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Coyote Jones's page

81 posts. Alias of The Eldritch Mr. Shiny.


Full Name

(unknown)

Race

Human

Classes/Levels

psychic (burning mind) 2

Occupation

homeless drifter

Strength 8
Dexterity 15
Constitution 14
Intelligence 17
Wisdom 16
Charisma 9

About Coyote Jones

Game Stats:
Coyote Jones
Male human psychic (burning mind) 2
Bloodline fey, Bloodline Points 0 Bloodline Traits Feysight (Ex), Winter Court’s Magic (Sp), Shaman’s Secrets (Sp)
Medium humanoid (human); Arcana The Magus
Init +6; Senses Darkvision (60 ft.), Pierce the Veil, Scent (30 ft.) Perception +8
Threshold 2, Threshold Pool 7, Oddities 2
1. Coyote never seems to run out of cigarettes, but any time someone else takes one from him, it mysteriously disappears after a few seconds.
2. When recorded by digital cameras, Coyote’s face always comes out blurry.

DEFENSE
AC 14; Touch 13; Flat-Footed 11; (+ 1 armor, + 2 Dex, + 1 Dodge) (armor check penalty -0; max Dex +6)
HP 15 (2d6 + 4 Con + 2 favored class)
Saves Fort +2 (+4); Ref +2; Will +6

OFFENSE
Speed 30/30 ft. Space 5 ft. / 5 ft.; Reach 5 ft.
Melee pocketknife +0 melee (1d3-1; 19-20x2; P/S)
Ranged Smith & Wesson M29 (.44 mag) -1 ranged (2d8; x2; P/B; 40 ft., cap. 6, misfire 2)
Ranged telekinetic projectile +3 ranged (1d6; -; B; 30 ft.)
Bloodline Spell-Like Abilities (CL 2nd; concentration +5)
1/dayfaerie fire, haunted fey aspect, or pass without trace
1/daydetect poison, disrupt undead, message, resistance, or sleep
Psychic Spell-Like Abilities (CL 2nd; concentration +5)
1/daydetect thoughts
Psychic Spells Known (CL 2nd; concentration +5)
1st (5/day)anticipate peril, mind thrust I, summon monster I
0 (at will)detect magic, dancing lights, know direction, prestidigitation, telekinetic projectile
Psychic Discipline ferocity

STATISTICS
Abilities Str 8, Dex 15, Con 14, Int 17, Wis 16, Cha 9
Base Atk +1; CMB +0; CMD 12
Career unemployed; Career Skill Group practical; Tier (bonus +0; modifier +0)
Tier 1—You’re Right, Oops! (once per day, you can take 10 on any Bluff or Diplomacy check to feign interest in or otherwise deceive someone in government)
Lifestyle homeless; Monthly Incomes $0-$500 (net and gross)
Feats & Flaws Cross-Blooded (spirit bloodline), Dodge, Hermetic Eye, Improved Initiative, Legally Dead (flaw), Light Sensitivity (flaw)
Traits & Drawbacks Ghost Sight, Scarred (drawback), Wanderer’s Shroud
Skills Bluff +1 (-3), Diplomacy +3 (-1), Disable Device +3, Disguise -6 (-10), Knowledge (Occult) +7, Knowledge (Religion) +7, Linguistics +8, Perception +8, Sense Motive +7, Sleight of Hand +6, Stealth +3, Survival +8
Languages English 3, Spanish 2, Ancient Greek 1, Classical Latin 1, [unknown ancient language] 1
SQ Detect thoughts, discipline powers (enhanced senses, survival instinct), discipline spells, knacks, outsider’s gift, phrenic burn, pierce the veil, powerful mind, psychic discipline (ferocity (Wis)), shaman’s secrets, winter court’s magic
Combat Gear Smith & Wesson M29 (4 rounds)
Other Gear army blanket, backpack, basic tool kit, books (The Wake by Paul Kingsnorth, The Fool’s Progress by Ed Abbey, The Idiot by Fyodor Dostoevsky, The Iliad and The Odyssey by Homer), canteen, cigarettes (1 pack), clothing (jacket, sweatshirt, t-shirts (3), jeans (2), underwear (3), socks (4), work boots), duct tape, electrical tape, flask, heavy jacket, lockpick set, LSD (200μg/50μL solution, 1 oz. eyedropper bottle), multitool, parachute cord (120 ft.), plastic garbage bags (5), poncho liner, scissors, sewing kit, shaving kit, silver Zippo lighter, sleeping bag, tarp (8’x8’), US $6.59

Special Abilities:
Detect Thoughts (Sp) At 2nd level, you can use detect thoughts as a spell-like ability once per day. You can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If you do so, you use the level of the spell slot expended to determine the Will save DC. When you gain this ability, if you know detect thoughts, you can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one.

