Connie Furr

STRENGTH 14 (+2), DEXTERITY 20 (+5), CONSTITUTION 10 (+0), INTELLIGENCE 16 (+3), WISDOM 11 (+0), CHARISMA 20 (+5)

A Bunbun Stargazing Oracle and devoted follower of Brambleson, Prince of Rabbits, Connie was bought from the Menagerie to be the pet of Hugo Dargent, the second son of the noble Dargent Family. Connie has excellent hearing and is entirely overlooked as a dumb rabbit by the majority of the Noble Court, which would make her an excellent spy if she wasn't also compelled to blurt out whatever secrets she'd just learned to whoever is around to listen.

Connie Furr

Physical Description

Apparel & Accessories

See the Team Inventory for a full list of the group's items.

Mental characteristics

Personal history

Connie was born in the Bunbun Warren, deep below ground level of Palimpsest. Although larger than many non-Bunbun families, the Furr family was about average-sized by Warren standards. Connie's parents, Winnie and Warren Furr, had already had "at least a dozen" children before Connie was born, and they had several more as she was growing up.   Connie got into the habit of introducing herself by first name to everyone, including her parents, so as to save them the embarrassment if they'd forgotten which of the Furr bunnies she was.

  The Furr family were devoted followers of the Bramble Church, and they brought up their children in the Bramblite tradition. Connie helped in the Tangle harvest and heard stories of the adventures of Brambleson, the Prince of Rabbits. She learned to soothe herself by talking to Brambleson (whose sensitive hearing meant he had to listen) when she had nightmares about his fearsome rival, the Terrier Beneath the Sands, and developed the habit of talking to him at other times as well.   The other Warren kids found this a little weird, but sometimes they still let her join in their jumping games. They would propel themselves from ledge to ledge of the crumbling city streets, trying to see how high they could get. Connie liked the game, and always tried to catch a glimpse of the starry sky. The other children told her it would never happen since warren elders had always warned them never to venture beyond the Dwarven Settlements.   As she got a little older, Connie became more adventurous. She would examine the Star Charts in the Petal Archive, and made calculations in her little notebook to determine just how high she would need to get before the sky became visible. By her estimates, which didn't factor in the distance the city had sunk since the charts had been created, she ought to be able to see the stars without venturing out of Dwarven Territory.   To say Connie was on a mission during the next game would have been an understatement. Her ears were certainly more than sensitive enough that she would have heard the cries of the other children that she was going too high. And then the voices faded in the distance. And then there were fewer Dwarves around. And then the ledges got further apart, and there were more streets that she needed to be out in the open on. And then there was a snarl, and a slash of claws on fur, and two sky-blue eyes.  
And then Connie woke up in a cage, with her arms chained behind her, surrounded the smell of burning meat and muffled crying in a language she couldn't understand. It was too dark to see much of anything and in order to prevent herself from panicking, Connie reached out to the Rabbit Prince as she'd done many times before. Although her nervous chattering was silenced with a spiked club crashing on her cage, she continued to talk him through everything that was happening to her using Earspeak (Bunbun sign language). If Brambleson was listening (and as far as Connie was concerned, he couldn't not be), he spent a good three to four hours stuck with Connie in that cage before she was grabbed by a clawed fist.
  What Connie lacked in dialogue skills, she made up for in stamina. The one-sided conversation continued as Connie was forcibly carried over to an anvil. Sky-blue eyes glistened in the light cast by a scalding hot branding iron bearing the symbol of Barker's Menagerie. Connie could now tell the creature was a Gnoll: Bunbun children were cautioned that these giant-hyenafolk stalked the streets above the Dwarven Settlements.   As Connie's arm was streched out over the anvil, her ears still twiched in frantic communication with the Rabbit Prince. There was fire, and searing pain but the smell of burning flesh was replaced by the scent of berries and the brand that was left was that of a Bramble branch. The Gnolls were furious, and tried again further up the arm, but the Bramble brand merely grew to join it. And Connie passed out into darkness.   Her time in the Menagerie was unpleasant. Sky-Eyes seemed to hold a grudge for the branding trick and delighted in providing meals made of meat or dipped in blood so she wouldn't be able to eat them. Connie started to communicate with Brambleson more, drawing star maps in the dirt of her cage, and in turn Brambleson started granting her spells that would help her survive in the harsh conditions.   Eventually, Connie was able to combine her magic with her natural agility to make a run for it. She didn't make it very far before she came face-to-knee with one of the Gnolls who was guarding the shop floor. After a short beating, Connie was thrown back into her cage. Luckily for Connie, before the Gnoll could follow through on the even worse threats that he had been taunting her with, he was distracted by the entrance of a noble, who Connie would later learn was Hugo Dargent, the "Spare" son of the Dargent Family.  
Hugo buys Connie from the Menagerie
Although Connie hadn't paid him much attention at the time, the noble was distracted from the accounts he was viewing by her frightened crying, and made the snap decision to purchase her from the Menagerie. Taken back to his home in the Noble District, Connie was initially nervous of her new owner, and his Vishkanya concubine, Lindie, made her very uneasy. But Hugo assured her that he wouldn't let her be harmed at Court, and Connie was soon too excited to be afraid when she learned how close they were to a huge Observatory, and to the stars.

