Arcanist (Blade Adept) 1 // Swashbuckler (Inspired Blade) 1Traits:
Charming, Fencer, Precise TreatmentFlaws:
Power-HungryAbility spread (including racial stat mods):
Str 10, Dex 14, Con 12, Int 16, Wis 10, Cha 12Equipment:
Arcanist Kit, Explorer's Outfit, DaggerStarting Description:
Marissa is a young woman full of hope and curiosity. She has a mischievous side and prefers to solve problems with cunning and guile over brute force, though part of the reason for this may be her lack of confidence. She tries to hide it behind a brave front, but when faced with a threatening foe or difficult problem she will often question her own ability to deal with it/them.
This problem finds it root in her arcane abilities. They manifested at an early age and marked her an outsider, as unwanted -- despite trying to take a positive attitude, she could easily have turned into a recluse if not for the wise woman who took her in. Under her tutelage Marissa reconnected with other people and began to form positive relationships, developed a strong sense of curiosity and interest in the wondrous and fantastic. She learned not to blame others for their ignorance, as well.
Now, years later, she looks forward to helping protect her village. Her skills are still very basic, but she is smart and keeps an open mind about the esoteric and strange, has learned a number of spells and even knows how to fight. She doesn't have any intimate knowledge of men (or women, for that matter), but she is well aware that her pretty face and smile can earn a favour or two.
She is kind and wants to help people, but is often plagued by occasional nightmares that she secretly believes are a sign of things to come. She has resolved to learn and train even more since she was chosen, but worries that it won't be enough. That she is a bad choice for the role.
On the other hand, she is excited by the idea of going to another world, to have opportunities few else ever will and secretly hopes that it isn't quite the terrible hell-realm people think it is.Background:
Marissa grew up in a decently sized town - still somewhat rural, but already large enough to be considered a bustling settlement. She grew up with only her father to raise her -- the identity of her mother was never shared with her, though she strongly suspects that she might have been a witch or sorcerer. The specter of war loomed on the horizon, however, and her father was called to duty when she was eight years old, never to return.
She had to steal or work to get food and she opted for the latter, doing light deliveries for various local shops and other simple tasks - between that and the loss of her only parent, she wasn't the most popular child. At one point, at the age of ten, she was teased by a number other children and at the height of emotion produced a flash of magical light -- ultimately harmless, but enough to scare a bunch of adolescents and very obvious.
The town was not particularly fond of sorcery and she was quickly ostracized. Turning to begging and food theft, she likely would have ended up in a far worse place if she had not been approached by a kindly wise-woman named Mebbeth. Though she appeared to be a producer of poultices and expert at hearth wisdom-type of things, she was actually a skilled practitioner of the secret arts. Magic.
She taught Marissa for years. She knew of the Sacrifice and realized all too soon that if she remained here, the choice would fall on Marissa. It would be convenient: the city council would have their protection and be rid of someone unwanted. Why Mebbeth didn't send Marissa away remains a mystery (Plot hook *cough*), but instead she made certain to give her a holistic education, to keep an open mind and see beyond the obvious, to respect gods and god-like entities without blindly relying on them and much more.
Realizing that a few minor spells would not protect her from an army of demons, she even recruited a fencing instructor for Marissa, making certain that she was physically prepared as well.Bonds:
Transformation, mental and physical, though never anthro-dom. Faces, not snouts.
Corruption. Slowly growing to lust for power, corruption, until the very heart is dyed in the colors of evil -- ahhh, delicious.
Monster people (Monstergirl-esque, so all with strong human characteristics). Female/futa salamanders abd dragons, driders, cowgirls, succubi and omnibi, sharkgirls, centaurs, witches, insect people, naga, slime ...
Classic mythology. Unlike my other complaints about full furries, it's fine for a Minotaur to have a proper bull-head. It'd be weird if they didn't. Mental disconnect and all.
Mind/arousal control. Implanted fetishes and desires, spells to get the loins frothing, aphrodisiacs ...
Pregnancy, lactation and oviposition are great, too, on female/futanari characters.
