Jadrenka the Mother

Jordanna Carver's page

360 posts. Alias of Brainiac.


About Jordanna Carver

Female changeling human alchemist 18
CE Medium Humanoid (Changeling, Human)

Senses: Perception +22E (+22 prof); low-light vision

DEFENSE
AC 40 (+22 proficiency, +2 armor, +4 Dex, +2 item)
HP 243

Fort +30 (+24 proficiency, +4 Con, +2 item); juggernaut
Ref +30 (+24 proficiency, +4 Dex, +2 item); evasion
Will +28 (+22 proficiency, +4 Wis, +2 item)

OFFENSE

Spd 30 ft
Melee claw +30 (4d6+7)
Ranged crossbow +26 (d8+2)

Class DC 39

STATISTICS
Str 20 (+5)
Dex 18 (+4)
Con 19 (+4)
Int 20 (+5)
Wis 18* (+4)
Cha 10 (+0)

CLASS FEATURES

Alchemy:
You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.

As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.

Advanced Alchemy
During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Quick Alchemy
If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.

Quick Alchemy
Single Action
Alchemist Manipulate
Cost 1 batch of infused reagents
Requirements You have the formula for the alchemical item you're creating, and you're either holding or wearing alchemist's tools.
You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.

Research Field (Mutagenist):
Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from a scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research.

Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.

You focus on bizarre mutagenic transformations that sacrifice one aspect of a creature's physical or psychological being in order to strengthen another. You start with the formulas for two 1st-level mutagens in your formula book, in addition to your other formulas.

You gain the following free action.
Mutagenic Flashback
Free Action
Alchemist
Frequency once per day
You experience a brief resurgence of a mutagen. Choose one mutagen you’ve consumed since your last daily preparations. You gain the effects of that mutagen for 1 minute.

Field Discovery
Level 5
When using advanced alchemy to make mutagens during your daily preparations, you can use a batch of reagents to create any three mutagens instead of just two of the same mutagen.

Perpetual Infusions
Level 7
Choose two of the following formulas: lesser bestial mutagen, lesser cognitive mutagen, lesser juggernaut mutagen, lesser quicksilver mutagen, lesser serene mutagen, lesser silvertongue mutagen.

Perpetual Potency
Level 11
The moderate versions of the mutagens you chose for perpetual infusions.

Greater Field Discovery
Level 13
If you imbibe another mutagen while you are under the effects of a mutagen that you created, you can gain the benefits and the drawbacks of both mutagens at once, despite the fact that they both have the polymorph trait and would not normally function together. If you come under the effects of any further mutagens while benefiting from two mutagens, you lose the benefit of one of the former mutagens of your choice, while retaining the drawbacks of all the mutagens. If you are under the effects of two mutagens and you come under the effect of a non-mutagen polymorph effect, you lose the benefits of the mutagens while retaining the drawbacks of both.

Powerful Alchemy: Alchemical items you create on the fly are particularly potent. When you use Quick Alchemy to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.

Perpetual Infusions: You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.

Double Brew: You know your formulas so well that you can concoct two items at once. When using the Quick Alchemy action, instead of spending one batch of infused reagents to create a single item, you can spend up to two batches of infused reagents to make up to two alchemical items as described in that action. These items do not have to be the same.

Perpetual Potency: Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.

Alchemical Alacrity: Your comfort in concocting items is such that you can create three at a time. When using the Quick Alchemy action, you can spend up to three batches of infused reagents to make up to three alchemical items as described in that action. These items do not have to be the same, and you automatically stow one of these new items as you create them.

Alchemical Mastery: Your alchemical concoctions are incredibly effective. Your proficiency rank for your alchemist class DC increases to master.

Perpetual Potency: You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.

HERITAGE

Changeling: Your mother was a hag. Your heterochromatic eyes are the most obvious signifier of this parentage, but you likely also have a slighter build, paler skin, and darker hair than most members of your other parent’s ancestry. You gain the changeling trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can select from changeling feats and feats from your other parent’s ancestry whenever you gain an ancestry feat.

BACKGROUND

Raised by Belief (Lamashtu): Whether in a monastery, a religious household, or just as part of your everyday life, your upbringing was steeped in the traditions of a faith or philosophy. You might remain committed or you may have turned from your childhood creed, but your skills are still founded in your devotion.

Choose two ability boosts. One boost must be to an ability specified in the Divine Ability entry for your deity, and one is a free ability boost.

You’re trained in your deity’s associated skill, and you gain Assurance with that skill. You gain a Lore skill with a subcategory associated with your deity (Abadar Lore, for instance).

FEATS

Ancestry:

1st: Slag May: Your mother was an annis hag, known for physical prowess, and you have one violet or steel-gray eye. You have thick, sturdy claws made of cold iron that grow naturally from your body. You gain a claw unarmed attack that deals 1d6 slashing damage. Your claws are in the brawling group, have the unarmed and grapple traits, and are cold iron.

