The Witch Of The Spectral Tides

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The moon a ghostly craft far tossed upon a sea of clouds. Shades which gather nightly at a shrine that is no more. Drumming born of waves that rhythmic crash on rocky shore. A priestess – wraith there dances fore an altar almost dust. Her dashing pirate captain waits within the falling dusk. Their daughter hid from gathered foes who struck them down. Her destiny a living curse on traitors who’s hearts remain unbound. And when that curse has borne it’s fruit, and those hearts beat no more, shall stillness lie on waters deep, and calm upon the shore. The final stones lie fallen, the shrine’s blessing now is past. And Captain’s shade bears Priestess’s shade to ocean’s rest at last.

Her parents slain by her fathers mutinous second in command and his allies, Evaril Gastly came of age upon the shores, a feral child, her siblings the beasts of the sea and her first tongue that of the living waters. The sea calls. In pulsing blood flows ancient tides. Voices – of the fleets of the dead, of godlings lost, of spirits forgotten, and of inhuman empires long lost to time – echo in the cry of gulls, in the crash of waves, in the thunder of the storm, and in the sighing wind. For those lonely or mad enough to hear, a myriad secrets. Magic long lost, waiting to be called forth.

Evaril calls upon those lost powers, the mysteries of the Sea of Souls, the invocation of times and places long since gathered into the vaults of time. With no formal training there is no system to it, but merely the gathering of a thousand lost pearls of wisdom, secrets scattered and broken. Hers is the art of the Occultist, for the depths of the seas yield up treasures more than sufficient to her needs.

To Evaril the seas call. A debt of blood is owed, and she will see it paid. The hand of her mother’s goddess is upon her – but on that power she may not call, for she is already it’s expression and the answer to her priestess-mothers deathword. For vengeance she was preserved, and vengeance she will bring upon the treacherous. Since she must sail the seas in freedom, to bring blood and death upon her targets… she will follow in her father’s footsteps, and walk the path of the pirate captain. For what other path can offer her what she requires? She calls in turn into the infinite depths, the seas of eternity – and from those depths is answered. As yet, she takes but small steps in the shallows, and bears the merest touch of the powers beyond the far realms. But that shall pass, until only the Witch of the Spectral Tides remains to walk the haunted decks and shores.

Given that Evaril was for a Pathfinder Pirates campaign, while it doesn’t matter a lot the Goddess involved was likely Calistria (CN) or Nethys (N).

Pathfinder Package Deal (Free):

  • +2 Charisma (for Sea Otter Wildfolk anyway),
  • Fast Learner, Specialized and Corrupted/only works as long as the user sticks to a particular archetype and relatively narrow plan of development chosen at level one at each level, points may only be spent on skills and additional hit points (2 CP).
  • Immunity/not being allowed to buy up their (normally maximized) level one hit die later on. Uncommon/Minor/Major (3 CP).
  • Action Hero (Crafting), Specialized and Corrupted/the user still has to spend the time, and money, and may ONLY create standard items by spending action points (2 CP).
  • +3 to skills that fit the character concept (Craft, Profession, any Adept skills, purchased Occult Skills, choice of 12 others)
  • Accursed (must use the Pathfinder versions of spells even where those have been downgraded, may not take “overpowered” feats, -3 CP).

Evaril Gastly

Witch Of The Spectral Tides

Shall The Sea Yield Up It’s Lost

Racial Template: Wildfolk (Sea Otter Styling) (+0 ECL)

The Wildfolk are not necessarily consistent; the animal attunements of parents don’t necessarily have anything to do with those of their offspring – and while they can interbreed with humans, any offspring are invariably Wildfolk. Of course, the Wildfolk are relatively rare in the Shackles, and so it is fairly likely that racial prejudice played a role in her parents deaths.

  • Self-Development/Attribute Modifiers of +2, +2, and +4 distributed between Strength, Constitution, Dexterity, Wisdom and (possibly) Intelligence (for animal-morphs noted as being especially tricky or cunning) as appropriate to the animal type the Wildfolk emulates. No single attribute may be enhanced more than once. (48 CP).
  • Occult Senses/Low-Light Vision and Scent, Corrupted/the Wildfolk suffer a -2 penalty on saves against light and scent-related attacks (8 CP).
  • Martial Arts/1d4 Natural Weapons (3 CP).
  • Adept/Pays half price for four skills related to the animal type they emulate (A claw-related Martial Art, Survival, Swim, and Profession/Sailor, 6 CP).
  • +2 to each Racial Adept Skill (4 CP).
  • One Bonus Feat appropriate to the emulated species (6 CP). As Sea Otters are skilled tool users… Fast Learner Specialized in Skills for Double Effect, Corrupted / only to keep Adept Skills maxed out (4 CP), Upgrade Pathfinder Package Fast Learner to +2 points/level (2 CP).

