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Lilly, Female, Fleshwarp, Witch


Ryfte

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LILLY MILLER and MOZ
Lilly the fleshwarped witch
"What do you do with forever?"
Ancestry: FleshwarpRare, Aberration, Humanoid

Hit Points 10

Size: Medium or Small

Speed 25 feet

Ability Boosts: Constitution, Free

Languages Common, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Aklo, Draconic, Dwarven, Elven, Goblin, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).

Unusual Anatomy Your unorthodox body resists physical afflictions meant for other creatures. You gain a +1 circumstance bonus to saves against diseases and poisons.

Low-Light Vision A creature with low-light vision can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

LO: AG

Heritage: Created FleshwarpYou were created through occult or alchemical processes, such as being grown in a vat or stitched together from the body parts of other creatures. Your manufactured body is durable; you don't need to eat and can't starve. You gain a +2 circumstance bonus to saving throws against diseases.
LO: AG

Class: Witch 1
Archetype: None
Background: Reborn SoulYou were given a second opportunity at life by mysterious forces. You remember your life before your death and now live with an extra lifetime of knowledge.

Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You become trained in two Lore skills, which you and your GM choose from Lore skills associated with your past life. At 3rd level, 7th level, and 15th level, you receive skill increases, which you can apply only to these Lore skills. In certain situations analogous to your past life, fragments of memories resurface, potentially helping or distracting you. The GM can offer you a +1 circumstance bonus on skill checks with either of these Lore skills or on other skill checks that echo your past life. If you accept but fail the check, you’re stupefied 1 for 1 minute by the mental distraction of your past-life memories, or stupefied 2 for 1 minute on a critical failure.
DA