Sexuality

Connie has a vague, inacurate understanding of sexuality at best. Although she grew up in the Warren, where large families are the norm, and now lives at a court where Bunbun are categorised as cute or sexy (or sometimes cute and sexy), she left the Warren before she was old enough to be given "the talk", and her current companions are barely the most healthy individuals to learn such things from.   When she and Katib Castor Stargazer accidentally walked in on the Subvizier Pollux Stargazer making out with Katiba Britomart Ironside, she thought they were fighting and had to be dragged out by Castor. Her surprisingly detailed recounting of the incident to Hugo gave him enough information to deduce what was actually going on, although he tactfully chose not to tell Connie.

Education

With so many children to care for, Connie's parents, Warren and Winnie Furr, took a "learn it once or don't learn it at all" approach to instruction. Each child received a single lesson and was then left to figure things out for themselves, although if the task proved too dangerous, they may be stopped from continuing. Connie, for instance, was barred from all culinary activities after her catastrophically botched attempt to master her father's Brambleberry Tart recipe one Berryfest caused irreparable damage to the feast and reparable damage to the kitchen.   Otherwise, Connie, like most of the children in the Bunbun Warren, was taught by the Bramble Church. She attended school at the Petal Archive of the Rose where she learned the Church's teachings from the archivists.

Employment

Bought from Barker's Menagerie by Hugo Dargent, Connie is generally perceived as the harmless pet Bunbun of the Katib. She attends court with him and his fake-concubine Lindie, and uses her sensitive hearing to eavesdrop on court conversations. Being overlooked and patronised by those around her suits Connie well, since it allows her to practice the forbidden Bramble worship without anyone getting overly suspicious.   Connie's main reason for staying in the court, aside from her friendships with Hugo and Lindie, is the promise of being allowed to visit the Stargazer Observatory, where she can watch the constellations, and talk about stars with Castor and Cassiopeia Stargazer.
Connie (court)

Mental Trauma

Connie has always had a base Bunbun-level of fear of dogs and other canid creatures, particularly Gnolls. However, as canine-related traumas piled up (kidnapped by Gnolls, imprisoned and branded by Barker's Menagerie, barked at by pygmy Gnolls in the Noble Court, kidnapped by Gnolls again, almost killed by Worgoth, the Wolf at the Door, and forced on a schedule to blackout under a carnivorous lupine curse), Connie's self-preserving caution has morphed into an intense Cynophobia, where even her friend Hugo's vulpine Kitsune form makes her uncomfortable.

Personality Characteristics

Likes & Dislikes

Likes
Stargazing: Connie is obsessed with the stars, and will take any opportunity to talk about how great they are, especially the Survivor Star of her patron deity Brambleson, the Prince of Rabbits. She and Cassiopeia Stargazer-Greenskin have been known to get sidetracked in stellar discussions for almost an hour, and if the spell that was concealing their conversation hadn't been about to fade, they would have likely continued their discussion for even longer.
Devil Lettuce: Connie enjoys all raw vegetables, but has a paticular fondness for Devil Lettuce, which is a soporiphic drug for Bunbun.

Vices & Personality flaws

Blabbermouth: Connie is prone to talking first and thinking later (if at all).

Curse of Worgoth

While collecting artifacts to aid Brambles' plan to survive the next apocalypse, Connie was Cursed by Worgoth, the Wolf at the Door, who is in diametric opposition to Brambleson, astrologically and philosophically. Now every Eclipse Day and on nights of Woundsday and Takesday in both Soldiermoon and Thiefmoon when the Wandering Moon moves closest to Worgoth's star, Connie is devoured by the Wolf, losing her connection to Brambleson and becoming an Oracle of Worgoth.   Connie has only limited memory of what the Wolf does when it is in control, and most of the time any memories that she does retain are ones she would rather forget.

At other times, Connie can use this link to Worgoth to become a Hybrid oracle, between the two survivor stars. In this form she maintains her full connection to Bramble, but gains access to a tamer aspect of the Wolf, which she is in control of.   Accessing the Hybrid form requires a DC 15 Constitution check. The form lasts until the next sunrise or until Connie has had eight hours of sleep, although she can force herself to change back sooner by succeeding on a DC 20 Constitution check.

