Remi

Appearance
Remi stands 2 feet 9 inches tall, small even for a goblin, with sharp features and skin the color of pond-scum. Since emerging from the void, faint motes of shadow cling to him, and his eyes burn with a violet-rimmed intensity that never fully fades. He wears a dark hooded cloak over well-kept explorer’s clothes—still nicer than the situation usually demands—though the fabric now seems to drink in the light around him. When he summons his power, black-and-orange voidfire coils around his hands like living flame, and a spectral panther of shadow and sinew often prowls at his side. A small void-raven, its feathers more like smoke than feather, perches near him as a constant companion.
Personality
Remi has shifted from carefree pyromaniac to something sharper, colder, and more deliberate. The cheerful chaos is still there beneath the surface, but it’s tempered by loss and the whispering presence of the void that now shares his mind. He acts with purpose more often than impulse, and his humor has grown darker—wry, biting, but still unmistakably goblin. Though less reckless, he remains bold to the point of defiance, driven by ironclad will and a deep, simmering need to protect the few people he still allows himself to care about. His gambling habit and love of thrills persist, but now they mingle with a new hunger: testing the limits of his void-touched power. Remi is no longer just a troublemaker with magic—he is the burning heart of the void, and the world feels it.
Mechanics
Sorcerer Bloodline
Oblivion
Tradition: Primal*
A fragment of the void clings to your blood, whispering of dissolution and the silence that waits beyond all things.
Sorcerous Gifts**
- Cantrip: Voidflame
- 1st: Phantom Pain*
- 2nd: Blistering Invective*
- 3rd: Fireball
- 4th: Translocate*
- 5th: Invoke Spirits*
- 6th: Chain Lightning
- 7th: Inexhaustable Cynicism*
- 8th: Unholy Army*
- 9th: Wrathful Storm
Bloodline Spells
- Initial: Elemental Toss
- Advanced: Elemental Motion***
- Greater: Elemental Blast
Bloodline Skills
- Intimidation
- Occultism*
Blood Magic
Gift of Oblivion
The void wraps your form in a mantle of burning power. You either gain 5 void and fire resistance (or increase any existing void and fire resistances by 5), or the spell deals 1 additional void damage per spell rank.
Notes
*Your tradition remains primal, and you still choose spells known from the primal spell list. However, your spellcasting is fundamentally different from other primal spellcasters. The skill associated to your magic is Occultism, rather than Nature, and you use Charisma instead of Intelligence to determine your Occultism modifier. Spells noted with a single asterisk * are occult spells not found on the primal spell list.
**As noted, these spells deal their normal damage or void damage, whichever is worse for the creatures affected by the spell. If a spell affects multiple different creatures, each creature suffers the worse damage type for itself. For example, if you cast fireball and deal damage to a creature with 10 fire resistance and another creature with 10 void resistance, your fireball would deal void damage to the first creature and fire damage to the second, bypassing both creatures' resistances (assuming they each had no resistance to the other damage type).
***When you cast elemental motion, you can choose fire, gaining the normal flight speed from this spell, or you can choose void. If you do, instead of gaining a new speed, once per round while the spell is active, you can teleport 15 feet as an action by slipping into the void momentarily. At 6th rank, the teleport distance is 20 feet, and at 9th rank, the distance is 25 feet.
Voidflame
Description
You fire a thin blast of voidfire at a target. Make a spell attack roll against your target's AC. The blast deals 2d4 voidfire damage and might ignite the target. Voidfire damage deals fire or void damage to the target, whichever is more harmful to it.
Critical Success The target takes double damage and 1 persistent voidfire damage.
Success The target takes full damage.
Heightened (+1)
Increase the voidfire damage by 1d4 and the persistent voidfire damage on a critical hit by 1.
Heart of Flame
Description
At the start your turn, you call upon the flame within your heart as a free action, livening your step. All speeds you have increase by 30 feet until the end of your turn. You take 2 fire damage that cannot be resisted by any means for every 5 feet you move this turn, regardless of movement type. You can use this ability a number of times per day equal to your Constitution modifier.
Dominion Bonds
You have Forged a dominion bond with the Dominions of Oblivion, Wind, and Mind. Upon Kuma's death, your bond with the dominion of Blood shattered, transforming into the Dominion of the Shattered Ossuary.
Dominion Power
Oblivion
The void beckons
A shard of unlight smolders in your veins, murmuring of endings and the gentle hush that swallows every tale.
