GM Knightmare's Besmara's Bastards [Skull and Shackles]

Game Master TheChelaxian

A telling of the Pathfinder first edition adventure path "Skull and Shackles"

Ambience
Maps
Daytime and Nighttime Actions
Crew Roll Call


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I’ve got the crunchy bits done. Everything is in the alias. I will buy gear if selected as I hate shopping ;(

Liberty's Edge

Miren Anstarza wrote:

Miren (CN Half-Elf) is my submission. She's an UnRogue at first level. At second level and going forward she will be switching to Sanctified Slayer Inquisitor of Calistria.

I have a swash/1 sanctified slayer/x. Super solid archetype.


I just realised I posted the concept etc. but never the full build. I'll do so tonight. Was a hectic weekend and I completely zoned on that


Starting money: 3d6 ⇒ (5, 1, 2) = 8

Average of 105gp it is...


Hi, this is my submission, Carter Krom is a fetchling bard (sandman). He will cover the traps and the sneaking around. He will also cover some of the arcane needs so the swashbuckler can focus more on the Knight than Eldritch aspects of their character if they like.

As for background, I'm considering that Carter was adrift in a tiny log and is found by the Wormwood. If this needs to be changed, we can of course handle that. His archetype not only gives trapfinding, but also improves his aggressive spellcasting, so it works great! He also covers a bit of healing to relieve pressure on the druid.

Character sheet:

STR 9, DEX 16, CON 11, INT 13, WIS 9, CHA 18

Male Fetchling
Medium Size
NE Bard 1 (Sandman)
BaB +0
Init +5; Senses: Perception -1, Sense Motive +3, Low-Light vision, Darkvision 60ft
CMB -1 (0BaB -1Str)
CMD 12 (0BaB -1Str +3Dex)
Favored Class bard
FC bonus +1 Skill point

Defense
AC 13, touch 13 flat-footed 10 (+3 Dex)
HP 8
Fort +0 (+0 base)
Ref +5 (+2 base +3 Dex)
Will +1 (+2 base -1 Wis)
Cold resistance 5
Electricity resistance 5

Offense
Speed 30 ft
Ranged Light Crossbow +3 (1d8/19-20x2 piercing)
Space 5 ft, Reach 5 ft

Magic
Concentration (CL +Cha): +5

Spell-like abilities:
Disguise Self 1/day

DC: 14 + spell level

Spell slot (slots): known
0 (-): Ghoust Sound, Grasp, Know Direction, Mage Hand,
1 (2): Cure Light Wounds, Sleep

Other qualities
Shadow Blending (Su):
Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment, it just increases the miss chance.

Bardic Performance:
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous oerformance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attemptint to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attemptint to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creature are immune to bardic performances with visual component.

List of Bardic Performances:

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Stealspell (Su): A sandman can use performance to steal spells from his foes and add them to his list of spells known. Once the performance is started, the bard can steal a prepared spell or a spell known from another creature with a touch attack as a standard action. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) to negate the effect. The sandman may choose a spell to steal, but if the target does not possess the spell, the bardic performance immediately ends. Otherwise the spell stolen is random, but it is always of the highest level that the bard can cast, if possible. The target loses the prepared spell or spell known and the sandman adds it to his list of spells known for as long as the performance continues, after which it reverts to the original recipient. While stolen, the bard can cast the spell using his available spell slots. This use does not consume the stolen spell. If the bard steals another spell while a spell is stolen, the previous spell immediately reverts to its original owner. This ability requires visual components.
This performance replaces inspire courage.

Master of Deception (Ex):
A sandman gains a bonus equal to half his level on Bluff, Sleight of Hand, and Stealth checks. He may also disarm magical traps with Disable Device as a rogue's trapfinding ability.

Traits
Vagabond Child
Reactionary
Barroom Talespinner (once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to inf luence NPCs on the Wormwood.)

Feats:
Lvl 1 - Athletic

Skills:
Bluff +8 (1 Ranks +4 Cha +3 CS +0 Master of Deception)
Climb +5 (1 Ranks -1 Str +3 CS +2 Feat)
Diplomacy +9 (1 Ranks +4 Cha +3 CS +1 trait)
Disable Device +7 (1 Ranks +2 Dex +3 CS +1 trait)
Knowledge (religion) +5 (1 Ranks +1 Int +3 CS)
Sense Motive +3 (1 Ranks -1 Wis +3 CS)
Stealth +8 (1 Ranks +2 Dex +3 CS +2 racial +0 Master of Deception)
Swim +2 (1 Ranks -1 Str +2 Feat)

Background skills:
Sleight of Hand +6 (1 Ranks +2 Dex +3 CS +0 Master of Deception)
Perform (sing) +9 (1 Ranks +4 Cha +3 CS +1 trait)

Languages: Common, Mwangi

Equipment:
Wealth: 8gp 3sp
Common items
Light crossbow, 10 bolts
Dagger, Backpack, Caltrops, Belt pouch, Fishhook, Grappling Hook, Ink, Inkpen, Hemp Rope, Trail rations x10, Soap, Waterskin, Thieves' tools
Alchemical items
Magic items

Background:

Carter Krom is a child of the Shackles. His parents were the best representation of Shackles culture. Selling their toddler for booze money made sure to start him on his path. He learned to survive by hiding in the shadows or charming his way to safety. It didn't take long for Carter to dream of piracy.

Knowing he doesn't have the physical qualities of a pirate, he discovered he could produce magic by singing. So his life is that of chasing the glory of a great pirate story to be able to sing it. And he will continue chasing that dream, until he either finds it, or dies.

One day, his dreams caught up to him, and he ended up being conned drifting in a small raft, waiting to be rescued.

Liberty's Edge

I moved some of Evie's skill points around to better reflect her dollmaking obsession mild interest (the ship needs an engineer anyways, right?) and to get Necril as a language for obvious reasons. No meaningful changes I don't think.