All this is Specialized for Reduced Cost; the Wildfolk are subject to strong instincts and occasionally must make will checks to resist them, suffer from various minor physical limitations and major species-related social prejudices, have assorted dietary restrictions, are somewhat limited with regard to equipment (a lot of it must be especially-fitted for particular species, are readily described and recognized, and may have minor special requirements.

  • Obligations x2: The Wildfolk are bound to nature, and must protect and defend it – restricting the spread of urban civilization to maintain the balance, expelling outsiders, destroying undead, and taking druidical duties in addition to incorporating a wide variety of minor rituals honoring the spirits of nature into their daily lives.
  • Accursed: The Wildfolk sense major affronts to nature in a wide radius – and can be sickened by particularly bad examples while they are in close proximity. Thus, if the land is filled with toxins, or infernal energies, or blighted by the undead, they may suffer penalties for that – despite their obligation to deal with the situation.

Basic Attributes: Str (8), Int (16, +2 Race = 18), Wis (7), Con 14, Dex 12 (+2 Race = 14), Chr 16 (+4 Race +2 Path = 22). 20-point buy.

Available Character Points: 48 (L1 Base) +10 (Disadvantages) +2 (Duties) +2 (Restrictions: Armor, Clerical Magic) +6 (L1 Bonus Feat) = 68 CP.

Basics (22 CP):

  • Base Attack Bonus: +0 (0 CP).
  • Hit Points: Hit Die: 8 (L1d8, 4 CP) +2 (Con Mod x 1) = 10 HP
  • Armor Class: 10 (Base) +2 (Dex) +4 (Armor) +1 (Shield) +3 (M. Art) = 20
  • Saves:
    • Fortitude: +2 (Purchased, 6 CP) +2 (Con) +1 (Res) = +5
    • Reflex: +0 (Purchased, 0 CP) +2 (Dex) +1 (Res) = +3
    • Will: +0 (Purchased, 0 CP) -2 (Wis) +1 (Res) = -1
  • Proficiencies: All Simple Weapons (3 CP) and Shields (Specialized in Claw Gauntlets, 1 CP).
  • Skill Points: 2 (2 CP) +16 (Int Mod x4) +16 (Fast Learners from L(-2) = 34
  • Adept (Half Price for Hedge Magic, Perform (Voice), Knowledge (Arcana), and Knowledge/Local, 6 CP)
  • Initiative: +2 (Dex)
    Movement: 30′ (Base), Swim 15′

Usual Weapons:

  • Claw Guantlets: +1 (+0 BAB, -1 Str +2 MA), 1d8 (+1 Base, -1 Str), Crit 20/x2, 5′ Reach, Three AoO.

Other Abilities:

Stipend (6 CP)

  • The unfathomable powers of the worlds beyond pay their servants in the eldritch coin of the spirit world – the tarnished black coins of the underworld, the gleaming gold of the heavens, the firedrops of the nine hells, and more. Oddly enough, while such coins may be remarked, and may occasionally attract odd occurrences, there is never any real trouble in spending them.
  • Create Item, Specialized & Corrupted/prerequisite only (2 CP).
  • Harvest of Artifice, Specialized and Corrupted/only for use with Transmutation, only provides cash, user must specify plot-hook sources for this funding (2 CP). This provides 100 XP a month that can only be used for “transmutation”. (+1 CP per +50 XP)
  • Transmutation, Specialized and Corrupted/only to produce money, never actually occurs on screen (2 CP).
  • Net Result: 200 GP/Month for 6 CP, 400 for 8 CP, 800 for 10 CP, and 1200 for 12 CP, A character who starts with this ability adds ten times his or her monthly income to his or her starting cash.

