Woman

Prisoner 1723's page

99 posts. Alias of Philo Pharynx.


Classes/Levels

Channel 6/6; Spells 1: 5/5

Gender

Female Human* Ora 1/Kin 1 | HP 20/20 (2 NL) | AC 16 T 13 FF 13 (+4 vs human)| F +6, R +6, W +5 (+9 vs Mind) | Per +5 DV | Init +3 |

About Prisoner 1723

Cheat sheet for personalities:
Certi - contract devil - Main personality
Dellus - grandfather - old surly man - Healer
Kivler - angry ghost
Jacinda - scared child - her original self - public name

More detail below statblock

Prisoner 1723
Female rakshasa-spawn tiefling oracle 1 / telekineticist 1 (Overwhelming soul) (Pathfinder Player Companion: Blood of Fiends 23, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 264, Pathfinder RPG Occult Adventures 10, 91)
LE Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield) (+4 vs. human)
hp 20 (2d8+7)
Fort +6, Ref +6, Will +5; +4 competence bonus vs. mind-affecting effects
Resist cold 7, electricity 7, fire 7
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Offense
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Speed 30 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged Telekinetic blast +3 (1d6+6), range 30'
Special Attacks channel positive energy 6/day (DC 15, 1d6), kinetic blast
Spell-Like Abilities (CL 2nd; concentration +5)
. . At will—ventriloquism
Oracle Spells Known (CL 1st; concentration +4)
. . 1st (5/day)—burning disarm (DC 16), command (DC 16), cure light wounds
. . 0 (at will)—detect magic, guidance, scrivener's chant, sotto voce (DC 15)
. . Mystery Life
Kineticist Wild Talents Known
. . Infusions—extended range
. . Blasts—telekinetic blast (1d6+6)
. . Utility—basic telekinesis
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Statistics
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Str 8, Dex 17, Con 17, Int 14, Wis 14, Cha 20
Base Atk +0; CMB -1; CMD 12
Feats Selective Channeling
Traits sedition, unscathed
Skills Acrobatics +5, Appraise +0, Bluff +10, Diplomacy +10, Disguise +7, Heal +4, Knowledge (engineering) +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +1, Perception +5, Profession (barrister) +4, Sense Motive +6, Sleight of Hand +5, Stealth +6, Survival +0; Racial Modifiers +2 Disguise, +2 Sense Motive
Languages Celestial, Common, Goblin, Infernal
SQ burn (1 point/round, max 6), gather power, mental prowess, mind over matter, oracle's curse (shattered psyche), pass for human, revelation (channel)
Other Gear lamellar cuirass[UC], buckler, dagger, iron circlet cl 1, belt pouch, blanket[APG], marbles[APG], masterwork backpack[APG], trail rations (7), 123 gp, 9 sp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Mental Prowess (Su) You can't accept burn unless you can reduce the burn to zero.
Mind Over Matter (Ex) Use Charisma in place of Constitution for wild talents.
Oracle Channel Positive Energy 1d6 (6/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Pass for Human You can pass for human, and count as a humanoid (human) for all purposes.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shattered Psyche Your mind is crowded with dozens of voices, fragmented snippets of your past lives. You take a -2 penalty on all Intelligence-based skill checks, Wisdom-based skill checks, and concentration checks. You gain a +4 competence bonus on saving throws mad
Telekinetic Blast (Sp) Level 0; Burn 0
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flexible stats
lucky lesser
fiendish sorcery-> defensive training, lesser

Description::
Prisoner 1723 Seems to be an ordinary young human. She is barely five foot and looks a little undernourished. But she seems to be surviving the punishment. At least physically. Mentally, she seems a bit off, acting like different people and talking to herself. With nothing much else to entertain your time, you identify several names and demeanors.

Certi is calm and in control, and the most common voice. She speaks calmly and reasonably, with a smooth voice. She almost convinced one of the guards to take her off for a last bit of fun before death, but this was quashed at the last minute by a supervisor. She shows the last reaction to pain.

Dellus talks and acts like an old man. There's a kindness to his voice, and he seems upset at having to watch people suffer. He quotes Mitran scripture at the guards to show that they are as much heretics as they are.

Kivler is loud and curses badly in a dozen tongues. he seems unfazed be death and claims that he came back once before, and he'll keep coming back to get revenge after his death.

Jassie is terrified and seems a bit childlike. The others are all soft to her and she doesn't seem to understand why she's being hurt.

history:
The Freethinker's Cabal has been a thorn in Talingarde's side for three decades. They weren't a force of evil, but more philosophically opposed to a fundamentalist totalitarian theocracy. Dellus Rivergarden was the last of the original founders to die. Besides being an academic and revolutionary, he had a healing gift. One tied to a curse on his eyes. This gift showed up every couple of generations in his family, and was reportedly tied to some extraplanar bloodline. This gift of magic helped the cabal to stay hidden and allowed them to survive despite the best efforts to oust them. When he died, they lost a capable leader and a fount of magic. His daughter died with him, but left a young child Jassie to carry on. Before he went, Dellus had a vision that Jassie held the potential for such magic, but it would need drastic measures to unlock it.

They had a book of necromantic rituals and summoned Dellus' spirit to possess the child and try to unlock her potential, but this failed. A few years later hey tried with an angry ghost, one ready to harm the world, but this was unsuccessful. When the girl reached adulthood, the made their third try. They contacted a devil, who was willing to unlock the potential of the child for a claim on five souls. The fools didn't even negotiate. It was a simple matter to fracture her mind to let the magic in. It left echoes of the three spirits who had possessed her, but that was a problem for the future.

Sadly, the cabal had little future left. The current generation of leadership was less capable of keeping them secret and the group was taken.

A note:
Yes, I'm doing a multiple personality as my oracle curse and leaning into it. I've seen how this can be a problem in games and I definitely want feedback from the GM and players to keep this fun. I am deliberately setting up Certi, the echo of a contract demon as the strongest personality. This will keep it to the fun roleplay level and prevent the ghost getting bored and Leroy Jenkining the guards. I think they will be a great set of characters.

advancement:

2nd level will be kineticist. I'm thinking 2/3 oracle, 1/3 kineticist.