was still a couple of years short of her teen years, her mother reasoned it was always good to teach fundamentals early. Euphemia thought it time for braids and wearing whatever was within easiest reach to be left behind. She gave Pelligrina an antique hand mirror. It was fully adult sized and a work of art. The frame and handle was a single piece of ornate brass, while the mirror itself was flawlessly polished silver. Euphemia thought having such a mirror might nudge Pelligrina onward a little toward more mature interests.

Euphemia got the results she was looking for, in far greater abundance than she could have imagined. Pelligrina adored the mirror, and at first it was a source of fun for both of them. Euphemia showed Pelligrina different ways to do her hair. She bought a cosmetics kit for her daughter and showed her how to use it. But after some months, Euphemia had exhausted her tricks and tips, while Pelligrina’s interest in spending time occupied with her mirror only grew. More and more often Pelligrina spent time with her mirror alone.

Pelligrina was not as enraptured with her own appearance as her mother believed though. It was all of the other things her mirror showed her that kept her enthralled. It did not happen in the presence of her mother, but Pelligrina’s mirror showed her what she could be in the future, beautiful and adored by all who knew her. Early on Pelligrina experienced only the briefest glimpses of visions and flashes of feelings, but as she and her mirror slowly adjusted to each other it could communicate more coherently to her. She learned the mirror held secrets it could teach her, magical and otherwise, if she would commit to learning them would and follow the path it could reveal to her. Pelligrina promised to commit.

It was during the years when she was fifteen and sixteen that her parents worried about Pelligrina’s obsession with her mirror the most. Pelligrina became moodier and withdrawn. She was forgetful, and sometimes seemed to be lost in a waking dream. Pelligrina’s state was due to the increasing intensity of what the mirror was teaching her. Arcane knowledge was difficult and exhausting, and sometime the things she learned were frightful. Her mirror assured Pelligrina that nothing it showed her could harm her, and that she would come to master it all as long as she did not abandon its tutelage. Pelligrina believed her mirror and stayed the course. It had proven itself to be a friend she could trust. Her mirror always kept its promises. She was more and more beautiful over time as it had said she would be. It taught her how to use her beauty to best effect, showing her how to be persuasive and how to lie well. She now knew how to do some things with magic, and was learning still more.

By the time Pelligrina was 17, her parents were making plans for her marriage. There was no particular date set, nor groom in mind, but there were steps to be taken before those goals were reached. One concern was Pelligrina’s education. Tregan was far too small a town to host any educational institutions suitable for Pelligrina so she had been schooled at home, mostly by Euphemia herself. While Pelligrina demonstrated intelligence, she had never shown scholarly inclinations. Her assets were her exceptional beauty and pleasant personality. Her parents felt Pelligrina could be highly competitive among the top echelons of Taldor’s nobility if she were polished up to present at her finest. It was a financial burden, but her parents found a finishing school in Oppara and sent Pelligrina to prepare for coming out into society.

Pelligrina received her parents’ decision very enthusiastically, not because she was interested in finding a husband, but because she needed access to Taldor’s center of power for her own agenda. Learning the manners and comportment of Taldor’s elite would be helpful as she forged a path to a seat in the Senate. Pelligrina’s mirror emphatically urged her to avoid marriage until the time was right, not soon by any measure. This was advice Pelligrina didn’t really need; she had seen her parents’ marriage firsthand. Pelligrina wouldn’t describe her parents’ marriage as unhappy exactly. But, she did know her mother was disappointed with her husband’s paltry position in a crude frontier town. Knowing she would be tied to her husband’s fortunes didn’t appeal to Pelligrina. She knew she could probably do better for herself if she could find her opportunity.

It was in Oppara that Pelligrina really began to find her stride and flourish. Her first year at Lady Breau’s Academy for Young Women was largely uneventful, with Pelligrina busy laying the groundwork for the next. By the start of the second year Pelligrina had sniffed out enough compromising information to blackmail Lady Breau into putting aside most all of the rules. Being able to come and go from the academy when she wanted, and without a chaperone accompanying her, allowed Pellingrina to begin establishing herself as a known presence in Oppara, making acquaintances and procuring invitations to the right kind of establishments and gatherings. Pelligrina found it easy to make a good impression wherever she went, and some strategically selected lovers meant she was able to be in a lot of places.

In the year since her graduation from Lady Breau’s Academy, Pelligina has had more free time to redouble her efforts. She now specifically seeks out reform-minded leaders and politicians, including those who support Princess Eutropia.