5th: Called: You have heard the Call, and in constantly resisting that persistent demand, you've developed a mental bulwark against effects that would target your mind. You gain a +1 circumstance bonus to Will saving throws against mental effects. If you roll a success on your saving throw against a mental effect that would make you controlled, you get a critical success instead.

9th: Multitalented: You've learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat, even if you normally couldn't take another dedication feat until you take more feats from your current archetype.

13th: Spiteful Rake (Two Actions)
Prerequisites claw unarmed attack
Requirements You have both hands free.
Your instincts sing of spite and malice, and you've learned a devastating trick: go for the eyes. You make a claw Strike. If you hit and deal damage, the target is dazzled for 1 round. On a critical hit, the target is instead blinded for 1 round and dazzled until restored to maximum hit points.

17th: Crone's Cruelty: Filled with rancor and hate, you rend the minds of those who displease you. You can cast warp mind once per day as an occult innate spell.

Class Feats

1st: Alchemical Familiar: You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood. This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process. Like other familiars, your alchemical familiar assists you in your laboratory and on adventures. The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers

2nd: Poison Resistance: Your body has become fortified against toxins. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.

4th: Healing Bomb (Free Action)
Additive 2m Alchemist
Frequency once per round
Trigger You craft an elixir of life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level.
By adding a special catalyst, you transform a healing elixir into a topical projectile. You grant the elixir the bomb trait. If you throw an elixir of life bomb at a willing target, you hit even on a failure, though not on a critical failure. If your Strike with this elixir bomb hits a living target, the target regains Hit Points as if it had consumed the elixir. On a critical success, the target also gains the elixir's item bonus to saving throws against diseases and poisons for 1 minute.

6th: Combine Elixirs (Free Action)
Additive 2, Alchemist
Frequency once per round
Trigger You use Quick Alchemy to craft an alchemical item that has the elixir trait and is at least 2 levels lower than your advanced alchemy level.
You’ve discovered how to mix two elixirs into a single hybrid concoction. You can spend 2 additional batches of infused reagents to add a second elixir to the one you’re crafting. The second elixir must also be at least 2 levels lower than your advanced alchemy level, and the combination elixir is an alchemical item two levels higher than the higher of the two elixirs’ levels. When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain darkvision and find secret doors.

8th: Feral Mutagen: Your bestial mutagen brings out the beast lurking within you, granting you especially sharp claws and teeth as well as a ferocious appearance. Whenever you’re affected by a bestial mutagen, you gain the mutagen’s item bonus to your Intimidation checks. In addition, your claws and jaws are increasingly vicious, and they gain the deadly d10 trait. Finally, you can increase the mutagen’s penalty to AC from –1 to –2 and, in exchange, increase the damage die size of your claws and jaws by one step.

*Bonus Archetype: Barbarian Dedication: You become trained in Athletics; if you were already trained in Athletics, you instead become trained in a skill of your choice. You become trained in barbarian class DC.

You can use the Rage action.

Rage (One Action):
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:
You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.

Choose an instinct as you would if you were a barbarian. You have that instinct for all purposes and become bound by its anathema, but you don’t gain any of the other abilities it grants.

Animal Instinct, Anathema: Flagrantly disrespecting an animal of your chosen kind is anathema to your instinct, as is using weapons while raging.

10th: Merciful Elixir (Free Action)
Additive 2, Alchemist
Frequency once per round
Trigger You craft an elixir of life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level.
You mix a special additive into your elixir that calms the drinker's body and mind. The elixir of life attempts to counteract one fear effect or one effect imposing the paralyzed condition on the drinker, using the item's level and a counteract modifier equal to your class DC – 10.

12th: Extend Elixir: Integrating your own personal energy into the elixirs you create causes them to affect you for longer. When you consume one of your alchemical items that has the elixir and infused traits and a duration of 1 minute or longer, that elixir’s duration is doubled.

14th: Greater Merciful Elixir: Your additives contain panaceas that can remedy a plethora of maladies. When you use Merciful Elixir, your elixir can instead attempt to counteract the blinded, deafened, sickened, or slowed condition.

16th: Persistent Mutagen: You've trained your physical form to remain stable within a given altered state. Once per day, when you consume an alchemical item with the infused and mutagen traits, you can retain its effects until the next time you make your daily preparations instead of its normal duration.

18th: Miracle Worker: Your alchemical mastery can resuscitate the recently slain. You can administer a true elixir of life to a creature who has been dead for no more than 2 rounds. When you do, that creature is immediately returned to life with 1 Hit Point and becomes wounded 1.

Skill Feats

Background: Assurance (Survival): Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

Class: Alchemical Crafting: You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.

2nd: Titan Wrestler: You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.

4th: Quiet Allies: You’re skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls.

6th: Shadow Mark: You have learned special tricks that help you follow individuals without them noticing you. When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a –2 circumstance penalty to their Perception DC. If you have master proficiency in Stealth, the penalty is –3 or –4 if you're legendary. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their Perception DC to determine if they notice you, as normal for Sneak.

