Barrett Armstrong |
The worlds you are attuned to is something YOU set at character creation. No two PCs will be attuned to the same world, of course. This is more of you building a 'home base' for yourself and picking somewhere thematic for your character. Being attuned to a certain world does not make you it's ruler, but it definitely imbues you with it's essence and a little bit of yourself bleeds into the world. What do I mean by that? You will find out in the story if selected. No spoilers from this guy!
As for the process of changing said attunement, it will be a quest in and of itself. Since players are already attuned to a world of their choosing when they start out, I see little reason to change it, but if you do, the quests are all difficult and unique, almost like a Paladin or Cleric atonement quest.
Regarding how you are attuned, it is often a spontaneous thing done by the Grand Staircase when you reach a world that it feels 'fits' you. Sure, you can attune to another, but why would you at present?
Rynjin |
I assume something like a Demiplane is fair game? Maybe an uninhabited one I found on my travels and build a shrine to Desna or something on?
Suchak would probably like a small slice of heaven like that. Perpetual spring, flowers and butterflies everywhere. Maybe changes landmarks and features every now and then so there's always something new to explore.
Suchak Iskal |
First (and maybe last) draft of Suchak's fluff:
Suchak is a sky-priest, one of the serpentine mountain dwellers of Golarion's sister planet, Triaxus. While most of his people worship Gozreh, and credit her with the creation of the wind and sky, Suchak follows what he believes is a higher goddess: Desna, who created the heavens themselves that Triaxus spins through in its erratic orbit.
Suchak left his people as soon as he was old enough to do so, and never looked back. He wandered for years, simply exploring and honing his skills with his chosen weapon (the Starknife, the favored of his goddess). He became powerful, and skilled, but was not prepared for what happened a few years into his travels. He met up with three companions, a plainsdweller named Horn, the poet-whale illusionist Podrick, and a Winter Guard (a construct creature) who was simply known as Aught.
They stumbled across a plot by an insane playwright to send Triaxus hurtling across the planes into Carcosa, the domain of the Great Old One Hastur. The group managed to thwart the plot, Aught giving his life in the process, and parted ways as heroes, never to meet again.
Suchak was forever changed by his encounter with madness. Where before he had explored for exploration's sake, and still did in part, he carried with him a seed of paranoia, always worried that something similar would come to pass and he wouldn't be able to stop it. He routed out Aberrations wherever he came across them, and destroyed them mercilessly. After a while, it became apparent that his encounter with the portal to Carcosa had changed him in a different way: He was now more attuned with the underpinnings of the universe. Planar travel became opened to him, a gift from his goddess, or so he believed.
He began the third stage of his life traversing the Grand Stair, embarking on the greatest journey of several lifetimes. Suchak had never felt such a sense of fulfillment. There was always something new around every corner, through every door. Entire planets and planes he's seen, and he plans to see more.
Motive: Suchak desires nothing more than to see all there is to see in the multiverse, though he is also committed to stopping the encroachment of the Old Ones into this universe. While they may bring new things into being, he has no desire to see their twisted creations take over and defile the beauty of any more planets and planes than they already have.
Appearance: Suchak is tall, though much of his height comes from his elongated neck. With his neck extended he tops 7 feet, but his body is maybe 5' 10" alone. His scales are green as spring grass, and his eyes glow blue with magical power, a gift of his bloodline that lets him see magic. He wears comfortable, well fitted clothing festooned with vials and pouches within easy reach. Suchak disdains true armor, trusting in a weak force barrier and his own natural dexterity (augmented by alchemical mutagens) to keep him from harm.
Triaxus is the 7th planet in Golarion's solar system. Due to its erratic orbit, it has a drastically different climate planet-wide depending on how close it travels to the sun. Seasons can last for years, even whole generations. During the Summer, the planet is a veritable garden world, covered in lush vegetation and huge jungles dwarfing the rainforests of Golarion's Mwangi Expanse. During Winter, it is a cold, frozen wasteland. The most common people of Triaxus, the aptly named Triaxians have vastly differing physiologies depending on which season tehy're born in, adapting to either extreme.
thunderbeard |
James Jacobs has even suggested a domain list for Shimye-Magalla's clerics. (Air, Water, Luck, Travel, Weather). His/her lore (her? since the resulting deity is 1/4 male, 3/4 female...) shows up a bit in Serpent's Skull and is briefly mentioned in Skull & Shackles. My Shackles Oracle worships Shim, but swears "by Besmara's booty."
...but that's probably off-topic, so... yeah.
@Attunement: I chose a small plane for mine, but assumed there were already creatures there. If you're into proselytizing, maybe you found a small plane with a primitive society and spend your down time teaching them religion and magic as a "prophet" of your god. I think this is supposed to be very flexible.
Feel free to get weird about the physics of your attuned plane, since it's "where you feel most comfortable." Maybe it's a weightless plane, where you can fly between floating rocks, trees, and houses using conscious thought. Maybe it's a low-grav world where everything is twice as large, where an oversized character can fit in without feeling too big. Maybe it's a plane of filtered and polarized light where absolutely everything appears to be some shade of red, which becomes yellow if you turn sideways and green if you stand on your head.
Maybe it's actual Norse Valhalla, a pocket plane where warriors sit around drinking all day claiming they're going to fight a large future battle that they never actually do. Maybe it's Narnia. Maybe it's a plane of negative entropy, where dust clouds spontaneously form into rocks, objects get hotter over time, and the universe is slowly collapsing into a single white-hot point over the next billion years—and as a magically-protected spectator, you can sit back and watch the spectacle.
Maybe it's an endless, sunlit plain, where water buffalo and zebras run for miles, looping around when they reach one edge, just waiting to be hunted. Maybe it's a planet of such specifications, which has been protected as a big game preserve by an advanced space civilization, and you are one of the three senior rangers allowed to lead hunting safaris solo. Maybe it is a vast, interplanar casino, or a shadow planar echo of the lost Library of Alexandria, or a great repository of all knowledge ever created and stored on Microfiche and Betamax tapes, requiring a great deal of effort and training to find anything at all (but with great rewards). Maybe it's the Restaurant at the End of the Universe
Maybe you've found your way to the elemental plane of maple syrup, or whiskey, or opium, or tofu, or cigarette ash, or Bismuth. Maybe any nonliving object brought to your home dimension turns to gold over a course of hours, making weapons soft and useless and requiring all creatures to eat their food still-alive, though the local trees can metabolize gold into other elements—and maybe that gold, when brought out of the plane, blackens into inert Carbon, preventing economic exploitation. Maybe it's a dystopian world riddled by crime and corrupt techocrat overlords, where you can play a fabled hero leading the resistance to save humanity, and time flows so strangely there that it only unpauses when an outsider visits, allowing you to "bookmark" your story as the world's savior up against impossible odds and return to it whenever you wish. Maybe it's a space brothel.
Maybe it's a five-dimensional space, in which perception itself is skewed, and only creatures with a high intelligence or magical enhancement can even adapt to understand what is happening around them, while the rest go temporarily blind or catatonic until they escape. Maybe it's Flatland—or a two-dimensional cartoon world that obeys Looney Tunes (Toons?) physics, whose "denizens" are animated automata abandoned centuries ago by a mad wizard who created the place to amuse his three daughters before he forgot about it. Maybe it's 15th-century earth, with a strange barrier preventing extraplanar visitors from going anywhere but the recently ruins of Chichen Itza. Maybe it's literally indescribable, and all you remember after leaving is a sense of general nostalgia and peace.
...that's all I can think of in fifteen minutes, but you get the idea.
Tenro |
Just need to select powers, add mythic stuff, type out fluff, and I am done.
oh and spend my last 7k of wealth, but that is all gonna be small stuff. I got the big purchases out of the way first.
@ GM: Witchwyrd age categories are not explored anywhere that I could find, but I imagine them to be a long-lived race given their penchant for long-distance travel, would you allow me to qualify for the Breadth of Experience feat?
Scholar of Studied Carnage |
Ever since Trucido does not speak of his original homeworld only that it was a place ruled by arrogance and petty hatred empowered by far too much magic.
For the past several centuries Trudio has been a student in the arts of war. Magical, technological, psychic, electronic, Trucido has dabbled in or studied deeply of all. His mastery over the Stair grants him unparalleled access into numerous alternate realities and timelines where he can witness the same fight over and over again with slight variations to ponder and consider his theories about combat in all forms.
In that time he has served as something as a mercenary joining or commanding armies of such staggering size and logistics that petty kings in other realms would simply surrender under the sheer vastness and speed with which he would strike.
Yet, he holds no power of his own. He simply joins causes he finds just or takes part in conflicts merely to end them more quickly, or study some aspect of them to gain knowledge for himself, rarely he takes arms as his own side gathering his own army to do away with tyrannies or rulers who he feels require destruction.