You are the burning heart of the void. Your sorcerous bloodline is no longer Elemental, it is Oblivion. In addition, you gain a pool of six-sided void dice equal to 3 + half your level, rounded down. This pool refreshes fully when you refocus.
Path of Black Flame
Description
Whenever you cast a spell that deals variable regular or persistent damage, you can expend one or more dice from this pool, up to a maximum of half your total pool rounded up, minimum 1. For each die that you spend, that spell deals additional regular or persistent voidfire damage equal to the total dice spent. If the spell deals regular and persistent damage, each die you add only applies to one type or the other.
If the spell already deals void damage, including any of your sorcerous gift or bloodline spells that deal damage, you can choose to spend some the dice to call on the void more fully for those spells. The table below shows the effects you can add, and the number of dice you must spend to add the effect. Creatures hit by the spell or that fail their saving throw suffer the listed effect. If the creature is critically hit or critically fails the saving throw, double the listed effect. If the spell targets more than one creature or has an area of effect, double the listed cost.
| Name | Effect | Cost (# of Dice) |
|---|---|---|
| Voidrot | Sickened 1 | 1 |
| Liquefaction | Enfeebled 1 and Clumsy 1 for 1 minute | 2 |
| Ossification | Slowed 1 | 2 |
| Exsanguination | Drained 1 and Stupefied 1 for 1 minute | 2 |
Dominion Power
Dominion of Wind
The breeze knows your name, weaving eagerness into your limbs as it urges you toward horizons that never quite arrive.
Uplifting Gust
Description
You can activate this ability once per day. When you do, target up to four willing creatures within 30 feet of you, which can include you. Each of those creatures can Fly up to its speed. Any of the targeted creatures that end their next turn still in the air without a fly speed fall as normal.
Dominion Power
Dominion of the Mind
Tower of the Iron Mind
Behind your eyes stands a tower of thought-forged stone, its silent bells tolling for any trespasser who dares cross the threshold.
You gain a +1 circumstance bonus to Will saves against mental effects, or a +2 circumstance bonus to Will saves against charm or domination effects. When an enemy creature would deal mental damage to you or targets you with a harmful spell or ability that has the mental trait, that creature takes void damage equal to your level and becomes stupefied 1 until the end of their next turn.
Dominion Power
Dominion of the Shattered Ossuary
Shattered Remnant
Splintered echoes of devotion rattle within you, each bone-white memory aching for the companion that once made you whole.
Shattered Remnant
Description
You create a medium thrall of blood, bone, and sinew in an unoccupied space within 30 feet, embodied with a tiny shard of energy from your lost companion, that lasts 1 minute. This thrall takes the form a horrifying panther, can contribute to flanking, but can take no other actions. Your thrall has hit points equal to your level and shares your Armor Class and saving throw values. It is immune to bleed, death effects, disease, mental, and poison. You may have one thrall active at a time. If you create another, the first is destroyed. In addition, when you take a move action, you can move your thrall to another unoccupied space within 30 feet of you after your movement. You can choose whether or not your thrall moves physically to that space, provoking reactions as normal, or falls apart into viscera to reform in the new unoccupied space.
When you create the thrall, you may have it make a melee unarmed strike against an adjacent creature using your Occultism modifier or spell attack modifier for the attack roll, whichever is higher. This attack deals 4d6 slashing or void damage, whichever is worse for the target. On subsequent turns, you can use an action to have your thrall make this attack again.
Custom Items
Shove Glove
Description
This glove is a fitted arcane gauntlet stitched from dark spell-treated leather over a flexible lattice of runic copper. Fine sigils coil across the palm and knuckles, softly pulsing when arcane power gathers.
Activation
You can activate these gloves as an action by spending an unused spell slot. One creature adjacent to you that is Large or smaller must make a Fortitude saving throw. If the spell slot expended is 4th rank or higher, the creature can be up to Huge size.
Critical Success The creature is off-guard against the next attack that targets it.
Success The creature is off-guard until the end of your next turn. If the spell slot expended is 4th rank or higher, it is also dazzled for the same duration.
Failure As success, plus the creature is pushed 5 feet away from you per rank of the expended spell slot.
Critical Failure As success, plus the creature is pushed 10 feet away from you per rank of the expended spell slot and is knocked prone.
Boomstepper 9000
Description
These heavy steel-shot boots are built from soot-blackened plates and reinforced leather, housing a tight lattice of springs and pressure pistons. Tiny exhaust vents line the heels, coughing sparks and smoke whenever the boots prime for a launch.
