Threatening Illusion
You’ve mastered the art of making illusions that force foes to divide their attention in combat.
Prerequisite: Spell Focus (illusion), gnome.
Benefit: You can use this metamagic feat only on illusion (figment) spells. A threatening illusion spell causes one target to believe your illusion is a threat. Choose one 5-foot square within the area of your illusion; that square threatens the target as long as it is adjacent. Thus, if you or an ally is on the opposite side of the target, it is considered flanking. Normally the area must contain an illusory creature of Small or Medium size. However, you can select one square of a larger illusory creature to threaten the target. For example, an illusory Large ogre takes up four 5-foot squares; you select one square to be the source of the threat, and its other three squares do not threaten anyone. If the target has reason to believe there is an invisible creature in the vicinity, even an auditory illusion with no visual elements (such as ghost sound) is sufficient to convince the target that the selected square contains an actual threat. As long as you maintain the illusion, you can change the location of the threatening square as a swift action. When you threaten a target with this spell, the foe may make a Will save to disbelieve (DC 10 + threatening spell’s level + your spellcasting ability score modifier). If the target makes this save, the threatening effect of this feat no longer applies to it. A threatening illusion takes up a spell slot one level higher than normal.
Normal: Illusion spells do not threaten squares. New Spell The gnome talent for illusion has led many to develop spells designed to assist them in dealing with creatures larger and stronger than themselves. The following spell is normally only found in gnome spellbooks, but it can be learned by other races. Illusory Poison School illusion (phantasm) [mind- affecting]; Level sorcerer/ wizard 3 Casting Time 1 standard action Components V, S Range touch Target weapon touched Duration 1 minute/level or until discharged (see text) Saving Throw Will disbelief, then Fortitude (see text); Spell resistance yes You create a phantasm of an oily green phantasmal poison on the target weapon. The first creature hit by the poisoned weapon must make a Will save against the illusion spell; success means the spell has no effect and is expended from the weapon. If the creature fails its save, it believes it has been poisoned and must make Fortitude saves at the spell’s DC to avoid suffering illusory poison damage. Delay poison allows the target to ignore the effects of the phantasmal poison until the delay poison spell ends, at which time it may make a Will save to realize the poison is illusory and recover all illusory poison damage. Neutralize poison, lesser restoration, or restoration immediately recovers all damage from the spell. A successful dispel magic spell ends the effect of the illusion, as do spells that penetrate illusions (such as true seeing). The target automatically recovers all illusory poison damage after 1 hour. Phantasmal Poison Type poison, injury; Save Fortitude DC as the spell Frequency 1/round for 6 rounds Effect 1d3 Str damage; Cure 1 save TM Persona Gnomes of Consequence D ue to an endless curiosity, gnomes can often be easier to recruit for adventures or unusual jobs than other races. Below are two such individuals, perfect for use as cohorts, mercenaries to round out a group, or local contacts. Nesa “Coppertongue” Blueblossom Despite having held numerous jobs and freelancing as an adventurer—though never staying in one place for very long—Nesa holds a true passion for only one thing: a unique game she invented decades ago. The game is simple: the young woman spends her time giving away a magical copper coin and then attempting to recover it, whether by theft, trickery, seduction (her favorite), or whatever other strategy the situation demands. After each session, she must keep the coin under her tongue for a full day in order to attune herself to it—hence the nickname “Coppertongue.” Of course, if asked how she earned that title, Nesa usually amuses herself by offering answers designed to leave the questioner blushing. Once attuned to the coin, Nesa can determine its approximate direction and location whenever she casts detect magic. Nesa operates by spending the coin, waiting a few days for it circulate, and then working to get it back. This constant hunt has kept her busy—and the Bleaching at bay—for 40 years. Though the pursuit of her coin leads her all over and makes it difficult to form lasting attachments, Nesa still craves attention and fellowship. Sometimes she masks this deep longing by putting up a flirtatious facade, treating those she meets as mere conquests. Nesa likes to make a good first impression, particularly since she rarely gets a chance to make a second, and devotes significant time and energy to her appearance. Similarly, she has little difficulty offering unsolicited advice to others on how they could improve their looks. Despite her vampish appearance, Nesa proves a loyal and valuable companion. Nessa is a pretty young woman with green and purple hair who uses excessive makeup, revealing clothing, and saucy body language to attract attention. Nesa “Coppertongue” Blueblossom CR 6 Female gnome rogue 7 NG Medium humanoid (gnome) Init +3; Senses low-light vision, trap spotter, Perception +16 DEFENSE AC 20, touch 16, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 dodge, +1 size) hp 45 (7d8+14) Fort +4, Ref +8, Will +1; +2 vs. illusions Defensive Abilities defensive training, evasion OFFENSE Speed 20 ft. Melee dagger +6 (1d3/19–20) Ranged dagger +9 (1d3/19–20) Special Attacks sneak attack +4d6 Spell-Like Abilities (CL 7th; concentration +9) 3/day—detect magic 1/day—dancing lights, ghost sound, prestidigitation, speak with animals TACTICS During Combat Nesa stays out of melee and uses her daggers and her sneak attack to snipe at opponents. If attempting to distract her foes, she uses one of her