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Characters/Rhythm

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Rhythm

Rhythm
rabbit-doll-poppet.webp?1783580106449#.webp
Level 2
Size Medium
Key Ability STR
Hero Points 1
Defenses & Combat
HP 22/22
AC 16
Saving Throws Fort +6, Ref +5, Will +10
Perception +8
Speed 25 ft.
Combat Record
Last Kill Yellow Musk Creeper (2026-07-25)
Last Downed By Mephit Swarm (5-6) (2026-07-25)
Attributes
STR +0
Languages necril

Details

  • Ancestry: Poppet Poppet
  • Heritage: Ghost Poppet Ghost Poppet
  • Background: Undertaker
  • Class: Mystic Mystic
  • Key Ability: STR
  • XP: 492
  • Hero Points: 1
  • Languages: necril

Identity

  • Height: 3' 5"
  • Weight: 11 lbs

Appearance

A rabbit doll, fur soft and white as snow. Dressed up in a brown vest and dress pants, he looks like a toy fit to accompany a sophisticated young child.
His eyes are made out of a pair of impossibly dark obsidian buttons that seem to suck in your soul. He also carries a comically large tote bag. Inside it are filled with many random items: framed photos, watches, books, letters, rosary beads…. and no item seems to belong to the same person.

Biography

Woke up in the middle of a mort. The music playing was the first thing they heard when they become conscious. Eventually decided to name himself Rhythm.

Started to wonder around Zoi, joining and helping around many morts. Learned a lot from the local priests and whatnot. Enjoys helping out with the rituals, especially if there is music involved and if they can also play. Ends up stealing some items from a few morts, wondering what the items and music really mean.

Gets caught once, and basically kicked from Zoi. They now wonder around, trying to make sense of the sounds and meanings behind the items.

Campaign Notes

Bondmates:

1.

2.

3.

⚔ Defense & Saves

  • HP: 22/22
  • AC: 16
  • Perception: +8 (Trained)
  • Speed: 25 ft. (land)
  • Fortitude: +6 (Trained)
  • Reflex: +5 (Trained)
  • Will: +10 (Expert)

📊 Ability Scores

STR DEX CON INT WIS CHA
+0 +1 +2 +1 +4 +1

🎓 Skills

Skill Modifier Proficiency
Acrobatics +1 Untrained
Arcana +1 Untrained
Athletics +0 Untrained
Crafting +1 Untrained
Deception +1 Untrained
Diplomacy +5 Trained
Intimidation +1 Untrained
Local Undead +5 Trained
Medicine +8 Trained
Nature +4 Untrained
Occultism +5 Trained
Performance +5 Trained
Religion +8 Trained
Society +5 Trained
Stealth +1 Untrained
Survival +4 Untrained
Thievery +1 Untrained