Social

Contacts & Relations

Hugo Dargent: Connie is grateful to Hugo for saving her from the menagerie and for the help he is giving her in tracking down and collecting the pieces of God Soul. When he first took her to live with him, Hugo immediately won Connie's trust by teaching her to use a telescope and showing her the stars. Although they have grown to be very good friends, their public image of master and pet can sometimes bleed into how the two view each other. Connie follows Hugo's lead without question, while Hugo protectiveness can lead to him infantalising her. Neither of them seem to mind the arrangement, but it is quite possible that this is mostly because neither has really given it much thought.
Lindie Asklepa: Although she appreciates the protection that Lindie staunchly provides to her and Hugo, Connie is gradually growing mistrustful of the pseudo-concubine. While Connie has no doubt about Lindie's loyalty to Hugo, she is starting to question the vishkanya's methods and motives, as the deceptions and kill count rises. Seeing how her fellow bunbun reacted to Lindie has only increased Connie's concerns.
Cassiopeia Stargazer-Greenskin: Aside from Hugo, Cassiopeia is probably the closest thing Connie has to a friend, either in the court or elsewhere in the city. The two share a common interest in the illicit Survivor Stars,
and would likely talk for hours about astronomy if they were allowed to. Connie provides religious information to aid Cassiopeia's research and is spearheading the practical tracking down of the God Shards that will hopefully prevent the next Apocalypse. Meanwhile Cassiopeia fills Connie in on her research and provides access to the Stargazer Library and Observatory.
They must be careful, though. Viziera Andromeda Stargazer is particularly suspicious of the interests of her daughter-in-law and is determined to prevent forbidden knowledge from leaving the perview of House Stargazer.
Bugsby Cottontail and Echo Bunnyman: Connie was initially excited to meet some fellow bunbun from her home warren, especially when it transpired they'd been sent to find her (the "Bramble Oracle"). However, keeping them safe and comfy is proving more difficult than Connie initially suspected, and after nearly getting them killed in the Minotaur's Labyrinth, Connie has cautiously left them in the care of Katiba Scarlett Dargent, Hugo's machiavellian little sister.
Beozar: Connie rescued Beozar from Barker's Menagerie alongside the other kidnapped Mongrelfolk slaves. Although Connie is a generally a little mistrustful of the Patchwork Empire's militant tactics, she likes Beozar specifically, and latches onto him when dealing with the illicit rebel group.

Religious Views

Connie is an oracle of Brambleson, Prince of Rabbits, one of the forbidden Survivor Deities and the patron god of the Bunbun who live in the Warrens (far down enough that they are unlikely to be disturbed by the Nobility who enforce the worship of the Eight Human deities). She is zealously devoted and is currently on a quest laid out by Bramble to gather together eight fragments of godsoul from different constellation gods in order to prevent the upcoming apocalypse.   Connie will evangalise to anyone who will listen, to the point where it is barely a secret at court that she is a Brambleite. Luckily no-one really cares if a pet rabbit isn't worshipping the correct gods. In contexts where she must try to hide it, Connie claims to worship "sort of a cross between the Sailor and the Beggar Man", which is where Brambleson's star is located.
"Hi, I'm Connie."
Alignment
Chaotic Neutral
Species
Currently Held Titles
Age
16 years old
Date of Birth
Givesday, Sailormoon, 1296
Birthplace
Children
Pronouns
She/Her
Gender
Female
Sexuality
None
Presentation
Bramble Berry scent.
Eyes
Pale blue with specks of purple
Hair
Wavy blonde with pink highlights
Skin Tone/Pigmentation
Velvety beige
Height
2 ft. 9 inches.
Weight
25 lbs.
Belief/Deity
Oracle of Brambleson, Prince of Rabbits
(Heavens Mystery)
Other Affiliations
Known Languages
Ancient
Catfolk
Celestial
Common
Draconic
Earspeak (First Language)
Elven
Gnoll
Goblin
Sylvan
Terran (First Spoken Language)
Undercommon
Vishkanyan
Note: Connie can also Read Lips.

Has encountered Hugo Dargent in Human and Kitsune form, but due to an amnesia potion no longer knows they are the same person.

Articles under Connie Furr


CR Level 13

Connie Furr (Reduced)

Oracle (Stargazer) 11, Rogue (Sanctified, Roof Runner) 2 ; Chaotic Neutral (Small)
Humanoid, Bunbun, Shapechanger
Initiative: +5 Senses: Low-light vision ; Perception +23 (base)

Defense

AC: 25, touch 17, flat-footed 19 (+8 armor, +5 Dex, +1 size, +1 dodge)
NOTE: Includes bonus from Coat of Stars Revelation (-7 armour if not donned).
AC Bonuses: +4 bonus AC against attacks of opportunity (increases to +6 against medium-sized opponents or larger)
HP: 76
Fortitude: +10 Reflex: +12 Will: +8 ( +2 vs fear effects (unless the fear is trigged by Cynophobia) )
Defensive Abilities: Evasion DR: fire 5

