<div class="floatleft">(https://elliquiy.com/elluiki/images/8/88/Sarette.png)</div><strong>Name</strong>Sarette du Girouette<br/><strong>Age</strong>24<br/><strong>Gender</strong>Female<br/><strong>Background</strong>Sarette was born the third child of the du Girouette noble family.  In her youth she developed a strong taste for the finer things in life, spending her time dressing in the latest fashions and attending the finest parties hosted by the wealthiest of the upper classes.  She even discovered a talent for the arcane arts, learning to imbue her beloved dresses with magical power to allow her to subtly perform magic even in the heart of the royal court.<br/><br/>Everything came crashing down when she came of age and her parents decided to marry her off to a much older man.  While she had always been more attracted to women, even if she was completely straight she would have been revolted at the obese, cruel nobleman almost four times her age.  No matter what she attempted she could not escape the arranged marriage, until eventually she left a goodbye note and escaped in the night, burning through the money she had taken with her as she fled across many countries to ensure that she had escaped her family's reach.<br/><br/>When Sarette began to run low on funds, even after selling much of her jewelry (at far below market value, as she still has no real idea of the value of money), she decided to put her magical training to use as an adventurer.  The profession turned out to be much filthier and far harder work than she had expected, but she made real friends, and discovered that she actually enjoyed helping people.  The acquisition of pretty magical treasures to adorn her person with certainly helped improve her opinion of the lifestyle, and eventually she settled into her career as an adventurer.<br/><strong>Personality</strong>Sarette has a strong love of the finer things in life, particularly in terms of fashion, and being endlessly spoiled as a child has made her apt to complain melodramatically about the smallest problems as if they are the end of the world.  Despite that she is a genuinely good person, always willing to help those in need, and a fierce friend, having had few people that truly cared about her in her previously life.  She still has no concept of the value of money or what life is like for most people, but she just manages to be cute and friendly enough about it to be exasperating rather than infuriating.<br/><strong>Ons</strong>Sarette wants to spend her days sipping fine wine and being fanned by beautiful women in skimpy maid outfits waiting on her hand and foot, and her nights dancing in fancy balls and attending lavish feasts before retiring to spend the night being pampered and seduced by her beautiful maids in her silk sheets.  I'm looking forward to the dark side of the island getting involved, and I enjoy coercion and similar dubious consent if the story goes that way.<br/><strong>Offs</strong>I have no interest in bathroom related activities, or graphic violence being involved in sexual scenes (violence/torture/combat is fine, but I don't like mutilation to be sexualized)<br/><strong>Personal On/Offs Thread</strong>https://elliquiy.com/forums/index.php?topic=271827.0<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet</div><div class="spoiler_body"><span class="bbc_size" style="font-size: 14pt;"><strong>Sarette du Girouette</strong></span><br/>Female human silksworn occultist 6<br/>NG Medium humanoid (human)<br/><strong>Init</strong> +2; <strong>Senses</strong> Perception +9<br/><hr/><strong>DEFENSE</strong><br/><hr/><strong>AC</strong> 16, touch 13, flat-footed 13 (Dex +3, Armor +2, Natural Armor +1)<br/><strong>hp</strong> 36/36 (6d8+7)<br/><strong>Fort</strong> +7; <strong>Ref</strong> +5; <strong>Will</strong> +6; +1 resistance bonus on all saves from Implement (included)<br/><hr/><strong>OFFENSE</strong><br/><hr/><strong>Speed</strong> 30 ft.