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Official Blood and Bewitchment Character Creation Thread

Started by Steerpike, June 11, 2010, 12:41:10 AM

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Superfluous Crow

For some reason it never occured to me I should spend some of my finances on grafts...
For the City Rat trait, doesn't it make more sense to have it depend on knowledge(local) or some such? It just seems odd for my character to have survival ranks (pertaining to the outside).
And while we are on knowledge(local) is it area-specific?

What do people intend the crimes they were caught for to be?  My character is probably a murderer, but my working concept is that they caught him for something else.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Steerpike

I would have thought so too, but I think what they're going for is someone adept at foraging/begging for food and drink on the streets, hence the Survival.  It is a little weird about the locating dealers thing being keyed to Survival, though.

Knowledge (local) would be keyed to one of the nine cities.  It will also be very useful for getting around Macellaria - with a successful Knowledge (local) check of DC 10 to get from one district to another without having to slog through a maze of streets, DC 15 to find short cuts and hidden ways and the like (DC 20 for really obscure stuff, like the secret entrance to a temple or something similar).

Nomadic



Llum

[spoiler=Old Character]

Hungermoth Crimsaad
[spoiler=Stats]
Human Man-At-Arms 4
STR: 13 [+1]
DEX: 14 [+2]
CON: 14 [+2]
INT: 20 [+5]
WIS: 10 [+0]
CHA: 14 [+2]

HP:
44

Languages
Shambles
Jangle
Fingerspeak
Filchspeak
Morbis
Hextongue
Hellspeak
Spiderchatter
Chattlechatter
Serpentine
Leechdance

Feat Mastery
All 2

Traits:
Noble Born[Well Educated]
Weapon Bond(Int): Greatsword

Feats:
Tactics of the Mind
Weapon Focus: Greatsword
Armor Mastery
Healing Lore
Overwhelming Prescence
Elusive Target

Skills:
Academia
-Appraise (Int): 7+5 = 12
-Concentration (Con): 7+2 = 9
-Decipher Script(Int): 7+5 = 12
-Heal (Wis): 7+0 = 7
-Knowledge(Nobility) (Int): 7+5 = 12
-Speak Language(none): 7
Robbery
-Disable Device (Int): 7+5 = 12
-Forgery (Int): 7+5 = 12
-Open Lock (Dex): 7+2 = 9
-Sleight of Hand (Dex): 7+2 = 9
Perception
-Listen (Wis): 7+0 = 7
-Search (Int): 7+5 = 12
-Sense Motive (Wis): 7+0 = 7
-Spot (Wis): 7+0 = 7
Intimidate (Cha): 1+2 = 3
Hide(Dex): 7+2 = 9
Move Silently(Dex): 7+2 = 9
Craft(Clockwork)(Int): 7+5 = 12
Craft(Weaponsmithing)(Int): 7+5 = 12
Knowledge(Demonology)(Int): 7+5 = 12
Knowledge(Geography)(Int): 7+5 = 12
Use Magical Device(Cha): 7+2 = 9
Gather Information(Cha): 7+2 = 9

Abilities:
Glyph Tattoo: Amplify Self 1/day (Enlarge Person as caster level 2)


Combat:
Masterwork Greatsword: +11 (2d6+7 - 19-20x2)
Defense: 18 (4 BDB + 2 Overwhelming Prescence + 2 Dex)
Armor: Masterwork Studded Leather: 1d3+1/Magic - Max Dex Bonus: +5 - Penalty: 0
Initiative: +2
Saves: +4
[/spoiler]

[spoiler=Inventory]
Money:
1082 Obeloi

Items:
Sarcad's Savior (Headband of Intelligence +2)
Masterwork Greatsword 8lbs
Masterwork Studded Leather 20lbs
Scabbard, Medium Zombie Servitor. Carries items for Hungermoth.

General Supplies:
Thieve's Tools, Masterwork 2lbs
Artisan's Tools, Masterwork 5lbs
Backpack 2lbs
Bedroll 5lbs
Tattered Nobles Outfit 10lbs


Total Weight: 52lbs
[/spoiler]

[spoiler=Magic Items]
Sarcad's Savior (Headband of Intelligence +2)
Sarcad was a recent ancestor of House Crimsaad. While exceptionally wise and charismatic, the man was to be put bluntly something of a dunce. As he grew of age and was unable to master the simplest of magics his family grew worried, for how could one become a proper magister without a demoniac familiar as proof of position. Under guise of a comming of age gift Sarcad's father had this torc crafted to his specification. After being presented with his gift Sarcad amazed many by successfully completing his first summoning and shackling an imp. After decades of experience the aged Sarcad no longer required the torc to summon his familiar and it was kept around as a family curio.

As a young man, Hungermoth showed little aptitude for magics, due to apathy and disinclination. However his family thought he was another Sarcad and so gifted him with the torc at a young age. He never corrected anyone in his family about their wrongful assumption  and failed to return the curio to its proper place before he left Skein.

Shocking Masterwork Large Greatsword

[/spoiler]

[spoiler=Fluff]
Hungermoth was the son of a noble house, well educated and a quick learner he was given several tutors to sate his appettite for learning. From these tutors Hungermoth also picked up several bad habits, one of wich is canabalism. As scandal and rumors relating his appetites grew his family eventually exiled him, tired of being embarrased. Hungermoth made his way to Macellaria, where he was arrested and thrown into the pits.

Physically Hungermoth would be lean and not too muscled, he fights more using tactics and overwhelming presence than brute strength. He'd have several large scars and maybe some kind of metallic/clockwork teeth for aethetic purposes. He's also completely hairless and has violet eyes. His clothing consists of a black leather vest embossed with intricate patterns of clockwork gears and silkmoths picked out in silver. On top of that a large silken haori in riotus red, violet and yellow that falls to his knees. Leather breeches made from a deep crimson leather tucked into black boots embossed with patterns to match the vest also picked out in silver. A silver torc is clasped about his neck fashioned into the likeness of a horde of wasps with eyes picked out in carnelians and locusts with eyes picked out in bloodstones. About his left wrist is a silver manacle graven with frosty blue glyphs from which hang several feathers, charms and a miniature length of chain. He also sports a modest tricorn with a handfull of silver plumes. He has two separate masks, befitting his rank. The first is made to resemble a zerda, made from a zerda skull and silk. The second is a metallic thing beated from silver with large bulbous glass eyes reminiscient of a Mantids compound eyes.
[/spoiler]
[/spoiler]


Steerpike

First of all, I like the concept - a kind of brilliant polymath fighter, as skilled in tongues and esoteric knowledge as in swordplay, with dark appetites beneath his learned exterior.  Very cool.

Background-wise you might consider making him one of the following:

- A former magister-in training from Skein who preferred the training-yard to the demonist's summoning circle.  The great sword would likely be a curved sword similar to a dai-katana in this case.  People from Skein are amongst the only residents of CE to frown on cannibalism.
- One of the rugged nobles of the Northern Baronies, vassals to the Lords and Ladies Revenant.  Despite their loyalties some Northmen have a distaste for grave-spawn and resent their undead liege-lords.
- A merchant princeling from Crepuscle, where titles are for sale and those with the most money are the royalty.