Offense

Speed: 30ft. (burrow 20ft.)
+10 bonus to speed with charge, run, or withdraw actions
Can move full speed traveling across the tops of buildings or similar structures while wearing light or no armour.
Melee:
Attacks
RABBIT PRINCE'S BLADE +12/+7 (1d6+2) Critical: 20x2. Can be loosed to attack on its own (standard action). Damage type: piercing
UNARMED STRIKE +12/+7 (1d2+2) Critical: 20x2. Damage type: nonlethal
Special Attacks:
Special Attacks
BRAMBLE BRAND 7/day. As a supernatural ability, can touch an enemy for 1d6+5 fire damage; any opponent who takes damage bears your symbol until an equal amount of damage is healed. Any branded opponent takes -2 to save versus your spells and spell-like abilities. INTERSTELLAR VOID 2/day. As a supernatural ability, can cloak one target within 30 ft. with a frozen void as a standard action, inflicting 11d6 points of cold damage. A successful Fortitude save (DC 21) halves this damage. Failing the Fortitude also makes the creature fatigued.
SNEAK ATTACK Attacks deal 1d6 points of extra damage anytime the target would be denied a Dexterity bonus to AC, or when you flank the target. All regular sneak attack restrictions apply.
SPRAY OF SHOOTING STARS As a supernatural ability can unleash a ball of energy as a standard action that explodes in a 5-foot radius burst dealing 11d4 points of fire damage. A successful Reflex save (DC 21) halves this damage. This attack has a range of 60 feet. You can fire three explosive balls per day. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous explosions only take damage once.
Special Qualities
NOTE: Only lists abilities not included elsewhere on sheet.
COAT OF MANY STARS: Can conjure a coat of starry radiance that grants a +8 armor bonus for 11 hours per day. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.
GUIDING STAR: Whenever you can see the open sky at night, you can determine your precise location. In addition, once per night while outdoors, can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still spell feat without increasing the spell's casting time or level.
ROOF RUNNING: Is entirely adept at moving across the tops of buildings, spires, and similar locations. Takes no penalties on any Dexterity-based Skill checks or Reflex saves that might be incurred from moving about on a roof.
STAR CHART: 1/day can spend 10 minutes contemplating her star charts to gain the benefit of the spell Commune.
TUMBLING DESCENT: Can use acrobatics skill to attempt a rapid descent from a rooftop or another surface, ricocheting against another surface and then diving through an opening (such as a balcony or window) directly below. So long as there are at least two surfaces no farther than 10 feet apart to bounce against, can ricochet body back from one to the next, descending great distances with a single check. The DC is 10 + 5 for every additional 10-foot increment descended beyond the initial 10 feet dropped. Falls the full distance on a failed check.
Spell-like Abilities:
Oracle Spells
LEVEL 0 (at will): Card Trick, Citedie's Memory, Create Water, Detect Magic, Enhanced Diplomacy, Guidance, Heaven's Teardrop, Read Magic, Stabilize.
Can cast Mage Hand and Prestidigitation only when wearing magical gloves.
LEVEL 1 (8/day): Cure Light Wounds, Dream Feast, Ears of the City, Faerie Fire, Liberating Command, Protection from Evil, Transcribe.
LEVEL 2 (8/day): Cure Moderate Wounds, Glitterdust, Lesser Restoration, Planetarium, Shooting Star, Silence, Trail of the Rose.
LEVEL 3 (7/day): Blessing of the Mole, Cure Serious Wounds, Detect Anxieties, Detect Desires, Dispel Magic, Guiding Star, Remove Curse, Remove Disease.
LEVEL 4 (7/day): Cure Critical Wounds, Guardian of Faith, Sending, Spiritual Ally, Wandering Star Motes.
LEVEL 5 (5/day): Ancestral Memory, Communal Tongues, Mass Cure Light Wounds, Overland Flight.
Show spoiler
LEVEL 0 (at will)
Card Trick (DC 16)
Conjuration (creation)
Will partial
SR: No
V, S
1 standard action, instantaneous, personal
With a flick of your wrist, a playing card or tarot card of your choosing instantly appears in your hand. The card is a permanently created object and by all appearances is a normal card. Opponents in a game of chance, however, get a Will save to detect that the card is not from the deck in play.
Effect: One conjured playing card or tarot card

Citedie's Memory (DC 16)
Enchantment (compulsion) [mind-affecting]
Will (negates)
SR: Yes
V, S
1 standard action, 11 rounds, close (50 ft.)
The target creature briefly has trouble remembering some fact he's trying to recall. In addition, for the duration, whenever the subject attempts a Knowledge check, the DC is increased by +5 and making the Knowledge check requires a full-round action.
Target: One creature; see text

Create Water (DC 16)
Conjuration (creation) [water]
None
SR: No
V, S
1 standard action, instantaneous, close (50 ft.)
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large — possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.
Effect: Up to 22 gallons of water.