While wearing the boots, you have a -1 penalty to Acrobatics checks, but you gain a +1 bonus to saves and checks made to avoid being forced to physically move against your will.
The additional movement gained from these boots is limited to 100 feet per day.
Activation
Roll an Acrobatics check, against the standard DC for your level.
Critical Success Roll 1d6. You immediately Leap a number of feet equal to your speed plus 10 times the number rolled or High Jump half that distance. This movement does not provoke opportunity attacks. You gain a +10 circumstance bonus to your speed for one minute or until you activate the boots again.
Success As critical success, except you do not gain the bonus to your speed after landing.
Failure As success, except you are off-guard until the start of your next turn.
Critical Failure As success, except you fall prone when you land.
Tonalan's Bloody Pearl
Description
This glossy blood-red sphere is marbled with veins of shadow that writhe subtly beneath the surface. When held, it feels warm—almost alive.
When you create a thrall using Shattered Remnant, it has hit points equal to twice your level. When it succeeds on a Reflex saving throw, it gets a critical success instead. In addition, when you create the thrall, you can spend up to two of your void dice. If you do, your thrall's strike deals 2d6 additional damage on a hit, and when it critically hits, you can choose one void effect from the void effect table to apply to the target of the attack. The effect is not doubled because of the critical hit.
Ring of Rebellion
Description
This rough-forged band houses a splinter of void-black crystal suspended in a narrow groove. It vibrates subtly with restless energy, echoing the spirit of rebellion it embodies.
Once per day, when you create a thrall using Shattered Remnant, you can activate this item as a free action.
Activation
You instead create two thralls and they can be created in any two unoccupied spaces within 60 feet. One is in the form of a panther as normal, while the other is in the form of a medium sized bear. When created, both thralls can attack, though in subsequent rounds, you must spend separate actions for each thrall. When you use a move action, both thralls can move as described in Shattered Remnant.
Stormfire Heart
Description
A fist-sized core of fused obsidian and emberglass, this charm thrums with caged lightning. Veins of violet and orange energy course through it like a storm trapped in stone.
Your voidflame cantrip evolves into voidstorm. In addition, when you cast voidstorm, you can choose to suffer damage equal to your level. If you do, the spell requires one less action to cast.
Voidstorm
Description
The voidstorm erupts around one or two creatures. Each target takes 2d4 voidstorm damage and might ignite the target. Voidstorm damage deals fire, electricity, or void damage to the targets, whichever is more harmful to it. On a critical failure, that target takes 3 persistent voidstorm damage.
Heightened (+1)
Increase the voidfire damage by 1d4 and the persistent voidfire damage by 1.
Tempest Sphere
Description
An orb of swirling darkness like the depths of the ocean, Al created this item using shards of the kraken's corrupted dominion pearl.
Once per day, you can activate this item as an action.
Activation
You create an illusory image of yourself in an unoccupied space within 60 feet of you. You are treated as being in both spaces until the start of your next turn. For example, you can attack, Seek, and provide flanking—even with yourself. You occupy both spaces. Your illusory self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. You must spend separate actions to move for each version of you. Anything that targets or would affect your image affects you and uses your statistics. Something that would target or affect both of you affects you only once. The image lasts up to 1 minute. However, when one of you would take damage, that version of you dissolves into the void, reducing the damage of the effect by half, which ends this effect (establishing the remaining version of you as the real one). If you would both take damage from same effect, you can choose which version of you dissolves and which is real.
Storm Titan's Clasp
Description
Cast from storm-hardened alloy, the clasp bears a swirling emblem of wind and flame around a pale crystal heart. It thrums with the low resonance of a gathering tempest.
This clasp is attached to an existing cloak or bracer. Once per day, when you cast a spell that has the electricity, air, water, or fire trait that is rank 6 or lower, that spell does not expend a spell slot and does not provoke reactions or have the concentrate or manipulate action.
Nonmagical Items of Note
Spore Mask
Description
Wearing this mask gives you a +2 bonus to Fortitude saves against breathable poisons and toxins. If the source of the toxin is airborne spores, you are instead immune.
Used Items Documented for Posterity
Riddle of Steel (Consumable)
Why did Remi hit his cake with a hammer? Because it was a POUND CAKE.
This elaborate scroll is covered with similarly ridiculous riddles, themed around metal and hammers. This scroll also acts as a specialized scroll of the spell weapon storm. When you use the scroll and cast the spell, it conjures a massive steel great hammer to act as the focus of the spell rather than using a weapon you are wielding. When you cast the spell, it is heightened to the highest level spell you can cast.
