NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Tiye shifts around, trying to line up a clear shot for a better spell. There! The psychic focuses her mind, holds out a hand, and a cone of brilliant rainbow-colored light hits both of the attackers. Color spray so as to hit both enemies and zero allies.
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Can we have a map? I would like to see if I can hit them with a color spray without hitting the party.
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
I'm assuming the enemies are not currently engaged in melee. If they are, please add the appropriate firing into melee penalty. Tiye, standing behind Ma'oa, sees the strange creatures clearly with her elven sight. She gives the marble in her hand a mental push, sending it flying at high speed. Telekinetic Projectile ranged attack: 1d20 + 2 ⇒ (1) + 2 = 3 Damage: 1d6 ⇒ 5 Hahaha, wow. What a roll.
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Whatever that is, it doesn't sound like one of the colonists. Tiye pulls a marble out of her pouch and points it toward the door. Ready action to cast telekinetic projectile once an enemy comes in sight.
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Tiye has UMD +9! I'm so glad that I took the Azlanti Scholar and Pragmatic Activator traits now.
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Hurray, we have a GM! Thank you so much, Phantom. Don't worry, I am no stranger to losing a beloved PC. (My Rise of the Runelords group nearly got TPK'd once. The only reason it wasn't a total party kill is that the sorcerer and oracle were smart enough to run once the rest of us went down!) As long as I can make a replacement character it's all good.
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Same here, I'd be happy to play but don't think I can GM right now.
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Yeah, I have no idea. Shame, I've always wanted to play this AP.
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Hey GM, you still with us?
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Tiye nods to Aleece. "A sound plan. I suggest that we search the entire village after we have examined the leader's home and temple, though. There's no telling where someone may have left a clue."
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
We’re back in business! Hurray!
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Tiye nods, frowning at the deserted forge. "A smith's tools are their livelihood. They would not have left them behind, not in a place where such things cannot be replaced, unless the alternative was certain death."
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Tiye follows the rest of the party, eyes and ears sharp for anything out of place. Perception: 1d20 + 8 ⇒ (19) + 8 = 27 Sure, investigating A5 and A12 makes sense to me.
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Fun fact: there are in fact bushes at the beach! Saltbush
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Tiye hesitates, but decides that Ommerra has a point. She finds a decent sized bit of salt scrub and shoves her pack under a bush. Hopefully nothing will happen to the contents while they investigate. All of her worldly belongings are either in the pack or on her person.
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Tiye frowns at the hole in the boat. "How odd. Was an enemy trying to prevent the colonists from fleeing, or were the colonists trying to ensure that someone- or something- didn't leave the island?" Although this is only a canoe. How far could someone really get in a canoe? Perception: 1d20 + 8 ⇒ (13) + 8 = 21
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Tiye lets out a relieved breath and sits back down before she falls out of the boat. "I'm fine, thank you." She has journals, writing materials, and her mother's treasured copy of The Book of Magic in her pack. She does not want to go swimming until she's found a safe, dry place to stash them. A rope and grappling hook? The psychic begins rummaging in her pack, producing the requested items. "Do you think the canoe is close enough to the dock to hook it from there?" She looks at Ma'oa. "You are an exceptional swimmer, perhaps you can dive down to fasten the rope to the canoe and bring us the free end so we can help pull it in."
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
It looks like Ma'oa has things well in hand on the port side, so Tiye turns to starboard where Petre and Ommerra are fighting the other grindylow. Time to practice her aim some more. She stands up, a marble in hand, and lets it fly at the enemy. Ranged attack + bless - shooting into melee: 1d20 + 2 + 1 - 4 ⇒ (17) + 2 + 1 - 4 = 16 Damage: 1d6 ⇒ 6 Acrobatics: 1d20 + 2 ⇒ (8) + 2 = 10 This time she manages to remain standing despite the rocking of the boat.
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Ma'oa takes out the grindylow attacking Tiya with ease, freeing the psychic to try her spell again on the other one. She stands up, holds up her marble again, and pushes. This time the projectile goes flying. Telekinetic projectile at Red. I'm assuming the X over Green means that it's dead. Ranged Attack + bless: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10 Damage: 1d6 ⇒ 1 Acrobatics, DC 10: 1d20 + 2 ⇒ (1) + 2 = 3 Reflex save: 1d20 + 2 ⇒ (19) + 2 = 21
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
What kind of roll would I make to help Ommerra back into the boat?
