Princess Alexis, the Solar Senshi Human Female [Age: 17] Sorcerer [Tome, Modified Celestial] Neutral Good Init +2, Perception +0/+2 XP: 3000/7500   STATSTICS:   STR 10 DEX 14 CON 12 INT 11 WIS 10 CHA 20   DEFENSE: AC 12, Touch 12, FFA 10, CMD 13 hp 13 +1/+2/+3   OFFENSE: Speed 30' +3 [1d8+2] vs Touch Color Spray   FEATS: Persuasive Leadership   SKILLS: [10 Ranks] Diplomacy +16 [2 Ranks] Perform: Sing +10 [2 Ranks] Stealth +9 [1 Rank] Heal +5 [2 Rank] Knowledge: Arcana +4 [1 Rank] Spellcraft +4 [1 Rank] Linguistics +1 [1 Rank]   LANGUAGES: Common, Celestial   SPECIAL ABILITIES: Know Evil Familiar [Cat] Command [DC 16] Persuasive [DC 16]   SPELLS: Level 0: Light, Detect Magic, Searing Light, Ghost Sound, Mending, Prestidigitation [Infinite/Day] Level 1: Daylight, Magic Circle Against Evil, Cure Light Wounds, Color Spray [6/Day]   INVENTORY: Bag of Holding [Mundane Items] +3 Pretty Bow of Diplomacy [630g] 20g   SCROLLS: Charm Person x3 Disguise Self x2 Obscuring Mist Comprehend Languages Sleep Feather Fall Expeditious Retreat Touch of the Sea Clarion Call Peacebond Hold Portal   Modified Celestial Power Path   Know Evil [Su]:You can see the alignment auras of creatures within 60' of you as if you had been concentrating on an appropriate detect alignment spell or benefited from a divine version of true seeing. This gives you no special ability to see through illusions of any kind however.   Special Skills: Diplomacy, Stealth, Heal, Perform   Level 0: Light, Detect Magic, Searing Light Level 1: Daylight, Magic Circle Against Evil, Cure Light Wounds Level 2: Zone of Truth, Glitterdust, Cure Moderate Wounds Level 3: Dismissal, Sunbeam, Cure Serious Wounds   Persuasive: Your words can stop fights before they start. Any creature that can hear you speak must make a Will save (DC 10 + ½ your character level + your Cha modifier) or be unable to attack you directly; however, you aren't protected from its area or effect spells, or similar abilities. Any creature that succeeds on its save is immune to this ability for 24 hours. You may use nonattack spells or otherwise act, but if you attack the creature or its allies, it may attack you. This is a mind-affecting, language- dependent charm effect.   Color Spray: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.   2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)   3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.   5 or more HD: The creature is stunned for 1 round.   Stunned: A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.   Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity- based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.   Leadership: CR 0.5: 12 Level 1 Experts CR 1.0: 06 Level 2 Warriors CR 1.5: 03 Level 3 Warriors CR 2.0: 02 Level 4 Adepts CR 2.5: 01 Upgraded Familiar   Alexander the Cat   Cat 1/Monk 2   AC 24 Touch 23 FFA 18 CMD 8 [12 vs Trip] [+4 AC] hp 12 +4/+11/+4 [Improved Evasion] Init +2   Feats: Giant Slayer, Weapon Finesse   Speed 30'/60'   Climb +6, Perception +5, Stealth +14, Acrobatics +7/+19 Fighting Style: [+4 AC/+30' Speed] Alertness [+2 Perception/Sense Motive to Alexis if nearby] Emphathic Link   +4 [1d4-2] +4 [1d3-2] +4 [1d2-2] +4 [1d2-2] -Minimum 1   Personality: Polite, Compassionate, Forgiving, Friendly, Hotheaded. Traits: Gives speechs occasionally, stealthy, sneaky, strategic. Residence: Mansion Villa outside Monarchia [Large Victorian House with bedrooms, servants quarters, ballroom, etc]. Home Plane: Crystal-Light Kingdom   Alexis is the Princess of the Crystal-Light Kingdom, the only daughter of Queen Solaria and King Lunastia. She grew up in her home plane, which is a flat floating island floating in a heavenly void, a little less than a hundred miles in diameter. The whole area is overloaded in Positive Energy, causing creatures to naturally heal while there, and causing undead to instantly begin receiving damage. Numerous spells prevent this effect from being dangerous. Like her mother, Alexis is a Celestial Sorcerer, the result of growing up in such a holy environment and having her ancestors do likewise. The religion of the Crystal-Light Kingdom heavily venerates the concept of Goodness, using the Sun as its symbol. Despite this correlation, the worship of Pelor is nearly nonexistant on the tiny demiplane.   