<br/><strong>Melee</strong> Fighting Fan+1, +8, 1d4 damage, x3 Crit, S/P damage<br/><strong>Occultist Spell Known</strong> (CL 6th; concentration +10)<br/>  2nd (4) -- Resist Energy, Calm Emotions (DC 17), Demand Offering (DC 17), Burning Gaze (DC 16), Mirror Image, Knock<br/>  1st (5) -- Shield, Charm Person (DC 16), Murderous Command (DC 16), Burning Hands (DC 15), Mask Dweomer, Feather Fall<br/>  0 (At will) -- Resistance, Daze (DC 14), Light, Ghost Sound, Mending<br/><strong>Bonus</strong> +1 extra damage from all instant evocation spells and abilities from implement bonus<br/><hr/><strong>STATISTICS</strong><br/><hr/><strong>Str</strong> 9, <strong>Dex</strong> 17, <strong>Con</strong> 12, <strong>Int</strong> 18, <strong>Wis</strong> 10, <strong>Cha</strong> 16<br/><strong>Base Atk</strong> +4; <strong>CMB</strong> +3, <strong>CMD</strong> 16<br/><strong>Feats</strong> Weapon Finesse, Spell Focus (Enchantment), Exotic Weapon Proficiency: Fighting Fan, Extra Focus Power<br/><strong>Skills</strong> Bluff +14, Diplomacy +14, Knowledge (arcana) +13, Knowledge (history) +13, Knowledge (nobility) +13, Perception +9, Perform (dance) +14, Sense Motive +9, Spellcraft +13, Use Magic Device +17; +2 competence bonus on all Charisma rolls and Charisma skill checks from implement (included)<br/><strong>Languages</strong> Common, Elven, Draconic, Dwarf, Gnome<br/><hr/><strong>ABILITIES</strong><br/><hr/><strong>Implement Casting</strong> You present your implement as a focus when casting spells.  If you do not have it on your person, you must succeed at a DC 20 + spell level concentration check to cast the spell, and it is cast at minimum caster level for the spell.  <br/><strong>Mental Focus</strong> May invest (occultist level + Int mod + Cha mod) 13 points into implement abilities<br/><strong>Focus Powers</strong> Learns the basic focus powers from all implements known, plus three additional focus powers (selected at each odd level).  Saves for these powers are (10 + 1/2 occultist level + Int mod) DC 17.<br/><strong>Magic Item Skill</strong> Gain a bonus to use magic device checks equal to half Occultist level (3).<br/><strong>Object Reading</strong> Examine an item for one minute.  If magic, learn its properties and command word as if successfully identified with detect magic and a spellcraft check, but only realize it is cursed if caster level is less than or equal to occultist class level.  If historically important, learn one piece of information about it of GMs choice.  If last used within one day per occultist level, learn one piece of information about the previous user (what they looked like, what they did with the item, what emotional state they were in, etc.) determined by the GM.<br/><strong>Shift Focus</strong> Can shift mental focus from one implement to another by spending one minute concentrating.  This transfers points -1 to the new item.<br/><strong>Aura Sight</strong> Can read auras as the aura sight spell as a standard action.<br/><hr/><strong>IMPLEMENTS</strong><br/><hr/><strong><span class="bbc_u">Abjuration (Wrist) (Bracers of Armor +2)</span></strong> (2 points) (2/2)<br/><strong><em>Warding Talisman</em></strong> Gain a +1 resistance bonus on saving throws for every 2 points invested (maximum 1 + 1/4 occultist levels)<br/><strong><em>Mind Barrier</em></strong> As a swift action, spend 1 point to gain a barrier that protects from 2 damage per occultist level until the start of the next turn or until exhausted.  May spend 2 points to do this as an immediate action.<br/><br/><strong><span class="bbc_u">Enchantment (Neck) (x2) (Amulet of Natural Armor +1)</span></strong> (4 points) (4/4)<br/><strong><em>Glorious Presence</em></strong> Gain a +1 competence bonus on all charisma based skill and ability checks for every 2 points invested (maximum 1 + 1/4 occultist levels)<br/><strong><em>Cloud Mind</em></strong> As a standard action, spend 1 point to daze a creature with hit die less than or equal to occultist level for one round, or stagger them if higher.  Will save negates.  Only effects a target once per day.  This is a mind affecting effect.