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.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book