About Coyote JonesGame 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
OFFENSE
STATISTICS
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.
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.
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.
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.
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.
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.
Mictlāntēcutli, He Who Lowers His Head Mictēcacihuātl, Who Swallows the Stars Ītzpāpālōtl and the Tzitzimimeh Encounter with the Plumed Serpent The Basilisk, by Paul Kingsnorth Hitchhiker's Heartbreak, by A.M. Hickman O Where Are You Going?, by W.H. Auden "We are NOT taking the wizard," by Matt Rhodes Character Soundtrack
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