Blessing Of The Seas (6 CP):

  • The tides of magic sweep through the seas, as certainly as it’s watery currents – and one who has harvested an ancient art can act as a focus for them. What result that brings will vary from day to day – but it can benefit many.
  • Innate Enchantment / Fleet-Sized Cheap Ward Major III (18,375 GP Value, 19 CP), Specialized and Corrupted for Reduced Cost / Powers are determined semi-randomly (roll three times at dawn for each slot, user picks from the results), makes user extremely valuable, can be corrupted if someone can control the user, only works on ships and their crews or a group thereof, user becomes a sympathetic link to the ships and Crews) (6 CP).

Basic Bokor Package (12 CP):

The Bokor, or “Binder”, shares their life with entities from beyond time and space – exchanging access to reality for the powers that those entities can bestow. This ability is built as Witchcraft, Specialized and Corrupted: All effects require gestures, incantations, and a spell component pouch to work, involve invoking strange beings, have ominous and disturbing “special effects”, cause the user to display obvious physical stigmata related to the entities that he or she invokes (these also reveal some of their current powers to the knowledgeable), and provoke rather strong reactions in people. Bokor are generally regarded with great suspicion by Clerics and similar characters given that they call on strange and unreliable beings – some of them beyond the influence of the gods themselves.

  • Witchcraft II. Provides the use of fairly minor Glamour (telepathic projection, Producing L0 effects for 1 Power and L1 effects for 2 Power), Hand of Shadows (telekinetic and animation effects, 1 power for L0 effects, 2 Power for L1 effects), and Shadowweave (light and illusion, 1 Power for 10 minutes of activity) effects with a base range of 30 feet, a base Power score equal to (Sum of Physical Attributes/3), and a base Will save DC of (13 + Cha Mod) (4 CP):
  • +2d6 Mana, taken as 6d6 (+27) Power. Witchcraft only (4 CP).
  • Dismissal (2 CP). The user may attempt to banish residual or active magic and either damage or attempt to dismiss outsiders.
  • The Sight (2 CP). The user may obtain vague omens of the future, locate paths, employ clairsentience, and locate thieves of his or her personal goods.
  • Divination (2 CP). The user may produce various Detection and True Seeing effects.
  • Host of Mysteries: Ridden by the Loa with Firm Control (6 CP). This normally allows the user to host a spirit which can influence him or her in various ways while granting a temporary template of up to +4 ECL – but this build restricts that quite a bit:
    • The total template value may be no more than +1 ECL (32 CP) per six levels or part thereof that the Bokor possesses.
    • Each +1 ECL represents a separate Mystery – an individual entity.
    • Users only know how to invoke one Mystery per applicable (innate and permanent – skill points and feats that provide bonuses only) rank of Knowledge/Arcana.
    • The user may activate (Cha Mod) Mystery templates per day.
    • Channeling a Mystery requires a summoning ritual requiring 1d4 minutes.
    • Mysteries remain bound to the summoner for twenty-four hours unless they are ritually expelled – a process that also requires a full minute.
    • Each Mystery brings along a set of behavioral tendencies, a physical sign, and at least one disadvantage – although that does increase their net “value” to 35 CP.
    • Mysteries may be assigned “levels” by the game master; if the game master opts to do so the Bokor can only call upon Mysteries with a level less than (Bokor Level / 2, Rounded Up). In general, Mysteries come in levels one through eight.
  • Immunity/the one-point-per-hour cost of keeping Ridden by the Loa Running (Common, Minor, Major (up to 30 Power/Day equivalent, Corrupted/cannot normally be turned off to get rid of a batch of inconvenient Mysteries, 4 CP).

Cost: (24 CP – 12 CP Pacts: Epic Quest (destroy those responsible for her parents deaths and the offense against her mother’s Goddess) and Rituals (regular offerings honoring the spirits of the boundless sea), Net Cost (12 CP).

Initiate Of The Mysteries (4 CP): Innate Enchantment: Specialized and Corrupted: Only one effect per Mystery currently hosted can be activated, with the choice made when the Mystery is summoned, all effects Spell Level One, Caster Level One, Personal-Only where relevant (x.7). 10,400 GP net value, for a base cost of eleven CP and a final cost of (4 CP).