Often the only answer he gives, if any, for why he does anything is that he is paying some form of great penance for the lives of billions.
He also is fairly reluctant to express the full range of his capabilities or strategic mind knowing that any information unknown to his enemies is a poisoned dagger hidden up his sleeve.
That being said. Having taken so many lives, he understands the value of each and every one. Through his studies he has seen how a single survivor might go on to lead an army, build an empire, how veterans can go on to garner a stronger and stronger generation of warriors and mages.
Beyond this he simply seeks mastery of all forms of combat. This is a remnant from his past life as a mortal man but a goal that has served him quite well. Sometimes, reputation alone has forced diplomacy. Other times, demonstrations have helped enforce this reluctant peace.
It used to be a world known as Aidan. A world of incredible high magic where thought could be the same as action. Where gesture and word were the same as power. Enlightened, empowered, and emboldened were its people. However all of this was under a veil of oppression against the natural world of the planet. Civilization had pushed the fey and their allies to brink of extinction, and when they lashed out with the very power they were born with a war erupted across the planet that crossed over several generations embroiling each side in so much hate and disgust that peace became a forgotten concept. Nine mages, each Lords and Prime in their chosen form of the Art, developed a ritual that would erase the intelligence inherent in nature effectively lobotomizing the natural world and returning it to a more primal, and more controllable state. The fey would cease to exist and nature itself would be calmed.
None of those mages foresaw the betrayal from within their own inner circle. Nor the full scope of consequences of their actions.
Lord Arkaos: The only other survivor of Aidan is a lich and ancient terror known as Lord Arkaos. A being from Aidan's distant past the destruction of the world revealed his ancient tomb where he was still imprisoned. Discovered by Trucido during one of his visits to his old home the lich was revived from his deep slumber by his incredible presence. Though the exchange was polite and civil Trucido saw no purpose in releasing the old tyrant from his tomb.
Time and imprisonment has done much to harden his patience. He will wait long eternities, long enough for the rest of the planet to crumble if necessary to be free. That being said he bears no ill will towards Trucido. Indeed all his old enemies are long since dead and gone. What he plans should he become free, however, is anyone's guess.
Widowmaker Aya The polar opposite to Trucido. Where he embraces a calm defensive strategy that punishes an enemy, she embraces raw aggression that gives the enemy no foot hold.
Not a true gossamer lady she relies on artifacts and other means to walk the stair. Regardless her reputation is on par with that of The Scholar of Studied Carnage. Sometimes, they cross blades. Others, they fight on the same side. But it is always with a mutual respect. Two people on the same side of a warriors coin.
Archdruid Kylar Trucido's mirror opposite on Daiken. The same man though born under completely different circumstances. Where Trucido uses violence Kylar chooses peace and negotiation. Still, he is the only one that Trucido has revealed himself to and the only time he has violated his own rule of non-interference.
They speak often, bouncing ideas off of one another, speaking of pursuits both military and diplomatic. Kylar doesn't unerstand the point of violence where Trucido doesn't see any weight of talk without without strength. Still, both men are intrigued by one another and bettered by their interactions.
Tony the Lune |
Can any one tell me if the GM said we could craft, pre-game are craft costs or full price. I think something was said about it but I just can't find it.
I think he mentioned you can craft, but your price point started when you acquired your crafting feat? I'm not 100% sure thou.
Tony the Lune |
If anyone is having issues with creating their attuned planes - I'm willing to help out. I have some books for another RPG that are useful for generating worlds (the two planes in my profile were designed using this method). Just let me know and I can give you some barebones fluff for inspiration!
I do like your template description for your worlds. I was thinking on using something similar.
Barrett Armstrong |
I'm pretty good with my worlds, but if you have anything that fits in well with either one I would love to see.
Well, basically I roll (or choose in some cases) on a series of tables to generate information. In the end it looks like this (though I have excluded solar system generation):
PLANETOLOGY
Type: Terrestrial Planet. Also known as "rocky" planets, worlds of this type are like Mercury, Venus, Mars and the Earth - relatively small rocky bodies that might or might not support atmospheres, water, or life. They are different from gas giants. They also tend to be the most likely to harbor some kind of life or civilization.
Diameter: Average. Right in the middle of the normal size range for its type (12,000 km)
Gravity: Miniscule. The world has only the slightest hing of gravity, similar to what one might find on a small asteroid or a tiny moon like Deimos or Phobos (both moons of Mars). On a world such as this, a human of average strength can throw a baseball into orbit! Or, if one threw parallel to the ground, the ball would eventually come back around and hit the thrower in the back of the had, if the world were small enough. Those with superhuman strength can perform mind-boggling feats of brawn on worlds such as this.
Temperature: Freezing. The planet's surface temperature is roughly equivalent to Pluto, typically ranging between 40 K (-387.5 F/-233 C) and 60 K (-351.4 F/-213 C). Carbon-based life forms generally can not fully adapt to this environment. Technologically advanced humanoids can defeat the cold with a heavy environmental suit, or they might one day alter the environment through terra formation, but on their own, this cold will prove too much for them.
Unusual Characteristics: None.
ENVIRONMENT
Atmosphere: Trace Atmosphere. There is only the barest hint of an atmosphere on this world. For just about any life form that needs to breath, there is not remotely enough atmosphere to sustain life. Certain kinds of plants and protists can thrive in such an environment, however. Full-enclosure atmosphere suits and pressurized habitats are required. Of course, worlds such as this can always have an atmosphere added to them by terra-formation. In fact, the more atmosphere there is, the easier terr-forming becomes, so for many planetary engineers, a Trace Atmosphere world is a more preferable target than a No Atmosphere world.
Terrain: Unusual Seismology. The seismic nature of the planet is unusual, to say the least. At one extreme, the world might be seismically inert. There is no tectonic activity whatsoever. The means there can be no earthquakes. It also means that if there are any volcanoes on the planet, they will never stop growing. (A good example of this is on Mars, where on volcano, Olympus Mons, has grown to the size of Texas. No Kidding.) At the other extreme, the planet might be one great big seismic even, with incredible earthquakes and volcanoes going off 24-7. (Jupiter's moon Io is a good example of this. Turned inside out by Jupiter's gravity field, Io is nothing but spewing volcanoes.)
Hydropshere: Balanced. The world has a large amount of standing water on the surface. This means a small ocean and/or lakes, rivers, streams and ponds. There is still a lot more land than water, but the world is wet enough that deserts are now a minority form of territory.
Bioshpere: Cornucopia. Massive numbers of thriving species. Only a sustained destruction of the global environment by disease, industrialization, war, or cosmic event (e.g., asteroid impact) would seriously upset the biosphere of this world. Such worlds are poor candidates for any kind of industrial developments, since history shows that the environment will overgrow any transplanted buildings or machinery. For most organizations, colonizing or setting up shop on planets like this are not worth the effort, in the long run. So, they leave them alone. As a result, criminals, rebels and runaways of all kinds love to use such worlds as hideouts.
CIVILIZATION
Population: Outpost. This world is home to 1,000 or a few thousand people. This is the lower limit of most colonies. Outposts are usually populated by scientists, miners, explorers, and other hard-knock types. These places feel less like an actual town or village, and more like a great, big workstation (which is what they are). Outposts tend to have their own peculiar traditions and culture, and most resent it terribly when colonists show up and try to make a "model community" out of the place.
Technology: Iron Age. The world's collective technology hovers somewhere between that of Ancient Rome and Medieval Europe. Tools are commonplace, but mass production, the key to more advanced technologies, is not. Gunpowder or its equivalent may or may not be part of this picture (the G.M.'s call).
Economy: Industrial. The manufacture and distribution of goods. Or, the performance of a particular service on a mass scale.
Wealth: Poor. The world does not have much income at all. The majority of the people live hard and spare lives. They are not impoverished, but they definitely are lacking in many materials and in wealth, a condition the economy is just not large, strong or healthy enough to counter. Most often, poor conditions are created by government ineptitude, destruction of industries, inability to gain trading partners, population growth that exceeds economic growth, or any number of other factors.
GOVERNMENT
Type: Theocracy. Rule by clergy. [No information that follows makes sense outside of the context of the game]
Law Level: Lawful. The world has a good law system set up, and it keeps crime well in check. Best of all, it does so without trampling the civil liberties of its citizens. It helps if the world has a stable government, a culture not prone to lawlessness or barbarity, and a military that can keep away bandits, pirates, and other independent troublemakers. Something to keep in mind is that on Lawful worlds, weapon possession may or may not be restricted. Some worlds allow their citizens to own any weapons they like, but they somehow have set up an environment where such ownership does not lead to anarchy. Likewise, other worlds restrict weapons ownership, but they do it in such a way that it does not foment resentment or rebellion among the people.
