Bard

Tillia's page

820 posts. Alias of Drogeney.


Race

dazing touch (8/8), aura of despair (8/8rnds)

Gender

female human lust wizard 8, enchanting courtesan 3 | Hp 67/67 | AC 17, TAC 13, FF 11 (15) | CMB +3; CMD 17 | F +8, Ref 7, Will +11 | Peception +1 |

About Tillia

Build:

Tillia
female human wizard (sin-magic specialist) 8, enchanting courtesan 3
CG medium humanoid (human)
Init +2; Senses Perception +1
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Defense
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AC 19, touch 13, flat-footed 15 (+6 armor, +2 Dex, +1 deflection)
hp 67 (11d6+28)
Fort +8, Ref +7, Will +11
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4-1/ 19-20 x2)
+1 keen bladed scarf +4 (1d6/ 19-20 x2)
Ranged +6 (varies)
Special Attacks dazing touch (8 per day), aura of despair (8rnds per day)
Spells (CL 10; concentration +15 [+19 defensive]):
5th—stinking cloud (dc 19), dominate person (dc 22), communal stoneskin, feeblemind (dc 22) (ss), feeblemind (dc 22) (ss)
4th—crushing despair (dc 21), wall of ice, wall of ice, spell, charm monster (dc 21) (ss), charm monster (dc 21) (ss)
3rd—dispel magic, stinking cloud (dc 19), spiked pit (dc 19), dispel magic, suggestion (dc 20) (ss), suggestion (dc 20) (ss)
2nd—web (dc 18), glitterdust (dc 18), glitterdust (dc 18), glitterdust (dc 18), web (dc 18), spell, unnatural lust (dc 19) (ss), unnatural lust (dc 19) (ss)
1st—grease (dc 17), grease (dc 17), silent image, obscuring mist, vanish, charm person (dc 18) (ss), charm person (dc 18)(ss)
0 —dancing lights, detect magic, prestidigitate, acid splash
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Statistics
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Str 8, Dex 14, Con 14, Int 18 (20), Wis 10, Cha 17
Base Atk +4; CMB +3;CMD 17
Feats wizard weapons proficiency (bf), scribe scroll, spell focus (enchantment), greater spell focus (enchantment), fast study (wbf), spell focus (conjuration), combat casting, exotic weapon proficiency (bladed scarf)
Traits extremely fashionable, pattern seeker
Skills
bluff +20=+3+9+3+3+1+1
diplomacy +25=+3+11+3+1+2+3+1
intimidate +7=+3+0+0+3+1
knowledge (arcana) +19=+5+11+3
knowledge (engineering) +9=+5+1+3
knowledge (local) +12=+5+4+3
knowledge (nobility) +9=+5+1+3
knowledge (history) +9=+5+1+3
knowledge (planes) +19=+5+11+3
knowledge (religion) +9=+5+1+3
linguistics +19=+5+11+3
perform (dance) +13=+3+7+3
profession (maid) +5=+0+2+3 (bs)
profession (magic instructor) (bs) +8=+0+5+3
sense motive +15=+0+11+3+1
sleight of hand +13=+2+7+3+1
spellcraft +19=+5+11+3
Languages common, draconic, elven, gnome, ancient thassilonian, celestial, strix, infernal, auran, terran, abyssal, aklo, ignan, aquan
SQ cantrips, spells
Weapons
dagger (2)
Magic Items
+1 keen bladed scarf (8262)
Circlet of Persuasion (4500)
Headband of Vast Intellect +2 (4000)
Cloak of Resistance +2 (4000)
Bracers of Armor +6 (36000)
Glove of Storing (1200)
Handbag Haversack (2500)
Ring of Swimming (2500) (communal property 500 each)
Ring of Protection +1 (2000)
Ring of Sustenance (2500)
Pearl of Power 1 (1000)
Pearl of Power 3rd lvl (9000)
Wand of Hold Person (10 charges) (90)
Minor Metamagic Rod of Extend Spell (3000)
Minor Metamagic Rod of Trick Spell (3000)
Total Magic Items: 81552 gp
Potions/Alchemicals
1 alchemist fire (20)
smokestick (20)
tindertwig (1)
Total Potions/Alchemicals: 41 gp
Scrolls
1 mage armor (25)
1 air bubble (25)
2 identify (25x2=50)
Total Scrolls: 100 gp
Total Value of Magical Gear: 15590
Mundane Items
clothes (entertainer's outfit) (3)
small steel mirror (10)
ink (8)
inkpen (0.1)
spell component pouch (5)
belt pouch (1)
signal whistle (0.8)
silver comb (50)
fancy dress clothes and jewelry 250
Total Mundae Gear: 327.9 gp
89pp/18 gp/ 9 sp
In Storage
large handbag (2), spellbook (15), 20 gp of assorted gems
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Special Abilities
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Arcane Bond familiar
Arcane School Sin Magic Specialist: Lust (enchantment)
Sin mages who follow the path of Lust gain great personal satisfaction at manipulating others' minds, emotions, and wills.
Prohibited Schools: necromancy, transmutation.
Only wizards can truly follow the ancient philosophies governing Sin magic. The choice to specialize in Sin magic must be made when a character first becomes a wizard. Once the choice to do so is made, it cannot be changed.
Benefits: A Sin mage receives two additional spell slots of each spell level he can cast. These bonus spell slots must both be used to prepare the same spell from the wizard's school of specialization, allowing the wizard to cast that spell twice (as he has prepared the spell twice). The wizard cannot use these slots to prepare two different spells, even if they are of the school he is specialized in.
Restrictions: A Sin mage does not get to customize his choice for opposition schools—his opposition schools are determined for him when he chooses his specialization. These restrictions are more significant than those most wizards follow, and are known as prohibited schools. A Sin mage can never prepare a spell that is in one of his prohibited schools—he treats these spells as if they were not on the wizard spell list. If using a spell trigger or spell completion item to cast a spell from one of his prohibited schools, he must use the Use Magic Device skill to do so.
Aura of Despair (Su) At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your wizard level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting effect.
Covert Spells (Su) An enchanting courtesan can cast divination and enchantment spells covertly. Upon doing so, the enchanting courtesan must attempt a Bluff check, as well as a Sleight of Hand check if the spell has somatic, material, or focus components. Observers do not notice that a spell has been cast unless they succeed at both a Sense Motive check opposing the courtesan’s Bluff check and a Perception check opposing the courtesan’s Sleight of Hand check (if any). If the enchanting courtesan has another ability that allows spells to be hidden in a similar fashion, he gains a +2 bonus on these checks. Casting the spell does not provoke attacks of opportunity from foes unaware of the spellcasting.
Dazing Touch (Sp) You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits. (int and cha)
Enchanting Smile (Su) You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
Enchanting Touch (Su) An enchanting courtesan can deliver a divination or enchantment spell with a touch, usually a kiss or erotic gesture, to a target that is willing to be touched by him. The target takes a –4 penalty on skill checks to notice or identify the spell being cast.
Extremely Fashionable Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you. (diplomacy)
Fast Study Discovery Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute.
Pattern Seeker You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects.
Seducer’s Leverage (Su) An enchanting courtesan develops a vast network of informants, comprised of those who have succumbed to his wiles or purchased his services, or whose secrets and goals he learned in turn from other informants. The enchanting courtesan can determine the influence any one individual has with any one organization or other individual once per day by consulting the network for 1 hour. Doing so also reveals the attitudes of the two parties in question toward each other, unless their particular relationship is a well-kept secret.
The enchanting courtesan also gains 1 edge per 3 class levels that can be used in any verbal duel involving or regarding one or more of the characters or group members in question.