Enhanced Senses (Ex) Your mind can process sensory stimuli with exceptional efficiency, awakening you to a world most humanoids cannot comprehend. You gain scent as per the universal monster rule. You can spend 1 point from your phrenic pool as a standard action to amplify your sense of smell, gaining blindsense with a range of 30 feet for 1 minute. At 11th level, your blindsense is continuously active, and you can spend 1 point from your phrenic pool as a standard action to gain blindsight with a range of 30 feet for 1 minute.

Ghost Sight (Su) You receive a +2 trait bonus to Perception checks when trying to locate undead, and can attempt to locate ethereal undead (though they are still considered merely invisible, +20 to Stealth).

Hermetic Eye (feat) You can use your Knowledge (Occult) skill to make Spellcraft or Use Magic Device checks.

Light Sensitivity (flaw) You become dazzled in bright sunlight or within the radius of a daylight spell. A dazzled creature takes a -1 on all attack rolls and sight-based Perception checks.

Outsider’s Gift (Su) Your first encounter with the supernatural world was planned by someone else. The results of this encounter may have been positive or negative, but they served another person’s intentions. You gain a +2 trait bonus to Fortitude saves against supernatural effects and spells.

Phrenic Burn (Ex) At 1st level, you can overexert yourself to channel more psychic power than normal, pushing past the limit of what is safe for your mind and body by accepting burn. For each point of burn you accept, you take 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a burning mind incapable of receiving nonlethal damage can’t accept burn. A burning mind can accept only 1 point of burn per round. This limit rises to 2 points at 3rd level, and rises by 1 additional point every 2 levels thereafter.
You can’t choose to accept burn if it would put your total number of points of burn higher than 3 + your Constitution modifier. A burning mind who has accepted burn never benefits from abilities that allow them to ignore or alter the effects they receive from nonlethal damage. If a psychic discipline power or other feature requires you to spend points from a phrenic pool, you may only pay that cost by accepting an amount of burn equal to the phrenic pool point cost. If a psychic discipline power or other feature instructs you to regain one or more phrenic pool points, you may instead gain 1 temporary hit point per character level (these temporary hit points last until the burning mind next rests and removes burn). This ability replaces phrenic pool.

Pierce the Veil (Su) You can, as a standard action that does not provoke an attack of opportunity, adjust your eyes to the world around you. You detect the presence of psychically significant items in your vicinity. Such items are those that might have significant psychic imprints or histories that can be read by the psychometry occult skill unlock, or items under the effects of the charge object or implant false reading spells. Items within range that contain significant psychic energy spark a recognition in your mind’s eye, but no other information is imparted. This spell doesn’t automatically detect magic items or strongly aligned items, though such items often have storied histories and might have had previous owners who possessed psychic abilities.
A character activating Pierce the Veil can do so for 1 minute per level, up to a maximum of 7 minutes, at which point cooldown takes over (you must rest a number of minutes equal to three times those used during the previous usage of Pierce the Veil before you can activate it again). You must concentrate on Pierce the Veil for three consecutive rounds while activating it, each of which reveals something new until all is exposed. While Pierce the Veil is active, you perceive the auras of items, people, places, or even monsters or haunts as described by the GM. Pierce the Veil does not penetrate illusions, glamours, or similar magical abilities. Note: Pierce the Veil does reveal creatures with the Invisibility to the Mundane (Ex) ability.

Powerful Mind (Su) At 1st level, you can accept 1 point of burn to increase the saving throw DC of a psychic spell you cast by 1. This can only be applied to psychic spells which require a saving throw, and only once per spell. This ability replaces the phrenic amplification gained at 1st level.

Scent (Ex) You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Shaman’s Secrets (Sp) Spirit-blooded humans add +1 to the caster level of any transmutation spells they cast. Additionally, they also gain the following spell-like abilities: 1/day—detect poison, disrupt undead, message, resistance, and sleep. The caster level for these effects is equal to the user’s character level.

Survival Instinct (Ex) Through sheer willpower, you can keep your body going longer than should be possible. You add your Wisdom bonus (minimum +1) to your Constitution score to determine the negative hit point total at which you die, and as a bonus on Constitution checks to become stable or regain consciousness.

Wanderer’s Shroud (trait) Efforts to use the Diplomacy skill to gather information about you take a –1 penalty, and you gain a +1 trait bonus on all saving throws against scrying and mind-reading effects that allow saving throws.

Winter Court’s Magic (Sp) Fey-blooded humans add +1 to the caster level of any enchantment spells they cast. Additionally, they also gain the following spell-like abilities: 1/day—faerie fire, haunted fey aspect, pass without trace, and prestidigitation. The caster level for these effects is equal to the user’s character level.