Popularity: Ambivalent. Things are fairly middle ground here. There are the usual grievances against the government, but things are good enough that the civilian populace does not really care about the state of their own world, much less anybody else's. In this state, the government can maintain power for a really long time, since the people are too busy with other things than to provide oversight to the military.
Stability: Rebellion. The government is under attack, but by a significantly smaller portion of the populace than in a revolution or civil war. Depending on how powerful the government (i.e., the chances of the rebels actually winning), the rebels might be considered to be mere criminals stirring up trouble. Still, life on the planet is being seriously disturbed by the ongoing rebellion, and until it end, there can be no peace.
Using randomly generated results forces you to look at a character from more than one dimension and helps one get creative in design (more so, I think, than writing based on preferences alone). For example, Barrett's homeworld has heavier than normal gravity. I chose to use this as a flavorful explanation for his preternatural speed: having grown up under such conditions, his natural speed became incredible when he went to other planes with more earth-like conditions.
Barrett Armstrong |
1 person marked this as a favorite. |
Could you do up one for me? Not for my homeworld but for one i visited.
Would need a lot of population and trade, other than that any weird stuff is no problem.
Type: Gas Giant. Gas giants typically have a relatively small rocky core the size of a terrestrial planet surrounded by an enormous atmosphere of some kind. Most gas giants have a radius many times that of even the largest terrestrial planet, effectively making them huge clouds of gas clinging to a rocky core and held in place by gravity and rotation. Gas giants may have life within them, but it is rarely of the "standard" humanoid, carbon-based type, and it's almost never technologically sophisticated. For that, a gas giant's best bet is if it has any moons. In many cases, gas giants moons are, in effect, small planets (Jupiter's Io, Europa, Ganymede and Callisto are fine examples) which might very well support life.
Diameter: Average. Right in the middle of the normal size range for its type (12,000 km)
Gravity: Low. The world has a fairly low gravity, comparable to what we might find on Mars or on of Jupiter's planetary moons.
Temperature: Temperate. The planet's surface temperature is roughly equivalent to Equatorial Mars or the Earth, typically ranging between 200 K (-99.4 F/-73 C) and 325 K (125.6 F/52 C). Carbon-based life forms can live here with no problems adapting.
Unusual Characteristics: Rings. The planet has some kind of orbital ring made up of ice particles and small rocks, the largest of which might classify as small asteroids. The ring may be really skinny and almost invisible, or it may be wide and majestic, like Saturn's rings. Aside from a nice spectacle, rings can provide crude shelter for spacecraft. In emergencies, lifeboats have found a temporary refuge withing rings, in which they could hide until rescue. Pirates and smugglers also use rings as a hiding place, to jump out on unsuspecting prey, or to sneak past the authorities.
ENVIRONMENT
Atmosphere: Super-Dense Atmosphere. The atmosphere is just too dense to breathe. This is often the case with certain gas giants or with terrestrial planets whose atmospheres are so large that by the time one reaches the rocky surface of the planet, the atmospheric pressure is incredible. Breathing unassisted here is impossible for most humanoids, who will require air masks, filters, or best yet - environmental suits/armor. Native life can thrive on worlds such as this, but is fairly uncommon. Planetary engineers find such worlds to be very easy to terraform. All they have to do is rid the world of what they consider "excess atmosphere." A few firms have actually managed to skim off atmosphere from one world and basically transplant it elsewhere. Such operations are called "swap outs," and they are seen by some to be the new face of planetary reformation.
Terrain: Unusual Seismology. The seismic nature of the planet is unusual, to say the least. At one extreme, the world might be seismically inert. There is no tectonic activity whatsoever. The means there can be no earthquakes. It also means that if there are any volcanoes on the planet, they will never stop growing. (A good example of this is on Mars, where on volcano, Olympus Mons, has grown to the size of Texas. No Kidding.) At the other extreme, the planet might be one great big seismic even, with incredible earthquakes and volcanoes going off 24-7. (Jupiter's moon Io is a good example of this. Turned inside out by Jupiter's gravity field, Io is nothing but spewing volcanoes.)
Hydropshere: Balanced. The world has a large amount of standing water on the surface. This means a small ocean and/or lakes, rivers, streams and ponds. There is still a lot more land than water, but the world is wet enough that deserts are now a minority form of territory.
Bioshpere: Lifeless. The world either never developed life (like Mercury_ or it once had life but it was exterminated. In the second situation, ruins might still exist, as do the ghosts of those who died in the world's final reckoning. Just a note: this refers to native species/fauna. It does not account for any outside settlers or non-living creatures (like golems).
CIVILIZATION
Population: Settled. The world is home to tens of millions of people! The planet has at least a handful of large cities as well as a dense network of smaller cities, towns and villages.
Technology: No Technology! For some reason, the people here never developed any kind of tools. Most of the time, it is because the natives have not yet progressed to the point of understanding technology, much less building or inventing it for themselves. In rare cases, however, certain peoples will forsake all technology or will have developed themselves beyond a need for it. Such people often have advanced magic, psychic or super-powers which obviate their needs for weapons, armor, vehicles and their associated gadgetry, even basic tools.
Economy: Commercial. The mass buying and selling of goods. Or the transactions between manufacturer and retailer.
Wealth: Poor. The world does not have much income at all. The majority of the people live hard and spare lives. They are not impoverished, but they definitely are lacking in many materials and in wealth, a condition the economy is just not large, strong or healthy enough to counter. Most often, poor conditions are created by government ineptitude, destruction of industries, inability to gain trading partners, population growth that exceeds economic growth, or any number of other factors.
GOVERNMENT
Type: Democracy. Rule by popular accord. [all the information that follows makes no sense outside of the context of the game]
Law Level: Minimal. There might be some kind of law enforcement present, but it in no way meets the local needs. In many cases, this might be a lonely sheriff or an outclassed police department up against overwhelming crime - like if Elliot Ness was all by himself in Prohibition Chicago. In most cases, worlds like this are unable to solve their crime problems. They need help, and in a big way. The big difference between a Minimal world and a Lawless! world is that on a Minimal world, the presence of at least a few good guys means they can get the word out that they need help. As a result, they tend to receive reinforcements faster. Even with extra help, though, taming worlds like this is an uphill battle.
Popularity: Angry. The people are out for blood, and are certainly experienced at rioting. If talk of revolution is not in the air, it will be soon. However, there is a sizeable portion of the population that either does not care about the current political troubles or is too scared/intimidated to do anything about it. On some worlds, this can lead to an unfortunate balance in which a world never stops being near a revolution.
Stability: Long-Standing. The government has a long tradition of stability, so much so, that he people can hardly imagine life without it. For a government of this kind to be overturned, circumstances would have to become radically different from what they are now.
