About Howard Phillips LovecraftPainting of Howard's Demiplane - gift from Amadeus
Luck Blade re-roll 1/day Regained Clarity:
Howard's Demiplane:
Award: Bronze Lion of Taldor, for bravery, heroism, and meritorious service (counts as Cracked Pale Green Prism Ioun Stone (Saves)) Fawke's Feather: Contingency-like effect: If reduced to <0hp or incapacitated, be Greater Teleported to somewhere safe, and targeted with a Quickened Breath of Life (CL 18). Active Spells:
Howard:
See Invisibility (Permanent) 24 hour cover: Barkskin, Heightened Awareness, Enchantment Foil, Greater Magic Fang, Heroism, Mage Armour, Overland Flight, Mind Blank Claude:
Sir Amrivast:
The Cultist's Call-Sign: "Have You Seen The Yellow Sign?" Mythos Contacts:
Kaa - Voonith:
Plane Shifted back to the Dreamlands. Abbott and Costello - Elder Things:
(Given a tentacle from Abbott (for Scrying), which is preserved in brine.) Hosbagh - Otyugh:
Delmaria - Azlanti Noblewoman:
Lord Eldarius - Azlanti Noble:
Blaayjhan and Pharlnimaar - Elder Things:
Background:
Howard’s mother was a chorus girl in the Karcau Opera, who caught the eye of one of the playwrights, a man with a whimsical attitude to life, who had been with the Theatre for over twenty years.
His early years were filled with laughter and music, and his first playground was backstage amongst the discarded scenery, where he dreamed of strange worlds, and tales where he was the hero, and always rescued the damsel in distress. However, all of that changed one day, when his mother was killed in a freak accident; no-one was ever able to explain why the rope on the set failed, or why his mother was standing in just the right spot to be crushed… Afterwards, his father became quite withdrawn and morose, taking only a distracted interest in his son, and dealt with his pain by producing a series of truly soul-scouring Tragedies for the stage. For his part, Howard was never able to come to terms with his mother’s death. He sought, in vain, for some tangible reason why she should have been so cruelly taken away from him. Ultimately, he realised that there was no reason; it was simple another random act of cruelty in an uncaring universe. As a result, Howard became obsessed with Fate, and the forces of Entropy; unsurprisingly, when he first caught wind of it in some moldy scrolls describing the Boneyard, he was drawn to the doctrine of the Lord of the End Times like a moth to the flame. He subsequently became fixated on collecting relics imbued by Groetus, hoping that through the tools of the God of Oblivion, he can gain an understanding of the vicissitudes of fate, and gain some measure of peace. He ended-up apprenticing under an Alienist by the name of Crove in the town of Carrion Hill, an ancient settlement, built high upon the ruins of unimaginably older, and long-forgotten civilisations. What he learned there, amid the insane, and the scraps of lore he was able to piece together from those that had come before, in some ways broke him, but in others, rendered him ever more chillingly sane - as he came to understand the ephemeral nature of mortal reality, and to catch glimpses of the things that exist outside the geometry of the natural world... Unfortunately, as his quest has become ever-more single-minded, his tolerance for things, creatures, and people that stand in his way his dramatically lessened. Whilst he ignores most things in a manner that is borderline dissociative, this is more like a layer of deceiving calm atop a see roiling with deep currents of rage, meaning that he can quickly shift from placidly ignoring someone, to disemboweling them, or in one extreme case, spiking the doors of a pub shut, and burning it to the ground during happy hour. Ironically, as he has withdrawn more and more from his fellow creatures, other things (whether they be true otherworldly creatures, or simply fragments of his own psyche) have imprinted themselves on him more and more, offering suggestions, advice, and imprecations at the most inopportune times... Initiative: +12 [+0 Dex, +4 Familiar +4 Feat +2 Trait + Ioun Stone + 1 Luck]