Through other connection she’s made Pelligrina knows who Lady Martella Lotheed is, and also that she’s quite close to the Princess herself. The unusual position Lady Martella occupies makes her extremely interesting to Pelligrina because she is both reasonably accessible and (as rumor has it) acting at times on the Princess’s behalf. The supporters of the Princess Pelligrina has met may be with Eutropia in spirit, but do nothing of consequence. Pelligrina knows well she will need to demonstrate she is a person of quality before she rises to the Senate. Her current position in society isn’t exalted enough, she isn’t rich enough. She has no impressive past career in the military, nor is she famous for some other reason. Being well known for being well known isn’t enough. Pelligrina will have to do the yeoman’s work of gaining experience and demonstrating a talent for politics first, and Lady Martella surely has people to whom she farms out tasks.

On a handful of occasions, at meetings and other social events, Pelligrina has been able to chat briefly with Lady Martella. Self-promotion is inherently gauche, so Pelligrina was carefully danced around the subject of working for Martella in some capacity. She’s never requested anything, but instead has tried to create the circumstances for Lady Martella to more or less come to the idea herself. When they have spoken, Pelligrina obliquely focuses of three points she wants to get across. 1. She is deeply committed to the cause of seeing Princess Eutropia receive her rightful inheritance. 2. While she has enjoyed making the social rounds now that she is of age, she has grown bored with its repetition and frivolity. She feels the need to do something of substance, ideally to make Taldor a better place. 3. She easily wins people’s confidence, and once she has their ear, she is persuasive. This is especially true of men, who seem compelled to try to impress her. 4. She is adept at handling even awkward situations with tact and delicacy. Whenever she happens across Lady Martella and finds the opportunity, Pelligrina baits her line again, and hopes Lady Martella will bite.

In her letters home, Pelligrina writes her parents often, she frames her activities in terms of husband hunting. They are footing the bill for her to remain in Oppara after all. She may not see eye-to eye with her parents’ plans for her, but being discreet about her differences with them can’t harm anything. Besides she ceratiny doesn’t want to risk having her funding cut off, or being ordered home.

Appearance and Personality:

Height: 5'6" | Weight: 135 lbs. | Hair: Auburn Brown | Eyes: Gray-Blue

Appearance

Pelligrina has gray-blue eyes and thick auburn brown hair that tumbles in curls and ringlets down her back. Her complexion is a slightly lighter bronze than usual for Taldans and flawless. Although she tends to wear dresses if all things are equal, Pelligrina does not have a particular look she has adopted. She dresses according to weather, activity, and social convention. She does wear revealing clothing on some occasions, but it isn’t necessary for Pelligrina to do so. Whatever she puts on seems to cling and mold in just the right ways to highlight her figure. One thing Pelligrina does always avoid is over-dressing. She considers an overabundance of jewelry or other ornamentation to be gauche and a little pathetic.
She takes great care crafting her appearance, but has the expertise to make it appear she does not. Pelligrina is an enthusiastic cosmetics user but disguises it cleverly. Only an expert eye could tell she is using more than the barest minimum of these beauty enhancements.

Notes on Personality and Other Things Not Yet Covered:

Myers-Briggs personality type: ESTP

"It isn't beauty, so to speak, nor good talk necessarily. It's just 'It'." –Rudyard Kipling

“That quality possessed by some which draws all others with its magnetic force. It can be a quality of the mind as well as a physical attraction.” — Elinor Glyn

-Pelligrina has "It".

-Pelligrina is an extrovert who enjoys, almost craves, the company of others most of the time. She is witty and engaging in conversation, with a polished sense of humor. Pelligrina only cares about convention just enough to avoid scandal and is very open to new experiences.

-One of her greatest assets is her almost unassailable self-confidence. It helps her often avoid one of the pitfalls of being beautiful and having attention focused on her. She feels no need to be competitive, so she doesn’t engage in the kinds of behaviors that pit her against others for attention, praise, or prestige. She knows she rarely has a serious rival among the people around her, so she has nothing to prove. Among her less exalted, new up and comers social set, eschewing drama and pettiness only enhances her position by making her seem more down to earth and relatable.

-Pelligrina usually gets what she wants anyway, without need to be combative or difficult. She is persuasive enough to subtly nudge things in the direction she wants them through making comments and observations, or obliquely signaling approval or disapproval, that she doesn’t need play the queen bee or diva.