Laird Aitken |
Alchemist (Clone Master/Internal Alchemist/Mindchemist) 13
Witch 13
TN Medium Type Humanoid (Subtype Human)
Init +4;
Senses Sight Normal Vision; Perception +33
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DEFENSE
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AC 31, touch 14, flat-footed 27
(10 +4Dex, +4Power +-Template)
HP [198] (13d8+91) +3
Fort +30 (+8Base+7Con+5Item+4Alchemical+2Luck+1Competence+1Circumstance+1Morale+1Ins ight)
Ref +27 (+8Base+4Dex+5Item+4Alchemical+2Luck+1Competence+1Circumstance+1Morale+1Ins ight)
Will +29 (+8base+6Wis+5Item+4Alchemical+2Luck+1Competence+1Circumstance+1Morale+1Ins ight)
Resistances
Race: True Azlanti (Human)
Power
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Movement modes
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Speed 30ft
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OFFENSE
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BAB +9/+4
MBAB+STR +11/7
RBAB+DEX +17/+12
Space 5 ft, Reach 5 ft
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STATISTICS
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26 Point Spend point 4point
Strength 11 (10 +2 Human racial -1 Mature age) -2 Alchemical penalty from Cognatagen +1 Age Resistance
Dexterity 13 (12 +2 Human racial -1 Mature age) +1 Age Resistance
Constitution 22 (16 +2 Human racial -1 Mature age +6 Enhancement) -2 Alchemical penalty from Cognatagen +1 Age Resistance
Intelligence 32 (18 +4 Human racial +1 Mature age +3 Ability improvement +6 Enhancement) +6 Alchemical Bonus from Cognatagen
Wisdom 20 (15 -2 Human racial +1 Mature age +6 Enhancement) +4 Enhancement Bonus from Cooked People
Charisma 16 (15 +1 Mature age) +4 Alchemical Bonus from Cognatagen
Base Atk +9/+4
CMB +11 (misc mods);
CMD +25 (10 BAB+9 +2Str +4Dex + 0size)
FEATS
Technologist
Brew Potion
Skill Focus (Diplomacy)
Additional Traits
Spell Penetration
Greater Spell Penetration
Spell Focus (Necromancy)
Greater Spell Focus (Necromancy)
Piercing Spell
Skill Focus (Spellcraft)
Tenebrous Spell
TRAITS
Hard to Kill (Combat)
Student of Philosophy (Social)
Resilient Caster (Magic)
DRAWBACK Meticulous
Fate's Favored (Faith)
Signature Spell (Regional)
SPECIAL ABILITIES
Cantrips
Patron Spells (Plague)
Witch's Familiar (Thrush)
Hex (Misfortune, Slumber, Evil Eye, Coven, Flight, Soothsayer, Feral Speech/mammals)
Major Hex (Retribution, Hidden Home)
CLONE MASTER/INTERNAL ALCHEMIST/MINDCHEMIST
Alchemy
Bomb 7d4
Brew Potion
Cognatagen (replaced Mutagen)
Breath Mastery (replaced Throw Anything)
Poison Resistance +4
Perfect Recall (replaced Poison Use)
Discovery (Infusion, Compounding Formulary/Craft Wondrous Items, Alchemical Simulacrum, Extend Potion, Dispelling Bombs, Greater Cognatagen, Simulacrum)
Disease Resistance +4 (replaced Swift Alchemy)
Uncanny Dodge (replaced Swift Poisoning)
Lesser Simulacrum
Rebirth/Clone (replaced Poison Resistance +6 and Poison Immunity)
SKILLS
CLASS SKILLS
Appraise 1 rank (+20), Bluff 13 ranks (+42), Bluff (Int/Lie) 13 ranks (+52), Craft (Alchemy) 13 ranks (+38), Craft (Alchemy/Alchemical Items) 13 ranks (+48), Craft (Calligraphy) 1 rank (+20), Craft (Jewelry) 5 ranks (+24), Craft (Mechanical) 5 ranks (+24), Craft (Sculpture) 5 ranks (+24), Craft (Stonemasonry) 1 ranks (+20), Diplomacy 13 ranks (+34), Diplomacy (Int/Convince) 13 ranks (+44), Disable Device 13 ranks (+19), Fly 5 ranks (+11), Heal 13 ranks (+23), Intimidate 1 rank (+10), Knowledge (Arcana) 13 ranks (+47), Knowledge (History) 5 ranks (+39), Knowledge (Nature) 13 ranks (+47), Knowledge (Planes) 11 ranks (+41), Perception 13 ranks (+34), Profession 0 ranks (-2+ability), Spellcraft 13 ranks (+38), Survival 1 rank (+11), Use Magic Device 13 ranks (+22)
NON-CLASS SKILLS
Acrobatics 3 ranks (+6), Autohypnosis 12 ranks (+19), Climb 1 rank (+2), Disguise 13 ranks (+19), Escape Artist 1 rank (+4), Handle Animal 1 rank (+7), Knowledge (Dungeoneering) 5 ranks (+36), Knowledge (Engineering) 5 ranks (+36), Knowledge (Geography) 5 ranks (+36), Knowledge (Local) 5 ranks (+36), Knowledge (Nobility) 2 ranks (+33), Knowledge (Psionics) 1 ranks (+32), Knowledge (Religion) 5 ranks (+36), Linguistics 13 ranks (+29), Perform 0 ranks (-2+ability), Ride 1 rank (+4), Sense Motive 13 ranks (+24), Sleight of Hand 1 ranks (+4), Stealth 5 ranks (+8), Swim 1 rank (+2)
EQUIPMENT
Hat of Disguise/Mask of Stony Demeanor, crafted
+6 Head of Mental Prowess (Intelligence/Wisdom), Legendary Item - Upgradeable
+6 Belt of Mighty Constitution, crafted
+5 Cloak of Resistance, crafted
Sleeve of Many Garments, crafted
Ring of Sustenance
Fogcutting Lenses/Lens of Detection, crafted
Ioun Stone Pale Green Prism (cracked), crafted
Ioun Stone Pale Green Prism, crafted
Luckstone, crafted
Gear:
Bag of Holding, crafted
Potion of Glibness, CL7
Potion of Magic Vestment, CL20
Potion of Shield of Faith, CL18
Vial of Efficacious Medicine
Small steel mirror
Waterproof Bag x2
Alchemist's Kit/includes Masterwork Backpack
Traveler's outfit
Potion Sponge x40
Formulae Book x2
Alchemist's Lab
Bandolier x2
Sack x10
Simulacrum (self) x3, HD6
Simulacrum (blood hag) HD6
Simulacrum (Balor) HD10
Clone (Rebirth)
Languages
Common, Azlanti, Scottish, Gnome, Halfling, Dwarven, Elven, Giant, Orc, Goblin, Celestial, Abyssal, Aklo, Infernal, Undercommon, Sylvan, Necril, Draconic, Aquan, Auran, Terran, Protean, Dwimmerlaik
Cridhe
Thrush Familiar CR 1/3
XP 135
N Diminutive animal
Init +2; Senses low-light vision; Perception +5
DEFENSE
AC 21, touch 16, flat-footed 19 (+2 Dex, +4 size, +5 Natural)
hp 92 (13d8)
Fort +8, Ref +10, Will +10
OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 15, Con 6, Int 10, Wis 15, Cha 6
Base Atk +7/2; CMB +5; CMD 8
Feats Skill Focus (Perception)
Skills Fly +12, Perception +23
Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
ALCHEMIST FORMULAE
[8/day] 1: (DC25) Ant Haul, Crafter's Fortune, Cure Light Wounds, Endure Elements, Heightened Awareness, Disguise Self, Identify, Polypurpose Panacea, See Alignment, Shield, Touch of the Sea, Negate Aroma, Expeditious Retreat, Enlarge Person, Reduce Person, Illusion of Calm, Voice Alteration, True Strike
[8/day] 2: (DC26) Investigative Mind, Fox's Cunning, Bear's Endurance, Cure Moderate Wounds Skinsend, Invisibility, Alchemical Allocation, Lesser Restoration, Blood Transcription, Barkskin
[7/day] 3: (DC27) Communal Darkness, Fly, Remove Curse, Remove Disease, Water Breathing, Seek Thoughts, Cure Serious Wounds, Orchid's Drop, Lesser Age Resistance
[5/day] 4: (DC28) Cure Critical Wounds, Duplicate Familiar, Freedom of Movement,
Restoration, Greater False Life, Fluid Form, Eyes of the Void, Age Resistance
[3/day] 5. (DC29) Contact Other Plane, Magic Jar, Polymorph
Master of Wrighting (Able to craft the aforementioned Idols, as well as the power to create other items and, later, even create life)
Legendary Item - Headband
1) Upgradeable
MYTHIC FEAT
1. Spell Focus (Mythic)
WITCH SPELLS, PATRON (Plague): 2nd—detect undead, 4th—command undead, 6th—contagion, 8th—animate dead, 10th—giant vermin, 12th—create undead, 14th—control undead, 16th—create greater undead, 18th—energy drain.
Cantrips: (DC24) 0: Detect Magic, Read Magic, Mending, Arcane Mark
[7/day] 1: (DC25) Animal Purpose Training, Bungle, Comprehend Languages,
Cure Light Wounds, Delay Disease, Diagnose Disease, Enlarge Person, Hex Vulnerability, Identify, Infernal Healing, Inflict Light Wounds, Mage Armor, Mask Dweomer, Mount, Nereid's Grace, Obscuring Mist, Peacebond, Ray of Enfeeblement, Reduce Person, Remove Sickness, Sow Thought, Transfer Tattoo, Unseen Servant
[7/day] 2: (DC26) Bestow Insight, Blood Transcription, Detect Thoughts, Mirror Hideaway, Cure Moderate Wounds, Inflict Moderate Wounds, Merge With Familiar, Protective Penumbra, See Invisibility, Sentry Skull, Share Memory, Steel Size, Tattoo Potion, Touch of Idiocy, Web, Fog Cloud, Twilight Haze
[7/day] 3: (DC27) Seek Thoughts VSM, Speak With Dead VSDF, Remove Curse VS, Remove Blindness/Deafness VS, Bestow Curse, Marionette Possession VSF, Clairaudience/Clairvoyance VSF-DF, Deathwine VS, Remove Disease VS
[6/day] 4: (DC28) Cure Serious Wounds VS, Inflict Serious Wounds VS, Lesser Age Resistance, Lesser Geas, Mirror Transport VSM, Shadow Step VS, Dimension Door V, Scrying VSMDF - F
[5/day] 5: (DC29) Magic Jar VSF, Major Curse VS, Solid Fog, Possess Object, Baleful Polymorph, Dominate Person, Break Enchantment, Feeblemind VSM, Teleport V, Possession Trap VSF
[5/day] 6: (DC30) Geas/Quest, Greater Dispel Magic, Ice Crystal Teleport
[4/day] 7. (DC31) Chain Lightning, Harm [spoiler)
Languages
Common, Azlanti, Scottish, Gnome, Halfling, Dwarven, Elven, Giant, Orc, Goblin, Celestial, Abyssal, Aklo, Infernal, Undercommon, Sylvan, Necril, Draconic, Aquan, Auran, Terran, Protean, Dwimmerlaik
Laird often wears typical male highland dress made of finest quality which includes a kilt, a sporran (kilt belt buckle), sgian dubh (ornate working knife) and ghillies (footgear) and wears his father-regent crown and other simple-decorated jewelry. He dons a well-shaven face and keeps his thick dark brown hair relaxed above his shoulder. When in the company of strangers, then Laird will assume a guise to conceal his identity and remain inconspicuous. Laird never travels alone either with his familiar, Cridhe or his coven or both.
