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Caster

Ravenous Eyes Steal the Horizon (Ravi)
Female Liminal Sprite Fey Adept 13
CN Tiny Fey

Init +11; Senses darkvision 60 ft., low-light vision; Perception +21
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Defense
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AC 30, touch 21, flat-footed 23 (+4 Armor, +2 Deflection, +6 Dex, +1 Dodge, +3 Natural (+1 innate, +2 magical), +2 Size, +2 Shield)
hp 183 (3d6+13d8+32(CON)+13(Fav Class)+16(Toughness))
Fort +9, Ref +15, Will +15
DR 5/cold iron; Immune sleep; SR 26
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Offense
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Speed 20 ft., fly 60 ft. (good)
Melee Weapon +[To Hit] (Damage/Crit Range) | Feat +[To Hit] (Damage/Crit Range)
Ranged Weapon +[To Hit] (Damage/Crit Range) | Feat +[To Hit] (Damage/Crit Range)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks repartee
Spell-Like Abilities (CL 6th; concentration +12)
At will—daze (DC 18), prestidigitation
3/day—fumbletongue (DC 19), invisibility (self only), memory lapse (DC 19)
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Magic
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Caster Level 15; MSB 15; MSD 26; Concentration +27
Tradition Focus Casting, Skilled Casting (Performance), Verbal Casting; CAM Cha (+8)
Spell Points 25/25
Illusion Sphere - DC 24; Duration Concentration or 120 minutes; Range Close (60 ft); Talents Committed Deception, Complex Illusion, Decoy, Distracting Phantoms, Focused Imagination, Hostile Glamers, Illusionary Sound, Improved Illusionary Touch, Invisibility, Lingering Illusion, Mass Glamer, Selective Illusions; Drawbacks None
- Trick (Alter, Effects)
- Illusion
Telekinesis Sphere - DC 23; Duration 12 minutes or Instant; Range Close (60 ft); Talents Finesse; Drawbacks None
- Telekinesis (Bludgeon, Catch, Hostile Lift, Sustained Force)
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Statistics
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Str 10, Dex 20 (22), Con 15, Int 18, Wis 14, Cha 23 (27)
Base Atk +7/+2; CMB +5; CMD 20
Feats Combat Casting, Contingency, Cunning, Dodge, Gather Shadowstuff, Improved Initiative, Open Minded, Psychosomatic Healing, Shadowy Slay, Sphere Focus (Illusion), Tactile Illusion, Toughness
Skills Acrobatics +22, Perception +21, Nature +20, Performance +27, Society +10, Spellcraft +23, Stealth +29
Traits Magical Knack, Reactionary
Languages Aklo, Common, Draconic, Elven, Sylvan
SQ versatile performance
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Equipment
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Magical Gear
- Girdle of the Nimble Raccoon [4,000 GP] This belt grants a +2 enhancement bonus to the wearer's Dexterity.
- Laurel of the Convincing Orator [16,000 GP] This headband grants a +4 enhancement bonus to the wearer's Charisma.
- Coat of Monklike Meditation [5,000 GP] This heavy woolen coat confers a +2 bonus to Concentration checks.
- Spectacles of the Greedy Thief [6,400 GP] Can use detect secret doors at will, can use identify 3/day, and can use locate object 1/day to find 100+ coins located in a small area.
- Tortoiseshell Amulet [8,000 GP] This amulet grants a +2 enhancement bonus to the wearer's Natural Armor.
- Cloak of the Fortunate Knave [4,000 GP] This cloak grants a +2 resistance bonus to all of the wearer's saving throws.
- A Thousand Misty Links [7,750 GP] This is a tiny mithril chain shirt enchanted with a +2 armor bonus that can change shape at will to appear like any other sort of clothing or armor.
- Dryad's Kindness [8,000 GP] This ring grants a +2 deflection bonus to AC.
- Mage's Bulwark [8,500 GP] This ring generates a shield made of pure force that grants a +2 shield bonus to AC but has no weight or Dex penalty.
- Handy Haversack [2,000 GP] A handy haversack!
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Special Abilities
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Repartee (Su) Three times per day, when a liminal sprite successfully aids another creature’s Charisma-based skill check, the creature gains a +2d4 bonus on the skill check instead of the normal +2 bonus. A creature can receive this bonus from only one liminal sprite per skill check.
Versatile Performance (Ex) A liminal sprite can use its bonus for Perform (comedy) in place of its bonus for Bluff and Intimidate. When substituting in this way, the liminal sprite uses its total bonus for Perform, including any class skill bonus, in place of the associated skill’s total bonus, whether or not it has ranks in Perform or Perform is a class skill for the sprite.
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Talents
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Committed Deception Ravi may increase the casting time of an illusion by one step to reduce its total spell point cost by one (minimum 0).
Complex Illusion When creating an illusion, Ravi may spend an additional spell point to divide the illusion into multiple, independent components. The combined size and range of these illusions must still be within your maximum illusion size, but each component can appear differently and behave differently. While each component can be given its own set of programmed instructions, Ravi can only actively control one component at a time. Ex: when creating an illusion of a tavern, Ravi could create a bustling group of people inside the tavern as part of the same illusion. Ravi could only control one such illusionary person at a time though; and the rest would only perform their last set of instructions. Giving a component a new set of instructions is a move action. If a creature makes its saving throw against a complex illusion, it sees through the entire illusion rather than only one component part.

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Page last modified on June 27, 2021, at 04:57 AM