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The Avalon Chronicles

Game Master lynora

This is a high level rules light game set in a school for magical kids, kinda a mash-up of Soul Eater, Harry Potter, and X-Men. :)


Player Code of Conduct:

It's not really that complicated.
1. Be excellent to each other
2. Be excellent to each other
3. I really mean the first two.

On a more serious note, I do expect that players in this game will treat each other with courtesy at all times. Cooperation and compromise are essential ingredients to any successful human interactions, and a game is no exception. It's better to have fun with friends than be right all by yourself. I know that everyone won't always get along, and everyone has a bad day now and then. I don't expect perfection, but I do expect effort. If a conflict arises, keep it civil. Much like the PvP rules, if it's escalating ask for the discussion to be paused until a GM can weigh in. Inside the game, remember to be courteous to your fellow players as well by keeping in mind things like not assuming other people's actions/reactions for them and keeping in-character conflict from bleeding over into out-of-character interactions.

There will be times when a player breaks the code of conduct in some way. People make mistakes, bad days happen, and I understand. This is why I employ a three strikes rule. If someone is engaging in a problem behavior I will give them a warning (privately via PM because I don't want to make it a spectacle or embarrass anyone in front of their peers). If that same behavior is repeated it will be met with a stronger warning and a reminder that there are limits and they are at them. If the behavior is repeated again I can only conclude that the person is not going to change the problem behavior and I will ask them to leave. I do not enjoy asking anyone to leave the game, but I will not sacrifice the enjoyment of everyone for any one person.

Primer for New Players:
]

There are two roles one can fill: Student or Teacher

Student-You're young for your race, no older than the human equivalent of 19-20 and no younger than the human equivalent of 4-5 , and have a level cap of 16. The level cap is set where it is to restrict access to wish and miracle. These spells are substantially more powerful than normal in this setting. As this is a school, you and your fellow classmates are the main focus of the stories.

Teacher-Minimal age is human equivalent of 20, but the level cap is more or less removed, preferably not higher than the mid to high twenties. Your role will be important, but more in the background and secondary to the students. This is a great option for players with limited time or who have long periods when they can't post.

Character Creation

Rule of Cool applies here, in spades. Come up with a concept, then using gestalt rules, recreate it as best you can. We are really flexible and open minded when helping players reach as perfect a build as possible for the PCs

Most 3.x/Pathfinder book is allowed, as is anything on d20pfsrd. (Note: the exceptions here are no Book of 9 swords and no Mythic. Neither of these mix well with the system as we're using it.) Of course we can veto. If I don't have access to the book I will ask that you put a write-up of what you can do from that source in your character profile for easy reference.

For stats, just assign as you see fit. Be reasonable. You will be asked to tone it down if your stats are too crazy. Stats below 30 are generally not questioned. You get max hit points.

You may have one or 2 key magic items for your character, that are central to the concept. Customization is allowed with approval from the GM.

Mundane gear is as much as you want, but remember, you are student and thus, are not going to actually be carrying around all that much. If you go on a field trip, gear is provided for you.

Important stats to have on your sheet would be Attack, AC, HP, Saves, CMB/CMD, and, if you want, some key Skills, though these can be more or less assigned on the fly, so skills are optional.

You don't have to read through the whole backlog of the thread (cause it's long), but you may find a lot of useful information in the campaign info tab (same place you found this primer). I would recommend reading through some of the background information about the setting to get a good feel for the game. Just keep in mind not all info is meant to be used. Some of that is just there for GM reference.

Finally, each player begins with one character. However, since this game is a little different from some others, once one gets a feel for the style of the game, they may bring in other PCs, and even guest GM for an arc here or there. I still have to approve PCs before they enter the game, and I ask that you just give me at least a rough outline of what you want to do if you are planning to run a story arc so I can figure out how best to place it to avoid conflict with other already planned story arcs.

When you have your character ready you'll need to get a greenlight from a GM to make sure everything is in order and then one of us can provide an intro. Depending on what's going on in game at that point you may have to wait a bit. Given the size of the cast it can be difficult to manage intros during say a mass combat. But don't fret. You will get in the game. Everyone who wants a spot gets one. We are always open and recruiting.:) Due to GM burnout and a cast that got crazy big and out of hand recruiting is temporarily closed. Any exceptions to this will be on a case by case basis.