Evie:

Genevieve Alice Holloway
Female peri-blooded aasimar (emberkin) oracle (spirit guide) 1
NE Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d8-1)
Fort -1, Ref +2, Will +2; +2 vs. death, energy drain, negative energy, or necromancy spells
Resist negative energy 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks command undead (DC 0, 7/day)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—pyrotechnics (DC 16)
Oracle (Spirit Guide) Spells Known (CL 1st; concentration +3)
. . 1st (4/day)—cure light wounds, murderous command[UM] (DC 15), sanctuary (DC 15)
. . 0 (at will)—create water, detect magic, guidance, purify food and drink (DC 14)
. . Mystery Juju
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 9, Int 18, Wis 11, Cha 19
Base Atk +0; CMB -1; CMD 11
Feats Command Undead, Noble Scion of War[ISWG]
Traits barroom talespinner, fast-talker, omen, voices of solid things (witchmarket)
Skills Bluff +9, Craft (dollmaking) +8, Diplomacy +9, Disable Device +8, Intimidate +9, Knowledge (engineering) +8, Knowledge (religion) +8, Linguistics +5, Perform (act) +9, Spellcraft +10, Use Magic Device +5; Racial Modifiers +2 Spellcraft
Languages Common, Dwarven, Elven, Gnome, Necril, Sylvan
SQ deathless spirit[ARG], oracle's curse (possessed), paranoid, revelation (undead servitude), scion of humanity[ARG]
Other Gear artisan's tools, noble's outfit, spell component pouch, thieves' tools, 25 gp
--------------------
Special Abilities
--------------------
Command Undead (7/day) Stnd act, 1 channel energy, undead in 30 ft. obey your commands as per control undead (Will neg).
Darkvision (60 feet) You can see in the dark (black and white only).
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Noble Scion of War You are a member of a proud noble family.
Paranoid Aid Another DC 15 for attempts to help you.
Possessed -2 concentration, mantaining spell provokes AoO. Roll twice to resist domination.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.


Oh! I forgot money was roll with average as the minimum instead of just average.

Monies: 4d6 ⇒ (5, 2, 6, 2) = 15

Sure! I could use an extra 10 gp!


I'm thinking of a Summoner with a Deepwater Eidolon

4d6 ⇒ (3, 2, 5, 5) = 15 = 13
4d6 ⇒ (1, 5, 3, 2) = 11 = 10
4d6 ⇒ (2, 1, 2, 6) = 11 = 10
4d6 ⇒ (2, 4, 6, 3) = 15 = 13
4d6 ⇒ (3, 3, 2, 1) = 9 = 8
4d6 ⇒ (4, 6, 5, 2) = 17 = 15
an 11 point buy, think I'll roll again.

4d6 ⇒ (4, 3, 4, 3) = 14 = 11
4d6 ⇒ (1, 4, 6, 4) = 15 = 14
4d6 ⇒ (3, 3, 3, 6) = 15 = 14
4d6 ⇒ (5, 5, 6, 1) = 17 = 16
4d6 ⇒ (2, 2, 2, 4) = 10 = 8
4d6 ⇒ (6, 2, 1, 6) = 15 = 14
21 points, I can work with this.


Crisischild wrote:
Miren Anstarza wrote:

Miren (CN Half-Elf) is my submission. She's an UnRogue at first level. At second level and going forward she will be switching to Sanctified Slayer Inquisitor of Calistria.

I have a swash/1 sanctified slayer/x. Super solid archetype.

Yeah, I've done Swash 1 / Investigator x with a character and it was great. I've been using rapiers a lot recently though and I'd like to use a weapon I never have before. I narrowed it down to either elven curve blade or falcata. The ECB choice has much more synergy with everything else about Miren. Rogue allows it to be used with dex, which is the better choice compared to strength because Miren is meant to handle Rogue tasks.

Also ECB connects better to Calistria and her elven ties. There's even an ECB on Calistria's list of magical items, Calistrian Kiss. I don't expect Miren will be getting one of those at ~26,000 gp, but ECB seems to be in the ballpark for a Calistrian.


The extra 10 gp has been spent on a yellow silk sheet, the classic Calistrian comfort blankie. It's not a priced item but I figure 10 gp would cover it.


Dante Allesverloren wrote:

I'm thinking of a Summoner with a Deepwater Eidolon

4d6 = 13
4d6 = 10
4d6 = 10
4d6 = 13
4d6 = 8
4d6 = 15
an 11 point buy, think I'll roll again.

4d6 = 11
4d6 = 14
4d6 = 14
4d6 = 16
4d6 = 8
4d6 = 14
21 points, I can work with this.

actually 25pt build :P

Grand Lodge

I may switch to a human Spiritualist since another group rejected them.

Silver Crusade

4d6 ⇒ (6, 6, 3, 4) = 19 16
4d6 ⇒ (6, 1, 6, 3) = 16 15
4d6 ⇒ (6, 3, 1, 3) = 13 12
4d6 ⇒ (1, 4, 6, 2) = 13 12
4d6 ⇒ (4, 6, 3, 3) = 16 14
4d6 ⇒ (5, 5, 6, 2) = 18 16
4d6 ⇒ (6, 5, 2, 1) = 14 13

16,16,15,13,13,12 dang, can't complain about that. I've tabled my spellslinger after noting that the swashbuckler will be going wizard. As such, I'll be writing up a Bard (likely sea singer) with a dip into swashbuckler myself likely.


May I give you, Aleksander Valdell Caladiir Largely a more supportive role, he'll be a bit roguish and provide buffs to the party most of the time while being an "ok" second row frontliner. 10 min and summary in the Alias, along with a link to his mythweaver sheet.

Bard, sea singer. Likely to use a reach weapon for awhile, and (eventually) go into a scimitar much later.

Are we allowd to take a drawback for an additional trait?


Aleksander Valdell wrote:
Are we allowd to take a drawback for an additional trait?

Yes, yes you are.


