About Rilia of the Savored Sting
Rilia (Second Darkness)
Rilia is a tall (6'1") exotic beauty, with smooth tawny skin, and pale blonde hair and eyes like smoldering candles. She is well-proportioned and moves with a easy grace. Her demeanor though changes to reflect whatever she believes might be required to obtain what she wants. Mostly she is calculating, and has a hard edge underneath what little silk she wears.
In elf terms she is still a tween and therefore vaciliates between boundary-pushing coquettishness and the wisdom of a person who has seen nearly one-hundred-and-thirty summers. She can be vengeful and manipulative--sometimes unthinkingly so. but she can also be surprisingly tender and sympathetic to those in genuine need.
Rilia has a sense of honor and loyalty too, as demonstrated by the lengths she will go to help her allies.
She has traveled the length of Varisia to find a lost loved one. Information she has gleaned hints to the involvement of the Winter Council but for good or for ill she cannot say yet.
Rilia practices a holistic style of healing, mixing the arts of a courtesan, magical lay-healer, psychologist and osteopath into one whole. Dim the lights and start the music.
Rilia is based on a couple of other preexisting characters: Wanda "Gorgeous" Durst from the Wildstorm, Stormwatch Post Human Division comic, and Kemeili the Calistrian inquisitor from Queen of Thorns by Dave Gross. There really isn't a good link to explain Kemeili beyond the phrase: "sassy Calistrian Inquisitor". She's adventurous and a bit immature while Wanda wields psychology like a +5 keen adamantine rapier. Rilia falls somewhere in between.
Antagonize You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.
Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.
Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.
New Spell: Barren Fields from "Hirelings into the Wild" by Crystal Frasier