[blockquote=Llum]I calculated my skills as if I've had the headband of intelligence since character creation. Dunno if that's correct or not. Some questions for Steerpike, what kind of knowledge and crafts are there that I could take? I'm also guessing I need a separate Artisan's kit for every Craft skill?[/blockquote]There was actually a big controversy over this very issue, and eventually they changed it so that the Headband no longer affected skill points:

"This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. The headband adds to the wearer's Intelligence score in the form of an enhancement bonus of +2, +4, or +6. This enhancement bonus does not earn the wearer extra skill points when a new level is attained; use the unenhanced Intelligence bonus to determine skill points."

I actually think you only need one set of Artisan's Tools.  The text seems to suggest so, but it's ambiguous... I'll say one set is fine.

For a Man-at-Arms, I might suggest Craft (Armourer) or Craft (Weaponsmithing).  Knowledge-wise, Knowledge (geography) is often useful, as is Knowledge (arcana), and Knowledge (history).  Since your character is from the nobility, Knowledge (nobility) might be appropriate.  If you decide to make him a nobleman from Skein, Knowledge (demonology) might also be appropriate.

Steerpike

[blockquote=Llum]Shocking Masterwork Large Greatsword: +10 (3d6 +1d6 electrical - 19-20x2) [/blockquote]Just want to double check your calculations here.  You get +4 BAB, +0 Strength (10), +1 Masterwork, +1 Weapon Focus (Greatsword), for a total of +6 - I'm missing +4.  Not saying the additional +4 isn't there, but I'm not seeing where it's coming from.

Also, a Greatsword is 2d6, not 3d6, unless again I'm missing something.

Make sure to use a move action to initiate your Overwhelming Presence during combat - otherwise your Defense will drop by 2.

Otherwise, the build looks clean to me!  And kudos for building a fighter-type with only 10 Strength, and for taking language and craft skills, which many brutish brawny characters ignore!

By the way, if you're into tactics for this guy, consider taking Hunter levels - sticking with Man-at-Arms would be fine as well, of course, but Hunter has some interesting tactical abilities.

EDIT: Sorry, I realized it's a Large Greatsword!  Nevermind about the 3d6 thing, that's totally correct.

LD

Not sure how many skills I should have for my arcanist levels or exactly how spellcasting or the "feat mastery" bonuses work, but here is my best understanding of how to create a character:

(As far as I understand it the feat mastery points do not mean I get extra feats to spend on mastery, but that I can buy "up to that level" of mastered feats.)

I think that although the Arcanist chart is up, all the information for it is not in the Classes.doc and that may be the origin of my confusion.

-
(See next post)

LD

Cacaphonous-Whisper-of-the-Desert "Wispy" "That Damn Bird"
[spoiler=Stats]
Jatayi Bard 1/Arcanist 2 (LA 1)
STR: 10 [+0]
DEX: 16 [+3]
CON: 15 [+2]
INT: 16 [+3]
WIS: 8 [-1]
CHA: 16 [+3]

HP: 25 (10 + 15) (arcanist and CON)
BAB: +1
BDB: +1 (unsure if it's 1 from the arcanist 2 levels and 1 bard level; or if it's 3 as the base chart implies above)

Ref = 8 (bard 2, base 3, mod 3)
Fort = 5 (base 3, mod 2)
Will = 4 (base 3, mod -1)
Initiative = +7 (feat, dex)

Speed = 30 feet / 30 feet fly (normal)
Vision = Low Light x 4 (Also see magnetic fields)

Feat Mastery
Projectile: 0
Defense: 1
Lore: 2
Finesse: 0
Social: 3
Tactics: 1
Other: 0


Traits:
Desert Born (+2 save v. fire; +4 survival in desert)
---Dunestalker (+2 Balance/Tumble in desert)
Eidetic Memory (+1 all Know Checks ; +2 Spot v. Disguise)
Necrophagic (Eat Decomposing Meat)

Feats:
Diehard (Auto-Stabilize at -1)
Endurance
Exotic Weapon: Jayati Bolt
Imp. Initiative
Quick Draw (draw hidden as move action)

Special:
See Speed and Vision above

Abilities:
Bardic Music 1x/day
--Countersong (Others may use my perform check as a save. 10 rounds.)
--Fascinate (30 feet of bard. 10 rounds)

Skills:
BARD 6+INT(3) x 4 =36
+Arcanist levels 2+3=5x2levels=10

TOTAL (RANKS+MODIFIER)
10 (7+3) Bluff
3 (1+2) Concentrate
7 (4+3) Diplomacy
6 (3+3) Escape Artist
10 (7+3) Gather Info
8 (5+3) Hide
5 Knowledges (Bardic Knowledge Level 1+3 INT+ 1 Eidetic)
  +3 additional to KNow (Demonology)
8 (5+3) Listen
5 (2+3) Move Silent
9 (4+3+2(racial)) Perform
5 (2+3) Sleight of hand
3 (3+0) Swim
6 (3+3) Tumble

Attack:
Mstwk. Jatayi Bolt (1) ATTACK +5 (1+dex+mstwk) ; DAMAGE 1d6 (exotic) ; 2 lbs ; 150+300=450 obeloi
Mstwk. Jatayi Bolt (1) ATTACK +5 (1+dex+mstwk) ; DAMAGE 1d6 (exotic) ; 2 lbs ; 150+300=450 obeloi


Defense:
Mstwk. Studded Leather DR=1d3/magic ; max. dex +5 ; weight 20 lbs ;25+150 obeloi

Known Spells:
BARD- (x=prepared)
LEVEL 0
x 1="Cacaphonous Tinnitus" Lullaby (-5 spot/listen; -2 will v. sleep)
x 2-"Fulgent (Blinding) Ambridescence" Dancing Lights
 3- "Cacaphonous Rant" Ghost Sound
 4- "Tittering Sending" Message

WITCH-
LEVEL 0 (4)
"Magic Dowsing" Detect Magic
"Contagion Dowsing" Detect Poison
"Discombobulation" Daze
"Randomized Magical Trick" Prestidigitation

LEVEL 1 (2)
"Honeyslick" Grease
"Morning Fog" Obscuring Mist

Tattoos
None.
[/spoiler]

[ic=Inventory]
Items:
Mstwk. Studded Leather DR=1d3/magic ; max. dex +5 ; weight 20 lbs ;25+150 obeloi
Mstwk. Jatayi Bolt (1) ATTACK +5 (1+dex+mstwk) ; DAMAGE 1d6 (exotic) ; 2 lbs ; 150+300=450 obeloi
Mstwk. Jatayi Bolt (1) ATTACK +5 (1+dex+mstwk) ; DAMAGE 1d6 (exotic) ; 2 lbs ; 150+300=450 obeloi

Jayati Crossbow Bolts (25)

Jayati Playing Sticks (like pick up sticks mixed with cards)
Traditional Necklace Wards against demons (probably don't work the way he hopes they do.)
Grimoire: -15 obeloi 3 lbs,