The King's Promise
Since his rite of manhood as a young man, Laird Aitken has been the King of Scots. But, actually, his father Eudard wielded absolute power and controlled the country of Scotsland. Eudard had killed indescriminately, including family members and comrades, to attain his power and later explained to his son that his actions were a necessary evil. Even his son, the King of Scots, lived in fear of his father.
Eventually Eudard targeted Simidh, Laird's father-in-law and the prime minister of Scots. King Laird Aitken's wife Queen Sorcha cried over the fate of her father, but King Laird Aitken warned his wife to not do anything or more people would be killed. Nevertheless, Laird Aitken handed over a secret letter instructing his father-in-law Simidh to hide in the country of Waels until he was able to take care of everything. The letter had been given to a child court lady and she was ordered to deliver the letter to Simidh's servant before Simidh's imminent arrest. But, the child court lady was on the side of Eudard and the letter's content was changed.
Daividh and his father were servants for Simidh's family. Daividh's father, Aodh (pronounced ee) was mentally slow and teased by others. Daividh was a child who harbored violent intent and took revenge on those that teased his father. Daividh had always liked Elspet who was also a child servant. One day, the royal forces arrived at Simidh's home. Daividh, his father and Elspet were able to run away, while Simidh's family and his servants were arrested. Simidh himself was not at home. In front of Simidh's home, they met the child court lady. The child court lady gave them the secret letter. Daividh asked Elspet if the letter was to save people's lives and Elspet responded yes. But, Elspet only pretended to read the letter as she was unable to read. Daividh's father went and met Simidh and his party as they returned from Waels. When Daividh's father handed the letter over, the royal forces arrived and arrested all of them. While they were being taken to prison the royal forces also arrested young Daividh and Elspet. Simidh and Daividh's father are killed in prison. Shortly afterwards, Simidh's family and servants became enraged and escaped from prison. But, they were killed by the royal forces.
At this time, Queen Sorcha went to prison to see her mother. While the prisoners made their escape, Queen Sorcha saved child Elspet. Meanwhle, King Laird Aitken went to prison and witnessed the brutality and killing of many people. He saw the young boy, Daividh running away. The boy reminded him of someone from his own childhood. King Laird Aitken ordered his guard to save Daividh. The guard saved Daividh and placed him in a barn. Eudard then arrived with soldiers in front of King Laird Aitken and his guard. Eudard ordered his soldiers to kill Daividh, but King Laird Aitken stood up to his father to save Daividh's life. Eudard asked his son what kind of Scotsland are you going to rule over? King Laird Aitken couldn't give a response. Finally, Eudard drew his sword upon King Laird Aitken's neck and threatened to kill his own son. In response, King Laird Aitken ordered his guard to kill Eudard if he is killed.
That would have been Laird Aitken's last order as a king. His guard drew his sword and pointed it at Eudard. Eudard withdrew his sword and left. King Laird Aitken and his guard went to the barn where Daividh was. They overheard Daividh crying and vowing revenge upon King Laird Aitken who was responsible for his father's death. The King's guard wanted to kill Daividh even if he was a young child because of this, but King Laird Aitken shed a tear and stated that Daividh will be the first and last person he will save.
The next day King Laird Aitken resigned from his position. Eudard sent his son an empty lunch box, a symbolic gesture recommending that Laird Aitken to commit suicide. Laird Aitken then realized his ideal Scotsland from the seeing the empty lunch box. Laird had an epiphany solving an impossible box puzzle that his father presented only one absolute solution which supported his actions as a ruler. With an alternate course of plan that would allow for all Scots to live in peace, Laird Aitken walked alone towards Eudard, while Eudard's soldiers fired arrows into the direction of Laird Aitken. This stoic gesture is symbolic of Laird's approach to realizing his dream.
Even though Laird has been fortunate enough to enjoy the luxury of royal life, he likes to keep his anonymity and maintain the tranquility of a quiet and peaceful normal life. During his early years as the King of Scots, he was an idealist who envisioned that the his people would no longer suffer injustice and provided means for his countrymen to thrive to overcome any trouble. Laird other than being a rather boring predictably prim and proper individual with a hint of humor, he has earned the moniker of Raibert the Great given to him by his people.
Before his ascension to becoming a Gossamyr Lord, Laird calmly waited for his Unsending, until he is shown the Great Stair by another Gossamyr Lord and discovers the Doors to the Gossamyr Worlds. Laird with his insatiable thirst for knowledge and weakening the Dwimmerlaik accepts his new title and explores the realms beyond the Doors. His utmost priority is to protect his people from harm
Scotsland is divided into three main regions; the Highlands, the Central Lowlands and the Southern Uplands.
Most of the population and the majority of Scotland's industry are located within the Central Lowlands which includes the major cities of Edinburgh, the capital of Scotsland with a combined population of 45,000, Glasgow and Dundee.
It is relatively mountainous compared to the rest of the uninhabited continent. It has over several hundreds of islands ranging from large rocks to land several hundred square miles in area. The largest and best known islands are those associated with Shetland and Orkney in the north-east, and Lewis, Harris, Skye, Mull and Islay in the Hebrides, and the islands of Bute and Arran in the Firth of Clyde. About 30 of the Scots islands are inhabited. Despite its northern latitudes, the climate in Scotsland is remarkably temperate.
Laird Aitken had encountered a Dwimmerlaik on the fringes of his kingdom's border battling a Gossamer Lord. Laird assisted the Gossamer Lord Cristian the Just who both shared a common goal of defeating the Dwimmerlaik. Cristian introduced Laird into his fold as a Gossamer Lord with a mutual agreement to remove the Dwimmerlaik threat.
Daividh
A former slave who has become royal guard and detective of King Laird Aitken. As a child, Daividh protected his mentally retarded father from the teasing of other servants of the Queen's family. Later, Daividh's father was arrested and beaten, finally dying in front of him and his childhood friend Sileas. Though he was actually saved by King Laird Aitken, he didn't know it, and because he blamed the King for his father's death, had sworn to avenge him by killing the king.
Daividh grew up and became a soldier under a changed name, and also trained under a renown sword master named Balfour, who showed him the way of the wind that shows incredible speed, agility, power and stamina. Daividh later became a low-level guard in Edinborogh along with his friends, because he wants to keep a low profile from the king. He didn't know that Elspet is Sileas, believing that she is dead.
Daividh later discovers his father's last wish is to trust the King and serve him well. Conflicted between avenging his father's wrongful death or fulfilling his filial duty, Daividh swears allegiance to King Laird Aitken, finds a new purpose in life, and contributes to completion of the Gaelic Alphabet. King Laird Aitken continued to make more improvements to Scotsland after keeping his promise to Daividh.
Elspet
Elspet when she was born, Cailleach had taken her from biological mother. Later, Cailleach regretfully returned Elspet to her tearful mother.
Daividh's friend who was saved as a child by Raibert's wife and many years later became a court lady. During her early years as court lady, Laird Aitkin apologized to her for his role in her family's death. Elspet felt so guilty about her role in her fellow slaves' deaths that she could not speak until she inadvertedly reunited with Daividh. Elspet had been crucially useful in the creation of Gaelic Alphabet because of her photographic memory.
