About Celia The Beguiling BetrayerCelia::
Celia Kitsune Eliciter 2//Slayer 2//Sorceress (kitsune bloodline) 2 Archmage/Trickster 1 Alignment: NE Languages: Common, Sylvan, Varisian Change Shape
STR 10
Low-Light Vision
Skills 9/level (6 slayer + 1 int + 2 divine)
Traits
Feats
Armor/Weapons
Spheres Known (DC 15 +2 Mind): Conjuration, Illusion (trick, illusion), Mind (enthrall, suggestion)
Trick::
As a standard action, you may create small, simple illusions called tricks, which persist for 1 minute per level or until dismissed. Effects::
You may create unconvincing illusions. This is the same as creating an illusion (see below) and can include all senses you can affect through Illusion talents, except it is obviously fake (i.e., it is translucent, unrealistic, etc.), requiring no one to make a save to disbelieve. However, the effects can still be used to create distractions, display images, draw a map, or be used for entertainment. This counts as possessing the required tools to make any appropriate Perform check (such as creating a melody with the Audible Illusion talent). Alter::
You may make minor changes to objects or creatures up to your Illusion maximum size, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations. This counts as having a disguise kit when making Disguise checks (which take the usual time instead of a standard action), but such a disguise still counts as being magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions. Read Mind:
Lesser Charm: You may detect a creatures emotional state (Will Negates if unwilling). Unlike other lesser charms, there is no limit to the number of times you may use this ability on a target a day. Greater charm: You may read the surface thoughts of a creature (will negates) for as long as you concentrate.
Illusion::
As a standard action, you may spend a spell point to create a silent visual illusion within range for as long as you concentrate, to a maximum of 1 minute per caster level. You cannot move further away from the illusion than your illusion range while maintaining it through concentration, and the illusion is limited in size according to Table: Illusion Maximum Size. The image may be anything you may clearly imagine, and behaves according to your desires. Simply perceiving an illusion isn’t enough to detect it as fake, but any target who interacts with the illusion or carefully studies the area is allowed a Will save to disbelieve the image, recognizing it for what it is. Anyone who finds obvious evidence of trickery (ex: throws a rock through an illusionary wall) automatically disbelieves the illusion. You may only create visual illusions although certain talents may be taken to add more senses. The more complex an illusion is, the more talents it requires to be convincing, with the chart below serving as a guideline and the GM serving as the final arbiter for what talents are required to create a specific illusion.
Charm::
You may place charms on creatures. Charms require astandard action to use and have a range of Close. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Mind talent changes this. Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm talent before you may use any powerful charms. Suggestion: :
You may plant thoughts into a target’s mind. Lesser Charm:
Greater Charm:
Powerful Charm:
Enthrall (charm):
You cause a creature to regard you as its friend. If you or your allies are attacking or threatening the creature, they gain a +5 bonus to their saving throw against this charm. A DC 25 Sense Motive check reveals the target of this charm has been enchanted. This is an enchantment (charm) effect instead of an enchantment (compulsion) effect. Lesser Charm:
Greater Charm:
Enmity:
Minor: Touch of Enmity (SP) As a standard action you may make a touch attack against a creature to force that creature to immediately make an attack of opportunity against one of its allies (will negates). The ally designated must be within the touched creatures threatened area. [spoiler=Talli:] Talli Companion (battle companion) 1 Alignment: NE Languages: Sylvan STR 14 DEX 14 CON 13 INT 7 WIS 10 CHA 11 Speed: 40ft Initiative: +2 HP: 5 BAB: +1 AC: 13; Touch: 13; Flat-Footed: 10 (+2 dex, +1 dodge) CMB: +3; CMD: 16 Saves: Fortitude +3; Reflex +4; Will +0 Skills *Stealth +6 Feats Dodge Armor/Weapons mw dagger (+4 to hit, 1d4+2 damage, 18-20/x2) Gear:
Trail Rations x6 Small marble statue of a humanoid throwing a spear (worth 75gp) Potion - invisibility Scroll - shocking grasp Scroll - resist energy Potion - cure moderate wounds x2 Potion - invisibility x3 MW Dagger Light Crossbow Bolts x10 Magic Cloak Spell book (All CRB cantrips color spray, detect secret doors, grease, mage armor, magic missile, shocking grasp, silent image blur, fog cloud, invisibility, levitate, resist energy) Potion - cure light wounds x4 Potion - lesser restoration x3 87gp |