Backpack     2 gp     2 lb.
Bedroll     1 sp     5 lb.
Bottle, wine, glass     2 gp     '"
Case, map or scroll     1 gp     Â½ lb.
(6) Flask (empty)     3 cp     8 lb.
Flint and steel    1 gp    '"
Grappling hook    1 gp    4 lb.
Hammer    5 sp    2 lb.
(5) Oil (1-pint flask)     1 sp     5 lb.
Paper (sheet)    4 sp    '"
Parchment (sheet)    2 sp    '"
Piton     1 sp     Â½ lb.
Pouch (holding several of mother's feathers (blackened from when the demon blasted her into a thousand bits)
Rope, silk (50 ft.)     10 gp     5 lb.
Sack (empty)    1 sp    Â½ lb.1
Sealing wax    1 gp    1 lb.
Sewing needle    5 sp    '"
Signal whistle    8 sp    '"
Signet ring    5 gp    '"
Vest (Holds alchemists fire, etc)
Vial, ink or potion     1 gp     1/10 lb.
Waterskin    1 gp    4 lb.
Chalk, 10 pieces     1 cp     '"

(3) Alchemist's fire (flask)     20 gp     1 lb.
(1) Holy water (flask)     25 gp     1 lb.
(1) Smokestick    20 gp    Â½ lb.
(1) "Walkersbane" Tanglefoot bag     50 gp     4 lb.
(1) "Big Thunder" Thunderstone    30 gp    1 lb.
(2) "Firestarter" Tindertwig    1 gp    '"

Total Weight: ~48 lbs.[/spoiler]

Magic Items

Pearl of Power (level 1 spells; extra 1/day) (1K)

Bracers of Armor +1 (1K)

"Holy" Longsword (Mstwk.) I don't intend to use it. He stole this from someone and it makes no sense for him to use a sword anyway. (it should eventually be +1 v gravespawn but I don't have the obeloi to afford that.) (365 obeloi)[/ic]

[ic=Background]
Coming from Skein, the Clockwork City, this Jatayi Witch lived far from the main brood; the Jatayi Fablers come from Macellaria while Cacaphonous Whisper-of-the-Desert, "Wispy", was raised by a half-mad, drug-addled sapfiend hen who was exiled from the tribe because she trafficked with demons and did unspeakable things each moon-lit night.

Wispy arrived near Macellaria with ruffled feathers, a contract out on him and a holy sword he 'borrowed' from his last adventuring ally, who he thinks he left to die lost and alone in the desert.

Wispy is always ready to run, to dance, to disappear when trouble gets too dire and he is prepared to endure great privations in order to survive.[/ic]

Familiar

ViceBite
Fiendish Animal
Str: ??
Dex: ??
Con: ??
Int: ??
Wis: ??
Cha: ??

HP: ??
BAB: +??
BDB: +??
Initiative: +??
Speed: ??ft. (2 squares), fly ??ft. (average)

Attack: ??
Special Qualities: Low-light vision

Skills:
??

Feats:
??

Notes
ViceBite is a Clockwork ID Bird, a demonic creature that Wispy's mother summoned to keep watch over the family. When she died, the creature decided to bond with Wispy. Every now and then it forgets its mission and eats some of Wispy's feathers. This has led to a strained relationship between the two.

Wealth Left 3 Obeloi. (Poor Bird).

Llum

Quote from: LlumShocking Masterwork Large Greatsword: +10 (3d6 +1d6 electrical - 19-20x2) [/blockquote]Just want to double check your calculations here.  You get +4 BAB, +0 Strength (10), +1 Masterwork, +1 Weapon Focus (Greatsword), for a total of +6 - I'm missing +4.  Not saying the additional +4 isn't there, but I'm not seeing where it's coming from.
First of all, I like the concept - a kind of brilliant polymath fighter, as skilled in tongues and esoteric knowledge as in swordplay, with dark appetites beneath his learned exterior.  Very cool.

Background-wise you might consider making him one of the following:

- A former magister-in training from Skein who preferred the training-yard to the demonist's summoning circle.  The great sword would likely be a curved sword similar to a dai-katana in this case.  People from Skein are amongst the only residents of CE to frown on cannibalism.

For a Man-at-Arms, I might suggest Craft (Armourer) or Craft (Weaponsmithing).  Knowledge-wise, Knowledge (geography) is often useful, as is Knowledge (arcana), and Knowledge (history).  Since your character is from the nobility, Knowledge (nobility) might be appropriate.  If you decide to make him a nobleman from Skein, Knowledge (demonology) might also be appropriate.
[/quote]

I like the former magister-in training from Skein. He would definitley be someone who was well educated. Also fits in well with his background.

Alright for skills I took Craft (Weaponsmithing) and Knowledge (geography)/Knowledge (nobility)/Knowledge (demonology).

Now the Headband of Intelligence, does it have to be a headband or can it be changed to be some other kind of item? Also since the item doesn't grant me bonus skill points, does it grant me a bonus language?

Also, what would clothing be like from Skein? Nobles clothing in particular, I figure Hungermoth has kept his old (now worse for wear) nobles outfit from skein. Would it be some kind of asian influenced clothing (gathering from Skein human physical apperance and the fact that my sword is of an asian style)?

Oh I also noticed something really cheesy, so I was curious if there's some kind of rules errata about it. With Expanded Cleave Mastery 10 you get another attack for every hit that does 15+ damage. With something like a Large Greatsword with a +5 strength bonus, you do a minumum of 8 damage (3d6+5). Add in the Weapon Finesse feats and you can get another 4-6 damage, so that's a minimum of 12-14 damage. With Power attack granting double the damage bonus for 2h weapons, take a simple -2 penalty(not that much) you have a minimum damage of 16-18. Basically you can keep hitting until you miss, every attack.

Superfluous Crow

How did you figure your abilities out Llum? a 20 ability score should be 21 by my calculations (5*1+2*2+3*4), or at least 17 if you spent your free ability bonus on it. Doesn't leave a lot of room for the other abilities.
 
But I like the concept of the intelligent warrior, using some of those tactics feats to fight in combat. And the name is just brilliant.

And you are talking about expanded mastery 10 for cleave. If you look through the classes there aren't actually a lot of them that gives that level of mastery. You could multiclass, but then you'd miss out on some of the end-game abilities for your class. And you can only cleave other enemies, so it's not much use in a duel or against a gorgefly. Also, you have to take expanded mastery 3, but that's not much of an issue for a Man-at-Arms.      


But damn, we have a lot of witches. Good thing we have Hungermoth to keep the enemies at bay (and me to stab them in the back on occasion although that's not a terribly defensive action).
LD, arcanists normally gain 1d4+2 HP per level, but since witches are based off the arcanist I guess you only gain 1d4 per level.
And bards should probably get feat masteries, I just don't think Steerpike has gotten around to it yet. I'd suggest (to Steerpike) that they get high social (as a thief), good lore (from 1 to 9 progression), and perhaps decent finesse (1 to 8 ). Basically, thief with lore instead of defense.  

A final question for Steerpike: seeing as most everybody have gone with some kind of enhancement instead of a pure bonus to their magic weapon, is there some kind of pain-enducing enhancement I can enchant it with?  

EDIT: LD, you have understood masteries correctly, and the witch/arcanist is described in the first post in this thread.
Llum, reading your abilities over again, it seems you might have just bought them on a 1-for-1 basis?
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Llum

Quote from: Cataclysmic CrowBut I like the concept of the intelligent warrior, using some of those tactics feats to fight in combat. And the name is just brilliant.