Tagging Along You gain a +2 bonus on all Perception and initiative checks made
during the protest itself.


Spell Book:

Regular Spell Book 98/100 pgs
0 (19 pgs)-resistance, acid splash, drench, detect magic, detect poison, read magic, daze, breeze, dancing lights, flare, light, penumbra, ray of frost, scoop, spark, ghost sound, haunted fey aspect, arcane mark, prestidigitation
1 (9 pgs)-mage armor, charm person, identify, obscuring mist, grease, vanish, silent image, lock gaze
2 (10 pgs) unnatural lust, glitterdust, misdirection, touch of idiocy, web, invisibility, protection from arrows, detect thoughts
3 (21 pgs) dispel magic, stinking cloud, suggestion, heroism, spiked pit, glyph of warding, lightning bolt
4 (16 pgs) wall of ice, crushing despair, charm monster, scrying
5 (25 pgs) teleport, dominate person, lightning arc, feeblemind, communal stoneskin

Familiar:

SALINA THRUSH FAMILIAR CR 1/3

N Diminutive magical beast
Init +2; Senses low-light vision; Perception +5
DEFENSE
AC 23, touch 16, flat-footed 17 (+2 Dex, +4 size, +4 Nat Arm)
hp 31 (9 hd)
Fort +3, Ref +6, Will +9
OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite 6 (1d2–5)
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 15, Con 8, Int 9, Wis 15, Cha 6
Base Atk +4; CMB +0; CMD 7
Feats Skill Focus (Perception)
Skills Fly +12, Perception +5
Language (Su):Draconic
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak With Animals of It’s Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Description:
Tillia is a five foot tall one hundred twenty pound human woman of 18 years. She has long black hair, deep violet eyes, and a very desirable figure that makes most women jealous of her. She wears black or jewel toned clothing, carries a dagger, and always has a thrush nearby.