spell-like abilities on a dagger to make it seem magical and offers it up as a bribe. Morale If seriously threatened, Nesa becomes invisible and flees. STATISTICS Str 10, Dex 16, Con 15, Int 14, Wis 8, Cha 12 Base Atk +5; CMB +4; CMD 19 Feats Alertness, Deft Hands, Dodge, Skill Focus (Perception) Skills Acrobatics +13 (+9 to jump), Appraise +7, Bluff +11, Climb +10, Disable Device +17 (+19 with masterwork thieves’ tools), Disguise +11, Escape Artist +13, Perception +16, Profession (beautician) +4, Sense Motive +11, Sleight of Hand +15, Stealth +17, Survival +0, Swim +5, Use Magic Device +6; Racial modifiers +2 Perception, +2 Profession (beautician) Languages Common, Draconic, Giant, Gnome, Sylvan SQ hatred, rogue talents (minor magic, resiliency, trap spotter), trapfinding, trap sense +2, weapon familiarity Combat Gear potion of delay poison, 2 potions of invisibility, potion of protection from arrows, wand of cure light wounds (20 charges); Other Gear +1 studded leather, 8 daggers, magic coin, ring of Persona: Gnomes of Consequence protection +1, masterwork thieves' tools, 84 gp in additional gear or currency; PC Gear Replace one dagger with a +1 returning dagger, replace her +1 studded leather with a +2 mithral shirt, add a belt of incredible dexterity, an amulet of natural armor +1, and 156 gp; Suggested Traits Charming, Sacred Touch Nesa’s Coin Aura weak divination; CL 1st Slot none; Price 450 gp; Weight — DESCRIPTION This simple copper coin establishes a connection with the most recent person to keep it under her tongue for 24 hours. Once established, this connection allows its owner to determine its current direction and distance each time she casts detect magic. The connection instantly breaks if the coin travels to another plane or enters an antimagic field. CONSTRUCTION Requirements Craft Wondrous Item, detect magic; Cost 225 gp. Pugnan Longwater, “The Teakettle Knight” Pugnan devotes himself to living the knightly ideal, albeit with his own unique slant. His blend of frantic energy, cheerful bluster, and berserk courage sometimes causes people to suspect him of playing an elaborate prank, at least until they’ve seen his prowess in battle. Pugnan takes his role as a defender of the weak and enemy of the wicked very seriously, but sees no reason to rein in his sense of whimsy. He keeps himself entertained, and the Bleaching at arm’s length, by keeping up an almost constant monologue in even the most dire of situations. Pugnan uses this personal narration to address an unseen audience, referring to himself in the third person and describing his every action and deed as if he were reciting some epic story with himself as the hero. Of course, being sly and prudent, he frequently waits until opponents catch on to this odd quirk and then uses it to his advantage by making some grand pronouncement and then doing the exact opposite, catching his enemies off guard. As one former comrade put it, “He’s got a head full of grasshoppers, but that doesn’t mean he’s an idiot.” Pugnan has difficulty standing still or even pausing for breath between sentences. He clanks in his armor, sometimes elaborately faking dodges and rolling along the floor, but he earns his nickname due to his unusual helm, which he had specially made to resemble a teakettle for reasons only he understands. His hair is bright red, and he’s fond of striking noble poses with his chin thrust in the air as if he were having his portrait painted. Pugnan Longwater CR 4 Male gnome fighter 5 NG Small humanoid (gnome) Init +1; Senses low-light vision; Perception +2 DEFENSE AC 21, touch 13, flat-footed 19 (+8 armor, +1 Dex, +1 dodge, +1 size) hp 47 (5d10+20) Fort +7, Ref +2, Will 0; +3 vs. fear, +2 vs. illusions Defensive Abilities defensive training OFFENSE Speed 20 ft. Melee mwk bastard sword +10 (1d8+5/19–20) or heavy mace +8 (1d6+2) Ranged longbow +7 (1d6/[TS]3) Spell-Like Abilities (CL 5th; concentration +7) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals TACTICS During Combat Pugnan prefers to start fights by charging a formidable-looking melee opponent while shouting, “And so our hero waded through a river of blood!” or something similarly dramatic. He defaults to using Power Attack but abandons it if he has trouble striking the target. Morale Pugnan believes in the maxim, “first in, last out.” He only retreats if all of his companions can safely do so. STATISTICS Str 14, Dex 13, Con 16, Int 10, Wis 8, Cha 14 Base Atk +5; CMB +6; CMD 18 Feats Cleave, Dodge, Exotic Weapon Proficiency (bastard sword), Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword) Skills Acrobatics +1 (–3 jump), Craft (weapons) +2, Intimidate +9, Perception +2, Stealth +1; Racial Modifiers Craft (weapons) +2, Perception +2 Languages Common, Gnome, Sylvan SQ armor training 1, bravery +1, hatred, weapon familiarity, weapon training (heavy blades +1) Combat Gear 4 potions of cure moderate wounds; Other Gear half-plate, longbow with 20 arrows, heavy mace, masterwork bastard sword, 172 gp in additional gear or currency; PC Gear Replace his masterwork bastard sword with a +1 bastard sword, add boots of speed and 370 gp; Suggested Traits Armor Expert, Courageous TM Social Speaking Gnome W hen gnomes first arrived on Golarion, few things delighted them more than the discovery of the myriad spoken languages. In no time at all they began not only to create the language known now as Gnome, a strange mélange of overheard words and sheer nonsense, but also to find new ways to use the marvel of conversation. Some adventurous gnomes who study the spoken word have even learned how to unleash a torrent of baffling gab that leaves others confounded and vulnerable, even in the midst of combat. All the feats presented below give gnomes new ways to use Bluff. These abilities are all mind-affecting, language- dependent effects. Since these feats involve gnomes using their innate flair for conversation, magical effects which temporarily improve Bluff checks such as glibness cannot modify these particular checks.
Source: Gnomes of Golarion