And you are talking about expanded mastery 10 for cleave. If you look through the classes there aren't actually a lot of them that gives that level of mastery. You could multiclass, but then you'd miss out on some of the end-game abilities for your class. And you can only cleave other enemies, so it's not much use in a duel or against a gorgefly. Also, you have to take expanded mastery 3, but that's not much of an issue for a Man-at-Arms.
But damn, we have a lot of witches. Good thing we have Hungermoth to keep the enemies at bay (and me to stab them in the back on occasion although that's not a terribly defensive action).
LD, arcanists normally gain 1d4+2 HP per level, but since witches are based off the arcanist I guess you only gain 1d4 per level.
And bards should probably get feat masteries, I just don't think Steerpike has gotten around to it yet. I'd suggest (to Steerpike) that they get high social (as a thief), good lore (from 1 to 9 progression), and perhaps decent finesse (1 to 8 ). Basically, thief with lore instead of defense.[/quote]

Ya I originally wanted to play a Witch as well, but after seeing how many casters we had I was like "No, I think I should playing something a bit different". Took me a while to find something I was happy with (I didn't want to double up on Gunslinger with Nomadic), but eventually I worked something out.

Steerpike

[blockquote=Cataclysmic Crow]LD, arcanists normally gain 1d4+2 HP per level, but since witches are based off the arcanist I guess you only gain 1d4 per level.
And bards should probably get feat masteries, I just don't think Steerpike has gotten around to it yet. I'd suggest (to Steerpike) that they get high social (as a thief), good lore (from 1 to 9 progression), and perhaps decent finesse (1 to 8 ). Basically, thief with lore instead of defense.[/blockquote]Ah, more conversion issues!

The Witch gets Arcanist HD - actually this will almost certainly affect the other players a lot.  Bards get Thief Feat Mastery levels, Defense, and HD.

Light Dragon, the Arcanist has been cut and replaced with the Witch, which is basically the D&D Wizard with the Arcanist's Defense/HD/Feat Masteries, or looked at another way, the Arcanist but with the Wizard's special abilities and spells.  Bard is the only other spellcasting class.  I posted the Arcanist's chart so that Witches would have access to his feat masteries etc.

[blockquote=Llum]Now the Headband of Intelligence, does it have to be a headband or can it be changed to be some other kind of item? Also since the item doesn't grant me bonus skill points, does it grant me a bonus language?
[/blockquote]It can be a different sort of item (like an Amulet, Broach, or Ring), and it does not grant you a bonus langauge.

[blockquote=Llum]Also, what would clothing be like from Skein? Nobles clothing in particular, I figure Hungermoth has kept his old (now worse for wear) nobles outfit from skein. Would it be some kind of asian influenced clothing (gathering from Skein human physical apperance and the fact that my sword is of an asian style)?[/blockquote]The nobility are distinguished first and foremost by the clothing. Silk is the most common material for clothing, although velvet, fur, cloth-of-gold, lace, and satin are also worn. In contrast with the dull colours of the lower classes the wealthy wear clothing in as vibrant and scintillating hues as possible, frequently with very ornate patterning and embroidering. Silk shirts with leather vests, breeches, and high leather boots are common for men, often worn under a flaring knee-length coat. For women, long gowns are the norm, often with low necklines and clinging fabrics (though gowns are usually still ankle-length). Both sexes wear their hair long or else wear powdered wigs. The upper class are also distinguished by their distinctive masks or veils of fine silk, which are always worn in public as a mark of status; they also wear large hats, often tricornes for men. Magisters and magistra '" the true nobility '" and a few individuals of equivalent status all bear the traditional glyph-graven silver manacle around their wrist (usually the left) with a silver chain running from the shackle to the collar of his familiar, a demon he or she has summoned themselves [This assumes the magister has the proper training - obviously your character missed that, perhaps leaving before his first summoning]. Jewellery is often lavish and is worn by both men and women, often incorporating precious gems such as bloodstones, carnelians, opals, sapphires, emeralds, and rubies [this would work perfectly with your headband, which I was imagining as a family heirloom]. Young men always go clean-shaven, and older men very occasionally sport well-trimmed goatees.

So, sort of somewhere between asian and Restoration British.  Fuse a Samurai with a 17th century libertine and you have roughly how I imagine the magisters: arrogant but disciplined, doggedly atheistic but almost paradoxically spiritually aware (demonology), invested both in the worlds of extreme hedonism and in honor. Of course, your character might be reacting to much of this

Thank you for explaining Tactics of the Mind - it had slipped mine.

[blockquote=Cataclysmic Crow]A final question for Steerpike: seeing as most everybody have gone with some kind of enhancement instead of a pure bonus to their magic weapon, is there some kind of pain-enducing enhancement I can enchant it with? [/blockquote]Hmm, cool idea.  Here are two options:

Vicious

When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.

Price +1 bonus.


Agonizing

When an agonizing weapon strikes an opponent, the target is wracked with crippling pain.  They take a -4 penalty on attack rolls, skill checks, and ability checks for one round after being hit.

Price +1 bonus.

Steerpike

[blockquote=Ligh Dragon](As far as I understand it the feat mastery points do not mean I get extra feats to spend on mastery, but that I can buy "up to that level" of mastered feats.)[/blockquote]That's exactly right.

If you're looking around for another class than the Arcanist and don't want to play a WItch (though you're very welcome to - even if we do have a bunch of em; Witches are pretty common in CE, and everyone can always take different sorts of spells), consider the Thief for a class that gels well with the bard.

Ghostman

#29
Tarim
[spoiler=Description]
Tarim resembles a dried husk, a canvas of parched skin wrapped over a skeletal frame. He is quite tall but slender, and moves with the pride and subtle grace of a peacock. His hair is long, thick and black. A long, narrow beard tapers down from his chin, fashioned with oils and wax into the shape of an undulating vedge. He covers his body from the neck to the feet in a long saffron-colored silk caftan, ornately embroidered with twisting black figures of dancing devils and mystical beasts. The top of his head is wrapped in a black turban decorated with a crimson feather. The talons of his fingers have been replaced with bronzen replicas, long and curved. In place of his teeth he bears a row of black jewels, while a pair of gleaming stones peer from his eye-sockets. He conceals his natural odour with a rich selection of perfumes.
[/spoiler]
[spoiler=Background]
Tarim has no recollections of his past existence as a creature of living flesh; his earliest memory is from his awaking into unlife, laying on a cold stone slab within a dim vaulted chamber hidden under the streets of Marainei. That place was something of a mongrel; a curious hybrid between an occult sanctum and a laboratory. Strange and wicked-looking hieroglyphics and queer, heretical frescoes covered the moldy walls and ceiling, while upon the many shelves and tables lay a disorganized collection of assorted alchemical equipment - vials of poisons and elixirs, contraptions of glass spheres and tubes and cylinders, lenses and syringes, and leather-bound treatises of aged vellum inked with arcane and ancient runes. Vats of necrotic flesh stood in a corner, most of them sealed, one apparently eaten of.

From all the evidence, it was clear that the place had belonged to Tarim - or the man that Tarim had once been - and that this man had quite willingly pursued the gift of life beyond death. So much was confirmed by the journal Tarim discovered, written by himself for himself; a precaution against the amnesia that his transformation was wont to inflict. Though it offered a great deal of insight to his forgotten past, the journal was also somewhat disturbing. Flowing chaotically from one rambling passage to the next, the text danced in that murky twilight between ingenuity and insanity. Regardless, it contained the necessary instructions to guide Tarim upon the path of witchcraft, providing necessary keys and ciphers for the eldritch runes and symbols that filled the many scrolls and worm-eaten tomes that lined the shelves of the adjacent library. Tarim had once been a master of witchcraft. One day he would be it again.