  • Aura of Light/Darkness (Practical Enchanter); +1 Sacred/Profane bonus to Saves (1400 GP).
  • Flesh Ward (Practical Enchanter); Provides DR 2/- (1400 GP).
  • Immortal Vigor I: Provides +(12 + 2 x Con Mod) Extra Hit Points (1400 GP).
  • Resist Energy (SRD): Provides Energy Resistance 10 versus any one of acid, cold, electricity, fire, or sonic damage (1400 GP).
  • Sign (SC): +4 Insight Bonus to Initiative (Already personal-only, so 2000 GP)
  • Ward of Light/Darkness (Practical Enchanter); +1 Sacred/Profane bonus to AC (1400 GP).
  • Wrath of Heaven/The Infernal (Practical Enchanter); +1 Sacred/Profane bonus to Attacks and Damage (1400 GP).

Calling Upon The Deeps (4 CP):

  • Rite Of Chi with +4 Bonus Uses, Specialized and Corrupted / Only to restore Power, only for Witchcraft Pool, only works between “encounters) (4 CP).

Houngan Conjurer (8 CP):

A myriad possibilities can be found in the deeps, with this art, some can be called forth to your allies aid.

  • Create Relic, Specialized and Corrupted/only usable to make one-point relics, only usable with points from Enthusiast, requires that the user come up with a neat ritual, and all relics carry a disadvantage – although this does help reduce their cost (2 CP).
  • Double Enthusiast, Specialized and Corrupted for Triple Effect (a total of six “floating” character points)/points may only be used to create relics (“conjures”), relics have a maximum cost of one point and no one can use more than one at any one time (6 CP for the ability to create a similar number of one-point relics).

The Treasury Of The Deeps (Personal Houngan Conjure, already paid for. 1 CP Relic):

For quite some time now Evaril’s personal Houngan Conjure has been the Treasury Of The Depths – a device which provides:

  • A boost to her Stipend – increasing the haul to 1200 GP per month, and the starting bonus to 12,000 GP. (6 CP).
  • An upgrade to her Siddhisyoga, adding the Efficient modifier (6 CP). This allows her to trade that 12,000 GP for 8000 GP worth of magical talents.
  • Disadvantage: Accursed. The wealth drawn from the Treasure can ONLY be spent on Siddhisyoga (-3 CP)

Spiritual Whispers (3 CP):

  • Finesse, substitutes (Cha Mod) for (Wis Mod) with respect to Skills, Specialized for Reduced Cost / only for Profession and Survival (not for Heal, Perception, and Sense Motive).

The Harvest Of The Deeps (3 CP):

  • Siddisyoga, Specialized for Reduced Cost / may only use money from her Stipend (8000 GP Value / 12,000 GP Cost).

Harvest Of The Deeps – Enchantments:

  • +1 Masterwork Studded Leather (1175 GP), +4 Armor Bonus. No armor check penalty
  • Lesser Armor Crystal Of Aquatic Action (1000 GP). The user takes no armor check penalty on swim checks and gains a swim speed (and a +8 bonus on Swim checks) equal to half their land speed.
  • Field Provisions Chest (2000 GP): Provides food and drink for 15 medium-sized creatures each day.
  • Hat of Disguise (1800 GP): Allows use of a Disguise Self Effect.
  • Healing Belt (750 GP): +2 to Heal, 3 Charges/Day, Spend 1/2/3 to heal 2d8/3d8/4d8.
  • Cloak Of Resistance +1 (1000 GP).
  • Ioun Torch (75 GP).
  • Harvest Of The Deeps – Mundane “Gear”:
  • Thieves Tools (30 GP).
  • Good Bedroll (Bedroll, Pad, 2 Blankets, Pillow, 1 GP)
  • Compass (10 GP) +2 to Survival (Navigate).
  • Depth Sensor (20 GP).
  • Swim Goggles (5 G): See twice as far while underwater.
  • Swim Fins (8 GP): +2 to Swim checks.
  • Spell Component Pouch (5 GP): For casting spells.
  • Air Bladders x 200 (20 GP): Can hold her breath up to twenty minutes.
  • Claw Gauntlets x 2 (26 GP). These reinforced gloves are designed to be worn by species with natural weapons (claws) on their hands. They add weight and impact to the user’s blows, reinforce the hands – allowing them to function as a light metal shield – and reinforce the claws, allowing them to inflict more damage. They’re basically ineffective for races which do not have claws.
    • Pathfinder Weapon Design: Base Qualities: Simple Weapon (4 DP, base 4 GP), Damage +1 over Natural Claws (0 DP), Critical as per Claws (0 DP), Slashing (0 DP), One-Handed.
    • Improved Qualities: Attached (1 DP), Improved Damage +2 Die Sizes to Natural Claws (For her 1d8, 2 DP), Shield (Light Metal, +9 GP, Net 13 GP, 1 DP)
  • Lighter (6 GP).
  • Explorer’s Outfit (Clothing/Hat/Boots/Belt/Pouches, 10 GP).
  • Magician’s Pouch (60 GP):

