Priestess of Nethys

Nuandis Nevralis's page

58 posts. Alias of parizzio.


Full Name

Nuandis Anarcia Nevralis

Race

Kitsune Sorceress/Mesmerist(10) | 110 / 110 HP (0 Temp) | F-6 R-8 W-20 | Init +7 | Perception +15

Gender

Female

Size

Medium

Age

23

Alignment

Lawful Evil

Deity

None (YET!!!)

Location

Daveryn (Origin)

Languages

Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Humanoid, Infernal, Kitsune, Orc, Shapechanger, Sphinx, Sylvan, Triaxian, Undercommon

Occupation

Former Slave Trader

Strength 8
Dexterity 12
Constitution 16
Intelligence 16
Wisdom 14
Charisma 30

About Nuandis Nevralis

Story:

Bizarre Bazaar...I watched them burn it. Those smug, righteous, Shining Lord-loving bastards burnt it to the ground. I watched the flames engulf my life's work, feebly trying to writhe out of the grasp of the two guards holding me, but to no avail. My magic failed me. No matter what I did, I could not draw its power from me; I must have pissed off some important people for them to send someone powerful enough to lock me out. As much as the thought of seeing my establishment smolder to nothingness might have pained me, the knowledge of where I was going was far worse....Branderscar.
Things weren't always so bleak for me. Two weeks ago I was one of the most well respected merchants in Daveryn, and also its most sought after bachelorette: I recall suitors, male and female alike coming from as far as Farholde to try and court me. I wonder...if they would have been so eager had they known I have a tail. But I digress, I suppose I should reflect on happier times, knowing what my fate is now.

I was born in Daveryn, in the fine district of Goldenhall. My parents were definitely not a traditional couple. My father was a Kitsune like me, but he taught me to hide that. I suppose the 'great-natured' good folk of Talingarde aren't as racially friendly as they seem. Come to think of it, I've never even seen a half-orc. My mother was...something else. Some say she was a nymph in disguise; all I know is that she left after I was born, so to hell with her. With my father being who he was, I could have never worked a day in my life and been just as well off: he had connections with a Valerian trader that helped him acquire some incredibly exotic spices and crafted toys. The import tariff was absurd, but the products were so highly demanded that my father could have sold them for peoples souls. I kind of fancy that though...owning someones soul. My father did charge outlandish prices for everything, but I always thought they were fair, considering the rarity of his goods. What shocked me most was that some of his clients came from that filthy district, Cliffward. People who couldn't afford a months grain trying to buy expensive recreational nonsense!? Growing up and witnessing this, witnessing my fathers business and the nature of his clientele...I quickly figured out that some of us are just better than the rest. These people remained poor and destitute because they were just inferior. I doubt those notions would have sat well with my father, but I've never told him that. I'm sure he knows now. I tried not to involve myself too much in his work, but his clients came from all over Talingarde, many of them speaking exotic languages. I spent a great deal of my childhood fascinated with those charming words and accents, learning as much as I could of them....

It almost seems like half my life has been secrets. I was barely ten when my abilities started to manifest. I suppose that backed the rumor that my mother was a nymph. The magic was definitely in my blood. It wasn't cause for much concern, a sorceress isn't a rare find nor ostracized in Daveryn society, but there was something different. There was a way in which I drew my power that set me aside from others like me, and by the gods I still can't explain how it works. I tried once to tell a friend when my father put me off for training, but he looked at me as if I was speaking goblin. From that point on, I just kept it to myself.

I'd like to say I was more than a typical teenager, but I wasn't. I was rebellious, loud mouthed and insolent. I can't help but to think were I to have a child as intolerable as I was, I may have beaten her to death. At thirteen, I found myself helplessly infatuated with an older a boy: a con, a thief...his name was Draven McKregan. I never intended on falling in love with anyone, and I suppose in hindsight I can't say that's exactly what it was, but he was handsome, intelligent, and downright sneaky. The kind of boy every girl wants to be with just to piss her father off. My father was so irate with Draven, constantly bickering at me...so I ran away; spent the better part of a year living with Draven and picking up some of his uhm...talents. Too bad for him, he stole something valuable from a Cardinal and ended up getting burnt at the stake. My hatred for Markadian politics grew quite a bit from that.

I returned home and made amends with my father. Deciding I needed more 'structure' in my life, he sent me off to the capitol for schooling. At least there, I got a good hold on my powers. I spent four years learning and training there, stuck with my inept classmates they dared ask me to call peers. I was their superior, by all accounts: I even had to teach a few of my upper classmen. Suffice to say, I was more than happy leaving that place.

