Ilarris Zeleshi

Felitcia's page

195 posts. Alias of Drogeney.


Race

female human psychic 3 | HP 34/34 | AC 17 | F +6, R +6, W +7 | Per +5 |Fighting Fan +7 1d4s ag, fin, dd6, backstab

Classes/Levels

crossbow +8 (1d8); bolts (17/20) | Hero Points 1 | Spell DC 19; Spell Atack +9 | Focus: 2/2 | Spells: 0: 5/6; 1: 2/2; 2: 1/1 | Active Effects: Unleash Focused Intent

About Felitcia

Vital Stats:

Name: Felitcia
Class: Psychic 2
Age: 22
Speed: 25
HP: 36 (8 Race + 18 [6] Class +6 [3] Con)
Eye Color: violet
Hair Color: long brown hair
Skin Color: dusky skin
Languages: English (american), French, Isekai
Background: Entertainer
Heritage: Versatile
Traits: human
Ability Scores Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 18

Saves:

Fort T: +6 | Ref T: +6 | Will E: +7

Trained Skills:

Acrobatics: +7 ( 2 Dex + 5 Prof T+ Item - Armor)
Arcana: +7 ( 2 Int +5 Prof T + Item)
Athletics: +7 ( 0 Str +5 Prof T+ Item - Armor)
Crafting: +n ( n Int +0 Prof + Item)
Deception: +9 ( 4 Cha +5 Prof T + Item)
Diplomacy: +9 ( 4 Cha + 5 Prof T+ Item)
Intimidation: +9 ( 4 Cha +5 Prof T + Item)
Lore: fashion (modern) +7 ( 2 Int + 5 Prof T+ Item)
Lore: theater +7 ( 2 Int +5 Prof T+ Item)
Medicine: +n ( n Wis +0 Prof + Item)
Nature: +n ( n Wis +0 Prof + Item)
Occultism: +7 (2 Int +7 Prof t + Item)
Performance (Acting): +11 ( 4 Cha + 7 Prof E+ Item)
Religion: +n ( n Wis + 0 Prof + Item)
Society: +7 ( 2 Int +5 Prof T + Item)
Stealth: +n ( n Dex + 0 Prof + Item - Armor)
Survival: +n ( n Wis + 0 Prof + Item)
Thievery: +7 ( 2 Dex +5 Prof T + Item - Armor)
Languages English, French, Common, Elven, Gnomish

Feat:

Ancestry: Human Versatile Heritage
Unconventional Weaponry fighting fan
Archetype: Celebrity
Celebrity Dedication The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect. You gain the Upstage reaction. In addition, when you Earn Income, if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to Earn Income.

Activate Reaction Upstage; Trigger A foe attempts a skill check and doesn't get a critical success; Effect After your foe has tried their best, you show everyone how it's really done. Attempt a check using the same skill that triggered this reaction.

Critical Success You gain a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks until the end of your next turn.
Success As critical success, except you gain the benefits only if the triggering creature failed their skill check.

Class
Counter Thought [reaction]
Trigger A creature Casts a Spell that has the mental trait.
Requirements You have an unexpended spell slot you could
use to Cast a Spell that has the mental trait.
When a foe Casts a Spell that has the mental trait and you
can see its manifestations, you can use your own mental
magic to disrupt it. You expend one of your spell slots to
counter the triggering creature’s casting of a spell with the
mental trait. You lose your spell slot as if you had cast the
triggering spell; this spell slot must be one for which you
could cast a spell with the mental trait. You then attempt to
counteract the triggering spell.

Skill
Fascinating Performance When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time.
Assurance: Performance (Acting) Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
General
Distracting Performance Your performances are especially distracting, allowing your allies to Sneak away with ease. When you Aid an ally who is trying to Create a Diversion, instead of the usual effects of Aid, you can roll a Performance check and use that result to determine the outcome of the diversion, instead of the ally rolling a Deception check.
Bonus

Special Abilities:

Unconcious Mind: Emotional Acceptance Casting stat Cha; replace verbal components with emotion components and material components with somatic components.
Concious Mind: Silent Whisper
Granted Spells 1st: mindlink; 2nd: remove fear; 3rd: heroism;
4th: telepathy; 5th: synaptic pulse; 6th: sending; 7th: visions
of danger; 8th: uncontrollable dance; 9th: telepathic demand
Surface Psi Cantrips standard: daze and message; unique:
nudge intent
Deeper Psi Cantrip shatter mind
Psi-Amps Costs 1 focus point to amp psi cantrips
Unleash Psyche Lasts for 3 rnds. Can’t turn it off once started and must Refocus to use again. May amp 1 psi-cantrip per round without paying focus for duration;. Can only Unleash in encounter mode vs an easy or greater threat; See Unleash Psyche Optins

Special Actions:

Proficiencies:

Weapons:
Simple T
Martial U
Advanced U
Unarmed T
Other: staff T, fighting fan T
Armor:
Unarmored T
Light U
Medium U
Heavy U

Perception: T

Combat:

Perception: +5 ( 0 Wis + 5 Prof + n Item)
AC: 17 ( 10 + 2 Dex + 5 Prof + n Item)

melee | fighting fan +8 (3 dex +5 Prof +n Item) | Damage (1d4) | Other Damage | Traits: Agile, Backstabber, Deadly d6, Finesse, Monk, Uncommon
ranged | crossbow +8 (3 Ability +5 Prof + Item) | Damage (1d8) | Other Damage | Traits: 120ft range (18 bolts)

Spells:

Tradition: Occult T
Spell DC: 19 (10 + 4 Key + 5 Prof )
Spell Attack: +9 ( 4 Key + 5 Prof)
2-lvl inner radiance torrent (sig spell)
1-lvl charm (sig spell), sleep
0-lvl (infi) Mage Hand, Prestidigitation, Read the Air, Daze, Message, Nudge Intent

Focus Pts 2/2; Focus Spell: spell

Equipment and Possessions:

Bulk Limit: n
Encumbered: n+
Gear: party dress, stiletto shoes, fur bikini, backpack, bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, waterskin, material component pouch, crossbow with 20 bolts, adventurer's outfit
Total Bulk: n B n L

Money: n gp, n sp, n cp


Description:
Felitcia is a twenty one year old human woman with dusky skin, lustrous brown hair that reached to her mid back in a curly fall, and dark eyes. She is short at only five foot four with a curvy, lightly muscled figure from her martial arts training. She wears heavy makeup giving her a darkly exotic look that goes with her mixed racial heritage and tends to wear revealing yet stylish clothing. She always has a fan with her as an accessory worked into her outfit somehow and which she can use to decent effect if she is accosted.

When she is first summoned Felitcia was wearing a short, red, cocktail dress of silk and stiletto heels. She had on some of her best jewelry from a night on the town and was at least a little tipsy having just gotten home. Most where she was summoned would probably think she was some kind of whore or a noble or maybe even both.

Personality:

Background:
Felitcia was born in the Indiana, USA in CE 2000 in a factory town that had seen better days. Her father, Alan, was a factory worker who had been laid off indefinitely when the factory left town and fell into drinking while her mother, Sarah, went to work in the local department store. Felitcia’s childhood was not easy and her father eventually turned abusive in his drunkenness. Her mom shielded her as best she could but didn’t always succeed and it wasn’t until she entered high school that things got better for her.
Felitica quickly developed into a beautiful young woman and found her place in the drama club acting in plays. This gave her an out from her father and an excuse to be away from him more, particularly since he began to notice her too. When she was sixteen things came to a head and her father tried to rape her. While Sarah tried to protect her Allan killed her and continued to come after Felitcia which resulted in the police being called. In the end the police had to shoot and kill her father to save her and Felitcia was left orphaned.
Faliticia had only what little she inherited from her parents, which was a put in a trust fund, and was set up as a ward of the courts under the supervision of the drama teacher from her school. Felitcia’s life was a mess but she pushed through by focusing on her acting. It was by doing this that she got the break of her life and was scouted by a director from Hollywood. Felitcia got a grant to move there after she turned eighteen and began to attend a drama school. She began to train in martial arts so that nothing like what happened with her father could ever happen again and to keep in shape and quickly got a role in an upcoming movie as a fairly minor character.
By the time she turned twenty one Felitcia had made a big name for herself and become quite famous as an actress. She had also become a bit of a b@#!! and far too stuck up for her own good. What Felitcia did not know was that her career was about to go down in flames as the director had gotten sick of her ever increasing demands. Her contract was terminated but she never got the chance to find that out for that very night she vanished without a trace! Never to be heard from again…on this world.

Amps:

Daze
Amp The jolt of energy created by this spell cracks the target’s
mental defenses, leaving them susceptible to further
psychic attack. If the target fails its Will save, it gains
weakness 1 to mental damage until the end of your next
turn and takes a –1 status penalty to Will saves until the
end of your next turn. On a critical failure, the weakness is
3, and the target is also stunned 1. The weakness applies
before daze deals damage.
Amp Heightened (+2) The weakness on a failure or critical
failure increases by 1.

Message
Amp Your telepathic message allows you to coordinate your
actions with an ally while you pass on information. The
target of the message can immediately spend its reaction
to Step or Stride.
Amp Heightened (4th) The target of the message can choose
to Shove, Strike, or Trip with its reaction instead.

Unleash Psyche Options:

UNLEASH FOCUSED INTENT ◆
PSYCHE PSYCHIC
Requirements It’s your third turn of the encounter or later.
After some time of acclimating to a stressful situation, your
psychic magic flares to greater destructive power.
Benefit When you Cast a Spell from your spell slots while you
have Unleashed Focused Intent, you gain a status bonus to
that spell’s damage equal to double the spell’s level as long as
spell deals damage and doesn’t have a duration.
Drawback The focus on offense comes at the expense of
your defensive instincts. You take a –2 penalty to AC while
you’ve Unleashed Focused Intent.

New Spells:

Nudge Intent
UNCOMMON CANTRIP EMOTION ENCHANTMENT FEAR MENTAL PSYCHIC
Cast [two‑actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will

You brush against a foe’s thoughts to subtly suggest a course
of action. The idea percolates within the depths of their mind,
and something feels wrong if they attempt to do anything other
than your suggested course of action. Choose either “Strike,”
“Cast a Spell,” or “Use a skill action.” If the target can’t pursue
the option, they’re automatically unaffected. For instance, a
creature without spells would be unaffected by “Cast a Spell.”
Otherwise, at the beginning of their next turn, the target must
either choose to do their best to perform your chosen action
that turn or attempt a Will save. Regardless of the outcome, the
target is then temporarily immune for 1 minute.

Critical Success The target is unaffected.

Success The target is temporarily shaken when it attempts
to ignore the instincts telling it to perform the action you
chose. It becomes frightened 1.

Failure The target is greatly shaken as it resists the urge to
follow your suggestion. It becomes frightened 2.

Critical Failure The target can’t shake the sense that its choice
will lead to calamity. It becomes frightened 3.
Amp Your telepathic push is particularly shocking. If the target
fails or critically fails its save, it’s also stunned 1.


Notes:
Noctiucla worshipers in Oppara: Starday at midnight. Tell them 'the shadow sent me' to gain admittance.

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