💰 Wealth & Carry

Coin Total Value Bulk Invested
20 GP, 1 SP 79.2 gp 2.9 / 5 enc / 10 max 0/10

✨ Feats & Features

Heritage
Ghost Poppet Ghost Poppet
You awakened when a bit of another person's life force and a fragment of their soul-possibly, but not always, at the moment of their death-found its way into your constructed body. You don't remember anything more than vague flashes of your "before life," but that life essence still protects you. You gain resistance to void damage equal to half your level (minimum 1).
Background Features
Undertaker
People die. This is the unfortunate fact of life on which you've founded your business, because wherever people die, there is a demand for mortuary services. You might be a Pharasmin priest or a secular professional, but your job is seeing to the body, comforting the bereaved, and making sure that the deceased goes to their ultimate reward with all due dignity. Of course, someone in your position sees a lot of strange deaths, and chances are one of them set you on the road to adventure.
Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You're trained in the Medicine skill and a Lore skill specializing in one local type of undead. You gain the Forensic Acumen skill feat.
Feats
Battle Medicine Battle Medicine (general, healing, manipulate, skill)
Requirements You're holding or wearing a healer's toolkit.
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Bond Boost Bond Boost (mystic)
Trigger A bonded ally within 20 feet is about to roll a saving throw.
You channel a surge of energy through your bond, shielding your ally's body and mind. Your ally gains a +1 status bonus to the triggering saving throw. If they roll a success on the saving throw against a vitality or void effect, they get a critical success instead.
Effect: Bond Boost
Connection Connection (mystic)
All mystics have a supernatural connection with a cosmic force that grants magical powers. The exact nature of your connection can vary widely—you might worship a god or pantheon, embody a metaphysical concept, become a conduit for nature's wrath, or something else. Even mystics who share the same connection might interpret the source of their powers differently. At 1st level, choose your connection. Your chosen connection determines the type of spells you cast and the spell tradition you choose spells from, your additional trained skill, the epiphanies you learn, and a harmony that usually grants creatures a special benefit when you heal them with your vitality network.
Akashic
Elemental
Healing
Rhythm
Shadow
Constructed (Poppet) Constructed (Poppet) (poppet)
The materials of your body resist ailments that assail the flesh. You gain a +1 circumstance bonus to saving throws against death effects, disease, and poison as well as to saving throws against effects that would give you the drained, paralyzed, or sickened conditions. Your spark of life means that you're a living creature, and you can be healed by vitality energy and harmed by void energy as normal.
Corpse Tender Dedication Corpse Tender Dedication (archetype, dedication)
You have a connection to mindless undead that allows you to communicate your intentions to them on a rudimentary level. You can use Diplomacy to Make an Impression on mindless undead and to make very simple Requests of them; their mindless trait doesn't grant immunity to these mental effects. Most mindless undead are likely hostile toward you by default and must be kept at a safe distance to give you time to Make an Impression.
You become trained in Diplomacy; if already trained, you instead become trained in another skill of your choice.
Corpse Tender
Flammable Flammable
You have weakness to fire damage equal to one-third your level (minimum 1).
Forensic Acumen Forensic Acumen (general, skill)
You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury.
You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes).
If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus.
This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.
The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.
Helpful Poppet Helpful Poppet (poppet)
You're particularly skilled at helping others with a task. You gain a +2 circumstance bonus on checks to Aid, and you don't give your ally a -1 circumstance penalty to their check if you critically fail your attempt to Aid.
Initial Epiphany Initial Epiphany (mystic)
You discover the basic truth of your connection. You learn your chosen connection's initial epiphany spell. Epiphany spells 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 spend time with your bonded allies or otherwise ponder the nature of your connection.
Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking 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.
Mystic Bond Mystic Bond (mystic)
You form a bond between yourself and others, most typically your closest companions. Forming bonds is different for every mystic but always involves using a 10-minute activity related to the mystic's connection that requires you to be adjacent to the creature with whom you wish to bond. You can maintain a bond with up to 10 other willing creatures, and the bond lasts until you or the bonded creature are no longer willing to be part of the bond. You are always considered part of your own bond and don't count toward the 10-creature limit.
You always know the general distance and direction toward other bonded creatures, their Hit Point totals, and if they're conscious, Unconscious, , or dead. This ability doesn't work across planes (including when in transit in the Drift), and some special magical or technological effects might interfere with your ability to detect your allies.