Detect Magic (DC 16)
Divination
None
SR: No
V, S
1 standard action, concentration (up to 11 minutes), 60 ft.
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Area: cone-shaped emanation

Enhanced Diplomacy (DC 16)
Divination
Will negates (harmless)
SR: Yes (harmless)
V, S
1 standard action, 1 minute or until discharged, touch
You imbue the subject with divine diplomacy skills. The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check. It must choose to use the bonus before making the roll to which it applies.
Target: creature touched

Guidance (DC 16)
Divination
Will negates (harmless)
SR: Yes
V, S
1 standard action, 1 minute or until discharged, touch
This spell imbues the subject with a touch of divine guidance.
The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Target: creature touched

Heaven's Teardrop (DC 16)
Conjuration (creation) [light, fire]
None
SR: Yes
V, S
1 standard action, instantaneous, close (50 ft.)
You cause a bit of light to coalesce into a teardrop and fall from the sky tracing a red-hot streak onto a designated target. You make a ranged attack (not a touch attack) to strike the target. The heaven’s teardrop deals 1 point of bludgeoning damage and 1 point of fire damage.
Target: one creature or object

Mage Hand (Apprentice Gloves)
Transmutation
None
SR: No
V, S
1 standard action, concentration, close (50 ft.)
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
Effect: One non-magical, unattended object weighing up to 5 lbs

Prestidigitation (Apprentice Gloves)
Universal
See text
SR: No
V, S
1 standard action, 1 hour, 10 ft.
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Effect: See text

Read Magic (DC 16)
Divination
None
SR: No
V, S, F (crystal or mineral prism)
1 standard action, 110 minutes, personal
You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Target: You.

Stabilize (DC 16)
Conjuration (healing)
Will negates (harmless)
SR: Yes
V, S
1 standard action, instantaneous, close (50 ft.)
Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
Target: one living creature
LEVEL 1 (8/day)
Cure Light Wounds (DC 17)
Conjuration (healing)
Will half (harmless) ; see text
SR: Yes
V, S
1 standard action, instantaneous, touch
When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
Target: creature touched

Dream Feast (DC 17)
Conjuration (creation)
Will negates (harmless)
SR: Yes
V, S, DF
1 standard action, instantaneous, touch
The next time the target sleeps (within the next 8 hours), she dreams of a rich feast with her favorite foods and drinks. When she awakens, she is sated as if she had eaten a nutritious meal, regardless of what she dreamed she ate. The target must sleep for at least 1 hour to gain the benefits of this spell. Being awakened during this period interrupts the spell and cancels its effects.
If you sleep with this spell prepared, you may automatically expend it while you sleep to gain the spell’s benefit. This expenditure does not count as spellcasting for the purpose of determining available spell slots (you could go to sleep at midnight, expend this spell during an 8-hour period of sleep, and still prepare your full allotment of spells in the morning).

Target: creature touched

Ears of the City (DC 17)
Divination
Will negates (harmless)
SR: Yes
V, S, M/DF (a small piece of brick)
1 standard action, 11 rounds, touch
The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events. The flashes are so brief that it is impossible to identify individual people or places, but when the target concentrates on a particular topic or individual, she can piece together a coherent narrative told in a multitude of changing voices in her mind.
Each round for the duration of the spell, the target can attempt a Diplomacy check to gather information as though she had spent 1d4 hours talking to local people. Since the information gathering doesn’t involve actual interaction with people, only observation, the target can use her Perception skill instead of her Diplomacy skill. While thus concentrating, the target is effectively blind and deaf.

Target: one creature

Faerie Fire (DC 17)
Evocation (light)
None
SR: Yes
V, S
1 standard action, 11 minutes, long (840 ft.)
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light.
Target: creatures and objects within a 5-ft.-radius burst

Liberating Command (DC 17)
Transmutation
Will negates (harmless)
SR: Yes
V
1 immediate action, instantaneous, close (50 ft.)
If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action with a +10 competence bonus on this check. This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were under the effects of a hold person spell or paralyzed by Strength damage).
Target: one creature

Protection from Evil (DC 17)
Divination
Will negates (harmless)
SR: Yes
V, S, M/DF
1 standard action, 11 minutes, touch
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.

Target: creature touched

Transcribe (DC 17)
Conjuration (creation)
Will negates
SR: Yes
V, S, M (a scroll, book or tablet)
1 standard action, 11 minutes, close (50 ft.)
This spells copies a conversation onto the material component of the spell. A clay tablet, single page or piece of scroll can hold up to one minute of conversation.
If the caster runs out of material component before the spell ends, the spell ends immediately.

