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Celestine, the Hellish Incanter's page

250 posts. Alias of Rednal.


Race

Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2

Classes/Levels

Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Strength 8
Dexterity 14
Constitution 12
Intelligence 15
Wisdom 11
Charisma 21

About Celestine, the Hellish Incanter

Celestine

Appearance

Female human incanter 4
LE Medium humanoid (human)
Init +8; Senses Perception +4
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Defense
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AC 12 [16], touch 12, flat-footed 10 (+2 Dex) | AC: 16 / T: 13/ FF: 14 [+3 Armored Magic, +1 Deflection]
hp 22 (4d6+4)
Fort +2, Ref +3, Will +4
Weaknesses necromantic limit, personal warp, protected soul, somatic casting (x2)
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Offense
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Speed 30 ft.
Melee destructive blast +1 touch (2d6, Magic Bludgeoning) [+Exhausting Strike or Drain]
Ranged destructive blast +4 touch (2d6, Magic Bludgeoning) [+Exhausting Strike or Drain]
Situational: Crystal Blast modified destructive blast to d4 damage, adds entangle
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Statistics
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Str 8, Dex 14, Con 12, Int 15, Wis 11, Cha 21
Base Atk +2; CMB +1; CMD 13; MSB: 4; MSD: 15
Feats Extra Magic Talent (x4), Improved Initiative, Still Spell
Traits reactionary, sedition
Skills Bluff +13, Diplomacy +8, Disguise +19, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (religion) +6, Perception +4, Perform (oratory) +9, Profession (torturer) +7, Sense Motive +1, Spellcraft +8
Languages Common, Elven, Infernal
SQ armored magic (aegis), barrier (ward), casting, cryptic strike, crystal blast (blast type), deflection (aegis), destructive blast, drain (ghost strike), exhausting strike (ghost strike), extradimensional storage (space), greater summoning, haste (time), lingering companion (form), magic skill bonus, magic skill defense, slow (time), summon, teleport, totem of war (totem), unseeing teleport
Other Gear iron circlet (as hat of disguise)

Extradimensional Storage: bedroll, holy text[UE], silver holy symbol of Asmodeus, trail rations (5), 176 gp, Sakkarot's Signal Rocket, 6000 GP (the Cardinal's recovered payment)
Narwhal Horn: The narwhal horn sells for 2000gp. If enchanted as a magical rod, staff, or wand, this value is subtracted from the item's creation cost. Additionally, crafting this item can be done 50% faster (requires one day per 1500gp of the base price).

Party loot (use only for group stuff) 176 gp

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Special Abilities
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Casting (CL 4, Charisma, DC 15) You can cast sphere effects.
Conjuration: Greater Summoning Companion remains for 10 minutes/CL when you spend a SP
Conjuration: Lingering Companion (Companion) Companion can remain longer for additional SP
Conjuration: Summon Summon a creature that follows your commands
Death: Cryptic Strike Add a ghost strike to an attack
Death: Drain (1) Ghost strike gives target negative levels
Death: Exhausting Strike Ghost strike causes target to be fatigued
Destruction: Crystal Blast Destructive Blast deals piercing damage (d4's) and can entangle target
Destruction: Destructive Blast 2d6 Ranged or melee touch attack deals 2d6 damage
MSB +4 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 15 Use when defending against an MSB check
Necromantic Limit (Reanimate banned) You lose access to either ghost strike or reanimate
Personal Warp You may only teleport yourself
Protected Soul You cannot target other creatures with your aegis, only yourself.
Protection: Armored Magic (+3 armor or +1 shield) You can put an aegis on a target that grants them an armor or shield bonus to AC
Protection: Barrier You can create a ward that absorbs damage
Protection: Deflection +1 You can put an aegis on a creature to grant it a deflection bonus to AC
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF (Taken Twice)
Still Spell You can cast a spell with no somatic components. +1 Level.
Time: Haste Target can make an extra attack during a full attack
Time: Slow Target becomes staggered
War: Totem of War +2 Totem grants damage bonus to allies
Warp: Extradimensional Storage You gain a permanent extradimensional space that may hold non-living material
Warp: Teleport You can teleport yourself as a standard action
Warp: Unseeing Teleport Teleport without line of sight
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Background
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"Justice? Honor? Your words are as worthless as the ideals you claim to serve. You would have all of Talingarde bow down to your master, and all the people obey your decrees, without the freedom to choose for themselves what path to follow."