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Tiye takes a moment to center herself, necessary for a psychic to cast a spell while dodging enemy attacks. But while she's doing so... there goes Ma'oa, right into her line of fire. Change of plans. She raises her marble, stares at the closest grindylow, and gives the projectile a mental push. Casting Defensively, DC 15: 1d20 + 5 ⇒ (4) + 5 = 9 Unfortunately, the distraction earlier cost her. The spell fizzles.
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
GM, think I can get both Red and Green in a color spray?
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
I'm good with my current position. Tiye frowns at the strange creatures ahead. She had hoped- naively, perhaps- that they wouldn't have to fight until they reached the shore. "If they are anything like goblins, I doubt talking to them will make any difference." Reaching into a pouch fastened to her belt, she pulls out a marble. Nothing special; it's the cheapest kind, a tiny sphere of murky grayish-brown glass. Projectile at the ready, the psychic focuses on a spell. The feeling of armor surrounding her, the contentment of safety. The air around her shimmers for a moment as her spell takes effect. Cast mage armor on myself.
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
The journey of the Peregrine has been blessedly uneventful, if one doesn't count the seasickness that Tiye experienced in the beginning. She got her 'sea legs' (as the sailors call it) eventually though, and spent much of her time talking with the other passengers, amusing herself with prestidigitation, playing cards, and practicing her aura reading skills on everyone aboard. Tiye has been using the Read Aura occult Perception skill unlock, specifically for alignment auras. Depending on her level of success and how many people are aboard, she might have moved on to emotion auras after reading everyone's alignment. An invasion of privacy? Perhaps. But Tiye is bored, and she'll be spending the next who knows how many years with these people. She thinks it's perfectly reasonable to want to know more about them. So when the lookout finally spots land, she is more than ready to be off this ship. She stuffs everything back into her pack, bedroll tied on top, and goes topside to watch the island of Ancorato come into view. Ramona Avandth wrote: "We have a problem. Something's wrong, no one has gathered on the shore to welcome us, there's no smoke from any cook fires or the smithy, and some of the buildings look to have been burned." she rubs her forehead in frustration "We all know that sailors can't keep secrets, loose lips and all that, so it's only a matter of time before the other colonists figure that out, if they haven't already and things could become, well...tense" She peers at Ma'oa first, then at the rest of you before continuing "I've noticed that you lot are not like the other colonists, you're something different and I've noticed how you've gravitated towards one another, like seeking like I suppose, and I need your help." Hmm. Apparently Governor Avandth read Tiye's application to the company, caught her spellcasting (not that Tiye was trying to hide her fun with prestidigitation), or figured out what she was doing when she stared at one particular person for minutes on end. Well, Tiye expected the governor to make use of her abilities, if not quite this soon. She nods to the other woman. "A bad sign, to be sure. I will do my best to help discover the other colonists' fate." There are any number of things that could have happened. Plague, ancient Azlanti curses, monsters... who knows?
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Glad to hear you're all right, GM! Take your time, RL always has priority. If you don't mind, I'm going to shuffle some gold around so I can buy a prismatic crystal. I kind of forgot to check Occult Adventures for adventuring gear when I was shopping originally. Also, I'm going to put the background skill point I originally had in Knowledge (geography) into Craft (sewing). I plan to make magic items ASAP, and between Tiye's Craft (sewing) and Aleece's Craft (jewelry), we should be able to cover the mundane aspects of the more popular wondrous items. Both Petre and Ma'oa have Knowledge (geography) already.
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Given Nethys' nature, Tiye has no business criticizing others for their choice of deity. ;) (As long as it's not, like, Rovagug or something.)
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
A little something useful for everyone: Underwater Goggles 5 gp and you can see underwater!
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
I think I'll swap out ill omen for color spray. If I can't dish out a lot of damage, I can at least take an enemy or two out of the fight. (For the first couple levels, anyway. I can always swap it for something more useful against stronger foes when I level up.)