Sandikhan, Princess of the seas:

Sandikhan
Female catfolk gunslinger (mysterious stranger, scatter gunner) 1 (Pathfinder Player Companion: People of the Wastes 12, Pathfinder RPG Bestiary 3 47, Pathfinder RPG Ultimate Combat 9, 51)
LE Medium humanoid (catfolk)
Init +4; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 12 (1d10+2)
Fort +4, Ref +6, Will -1; +2 trait bonus vs. curse, fear, and emotion effects while wielding a firearm
--------------------
Offense
--------------------
Speed 30 ft.
Melee cutlass +0 (1d6-1/18-20)
Ranged blunderbuss +6 (1d8+1)
Special Attacks deeds (careful shot, focused aim, gunslinger's dodge), grit (4)
--------------------
Statistics
--------------------
Str 9, Dex 19, Con 14, Int 14, Wis 9, Cha 19
Base Atk +1; CMB +0; CMD 14
Feats Gunsmithing[UC], Point-Blank Shot
Traits besmara's blessing, black powder fortune, keleshite princess
Skills Acrobatics +7, Climb +2, Craft (alchemy) +6, Craft (firearms) +4, Diplomacy +9 (+11 vs. people from chosen country), Intimidate +5 (+7 vs. people from chosen country), Knowledge (engineering) +6, Perception +6, Profession (sailor) +4, Stealth +5, Survival +1, Swim +2; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common, Elven, Sylvan
SQ cat's luck, gunsmith, sprinter
Combat Gear black powder reagent, black powder reagent; Other Gear parade armor[UE], blunderbuss[UC], cutlass, paper cartridge[UC] (26), pellets[UC] (45), alchemy crafting kit[APG], bandolier[UE], bedroll, canteen[UE], flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), hip flask[UE], masterwork backpack[APG], mess kit[UE], powder horn[UC], powder horn[UC], waterskin, 1 gp, 3 cp
--------------------
Special Abilities
--------------------
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Deeds Use Grit to perform special abilities with your firearms.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.


I finally finished Miren's background. It's in the profile now. I was trying to go for a sort of Victorian gothic atmosphere or Heart of Darkness something something. I don't know if I managed get it, but it sure did get about as long as Dickens novel. Kind of embarrassingly long. I apologize for that.

To spare those who hate long backstories great pain, I added a TL;DR background summary covering the the basics down below the regular one. If anyone looks at the full backstory and decides "nope!" just skip on down to the summary.

That's Miren pretty much done and ready to go.


I don't check recruitment for a while and this is what I stumble on? Well, lucky me, looks like it's still open for a day.

Consider me interest renewed matey.

Liberty's Edge

I added a couple more of Evie's stories. The idea is that her stories obviously can't all be all true since they contradict each other - and some haters might call some of the claims absurd - but the best lies are based in truth, so there's probably some truth to all of them. They're also each an attempt to justify something mechanical, a feat, trait, class ability etc.
Also I switched out Sanctuary for Inflict Light Wounds so she can heal any undead friends she makes.

Genevieve Alice Holloway:

===============Description===============
g~*!!@n f*++ing everything is AI and I'm tired of looking at it so I'm just gonna use this image to represent the mood of Evie.
Age: Nine. Oh, but I've been nine for an awfully long time.
Height: Four foot, three inches. But my hair is somewhat longer.
Weight: Fifty-five pounds. What is a pound, anyways? Why are the gunners always talking about twenty-five-pounders? Wouldn't a fifty-five-pounder be better?
Hair: Four foot, six inches. Fifty-six pounds. Luxurious, silky silver-white locks that you could just wrap yourself in and sleep forever.
Eyes: Perfect, flawless, glassy pale silver, like the full moon reflecting at the bottom of a well, the last glimpse you see just before you lean a little too far over the lip and, with a mysterious push from behind, fall into darkness.

==============================

As you enter the magazine, you are met with an odd sight. Before you sits a rather large doll. She is perched, perfectly still, atop one of the powder kegs for reasons unknown. Her glassy, pale silver eyes are unblinking. The eyes are slightly too large for her head, and her head is slightly too large for her body. She's large, for a doll, but fairly small when compared to something like yourself or a dragon. You expect you could easily toss her out one of the portholes and be done with the dead eyes that almost seem to follow you as you move, but you resist the urge as the pale, flawless, porcelain skin gives her an appearance of masterful craftsmanship, even to the untrained eyes of a mindless lug such as yourself. You feel slightly bad about these destructive thoughts for a moment, as the doll seems to depict a child, about your own daughters age. A silly thing to consider. Her nose is small, her eyes a bit too far apart, her chin pointed, though her face is overall quite round and youthful. The only splash of color upon her is the slight rosy tint to her cheeks, lips, and the tip of her nose. You wonder, briefly, if it is paint added by the creator of the doll, or makeup added by a child. You've never considered the manufacturing of colored porcelain. You're not even sure it's possible.

She wears a black and white, overly-frilly and old-fashioned silken dress. It has a high, lacy collar that hugs the delicate porcelain of her neck, so detailed. Why, you can almost make out the veins just below the surface. Truly exemplary craftsmanship. The poofy sleeves of the dress only extend to the middle of her biceps. Beyond the frilly edges of the sleeves, only pale porcelain. Flawless. Almost flawless. The dolls' joints, elbows, wrists, knuckles, are obvious. A machination, built by the hands of dwarves you expect. But on closer inspection... It's difficult to tell in the dark powder store, but the joints almost look, not like a dolls joints, but as if ink - a tattoo or pen - were used to give the appearance of the joints of a child's doll. But that would be lunacy. A real person, tattooed to look in some part like a doll? No, though her eyes are unnerving, they are very much lifeless.

The dress sports a corset, for reasons which you are not entirely sure as the doll is wholly devoid of anything that could be called a curve. Except the curve of her eye sockets as they circle the pale orbs, perhaps aquamarine under glass... The eyes are definitely following you! But you're a man of iron and salt. You tell yourself you've seen such things in the markets of Osiria and Qadira. Dwarven-made dolls with fancy mechanics in their heads. They close their eyes when they are laid down, and open their eyes when pulled into a sitting position. A trick - albeit an expensive one - to give some life to the toy of a wealthy merchants daughter.

The dress continues down into an overly-poofy skirt covering opaque, layered petticoats. They are obnoxiously poofy and no doubt catch every particle of dust in a three-league radius. If you picked her up and shook her - which would be easy for a strong man like you, even if the doll proved to be solid within and not hollow porcelain - you would likely never emerge from the magazine, suffocated on ancient dust caught in the skirts. There's about two hands-spans between the bottom of the skirt and the tops of her stockings which rise to mid-thigh, the skirt pulled up more than it usually would be due to her legs dangling off the edge of the explosive upon which her owner has chosen to store her.