True Azlanti
Type Humanoid (human) 0 RP
Size Medium 0 RP
Base Speed Normal 0 RP
Ability Score Modifiers Advanced 4 RP (+2Str, +2Dex, +2 Con, +4 Int, -2 Cha)
Languages Standard 0 RP
Defense Racial Traits
Greater Lucky 4 RP
Resist Level Drain 1 RP
Feat and Skill Racial Traits
Flexible Bonus Feat 4 RP
Focused Study 4 RP
Skill Training 1 RP
Static Bonus Feat - Additional Traits 2 RP
Racial Weakness
Negative Energy Affinity -1 RP
Total 19 RP
Physical Description
Upon examination, Azlanti cannot be easily distinguished from normal humans from their home world, Earfth That Was. Azlanti could be described as the most comely specimen of the human race. They are without any flaw or deformity. The Azlanti are a regal and aloof people with noble features and haughty attitudes. They have dark hair, usual black while their skin tone ranged from olive to pale white. They are also known for having prominent brows and high hairlines.
Relying on technology and magic, these Azlanti humans are physically meeker predisposed to mental adeptness and have lost some musculature due to lack of arduous manual labor or absence of violence and war.
Among the Azlanti is a rare breed who are often earmarked as royalty, True Azlanti. King Laird Aitken possessed the only noticeable trait of a True Azlanti, purple colored irises since his birth. His son and father do not have this birthmark of a True Azlanti.
Culture
The Azlanti who reside in Scotsland have adopted a very simple life. Eat, drink, and celebrate life. Their main diet consists primarily vegetables, fruits, and grains. Once a week, each partake of a specific meat to coincide with a special occassion or a holiday. The Scots are traditionalist pragmatists who stray away from magic and technology.
For four centuries, the peoples of Scotsland have not endured any hardship with the exception when Eudard, the father of Laird had ruled without resistance. Every single thing is considered to maintain the natural balance. The Scots exercise moderation and anything done in excess is taboo. The Scots are very frank and straightforward in their conversations. Harsh words are often exchanged but rarely resort to violence.
The Retreat
The Azlanti, or True Humans, are the first of their kind, humans. They had left their home world to safeguard their progeny and had found a new beginning in a beautiful Gossamyr World that they called Gaels. The Azlanti who discovered Gaels sought refuge from their longtime enemies, Dwimmerlaik. Both have been in an ongoing war on The Rim, a greater demiplane created by the Azlanti on the verges of The Shadows for several millenia.
The Azlanti were far superior in almost every aspect to their descendants even after the passage of time. Before the Azlanti embarked on their journey to find a new home, they had achieved innumerable technological advances of magic, science, and machines. The present day experts theorized that the power that their civilization had inexplicably attracted the attention of the Dwimmerlaik.
The invasion of this destructive race of beings gave the Azlanti a cause for drastic measures and hard decisions. The Azlanti decided to abandon their home world. The name of that home world has been lost and forgotten with time. The Azlanti worried their creations of immese power posed a strong concern and a high risking threat. They spent over a decade removing most traces of their civilization to avoid being misused, abused, or exploited by the Dwimmerlaik or their descendants.
The Odyssey
For at least 10,000 years, the Azlanti sustained themselves on a demiplane while trying to find an inhabited world. This portion of Azlanti history is known as The Odyssey. But due to their generations of exposure to the Dwimmerlaik, the Azlanti had taken a toll on the genetic makeup of the True Humans and gone through a few mutations.
The Unsending
Relying heavily on both arcane and divine magic during their time on The Rim, the war took a toll on how their bodies reacted from enduring the constant presence of the Dwimmerlaik. The Azlanti progenitors realized that their bodies have been storing residual magic that they had use throughout their life. Upon the death of an Azlanti, the body would explode in a devastating burst of energy that consumes the dead Azlanti's corpse leaving no trace. They refer to their deaths as the Unsending.
The scholars and sages have surmise that the Unsending has a direct correlation to the amount of magic used by an Azlanti in his entire lifetime. The more an Azlanti had used magic in their life, the greater amount of energy released during his Unsending. The same observation applied to the age of Azlanti. In the culture of Azlanti, the elderly, the practioners of arcane magic, and divine worshippers spend the remaining years of their lives in solitude to avoid any chain reaction of multiple Unsending. The largest recorded Unsending destroyed over a hundred acres claiming 973 Azlanti lives.
Descendants
Though pureblooded Azlanti have been absent for thousands of years, the Azlanti race gave rise to numerous offshoots, some more human than others. The group closest to the original Azlanti phenotype are the aquatic gillmen. Some Azlanti also fled into the Darklands, where their degenerate descendants became the dark folk, morlocks, grimlocks, and mongrelmen.
Auld Lang Syne
The Keepers are the ancient guardians of the country of Scotsland. It is unsure who created these colossal creatures that lie dormant beneath the seas surrounding Scotsland. On the eve before the new year, the Scots gather together to celebrate song and spirits. Not realizing the song that is sung is part of ritual performed annually to sustain the mystical powers that keep the denizens of Scotsland hidden from Dwimmerlaikk.
Home At Last
The first Azlanti to inhabit the Gossamyr World of Gaels (pronounced geel) populated the larger continents. Their numbers were barely 200,000 Azlanti, the rulers quickly divided the world and agreed on two universal laws among the tribes. The Scots are isolationists.
Wraiths
These ghostly apparitions are the essences of an Azlanti who had died and was not consumed by the Unsending. Wraiths are the manifestations of a recently dead Azlanti who did not receive a funeral pyre. The transformation from the living to the undead can be attributed to altered physiology of the Azlanti form. A dormant negative energy affects the Azlanti soul to persist and remain conscious in this world.
Hag's Head
Ceann Caillí or 'Hag's Head', the southernmost tip of the Western Cliffs that spills into The Minch, the salty waters between Scotsland and The White Isles. In Gaelic mythology, Cailleach is a divine hag, a creator deity and weather deity, and possibly an ancestor deity. She is also commonly known as the Cailleach Bhéara(ch) or Bheur(ach). The word cailleach means "hag" in Gaelic.
In Scotsland, where she is also known as Beira, Queen of Winter, stories tell how she made mountains and large hills. Before the Azlanti had found Scotsland, Cailleach had served as its Creator. Cailleach displays several traits befitting the personification of winter in which she herds deer, she fights spring, and her staff freezes the ground.
In Scotsland, Cailleach is also referred as The Storm Hag, and seen as personifications of the elemental powers of nature, especially in a destructive aspect. King Laird Aitken had always given Cailleach the proper respect, especially after Cailleach reluctantly gave consent for Laird to marry her most beautiful daughter, Sorcha. Even though Cailleach had foreseen the tragic death of her beloved daughter, no loving mother could deny her child's true heartfelt desire.
On the day after his Queen wife's death, King Laird Aitken had the body of his deceased wife prepared for repose. Then he carried Sorcha's corpse to Hag's Head to be mourned by her mother, Cailleach. King Laird Aitken consoled his mother-in-law and after a week threw his wife's body off Hag's Head into The Minch's strong waters. During the wake for Sorcha, the rain fell heavily on all Scotsland for seven days. Every year, on the anniversary of Sorcha's death, the weather reflects the woeful anguish of her mother, Cailleach.
Bed of Souls
The Bed of Souls is the prophetic covenant of the Azlanti. Rumored to possess the souls of every Azlanti who has dared to open it. Laird's father, Eudard had given his son this stone container. Even, Eudard is not foolish enough to have unleash the unimaginable secrets contained within the Bed of Souls. Laird can only speculate the answers to the questions about The Bed of Souls as no clues are revealed outside of the container.
Eternal Life? Omnipotence? Omniscience? One thing is certain, if the Dwimmerlaik ever pose as a serious threat to existence of the entire Azlanti civilization, then Laird may consider his father's advice to open it. It possibly couldn't get any worse, right?
The Resting Place
Laird Aitken wanted to preserve the sanctimony of his union with his late wife, Sorcha. Laird approached Cailleach and persuaded his mother-in-law to help create a permanent demiplane dedicated to Sorcha and his research which she fully supported him. After Laird abdicated his throne to his only son, the Father Regent spent much of his time in this sanctuary crafting and toiling apart from any distractions.
Therein, Laird devised many of his brilliant ideas. One of his favorite inventions is inspired by Sorcha's unique interest in nesting dolls and nesting eggs. From this, Laird combined his ability to create a simulacrum of a construct modified into armor.
Another revelation was recreating covens sans any dealings with the unpredictable hags who had open conflicts with the general Scottish populace. So, again utilizing the simulacrum process, Laird facilitated his own coven that performed without any opposition to his authority or whim.
Laird Aitken |
Laird Aitken wrote:** spoiler omitted **...Did I miss something? You have 13/13 classes, but with ability scores you list "advanced"?
Is advanced template now free because so many people picked it? Or should that be 12/12 in your classes?