Mystic Spellcasting Mystic Spellcasting (mystic)
You are a spellcaster and can cast spells using the Cast a Spell activity. As a mystic, when you cast spells, you might intone a prayer or hum a song inspired by your epiphanies, you might gesture or dance in patterns that follow the flow of your connection's network, and you might accompany your spellcasting with wisps of energy flowing between you and your bonded allies.
Each day, you can cast up to three 1st-rank spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.
As you increase in level as a mystic, your number of spells per day increases, as does the highest rank of spells you can cast, as shown on the Mystic Spells per Day table.
Some of your spells require you to attempt a spell attack to see how effective they are or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifiers and spell DCs use your Wisdom modifier.
==== Heightening Spells ====
When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast in order to heighten it to that rank. Many spells have specific improvements when they're heightened to certain ranks. The signature spells class feature lets you heighten certain spells freely.
==== Cantrips ====
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest rank of mystic spell slot you have. For example, as a 1st-level mystic, your cantrips are 1st-rank spells, and as a 5th-level mystic, your cantrips are 3rd-rank spells.
Rhythm Rhythm (mystic)
You feel the song that moves the stars, channeling this cosmic beat through the power of audible rhythm and universal vibrations known by many as the Song of the Spheres. You might simply have a melody or tune in your mind that you feel compelled to share, beginning with the allies tied to your bond.
Tradition primal
Connection Skill Performance
Connection Spells cantrip: Summon Instrument; 1st: Motivating Ringtone; 2nd: Noise Blast; 3rd: Hypnotize; 4th: Battle Sonata; 5th: Synaptic Pulse; 6th: Vibrant Pattern; 7th: Howl; 8th: Uncontrollable Dance; 9th: Unfathomable Song
Epiphany Spells initial: Anthem; advanced: Shuffle; greater: Remix
Harmony When you Transfer Vitality, you can extend the duration of any active epiphany from the rhythm connection by 1 round.
Perfect Harmony The first time each round you Transfer Vitality, the target who regained Hit Points can Stride as a free action. This has the traversal trait.
Spell Repertoire Spell Repertoire (mystic, witchwarper)
Mystic The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice as well as an additional spell and cantrip from your chosen connection. You choose these from the common spells from the tradition corresponding to your chosen connection or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell of the same rank to your spell repertoire. When you gain access to a new rank of spells, your first new spell is always the spell granted by your chosen connection, but you can choose the other spells. At 2nd level, you select another 1st-rank spell; at 3rd level, you gain a new spell from your chosen connection and two other 2nd-rank spells, and so on. When you add spells, you might select a higher-rank version of a spell you already know so that you can cast a heightened version of that spell.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.
==== Swapping Spells in Your Repertoire ====
As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out epiphany spells or connection spells. You can also swap out spells by retraining during downtime.
Witchwarper The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice as well as an additional spell and cantrip from your paradox. You choose these from the common spells from the tradition corresponding to your paradox. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell to your spell repertoire of the same rank. At 2nd level, select another 1st-rank spell; at 3rd level, you gain a new spell from your paradox and two other 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.
==== Swapping Spells in Your Repertoire ====
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out spells gained from your paradox. You can also swap out spells by retraining during downtime.
Vitality Network Vitality Network (mystic)
Your soul supports a network of energy that connects and heals those in your bond. Your vitality network has a maximum capacity equal to 6 + 4 Hit Points per level. You gain the Transfer Vitality action that you can use to take Hit Points out of your network and into yourself or your allies as healing.
Life-and-death situations help strengthen your bonds with your allies. At the start of each turn in combat, when you regain actions, your vitality network regains 4 Hit Points; if you're master in spell DC, it regains 6 Hit Points instead; if you're legendary, it regains 8 Hit Points. When you Refocus, your vitality network regains all its Hit Points.
Actions
Grab an Edge Grab an Edge (manipulate)
Trigger You fall from or past an edge or handhold.
Requirements Your hands are not tied behind your back or otherwise Restrained.
When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics.
Critical Success You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.
Success If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.
Critical Failure You continue to fall, and if you've fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.
Transfer Vitality Transfer Vitality (concentrate, healing, mystic)
You can transfer up to 10 Hit Points (minimum 1) from your vitality network into yourself or a bonded creature you can sense within 60 feet. This works on creatures with void healing as though this action had the void trait. The amount you can transfer increases by 10 at 5th, 10th, 15th and 20th level.