Cum-Addiction is fine, too.Off:
Anthro/furry. I don't really enjoy the aesthetics of classic furries and generally prefer the 'defurred' version of existing CoC characters that had the option. Though I'm cool with others going down that route and non-sexual appearances, like Rathazul's.
Multiple sex organs. One extra dick is fine, a bunch of tentacles is fine, but four dicks, three breasts and five vaginas is just weird.
Extreme proportions. Large is great, but ... yeah, people still need to be able to move.
Inflation, not sexy.
Weird nipples. Fuckable nipples, cock nipples, 'lipples' ... very meh on those.Transformations:
demonic succubus/omnibus transformations (demonic tail, horns, wings, eyes, claws, what have you … not a big fan of the bone-heel-thing since it sounds more painful than sexy, though) are wonderful, turning the character into a futa, growing hair or changing to unnatural colorization, breast and penis growth (though I prefer them in a semi-realistic range, no boobs that would seriously straight up break your spine or penis that you could actually skewer people on) … all great.
What else? Not a fan of full-on furry, but monster girl stuff is nice. Big fan of cow girls and arachne/drider types, though I'd prefer an omnibus-appearance as the main transformation 'goal', so to speak. Tasteful tattoos and intimate piercings are nice, some Ceraph-style implanted fetishes (as long as they're not Offs, of course) wouldn't be too bad either.
The Bimbo liqueur item is something I enjoy, but if at all as a temporary thing. I prefer corruption towards selfish evil, not over sexualized ditziness -- but it can be fun for a bit and something to be dreadfully embarrassed about afterwards.
Corruptive parasites are nice, too, though I'm not a fan of the existing worms. A symbiotic suit or weapon* would be more interesting.Favorite biome:
Love 'em all, really. Cityscape is nice for greater interaction opportunities, so if we decide on a place to settle 'by default' and aren't camping right in front of the portal, that'd be the preference.
*The Blade Adept binds with a weapon at level 1 - considering the Inspired Blade Swashbuckler archetype, the desired weapon would of course be a Rapier. The wording is a bit different from the Gunslinger and their Battered Gun and since we only start with a simple weapon at the beginning, the class feature won't actually take effect until she encounters one. I'd actually prefer that, especially if we could work the following in:
A 'cursed' weapon that becomes more and more demonic once the Black Blade features kick in, perhaps a symbiote latching onto her arcane energies, or perhaps it's simply a reflection of her own slowly accumulating corruption, but … well, something along that line would be neat.
Female human arcanist (blade adept) 1/swashbuckler (inspired blade) 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 8, 56, 76, 125)
CG Medium humanoid (human)
Init +2; Senses Perception +4
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (1d10+2)
Fort +1, Ref +4, Will +2 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power)
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4/19-20)
Special Attacks arcane reservoir (1/4), consume spells, deeds (derring-do, opportune parry and riposte), panache (4)
Arcanist (Blade Adept) Spells Prepared (CL 1st; concentration +4)
. . 1st---mage armor, shield
. . 0 (at will)---detect magic, ghost sound (DC 13), mage hand, prestidigitation
Str 10, Dex 14, Con 12, Int 16, Wis 10, Cha 12
Base Atk +1; CMB +1; CMD 13 (13 vs. disarm)
Feats Combat Reflexes, Fencing Grace, Weapon Focus (rapier)
Traits charming, fencer, precise treatment
Skills Acrobatics +6, Bluff +5 (+6 vs. characters who could be attracted to you), Craft (alchemy) +7, Diplomacy +5 (+6 vs. characters who could be attracted to you), Heal +4, Knowledge (arcana) +7, Perception +4, Profession (herbalist) +4, Sense Motive +4, Spellcraft +7
Languages Abyssal, Common, Draconic, Elven
SQ inspired panache, power-hungry, sword bond
Other Gear dagger, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Fencer +1 to hit with dagger or sword AoOs.
Fencing Grace Add Dex instead of Str to rapier damage. +2 CMD vs. disarm if you have at least 1 panache point.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Sword Bond (Rapier, 1/day) Arcane bond with proto-black blade.
. . 0 --- All
. . 1 --- Charm Person, Color Spray, Grease, Mage Armor, Shield, Silent Image