AC: 10 (10 + 0 Dex)
Hit Points: 173/173 Fort: +13 Ref: +11 Will: +17 Combat:
Base Atk: +12/+7/+2; CMB: +10; CMD: 20 Melee
Ranged
Skills:
Skill Points per level: Wizard: 2 (Class) + 10 (Intelligence) + 2 (Background) Acrobatics +0 + 1 Luck Appraise +12 (+10 Int + 1 Trait + 1 Luck) Bluff +6 + 1 Luck + 3 Circlet Climb -2 + 1 Luck Craft(Any) +10 + 1 Luck Diplomacy +30 (+6 Cha + 17 ranks + 3 class skill + 1 Luck + 3 Circlet) Disable Device +26 (+0 Dex + 17 ranks + 3 class skill + 5 Gloves + 1 Luck) Disguise +6 + 1 Luck + 3 Circlet Escape Artist +0 + 1 Luck Fly +6 (+0 Dex + 3 ranks + 3 class skill) Heal +1 + 1 Luck Intimidate +6 + 1 Luck + 3 Circlet Knowledge(Arcana) +34 (+10 Int + 16 ranks + 3 class skill + 1 Luck + 2 Morale + 2 Competence) Knowledge(Dungeoneering) +34 (+10 Int + 16 ranks + 3 class skill + 1 Luck + 2 Morale + 2 Competence), +1 Vs. Aberrations and Great Old Ones Knowledge(Engineering) +19 (+10 Int + 1 rank + 3 class skill + 1 Luck + 2 Morale + 2 Competence) Knowledge(Geography) +19 (+10 Int + 1 rank + 3 class skill + 1 Luck + 2 Morale + 2 Competence) Knowledge(History) +34 (+10 Int + 16 ranks + 3 class skill + 1 Luck + 2 Morale + 2 Competence) Knowledge(Local) +34 (+10 Int + 16 ranks + 3 class skill + 1 Luck + 2 Morale + 2 Competence) Knowledge(Nature) +34 (+10 Int + 16 ranks + 3 class skill + 1 Luck + 2 Morale + 2 Competence) Knowledge(Nobility) +34 (+10 Int + 16 ranks + 3 class skill + 1 Luck + 2 Morale + 2 Competence) Knowledge(Planes) +34 (+10 Int + 16 ranks + 3 class skill + 1 Luck + 2 Morale + 2 Competence) Knowledge(Religion) +34 (+10 Int + 16 ranks + 3 class skill + 1 Luck + 2 Morale + 2 Competence) Linguistics +31 (+10 Int + 17 ranks + 3 class skill + 1 Luck) Perception +32 (+1 Wis + 17 ranks + 3 class skill + 1 trait + 4 Alertness + 5 Eyes + 1 Luck) Perform(Any) +6 + 1 Luck + 3 Circlet Ride +0 + 1 Luck Sense Motive +5 (+1 Wis + 2 Alertness + 1 Trait + 1 Luck) Spellcraft +31 (+10 Int + 17 ranks + 3 class skill + 1 Luck) Stealth +0 + 1 Luck Survival +1 + 1 Luck Swim -2 + 1 Luck Use Magic Device +30 (+6 Cha + 17 ranks + 3 class skill + 1 Luck + 3 Circlet) Trait:
Sensitive Mind:
You awake in the asylum horribly aware of dangers lurking nearby. While your memories are hazy and indistinct, everything around you looks vibrant and clear. You have an inkling that you have always been perceptive and can tell a lot about a person even in a quick meeting. This sensitivity can overwhelm you at times, especially in your current situation. Benefit: You gain a +1 trait bonus on Appraise, Perception, and Sense Motive checks, and one of these (your choice) is a class skill for you. In addition, once per week you can use the psychometry occult skill unlock even if you are not capable of casting psychic spells or have the Psychic Sensitivity feat. See Pathfinder RPG Occult Adventures for more information on psychometry and other relevant occult skill unlocks. Reactionary: Benefit: +2 to Initiative checks Voices of Solid Things: You traveled with the Witchmarket for a time, either willingly or as a result of a bargain made by some other buyer. In your time in the Witchmarket, you learned to listen to the whispers of items as though they were living creatures, giving you clues as to their function. Benefit: Choose Appraise, Craft, Disable Device, or Spellcraft. You apply your Charisma modifier on checks with that skill instead of the skill’s normal ability score. That skill is a class skill for you.
