Sithir

Alignment - Chaotic Neutral

Domains - Commerce, Luck, Secrecy, and Thievery

Symbol -

Dogma
Always get paid. There is no job worth doing if you are not being compensated. Sometimes you may have to create your own form of payment. Remember that life is one big game, controlled by forces beyond mortal control. It is only right that it should be gambled with. Try your luck at all things and do what you can to tip the scales in your favor. There is always profit in secrets, whether you are keeping them or sharing. While some things are better left unsaid, others are made for profit.

Current Chosen
Pierce (Commerce)

(Luck)

(Secrecy)

Kip (Thievery)

Commerce
True Identification -  (Su) The Chosen is capable of knowing the properties of any magic items touched as a swift action. The Chosen is also capable of knowing the properties of any magic items seen as a standard action.

Wheeling and Dealing -  The Chosen is able to find up to 100 gold pieces worth of gems or coins on their person every day. This is found in various pockets, pouches, or other appropriate containers.

Luck
Manipulate Fate - The Chosen gains a pool of 10 luck points per day. They can apply any number of these points to any d20 roll, prior to the roll being made.

Secrecy
Ambiguous Alignment - The chosen is capable of changing their perceived alignment as an immediate action. This does not change the Chosen’s actual alignment, but is capable of affecting magic items and spells.

Where Everybody Knows Your Name -  When using the Diplomacy skill out of combat all creatures are considered at least indifferent. The 1d4 hours restriction for Gather Information is reduced to 1d4 minutes.

Thievery
Sands of Time School  transmutation Casting Time  1 standard action Components  n/a Range  personal Target  you Duration  1d4 + 1 rounds (apparent time); see text This ability may be used three times per day but only once each combat.

This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4 +1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While sands of time is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of sands of time have their normal effects on other creatures once sands of time ends.

You may use any ability that uses the sleight of hand skill during the duration of sands of time.

You are undetectable while time theft lasts. You cannot enter an area protected by an antimagic field while under the effect of sands of time.