Deity: ----
Alignment: Neutral Good
Gender: Female
Age: 33 (5) yrs
Height: 2' 4"
Weight: 21 lbs
Eyes: Amber w Red Flecks, Luminous
Skin: Pale, White, Gray Freckled
Hair: White / Gray
Hit Points: 17
Armor Class: 16
Size: Small
Speed: 25 ft
Senses: Low-Light Vision
Perception: +4 T
DESCRIPTION
Lilly is a small, slender fleshwarp. She mostly resembles a very young halfling lass except for her face. Her head is shorter that what normally would be expected, without having a lower jaw at all. Her amber, catlike, eyes are half again larger than typical for the size of her head, and reflect even the smallest bit of light. Her nose is extremely flat and much longer than most but joined along the bottom. It works much like the gills of a fish in that it has vertical flaps of skin that resemble slender vents. She has no mouth and her voice comes through the air vents of her "nose" instead.
Her hair is medium-short and messy typically, with a "just out of bed" look to it and is white and gray. I reaches to just below her shoulders most of the time and she tends to simply hack it off with a knife. Her ears are similar to those of an elf, slightly longer perhaps, but tend to be covered beneath her hair unless she pulls it back into a ponytail.
She favors black and gray colors for the most part. Sometimes she'll stray from the more "bland" colors to blues and purples but she tends to avoid other colors if given the option. Clothing with folds for Moz to hide in, particularly hooded looser vests and over-jackets are her first pick.
PERSONALITY
Lilly is a friendly woman with a curiosity undampened by the prejudice she's experienced in the broader world around her. An "independent soul" she is confident and with a brilliant mind that tends to dissect the world around her and her experiences she can be overly logical sometimes. Empathy and emotions can sometimes be difficult for her to understand but she tends towards politeness and consideration of others as a rule, if for no other reason that it fosters less conflict and more acceptance from others.
She struggles with permanence in the world around her. Understanding that she is different than she was physically and that for her life is different than most drives her to try harder to blend in with others. Often this will push her to try harder to connect with others. Despite this she does understand the dangers of being different in the world at large and does have habits born of long exposure to them. For example, she tends to wear her hair loose and use it, along with a hood, often in combination with a mantle or even a facecloth to hide herself when traveling through new places.
Her favorite smells are typically those of fresh fruits, which she had distant lingering memories of taste for, that are triggered by the scents. Perfumes, incense, flowers, and other objects and materials that have a pleasant fragrance are something she's fond of and will spend coin for (unlike colorful trinkets which she has little interest in). She tends to focus on scent more than others, a side effect of lacking a mouth, and even "unpleasant" smells are an experience she relishes in their own way.
In the company of friends and others she can trust she loves to sing, actually taking advantage of her physical differences. However, she's not trained as such and its something she simply enjoys, like a gathering of friends casually singing around a campfire vs. being on a stage in an inn or tavern.
BACKGROUND
Tragic Beginnings
She laughed as she ran, chasing her ball. It was a bright pink with images of flowers scattered across its surface, and it rolled ahead of her on the ground. Her whole world was that orb in front of her and she giggled uncontrollably as she stumbled after it, mud spattering her feet as she left the grass.
She couldn't hear her father's uncontrollable sobbing as he clutched her small body, kneeling in the mud of the small dirt road. His tears fell on her lifeless body, unfelt, and his grip, far too tight, didn't elicit a cry of pain as she was no longer there.
Lilly had been a happy child who lived a carefree life. Until that bright sunny day when it was abruptly brought to an abrupt halt. She'd run directly in front of a skittish work horse that day. The horse hadn't intentionally struck her of course, trying to step over and past her, but the one glancing blow from a hoof nearly as large as the young halfling's head crushed the entire lower portion of her face, leaving her dead and lifeless as the cart it pulled passed over her still body. Her father, a miller and family farm hand (the parents, siblings, and their children all worked and shared a number of farms), had been playing catch with her and the guilt he felt over the tragedy of his daughter's death drove him over the edge.
She woke wondering what had happened, her only memory that of chasing a bright pink ball, laughing as she ran after it, and then; nothing. It was the one memory that was whole, unblemished, that remained with her. Everything else was a jumble of images, sounds, and sensation that swirled about in her head.
A chill ran down her body as she became more aware of her surroundings and self, suddenly the cold of the stone table she lay on was something she could feel. The ooze that she was coated in added to the cold and discomfort. Another few moments and she realized that someone was wiping off her leg with a warm cloth. Her eyes, still unwilling to follow her direction, drifted to the side and remained only partially focused. Then, once again, the darkness claimed her once more as her eyes closed.
Beautiful Madness
Rudiger Miller's mind broke the day his daughter died. She was all that he had, at least he thought that, as his wife had died in childbirth. Despite having a handful of siblings, nephews, nieces, and parents and grandparents the loss of Lilly, his one and only child, fractured the halfling father. In the weeks following the accident he became more and more distant and withdrawn. Eventually the man became a recluse in his boarded up mill, alone but for the remains of his daughter. His family saw him infrequently, coming and going as he left town and returned or caught an occasional glimpse of him through an upper window. The only company he had was the preserved remains of Lilly, locked in time with an enchantment he'd purchased early in his travels.
Over the next decade and a half Rudiger became more and more obsessed and less and less sane. His research and single-minded pursuit of returning his daughter Lilly blinded him to the dangers accompanying the process. His very obsession and research eventually destroyed his own "humanity" and even his own body as he himself died and his body began to rot. He carried on despite this, still driven to bring her back.
His fractured mind and now undead body finally succeeded almost twenty years later. He'd become a master alchemist, a not insignificant necromancer, and sold his soul bit by bit over the years to finally reach his goal. She stirred, safe behind the thick glass of the container her body floated in. Grown from her original body it was closer to what she would have become as an adult, larger than her original body and different in many ways. But regardless of those differences it housed the soul of his daughter brought back to this world, forced into the body he'd spent his own life and soul to ultimately create.
WiP
On the Road
Lilly practically fell into the wagon, barely able to reach the back edge, she hopped up, grabbed on by her fingertips and dragged herself up and into it awkwardly. She lay there quietly afraid that her awkward and clumsy actions had made far too much noise and that she would be discovered.
WiP
What was Left Behind
Rudiger brought true evil into the small village. It wasn't a choice for him. He didn't simply decide to do it. Instead it was a side effect of his research and his ultimate goal to bring his daughter back to his side. The end result was an unsettling, dark, village comprised of a handful of scattered buildings and nearby clustered farms that was covered by twisted overgrowth as the forest reclaimed most of it. Inhabited by a number of supernatural creatures that had found the remains of some of the structures suitable places to hide the village was a dangerous and dark place.
WiP
 