Alexis was born on the same day as her familiar, the white cat Alexander, and the two grew up inseparable. Alexander is nonsapient but very cunning, and more then capable of understanding simple commands and even slightly complex ideas. He is innately drawn to Goodness and hateful to Evil, a result of being born in the Crystal-Light Kingdom. He has a single sun symbol upon his forehead.   Upon reaching young adulthood, Alexis journeyed to Monarchia by way of a series of portals [no direct portal to Crystal-Light exists on Monarchia], to continue her study of magic, and as tradition for her family dictates, to go to a new plane and fight against Evil wearing the traditional uniform of her family's royal guard.   Alexis is polite as befits royalty, compassionate, and forgiving. Despite her focus on "fighting Evil", unlike a Paladin or warrior of justice, Alexis is very lenient, willing to give people a second, third, or fourth chance to do the right thing, and she believes there is some good in anyone, even in Evil creatures. Despite this, she has very little qualms with killing evildoers and monsters if redeeming them is impossible or impractical, a belief caused by both knowledge of the existence of the Outer Planes, and by the sheer brutality of living in a D&D Universe making oversentimentality a death sentence.   She is currently a member of the Guild of Adventurers, which regulates the actions of many a do-gooder [or do-badder] throughout the planes, and eagerly awaits her first real assignment. She lives in a large mansion villa on the outskirts of Monarchia, outside the city walls, built in the Victorian-Style [though with far more jewels, tempting targets for thieves if not due to the close location to the capital], and staffed and guarded by loyal servants from her home dimension. Due to her status, she is a minor dignitary in Monarchia, and thus capable of receiving invitation to the various social functions of high society, but is only one of dozens of such dignitaries in or around Monarchia.   She possesses powerful magic, mainly themed around healing and solar powers, capable of flooding areas with light, healing injuries, harming undead, and magically influencing those who can't be persuaded through charm alone. Amongst her powers are Solar Light Beam [Searing Light], Solar Rainbow Elimination [Color Spray], and Aura of Innocence [Persuasive Feat], as well as the ability to know the alignment of someone by sight alone. Within the city she is affiliated with the Arcane University [she goes there to study], the Cathedral [vaguely, in that she is affiliated with Goodness, and thus knows the head priest informally. That is they've met], and the Monarchy [she met them briefly at a Masquerade]. She had been in the city for slightly over one month, mostly getting settled.   "The Pretty Sailor-Suited warrior of Love and Light, Solar-Senshi!"   Level 3 Changes: -Claws of the Ancestors [+1 two 1d6, one 1d4 punches/kicks, can deliver spells, use CHA for everything] -Craft Wonderous Item -Learn Shocking Grasp -+6 HP, +5 Skill Ranks, +1 Fort/Ref Saves, +1 Level 1 Spell/Day -Spend Skill Ranks on Diplomacy, Bluff, Perception [3 Ranks] -Increase Followers [See Chart]   Level 4 Changes: -Second Tier of Power Path, Learn Invisibility -+6 HP, +5 Skill Ranks, +1 Will Saves, +1 Level 1 Spell/Day, +3/4/5 Level 2 Spells/Day -Spend Skill Ranks on Diplomacy, Stealth, Perception, Perform: Sing [2 Ranks] -+1 CHA -Increase Followers [See Chart]