Coming home to Daveryn, my father had amassed a fortune and was begging me to join the family business. It wasn't for me, those plebs that came to him for wares were too far beneath me to bother with. Funny how a thought can change your life, because as I pondered on how I didn't want to deal with those peasants, that life-changing thought slammed into me with the force of a flagship. Instead of selling to these plebs I should just be selling them.... Just like that, I found myself digging up Dravens old friends and finding every shady connection I could. I borrowed enough money from my father to open up a rare magic shop, Bizarre Bazaar, open only to the upper class. I sold swords and sticks for the wannabe adventurers that came though, but it was all a front. Underneath the shop, I had the largest slave pen this side of the Cambrian Bay. Hundreds of men, day in and day out, bought and sold under my roof and sharing with me the gains. I had paid my father back in less than two weeks. I found even more creative ways to profit. Instead of buying slaves and selling them for more, I started employing some...specialists...to kidnap people from the lower districts and sell them instead! I'd like to say I wonder what happened to them; being in a port city they were probably shipped off to Valeria, but really, I don't care. I had more coin than I could have spent in twenty lifetimes. For years, I sat on top of the Daveryn economy. I was invited to private shows and events, given free meals almost anywhere I went, and there wasn't an adventurer that came through town without knowing my name or my store. And just like that...it was over.

I wish I knew what happened. I wish I knew who ratted me out because no one observed me doing anything wrong. I kept it all under the cover of my magic. I suppose it doesn't matter who did. A dozen guards barged into my shop, there was even a Knight of Alerion. The dragged out all my products and burnt the rest down as my father watched and turned his back. His love for that insipid Sun God is greater than that for his daughter.

They burnt down my life....

If I ever get out of here, I'll burn down their city!

Character Sheet:

Nuandis Nevralis
Female Kitsune Sorceress (Fey Bloodline) 10 / Mesmerist 10
M Humanoid (Kitsune)
UPGRADES: Skills Per Level x2
Initiative: +7 (+1 Dex, +2 Reactionary Trait, +4 Imp Init.)

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DEFENSE
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AC: 11, touch 11, flat-footed 10
HP: 12
Fort: +5; Ref: +8; Will: +20
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OFFENSE
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Speed: 30ft

Melee:

Ranged:

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STATISTICS
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STR:8, DEX:12, CON:14, INT:16, WIS:16, CHA:24
Base Attack: +5; CMB:[b/]+4, [b]CMD:15

Skills:

Acrobatics +3
Appraise +16
Bluff +28
Climb -1
Diplomacy +23
Disguise +23 (+30 for human form)
Escape Artist +1
Fly +14
Knowledge (Arcana/History) +16
Linguistics +16 (10 ranks: 10 additional languages)
Perception +16
Ride +1
Sense Motive +16
Sleight of Hand +14
Spellcraft +16
Stealth +14
Swim -1

Feats:

Armor Proficiency (Light)
Eschew Materials
Spell Focus (Enchantment)
Greater Spell Focus (Enchantment)
Spell Penetration
Toppling Spell

Special Abilities

Change Shape (Su: Kitsune Racial):
A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.
Alter between humanoid and fox-humanoid forms.

Kitsune Magic (Kitsune Racial):
Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune's level).
+1 to DC of Enchantment Spells.

Low-Light Vision (Kitsune Racial):
Kitsune can see twice as far as humans in conditions of dim light.

Consummate Liar (Mesmerist 1):
A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn't have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.
1/2 level to bluff.

Hypnotic Stare (Mesmerist 1, 9):
A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target's mind; The creature doesn't remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist's focus than the target's perception of his stare. It can't be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist's focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists' stares don't stack, nor do they stack with penalties from witches' evil eye hexes. This is a mind-affecting effect.
Swift Action, Target takes -3 to Will saves. No save.

Painful Stare (Mesmerist 1):
When an attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist's class level (minimum 1).

The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round.

Mesmerist Tricks (Mesmerist 1):
A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick).

To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick's description), even if it isn't his turn. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick.

The mesmerist monitors for the trick's triggering condition through a subtle telepathic connection, so he doesn't need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells.

Once triggered, a trick is no longer implanted, and can't be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick's entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 10 + 1/2 the mesmerist's level + the mesmerist's Charisma modifier.

The mesmerist knows one trick at 1st level, and learns another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick's description, a mesmerist can't choose a particular trick more than once.

11/day DC: 21 if applicable.
False Flanker - Illusory double grants ally flank bonus for 1 round.
Compel Alacrity (20ft) - Free move if subject starts adjacent to enemy.
Mask Misery - Ignore penalties of moderate status effects for 1d4 rounds, remove minor status effects.
Mesmeric Mirror - As mirror image, procs when attacked. 3 images.
Spectral Smoke - As fog cloud but illusory, 20ft radius. When attacked.
Gift of Will - Grant subject my will save.

