Miyaro

Celia The Beguiling Betrayer's page

88 posts. Alias of KatsuneSage.


Race

Stats:
HP: 36/36 | AC: 15 | Init +4 | Touch: 15 | Flat-Footed: 12 | CMD 16 | Fortitude +8 | Reflex +10 | Will +8

Classes/Levels

Skills:
*Acrobatics +8 | *Bluff +12 | *Diplomacy +12 (+2 to gather information) | *Disguise +10 | *Intimidate +12 | Knowledge (arcana) +5 | *Knowledge(religion) +6 | *Perception +6 | *Sleight of Hand +8 | *Stealth +8

Gender

Expendables:
Mythic Points: 5/5 | Spell Points: 10/10 | Hypnotism(DC 18): 7/7 | Surge: 5/5

About Celia The Beguiling Betrayer

Celia::

Celia
Kitsune Eliciter 2//Slayer 2//Sorceress (kitsune bloodline) 2 Archmage/Trickster 1
Alignment: NE
Languages: Common, Sylvan, Varisian

Change Shape
Familiar Tattoo (viper)
Hard to Kill
Hypnotism 4/day (fascinate) DC 18
Persuasive +2
Studied Target +1 (move action)
Surge 5/day (+1d6)
Surprise Strike
Track +1
Wild Arcana
Touch of Enmity
Read Mind

STR 10
DEX 16
CON 12
INT 12
WIS 12
CHA 20

Low-Light Vision
Speed: 30ft
Initiative: +4
HP: 36 (1d10 * 1.5 + 1 CON + 4 mythic)
BAB: +2
AC: 15; Touch: 15; Flat-Footed: 12 (+3 DEX +2 divine)
CMB: +2; CMD: 15
Saves: Fortitude +8; Reflex +10; Will +8 (+4 divine)

Skills 9/level (6 slayer + 1 int + 2 divine)
*Acrobatics +8, *Bluff +12, *Diplomacy +12 (+2 to gather information), *Disguise +10, *Intimidate +12, *Knowledge(religion) +6, *Knowledge (arcana) +5, *Perception +6, *Sleight of Hand +8, *Stealth +8

Traits
Affable (social)
Ambush Training (combat)
Fast Shifter (replaces Kitsune Magic)
Gregarious (replaces Agile)

Feats
Dual Path (Archmage)
Realistic Likeness
Mythic Path Abilities
Assured Drinker
No One of Consequence
Fast Stealth

Armor/Weapons
kitsune form bite (+2 to hit, 1d4 damage, x2)
Dagger (+2 to hit, 1d4 damage, 19-20 X2)
Spell Points: 10 (5 cha + 2 sorcerer + 2 eliciter + 1 bonus)

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:
You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates). The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first. If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.

Greater Charm:
This is the same as the Suggestion lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do.

Powerful Charm:
This is the same as the Suggestion lesser charm, but the creature obeys any course of action given, so long as the suggestion is not obviously fatal or against the target’s nature. Basic requests cause the save to be made with a -2 penalty, while very simple requests cause the save to be made with a -4 penalty.


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:
You increase the target’s disposition toward you by 1 step to a maximum of friendly for 1 minute per caster level (Will negates).

Greater Charm:
You increase the target’s disposition toward you to friendly for 1 minute per caster level (Will negates). You may make requests of the target, but asking it to do anything it would not normally do requires an opposed Charisma check, and it never obeys requests that are obviously fatal or against its nature, although the target may be convinced dangerous things are worth doing.

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