Legends of the 19th Century US - Marie Laveau (1/5)

Caveats

  • I own no source books and created this based solely on online info I explored after the dnd/ogl flap.
  • I made some decisions based on keeping it (theoretically) viable over 100% accurate. Especially at later levels.
  • Created on www.pathbuilder2e.com and it seems fairly accurate (non-premium as I am disabled and broke)
  • The highlights will be the choices available on www.pathbuilder2e.com

Premise

Marie Laveau

Basic Idea - Fey-Touched/Gnome Herbalist Curse/Witch

Starting Gear - 2 Dagger, 1 Corset Knife, Explorer's Clothing, Adventurer's Pack, Healer's Tools, 10 Candle, Doll, Harrow Carrying Case, Harrow Deck (simple), Surprise Doll, 5 Tool (Short) = Needles. Note - You should try and get a harrow mat and appropriate clothing as soon as you can.

Familiar - Snake (Marie supposedly had a snake named Zombi)

Level 1

  • Ancestry - Gnome (Chosen for the innate magical connection)
  • Heritage - Fey-Touched Gnome (Marie was multi-racial and this reflects that. Chose Electric Arc since the occult spell list doesnt get it.)
  • Ancestry Feat - Natural Performer (Fits thematically though she was not as much of a performer as a leader but it led to a good charisma skill)
  • Skill Feat - Impressive Performer (Fits to help her grow her congregation)
  • Background - Herbalist (she was an herbalist)
  • Class - Witch (they didnt have voodoo priestess and this seemed close)
  • Patron - Curse (voodoo is famous for its curses)
  • Abilities (after selections) - 8 Str - 10 Dex - 14 Con - 18 Int - 14 Wis - 14 Cha

Initial Additional Skills

  • Deception
  • Diplomacy
  • Intimidation
  • Medicine
  • Performance
  • Religion
  • Society
  • Crafting

Level 2

  • Class Feat - Talisman Dabbler Dedication (Talismans seem popular with voodoo from the little I know)
  • Skill Feat - Fascinating Performance (More performance for the Voodoo Queen to help in her role as religious and community leader)

Level 3

  • Skill Increase - Occultism (For the Witch/Voodoo spells)
  • General Feat - Recognize Spell (Marie faced off against a challenger for her leadership in 1850 and this would help her)

Level 4

  • Class Feat - Basic Lesson (gives access to lesson of vengeance)
  • Basic Lesson - Lesson of Vengeance (Gives you Needle of Vengeance which is a great thematic fit and potential defensive option)
  • Skill Feat - Root Magic (rootwork (or hoodoo) was a part of Marie's skills and gives more talisman tie-in)

Level 5

  • Ability Boost - 2 Con - 2 Int - 2 Wis - 2 Cha
  • Skill Increase - Medicine (Marie was a herbalist and midwife and helped heal people who came to her)
  • Ancestry Feat - First World Magic (Went with Healing Plaster for easier non-magical healing)

Level 6

  • Class Feat - Quick Fix (More talisman related feats)
  • Skill Feat - Schooled in Secrets (recognizing other secret societies, especially your own, may come in handy and using it to gather info thematically fitting since Marie often traded her skills for info)

Level 7

  • Skill Increase - Performance
  • General Feat - Canny Acumen (seemed to fit and needed more perception anyway)
  • Canny Acumen - Perception

Level 8

  • Class Feat - Deeper Dabbler (More talisman feats)
  • Skill Feat - Battle Medicine (More healing)

Level 9

  • Skill Increase - Occultism
  • Ancestry Feat - First World Adept (more useful spells seemed appropriate)

Level 10

  • Ability Boost - 2 Con - 2 Int - 2 Wis - 2 Cha
  • Intelligence Skill - Arcana
  • Class Feat - Major Lesson I (Gives another Hex, Lesson of Death)
  • Major Lesson - Lesson of Death (Cursing someone to death seems fitting)
  • Skill Feat - Consult The Spirits (Fits thematically with Marie's skills)
  • Consult The Spirits - Occultism

Level 11

  • Skill Increase - Medicine
  • General Feat - Paragon Battle Medicine (more healing)

Level 12

  • Class Feat - Hex Focus (More hexes)
  • Skill Feat - Quick Recognition (faster spell recognition seemed fitting as Marie aged and understood her craft better)

Level 13

  • Skill Increase - Performance
  • Ancestry Feat - Instinctive Obfuscation (A reactionary defensive option that should come in handy long term)

Level 14

  • Class Feat - Talismanic Sage (more talismans)
  • Skill Feat - Disturbing Knowledge (I could see Marie going into a trance and spewing disturbing occult knowledge)

Level 15

  • Ability Boost - 2 Dex - 2 Con - 2 Int - 2 Wis
  • Skill Increase - Occultism
  • General Feat - Incredible Initiative (Honestly surprised I took this so late but it didnt seem convenient earlier)

Level 16

  • Class Feat - Effortless Concentration (allowing you to maintain needle of vengeance is nice)
  • Skill Feat - Aura Sight (A nice thematic skill allowing Marie to read the room and the people in it)

Level 17

  • Skill Increase - Medicine
  • Ancestry Feat - Life-Giving Magic (temp hit points as a defensive boost)

Level 18

  • Class Feat - Hex Wellspring (Focus recovery to cast more hexes)
  • Skill Feat - Legendary Medic (Marie was legenday for her healing skills)

Level 19

  • Skill Increase - Performance
  • General Feat - Incredible Scout (Really just here because I needed something. the later levels get difficult.)

Level 20

  • Ability Boost - 2 Dex - 2 Con - 2 Int - 2 Wis
  • Intelligence Skill - Survival
  • Class Feat - Split Hex (I chose to cast a double hex over other potentially more powerful skills because Marie had such a large following)
  • Skill Feat - Bizarre Magic (Makes Marie's spells harder to identify. Seemed appropriate for someone of this level)

Marie ended up as a strong debuffer with some blasting damage and good healing. I didn't focus on familiar despite how handy it is to keep it largely thematic.

Posted Feb 24, 2023, 3:00 PM UTC

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