Target: one scroll, book, or tablet
LEVEL 2 (8/day)
Cure Moderate Wounds (DC 18)
Conjuration (healing)
Will half (harmless) ; see text
SR: Yes
V, S
1 standard action, instantaneous, touch
When laying your hand upon a living creature, you channel positive energy that cures 2d8+10 points of damage. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
Target: creature touched

Glitterdust (DC 18)
Conjuration
Will negates (blinding only)
SR: No
V, S, M (ground mica)
1 standard action, 11 rounds, medium (210 ft.)
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.
Any creature covered by the dust takes a -40 penalty on Stealth checks.

Target: creatures and objects within 10-ft.-radius spread

Lesser Restoration (DC 18)
Conjuration
Will negates (harmless)
SR: Yes
V, S, M/DF
3 rounds, instantaneous, touch
Dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
Target: creature touched

Planetarium (DC 18)
Illusion (figment)
Will disbelief (harmless)
SR: No
V, S
1 standard action, concentration + 3 rounds, close (50 ft.)
You project an image of the night sky based on your current location and the local time, allowing you to observe the heavens and all of its celestial bodies and features even during the daytime, indoors, or underground. Anyone within the planetarium’s sphere can see the projection, though outside of the sphere the image becomes grainy and indistinct.
Effect: 15-ft.-radius spherical projection of night sky

Shooting Star (DC 18)
Conjuration (creation) [fire]
None
SR: Yes
V, S, F (1,000 gp of meteorite)
1 standard action, instantaneous, long (840 ft.)
A fiery, stony mass falls from thin air tracing a red-hot streak onto a designated target. You make a ranged attack (not a touch attack) to strike the target. The star deals 5d6 points of bludgeoning damage and 5d6 points of fire damage.
Target: one creature or object

Silence (DC 18)
Illusion (glamer)
Will negates; or none (object)
SR: yes; or no (object)
V, S
1 standard action, 11 rounds, long (840 ft.)
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use Spell Resistance, if any. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and Spell Resistance, but unattended objects and points in space do not. Creatures in an area of a Silence spell are immune to sonic or language-based attacks, spells, and effects.
Area: 20-ft.-radius emanation centered on a creature, object, or point in space

Trail of the Rose (DC 18)
Illusion
None
SR: No
V, S
1 standard action, 11 hours, touch
This spell creates an illusory trail in the form of a misty and visible scent coming from the rose used as this spell’s material component. When you cast this spell, the scent of the rose leaves a faint pink-tinged illusion that ripples and flows in the area. Only you and up to six creatures you designate upon casting the spell can see the illusion. To designate a creature, you must know it well. It is not enough simply to have met that creature once or heard of the creature. When you move, this illusory scent leaves a trail, though there are no telltale signs of which direction you moved if creatures designated by this spell find a middle section of the trail. This is typically used to create backtracking method for the caster’s handpicked allies, useful for navigating in and out of mazes or labyrinthine cave complexes without leaving behind an obvious trail.
Target: 1 rose touched
LEVEL 3 (7/day)
Blessing of the Bunny (DC 19)
Transmutation
None (harmless)
SR: no (harmless)
V, S
1 round, 11 minutes, close (50 ft.)
The targets gain darkvision 30 feet and a +2 competence bonus on Stealth checks.
Target: 11 creatures

Cure Serious Wounds (DC 19)
Conjuration (healing)
Will half (harmless) ; see text
SR: Yes
V, S
1 standard action, instantaneous, touch
When laying your hand upon a living creature, you channel positive energy that cures 3d8+11 points of damage. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
Target: creature touched

Detect Anxieties (DC 19)
Divination [mind-affecting]
Will negates (see text)
SR: No
V, S, F/DF (a medallion)
1 standard action, concentration, up to 11 minutes, 60 ft.
This spell functions as Detect Thoughts except that you sense significant desires of creatures with a Wisdom score of 1 or higher, regardless of whether they are conscious or not.
1st Round: Presence or absence of anxieties, regardless of whether the creature is conscious.
2nd Round: Number of thinking minds and the Wisdom score and current degree of fear (shaken, frightened, panicked, cowering, or paralyzed with fear) of each. If the highest Wisdom is 26 or higher (and at least 10 points higher than your own Wisdom score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose anxieties you are detecting.
3rd Round: Most pressing current anxiety of any mind in the area. A target’s Will save prevents you from detecting this information, and you must cast Detect Anxieties again to have another chance.
Presenting a creature with the threat of its anxiety grants you a +2 bonus (or higher, at the GM’s discretion) on checks to Intimidate that creature.
Each round, you can turn to Detect Anxieties in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Area: cone-shaped emanation