Touch Treatment (Mesmerist 3, 6, 10) Greater:
At 3rd level, the mesmerist can help allies shake off harmful conditions—especially those that affect their minds—by channeling psychic energy through his healing hands. He can use touch treatment a number of times per day equal to 3 + his Charisma modifier. Using the ability is a standard action (or a swift action if the mesmerist uses it on himself ), and the mesmerist must be able to touch his target. He can remove one condition from one target each time he uses this ability. At 3rd level, he can remove any condition on the minor conditions list. At 6th level, he can remove any condition on the minor or moderate conditions list, and at 10th level, he can remove any condition on the minor, moderate, or greater conditions list.

Minor Conditions: Fascinated, shaken.

Moderate Conditions: Confused, dazed, frightened, sickened.

Greater Conditions: Cowering, nauseated, panicked, stunned.

A 14th level, the mesmerist can instead expend one use of touch treatment to replicate the effects of break enchantment.

This targets only one creature the mesmerist is touching and follows all other restrictions of touch treatment.

As touch, remove Confused, Dazed, Frightened, Sickened, Fascinated, Shaken, Cowering, Nauseated, Panicked, Stunned. Free action for self.

Manifold Tricks (Mesmerist 5, 9) 3 Tricks:
At 5th level, the mesmerist can have two tricks implanted at a time. The number of concurrent tricks increases by one for every 4 mesmerist levels he possesses beyond 5th. Each creature can still be the subject of only one trick at a time. If the mesmerist implants a new trick while he already has his maximum number of concurrent tricks implanted, he must choose one implanted trick to dismiss without triggering (the dismissed trick still expends a daily use of the mesmerist's tricks).
Apply up to 3 tricks on a single target.

Mental Potency (Mesmerist 5):
At 5th level, the mesmerist can affect more powerful creatures or a greater number of creatures than normal with his mental effects. Both the HD limit and the total number of HD affected with each enchantment or illusion spell he casts increase by 1. For enchantment and illusion spells he casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be). For example, a 5thlevel mesmerist could affect 5 HD worth of creatures with sleep, affect 2d4+1 HD worth of creatures with hypnotism, and change the categories for color spray to “3 HD or fewer,” “4 or 5 HD,” and “6 or more HD.” The number of additional HD or creatures increases by an additional 1 for every 5 levels beyond 5th, to a maximum increase of 4 at 20th level.
Effect more hit dice than normal with enchantment and illusion spells.

Bold Stare (Mesmerist 3, 7):
At 3rd level and every 4 levels thereafter, a mesmerist's hypnotic stare imposes a further effect upon its target. The mesmerist chooses one option each time he gains a new bold stare improvement, and the choice can't be changed later. The mesmerist can't choose the same bold stare improvement more than once unless otherwise noted. All of the mesmerist's bold stare improvements affect the target as long as it is affected by the mesmerist's hypnotic stare.
Bold Stare applies additional effects.
Psychic Inception - Subject of stare can be effected with mind-effecting spells even if immune. Subject gets +3 to save and if afflicted has 50% chance each round to ignore it.
Sapped Magic - Subject of stare has -3 to DCs of their spells and abilities, and -3 to their MR.

Bloodline Arcana Fey (Sorcerer 1):
+2 To Save DC For Compulsion Spells.

Laughing Touch (Sorcerer 1):
At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.
Touch attack, 9/day, target can only move. No save.

Woodland Stride:
Move through undergrowth at normal speed

Fleeting Glance:
At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.
Greater Invis 10rnds/day. Non-consecutive.

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SPELLS

Cantrips and Knacks:
Arcane Mark
Dancing Lights
Daze (DC 27)
Detect Magic
Detect Poison
Haunted Fey Aspect
Lullaby (DC 27)
Mage Hand
Mending
Penumbra
Prestidigitation
Ray of Frost
Read Magic
Resistance
Root

1st Level: 15/day:
Charm Person (DC 26)
Demand Offering (DC 28)
Entangle (DC 21)
Feather Fall (DC 21)
Grease
Heightened Awareness
Mage Armor
Magic Missile
Murderous Command (DC 28)
Protection From Good
Shield

2nd Level: 14/day:
Hideous Laughter (DC 29)
Levitate
Minor Image (DC 22)
Mirror Image
Protection from Good, Communal
Restoration, Lesser
See Invisibility
Silence (DC 22)
Unadulterated Loathing (DC 29)
Unnatural Lust (DC 29}

3rd Level: 11/day:
Deep Slumber (DC 30)
Dispel Magic
Displacement
Haste
Major Image (DC 23)
Phantom Steed
Shrink Item (DC 23)
Terrible Remorse (DC 30)

4th Level: 8/day:
Command, Greater (DC 31)
Dimension Door
Dominate Person (DC 31)
Invisibility, Greater
Poison (DC 24)
Restoration

5th Level: 4/day:
Overland Flight
Hold Monster (DC 32)