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
I hope Ma'oa can dish out some damage, otherwise we're going to be pretty light in that department. The psychic spell list has a lot more buffs, debuffs, and utility spells than direct damage. @Ommerra: Ah, I see! I like to have all the bases covered as soon as possible, but that's just a personal preference. And yeah, investigators are The Best at Knowledge checks. I'm playing one in Rise of the Runelords and she absolutely crushes Knowledge checks, it's great.
NG F Half-Elf Psychic (Enlightenment) 1 | HP 7/7 | AC: 16
Wow, I actually got picked! There were so many good submissions, the odds on this one were pretty long. Thanks for taking on the mantle of GM, AJM, I look forward to seeing what you have in store for us. @Ommerra: I noticed that you also have Knowledge: religion. What do you think about swapping that for Knowledge: planes? Tiye is a religious person (as religious as Nethysians get, anyway) so I’m reluctant to do the swap on my end. In my experience, Knowledge: planes comes up often enough to be useful.
Linnea the Diviner here, with a different type of psychic than I had originally planned. Tiye is the party nerd as well as information gatherer. Once she gets access to telepathic bond, we'll be able to communicate underwater! I've cranked up her spell save DC as far as I can with the resources available, and in the future she should be able to get through enemy SR reliably. Haven't bought her gear yet, I'll get to that in the next couple days. Campaign Trait: Azlanti Scholar Sheet:
Tiye (TIE-yeh) Soumral
Female half-elf psychic (enlightenment) 1 NG M humanoid (human and elf) Init +2; Senses low-light vision; Perception +8 -----------------------------------------
AC 12 (17 w/ mage armor), touch 12, flat-footed 10 (14 w/mage armor)
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Speed: 30 ft
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Str 10, Dex 14, Con 12, Int 18, Wis 14, Cha 8
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Azlanti Scholar (Campaign): +1 trait bonus on Knowledge (history), Knowledge (local), and Use Magic Device checks. One of these (Use Magic Device) is always a class skill. Gain Azlanti as a bonus language. Pragmatic Activator (Magic): Use Intelligence for Use Magic Device checks instead of Charisma. Special Abilities
Spells Known
1st level:
Appearance:
Tiye is a slender young half-elf woman with the brown skin and kinky black hair of her Osiriani mother. Her ears are visibly pointed and her eyes are a startling shade of blue, the legacy of her elven father. Her features are too sharp for conventional beauty, visibly alien to human eyes. She prefers utilitarian clothing with plenty of pockets, favoring a long coat over cloaks. Her only visible weapons are a dagger and a quiver of arrows. Strangely enough, she doesn't carry a bow. She usually keeps her hair in braids or twists. Backstory:
Absalom is the crossroads and melting pot of the Inner Sea, and Tiye Soumral is a prime example of its people. The daughter of an Osirian diviner and Forlorn elven magus, Tiye began manifesting magic at an early age- but not a type either of her parents knew. Nobody at the Arcanamirium, where her mother Tauret taught divination and her father had studied, knew what was going on either. Tauret and Zirren were at their wits' end when a Vudran traveler approached the family in the market. He was a psychic, he explained, part of an ancient Vudran tradition of occult magic. Maninder (who only uses one name) longed for a worthy student to pass his knowledge and wisdom to, but none of the hopefuls who approached him back home had the innate talent necessary. Following omens and portents, he traveled to Absalom, and saw the light of psychic potential in a young half-elven girl in the market.
