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Ketu the Ghost, Catfolk Psychic Investigator


foltor

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Ketu the Ghostspacer.png

Catfolk (Liminal) • Nocturnal Navigator • Psychic (Precise Discipline / Distant Grasp)

Appearance

Ketu is is an almost comically-tall Catfolk with long, wispy light gray fur and brilliant blue eyes. His style of dress is eclectic to the point of randomness with wildly clashing colors and styles. He carries a number of baubles and trinkets, and is usually fiddling with one in hand.


Background

Ketu was born into a seafaring Catfolk clan that traded up the west coast of Garund and Avistan. From an early age, he seemed to be followed by an aura of bad luck: knots would come undone when he was nearby, containers would break and overturn, and crewmates would suffer accidents. He was trained in navigation and put on the night watch to mitigate the amount of damage he could cause, but when he came of age his family kindly but firmly invited him to pursue his adventures somewhere else. Driven by his natural curiosity, he wandered through Avistan studying various schools of magic and learning how to control his powers.


Personality

Ketu introduces himself simply as "the Ghost" or "the Gray Ghost" and reserves his personal name for formal situations and close friends. He doesn't cultivate a mysterious persona: his self-assigned title is mostly just a reference to his color and preference for stealth. He is intensely curious and outgoing, easily swayed by flattery, and will shift from focused concentration (more often than not, staring at nothing in particular), to frenzied activity at the drop of a hat.


Quick Stats

Perception +3, low-light vision

Defense

Fortitude +4, Reflex +5, Will +5

AC 15 (unarmored, trained, +2 Dex)

hp 15/15

Offense

class DC 17

dagger +5, 1d4p (agile, finesse, thrown, versatile S)

crossbow +5 1d8p (20 bolts)

Ancestry

Traits: Catfolk, Humanoid

Senses: Low-Light Vision

Land on Your Feet: half damage from falls and don't land prone

Liminal Heritage: detect magic as innate occult cantrip, +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane.

Ancestry Feats

1 Well-Met Traveler: Trained in Diplomacy, Hobnobber feat

Skills and General Feats

Trained, Expert, Master

  • Acrobatics +2
  • Arcana +7 Trained
  • Athletics +0
  • Crafting +4
  • Deception +4 Trained
  • Diplomacy +4 Trained
    • Hobnobber: Gather Information takes half as long as normal (typically reducing the time to 1 hour)
  • Intimidation +4 Trained
  • Medicine +0
  • Nature +3 Trained
  • Occultism +7 Trained
    • Liminal Catfolk: +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane.
  • Performance +1
  • Religion +3 Trained
  • Society +7 Trained
  • Survival +3 Trained
    • Nocturnal Navigator: When stars visible, Sense Direction success becomes critical success instead; critical failure becomes failure.
  • Thievery +2

Class and Archetype

Unleash Psyche :FreeAction: 

Calculate Threats :OneAction: 

Subconscious Mind: Precise Discipline

Conscious Mind: Distant Grasp

Spells

Focus: 2/2

Cantrips

* = psychic amp effects

1st Rank Slots: 1/1

Equipment

Cash: 9gp, 10sp

Adventurer's pack

Explorer's clothing

Dagger

Crossbow, 20 bolts

 

Edited by foltor (see edit history)
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@Eagleheart I have my mechanics and backstory sorted out, I jut have to make them pretty. I wanted to clear the Nocturnal Navigator background with you, because it's Rare.

TL;DR: I'm really good at navigating using the stars. It does not include a skill, lore, or skill feat.

From a narrative standpoint, I would function like the Out-of-Towner background from the AoA Players Guide: "You’ve never been to Breachill, nor do you have roots in the town, but as chance has it you find yourself visiting. ...childhood has left you with an open mind and a curious nature. You’re excited to meet new people and cultures, and answering the Call for Heroes seems to be an interesting way to do so."

The reason I didn't just choose Out-of-Towner is because it grants Hobnobber, which I already get from an Ancestry feat.

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  • 2 months later...

Level 2

Gradual Ability Boost: Dexterity

Free Archetype: Investigator Dedication (now Trained in Acrobatics and Medicine)

+7hp

New Spell: Gravitational Pull

Psychic class feat: Warp Space

Skill feat: Read Psychometric Resonance

Ketu the Ghostspacer.png

Catfolk (Liminal) • Nocturnal Navigator • Psychic (Precise Discipline / Distant Grasp)

 

Quick Stats

Perception +4, low-light vision

Defense

Fortitude +5, Reflex +7, Will +6

AC 17 (unarmored, trained, +3 Dex)

hp 22/22

Offense

class DC 18

  • dagger +7, 1d4+1p (agile, finesse, thrown, versatile S)
  • crossbow +7 1d8p (20 bolts)
  • spell attacks +8

Ancestry

Traits: Catfolk, Humanoid

Senses: Low-Light Vision

Land on Your Feet: half damage from falls and don't land prone

Liminal Heritage: detect magic as innate occult cantrip, +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane.

Ancestry Feats

1 Well-Met Traveler: Trained in Diplomacy, Hobnobber feat

Languages, Skills, and General Feats

Languages:

  • Amurrun (Catfolk)
  • Common (Taldan)
  • Draconic
  • Elven
  • Halfling
  • Sylvan

Trained, Expert, Master

  • Acrobatics +7 Trained
  • Arcana +8 Trained
  • Athletics +1
  • Crafting +4
  • Deception +5 Trained
  • Diplomacy +5 Trained
    • Hobnobber: Gather Information takes half as long as normal (typically reducing the time to 1 hour)
  • Intimidation +5 Trained
  • Medicine +4 Trained
  • Nature +4 Trained
  • Occultism +8 Trained
    • Liminal Catfolk: +1 circumstance bonus to Occultism to Recall Knowledge about creatures that originated outside of the Material Plane.
    • Read Psychometric Resonance: detect objects with emotional connections while exploring, spend 1 minute to gain a vision of the person with emotional connection to object
  • Performance +1
  • Religion +4 Trained
  • Society +8 Trained
  • Stealth +7 Trained
  • Survival +4 Trained
    • Nocturnal Navigator: When stars visible, Sense Direction success becomes critical success instead; critical failure becomes failure.
  • Thievery +3

Class and Archetype

Subconscious Mind: Precise Discipline

Conscious Mind: Distant Grasp

Class Actions:

  • Unleash Psyche :FreeAction: 
  • Calculate Threats :OneAction: 
  • Pursue a Lead (up to 2 active investigations, +1 to Perception and other skills to investigate)
  • Clue In :Reaction:(share Pursue a Lead bonus with others)

Psychic Class Feats:

Investigator Archetype:

  • 2 Investigator Dedication

Spells

Focus: 2/2

Cantrips

* = psychic amp effects

1st Rank Slots: 2/2

Equipment

Cash: 9gp, 10sp

Adventurer's pack

Explorer's clothing

Dagger

Crossbow, 20 bolts

 

Edited by foltor (see edit history)
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