Prankster Illusionist

Cethel Iphesilia's page

45 posts. Alias of Captain collateral damage.


Full Name

Cethel Iphesilia

Race

Gnome

Classes/Levels

Oracle 1 AC 20 T 15 FF 16 HP 9 Init 0 Fort +1 Ref 0 Will +3

Gender

Male

Size

Small

Age

49

Special Abilities

See statblock

Alignment

CG

Deity

Cernunnos

Location

The Jennivere

Languages

Common, Draconic, Giant, Gnome, Polyglot, Sylvan, Celestial

Strength 8
Dexterity 10
Constitution 12
Intelligence 14
Wisdom 12
Charisma 19

About Cethel Iphesilia

Full statblock:
Cethel Iphesilia
Male Gnome Oracle 1
CG Small humanoid (Gnome)
Init +0; Senses Low-light Vision, Perception +7
Defense
AC 20, touch 15, flat-footed 16 (+3 armor, +4 Cha/Dex, +2 shield, +1 size)
hp 9 (1d8+1)
Fort +1, Ref +0, Will +3
Defensive Abilities Bond to the Land (Jungle), Illusion Resistance, Nature's Whispers, Transcendental Bond
Weaknesses Oracle's Curse (Tongues)
Offense
Speed 20 ft.
Melee morningstar +0 (1d6-1)
Ranged light crossbow +1 (1d6/19-20) or magic stone +2 (1d6)
Special Attacks Gnome Magic
Oracle Spells Known (CL 1st; concentration +5)
1st (4/day) - bless, cure light wounds, magic stone
0th (at will) - detect magic, light, read magic, stabilize
Mystery Nature
Statistics
Str 8, Dex 10, Con 14, Int 14, Wis 12, Cha 19
Base Atk +0; CMB -2; CMD 12
Feats Extra Revelation
Skills Diplomacy +8, Knowledge (geography) +7, Knowledge (history) +6 (+1 concerning Mwangi Expanse), Knowledge (Nature) +9, Knowledge (Religion) +6, Perception +7, Spellcraft +6, Survival +5, Use Magic Device +8
Languages Common, Draconic
Traits Empyreal Focus, Devotee of the Green, Mwangi Scholar (Campaign)
SQ Academian (Nature) Fey Thoughts (Perception, Use Magic Device), Revelation (Nature's Whispers, Transcendental Bond)
Gear light crossbow w/ 20 bolts, pebbles for magic stone, studded leather armor, heavy wooden shield, holy symbol of Cernunnos, morningstar, spell component pouch, backpack, bedroll, 20 gp

Gnome Racial Abilities:
Low-Light Vision (Ex): A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Academian: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.
Bond to the Land:Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.

Oracle Class Abilities:
Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.
Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must select a single curse.
Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
Tongues Curse: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
Nature Mystery:
Class Skills: An oracle with the nature mystery adds Climb, Fly, Knowledge (nature), Ride, Survival, and Swim to her list of class skills.
Bonus Spells: charm animal (2nd), barkskin (4th), speak with plants (6th), grove of respite (8th), awaken (10th), stone tell (12th), creeping doom (14th), animal shapes (16th), world wave (18th).
Revelations:
Nature's Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.
Transcendental Bond (Su): You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies. You may communicate with your allies for a number of rounds per day equal to your oracle level as if using telepathic bond. You may designate a number of creatures as your ally equal to your Charisma modifier. Designating a creature is a standard action that requires a touch. At 10th level, you may use this bond to cast a touch spell on a designated ally once per day.

Spellcasting & Spells Known:

Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.
In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.
Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.
Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Spells Known:
0th (At-Will) - Detect Magic, Light, Stabilize, Read Magic
1st (4/day) - Bless, Cure Light Wounds, Magic Stone

Equipment Descriptions:
Crossbow, Light: You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.
Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
Holy Symbol, Silver or Wooden: A holy symbol focuses positive energy and is used by good clerics and paladins (or by neutral clerics who want to cast good spells or channel positive energy). Each religion has its own holy symbol.
Spell Component Pouch: A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn't fit in a pouch.

Background:
Cethel Iphesilia was born and raised in a small community of gnomes in the Mwangi Expanse. Cethel was smart, likeable, and curious, even by gnome standards, and he was particularly interested in the jungle around him. This curiosity inevitably led him to leave the gnome’s small village behind once he reached adulthood, and travel the vast expanse of the jungle. He hadn’t gone far before he started hearing whispers. They started, soft, slow, and impossible for the innately curious gnome not to follow. The whispers led him on for over five miles as he persistently searched for their source. When they suddenly ceased, he found himself in a clearing at what appeared to be a small shrine. As he approached, the shrine began to glow, yet Cethel felt no fear. He felt somehow called to it, and as he put his hand on the shrine, there was a flash of light, and Cethel felt power surge through him. In that instant, Cernunnos told him of the power, the language in which to harness it, and some of Cethel’s own purpose and why Cernunnos had chosen him. Yet Cernunnos had chosen too well, and the language burned itself into Cethel’s mind too deep, and it became the only one he knew while under stress. Yet Cethel still had great power in him, and so he set off to explore, and use it for a good cause if he could. Recently, Cethel came to the massive port city of Senghor. He found the city to is liking, but after about a week, he grew tired of it. As he was deciding when to leave, he noticed the ships. He had never been on a water vessel before, and the idea intrigued him. Thus, he boarded The Jenivere for a new place: Sargava.

Personality:
Cethel is, as mentioned above, smart, likeable, and very curious, always wanting to learn new things and absolutely fascinated by things he has not seen before. Cethel is a relentless optimist, and can almost always see the positive side of events, even if it is just that people have learned from the experience. He is very friendly, kind and outgoing, and can quickly bond with most people, even if they are shy or keep to themselves, and he is always eager to have a conversation about almost any sort of topic. Despite his cheerful outlook, he is not naïve, and can be a cunning, practical, and serious survivor when necessary, as he has learned much from his time in the Mwangi Expanse.

Appearance:
Cethel is quite tall for a gnome, standing over three and a half feet tall. He has bright white hair and large and vibrant amber eyes. He wears simple traveling clothes, and displays his holy symbol openly on a pendant.