Appearance:
The man who occasionally calls himself Coyote is neither short nor tall, though an odd combination of long limbs, broad shoulders, and an emaciated build give him something of the appearance of a scarecrow. With slicked-back salt-and-pepper hair, deeply tanned skin covered in tattoos, and sharp, craggy features, his age and ethnicity are difficult to place, though he's likely of European descent and somewhere between the ages of twenty-five and fifty. He dresses in worn but well-maintained traveling clothes and carries a large backpack. Oddly, he never seems to take his sunglasses off.

Age unknown Height 5'10" Weight 118 lbs.
Eyes unknown Hair black/silver Skin tattooed

Background:
"You've given me answers all right; but they were all different. What I want to know is, out of all the stories you told me, which ones were true and which ones weren't?"
- Dr. Julian Bashir, Star Trek: Deep Space Nine

Details are sketchy about Coyote's past. He's gone by so many names over the years that there's a good chance he doesn't even remember which is the real one. Memories and details slip in and out of his mind, sometimes contradicting each other, as if many of his memories aren't his own. Either that, or he's a compulsive liar.

I absconded to an alternate world; a realm in which I had banished compromise. This is to enter the desert; it is the metaphysical universe of the inmates of insane asylums and the contemplatives in mountain caves. It is a place of ecstatic madness — a complete wilderness in which the shared illusions so often requisite to human society are turned to smoke, forgotten, and ignored.
And in short order, those who venture there are forgotten and ignored. Like a curl of smoke, such a man is nobody. His extreme commitments to the sincere and earnest poetry of the present moment gobble him and hide his entrails; he is illegible to all, a theatrical vessel met only as a sun-tanned, bearded ghost. Among men, he may quaff spirits, he may abscond into stupor, he may tell lies and shapeshift, he may spend weeks in silence, solito, watching the stars. And to him all words are dead — like receipts in the mud, only trivial things, and he can say nothing even when standing before a crowd.
- Permanent Stranger, by A.M. Hickman

Known aliases: Coyote Jones, Henry Lightcap, I. Ron Butterfly, Ed Buckmaster, Armin Tamzarian, Mike Ainsel, Juan Romero, Alex Supertramp Jr.

Reference / Useful Notes:

To go in the dark with a light is to know the light.
To know the dark, go dark. Go without sight,
and find that the dark, too, blooms and sings,
and is traveled by dark feet and dark wings.

- Wendell Berry, "To Know The Dark"

Summon Monster spell (PFSRD)

Detect Thoughts spell (PFSRD)

Fun with Prestidigitation

Notes on Halifax, NH (part 1)

Wayland the Smith

The Four Tezcatlipocas

The King In Yellow

Mictlāntēcutli, He Who Lowers His Head

Mictēcacihuātl, Who Swallows the Stars

Hecate

Ītzpāpālōtl and the Tzitzimimeh

The Teyollohcuani

Mahākālī

The Green Lady

Taduki

Encounter with the Plumed Serpent

Five Prophets, by Sam Kriss

The Basilisk, by Paul Kingsnorth

Hitchhiker's Heartbreak, by A.M. Hickman

Ligeia, by Edgar Allan Poe

Celephaïs, by H.P. Lovecraft

O Where Are You Going?, by W.H. Auden

"We are NOT taking the wizard," by Matt Rhodes

Character Soundtrack
Queens Of The Stone Age - "You Think I Ain't Worth A Dollar, But I Feel Like A Millionaire"
Brand New - "At The Bottom"
Godspeed You! Black Emperor - "The Dead Flag Blues"
Dave Carter & Tracy Grammer - "The Mountain"
Third Eye Blind - "Sharp Knife"
Danzig - "Belly Of The Beast"
Danzig - "Twist Of Cain"
Himsa - "Big Timber"
Ramones - "Poison Heart"
Iggy Pop - "Repo Man"
The Mountain Goats - "Lovecraft In Brooklyn"
The Mountain Goats - "Night Light"
Mastodon - "Asleep In The Deep"
Nick Cave and the Bad Seeds - "Red Right Hand"
Black Flag - "Paralyzed"
White Zombie - "Creature Of The Wheel"
Misfits - "Dig Up Her Bones"
The Menzingers - "Lookers"
Kyuss - "Green Machine"
Big Country, feat. Kate Bush - "The Seer"
Nirvana - "Something In The Way"
Pistoleros - "My Guardian Angel"
Iron Butterfly - "In-A-Gadda-Da-Vida"
Young Knives - "Sheep Tick"
Rush - "Earthshine"
The Doors - "Break On Through (To The Other Side)"
Metallica - "Wherever I May Roam"
Cry Cry Cry - "Northern Cross"
Dustbox - "You'll Never Be All Alone"