This game doesn't have the standard adventure structure. It's a bit more like the story structure of an anime. There is generally a big bad for each 'season', but most of the game is concerned with side quests and character interactions, which are very much the focus of the game, whether it's friendships, rivalries, romantic interests, mentor/student,siblings, or whatever. Also, with the exception of the occasional 'field trip' the game revolves around a central location, that being, of course, Avalon Academy.
Side note: this game is LGBT friendly. I wouldn't even include this note except that I did have someone take issue with this once, so now I want to just make sure to clearly state this up front.

Once you start playing, at some point there will inevitably be someone or something in the game that irks you. No matter what it is, I ask all of my players to keep things civil. Try to always assume the best of your fellow players. Remember when posting a grievance to phrase it in a way that is not accusatory. (ex. "I feel frustrated when this happens" as opposed to "You're being such a jerk for doing this") And when in doubt you can always ask a GM for a little assistance. Nobody is perfect, we all have bad days, and misunderstandings happen, but these things can be resolved peacefully and with a minimum of trouble if everyone remembers to work together. It's a game and it's supposed to be fun.

This intro adapted from a post in the recruiting thread by monkeygod with my thanks for compiling everything so I can stop repeating it over and over. :)

Combat note:

This is a new convention so I'm putting it in here since I find it's been very useful thus far. When in combat please put all current buffs under a spoiler in each post. It makes it so much easier to keep track of who has what and makes the job of whoever is running the bad guys so much easier. Much appreciated, thanks.

Adding to this, some basic combat conventions that I often take for granted because we've been doing them so long:

Initiative. We don't use it. Whoever posts first, goes first. That said, I expect people to not be jerks about it. Give a reasonable amount of time for everybody involved in the combat to respond before you take a second action.

Cinematic combat: because sometimes you just want to have a cool fight without bothering with rounds and dice rolls. This is fine, but needs to be agreed on by all parties ahead of time as it takes an extra level of trust in your fellow players. Can be a good option to save time and trouble when the purpose of a combat is just to advance the story.

Some basic guidelines about PvP:

In general PvP is not allowed except in certain very controlled situations. If both players are agreed to it and they have GM okay, some PvP situations can happen. Duels, competitions, even outright combat in certain pre-approved story situations. My one condition here is that players need to keep it friendly out-of-character. This is a game and I don't want to be putting out fires and playing referee every time I log on. The GM gets to have fun too. Trust me, it's more fun for everyone that way. :)
Should you find yourself in a PvP situation there are some things that you can do that will go a long way towards keeping things friendly.

Make sure you know what you're doing in an action before you post it. If you have a question about how something works, please ask over in the discussion thread before you use that in combat. The folks in this game are super helpful and will be more than happy to offer the advice you need to make things work. Multiple edits in a combat situation is considered bad form and frequent ret-conning can be interpreted as cheating even when it's just poor understanding. The best way to avoid this is just to take a little extra time at the outset to make sure of what you want to do.

If you have questions about the other person's abilities or something they've been doing seems wonky to you, please call for a time-out and ask for GM assistance. "Hey, time out, that seems off to me. I'd like to have a GM look that over before we continue just to be sure we're both understanding things correctly." That puts the burden of figuring out what's up on the shoulders of a neutral third party where it belongs and avoids unpleasantness between players. Also, it's perfectly fine to ask for an OOC (or IC for that matter) referee to make sure that everything is handled on a PC/GM level rather than one PC trying to adjudicate another PC. It's about what you're comfortable with, and in my opinion if even one member of the conflict isn't comfortable with it then PvP shouldn't happen.

And most of all, assume the best of your fellow players. I don't believe that anyone in this game is out to cheat or get one over on another player, but if that situation does occur it will become obvious on its own and I will handle it by asking the offending player to leave. This is an extremely uncommon occurrance. Almost every conflict I've had to step in and manage turned out to be a misunderstanding that was easily solved once tempers cooled. Everyone has a bad day once in a while. And we're all here to have fun. If a situation is interfering with your ability to have fun, please ask for an out and I will step in and find a way to get you out of it. But I will only step in if asked.