OTHERS
Moz: Lilly's companion through thick and thin. Her familiar, this diminutive creature is a brightly colored gecko with unusual features. He likes snacks, despite not actually needing them, and his appearance on a daily basis can change depending on Lilly's choices for him.
Rudiger Miller: Lilly's father, now one of the undead, is a disfigured hafling man whom has little of his sanity remaining. He lives alone in the ruins of his mill and a number of burrows beneath it near the rest of what remains of the village. The village is an assortment of abandoned homes, some burnt to the ground, with much of it reclaimed by the forest and wildlife mixed with a few other nasty surprises in some of the stone structures.
Druetch Garalos Hester: Old witch living in a secluded marshland. Helped guide the young fleshwarp early in her new life.
Meredith Jacobs Limner: Daughter of a merchant, human, now a middle aged woman, whom befriended Lilly, one of the few. Lilly travelled with their merchant company for nearly a decade and a half and Lilly considers Meredith to be her closest friend despite her now seeing her very infrequently (once or twice a year at the most).
Corin Limner: Meredith's father, human, older man, owner of the Limner Trading Company, a merchant combine of over a dozen travelling groups containing at least a half dozen wagons each. Recommended the academy to Lilly. Knows some of the staff there and has a regular company route to the city its in.
Talver Twins, Edwin and Edith: Her cousins hold her responsible for what happened to their parents, many of the villagers that fell prey to the evils her father brought to the town. They caught up with her once a half dozen years ago and attempted to kill her. She escaped, barely, and they've eased up on their pursuit, but not given up at this point. Lilly may be forced to kill them simply for her own safety and finds that to be at odds with the memories she has of playing with the twins before she died.
Father Garrington Hodgekins: A priest from a small town Lilly passed through well over a decade ago, when she first began traveling, whom considers Lilly to be a blight upon this world, a special type of aberration that must be eliminated. Granted she isn't what one would call a natural being but to Hodgekins she's an evil creature to the core and he has nightmares that she's a baby eating, soul stealing, demon-spawn out to destroy all that's good in the world.
 
STR
10 (+0)
Athletics T
+3
 
 
 
 
 
 
DEX
14 (+2)
Acrobatics T
+5
Stealth T
+5
Thievery T
+5
Reflex T
+5
 
 
 
CON
12 (+1)
Fortitude T
+4
 
 
 
 
 
 
INT
18 (+4)
Arcana T
+7
Crafting
+4
Lore: Farming T
+7
Lore: Herbalism T
+7
Occultism
+4
Society T
+7
 
WIS
12 (+1)
Medicine
+1
Nature 
+1
Religion
+1
Survival T
+4
Willpower E
+6
 
 
CHA
12 (+1)
Deception
+1
Diplomacy 
+1
Intimidation T
+4
Performance
+1
 
 
 
 
Proficiencies
Features
Feats
Armor: Unarmored Defense T
Weapons: Simple T, Unarmed T
Languages: Common, ???, ???, ???, ???

 
Class ProficienciesPerception T
Saves:
- Fortitude T
- Reflex T
- Will E
Skills: Trained in 1 Patron skill + 3 + Int mod skills
Attacks:
- Simple Weapons T
- Unarmed Attack T
Defenses:
- Unarmored Defense T
Spells
- Spell Attack Rolls of Patron T
- Spell DC's of your Patron's Tradition T
Class DC
- Witch T
FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.

Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1stlevel spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.

Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.

Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.

If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.
APG
Heritage: CreatedYou were created through occult or alchemical processes, such as being grown in a vat or stitched together from the body parts of other creatures. Your manufactured body is durable; you don't need to eat or drink, and can't starve. You gain a +2 circumstance bonus to saving throws against diseases.
CRB
HexesYour patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.

Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar. Focus spells are automatically heightened to half your level rounded up.

Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here.

You learn the phase familiar hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons.
APG
Low-Light VisionYou can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.

CRB
Patron: RuneYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.

A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full.

At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here.

Rune
Your patron is one of sigils and symbols, tomes and texts, words and wisdom.

Spell List arcane
Patron Skill Arcana
Hex Cantrip discern secrets
Granted Spell magic weapon

APG
Unusual AnatomyYour unorthodox body resists physical afflictions meant for other creatures. You gain a +1 circumstance bonus to saves against diseases and poisons.

LO: AG

 
Witch CastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.

At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.
APG

 
Startling Appearance[Fleshwarp]

You are trained in Intimidation (or another skill of your choice, if you were already trained in Intimidation) and gain the Intimidating Glare skill feat as a bonus feat.

LO: AG

Intimidating Glare[General] [Skill[/Feat Source Awarded Feat Level 1

Prerequisites trained in Intimidation

You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

CRB
 
OFFENSES
WEAPON
Dagger T
Throwing Knife T
 
ATTACK
+5
+5
 
DAMAGE
1d4 P
1d4 P
 
RANGE
10 ft.
20 ft.
 
