Zasril

Neptune the Sith Cat's page

6 posts. Organized Play character for Kyle "Worg" H.


Full Name

Neptune

Race

Cat Sith Familiar 11 | HP 40 | AC 19 T 13 FF 16 | Fort 4 Ref 10 Will 8 | Speed 30ft | Perception +14 |

Classes/Levels

| See Invisibility (Constant) | Languages: Common, Speak with Animal | Familiar for The Eldritch

Strength 8
Dexterity 16
Constitution 12
Intelligence 11
Wisdom 13
Charisma 15

About Neptune the Sith Cat

3/day,Ghost Sound, Hypnotism, Magic Aura - 15ft
1/Week- Rest Eternal

False Curse:

Once per day, a cat sith can fool a creature into believing it has been cursed by the cat sith’s black magic. The target must be within 60 feet and must be able to see the cat sith to be affected by the false curse (Will DC 15 negates). An affected creature takes a –4 penalty on attack rolls, saving throws, ability checks, and skill checks, as if affected by bestow curse. Because this effect is not a true curse, the target gains a new saving throw to end the effect at the beginning of each day. This is a language-dependent, mind-affecting effect that can be affected by remove curse.

The save DC is Charisma-based.

Rest Eternal:

Casting Time 1 round
Components V, S, M/DF (ashes and a vial of holy or unholy water)

EFFECT

Range touch
Targets one dead creature touched
Duration permanent
Saving Throw none; Spell Resistance no

DESCRIPTION

You place a curse upon a dead creature that bars its spirit from returning. Anyone casting a spell that would communicate with the dead creature, return it to life, or turn it into an undead creature must succeed on a caster level check with a DC of 11 plus your caster level. Rest eternal cannot be dispelled, but it can be negated with remove curse or break enchantment.

Magic Aura:

School illusion (glamer); Level bard 1, psychic 1, sorcerer/wizard 1; Subdomain arcane 1

CASTING

Casting Time 1 standard action
Components V, S, F (a small square of silk that must be passed over the object that receives the aura)

EFFECT

Range touch
Target one touched object weighing up to 5 lbs./level
Duration 1 day/level (D)
Saving Throw none; see text; Spell Resistance no

DESCRIPTION

You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were non-magical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.

If the targeted item’s own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn’t work.

Ghost Sound:

School illusion (figment); Level bard 0, magus 0, psychic 0, sorcerer/wizard 0

CASTING

Casting Time 1 standard action
Components V, S, M (a bit of wool or a small lump of wax)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Effect illusory sounds
Duration 1 round/level (D)
Saving Throw Will disbelief; Spell Resistance no

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.

Ghost sound can enhance the effectiveness of a silent image spell.

Hypnotism:

School enchantment (compulsion) [mind-affecting]; Level bard 1, psychic 1, sorcerer/wizard 1, witch 1

CASTING

Casting Time 1 round
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Area several living creatures, no two of which may be more than 30 ft. apart
Duration 2d4 rounds (D)
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total HD of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.

If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.

While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.

A creature that fails its saving throw does not remember that you enspelled it.

Languages: Common, Speak with Animals