Being caught in the machinations of the priesthood ruling Marainein, Tarim invoked the ire of a powerful faction amongst them. Attacked by accusations of heresy, he escaped their wrath by sneaking out of town in the dark of night. His voluntary exile brought him northwards, to Macellaria, where he settled. Having spent a few years pursuing witchcraft in the City of Bodysnatchers he has secured lodging in the Wormhive, a dwelling inconspicous enough on the outside not to scream "witch's lair", yet close enough to the Hexwarren to keep conducting business easily.

Tarim has forged some connections during his stay in Macellaria. Though he hasn't formally joined the House of Hungry Ghosts, he sympathizes with their public agenda, and has had some dicreet dealings with their agents in the past
[/spoiler]
[spoiler=Into the Pits]A less fortunate affair has been his involvement in the so-called Black Scroll Incident. A secretive ring of witches were undertaking to study an ancient scroll, written on black paper and stolen - it was whispered - from the House of Iridescent Angles. The scroll was sealed with such powerful wards that only the combined effort of several witches could force it's opening. Tarim had been contacted by the ring's leader and offerend membership, to which he had agreed. The cabal gathered in an abandoned building after dark and began an elaborate ritual, unlocking the black scroll's wards one by one.

The ceremony lasted for hours, and some of the witches perished from the effort, but in the dark of night before dawn the final lock was unravelled. Grinning triumphantly, the leader of the ring took up the scroll while the other members were struggling to recover from the exhausting effort. As he rolled open the ancient sheet however, his countenance was suddenly struck with surprise and fear. The lesser spell-weavers watched in horror as smoke-like tendrils crept out from the black scroll, which was now glowing with eerie light. The very building around them began to bend and twist, it's shapes and angles distorting in nauseating ways that defied the rules of geometry. The ringleader struggled with all his might, but in vein as an unseen force took hold of his body, pulling it savagely; he was sucked into the pulsating vortex that had become of the scroll.

Panic set in and the witches sought to escape. Finding a way out of the wildly shifting and blending architecture was nearly impossible though, and the pull of the shadowy vortex grew stronger by every passing moment, hungrily swallong witches into it's yawning maw. It was through sheer luck that Tarim managed to avoid their fate, diving out through a distorted window. There was a violent trembling, and the entire building collapsed inwardly. When Tarim was able to gather his wits, there was nothing left but rubble, and atop that ruin the Black Scroll sat, having rolled itself closed again. Before he had time to do anything, a group of guards appeared, accompanied by an agent of the House of Iridescent Angles. That smug human casually collected the scroll, while the guards arrested Tarim, accusing him of the destruction of the building and of his colleagues. He was thrown into a detention cell and sentenced to die in thePulsetown Pits.
[/spoiler]
[spoiler=Stats]
[ooc]
[spoiler=Old changes (2010)]
July 15th:
* cast spells Deceptive Visage, Harden the Skin, Ray of Enfeeblement, Corrosive Lash
* activate tattoo Harden the Skin (permanent, so will be usable next day)
* -1 obelus (tip)
* -2 obeloi (meal)
* -6 obeloi (extra for barkeep)
* -5 obeloi (bribe the guards)
* +233 obeloi from loot
=> from 51 to 270 obeloi
* used 2 hellfire bombs
* +850 XP

July 20th:
* Spells prepared. Cast Vanishment.
* -15 obeloi for rent
* +31 obeloi (loot)
=> from 270 to 286 obeloi
* used 1 flesh melter
* +600 XP

July 27th:
* +454 obeloi from selling loot
=> from 286 to 740 obeloi
* 10 damage taken
=> 27-10=17 hp

July 29th:
* 1 Hellfire Bomb used
* 1 Flesh Melter used
* +1350 XP for servitors fight
* +5 XP for being super helpful ooc
* +100 XP for interrogating Needlefingers
* +50 obeloi for guarding the shrine
* -500 obeloi for a permanent 1st-level True Strike tattoo
=> from 740 to 290 obeloi

August 3rd:
* Healed 2 HP due to a night's rest
=> HP from 17 to 19
* Reverve points bring HP to full
=> HP goes from from 19 to 27, 8 reserve spent
* Spells prepared - some spells changed
* Daily eldritch tattoos recharged

August 10th:
* +6 HP to reserves from Hellcream drink
=> Reserve points go from 19 to 25
* -11 obeloi for food & drinks
* +50 obeloi for bringing Immanuel to Merris
=> From 290 to 329 obeloi
* Collar of Cadaverous Communion for bringing Immanuel to Merris
* +600 XP
=> Total XP is now 10,005, thus Level-up to 5th level Witch
* "Demon's Ego" bonus spell gained

August 11th:
* 8 damage taken
=> HP from 32 to 24
* acquired blunderbuss pistol and 23 charges + bullets
* +450 XP from the top floor scuffle
* +1000 XP for the charm spell and its results
=> Total XP is now 11,455

August 18th:
* a few vials of yellowish liquid, from the Masticator's asylum
* used permanent tattoo, True Strike
* used one-shot tattoos, Ray of Enfeeblement x2
* Used 1 flesh-melter
* Fired 1 bullet
* +265 obeloi
=> from 329 to 594 obeloi
* +1300 xp
=> Total XP is now 12,755

August 25th:
* Gained the spell Hideous Laughter
* +5 bonus XP for recalling the hunger-causing worm parasite thingy
=> from 12,755 to 12,760 XP total
* +500 obeloi for returning Glut's teeth
* -200 obeloi for adding Hideous Laughter to grimoire
* Purchased Entropic Shield, Mirror Image and Necrotic Cyst
* -750 obeloi for these 3 spells
* -100 obeloi placed as a bet on Gorethirst's victory over Izar
* Shopping for supplies:
* -10 obeloi for a tent
* -1 obelus for a bedroll
* -10 obeloi for rations for 20 days
* -1 obelus for 50 ft of hemp rope
=> from 594 to 22 obeloi total
* Spells prepared
* Healed 2 HP due to a night's rest
=> HP goes from 24 to 26
* Reverve points bring HP to full (32)
=> Reserve points drop from 19 to 13

August 28th:
* 1 Flesh-Melter used
* 1 Hellfire Bomb used
* Learned a way to summon the demon Pazzun
* +750 XP
=> Total XP upped to 13,510
* +2000 obeloi from the sword retrieval for Cräen
* -300 obeloi to cover the new eyes for Mr. Carver
=> Total money is now 1744 obeloi
* Used two days' rations
* Captured a grimoire from the Iridescent Angles scavenger party

August 31st:
* +500 obeloi from the Bloodthorn Clansmen
=> Total money is now 2244 obeloi
* +400 XP
=> Total XP is now 13,910
* Rested 8 hours, recovering 19 reserve points (from 13 to 32)
* New spells prepared

September 1st:
* +264 obeloi
=> Total money is 2508 obeloi
* 2 damage taken from the rotmist
* 5 damage taken from a fetch
* Used a Corrosive Lash tattoo
* +360 XP for the fetch battle
=> Total XP is 14,270
* Fired a bullet
* healed 5 hp during rest
* 2 hp healed from reserve points
* 2 reserve points recovered from rest