"The only difference between us is that I don't lie about it."

There are many crimes in Talingarde - some people murder others, some people burn buildings to the ground, and some dig up graves for experiments. To Celestine, these crimes are nothing more than the pathetic excesses of common rabble, and she has no admiration for madmen or petty criminals.

Her focus is on nothing less than overthrowing the monarchy and re-instituting Talingarde's historical ties to Asmodeus himself. The best way to describe Celestine's normal behavior is "Practical Evil". She has exactly no problems with pretending to be good, and she doesn't go out of her way to commit crimes just because it's possible to commit them. She generally doesn't backstab her companions, either, on the theory that they're more useful to have around as meat shields.

(Besides, Asmodeus has... problems... with people who break their word. Sneaking in clauses to give yourself an advantage is one thing - encouraged, even - but not violating the actual, literal wording of agreements.)

Ability-wise, Celestine is a powerful Incanter, albeit one with a few specific drawbacks. Her abilities have only just begun to grow, but she's already started putting them to good use, and the basics are as follows:

The art of [Destruction] has given her a blast of force she can toss around all day. While not especially strong just yet, it's something she always has access to, and that's got some value of its own.

She also has some degree of talent with [Protection], warding herself and her allies from harm. It's true that defense is often associated with goodly people... but people who think that haven't seen the endless fortresses of Hell. This is Celestine's practical nature coming to the fore again - allies who are protected are better able to accomplish their shared goals, and she cares more about succeeding in the first place than how that success is achieved.

Finally, she has the ability to [Warp] herself around, teleporting straight past obstacles in her way. As if that weren't enough, she also possesses an extradimensional storage space that can be used to hide objects where nobody can find them, making her a naturally outstanding smuggler. This is the ability she's kept hidden - the kingdom is unaware that Celestine could simply disappear from the prison at essentially any time she wanted, and indeed, she allowed herself to be captured for the very purpose of escaping and proving that the Kingdom isn't as monolithic as it likes to pretend. Of course, even she couldn't have predicted what was about to happen at Branderscar Prison, nor how it would throw her own plans into disarray...

The power she has doesn't come without its price. Celestine's skin has two distinct tones, with the darker side representing the corruption of her infernal ties. She needs to use her hands to focus the magic energy, and has difficulty casting without doing so, though she is capable of spending added time and effort to cast without shaping the power when she really needs to.

Rahmiel (Companion):

Appearance

Female bipedal companion
N Medium outsider
Init +1; Senses Perception +2
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Defense
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AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 20 (3d10+3)
Fort +4, Ref +2, Will +3
Defensive Abilities evasion
Weaknesses somatic casting, somatic casting
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Offense
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Speed 30 ft.
Melee 2 slams +6 (1d4+3)
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Statistics
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Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 12
Base Atk +3; CMB +6; CMD 17
Feats Extra Magic Talent, Extra Magic Talent
Skills Diplomacy +2, Perception +2
SQ casting, cure, greater restore, invigorate, lingering companion (form), magic skill bonus, magic skill defense, magical companion (form), restore, restore soul
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Special Abilities
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Casting (CL 1, Charisma, DC 11) You can cast sphere effects.
Evasion (Ex) No damage on successful reflex save.
Life: Cure 2d8+1 Heal a target for 2d8+1 hit points
Life: Greater Restore Restore heals ability damage and removes some conditions that it would otherwise lessen
Life: Invigorate (Up to 1 temp HP) Grant up to 1 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Life: Restore Soul Cure heals +1d8 HP, and restore cures ability drain and negative levels
Lingering Companion (form) Companion can remain longer for additional SP
Magical Companion (form) Companion gains CHA and can take magic talents
MSB +0 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 11 Use when defending against an MSB check
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
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Celestine's summoned companion, a strange mixture of holy and demonic forces (at least in appearance). What most don't realize is that Rahmiel isn't actually aligned to anything - she's more of a force that's taken shape by Celestine's will, and is not inherently evil.

Celestine's been known to use her as a pillow for a time, as well as for... other... purposes.

Rahmiel's specialty is healing.