Magician’s Pouch: This modest bag contains various spell and ritual components, including packets of salt, beeswax, assorted colored chalks and small candles, origami paper, incense sticks and various common herbs, string, pen and ink, several pencil-sized “wands” (bone with lead bands, hawthorn, ebony with gold tips, elder, oak, magnetized steel, and mistletoe), a “scribing” tip (for the wands), 2 small knives (meteoric iron with oak handle, silver with rowan handle), silk cloths, 2 small bowls/bells/cups/incense burners/etc (silver and gold), a silver disc/mirror, tongs, wire, matches, a set of rune or “tarot” cards, a small key, some rings (Simple blank bands; 4 copper, 2 silver, 2 gold, and 2 iron), a small flute, embroidery thread, brass chime, holy symbol (Per user’s beliefs), some crystals, needles and thread, pins, and assorted vials (Holy and unholy water, assorted oils, alcohol, mercury, “fingerpaints”, glue and healing herbs) in a padded roll. Basically an upgraded spell component pouch. Water-tight and somewhat resistant to fire, grants a +2 bonus on minor rituals and Hedge Magic.

Skills (34 SP):

  • Acrobatics: +0 (0 SP) +2 (Dex) = +2
  • Appraise: +0 (0 SP) +4 (Int) = +4
  • Bluff: +0 (0 SP) +6 (Cha) = +6
  • Climb: +4 (4 SP) -1 (Str) +3 (Path) = +6
  • Craft (Int)
    • Carpentry +1 (1 SP) +4 (Int) +3 (Path) = +8
  • Diplomacy +2 (2 SP) +6 (Cha) +3 (Path) = +11
  • Disable Device +1 (1 SP) +2 (Dex) +3 (Path) = +6
  • Disguise +2 (2 SP) +6 (Cha) +3 (Path) = +11
  • Escape Artist +0 (0 SP) +2 (Dex) = +2
  • Fly +0 (0 SP) +2 (Dex) = +2
  • Handle Animal +0 (0 SP) +6 (Cha) = +6
  • Heal +0 (0 SP) -2 (Wis) +2 (Enh) = +0
  • Intimidate +0 (0 SP) +6 (Cha) = +6
  • Knowledge +0 (0 SP) +4 (Int) (General).
    • Arcana +4 (2* SP) +4 (Int) +3 (Path) = +11
      • Specialty, +14 in Mysteries (1 SP).
    • History +1 (1 SP) +4 (Int) +3 (Path) = +8
    • Local +4 (2* SP) +4 (Int) +3 (Path) = +11
    • Religion +1 (1 SP) +4 (Int) +3 (Path) = +8
  • Linguistics +1 (1 SP) +4 (Int) +3 (Path) = +8
  • Speaks: Aquan, Taldane (“Common”), Mwangi (“Polyglot”), Osiriani, Senzar, Hallit, Varisian, Tien, and Skald.
  • Martial Art/Blade Of Dreams Style: +4 (2* SP) +2 (Race) +6 (Cha) +3 (Path) = +15
  • Perception +1 (1 SP) -2 (Wis) +3 (Path) = +2
  • Perform (Voice) +4 (2* SP) +6 (Cha) +3 (Path) = +13
  • Profession
    • Hedge Mage +4 (2* SP) +6 (Cha) +3 (Path) +2 (MP) = +15
    • Cook +2 (2 SP) +6 (Cha) +3 (Path) = +11
    • Sailor +4 (2*SP) +6 (Cha) +2 (Race) +3 (Path) = +15
  • Ride +0 (0 SP) +2 (Dex) = +2
  • Sense Motive +0 (0 SP) -2 (Wis) = -2
  • Sleight of Hand +0 (0 SP) +2 (Dex) = +2
  • Spellcraft +0 (0 SP) +4 (Int) = +4
  • Stealth +0 (0 SP) +2 (Dex) = +2
  • Survival +4 (2* SP) +6 (Cha) +2 (Race) = +12 (Navigate +14).
  • Swim (15′ Swim Speed) +4 (2* SP) -1 (Str) +2 (Race) +8 (SS) +2 (Fins) +3 (Path) = +18.
  • Use Magic Device: +1 (1 SP) +6 (Cha) +3 (Path) = +10