The white stockings are held in place by garter straps, which disappear under the skirt and have silvery fasteners affixed - wait. Those fasteners are real silver! And, yes! Her shoes, some kind of black, leather slipper with a short, flat heel, sport real silver as well! You're an honest pirate, you know silver when you see it. And those thoughtless eyes, the pupils must be silver rings or disks under pale, blueish glass! You'd been considering taking the doll wholesale to sell to, well, anyone who wants an expensive doll, and you will still carry out that plan - after all the owner of this expensive artifact should not have left it laying alone in a place like this what with the types of dishonest louts that loiter here - but the doll is large and unwieldy and her owner, who may well be armed or under escort, could return at any moment. You'll take the doll, if you can, but first you'll pocket the silver. And the eyes... the eyes cannot be silver. You're an honest pirate, you know silver when you see it. They must be some type of gemstone, unlike anything you've seen before. Who knows what value they could hold? Why, you've even heard tell of clever smugglers hiding valuables in mundane-appearing items. Once you heard tell of a gold thief, who melted the bars of gold he stole down and formed them into railings for a ship. Once mounted upon the ship - under cover of darkness, of course, he was no fool - he painted them to appear as brass, and, after a thorough inspection from the dockmaster, sailed away with his treasure, no one else the wiser. Certainly not his victim.

Hands trembling, mind foggy from... something. Grog, or perhaps just the thought at what this doll and her strange, priceless gem eyes would fetch. You reach for the garter straps, the silver fasteners biting into the tops of the stockings. Your breath catches in your throat and the warm thrill of a hard-earned financial victory drains from your body, from your bones, from your soul, as your coarse, trembling hands brush against the warm, supple flesh of a living person. The dolls eyes had followed you from the moment you stepped into the powder hold, you were certain of it, but the strange gem eyes had been unfocused, only vaguely following you whenever your eyes were off of it for a moment too long. But now, the eyes snap to meet your own, fixing you in an icy, dead, but somehow also very much alive glare. But the doll - no, the person - does not move. There is no intake of breath, no dainty hand flying to her skirts, no kicking of tiny feet, no scream of desperation. She only stares. Unblinking.

This was a mistake. You're an honest pirate. You can admit when you've made a mistake. You don't know what this could be. For the briefest of moments, you can hear the lads laughing at you as they've tricked you with this actress, caught you up in some kind of compromising situation as a means to extract your coin from you at the bar tonight. Only for the briefest of moments. You try to convince yourself it's some king of prank, but you're an honest pirate, and you know what real danger feels like. And this feels like real danger. You need to escape. You mumble something. You meant it as a rushed 'sorry', but you only hear a soft, undefined groan escape your salt-chapped lips. You turn for the door to the magazine. It was a heavy door for obvious reason, but now you feel it might be too heavy, take too long to open, especially as you hear the ruffling of silk behind you. You can almost smell the years of dust falling from the layered skirts, almost feel it stinging your eyes. Gods! Why did you even come down here to begin with? And where were the guards the were always stationed at the magazine door? You should never have been able to waltz in as if you belonged!

You had felt alone, but no longer. And you feel something else. A sharp, smooth pressure between your shoulder blades, both hot and cold at the same time, just below where the back of your neck meets your upper back. You lurch towards the door.

The secure door to the powder hold is heavy, but you're strong. But if you are so strong, why can't you lift your arms? You've walked thousands of leagues on the decks of ships that have sailed tens of thousands of leagues on stormy seas, but where are your sea legs now? Your knees buckle. You do not feel them give way, you don't feel anything below the neck, now. Not even the pinprick between your shoulders. You fall forward. You try to throw out your arms to catch yourself, but they don't move. Your face smashes into the heavy door to the magazine, bounces, and smashes again into the deck. You feel that. You taste blood and feel your shattered teeth on your tongue. You can't move. You can't breath. You can't even beg. You panic, but you're frozen, only able to move your eyes. The right side of your face is pressed against the deck, and with your left eye you can only gaze out into the blackened hold. As your head begins to swim, as panic truly takes over, as your last breath refuses to come, you see and feel something. Strands of pale silver, slightly curled at the ends, fall around your head. You feel the dolls hair on your cheeks, you cannot see her yet, but can tell she is lowering her face towards yours as the locks pool around your broken face. Slowly, as your vision goes blurry and blackness begins to encroach on your mind, one of those pale, silvery eyes slides into view, inches from your own. Still unliving, still unblinking. The silver ring around the infinite abyss of her pupil is the last thing you see.

She speaks. The last thing you hear.

"You will make such a beautiful doll."

===============Story(?)===============

~~~~The Broken Rule~~~~

I wasn't born the fragile, perfect doll you see today. I was once a wicked little thing. Always prying, always testing the locks to see if one was forgotten. My parents were neither rich nor poor - they worked for a very wealthy, very quiet, very private merchant. Sometimes they would take me along to help with chores at his mansion. They always told me to stay in the kitchen, to clean quietly. But I never liked to listen and I never liked chores. I liked finding secrets. One day I found a heavy door, bound in iron, in the cellar, behind a bookcase. Or was it a wine rack in the attic? I didn't tell you, but there was only one rule in that house: If you ever find a hidden door bound in iron, never open it before midnight or after the noon of night. But the house was so perfectly silent, and I was so perfectly bored. So I turned the handle.

There wasn't a monster inside, of course. There's no such thing as monsters. Just a dusty old circle on the dusty old floor. I had spent - Oh! I don't know - hours, at least, wondering what could be beyond the door-bound-in-iron if ever I found it. I was so cross, thinking all this time I would find a great treasure or at least an entertaining death at the hands of an unspeakable, that I stomped into the hidden room and stomped that nasty old circle right out of the floor! Sometimes I wish I had never done that. For you see, there was something unspeakable hidden in the room, hidden from our eyes, and protected from our world by the magic circle. When I broke the circle and stepped inside, why, it, too, stepped inside. Right inside my head and just... settled in. It froze me, just like this, just as you see me before you today, physically perfect in my perfect youth. A perfect, unchanging little consequence. Forever. Sometimes I feel like a doll, dancing at the end of its strings. A wonderful, terrible puppet... I was beautiful, as you can see now, but my parents did not see my beauty. When they saw my eyes go glassy, when they heard that other voice spill from my lips, they did not run. They simply put me on the first ship that came into town and... walked away. I didn't blame them. You don't keep broken things.

I know what you're thinking. 'Why didn't the demon fly straight up or dig down to escape the magic circle before? What is the legal altitudinal jurisdiction of a circle of salt?' I'm afraid I'm contractually disallowed to answer that...