Naturally, Tiye's parents were suspicious of his intentions at first. They grilled him mercilessly under Tauret's powerful truth magic. But in the end, her spells proved that Maninder was telling the truth. He had no inappropriate interest in their daughter. His sole interest in Tiye was that of a teacher toward a student with great potential. For her part, Tiye was overjoyed to find someone who knew how to explain her magic in a way that she understood. She had feared that there was something wrong with her, that her magic was so flawed that not even the best minds of the Arcanamirium could do anything with it. Now here was someone who had mastered the same kind of magic and was willing to teach her. In the end, Tauret and Zirren allowed Maninder to tutor their daughter. Eventually he became their friend, and then an honorary uncle to Tiye. Her mother's connections allowed her to study non-magical subjects at the Forae Logos, where she developed an intense interest in Azlanti and Ancient Osiriani history, in particular the details of Nethys' life prior to his ascension. There isn't much to be found; Nethys was notoriously tight-lipped about his mortal life when he dwelt in Sothis. But by comparing timelines of the fall of Azlant, Old-Mage Jatembe's appearance as a teacher of magic, and the first documented sightings of Nethys, Tiye became convinced that Nethys was not Garundi as most people assumed. He was in fact a survivor of Azlant who took advantage of Amaznen's death during Earthfall to cast the legendary spell that both shattered his mind and elevated him to godhood. Her mother disagreed, having been raised in Nethysian orthodoxy. Her father thought it was an interesting theory but ultimately unprovable. Maninder considered her historical timeline and agreed that it was possible. When Tiye was a teenager, her father- always craving adventure- left on an expedition to explore a newly discovered Jistkan ruin in Thuvia. He had gone adventuring many times before, and always returned with stories and mementos of the places he had seen. This time, though, Zirren's luck ran out. He died in the desert. Both Tiye and her mother were devastated. Life goes on, though, and over time their memories of him became a comfort instead of a source of pain. Three years ago, Tiye managed to convince her mother and teacher to let her visit the Temple of the All-Seeing Eye in Sothis. Tauret warned her to keep her theories of Nethys being Azlanti to herself, but as long as she paid lip service to the priests' teachings, they should be willing to let her look at their library. Her mother stayed in Absalom, since she had classes to teach, but Maninder accompanied his student to Sothis. While they were away, an epidemic of cholera struck Absalom. It struck so quickly that by the time Tauret realized she was sick, she was too weak to travel to a temple and buy a remove disease spell. Her colleagues only found her after it was too late. Tiye and Maninder hurried home once they heard the news, but all they could do was ensure that she had a proper funeral. Now, Tiye has learned all that Maninder can teach her. She must venture out into the world and use her magic in order to progress any further. Shortly after he stopped teaching her, Tiye heard about the Bountiful Venture expedition to ruined Azlant in Andoran. With her parents gone and her teacher making noises about returning to Vudra, there was nothing to stop her from embarking on the journey of a lifetime. She wasn't chosen in the first round of colonists, but the second time was the charm! The company wanted her knowledge of Azlanti language and history, as well as her rare form of magic. Being able to cast spells without speaking will be a major advantage for underwater exploration. Tiye hopes to uncover evidence to either support or refute her theory about Nethys being Azlanti. Even if she doesn't, though, the new colony offers a fresh start in a place without the painful memories of Absalom. Personality:
Tiye is an intensely driven person. She feels the pressure to live up to her parents' legacy keenly; while they assured her that they loved her no matter what, she wants to make them proud in the afterlife. The fact that her magic is so different from that taught at the Arcanamirium doesn't help. She loves learning new things, especially Azlanti and Osiriani history. It's difficult for Tiye to relate to other people who don't share her intellect and interests, but she does try. Her faith in Nethys is more of an admiration for his power and knowledge than what most people consider religious devotion. That's pretty normal in the church of the All-Seeing Eye, but devotees of other deities are often baffled by her attitude toward her patron god. Family and Friends: Maninder, middle-aged Vudran psychic: Tiye's mentor. Maninder followed omens and dreams to Absalom in search of a worthy student. He found Tiye, and immediately recognized her psychic potential. Her parents were at their wits' end, not knowing how to teach her to use her strange magic. After an extensive interview to determine his intentions, they allowed him to tutor their daughter. Tiye regards him as both a beloved teacher and an honorary uncle.
Zirren Soumral, Forlorn elven magus (deceased): Tiye's father. He was a talented spellcaster and warrior who adored his daughter. However, he was also a restless spirit who craved adventure. Zirren joined an adventuring group to explore Jistkan ruins in the Thuvian desert when Tiye was a teenager and died on the expedition. Tauret Soumral nee An-Keret, Osiriani diviner (deceased): Tiye's mother. She was a powerful diviner who, after a series of disagreements with the priests of the All-Seeing Eye in Sothis, came to study at the Arcanamirium in Absalom. There she met and fell in love with Zirren. A devotee of Nethys, she taught Tiye the language, history, and religion of her people. But even Tauret's magical power couldn't save her from a cholera epidemic three years ago. |