Fixed. I just wanted my general profile up. SultanOfAwesome (DM) has been busy and not on forums. I still have unanswered questions.
Sashin |
It should be 12/12
Quote:I wanna ask for a planet, but Sashin's attuned world doesn't really follow any of the rules xDI don't see your attuned plane on your page so I'd have to guess. Is it the Plane of Shadows?
Oh, I was sure I had it in there.
Yep, that's it.That's where her race is from, along with Zon-Kuthon's domain.
Yin, Daughter of Nug |
Barrett Armstrong wrote:It should be 12/12
Quote:I wanna ask for a planet, but Sashin's attuned world doesn't really follow any of the rules xDI don't see your attuned plane on your page so I'd have to guess. Is it the Plane of Shadows?Oh, I was sure I had it in there.
Yep, that's it.That's where her race is from, along with Zon-Kuthon's domain.
Oh, guess we can be buddies, then. I'm a big fan of the Shadow Plane myself.
Lady Aannra One |
Ok she is all done,
ALL FLUFF can be found in this Alt Aannra127B6
1. Appearance:
2. Background:
3. Personality:
4. Goals and Motives:
5. Home World:
6. Gaels:
7. Origin as Gossamer Lord:
8. Persons of Interest:
9. Character Race:
CRUNCH is here in Lady Aannra one
I may change some small things, but the core 98.45% of her is there now.
:)
Yin, Daughter of Nug |
I feel confident enough to hand this in now. I may not be able to post tomorrow evening, so better now than regret later...crunch in profile.
Yin is a tiny humanoid looking Fey, with Wings. She has a deep blue skin, with hair the same color, owed to the fact that she mostly eats her favorite food, blueberries.
She is about 1 foot tall, weighing in at around 3-4 lbs. Her eyes seem weird, as if their gaze could pierce the fabric between the planes. And there is a sinister aura around her.
When she moves, she usually flies with her wings, and by an ancient instinct of her race, she tends to stay hidden...utilizing her natural ability to be invisible, or her size and agility to hide from prying eyes.
Her race has many names, and is known in many worlds. They are creatures distantly related to fey.
Tiny humanoids with wings, mistakenly called fairies in one world, pixies or sprites in another. The truth is, they are nomads who spread throughout the worlds when their home plane fell back into the original chaos from where it rose eons past.
There is only one gender among them, but not in the classical sense of the word. Any two members of their species can mate with each other, in a carnal act not unlike that of other species.
But if a pregnancy occurs, both participants will become impregnated, and after a few weeks, give birth to a set of identical twins, one sibling per mother. Since they go through pregnancy and give birth, they identify themselves as females in comparison to other races, despite being somewhat androgynous in looks and being much differently equipped(for example, newborns are fed pre-chewed fruit since they lack mammary glands).
As a result of their way of reproduction, each single member of the race is born with a twin, from another mother. Since their own mother has a twin, the mother of their twin has a twin, and any mate their choose will have a twin(and they, two mothers with their twins each), they have a rather extended, but not closely knit family network, somewhat organized in individual, large colonies. Their skin and hair can have a multitude of different colors, dependending partly on the genetic makeup of the colony, but also on the individual diet.
Socially, a bond between mates is often a temporary fling, while the bonds to their own twin are life-long and very strong for each member of the race, with the only other permanent bond being that between birth mothers and daughters.
They can't metabolize meat, and keep to a vegetarian diet. Due to their very small size, despite their agility, they are slow when forced to move on the ground. Luckily, their wings allow them to fly tirelessly, and it is their preferred form of movement. They are naturally resistent to magic and able to stay invisible to other races(their at-will invisibility does not work against others of their kind).
They are generally good-spirited, yet somewhat unorganized and chaotic, and usually hide from other races, making their homes far away from the settlements of other civilized species, preferably in
deep woods providing plenty of food.
The mate of Yins mother fell victim to a dangerous predatory beast during their pregnancy. As a result, she was born without a Twin, nobody to share that deepest of bonds with as was natural in their culture.
Yin was alone, and shunned by others. She was weird, and she was bad luck. Small objects around her would move suddenly, or a slight breeze blow out a candle in a closed chamber. It did not really help that view of hers that shadows seemed to move whenever she came near them. Not if you looked at the shadow directly, but out of the corner of your eyes, you could guess that something was there.
As a result of her isolation, Yin never found a mate among her people, and when her birth mother died, she had no one left to hold her in this colony. She decided to go on a journey.
But not just one to another place on the world she was on. She knew the ancient stories. That her people originated from a world that fell into darkness, and journed through the great dark to find a new place to live. A story that was always fascinating for her, she decided to also explore the great shadow between the worlds, to travel to a place entirely different, where it did not matter that she was alone. Unknown to her, subtle voices in her head reinforced that idea in her...told her to go...to move into the void.
And one day, she did. She slipped between the worlds, by some natural proficiency she never knew she had, and found herself in a world of shadows. A world of dreams, in which faint whispers echoed in her head. She moved on and on in this strange world, with no feeling for time, or location. It was as if Yin herself were dreaming.
The voices she heard mocked her. Her loneliness, her weakness, her vulnerability. And as she wandered on, she believed them...she was alone, she was weak, she was lost. She would need strenght, power. And the voices agreed.
One day, in this lucid surreal landscape, she came to a grand castle featuring impossible architecture. When she approached, she was greeted by grotesque beings without a mind of their own and led inside. There, she met a dream lord for the first time. A being of utter alien existance, feeding on hopes and dreams of mortals.
He allowed her to find his fortress because she had spiked his interest. During her timeless journey in this world, she had become a being that was...in between. Not clearly belonging to either world.
And Yin felt strangely at peace in this place...as if her journey had finally reached a destination. She accepted the strange beings invitation to stay, and found a room already prepared. She slept, and wondered about the fact that she could not remember the last time she was sleeping, and the next day, upon waking, she felt content yet hollow. The voices in her mind screamed that something was amiss, and their insistency made her doubt her happy stupor. The next night, she made sure to not fall asleep, only doze into a daydream, a lucid one in which she remained aware of herself. And after a short while, the strange being who's place this was came into her dream, and tried to feed on her. Yin played along and tried to hide her fear. She was in this creatures place, and this creatures rules applied here, in a open conflict her chances would be slim.
She contemplated her options, feeling weaker yet than before on the next day. When she went to sleep again, she stayed awake as long as she could, then, with a sudden action, cast Dispel Evil on herself. She could feel a slight vibration throughout the structure, as if from an earthquake. Then she quickly left her room and began to search for the master of this place. Hidden away in the mirrored dark underground version of the place, she found it, in its true form. Without so much as a single doubt, she killed it. When the deed was done, the wormlike being diffused into smoke and darkness, and some of it went into Yin before she knew what happened.
But then she understood. This place was older than the creature she had slain. It needed a master. It needed a caretakes, a former, a lord. And with that knowledge, Yin really felt at home.
Yin has threefold objectives.
1.: her unborn twin was slain in her non-birth-mothers womb. It's spirit always accompanied her, but it could never inhabit a body as there never was one to return to, nor one that could be reconstructed.
It is Yin's desire to find Magic powerful enough(Wish, Miracle) to allow her to make her Sister live as a real(physical) being, not as a spirit(though she may not like what she receives in this bargain).
2.: her journey across the void...she got trapped there for years, losing a feeling of time and self. She assimilated part of that "beyondness" in her, changed through those years. But her journey is not over. She wishes to either find a new world for her people(despite them being happy where they are, spread on worlds, and would be reluctant to even consider following Yin, considering what she became), or to find the remnants of her old world and decipher what the ancient storys meant by it "falling into the darkness".
3.: She is the master of a place in the plane of dreams, bordering on the plane of shadows. That place is ancient, and with a will of its own. It has needs, and is a source of her power. She belongs to this place as much as it belongs to her. She wants to further strenghten it, make her dominion more powerful.(also considering binding her life-force to this place...much like a lich phylactery would work, but thats a goal, so can be handled in-game
Yin, when growing up, never could be as carefree or playful as the others around her. The loss of her twin, who was to be the most important person in her life, before she even got to know her, deeply affected her emotionally. She grew up with a sober, austere demeanour, compared to other members of her race.
That only led to her being isolated more, and fed into a circle. She was shunned, lonely, and grew more bitter about it, which then led back to being shunned more.
She lost all the chaotic happyness and aimless joy that are typical of her race during those days.
When she wandered, alone, through the Plane of Shadows, searching for her ancestral home or a new world to be a home for her race, voices whispered to her. To this day, she is not sure if she started talking with herself, if it was madness and illusion, or if some otherworldly being was responsible. But this talking had prepared her for what happened after taking over her stronghold in the dimension of dreams.
