The Master of Illusions

The Master of Illusions is a first-level sample character for Spheres of Power, suitable for use as a PC or as an NPC. Information on its build rules, and how to adjust for different rules, is included below.


The Master of Illusions
Half-elf fey adept 1
CN Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +6

Defense

AC 13, touch 13, flat-footed 10 (+2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +3, Will +2; +2 vs. enchantments
Immune sleep
Weaknesses energy focus, focus casting, mental focus

Offense

Speed 30 ft.
Melee destructive blast +0 touch (1d6); optional: tenebrous blast
Ranged destructive blast +3 touch (1d6); optional: tenebrous blast
. shadowmark +3 touch (1d6 untyped damage, -1 penalty to Will Saves against user's Sphere talents for 1 minute, no saving throw)
Special Attacks shadowmark

Magic

Caster Level 1; MSB +1; MSD 12; Concentration +5
Tradition None (Drawbacks: Focus Casting - Ring (DC 20), Mental Focus (DC 20)); CAM Cha
Spell Points 6
Destruction Sphere - DC 14; Duration Instantaneous or 1d4 rounds (Tenebrous Blast); Range 25 feet; Talents Tenebrous Blast; Drawbacks Energy Focus (Negative)
- Destructive Blast (Tenebrous Blast)
Illusion Sphere - DC 14; Duration Concentration (max 1 minute/CL) or 1 minute/level (Tricks); Range 25 feet; Talents Complex Illusion, Illusionary Touch; Drawbacks None
- Illusion (Complex Illusion, Illusionary Touch)
- Trick: Alter
- Trick: Effects

Statistics

Str 8, Dex 16, Con 12, Int 10, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 12
Feats Extra Shadowstuff, Skill Focus (Bluff)
Traits minor bioluminescence
Skills Bluff +11 (+12 when Minor Bioluminescence is on), Perception +6, Sense Motive +4, Stealth +7; Racial Modifiers +2 Perception
Languages Common, Elven
SQ alter, casting, complex illusion, destructive blast, effects, elf blood, fey magic, illusion, illusionary touch, master illusionist, shadowstuff, tenebrous blast
Other Gear 150 gp

Special Abilities

Casting (CL 1, MSB +1, MSD 12, Concentration +5, DC 14) You can cast sphere effects.

Destruction: Destructive Blast 1d6 Ranged or melee touch attack deals 1d6 damage

Destruction: Tenebrous Blast Destructive Blast deals neg. energy damage and imposes -2 attack for 1d4 rds

Elf Blood Half-elves count as both elves and humans for any effect related to race.

Elven Immunities - Sleep You are immune to magic sleep effects.

Energy Focus (Negative) You may only make a destructive blast of a single energy type

Fey Magic Gain Illusion as a bonus sphere

Focus Casting (DC 20) You must make a concentration check to use magic without your focus item

Illusion: Alter Make minor illusionary changes to an object or creature

Illusion: Complex Illusion Create illusions with multiple, independent components

Illusion: Effects Create illusions that are unconvincing, but can have some utility

Illusion: Illusion (DC 14) Create illusions that may fool observers

Illusion: Illusionary Touch Create illusions that feel real to the touch

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Master Illusionist (1 round) Illusions persist for a time after you cease concentrating on them

Mental Focus (DC 20) You can lose mental focus, making it more difficult to use magic

Minor Bioluminescence Your skin (or a patterned portion of it) shines with a strange luminescence that many find to be mesmerizing. You shed light as a candle, increasing the light level by one step 5 ft. around you, and may turn this light on or off as a free action. So long as the light is on, you gain a +1 bonus on Bluff checks. In addition, Bluff is a class skill for you.

Shadowmark (1d6, -1) Hurled shadowstuff deals damage and imposes Will penalty against your sphere abilities

Shadowstuff Spend shadow points to create a variety of effects

Shadow Points (6) You have 6 Shadow Points.


THEME

A master of illusions and fooling enemies.

BUILD RULES

20 point buy. If higher, raise Dexterity. If lower, reduce Constitution. This character only has one trait, so you can add a non-Racial trait (or Campaign Trait) to fit your game.

SUGGESTED GROWTH

The Master of Illusions is all about indirect power - making people believe things that aren't true. As a Fey Adept, you are naturally proficient with illusions and should take several more talents to make your illusions more convincing.

You may want to dip into the Protection sphere to increase your defenses (Fey Adepts are not proficient with any armor) at 2nd level. If you plan to make Destructive Blasts on a regular basis, get a boost to your Dexterity as early as possible.

NOTES

The Master of Illusions is focused on creating illusions. This requires more creativity than most classes, since in many cases, the only real limit to what you can do is the size of your illusions and your creativity. You have the Destruction Sphere for all-day damage (drop the Energy Focus drawback and Tenebrous Blast in an undead-heavy campaign), but at just +3, it's not especially accurate and can't be relied on until you have a few more points for accuracy.

At higher levels, your Master Illusionist ability will drastically increase the versatility of your illusions, allowing you to avoid spending spell points or concentration on them.

Remember to set up illusions in a way that benefits the rest of your party. You're strong on your own, but if you dive into battlefield control, you will drastically increase your impact on things.

Finally, remember that illusions are often most useful outside of battle. Don't hesitate to look for creative solutions to your problems - and your sky-high Bluff skill means you can talk your way into or out of most situations.


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