September 20th:
* Used a flesh-melter
* Fired a bullet
* +375 XP

September 22nd:
* -10 obeloi (gambling)
* +50 XP
=> Total XP is now 14,695

September 28th:
* +100 xp
=> Total XP is now 14,795

October 5th:
* Used a flesh-melter
* 8 Shock damage taken
=> Reserve points are down to 24
* +360 xp
=> Total XP is 15,155
=> Level up to 6th level Witch

Nov 8th:
* Fired a bullet
* +10 XP for fangs antics
* 1 Damage taken from familiar bite
* Received a pair of ornate bracers

Nov 15th:
* Fired a bullet
* Got 25 blunderbuss shots
* Got a repeating rifle
* Got a black gem from Carver, to be examined for sorcery
* 14 Damage taken
=> Reserve points down to 15
* +1500 XP
=> Total XP is now 16,665
* +1296 obeloi
=> Total money is now 3530 obeloi

[/spoiler]
[spoiler=Old changes (2011)]

March 7th (pre-game):
* Charsheet brought up to date.
* Reserve points reset, new spells prepared, etc.
* Spent 700 obeloi on learning new spells.
* Got 750 obeloi from working
* Spent 100 obeloi on living expenses
* Got 500 obeloi fro the statuette idol quest
=> Total money is now 3880 obeloi

March 7th (post-game):
* Cast Harden the Skin and Haste
* Fired a shot w/ the repeating rifle
* 5 points subdual (heat) damage taken
* 2 damage taken
* 1 con damage taken (con bonus goes down by 1, -6 hp)
=> Current HP is 30/32 (normally 38)

March 14th:
* took 4 damage and 1 Con damage
=> HP goes to 26/32 (normally 38)
=> With reserve points, it's now 32/32
* received 150 obeloi
=> Current money is 4030 obeloi
* 750 xp each for the goreflies quest
=> Current XP is 17,415
* Prepared new spells (assuming a chance to do so)

March 15th:
* 900 XP gained
=> Current XP is 18,315
* Found a damascened reddish dagger
* Found a grimoire
* Found a syringe of golden liquid
* Found 34 obeloi
=> Total money is now 4064 obeloi

March 30th:
* Spent 250 obeloi for a wounded giant tortoise, Onacha
=> Total money is now 3834 obeloi
* Stabling & feeding in the city will cost 1 obelus per day
* Used hemp rope to bind Immanuel; rope destroyed by an animated sword of jaws
* Used up an eldritch tattoo of Darkness
* 1400 XP gained
=> Current XP is 19,715

April 5th:
* Spells prepared before entering the catacombs
* 14 Damage taken (fall)
* Cast Lighten the Flesh from a tattoo

April 15th:
* Cast some spells
* Got 1 negative level
-> loss of 5 hit points
==> current HP is now 13/32
-> lose one spell from the highest spell level castable
==> lost Venomous Vapours

April 23rd:
* CON damage from gorgefly bite healed
=> HP is now 13/38
* 1600 XP gained
=> Current XP is 21,315
=> Level up to 7th level Witch
* Gained a new spell slot @ 1st, 2nd and 4th spell levels
* 4th level spell: Animate Dead
* 4th level spell: Black Tentacles
* Skills increased:
- Balance 1 (crossclass)
- Use Rope 1 (crossclass)
- Academia group 1
- Social group 1
* Level-up HP: to be rolled next game

April 25th, pre-game:
* New spells prepared
* 1/day tattoos recharged
* 19 reserve points to heal HP to max-5
=> total HP become 33/38, reserve points at 2/38
* 9 reserve points regenerated during rest
=> total reserve points go at 13/38
* Negative level removed
=> recover 5 HP
==> total HP becomes 38/38
* Highest level spell slot recovered
* Rolled 5 for level-up HP
=> Total HP is now 43/43, Reserve points are 18/43

April 25th, post-game:
* Learned two spells: Wall of Gloom and Wither Limb
* Got 250 obeloi (looted money from the trapped chest, divided 8 ways)
* Spent 8 obeloi on a glass of good wine
* Got 164 obeloi (looted treasure sold, money divided 7 ways)
* Bought various items for 151 obeloi
=> Total money is now 4089 obeloi

May 4th:
* Paying the beastmaster Shebb Greyghast 150 obeloi to tend to Onacha (forgot to add this earlier)
* Purchased Enervation and the Curse of the Putrid Husk, for 150+200 obeloi
* Wagered (and won) 100 bones on Kryz's arena fight
=> Total money is now 3689 obeloi
* Fatigued due to the howling of the watchdogs
* Preserve Organ, Read Hexes and Ghost Sound cantrips un-memorized due to the howling of the watchdogs

May 18th:
* Used a jar of oil
* Used a hellfire bomb
* Acquired a beetle automaton and a rune-inscribed gauntlet

May 31st:
* Cast Vanishment
* Rested; new spells prepared
* 9 reserve points regenerated during rest
=> Reserve points now at 27/43
* Cast Deceptive Visage
* Got 200 XP
=> Total XP is now  21,515

Jun 13th:
* Changed some of prepared spells
* Got 5 fragmentation grenades from the militia armoury
* Animated 7 zombies, 2HD each
* Got 250 xp
=> Total XP is now  21,765

Jun 21st:
* 2 zombies destroyed, one badly damaged
=> Currently 5 zombies

Jun 28th:
* Took 22 damage from acidic regurgitation
=> HP at 21/43
* Used a frag grenade
* Used a jar of oil
* Got 1050 XP
=> Total XP is now 22,815

Jul 5th:
* Remaining zombies dismissed
* Got 1000 obeloi
=> Total money is now 4689 obeloi
* New spells prepared
* Reserve points heal 22 HP
=> HP full, reserve points down to 5
* 24 hours of resting
=> Heal up to 2x(14+7) = 42 reserve points
==> Reserve point back to full

Jul 8th:
* Learned new spells: Night's Caress, Damning Darkness, Phantasmal Killer, Fear, Wall of Fire
* +300 XP for recovering lost memories
* +150 XP for overcoming fear
* +50 XP for glorious sadism
=> Total XP is now 23,315

Jul 10th:
* Added Molding the Flesh (Alter Self) to spellbook; an "off-screen" purchase before the Reaper's Feast for standard price of 2nd level spell (100 obeloi)
=> Total money is now 4589 obeloi

Jul 19th:
* Dexterity and Strength at +2 until sunrise
* got 875 XP
=> Total XP is now 24,190

July 26th:
* Got 250 XP
=> Total XP is now 24,440

August 2nd:
* 100 obeloi for escorting the hagmen envoy
=> Total money is now 4689 obeloi
* Used up a flask of oil
* Used a Flesh-Melter
* +657 XP
=> Total XP is now 25,097

August 11th:
* New spells prepared
* 4 damage taken
=> Hit Points at 39/43

August 18th:
* Used 2x Hellfire Bombs
* Got 780 XP
=> Total XP is now 25,877

August 25th:
* Rested 8 hours
=> 4 damage healed from reserve points
=> 4 reserve points regained from rest
==> Hitpoints and reserve points full
* Spent 5 obeloi for a room
=> Total money is now 4684 obeloi
* Got 250 XP
=> Total XP is now 26,127