RELOAD
0
0
 
BULK
0.1
f
 
HANDS
1
1
 
GROUP
Knife
Knife
 
TRAITS
Ranged, Unarmed
Agile, Finesse, Thrown 20'
 
 
 
INVENTORY
P
0
G
15
D
0
C
0
Item Name
location
Value
Weight
Item Name
location
Value
Weight
Backpack
Worn, Back
1 sp
Weight
Rope
Worn, On Pack
1 sp
Weight
Flint and Steel
Stored, Pack
1 sp
Weight
Soap
Stored, Pack
1 sp
Weight
Waterskin
Worn, Shoulder
1 sp
Weight
Torches
Stored, Pack
1 sp
Weight
Bedroll
Worn, Below Pack
1 sp
Weight
???
Worn, Back
1 sp
Weight
Chalk (x10)
Stored, Pouch
1 sp
Weight
???
Worn, Back
1 sp
Weight
Clothing, Explorer's
Worn
1 sp
Weight
???
Worn, Back
1 sp
Weight
Clothing, Winter
Stored, Pack
1 sp
Weight
 
 
 
 
Current Bulk: 5.7 Encumbered: 10.0 Maximum:  15.0

 

Edited by Ryfte (see edit history)
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DESCRIPTION Lilly is a small, slender fleshwarp. She mostly resembles a very young halfling lass except for her face. Her head is shorter that what normally would be expected, without having a lower jaw at all. Her eyes are half again larger than typical for the size of her head. Her nose is extremely flat and much longer than most but joined along the bottom. It works much like the gills of a fish in that it has vertical flaps of skin that resemble slender vents. She has no mouth and her voice comes through the air vents of her "nose" instead.

She favors black and gray clothing colors.

WiP
| SHEET
spacer.pngLilly and Moz
Female, Neutral Good, Fleshwarp (Created), Witch 1


AC: 17 | HP: 17/17 | S/D/C/I/W/C: +1/+3/+1/+4/-1/+0 | F/R/W: +4/+6/+6 | Move: 25' | Senses: Low-Light Vision, Perception +4
Trained: Acrobatics +6, Arcana +7, Athletics +2, Intimidation +3, L: Farming +7, L: Herbalism +7, Society+7, Stealth +6, Survival +4, Thievery +6
Untrained: Crafting +4, Deception +0, Diplomacy +0, Medicine +1, Nature +1, Occultism +4, Performance +0, Religion +1

Her position and height limited her view of the main deck below but it also concealed her from them at the same time. She took advantage of that and slunk forward so that she could just barely see the newcomers on the deck below. * If we could get rid of him the rest would definitely flee... * She frowned as she fumbled with the sheaths of her knives, taking much more time than she was happy with as the clasps stuck for a few precious moments as she grabbed them and watched the unfolding action below.


OoC

Summary: ???

Reaction: ??
Action 1: ???
Action 2: ???
Action 3: ???


Offenses (Attack +6):
Dagger (+6; 1d4-1; Agile, Finesse, Thrown 10', Versatile S)
Throwing Knife (+6; 1d4-1; Agile, Finesse, Thrown 20')


Spells (Attack +7, DC 17):
Cantrips

Detect Magic spacer.png (--; --; 30' emanation; --; Registers magic in the area)
Electric Arc spacer.png (--; 1d4+4 electricity; 30'; Ref DC 17; One or two targets)
Mage Hand 
spacer.png (--; --; 30'; --; Targets 1 unattended object of light Bulk or less)
Ray of Frost spacer.png (+7; 1d4+4 cold; 120'; --; Targets 1 creature, does double damage on a critical and inflicts a -10' status penalty to the targets speeds for 1 round)
Shield spacer.png (--; --; --; --; Grants a shield of magical force until the start of your next turn that grants a +1 circumstance bonus to your AC and has Hardness 5)
Level 1
Mage Armor 
spacer.png (--; --; --; --; +1 item bonus to AC,  max Dex mod +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.)
??? spacer.png (--; --; --; --; --)

 

Edited by Ryfte (see edit history)
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@hoverfrog 

Another, unrelated question, are you allowing the BattleZoo Bestiary as a source? I'm liking the idea of the Vestige Hunter archetype using the concept of the "Vestige Hunter or Shapeshifter?" sidebar with the character's fleshwarp created body capable of absorbing monster parts and gaining new abilities as part of that process. 😄

Edited by Ryfte (see edit history)
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  • 2 weeks later...
On 3/23/2023 at 7:24 PM, Ryfte said:

@hoverfrog 

Another, unrelated question, are you allowing the BattleZoo Bestiary as a source? I'm liking the idea of the Vestige Hunter archetype using the concept of the "Vestige Hunter or Shapeshifter?" sidebar with the character's fleshwarp created body capable of absorbing monster parts and gaining new abilities as part of that process. 😄

I'd rather avoid third party sources for now.

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