foltor Posted November 18, 2023 Clone Share Posted November 18, 2023 (edited) Ketu the Ghost 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 Calculate Threats Subconscious Mind: Precise Discipline Conscious Mind: Distant Grasp Spells Focus: 2/2 Cantrips * = psychic amp effects daze detect magic (heritage) mage hand* read aura shield telekinetic projectile* telekinetic rend* 1st Rank Slots: 1/1 kinetic ram to object reading Equipment Cash: 9gp, 10sp Adventurer's pack Explorer's clothing Dagger Crossbow, 20 bolts Edited December 6, 2023 by foltor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
foltor Posted November 18, 2023 Author Clone Share Posted November 18, 2023 @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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted November 18, 2023 Clone Share Posted November 18, 2023 (edited) Sure, that background is fine Edited November 18, 2023 by Eagleheart (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
foltor Posted January 19 Author Clone Share Posted January 19 (edited) 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 Ghost 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 Calculate Threats Pursue a Lead (up to 2 active investigations, +1 to Perception and other skills to investigate) Clue In (share Pursue a Lead bonus with others) Psychic Class Feats: 2 Warp Space (alternate amp) Investigator Archetype: 2 Investigator Dedication Spells Focus: 2/2 Cantrips * = psychic amp effects daze detect magic (heritage) mage hand* read aura shield telekinetic projectile* telekinetic rend* 1st Rank Slots: 2/2 gravitational pull to kinetic ram to object reading Equipment Cash: 9gp, 10sp Adventurer's pack Explorer's clothing Dagger Crossbow, 20 bolts Edited January 20 by foltor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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