A cold, calculating darkness took hold of her. She understood that ultimately, the power and ways to achieve something, would be seen as evil by those people not capable of achieving the same. The notion of honor only existed to level the field for weaker beings. The protection of weak beings served to tie up stronger ones. She was determined to find a place her race could call their own. As was told in the old stories, only few would survive that journey. But those who would arrive would be the strongest, the best specimen of the race, who would then found a new civilization there. How could that be bad? Same principle as a disease culling the weak and sickly parts of a herd away, to make the herd stronger as a whole.
To her, it all was clear then. If she had to be evil to achieve something good, then by all means, so be it.
I really struggled with this part. Her race is naturally chaotic. Nightmare Creature absolutely demands evil. I wanted to prevent chaotic evil. If i could get rid of the dream slave part, and maybe frightening presence and/or fear aura, maybe i could drop the "Evil" prerequisite and just make her a Chaotic Neutral Nightmare Creature?
The world she was born on and originally came from was a lush forest planet. Immense amounts of food, and an equal amount of predators, including those that do not rely on sight and were a very real and present danger to the Acirassi.
The Colony Yin was born in was founded on a large, forested volcanic island. There were no other sentient beings on it, though other colonys(with which contact was seldom) claimed that there were other beings, who used magic and technology to force the world to adapt to their wishes. Yin had never seen one of those beings.
She had seen a Grelltek(Lurking Death) though. A large feline predator without eyes, emitting high-pitched noises to communicate with others of their kind and see by echolocation. They had claws sufficiently large to slice an Acirassi in half. Luckily, they could not fly, but unfortunately, they could jump very well and blend in with their background. It was such a beast that had devoured Yin's other Mother.
The plants are pretty much standard fare, except for the fungal trees, huge stems glowing in the dark, and spreading through the soil, but coexisting with the other plants.
Yin is attuned to a sub-plane of the Dimension of Dreams, which itself borders on the Plane of Shadows. While the sub-plane acknowledges her as Master and is sentient morphic, she has no real control over it, but the plane works in her favor.
Further, as befits a dream, it is a plane of Objective Directional Gravity, but as it's a place of Dreaming, it may be hard for visitors to notice something is amiss.
The plane also features a self-contained shape, bending back into itself in several places- some of these can be openings to the outside, or not, depending on the planes will.
Illusions and Darkness-Spells are subject to the planes Enhanced Magic-Trait, while Light and Divination-Spells are impeded.
While this sub-plane is not really a world by itself, it is the place Yin is attuned to, the place that is her home, became her home. The environments and interior all look blurry, only seeming to become truly material if one looks directly at them. The colors seem off, tending towards a bluish, dark tone. There is several grotesque servant creatures here from before when Yin took over. Several doors and stairs change where they lead from one moment to the other, opening up into whatever room one can "dream up", or bending back into another place on the plane in an instand.
It is also there that she found an entrance to the Grand Stairwell, exploring her castle and the entrances and exits it had, to different places on the plane of shadows, moving around there, searching.
As written in the background, Yin was unique to begin with. During her journey across the shadow plane, she lost part of herself. Then, when she faced the dream-eating nightmare creature in it's own home, fighting not only for her life, but for her very soul and being, she was remade. One part was still she, Yin, another was the essence of this place, infusing her with purpose, and yet another, an ancient knowledge in her that tugged at her mind, and eventually led her to a elusive door inside what was now her subplane. This door led to the great staircase, and it was then that she awakened yet again.
1: Athos, Warden of the Dream
The only independently sentient creature in the stronghold aside from her, Yin had found Athos bound and helpless. A creature of the Dream Plane itself, it had been lured into the castle, and served to feed it's master while he searched for new victims. Athos is a morphic creature, much like a Doppelganger, who easily adapts any form up to huge he ever saw in the thoughts of other beings(Constant Detect Thoughts effect). He was drained pretty badly, and is bound to the sub-plane. Even though unable to leave, he was immensely thankful for his freedom and swore fealty to Yin. He has been the Protector and Warden of her Fortress ever since, keeping watch over it when she is gone.
2: Marlon, Wanderer of the Shadows
An ancient being that Yin has found on the Plane of Shadows, wandering in circles. Whoever it was before, it has gone quite mad, but at the same time, is a source of great wisdom(Marlon is constantly in a state of "contact other plane").
It cannot remember how it ended up on the plane of shadow, or if it originated there, but it's massive four-legged frame with a humanoid face was nothing that Yin could find information about in any book she ever consulted, suggesting that Marlon either became what it is through powerful magics, or is truly ancient. While it is quite peaceful by nature, it is quite capable of defending itself against attackers, as Yin could once observe. It's Maw opened unnaturally into a mesmerizing hole of blackness which it used to swallow it's attackers.(Fascinate with no HD limit, Swallow Whole to send into a extradimensional space(remotely bag of holding-like, but more sturdy from inside) with life-draining environment).
As there are not many "neighbours" willing or able to talk to her, and the course of Marlon brings it near to one of her sub-planes exits regulary, Yin often came to it to talk. Surprisingly, Marlon was able to understand Yin from the outset(constant Tongues) and tought her other languages. While there is no formal relationship between them, Yin greatly appreciates the company of Marlon and regularily visits it.
3: The ancient Mother
There is many ways a being can achieve immortality, and almost every Colony of Acirassi has one such ancient being, which has lived for countless years.
That is not different for Yin's former Colony. When, after her several year-long journey throught the shadows, she came back for the first time, the other Acirassi hid from her. Her sisters tried hiding from her.
But the ancient Mother, who was an advisor to the colony more than a leader, had welcomed her and awaited her. They had talked, and they had eaten blueberries together, and drunk dewdrops with honey.
The ancient Mother helped Yin understand that she was different now, no longer one of them, but more than that. And she helped her understand that the others would inevitably always be afraid of what she became.
And, finally, she also helped her learn to not lose who she was, to stay in control of herself at all times, and remember her origin and being, rather than them being just part of a greater whole. Yin fought a mental battle in herself, and she became Yin again that day.
Since then, she often visits the ancient Mother of her former colony, to make sure she is still Yin.
Tenro |
to whoever was unsure about purchasing the Path of the Stranger from Legendary Games, I can say that I really like their Path of the Genius. A lot of really cool stuff in there, feels about the same level of power (on paper anyway, never used it in practice....YET) and the options cover a lot of classes that haven't gotten mythic love yet from Paizo.
Garron |
Garron — technically, you're not huge, just large with an at-will SLA, though that's probably wave-able away. Snatch is also reallllly good, but you could pull off the same thing as a focused master of many styles or tetori monk.
I actually am huge, large race + giant template. I have alter self at will so I don't have to walk around cities as a 28' giant. I did consider paying for a permanent mythic enlarge person spell to be colossal, but it seems a bit over board and there's always the risk of it being dispelled.
GM Merchant Zoruugasz |
FORGOT TO MENTION! FAMILIARS, ANIMAL COMPANIONS, AND OTHER PERMANENT 'PETS' GAIN +3 CR IN FREE TEMPLATES! IF YOU DO NOT WANT THESE, WE CAN WORK SOMETHING OUT.
Rynjin, that is fine, but I will cut 65 GP from your next treasure split somehow, just to be fair. If you get selected obviously.
As for the Grand Staircase, it is a physical location. It is this settings Infinite Staircase, Yggdrasil, ect, a physical manifestation of the connections between the infinite worlds. Some say that it is more than that, but no one truly knows anything about it beyond the fact that it exists and is one of the few ways to travel across realities, at least no one that is willing to talk about it.
Some Gossamer Worlds are more like demiplanes. Others are like planets, whole planes, a small extradimensional room, or even an alternate reality.
Laird Aitken, everyone's comments about HD are correct. As for Savant, since you are considered a character that would benefit more from the template, it is +1 on one side. The template CAN be +0, if it is applied to a melee-oriented creature, but you are more of an INT caster, no?
Tenro, look below for a spoiler on Witchwyrds. My answer is yes, they live a long time and yes, you may qualify for Breadth of Experience.
Garron, you can get Snatch, but can only use it while you're Huge.
Laird Aitken |
FORGOT TO MENTION! FAMILIARS, ANIMAL COMPANIONS, AND OTHER PERMANENT 'PETS' GAIN +3 CR IN FREE TEMPLATES! IF YOU DO NOT WANT THESE, WE CAN WORK SOMETHING OUT.
Laird Aitken, everyone's comments about HD are correct. As for Savant, since you are considered a character that would benefit more from the template, it is +1 on one side. The template CAN be +0, if it is applied to a melee-oriented creature, but you are more of an INT caster, no?
Yes, I am an INT caster, so I'll apply to one side. Thank you. Good Luck to everyone.