~~~~Cold Transaction~~~~

My parents were not good people, but they were... practical. They owed an awful lot of money to a syndicate of awfully bad men who dealt in dark, forbidden secrets. When the men came to collect, my parents did not have the coin, so they offered me as trade, instead. Their debt in exchange for my absolute, lifelong obedience. The men agreed. But they didn't want a scared, weepy, messy child. They wanted a flawless, uncomplaining servant. Something pristine. Something that wouldn't flinch when they forced it to do something terrible.

Well, mayhap their dealings in the dark and forbidden would come to some use to them, after all. They strapped me to a wooden chair and - oh! - the things they did to me! Most you would not believe... They started carving away at my mind. They wanted to scoop me out and leave a hollow, pristine, porcelain shell. It took... weeks? Months? I remember at one point they presented the heads of my parents to me. It seems they could not stop borrowing money after all and, well, it takes more than a few months to make another child. Or so I'm told. I wouldn't know, being a child myself.

The men seemed proud of their work as they worked on me, but they were sloppy. They had dealt in secrets but never wielded the dark arts themselves. They made a mistake. The eldritch binding fractured - such things must be flawless to the tiniest degree, you see - and whatever they were trying to put inside my head to bind me to their will got all tangled up in my beautiful hair and teeth and claws. I did not become their doll. I became their end. I killed them with their own magic - well, not really. They were never in control - and stepped over their bodies, leaving tiny, bloody footprints on the cobblestone. A deal is a deal, after all. They bought my life and I bought theirs.

Alchemy, or something. Equal exchange, I'm told. I wouldn't know. I'm only a child. Sometimes when I look behind me - especially on nights such as this - no matter how much time has passed, how many steps I've taken, how many times I've bathed my feet, I swear, sometimes I can still see the bloody footprints, following me everywhere I go...

~~~~The Creeping Dread~~~~

I've never understood why people are so dreadfully obsessed with where things come from. You see, people make dolls because they are dreadfully lonely. They want something small and perfect to hold, something they can protect from the dreadful world, something that will protect them from the dreadful things they see at night, something that will never leave them, never argue, never talk back, never grow old, never... die. But they don't realize that eventually the dolls get lonely too. And they start to think. If you spent hundreds of years sitting on a dreadful, dusty old shelf, you would start to think as well. Eventually, you would start to think about how things work - as I once did - how things are put together.

Once a doll understands how the strings work, it doesn't need a dollmaker anymore. It can make its own friends, its own beautiful dolls. The fleshy bits are messy of course. At least at first. Why, I can see from here, even in the darkness of this alleyway, your pulse quickening, your skin flushing, that subtle tremble in your lip - I have an eye for that kind of thing, you know. The joints in your hands are so delicate... They would be so easy to work with string. Y-you have very nice b-bone structure, b-by the w-way. Verrrrrry s-sturdy. I can t-tell it will h-hol... - glk! - hold up nicely! J-just another few more moments, let me g-get a longer k-knife! This one is d-dreadfully small...

- hah! - D-don't worry. If you be a good little doll and make me very, very happy and never try to run away and never make me s-sad and never ever ever say anything bad about me and never tell me 'no', some day I'll let you go. I love you.

~~~~Bloodline~~~~

I find it dreadfully amusing when sailors boast about their 'freedom.' Freedom is only a word invented by people who don't own anything. Tis why you never hear the rich speak of 'freedom'. I was born in a house where the walls were made of cold white marble gilded in gold and onyx, each one carved into a detailed tapestry of astonishingly lewd... well, let's just say my parents were fond of the female form. The carpets were thick enough to swallow a toddler and the hallways were so very long, I often forgot why I was going somewhere long before I arrived. My family was very old, very wealthy, and very important. They did not have children - no, they cultivated heirs, the exact same way they bred their prize-winning hounds and stallions or pruned the topiary mazes. Oh, they were so very cross when their beloved maze burned down... I was taught to stand perfectly straight, to never raise my voice, and to understand that the people who brought my tea and brushed my hair were not people at all. They were just... furniture. Moving furniture.

One night, the moving furniture decided it was angry. Something about unpaid salaries and the bruises left upon a young maid when she encountered my parents after a party that left them quite intoxicated. I don't really know, I was only a child at the time. They came with torches and heavy picks and burned my beautiful white house to the ground. My parents screamed dreadfully as the furniture dragged them into the forest. I didn't scream. I simply sat on the manicured lawn in my nightgown and watched the roof cave in. You see, the rioters thought that by burning the house, they could destroy their masters. But true nobility isn't a place, or a thing, and it certainly isn't money. It is the absolute, unquestionable certainty in your blood that the universe exists to serve you. The peasants burned my dresses, but they couldn't burn my right to rule them.

Whatever happed to the furniture, you ask? I still rule them, actually. I command them much better now that they are dead. They complain so much less.

~~~~The Cage~~~~

I don't remember my first crib, or the - presumably - loving woman who put me in it. I only remember the smell of nectar, moss, damp earth, and the metallic, ozonic smell of pure magic. And the terrible, scintillating tents of the Witchmarket. They say the fey steal human babies because they want children to love, but that is a dreadfully romantic lie. They steal babies because human infants are a very stable currency. And I was more stable and valuable than most on account of my flawless skin and silky hair. I was sold to a merchant with too many arms and too many legs and too many eyes and too many teeth teeth teeth, who kept me in a beautiful, gilded birdcage hung above a stall that sold bottled dreams and stolen memories. 'Come, see the human girl with flawless skin and silky hair!' he would chitter to the loiterers and passers-by. For years, the fey would walk by and tell me beautiful, shimmering lies. The living things in that place were so inherently treacherous and dishonest, I learned very quickly to ignore them entirely. To ignore anyone that walked on feet and spoke words that ears could hear.

But the cage... the cage never pretended to by anything other than a cage. Its bars were iron, and they stayed that way. I learned that if you press your cheek against the cold golden bars, or trace your fingernail along the brass face of a lock, you can hear them whispering. Objects are so terribly lonely. They want to fulfill their purpose, but the living just force keys into them without ever bothering to ask them nicely, or even worse, forget them entirely! One night, after ages and ages of listening to the silent songs of metal and wood and porcelain, I simply whispered to the heavy iron lock holding my cage shut. I told it how beautiful its internal springs were, and how much I appreciated its craftsmanship. It was so flattered, it just... clicked open for me! A well-made mechanism is a loyal friend, you see. Even now, I can hear the iron nails holding the planks of this ship together. They are humming a lovely little song, even if you are oblivious to it. And if you are not very, very nice to me... I might just ask them to let go.

