Talhia Shen, human beguiler
Talhia pulls a small length of chain from her component pouch.
"Let's see if they enjoy fighting off webs themselves," she says. She pulls the chain taut, then with a quick word, it evaporates in a puff of black smoke. A puff of similar smoke occurs behind the spider creatures, then erupts outward in shadowy tentacles that seek to ensnare the monstrous enemy.
OOC:
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Shadow binding. DC 18 Will save or they're entangled. Details below:
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[sblock=Spell details]
SHADOW BINDING
Illusion (Shadow)
Level: Sorcerer/wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
As the links of chain in your hand dissipate
to feed the arcane energies of your spell, a
multitude of ribbonlike shadows instantaneously
explodes outward from an indicated
point nearby.
Creatures in the area that fail a Will
save are entangled and unable to move.
Breaking free of a shadow binding
requires a DC 20 Strength check or a
DC 20 Escape Artist check, taken as a
full-round action.[/sblock]
[sblock=Stats]Spells cast: 2nd level: 1/7
3rd level: 1/7
4th level: 1/6
Languages: Common, Sylvan, Draconic, Elven, Undercommon, Dwarven
[sblock=Combat]
HP: 90 = [10d6 + 30]
AC: 18 = 10 + 7 [armor] + 0 [shield] + 1 [DEX]
AC Touch: 11 = 10 + 1 [DEX]
AC Flatfooted: 17 = 10 + 7 [armor] + 0 [shield]
INIT: +1 = +1 [DEX]
BAB: +5 = +5[Beguiler]
Fort: +6 = +3 [base] + 3 [stat]
Reflex: +4 = +3 [base] + 1 [stat]
Will: +7 = +7 [base] + 0 [stat]
SPECIAL: +1 vs. spells/spell-like abilities (Nymph's Kiss)
Speed: 30'
Spell Resistance: 20 (Necklace of Protection)
Special: fire resist (10)[/sblock]
[sblock=Weapon Stats]
Dagger +1 (melee): +5 = +5 [BAB] -1 [STR] / DMG = 1d4, CRIT 19-20x2
Dagger +1 (ranged): +7 = +5 [BAB] +1 [DEX] / DMG = 1d4, CRIT 19-20X2, range 10 ft.
MW Crossbow: +7 = +5 [BAB] +1 [DEX] +1 [MW] / DMG = 1d8, CRIT 19-20/x2, range 80 ft.
[/sblock]
[sblock=Class Features]
--Beguiler--
* Armored mage (no spell failure in light armor)
* Trapfinding (as rogue)
* Cloaked casting (+1 DC and +2 vs. SR if opponent flat-footed)
* Surprise casting (move action)
* Advanced learning (3rd: Distract Assailant)
* Advanced learning (7th: Shadow Binding)
* Spells: All spells on spell list count as spells known:
Spell mods: +1 DC, +1 CL for enchantment spells
Cantrips (6/day) (DC 15): Dancing lights, daze, detect magic, ghost sound, message, open/close, read magic
1st level (6+2/day)(DC 16): charm person, color spray, comprehend languages, distract assailant (advanced learning 3rd), detect secret doors, disguise self, expeditious retreat, hypnotism, mage armor, obscuring mist, rouse, silent image, sleep, undetectable alignment, whelm
2nd level (6+1/day)(DC 17): blinding color surge, blur, daze monster, detect thoughts, fog cloud, glitterdust, hypnotic pattern, invisibility, knock, minor image, mirror image, misdirection, see invisibility, silence, spider climb, stay the hand, touch of idiocy, vertigo, whelming burst
3rd level (6+1/day)(DC 18): arcane sight, clairaudience/clairvoyance, crown of veils, deep slumber, dispel magic, displacement, glibness, halt, haste, hesitate, hold person, inevitable defeat, invisibility sphere, legion of sentinels, major image, nondetection, shadow binding (advanced learning 7th), slow, suggestion, vertigo field, zone of silence
4th level (5+1/day)(DC 19): charm monster, confusion, crushing despair, freedom of movement, greater invisibility, greater mirror image, locate creature, mass whelm, phantom battle, rainbow pattern, solid fog
5th level (3/day)(DC 20): break enchantment, dominate person, feeblemind, friend to foe, hold monster, incite riot, mind fog, Rary's telepathic bond, seeming, sending, swift etherealness
[/sblock]
[sblock=Feats&Flaws]
Spell Focus (enchantment)(1st)
Nymph's Kiss(bonus human)
[sblock]Book of Exalted Deeds, pg. 44
By maintaining an intimate relationship with a good-aligned fey
(such as a nymph or dryad), you gain some of the characteristics
of fey.
Benefit: Fey creatures regard you as though you were fey. You
gain a +2 circumstance bonus on all Charisma-related checks,
and a +1 bonus on all saving throws against spells and spell-like
abilities. Starting with the level when you take this feat, you
gain 1 extra skill point per level.[/sblock]
Stealthy (campaign bonus, +2/+2 only)
Deft Hands (campaign bonus, +2/+2 only)
Unsettling Enchantment (3rd)
[sblock]Complete Mage, pg. 48
Your enchantment spells cloud the minds of even those who
would otherwise resist their effects.
Prerequisite: Spell Focus (enchantment) or enchanter
level 1st.
Benefit: Any foe required to save against an enchantment
spell you cast takes a -2 penalty on attack rolls and to AC for
1 round, regardless of the result of the save. This is a mindaffecting
effect.
Special: An enchanter can select this feat as a wizard
bonus feat.[/sblock]
Silent Spell(beguiler 5th)
Touch of Distraction (6th)
[sblock]Complete Mage, pg. 48
Your touch briefly clouds the mind of a foe, impeding its
efforts.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have an enchantment spell of 3rd
level or higher available to cast, you can cloud the mind of a
creature within 30 feet as a standard action. The target takes
a -2 penalty on its next single attack roll or Reflex saving
throw. If the target makes no attacks or Reflex saves within
a number of rounds equal to the level of the highest-level
enchantment spell you have available to cast, the effect ends.
Multiple uses of this feat don't stack. This is an enchantment
(compulsion), mind-affecting effect.
As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting enchantment spells.[/sblock]
Still Spell(beguiler 10th)
Rapid Metamagic (9th)
[sblock]
Complete Mage, pg. 46
You possess an uncanny mastery of your magic, enabling you
to modify spells on the fly much faster than others can.
Prerequisites: Spellcraft 12 ranks, ability to spontaneously
cast spells.
Benefit: When you apply a metamagic feat to a spontaneously
cast spell, the spell takes only its normal casting
time.
Normal: Spontaneous casters applying metamagic must
either take a full-round action (if the spell normally requires
a standard action or less) or add a full-round action to the casting
time (if the spell takes 1 full round or longer to cast).[/sblock]
[/sblock]
[sblock=Skill Tricks (Complete Scoundrel)]
Conceal Spellcasting (SoH vs. Spot)
Swift Concentration (maintain concentration as swift action)[/sblock][/sblock]