🎒 Inventory

Armor & Shields
Item Qty Bulk Level Price
Leather Armor Leather Armor 1 1 0 2 gp
Consumables
Item Qty Bulk Level Price
Dragon Eye Dragon Eye 1 0.1 5 30 gp
Healing Potion (Minor) Healing Potion (Minor) 1 0.1 1 4 gp
Yellow Musk Poison Yellow Musk Poison 2 0.1 2 7 gp
Equipment
Item Qty Bulk Level Price
Healer's Toolkit Healer's Toolkit 1 1 0 5 gp
Torch Torch 5 0.1 0 1 cp
Bags & Storage
Item Qty Bulk Level Price
Backpack Backpack 1 0 0 1 sp
  • Rations Rations ×2
  • Waterskin Waterskin
  • Bedroll Bedroll
  • Rope Rope
  • Flint and Steel Flint and Steel
  • Soap Soap
  • Chalk Chalk ×10
Treasure & Currency
Item Qty Bulk Level Price
Bloodstone Bloodstone 1 0 0 25 sp
Gold Pieces Gold Pieces 20 1 0 1 gp
Silver Pieces Silver Pieces 1 1 0 1 sp

🔮 Spellcasting

Primal Focus Spells (Primal) — Focus
DC 18 | Attack +8

Rank 1

  • Anthem Anthem [concentrate, emotion, focus, manipulate, mental, mystic]

Description

You compose the tangle of cosmic melodies into an anthem for your bonded companions. All bonded creatures in the area gain a +1 status bonus to attack rolls and damage rolls, and also gain a +1 status bonus to saves against effects that cause Fascinated or Confused.

Spell Effect: Anthem

Primal Spontaneous Spells (Primal) — Spontaneous
DC 18 | Attack +8

Rank 1 (4/4 slots)

  • Charm Charm [concentrate, emotion, incapacitation, manipulate, mental, subtle]

Description

To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.

You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.

Critical Success The target is unaffected and aware you tried to charm it.

Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell.

Failure The target's attitude becomes Friendly toward you. If it was Friendly, it becomes Helpful. It can't use hostile actions against you.

Critical Failure The target's attitude becomes Helpful toward you, and it can't use hostile actions against you.

Heightened (4th) The duration lasts until the next time you make your daily preparations.

Heightened (8th) The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.

Description

A cone of icy shards bursts from your spread hands and coats the targets in a layer of frost. You deal 2d4 cold damage to creatures in the area; they must each attempt a Reflex save.

Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and takes a –5-foot status penalty to its Speeds for 2 rounds.

Critical Failure The creature takes double damage and takes a –10-foot status penalty to its Speeds for 2 rounds.

Heightened (+1) The damage increases by 2d4.

  • Electric Arc Electric Arc [cantrip, concentrate, electricity, manipulate]

Description

An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save.

Heightened (+1) The damage increases by 1d4.

Description

You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

Spell Effect: Guidance

Effect: Guidance Immunity

  • Heal Heal [healing, manipulate, vitality]

Description

You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

1 The spell has a range of touch.

2 (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.

3 (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.

Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

Description

You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is Dazzled for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters.

2 This spell has a range of 30 feet.

3 This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target.

Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing (@item.rank*2)d6 electricity damage damage to all other creatures in a 10-foot emanation around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing @item.rank electricity damage damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon.

Heightened (+1) The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6, and the damage creatures take if they Grapple or hit you while you're in your sparking state increases by 1.

  • Needle Darts Needle Darts [attack, cantrip, concentrate, manipulate, metal]

Description

You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding.

The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.

Critical Success The target takes double damage and @item.level bleed damage damage.

Success The target takes full damage.

Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1.

  • Stabilize Stabilize [cantrip, concentrate, healing, manipulate, vitality]

Description

Life energy shuts death's door. The target loses the Dying condition, though it remains Unconscious at 0 Hit Points.

Description

You materialize a Musical Instrument (Handheld) in your grasp. The instrument is typical for its type, but it plays only for you. It vanishes when the spell ends. If you cast summon instrument again, any instrument you previously summoned disappears.

Heightened (5th) The instrument is instead a Musical Instrument (Virtuoso handheld).

Last synced: 2026-07-26 13:54