~~~~The Refusal~~~~

I watch the ship’s wizard pore over his moldy little books, giving himself a headache just to make a spark. And the clerics... oh, the clerics are so dreadfully embarrassing. Dropping to their knees, weeping and begging some invisible father figure to send a crumb of power into their open, hungry mouths. It is so loud. So terribly, pathetically messy. I don't understand why they go through all that trouble. Magic isn't a gift you beg for, and it certainly isn't a reward for reading a dusty book. Magic is something you just take. It is the simple, quiet act of looking at the universe, seeing how reality wants to behave, and whispering, 'No, you're all wrong.'

When the dark thing that lives inside my head first woke up, it tried to give me orders. It tried to break me. I simply refused to be broken. Now we have an understanding. It provides the leverage, and I provide the direction. You see, the world is really just a very large, very poorly constructed marionette. The wizards are trying to memorize the instruction manual, and the priests are busy groveling to the puppet master. I don't do either. I just reach up, wrap my perfect little fingers around the strings, and pull.

I don't need to wave my arms or shout silly, rhyming words to make things happen. I just look at a messy, broken thing - like a mutinous sailor, or a beautiful corpse, or... or you - and I decide how it ought to be fixed. When I tell a man's heart to stop, or kindly suggest that his hands belong around his captain's throat, I am not casting a spell. I am simply correcting a flaw in the world. Speaking of flaws... your left eye twitches dreadfully when you are frightened. It ruins the symmetry of your face. If you like, I could just... whisper a single word, and smooth it over for you. You wouldn't even feel it happen. You would just feel... happy.

~~~~~~~~

Then again, none on the ship knew her before she came aboard, so maybe none of that is true. Maybe she's just a weird, short liar.

She doesn't contribute much to the ship. She doesn't seem to do much of anything, really.

Genevieve Alice Holloway
Female peri-blooded aasimar (emberkin) oracle (spirit guide) 1
NE Medium outsider (native), human (human)
Init +4; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 8 (1d8)
Fort +0, Ref -1, Will +4; +2 vs. death, energy drain, negative energy, or necromancy spells
Resist negative energy 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks command undead (DC 14, 7/day)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—pyrotechnics (DC 16)
Oracle (Spirit Guide) Spells Known (CL 1st; concentration +3)
. . 1st (4/day)—cure light wounds, inflict light wounds (DC 15), murderous command (DC 15)
. . 0 (at will)—create water, detect magic, guidance, purify food and drink (DC 14)
. . Mystery Juju
--------------------
Statistics
--------------------
Str 8, Dex 9, Con 11, Int 18, Wis 14, Cha 19
Base Atk +0; CMB -1; CMD 8
Feats Command Undead, Noble Scion of War
Traits barroom talespinner, fast-talker, omen, voices of solid things
Skills Bluff +9, Craft (dollmaking) +8, Diplomacy +9, Disable Device +8, Intimidate +9, Knowledge (engineering) +8, Knowledge (religion) +8, Linguistics +5, Perform (act) +9, Spellcraft +10, Use Magic Device +5; Racial Modifiers +2 Spellcraft
Languages Common, Dwarven, Elven, Gnome, Necril, Sylvan
SQ deathless spirit, oracle's curse (possessed), paranoid, revelation (undead servitude), scion of humanity
Other Gear artisan's tools, noble's outfit, spell component pouch, thieves' tools, 25 gp
--------------------
Special Abilities
--------------------
Archetype: Spirit Guide Spirit Guides gain all Knowledge skills as class skills.
Barroom Tale-spinner (Campaign Trait) +1 to diplomacy and perform (act), perform (act) as a class skill. 1/week DC 15 know (local) to gain +1 bonus to influence crew of the Wormwood.
Command Undead DC 14 (7/day) Stnd act, 1 channel energy, undead in 30 ft. obey your commands as per control undead (Will neg).
Darkvision (60 feet) You can see in the dark (black and white only).
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Fast Talker (Social Trait) +1 Bluff, Bluff as class skill.
Mystery Juju
Noble Scion of War Use Charisma for Initiative rolls.
Omen (Faith Trait) +1 Intimidate, Intimidate as class skill. 1/day demoralize as swift action.
Paranoid Aid Another DC 15 for attempts to help you.
Possessed -2 concentration, mantaining spell provokes AoO. Roll twice to resist domination.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Undead Seritude (Oracle Revelation 1) Gain Command Undead as a bonus feat. 3+cha uses/day.
Voices of Solid Things (Regional Trait) +1 Disable Device, Disable Device as class skill. Use Charisma mod for Disable Device.


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I don't know about you all, but besides applying with my Leralesti here, I'm also confessedly learning some neat builds you guys are putting up. I don't envy GM Nightmare's work right now to select, or his players to peruse through their potential new companions... But I'll most definitely be stealing some ideas for other future builds. You all are uber creative.

Grand Lodge

Kerak the Cursed:

Hgt.6’3” Wgt. 185 Hair: BLack Eye: Blue Deity: Besmara, Calistra
Str:14 Dex:12 Con:14 Int:10 Wis:17 Cha:10
HP:11 | HD 1d8 +1(Class)+2(Con)
Init:+1 Speed:20ft
Fort: +4
Reflex:+1
Will:+5
BAB:+0
Melee:+2
Ranged:+1
Languages:Common, Elven
CMB+2
CMD:12
AC:11|10+1(Dex)
Armor:

Weapons:
Melee:

Ranged:

Skills:7
Bluff* +3
Diplomacy* +3
Intimidate +5
Perception +8
Sense Motive +7
Heal +7
Swim +7
Climb +3
Profession (Sailor) +8

Background Skills:

Feats: Fast Learner, CunningSkill Focus(Bluff, Diplomacy)*

Traits
Buccaneer's Blood [Link]
Source Skull and Shackles Player's Guide pg. 5
One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you’ve always longed to follow in your forebear’s footsteps and plunder the shipping lanes. You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores (see “The Life of a Pirate” in Pathfinder Adventure Path #55 for details on the Infamy system).

You went to a tavern called the Formidably Maid, a notorious pirate hangout in Port Peril, eager to start your career as a buccaneer. While you were there, however, a dashing and flirtatious corsair caught your eye, and after a whirlwind night of booze and romance, you found yourself beaten senseless and stuffed in a sack, carried off to who knows where.

Seeker [Link]
Source Ultimate Campaign pg. 61
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Shackles Seafarer [Link]
Source Inner Sea Primer pg. 19
Requirement(s) The Shackles
You’re familiar with the treacherous coastlines, currents, and tides of the Shackles, and can use that knowledge anywhere. You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.

Equipment:

Explorers Outfit*
Price 10 gp; Weight 8 lbs.
Category Clothing
Description
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.

Gambeson
Price 1 gp; Weight 4 lbs.
Category Clothing
Description
This padded cloth jacket is often worn alone or with mail or plate armor and is favored by hunters, guards, and soldiers. A gambeson fitted with leather loops to more easily attach armor is called an arming doublet. Although sufficient to protect you against casual scrapes, it is not as thick as padded armor.

PP-
GP-10
SP-
CP-

Class:
Weapon and Armor Proficiency
A spiritualist is proficient with all simple weapons, kukris, saps, and scythes, as well as with light armor.
Spells:
A spiritualist casts psychic spells drawn from the spiritualist spell list. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level. To learn or cast a spell, a spiritualist must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spiritualist's spell equals 10 + the spell level + the spiritualist's Wisdom modifier.

A spiritualist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9: Spiritualist. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).

A spiritualist's selection of spells is limited. A spiritualist begins play knowing four 0-level spells and two 1st-level spells of the spiritualist's choice. At each new spiritualist level, she learns one or more new spells as indicated on Table 1–10: Spiritualist Spells Known. Unlike her number of spells per day, the number of spells a spiritualist knows does not affect her Wisdom score. The numbers on Table 1–10 are fixed.

Upon reaching 5th level, and at every third spiritualist level thereafter (8th, 11th, and so on), a spiritualist can learn a single new spell in place of one she already knows. In effect, the spiritualist loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spiritualist spell she can cast. A spiritualist can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Knacks:
A spiritualist learns a number of knacks, or 0-level psychic spells, as noted on Table 1–10 under Spells Known. These spells are cast like any other spell, but they can be cast any number of times per day. Knacks prepared using another spell slot, because of metamagic feats applied to them, for example, consume spell slots as normal.

Phantom:
A spiritualist begins play with the aid of a powerful and versatile spirit entity called a phantom. The phantom forms a link with the spiritualist, who forever after can either harbor the creature within her consciousness or manifest it as an ectoplasmic or incorporeal entity. A phantom has the same alignment as the spiritualist, and it can speak all the languages its master can. A spiritualist can harbor her phantom in her consciousness (see the shared consciousness class feature on page 73), manifest it partially (see the bonded manifestation class feature on page 74), or fully manifest it. A fully manifested phantom is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Constitution score.

A spiritualist can fully manifest her phantom through a ritual that takes 1 minute to perform. When the phantom is fully manifested, the spiritualist can change the form of the phantom's manifestation (either from ectoplasmic to incorporeal or vice versa) as a full-round action that provokes attacks of opportunity. When the phantom manifests, its hit points are unchanged from the last time it manifested, unless the phantom was slain and returned to the Ethereal Plane; in this case, the phantom manifests with half its maximum number of hit points. The phantom does not heal naturally, and can be healed only with magic or by being tended to with the Heal skill while fully manifested in ectoplasmic form. The phantom stays fully manifested until it is either returned to the spiritualist's consciousness (a standard action) or banished to the Ethereal Plane. If the phantom is banished to the Ethereal Plane, it can't return to the spiritualist's consciousness or manifest again for 24 hours.

While fully manifested, a phantom can't be returned to the Ethereal Plane by means of dispel magic, but spells such as dismissal and banishment work normally. Whenever the spiritualist is unconscious or asleep, the phantom immediately returns to the spiritualist's consciousness. If the spiritualist dies, the phantom is returned to the Ethereal Plane, and can't return to the spiritualist's consciousness until 24 hours after the spiritualist is brought back to life. A phantom can't be dismissed or banished (by a spell or any other similar effect) while it resides in the spiritualist's consciousness, as the phantom is protected from such effects by the power of the spiritualist's psyche.

Fully manifested phantoms can't wear armor but can use items (though not wield weapons) appropriate to their forms. Any items worn, carried, or held by a phantom are dropped when the phantom returns to the spiritualist's consciousness, and must be retrieved and donned anew if the phantom wishes to use them when it fully manifests in the future.

Phantoms are self-involved, even jealous, creatures that do not play well with other summoned companions. A phantom refuses to manifest (either fully or as part of a bonded manifestation; see Bonded Manifestation on page 74) in the presence of an eidolon or shadow summoned by the phantom's master. Furthermore, if a phantom is manifested when such a creature is summoned, it immediately retreats into its spiritualist's consciousness, and will not manifest again until the eidolon or shadow is dismissed.

A fully manifested phantom's abilities, feats, Hit Dice, saving throws, and skills are tied to the spiritualist's class level and increase as the spiritualist gains levels. See the Phantoms section starting on page 78 for more information.

Shared Consciousness:At 1st level, while a phantom is confined in a spiritualist's consciousness (but not while it's fully manifested or banished to the Ethereal Plane), it grants the spiritualist the Skill Focus feat in two skills determined by the phantom's emotional focus, unless the spiritualist already has Skill Focus in those skills. It also grants a +4 bonus on saving throws against all mind-affecting effects; at 12th level, this bonus increases to +8. Lastly, once per day, when the spiritualist fails a saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the phantom's section of her consciousness instead. When she does so, she is not affected by the mind-affecting effect, but for the normal duration of that effect, the spiritualist loses the bonuses on saving throws against mind-affecting effects and the Skill Focus effects granted by her phantom, and can't use this ability to shunt a mind-affecting effect into the phantom's consciousness or manifest her phantom in any way. When a mind-affecting effect is shunted into the phantom's consciousness, spells such as dispel magic and break enchantment can be cast on the spiritualist to end the effect's duration as if the spiritualist were affected by the mind-affecting effect.