8th: Swift Sneak: You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

10th: Foil Senses: You are adept at foiling creatures' special senses and cautious enough to safeguard against them at all times. Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar).

12th: Quick Jump: You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).

14th: Quick Climb: When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a climb Speed equal to your Speed.

16th: Legendary Sneak: You’re always sneaking unless you choose to be seen, even when there’s nowhere to hide. You can Hide and Sneak even without cover or being concealed. When you employ an exploration tactic other than Avoiding Notice, you also gain the benefits of Avoiding Notice unless you choose not to.

18th: Cloud Jump: You unparalleled athletic skill allows you to jump impossible distances. Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). When you High Jump, use the calculation for a Long Jump but don't triple the distance.

You can jump a distance greater than your Speed by spending additional actions when you Long Jump or High Jump. For each additional action spent, add your Speed to the limit on how far you can Leap.

General Feats

3rd: Toughness: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.

7th: Diehard: It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.

11th: Numb to Death: Frequency once per day

Your past has left you numb to death’s call. The first time each day that you regain Hit Points while you are dying, you regain additional Hit Points equal to your level, and you neither gain the wounded condition nor increase the value of this condition.

15th: Fleet: You move more quickly on foot. Your Speed increases by 5 feet.

SKILLS

Acrobatics +24 (+20 prof, +4 Dex)
Athletics +31 (L) (+26 prof, +5 Str)
Crafting +29 (M) (+24 prof, +5 Int)
Lamashtu Lore +25 (+20 prof, +5 Int)
Medicine +24 (+20 prof, +4 Wis)
Nature +24 (+20 prof, +4 Wis)
Religion +24 (+20 prof, +4 Wis)
Society +25 (+20 prof, +5 Int)
Stealth +32 (L) (+26 prof, +4 Dex, +2 item)
Survival +24 (+20 prof, +4 Wis)
Thievery +24 (+20 prof, +4 Dex)

LANGUAGES

Abyssal, Common, Infernal, +3

EQUIPMENT
+2 greater resilient greater shadow winged loincloth, +3 major striking speed handwraps of mighty fists, familiar tattoo, crown of insight, headband of inspired wisdom; 30 gp

Background:
The changelings known as sorrow mays are rare indeed, born not of hag mothers but from corrupt magic itself. When still in her mother's womb, Jordanna Carver was exposed to eldritch energies that warped her body into something not entirely human. Growing up amid poverty and squalor, the beautiful young girl forstered bitterness and resentment in her heart. When she came of age and the soft, velvety fur grew in along her arms, legs, and back, she knew she was destined for greater things. So she abandoned her family and followed the call into the Chitterwood, where she was adopted into Blackblight's tribe.

A subsect of the tribe were devout followers of Lamashtu, and they saw Jordanna's animalistic features as a blessing from the Demon Queen. They inducted her into their faith, where the brilliant girl learned fell secrets of alchemy and transmutation magic. Her nature left her supernaturally fertile, and the cult knew she would be the perfect vessel to bring one of Lamashtu's most powerful servants into the world. In an orgiastic ritual, they summoned a mighty demon who filled Jordanna with his seed, and it wasn't long before her belly began to swell with the monstrous offspring.

The birth of such a foul thing would be a dangerous affair, and would assuredly prove fatal without the skilled ministrations of the cult's high priestess. Unfortunately, before the blessed event could occur, the Glorious Reclamation arrived and wiped out the entirety of Blackblight's tribe. Jordanna barely managed to escape with a few coven-mates. She was faced with a conundrum--there was no higher honor among Lamashtans than to give birth to a demon, but to die during childbirth would prevent her from bearing even more fiendish children. Fortunately, she hit on a solution--a steady diet of vile alchemical concoctions could effectively pause the pregnancy from progressing further. She could remain in a gravid state until she was powerful enough to survive the birthing process.

The discovery came with a disturbing side effect, however. The demon inside her womb was already conscious, and the elixirs gave it a semblance of independent mobility. Like some grotesque tumor, the thing is now able to emerge from her body for short periods of time and interact with the world, though it cannot survive long without her.

Jordanna's focus now is taking vengeance on those who destroyed her tribe and performing Lamashtu's will in the world, to the detriment of all around her.

Appearance:
Jordanna is relatively short but well-muscled, standing 5'6" and weighing just over 100 lbs. Her long brown hair is wild and threaded with bone fetishes. He skin is a golden hue, and she has one hazel eye and one that is a milky white. A demonic rune is tattooed on her face, and about her neck hangs an amulet in the shape of a three-eyed jackal's head--the symbol of Lamashtu.

Soft, velvety brown fur adorns her back, arms, and legs. The fur itches fiercely when she wears clothing, so she usually goes without it save for a few primitive wraps, a loincloth, and a belt laden with alchemical substances and spell components. She dons a heavy cloak of black feathers when modesty is called for. Jordanna is heavily pregnant, the demon inside her swollen belly occasionally shifting and kicking.

Image (NSFW)