Skill Notes:

  • Hedge Magic is basically Ceremonial or “Folk” Magic – charming warts, determining which of the village boys a village girl is most likely to marry, helping someone lose weight, making cattle less likely to stray, conducting seances, and so on. It does let the user maintain up to (skill total) points worth of Charms and Talismans – in her case, a Contraceptive Amulet (Charm, 1), a Cleansing Pin (equivalent to a Cleansing Candle, Talisman, 3), a Hidden Pocket (to keep her Journal in, Charm, 2), and a Firespice Shaker (Makes food extra tasty, Charm, 2).
  • Hand Of Dreams Style (Cha) focuses on using ectoplasmic energy drawn from dreams to enhance the user’s Claw Gauntlets.
    • Known Techniques (8): Defenses 3, Attack 2, +5′ Reach, Combat Reflexes, Inner Strength.
  • Known Mysteries: All L1 to start.

Occultist (Random) Starting Wealth: 150 GP:

  • Basic Equipment: Explorer’s Outfit/Hat/Boots/Belt/Pouches (Free), Fishing Net (4 GP). 50′ Hemp Rope (1 GP), Grappling Hook (1 GP), Belt Knife & Sheathe (2 GP), Common Backpack (2 GP), Small Chest (2 GP), Mess Kit (plate, bowl, cup, fork, knife, and spoon, 2 SP), Journal (10 GP).
  • Traveler’s Pouch: This light, watertight, leather carrying bag contains a selection of items any traveler should have along – brush, comb, and razor, a little packet each of soap, sticking plaster or salve, wax, tacks and thread, needles, buttons, fishhooks and sinkers, string/fishline, flint and steel, small whetstone and file, a couple of small knives, a vial of insect “repellent”/ medication, and a thin bag (Suitable for use as a pillow if stuffed with something yielding). Usually a shoulderbag or belt pouch. 1 pound or less. About 2 GP if purchased – but most characters should be presumed to have this stuff. (Contents list and weight from “Woodcraft” by George W. Sears, circa 1880).
  • Net Cost: 24,2 GP. Leaves 125.8 GP for spending money. Most of this is in her Hidden (Dimensional) Pocket with her Journal.

We were schooner-rigged and rakish, with a long and lissome hull,
And we flew the pretty colours of the crossbones and the skull;
We’d a big black Jolly Roger flapping grimly at the fore,
And we sailed the Spanish Water in the happy days of yore.

We’d a long brass gun amidships, like a well-conducted ship,
We had each a brace of pistols and a cutlass at the hip;
It’s a point which tells against us, and a fact to be deplored,
But we chased the goodly merchant-men and laid their ships aboard.

Then the dead men fouled the scuppers and the wounded filled the chains,
And the paint-work all was spatter dashed with other peoples brains,
She was boarded, she was looted, she was scuttled till she sank.
And the pale survivors left us by the medium of the plank.

O! then it was (while standing by the taffrail on the poop)
We could hear the drowning folk lament the absent chicken coop;
Then, having washed the blood away, we’d little else to do
Than to dance a quiet hornpipe as the old salts taught us to.

O! the fiddle on the fo’c’sle, and the slapping naked soles,
And the genial “Down the middle, Jake, and curtsey when she rolls!”
With the silver seas around us and the pale moon overhead,
And the look-out not a-looking and his pipe-bowl glowing red.

Ah! the pig-tailed, quidding pirates and the pretty pranks we played,
All have since been put a stop to by the naughty Board of Trade;
The schooners and the merry crews are laid away to rest,
A little south the sunset in the islands of the Blest.

-John Masefield, A Ballad Of John Silver (1902, Public Domain)

Emaril is – as expected for a magical dabbler in Eclipse – fairly formidable at low levels since she’s grabbing the low-hanging fruit from multiple styles of magic. She’ll be weaker in comparison to other characters at higher levels, but by then she’ll probably be using a psychic construct (The “Vengeance”) as her personal ship and will probably be the party generalist, supporting whichever specialist is having the most trouble at the moment.

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