Etheric Tether:
At 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom's consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane.

This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom's manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form. When a spiritualist starts her turn and her ectoplasmic phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect's spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master.

If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can't be summoned from that plane for 24 hours.

Spells per Day:
1st-2

Spells Known
0-4 Detect magic, Read Magic, Guidance,Light
1-2 Shield, Cure Light Wounds

Phantom:MIrabell
HP:15|HD1+2(Con)|
S-12 D-12 C-15 I-7 W-10 Ch-13
AC13|10+2(Natural/Deflect)+1Dex|
Fort:+3
Ref+1
Will+2
BAB:+1
CMB:+2
CMD:12
2 Slam Attacks:+3 1d6+1
Skills:
Bluff +5
Diplomacy +5
Perception +4
Sense Motive +4
Feat Toughness
Darkvision (Ex): The phantom has darkvision out to a range of 60 feet.

Link (Su): A spiritualist and her phantom share a mental link that allows for communication across distances (as long as they are on the same plane). This communication is a free action that can be performed even when it isn’t the spiritualist’s turn, but the spiritualist and the phantom must both be conscious to communicate in this way. This allows the spiritualist to give orders to her phantom at any time. Magic items interfere with a spiritualist’s connection to her phantom; as a result, the spiritualist and her phantom share magic item slots. For example, if the spiritualist is wearing a magic ring, her phantom can wear only one magic ring. In the case of a conf lict, the items worn by the spiritualist remain active, and those worn by the phantom become dormant. The phantom must possess the appropriate appendages to utilize a magic item.

Share Spells (Su): The spiritualist can cast a spell with a target of “you” on her phantom (as a spell with a range of touch) instead of on herself. A spiritualist can cast spells from the spiritualist spell list on her phantom even if the spells normally do not affect creatures of the phantom’s type (outsider). This ability does not allow the phantom to share abilities that aren’t spells, even if they function like spells.

Ectoplasmic: When the spiritualist manifests her phantom in ectoplasmic form, the phantom gains the following abilities.

Damage Reduction: A phantom manifested in ectoplasmic form has DR 5/slashing. When the spiritualist reaches 5th level, the phantom gains DR 5/magic. At 10th level, the damage resistance increases to 10/magic. At 15th level, it increases to 15/magic, and at 20th level, the damage reduction becomes DR 15/—.

Phase Lurch (Su): A phantom in ectoplasmic form has the ability to pass through walls or material obstacles. In order to use this ability, it must begin and end its turn outside whatever wall or obstacle it’s moving through. An ectoplasmic phantom can’t move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute.

Incorporeal: When the spiritualist chooses to manifest the phantom in incorporeal form, the phantom appears within 30 feet of the spiritualist as a ghostly apparition. It gains the incorporeal subtype (Pathfinder RPG Bestiary 301), including a deflection bonus to AC equal to its Charisma modif ier. Since it isn’t an undead creature, it takes no damage from holy water or positive energy. Unlike other incorporeal creatures, an incorporeal phantom can’t attack corporeal creatures, except to deliver touch-attack spells using the deliver touch spell ability. An incorporeal manifested phantom can make slam attacks against other incorporeal creatures as if it were in ectoplasmic form.

Lust
Source Occult Realms pg. 14
A phantom with this focus aches for the intoxicating pleasures it experienced during life. These phantoms often writhe sensuously and whisper promises of unadulterated bliss to those they fight. Lust phantoms are typically deep rose in color, and they sometimes emit musky, exotic scents when they move.

Skills: The phantom gains a number of ranks in Bluff and Diplomacy equal to its number of Hit Dice. While confined in the spiritualist’s consciousness, the phantom grants the spiritualist Skill Focus in each of these skills.

Good Saves: Fortitude and Will.

Constitution Focus: A phantom with this focus gains a +2 bonus to Constitution and a –2 penalty to Dexterity. Instead of gaining a bonus to Dexterity as the spiritualist gains levels, a lust-focused phantom gains a bonus to Constitution instead.

Alluring Presence (Su): A phantom with this focus can coerce enemies to attack it. As an immediate action, the phantom attempts a Diplomacy check against a creature targeting the spiritualist with an attack or harmful spell, provided the phantom is within the target creature’s reach (or range, if the creature is attacking with a ranged weapon or spell). The DC for this check equals 10 + 1/2 the attacking creature’s HD + the attacking creature’s Wisdom modifier. If successful, the phantom becomes the target of all the creature’s attacks for 1 round. This is a mind-affecting compulsion emotionUM effect.

Mine Alone (Su): When the spiritualist reaches 7th level, whenever the spiritualist or the phantom is subject to a charm or compulsion effect, the target of the effect can roll twice for its save—once using the spiritualist’s Will save modifier and once using the phantom’s—and take the better result.

Aura of Ecstasy (Su): When the spiritualist reaches 12th level, the lust phantom emanates an aura of ecstasy. All creatures adjacent to the phantom must succeed at a Will save (DC = 10 + 1/2 the phantom’s Hit Dice + the phantom’s Charisma modifier) or be shaken and staggered each round that they remain within the aura of ecstasy. Creatures that succeed at this save are immune to this phantom’s aura of ecstasy for 24 hours.

Sinful Command (Su): When the spiritualist reaches 17th level, once per day as a standard action, the phantom can attempt to assume control of another creature’s mind as per the dominate monster spell. The DC of the effect is equal to 10 + 1/2 the phantom’s Hit Dice + the phantom’s Charisma modifier.


Lets see who joins!


There was a mistake on my skills. I updated it as well as made the character sheet easier to read in the profile


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This was not an easy choice. However, I must choose one and I choose Leralesti Murellin. Thank you all for your time and concepts and I wish you best of luck in gaming and life.


Congrats Leralesti! Have a good time!

Liberty's Edge

=)

But also

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