Feats:
1st: Extra Evolution 1st (Racial Bonus): Racial Heritage(Elf) 3rd: Mauler's Endurance 5th: Improved Initiative 7th: Craft Wondrous Item 9th: Extra Evolution 11th: Extra Evolution 13th: Toughness 15th: Additional Traits (Magical Lineage, ?) 15th (Wizard Bonus Feat): Quicken Spell 17th: Extra Evolution Racial Features:
Fey Magic:
The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list (Underground). The character selects three 0-level druid spells and one 1st-level druid spell. (Create Water, Enhanced Diplomacy, Stabilize, and Blend.) If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. In addition, select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Lastly, the human also gains low-light vision. This trait replaces skilled.
Wizard Class Features:
Shift (Su):
At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (40 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier (13/day). Dimensional Steps (Sp):
Soulbound Familiar (Ex):
A soulbound familiar’s personality is that of the lost loved one, rather than a servant of the spirit binder. It can have any alignment, even one that is diametrically opposed to the spirit binder’s. A soulbound familiar has the base attack bonus and base saving throws of the loved one’s favored class (using the spirit binder’s level as its level). If the loved one died before the beginning of the campaign, the spirit binder selects the familiar’s favored class at 1st level and it cannot be changed. This ability alters arcane bond. Arcane School:
This ability alters arcane school. Lost Talents (Ex):
This ability replaces Scribe Scroll and the wizard’s bonus feats.
Synthesist Class Abilities:
Favoured Class Bonus: +17/4 Evolution Points.
Fused Eidolon:
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell. While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present). This ability replaces the class’s eidolon ability, bond senses, and life bond. The following class abilities function differently for synthesist summoners. Fused Link (Su):
This ability replaces life link. Shielded Meld (Ex):
This ability replaces shield ally. Maker’s Jump (Sp):
This ability replaces maker’s call and transposition. Summon Monster VIII (Sp):
Greater Shielded Meld (Ex):
This ability replaces greater shield ally. Split Forms (Su):
The synthesist can use this ability for a number of rounds per day equal to his summoner level. He can end this effect at any time as a full-round action. For the duration of this effect, the eidolon functions as a normal eidolon of the summoner’s class level. This ability replaces merge forms.
Spells - Wizard:
Cantrips: Acid Splash, Detect Magic, Prestidigitation, Read Magic
1st level (4+3+1): Keep Watch, Blood Money, Mage Armor*, Heightened Awareness (5/5 used) 2nd level (4+3+1): Aram Zey's Focus, Mage Armor*, (Open Slot 0/6 used) 3rd level (4+2+1): Heroism (5/5 used), Summon Totem Creature*, (Open Slot) 4th level (4+2+1): Enchantment Foil (2/2 used), Monstrous Physique II (0/2 used), Stone Shape, Dimension Door*, (Open Slot) 5th level (4+2+1): Monstrous Physique III (3/3 used), Overland Flight (2/2 used), Dimension Door*, (Open Slot) 6th level (4+2+1): Monstrous Physique IV (0/6 used), Dimension Door* 7th level (3+1+1): Limited Wish (1/3 used), Plane Shift, Greater Teleport* 8th level (2+1+1): Mind Blank, Maze (0/3 used)* 9th level (1+1+1): Time Stop (1/2 used), Gate Spells - Summoner:
Cantrips: Arcane Mark, Guidance, Light, Mage Hand, Mending, Message
1st level (0/5+2 used): Ant Haul, Endure Elements, Feather Fall, Identify, Lesser Rejuvenate Eidolon, Mage Armor 2nd level (6/5+2 used): Ablative Barrier, Barkskin, Lesser Evolution Surge, Lesser Restore Eidolon, Resist Energy, Summon Eidolon 3rd level (6/5+1 used): Dimension Door, Dispel Magic, Greater Magic Fang, Magic Circle Against Evil, Restore Eidolon, Stoneskin 4th level (0/4+1 used): Contact Other Plane, Dismissal, Greater Evolution Surge, Teleport, Transmogrify 5th level (0/4+1 used): Greater Dispel Magic, Greater Teleport, Plane Shift, Simulacrum 6th level (3/2+1 used): Create Demiplane, Maze, Greater Planar Binding Equipment:
Explorer's Outfit Circlet of Persuasion Headband of Vast Intelligence +6 Eyes of the Eagle Amulet of Mighty Fists(Bane(Extraplanar), Bane(Aberration), Ghost-Touch) Cloak of Resistance +5 Tunic of Careful Casting Belt of Physical Might (Str, Con) +4 Spellguard Bracers Trapspringer's Gloves Vest of Endure Elements Cracked Pale Green Prism (Attacks) Cracked Dusty Rose Ioun Stone Pink and Green Sphere Ioun Stone Opalescent White Pyramid Ioun Stone (Bastard Sword) Ring of Sustenance Ring of Invisibility Scabbard of Pain Dagger (2) Waterskin (1) Spring-Loaded Wrist Sheath #1: (5) - Spring-Loaded Wrist Sheath #2: (5) - Handy Haversack:
Belt Pouch: (1)
Portable Hole: (20000)
Coins: 115318gp, 9sp, 7cp
Claude, Compsognathus Mauler Familiar 12:
CE Magical Beast
Init +1; Senses: Low-light vision, Scent; Perception +15, +23 if scent-based DEFENSE
Fort: +13, Ref: +8, Will: +11 OFFENSE
STATISTICS
The Echo of Yig:
CG Humanoid (Elf, Human)
Init +17; Senses: 60' Darkvision; Perception +42 DEFENSE
+4 morale bonus on Will saves against enchantment spells and effects.
Immune to disease, petrification, poison, acid, and electricity spells and effects.
Spell Resistance: 11+HD (28) Vs Spells from Evil sources OFFENSE
STATISTICS
Spellbook:
1st level: Ant Haul, Blend, Blood Money, Comprehend Languages, Corrosive Touch, Endure Elements, Enlarge Person, Frostbite, Grease, Heightened Awareness, Identify, Keep Watch, Kreighton's Perusal, Long Arm, Mage Armor, Mindlink, Mirror Strike, Polypurpose Panacea, Ray of Enfeeblement, Shield, Shield Companion, Unseen Servant
2nd level: Alter Self, Anticipate Thoughts, Cat's Grace, Defoliate, Elemental Touch, Glitterdust, Aram Zey's Focus, See Invisibility, Web 3rd level: Daylight, Dispel Magic, Fireball, Force Punch, Haste, Heroism, Lightning Bolt, Magic Circle Vs Evil, Make Whole, Ray of Exhaustion, Shield Companion, Slow, Summon Totem Creature 4th level: Dimension Door, Enchantment Foil, Greater Invisibility, Fire Shield, Ice Storm, Monstrous Physique II. Stone Shape, Stoneskin, Wall of Fire 5th level: Baleful Polymorph, Break Enchantment, Cloudkill, Cone of Cold, Life Bubble, Mage's Private Sanctum, Monstrous Physique III, Overland Flight, Permanency, Sending 6th level: Analyse Dweomer, Contingency, Monstrous Physique IV, True Seeing 7th level: Limited Wish, Greater Scrying, Phase Door, Recorporeal Incarnation, Simulacrum 8th level: Clone, Creater Demiplane, Maze, Mind Blank, Greater Possession, Sunburst 9th level: Greater Create Demiplane, Mass Icy Prison, Time Stop, Wish Pnakotic Manuscripts:
An ancient Aklo text that contains information about portals and conjuration magic. The book is relatively large, weighing 10 pounds and containing over 500 pages of parchment. The book also encompasses knowledge about flying polyps, yithians, and many other creatures associated with the gods of the Elder Mythos. Spending a week of continual study grants the reader a +4 circumstance bonus on all Knowledge checks pertaining to conjuration magic or the gods and magic of the Old Cults. In addition, the book functions as a spellbook and contains the following arcane spells: gate(9th), greater teleport(7th), greater planar binding(8th), interplanetary teleport(9th), lesser planar binding(5th), planar binding(6th), plane shift(7th), teleport(5th), teleport object(7th), and teleportation circle(9th). Sir Amrivast:
LG Large magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +21 Aura magic circle against evil (20 ft.) DEFENSE AC 40, touch 12, flat-footed 38 (+3 Dex, +10 (Yithian Mithral Full Plate of Speed) +18 natural (Barkskin +5), -1 size)
OFFENSE Speed 30 ft., fly 60 ft. (average)
3/day—greater invisibility
Spells Known (CL 11th; concentration +19) 5th (5/day)-breath of life, raise dead righteous might
STATISTICS Str 32, Dex 16, Con 27, Int 20, Wis 21, Cha 26
Havigan Krast:
N Human Rogue (Scout) 12 / Magus(Eldritch Scion(Shadow)) 2
Init +6; Perception +17 DEFENSE AC 27, touch 18, flat-footed 24 (+5 armor, +4 shield, +4 dex, +1 dodge, +2 deflection (Ring of Protection +2), +1 luck (Dusty Rose Ioun Stone))
OFFENSE Speed 40 ft
Spells Known (CL 4rd; concentration +6) 1st (3/day)—Shield, True Strike, Vanish
STATISTICS Str 18, Dex 18, Con 18, Int 10, Wis 12, Cha 14
Howard's Abridged Necronomicon (Tome of Dissolution):
Pages 66–131: These pages consist of the book’s original introduction, and contain a detailed accounting of Alhazred’s wanderings through the deserts of Earth. Successfully studying this section imparts similar knowledge to the reader, granting a permanent +4 bonus on Survival checks attempted in desert environments and a +2 bonus on Fortitude saving throws against environmental effects or against effects that cause fatigue or exhaustion.
Pages 494–591: A densely written section on magic follows the pages on the Elder Mythos. This portion functions as a spellbook that contains a wide range of spells—many of those Geir knew, but not all. The spells included are listed at the end of this article, but in addition, this section of the Necronomicon details a preparation ritual (see page 121 of Pathfinder RPG Ultimate Magic for rules on preparation rituals). 9th—astral projection, major mindswap, teleportation circle, time
PREPARATION RITUAL I Have Seen the Dark Universe Yawning (Su) When you complete preparing your spells from this book, your mind is bolstered with otherworldly secrets that even you don’t fully comprehend. You gain a +4 profane bonus on saving throws against mind-affecting effects except for those generated by creatures, items, worshipers, or other effects directly associated with the Elder Mythos Pages 642–721: This section of the book switches from a more physical examination of the human condition to a mental one, focusing particularly on methods of transfering the mind of one body to another. Once mastered, this section allows the reader to cast mind swap or major mind swap once per day each, but when casting major mind swap, the user must still provide 10,000 gp worth of diamonds as material components. Both spells are detailed in Pathfinder RPG Occult Adventures. Pages 800–863: This section contains information on the Dreamlands, as well as methods to travel to and from that realm. Mastery of this section allows the reader to visit the Dreamlands at will when she sleeps (Pathfinder Adventure Path #111: Dreams of the Yellow King 16). Pages 864–888: The final section of the Necronomicon notes that, despite this book’s length, more secrets remain untold throughout the universe. Rather than attempt to catalog them all within the remaining pages, the book instead presents information on how the reader can manipulate time and space. Once mastered, this section allows the user to cast greater teleport once per day, and also aids in the study and mastery of freestanding portals. If the Necronomicon is consulted while studying a portal, the reader gains a +10 circumstance bonus on the Spellcraft check to understand the portal’s function or destination. This also allows the user to examine and master the portal to Carcosa which requires the attuning of the Star Stelae(ritual described), and the occult ritual the Path to the Black Stars(also described) - that opens the portal to Carcosa.
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