- Reading Pelligrina’s background could easily leave one with the impression she is a cynic and nihilist who is only concerned with amassing power for herself. This isn’t the case. While Pelligrina is a narcissist, and does want to achieve power and wealth for herself, she is not willing to do just anything to get it. She has aligned herself with reformists in Oppara because she sincerely believes reform is need if the nation is to survive. She favors Princess Eutropia both because she sees her as the nations best chance at reform, and because Pelligrina is also a eldest child who will not inherit more than a dowry because she is female. She bears no ill-will against her younger brother. Truthfully she consider being Baronet of Tregan small potatoes and wants to leave the hinterlands behind. She still rankles at being automatically excluded though, having to take a harder path with fewer options.

- Tregan is a small town along the border with Galt. It has hosted large numbers of refugees from Galt for many years. Living so many years of her life there, Galt’s woes have playing an important role in shaping Pelligrina’s politics. She is not a revolutionary but an incrementalist. She believes reforms must come, but not too much too rapidly. The monarchy, nobility, and Senate must remain in place to provide stability. Were she ever in the position to do so, Pelligrina would vote to expand the size of the Senate to include seats for commoners.

- So far Pelligrina has kept her mirror’s communication with her and what she has learned from it a secret. Not even her parents are aware. In keeping with this, Pelligrina has rarely used magic if other options are viable. Her mirror and others have trained her well in using her natural assets flexibly and creatively; most of the time they will see her through the obstacles she’s confronted without the risks that magic involves.

- Pelligrina doesn’t consider herself a ‘witch’. The term often carries negative connotations, especially where she from near the Verduran Forest. If and when she is pressed to account for it, she would use some alternative term like ‘arcane practitioner”.

-Pelligrina was raised in an Abadaran household, but she was never interested in religion until she was introduced to Calistria. This happened at Lady Breau’s Academy for Young Women. Predictably, Shelyn reigned supreme there for Lady Breau and most of the girls. However, a small, more daring set of students venerated Calistria on the down low. Pelligrina took to Calistria far more readily than Shelyn. The distinction for her was one of comfort and complacency. Calistria is for the young and hungry, while Shelyn is for those who have mostly reached a point of satisfaction with their lives. Pelligrina certainly defines herself as among the young and hungry group. Pelligrina is still not a very devout person. In her thinking maybe the time will come later in her life when she’s accomplished all she hoped and is ready to settle in as a Shelynite. She doesn’t think Calistria would mind. One of the most appealing things about Calistria to Pelligrina is the goddess’s transactional outlook.

- While Pelligrina is an extrovert with a forceful personality, she is also aware of the value of reading people and adjusting her behavior to match what she thinks will appeal to them most. Although seduction is often sexual in nature, at its root it is an invitation, and not all people are in induced by the possibility of attaining the same desires in the same ways. Being a chameleon is the name of the game.

- Pelligrina is not always ‘on’. She exercises a skill set when it is advantageous. She is no more always seductive than a thief is always picking pockets. When she is not on, she’s good company. Pelligrina is a good conversationalist who likes small talk and has a good sense of humor. She is pleasant, and tries to be considerate to others. She does have genuine friends.

- Her biggest flaws are her great confidence in herself and her need to have her way in most things. She may take foolish risks when she underestimates the danger. She may also be petulant when she doesn’t get her way in things that are important to her. Pelligrina also struggles with showing patience, but usually she can control herself, especially if the payoff is significant.

IN CASE OF EMERGENCY: BOTTING NOTES.:

First, Pellegrina prefers to avoid the use of violence if there are any alternatives that haven’t been tried. As a lover of soft power, she considers direct violence to be ugly and desperate. But, sometimes situations ARE ugly and desperate. She is not a pacifist.

In combat situations Pelligrina will lead with Hexes if the target would be vulnerable. She will look to manage her resources, so if Hexes can to the job, they’re preferable to her more limited spell use. She will go to Spells if Hexes have already been used and they failed or she needs to add more offensive actions in a protracted fight. She will typically choose to use Spells against targets already weakened by successful Hexes.

In social situations Pelligrina will use her social skills without employing Hexes or Spells unless she can pre-buff. She’s confident in her social skills, and will not risk hexing or casting to improve social outcomes due to the possibility of negative consequences if she’s discovered to be unnaturally manipulating people. Pelligrina will be much more likely to use hexes or spells in situations where this is low risk: the lone sentry, bandits, or others where she will not care about taking a hit to her reputation.

In other situations Pelligrina will use Skills, Spells, or Hexes depending on which, or which combination, is most likely to succeed.

Hex DC = 14 (Charm = 15)
Cantrip DC = 14
1st level Spell DC = 15