<br/><strong><em>Forced Alliance</em></strong> As a standard action cause a living creature to see you as an ally for 1 round per occultist level (6).  This costs 1 if they share a type with you (humanoid), or 2 if they do not.  Will negates, and on a failed save they will not attempt to harm you, and you can force them to save again and on failure aid you directly.<br/><strong><em>Obey</em></strong> As a standard action, spend 1 point to issue a command (as the spell) to a living creature within 30 feet capable of understanding the order.  Will negates, but suffers a -2 if they share a type (humanoid) with you.<br/><br/><strong><span class="bbc_u">Evocation (Hands) (Apprentice's Cheating Gloves)</span></strong> (2 points) (2/2)<br/><strong><em>Intense Focus</em></strong> Do an additional point of damage on instantaneous duration evocations spells and focus powers for every 2 points invested (maximum 1 +1/2 occultist levels)<br/><strong><em>Energy Ray</em></strong> As a standard action that provokes an attack of opportunity, expend one point to fire a ray as a ranged touch attack with a range of 30 feet, doing 1d6 + 1d6 per two levels beyond the first (3d6) damage of your choice of acid, cold, electricity or fire.<br/><br/><strong><span class="bbc_u">Illusion (Head) (Hat of Disguise)</span></strong> (2 point) (2/2)<br/><strong><em>Distortion</em></strong> As a standard action gain concealment with a miss chance equal to 5% per point invested to a maximum of 5% + 5%/2 occultist levels.  This lasts until you make an attack.  At 50% this gains all the benefits of invisibility.  May be seen through by abilities that ignore invisibility.<br/><strong><em>Minor Figment</em></strong> As a standard action, spend 1 point to create a ghost sound or minor image (as those spells) lasting a number of rounds equal to your occultist level.<br/><strong><em>Unseen</em></strong> As a standard action, spend 1 point to become invisible as invisibility, lasting one minute per occultist level.  Spend 2 instead of 1 to make a willing adjacent creature invisible, although you can still see them.  You may spend 1 point to make a creature stay invisible if it is within 30 feet of you if it attacks.<br/><br/><strong><span class="bbc_u">Transmutation (Feet) (Boots of the Cat)</span></strong> (3 points) (3/3)<br/><strong><em>Physical Enhancement</em></strong> Gain a +2 enhancement to a physical ability score for every 3 points invested (to a maximum of +2 at first level, and an additional +2 for every six occultist levels).<br/><strong><em>Legacy Weapon</em></strong> As a standard action and spend 1 point to grant a touched weapon an enhancement bonus equal to 1 + 1 per six occultist levels (+2).  This stacks with the enhancement bonus of the weapon, up to +5, and may be spend on special weapon abilities.  This bonus lasts for one minute.<br/><strong><em>Quickness</em></strong> As a standard action, spend 1 point to haste (as the spell) yourself or one creature touched.  The AC and Reflex bonus are +2, but otherwise identical to haste.  Lasts for 1 round per occultist level.<br/><br/><hr/><strong>OTHER STATISTICS</strong><br/><hr/><strong>Class Skills</strong>  Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Fly (Dex), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).<br/><strong>Skill Ranks</strong> Bluff 6, Diplomacy 6, Knowledge (arcana) 6, Knowledge (history) 6, Knowledge (nobility) 6, Perception 6, Perform (dance) 5, Sense Motive 6, Spellcraft 6, Use Magic Device 6<br/><strong>Favored Class</strong> Occultist (5 Skill Points, 1 HP)<br/><strong>Trait</strong> Talented (Perform (all) are class skills, and one (dance) gains a +1 trait bonus)<br/><hr/><strong>EQUIPMENT</strong><br/><hr/>+1 Fighting Fan, Bracers of Armor +2, Amulet of Natural Armor +1, Boots of the Cat, Apprentice's Cheating Gloves, Hat of Disguise, Wand of Cure Light Wounds (50 charges), Campsite Feather Token, Fan Feather Token, Swan Boat Feather Token, Bird Feather Token<br/>Noble Outfit w/signet ring, 200gp of jewelry, spell component pouch, belt pouch<br/>3209gp<br/>Orange Hotel Pass<br/></div></div>