Personality:
If there was one word to describe Tillia it would be manipulative. She greatly enjoys getting people to do what she wants and, with her magic, she's very good at it. Most of her manipulations are relatively harmless though she finds herself tempted to take her growing power further into more questionable realms. She has a great love of expensive baubles and clothing and will do a great deal to get them. When it comes to her relationships with others they are both many and few and far between. Tillia interacts with many people coming across as a social butterfly but she has few people she considers friends and those that are she would do a great deal for. Despite her apparent carefree attitude there are deep emotional scars within her that will likely haunt her til the end of her days. With the recent turn of events Tillia has begun chafing under the restrictions placed upon her by the government, even more so since the new military governor was put in charge and is likely to jump at the opportunity to take him down.

Background:
Tillia was born in the city of Kintargo and would likely have died there at a young age. Her family was very poor and had little, they had lost several other children to disease, violence, and in one case, sacrifice by the Asmodeans, but these were all before Tillia was born. Despite her poor health, poor nutrition, and generally meager means Tillia was a great beauty right from the start. Had things gone differently she might have found herself recruited into a brothel or made some wealthy man's pleasure slave, instead she got caught trying to steal some food by a tiefling man of indeterminate age.

This man, Maldak, saw something in her and intimidated the merchant into letting her go. He followed the fleeing Tillia to her home when she fled and entered, explaining to her parents that he was interested in their daughter. Tillia was to terrified to pay attention to what was said but in the end her parents were given money in exchange for her by the tiefling. The man cast a spell of some kind so she couldn't run from him and took her with him to his home in the Devil's Nursery. Despite this area being a kind of slum her new master had a nice place, a tower that was well kept and safe from the surrounding area. She initially served as his housekeeper, cleaning and cooking for him, she tried to run a few times, but found that she was trapped in this place, she couldn't climb out the windows or leave through the door, some force prevented her from crossing these thresholds.

Eventually she realized that there more to her master than there at first appeared, she began sneaking around at night and finally got her proof when she found him performing a ritual. So startled was she that her gasp alerted the tiefling to her presence causing him to lose the spell he'd been casting, Maldak was not pleased, he railed at her and threatened her and sent her into flight. He followed her and realized how badly he had messed up as she was battering herself against the barrier preventing her from leaving the tower. Seeing her beating herself to death he cast another spell and she felt her body seize up, which did nothing to calm her any, he picked her up and took her to her room laying her on her bed.

The young Tillia, terrified that he was going to hurt her, was startled when he instead spoke to her and apologized. He explained what had happened and asked that she not interrupt him again. Once she calmed he let her loose and began answering her questions about magic, the child was so excited that she talked him into teaching her magic. Tillia was now around ten and proved an apt student, she learned her initial spells easily and began studying his magical texts and found one in particular that appealed to her, it was one focusing strongly on enchantment magic and had a strange seven pointed star on the front, the first spell that was used on her being detailed in the book. She applied herself to her studies in addition to her chores and began to excel, over the next over the next few years she began to blossom into womanhood and her master began to change, he became less friendly and eyed her a lot as her body developed. As she reached fifteen he introduced her to another task, servicing his needs.

While Tillia didn't want to do these things she was left with little choice, her magic couldn’t compete with his and she couldn't physically fight him off. He taught her a great deal about this new form subject and she began to enjoy it at times. This additional training continued over the next few years until his affections became more and more forceful, finally he hurt her badly and she had enough. Tillia had learned enough to get through his wards and fled, looking for help of some kind to get away from him. Her master caught up with her just as she reached a public area and began to beat her, a mistake that turned out to be his last as a patrol of hellknights happened to see his assaulting the young woman in the street, took him down, judged him, and executed him on the spot.

At Maldak's death Tillia suddenly found herself at a loss, she had no means of supporting herself and had a badly damaged psyche from his various abuses, yet again she would have ended up in a brothel if not for the kindness of a passing priestess of Shelyn. The priestess, Alinza, took Tillia back to the Songbird Hall and gave her a place to stay and food to eat. Over the next year Tillia and Alinza became close friends and Tillia continued honing her magic, in addition the clergy aided Tillia in dealing with her fears and troubled past. There was also a small thrush that took a liking to Tillia, the bird always flitting around her, and while she was annoyed with it at first, she became fond of the little creature and went through a ritual to take it as her familiar giving it the name Selina.

Now, a year later, despite the temples best effort Tillia is still troubled by her past, she still wakes screaming in the night at times, and she still has trouble letting others in. Her friend Alinza was recently speaking about a protest rally and expressed her intention to go and try to keep the peace, Tillia realized quickly that this would likely end badly and when Alinza wouldn’t change her mind, resolved to go with her friend to help protect her from harm.

Tillia