Detect Desires (DC 19)
Divination [mind-affecting]
Will negates (see text)
SR: No
V, S, F/DF (a medallion)
1 standard action, concentration, up to 11 minutes, 60 ft.
This spell functions as Detect Thoughts except that you sense significant desires of creatures with an Charisma score of 1 or higher, regardless of whether they are conscious or not.
1st Round: Presence or absence of desires, regardless of whether the creature is conscious.
2nd Round: Number of thinking minds and the Charisma score of each. If the highest Charisma is 26 or higher (and at least 10 points higher than your own Charisma score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose desires you are detecting.
3rd Round: Most pressing current desire of any mind in the area. A target’s Will save prevents you from detecting this information, and you must cast Detect Desires again to have another chance.
Presenting a creature with an opportunity to fulfill a significant desire grants you a +2 circumstance bonus (or higher, at the GM’s discretion) on Diplomacy checks to influence it.
Each round, you can turn to Detect Desires in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Area: cone-shaped emanation

Dispel Magic (DC 19) – [Dispel Check: 1d20 + 11]
Abjuration
None
SR: No
V, S
1 standard action, instantaneous, medium (210 ft.)
You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.
TARGETED DISPEL: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell’s caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.
You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a Wall of Fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by Summon Monster), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item’s caster level (DC = 11 + the item’s caster level). If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
COUNTERSPELL: When Dispel Magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, Dispel Magic may not work; you must make a dispel check to counter the other spellcaster’s spell.

Target: one spellcaster, creature or object

Guiding Star (DC 19)
Divination
None
SR: No
V, S, M (spool of thread or string)
1 minute, 11 days, personal
You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a standard action, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as “very familiar” for the purposes of teleport or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.
Target: you

Remove Curse (DC 19)
Abjuration
Will negates (harmless)
SR: Yes
V, S
1 standard action, instantaneous, touch
Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it.
Remove Curse counters and dispels Bestow Curse.

Target: creature or object touched

Remove Disease (DC 19)
Conjuration (healing)
Fortitude negates (harmless)
SR: Yes
V, S
1 standard action, instantaneous, touch
Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills some hazards and parasites, including green slime and others.
Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.

Target: creature touched
LEVEL 4 (7/day)
Cure Critical Wounds (DC 20)
Conjuration (healing)
Will half (harmless) ; see text
SR: Yes
V, S
1 standard action, instantaneous, touch
When laying your hand upon a living creature, you channel positive energy that cures 4d8+11 points of damage. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
Target: creature touched

Guardian of Faith (DC 20)
Abjuration [see text]
Will negates (harmless)
SR: no (harmless)
V, S, M (holy text parchment)
1 standard action, 11 minutes, close (50 ft.)
The target gains the benefit of Shield of Faith (+3 deflection bonus to AC) and your choice of Protection from Chaos, Evil, Good, or Law. As a move action, the target can transfer this spell to a touched ally, who becomes the new target of the spell.
The alignment descriptor of this spell matches the alignment descriptor of the protection spell you chose when casting it. For example, granting the target protection from evil gives this spell the good descriptor.

Target: one ally

Sending (DC 20)
Evocation
None
SR: No
V, S, M/DF (fine copper wire)
10 minutes, 1 round, see text
You contact a particular creature with which you are familiar and send a short message of 25 words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the Sending, though the subject’s ability to react is limited as normal by its Intelligence. Even if the Sending is received, the subject is not obligated to act upon it in any manner.
If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the Sending does not arrive. (Local conditions on other planes may worsen this chance considerably.)

Target: one creature

Wandering Star Motes (DC 20)
Illusion (pattern) [light, mind-affecting]
Will (negates) ; see text
SR: Yes
V, S, M (a sprinkle of flash powder)
1 standard action, 11 rounds, close (50 ft.)
You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any concealment for the target. The target must make a successful Will save. If the target fails its save, it is dazed for 1 round and must make another save on its next turn or be dazed again for 1 round. The target must continue making Will saves each round. If a target makes its Will save, the wandering star motes jump to the nearest enemy within 30 feet, who must now make Will saves every round or be dazed. Any time a target makes its Will save, the Wandering Star Motes jump to the next nearest enemy within 30 feet.
A given creature can only be affected by the Wandering Star Motes once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.

Target: one living creature and special; see text
LEVEL 5 (5/day)
Ancestral Memory (DC 21)
Divination
None
SR: No
V, S
1 standard action, 11 rounds, personal
When you cast this spell, you open your mind to the vast experiences of your ancestors in the hope of learning something pertinent about your current situation. The chance of successfully finding an ancestral memory that is pertinent is equal to 70% + 10. Failure indicates you merely gain a +5 insight bonus on all Intelligence-based skill checks for the duration of the spell.
Success indicates that you not only gain the +5 insight bonus on all Intelligence-based skill checks, but that one of your ancestors came across a situation or problem similar to one you are currently facing. In this case, the GM provides you with some specific information to assist you in overcoming your problem.