August 30th:
* Got 1542 XP
=> Total XP is now 27,669

September 6th:
* Got 2000 XP
=> Total XP is now 29,669
=> Level up to 8th level Witch

September 15th:
* Got 200 XP
=> Total XP is now 29,869

October 6th:
* Got a bewitched stone idol figurine
* Got 48 drachmi
* Got 2250 XP
=> Total XP is now 32,119

October 13th:
* Spent 20 drachmi on lodging in 'The Rotten Goblet'
* Spent 2x 3 drachmi on boat rides
=> Total money is now 4684 obeloi + 22 drachmi
* Got 500 XP
=> Total XP is now 32,619

October 27th:
* Tossed 5 drachmi to leeches
=> Total money is now 4684 obeloi + 17 drachmi
* Gave a vial of Thrum to a ghul
* Got 500 XP
=> Total XP is now 33,119

November 2nd:
* Got a flintlock pistol & 72 drachmi
* Spent 20 drachmi for another day in 'The Rotten Goblet'
=> Total money is now 4684 obeloi + 69 drachmi
* Got 250 XP
=> Total XP is now 33,369


November 10th:
* Got 1050 XP
=> Total XP is now 34,419

November 24th:
* Used a Flesh-Melter to release a hagman prisoner

December 2nd:
* Took 14 damage, regained 10 hp from reserve points (Stoneskin reduced 35 damage)
* Took 37 heat damage
=> Current HP at 9/50, reserve points at 40/50
* Used 2 fragmentation grenades
* Got 1155 + 600 XP
=> Total XP is now 36,174
==> Level up to 9th level Witch
* Skills increased: Mysticism group, Social group, Balance, Swim
* Gained 1d4+2 HP (to be rolled on next game)

December 8th:
* Rolled 3 for level-up HP
* Got 2 drachmi
=> Total Money is now 4684 obeloi + 71 drachmi
* Got 1350 + 500 XP
=> Total XP is now 38,024

[/spoiler]
[spoiler=Recent changes (2012)]

January 31st:
* Got 1600 xp
=> Total XP is now 39,624
* 41 points from reserves to HP
* 11 points of reserves healed
=> Current HP is 53/53
=> Current Reserve Points is 13/53

February 6th:
* 11 points of reserves healed
=> Current Reserve Points is 24/53
* Got 6 fragmentation grenades from the legion's armoury
* Used 1 grenade
* Got 250 xp
=> Total XP is now 39,874

February 20th:
* Took 6 fire damage from a shroud assassin's spell
* 5 minutes to walk to the lighthouse
=> 6 points from reserves to HP
==> Current Reserve Points: 18/53
* Took 23 damage from the ravener's bite (stoneskin reduced 10)
=> Hit Points down to 30/53
* Used a grenade
* Got 2700 xp
=> Total XP is now 42,574

March 5th:
* Took 10 damage
=> Hit Points down to 20/53
* Got treasure worth 2750 obeloi
* Got 6900 XP
=> Total XP is now 49,474
==> Level up to 10th level Witch

March 19th:
* Recovered 34 reserve points from resting
* 33 HP healed from reserves
=> Total HP is now 53/53 (still need to roll for level-up)
=> Reserves are now at 19/53
* New spells prepared

April 3rd:
* Got 800 XP for helping out Vetter on his quest
=> Total XP is now 50,274
* Lost 11 obeloi to a pickpocket
* Sold  my 3 remaining vials of thrum for 1080 drachmi
=> Total money is now 4673 obeloi + treasure worth 2750 obeloi + 1151 drachmi
==> (will be 423 obeloi + 401 drachmi after paying the tattooing bill)

[/spoiler]
[/ooc]

Tarim ( Ghul Witch 10 )
STR 10 + 1 ....... = 11 (+-0)
DEX 10 + 4 ....... = 14 (+2)
CON 10 + 2 + 2 ... = 14 (+2)
INT 10 + 7 ... + 2 = 19 (+4)
WIS 10 + 5 ....... = 15 (+2)
CHA 10 + 3 - 2 ... = 11 (+-0)
(Point Buy) (Racial Modifier) (Level Up)

(INT raised at 4th level and 8th level)

XP: 50,274
Next level at: 55,000

Hit Points: 53/53 (+1d4+2+2)
Reserve Points: 19/53
Saving throws: +10
* Will: +12
* Fort: +12
* Ref: +12
BAB: +5
Melee attack: +5 (+4 in sunlight)
Ranged attack: +7 (+6 in sunlight)
BDB: +7
Weapon Proficiencies: club, dagger, heavy crossbow, light crossbow, quarterstaff, and firearms
Carrying Capacity: 38 / 76 / 115 lb
Initiative: +6

Abilities:
* Speed 30 ft
* Darkvision 60 ft.
* Immune to disease, aging, poison, and death effects
* Cannot receive organic grafts
* Natural Weapons: Claws 1d3, bite 1d4
* Light Sensitivity
* Carnivorous

Languages:
* Shambles (aka Magpie)
* Jangle
* Corpserattle (aka Morbis aka Carrion Tongue)
* Hextongue (aka Witchtongue)
* Hellspeak
* Glatch (aka Hagspeech)
* Serpentine
* Flicker

Traits:
* Master of Lore

Feat Masteries:
* Lore 6
* Tactics 5
* Social 5
* Other 3

Feats:
(2 feats at 1st level and 1 at every even level)
* Bound Demon (Summon familiar --> Imp) --> +3 to Knowledge (demonology) checks
* Craft Eldritch Tattoo (replacing Scribe Scroll)
* Craft Eldritch Tattoo, Expanded Mastery 2
* Combat Casting
* Improved Initiative
* Spell Penetration
* Still Spell (5th level bonus feat)
* Weapon Proficiency: Firearms (6th level feat)
* Greater Spell Penetration (8th level feat)
* Leadership??? (10th level feat)
* Silent Spell (10th level bonus feat)

Skills:

Academia group 11
* Appraise (Int), +15
* Concentration (Con), +13 (+17 when casting defensively or when grappling or pinned)
* Decipher Script (Int), +15 --> +2 on Use Magic Device checks involving written items
* Heal (Wis), +13
* Knowledge [Arcana] (Int), +15 --> +2 on Witchcraft checks
* Speak Language (Flicker) 1
Mysticism group 11
* Concentration (Con)
* Decipher Script (Int)
* Witchcraft (Int), +17
* Use Magic Device (Cha), +11 (+13 for written items)
Social group 11
* Bluff (Cha), +11
* Diplomacy (Cha), +11
* Gather Information (Cha), +11
* Intimidate (Cha), +11
Other skills
* Knowledge [Demonology] (Int) 9, +16 (a class skill)
* Spot (Wis) 4, +6
* Listen (Wis) 2, +4
* Sense Motive (Wis) 4, +6
* Ride (Dex) 1, +3
* Handle Animal (Cha) 1, +1; +9 on snakes (+8 bonus from serpent bracers)
* Balance 2, +4
* Use Rope 1, +3
* Swim 2, +2

Attack:
Claws: +5 1d3
Bite: +5 1d4
Dagger: +5 1d4
Blunderbuss Pistol: +7 2d8/x3
Repeating Rifle: +7 2d10/x3
Flesh Melter (Acid Flask): +7 1d6 acid direct hit, 1 splash damage
Hellfire Bomb (Alchemist's Fire): +7 1d6 fire direct hit + 1d6 following round, 1 splash damage

Defense:
+7 BDB
+2 DEX
+1 defense from serpent bracers
Active: 20 (+4 with Harden the Skin, +1 with Haste)
Passive: 11 (+4 with Harden the Skin, +1 with Haste)

Spells Known:
0th-level spells:
* All the standard cantrips
* Preserve Organ
1st-level spells:
* Adoration (Charm Person)
* Comprehend Languages
* Deceptive Visage (Disguise Self)
* Lighten the Flesh (Feather Fall)
* Blood Bait
* Harden the Skin (Mage Armor)
* Summon Black Steed (Mount)
* Ray of Enfeeblement
* Entropic Shield
* Unravel Hex (Identify)
2nd-level spells:
* Corrosive Lash (Acid Arrow)
* Darkness
* Vanishment (Invisibility)
* Plague of Vermin (Summon Swarm)
* Hideous Laughter
* Mirror Image
* Necrotic Cyst
* Spider Climb
* The Blade Hungers
* Grave Command (Command Undead)
* See Invisibility
* Desecrate
* Darkbolt
* Wall of Gloom
* Wither Limb
* Molding the Flesh (Alter Self)
3rd-level spells:
* Demon's Ego
* Haste
* Diabolic Eye
* Venomous Vapours (Stinking Cloud)
* Flight of the Vulture (Fly)
* Null Hex (Dispel Magic)
* Necrotic Bloat
* Curse of the Putrid Husk
4th-level spells:
* Animate Dead
* Black Tentacles
* Enervation
* Damning Darkness
* Phantasmal Killer
* Fear
* Wall of Fire
* Wicked Vanishment (Greater Invisibility)
* Stoneskin
5th-level spells:
* Night's Caress
* Eldritch Enslavement (Dominate Person)
* Summon Ghastly Servant (Summon Monster V)
* Wormhole (Teleport)
* Possession (Magic Jar)

Spells Memorized:
Cantrips:
* Ghost Sound
* Sense Witchery (Detect Magic)
* Read Hexes (Read Magic)
* Preserve Organ
1st-level spells:
* Blood Bait
* Harden the Skin (Mage Armor) (**USED**)
* Ray of Enfeeblement
* Entropic Shield
* Unravel Hex (Identify) (**USED**)
2nd-level spells:
* Darkness
* Vanishment (Invisibility) (**USED**)
* Mirror Image
* The Blade Hungers
* Wither Limb
3rd-level spells:
* Demon's Ego
* Haste
* Flight of the Vulture (Fly)
* Null Hex (Dispel Magic)
4th-level spells:
* Animate Dead
* Black Tentacles
* Wicked Vanishment (Greater Invisibility)
* Stoneskin (**USED**)
5th-level spells:
* Eldritch Enslavement (Dominate Person)
* Possession (Magic Jar)

Eldritch Tattoos:
(Cost is spell level x caster level x 50 obeloi, or spell level x caster level x 500 obeloi for a permanent tattoo)
* Harden the Skin (Mage Armor, permanent once/day, caster level 1) x1 (cost: 500)
* Lighten the Flesh (Feather Fall, permanent once/day, caster level 1) x1 (cost: 500)
* True Strike (permanent once/day, caster level 1)

Equipment & Money:
Weapons:
* 6 x Fragmentation Grenades (3d6 slashing): 6? lbs
* 3 x Flesh-Melters (Acid Flask): 3 lbs
* 2 x Hellfire Bombs (Alchemist's Fire): 2 lbs
* A Dagger: 1 lb
* Caltrops, 2 lbs
* A Blunderbuss Pistol: 6 lbs
* A Flintlock Pistol
* A repeating rifle: 10 lbs
* 7? bullets & charges
* (total 20 lbs)
Witchcraft:
* Grimoire: 3 lbs, -15 obeloi
* 1st Captured grimoire (Iridescent Angles ghul witch): 3 lbs
* 2nd Captured grimoire (Iridescent Angles human witch): 3 lbs
* 3rd Captured grimoire (assassin ghul witch): 3 lbs
* Tattoos: --
* Ghost Claw (wondrous item - Hand of the Mage): 2 lbs
* Collar of Cadaverous Communion (1 use/day)
* (total 14 lbs)
Scholarly Equipment:
* Magnifying Glass: --
* Scroll Case: 1/2 lb
* Ink & Quill: --
* 45 Sheets of Vellum: --
* (total 1/2 lb)
Luxuries:
* Flamboyant Caftan & Turban (cf. Noble's Outfit): 10 lbs
* Mirror: 1/2 lb
* Bottle of Fine Wine: 1½ lbs
* (total 10½ lbs)
Misc Stuff:
* An Eldritch Amplifier Gauntlet
* 50 ft of Silk Rope, 5 lbs
* Crowbar, 5 lbs
* Healing Kit (10 uses), 1 lb (1 used)
* Oil (2 flasks), 2 lbs
* Manacles, 2 lbs
* Liquid soap, 2 lbs
* A damascened reddish dagger (loot from assassin ghul witch), 1 lb
* A syringe of golden liquid (loot from assassin ghul witch)
* A pair of ornate serpent-bracers (from Yerroch), 1 lb?
* A few vials of yellowish liquid (Thrum) from the Masticator's asylum (1 given away so far)
* A sample specimen off a servitor (a piece of flesh containing glyphs)
* Tinderbox: --
* Haversack (cf. Backpack), 2 lbs
* Waterskin: 4 lbs
* Rooms in the Wormhive: --, -15 obeloi/month
* A bedroll: 2 lbs
* (total 27 lbs)
TOTAL: 72 lbs

On Onacha:
* A beetle automaton
* Rations for 19 days: 19 lbs
* Mount Feed (19 days), 190 lbs
* A tent: 20 lbs
* (these items are carried by the tortoise so they don't count toward my total equipment weight)

MONEY: 4673 obeloi + treasure worth 2750 obeloi + 1151 drachmi


[spoiler=Familiar]
[ooc]Fangs here is, regrettably, not very original. I admit I took quite a bit of inspiration from Brown Jenkins, a witch's rattish familiar from a H.P. Lovecraft story. Just love the aesthetic, and didn't want to stick with a generic Imp.[/ooc]

Fangs (Familiar)
'Fangs' is a small mischievous demon enslaved to do as Tarim bids. He has the body of a rat, covered in coarse brown fur, but a pale and hairless humanoid head with large round bloodshot eyes and a pair of needle-like horns protruding from the forehead. A rodentile tail as long as the rest of the body drags lazily behind him. In place of forelegs he has tiny arms, like those of a human child. Black leathery wings sprout from his back. Fangs is vampiric and has no teeth other than a set of sharp canines.

Tiny Outsider
HP: 13
Initiative: +3
Speed: 20 ft., fly 50 ft. (perfect)
Defence: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
Base Attack/Grapple: +3/-5
Attack: Sting +8 melee (1d4 plus poison)
Full Attack: Sting +8 melee (1d4 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5
Saves: Fort +3, Ref +6, Will +4
Abilities:    Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills: Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Feats: Dodge, Weapon Finesse

An imp's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Poison (Ex)
Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities
At will'"detect good, detect magic, invisibility (self only); 1/day'"suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.

Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Alternate Form (Su)
An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.
[/spoiler]
[/spoiler]
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]