Target: you

Communal Tongues (DC 21)
Divination
Will negates (harmless)
SR: No
V, S, M/DF (model clay ziggurat)
1 standard action, 110 minutes, touch
This spell functions like Tongues, except you divide the duration in 10-minute intervals among the creatures touched.
The spell grants the creatures touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.

Target: creatures touched

Mass Cure Light Wounds (DC 21)
Conjuration (healing)
Will half (harmless)
SR: Yes (harmless)
V, S
1 standard action, instantaneous, close (50 ft.)
You channel positive energy to cure 1d8+11 points of damage on each selected creature. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
Target: 11 creatures, no two of which can be more than 30 ft. apart

Overland Flight (DC 21)
Transmutation
None
SR: no
V, S
1 standard action, 11 hours, personal
This spell functions like a Fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with a bonus on Fly skill checks equal to half your caster level. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an 8-hour period of flight (or 48 miles at a speed of 30 feet).
You may take Falling Damage if something bad happens!

Target: you

Statistics

Str 14 (+2), Dex 20 (+5), Con 10 (+0), Int 16 (+3), Wis 11 (+0), Cha 22 (+6)
CARRYING CAPACITY: Light: 58lbs. or less ; Medium: 59-116 lbs. ; Heavy: 117-175 lbs.
Base Attack: +9 CMB: +11 CMD: 26 (+4 bonus against combat manoeuvres made as part of attacks of opportunity [increases to +6 against medium-sized opponents or larger])
Feats: Arcane Ears, Dodge, Expanded Arcana, Extra Revelation, Mobility, Oracular Intuition, Prophetic Visionary, Secret Signs, Underfoot
Arcane Ears: Have learned to adapt spellcasting to work with Earspeak. When casting, may choose to use Earspeak in place of either the verbal or somatic components. If using Earspeak in place of verbal components, can cast even when unable to make sound. If using Earspeak in place of somatic components, can cast even when pinned or tied up, so long as at least one ear is free.
Prophetic Visionary: 1/day Can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which time you can take no other actions. If you are interrupted, you must begin again. When you come out of the trance, you know whether a particular action in the immediate future will bring good or bad results, as an Augury spell with a 70% chance of success.
Secret Signs: Connie is adept at hiding the somatic components of spellcasting. If she casts a spell that has only somatic components (including if she is using Arcane Ears in place of vocal components), an observer must make a Perception check opposed by her Sleight of Hand check to notice her spellcasting. Spellcraft checks made to identify any spell Connie casts that has somatic components take a –2 penalty.
Skills:
Skills
Acrobatics
+15
+4 to move past larger opponents without provoking attacks of opportunity. Jumps are always considered to have had a running start.
Appraise
+8
Bluff
+14
+4 to pass secret messages.
Climb
+7
-2 penalty (rather than -5) when making an accelerated climb.
Craft (Untrained)
+3
Diplomacy
+15
Disable Device
+9
Disguise
+10
Escape Artist
+12
Fly
+8
Handle Animal
+6
+6 when night sky is visible.
Heal
+9
+3 when night sky is visible. Normally uses INT rather than WIS.
Intimidate
+9
+2 vs. other Bunbun
KNOWLEDGE SKILLS
Arcana
+5
Dungeoneering
+7
Geography
+10
History
+7
Nature
+7
Nobility
+4
Planes
+7
Religion
+19
Linguistics
+15
Perception
+23
+6 when night sky is visible.
Trapfinding
+27
+6 when night sky is visible. Finding concealed or secret objects (e.g. doors and traps) or hearing details of a conversation.
PERFORM SKILLS
Sing
+10
Untrained
+6
Ride
+5
Sense Motive
+17
+6 when night sky is visible.
Sleight of Hand
+11
Can use to hide somatic spellcasting.
Spellcraft
+12
Stealth
+17
+2 underground
Survival
+4
+6 when night sky is visible.
Swim
+6
Use Magic Device
+12

Drawbacks
BLABBERMOUTH: Must succeed on a Wisdom check (DC 15) upon learning plans or confidential information, or will divulge the information to someone within the next 24 hours. If prevented from revealing the information, such as being gagged, Connie is Shaken for the entire time she is restrained, and for 1 hour afterwards, taking a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
CYNOPHOBIA: Since being cursed by Worgoth, Connie's already present fear of dogs has increased to an intense phobia, giving her the Shaken condition in their presence, unless she succeeds a Will save (DC 14). She takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks when around dogs or other canids, including canidfolk (such as gnolls).
Languages: Ancient, Catfolk, Celestial, Common, Draconic, Earspeak, Elven, Gnoll, Goblin, Read Lips, Sylvan, Terran, Undercommon, Vishkanyan