Agartha Background Info

History of Agartha:

The world of Agartha was created by a group of amethyst dragons, the survivors of the destruction of their original homeworld, Ianthe. They created it as a safe haven to hide away from their enemies, along with their allies. They used epic magics to create a world within a world, bigger on the inside than it was on the outside. From the outside it was a small, desolate planet at the fringes of the Empire, not even worth noticing. Inside it contained many different types of environments, even an artificial ‘sun’ which was tended by the firebirds who made their home there. Many ‘lost’ civilizations made their home inside Agartha. Underwater cities, desert tribes, mysterious jungle temples, remote mountain fortresses and more could all be found within this unusual world along with races of all descriptions, many who no longer exist elsewhere. It has been many centuries since Agartha was formed and much of the world’s history has been lost. People have forgotten that their ancestors ever lived on any world but this one or that other worlds even exist. This is part of the magic of Agartha’s creation. The world itself is not quite a thousand years old, but the wishcraft used to make the world clouds the memories of even the longer lived races.
In order to protect this world they made and make sure it remained a true haven from their enemies, the builders of Agartha fashioned wards to protect it and cut it off from any possibility of attack. No extraplanar travel to or from Agartha was possible except under very unusual circumstances. Due to the neglect of centuries small cracks began to appear in the wards, but even that was not enough to outright break them. There were certain powerful forces that could bypass the wards due to their natures, but those were few and far between, and even for them it was a difficult undertaking and generally involved some risk.
Everything changed when, a few months ago, the world of Agartha was once again subjected to powerful magics. This time the magic was used to turn the world right side out. People are still getting used to living on a globe with a sky and different time zones. Agoraphobia has become a common problem, although it is getting less as time goes on. The idea that travel between worlds is possible both frightens and amazes the natives of this reclusive world. While initially there was panic about their enemies being able to find them now, the residents of Agartha soon found out that the wards had also been transformed. Now allies can perceive the planet and travel to and from without impediment. Enemies cannot see it. And if someone does end up on Agartha and leaves they forget everything about the world before they can betray its secrets. However as long as they don’t tell anyone about Agartha they retain their knowledge of it.
The political landscape of Agartha is currently in turmoil. Agartha is composed of many disparate kingdoms that are not accustomed to working with others. The people of Agartha rarely think of themselves as a unified whole and trying to unite them is a difficult prospect. There is no world government. The closest thing to it is the Council of Seers, a group of powerful Seers who provide counsel and advice to the world’s various rulers. They have no actual power or authority, but their advice is usually followed because of the respect that people have for their abilities.
Due to manipulations behind the scenes by a mysterious group who posed as a religious order when the inhabitants of Agartha first arrived, the people of Agartha were taught to hate and fear all dragons. They forgot that dragons had been their allies once as they forgot all their history before coming to Agartha. They believed that dragons were universally evil and sought only destruction. Because of this dragons were hunted throughout Agartha, and they were very nearly wiped out, the last few surviving by hiding in plain sight, masquerading as humans. They have recently come out of hiding, and the people at Avalon Academy and the nearby town of Kuros have come to recognize the falsehood of the old tales and are becoming more comfortable with their presence. However, this attitude is slow to spread and dragons are still regarded with fear and distrust in most other parts of Agartha.

The Dragon Empire:

The overall setting in which our little world exists is based off the Dragonstar campaign setting. From Wikipedia: Dragonstar is a futuristic magic-meets-machine campaign setting created by Fantasy Flight Games for Wizards of the Coast's D20 role-playing game system. The setting describes a galaxy under the dominion of the Dragon Empire. The Dragon Empire is a huge bureaucracy, ruled over by the ten houses of dragons, five chromatic and five metallic, led by Mezzenbone, a red dragon of immense might and evil disposition, who sometimes travels on board The Maleficant, one of the few remaining immense Dreadnought class warship spacecraft. Across the galaxy, the same fantasy races are found to inhabit countless worlds, sometimes living in great technological civilizations or magically advanced medieval cultures. When the inhabitants of many of these worlds took to the stars by magic or machine (usually both), they were amazed by their similarities. Even their languages were the same, although different dialects had evolved on the various worlds. Both scientists and archmages alike tried to come up with a logical explanation of why most worlds were almost the same, but they were stumped. Eventually, a predominant religious leader of unknown origin emerged and proposed that all the gods of every religion were the same, just different aspects of the twelve "True Gods" and their hybrid faiths. The Dragonstar setting can easily combine preexisting D20 material and settings. A PC group can be made up of character races and classes in any combination and be rationally integrated with little work. It is similar to the classic Spelljammer setting by TSR, although Spelljammer was essentially "fantasy in space", with all space travel explained through magic rather than technology, Dragonstar is more science fantasy; fighters use lasers, machine guns, and grenades, and characters fly in starships through solar systems, although things that are impossible due to our current understanding of physics, such as faster-than-light travel between stars, force-fields, and teleportation, require magic.

Hunters:

This section is primarily for GM reference.
Hunters are a race that were created by combining dragon DNA with…well, something else. The process used to create Hunters is a mystery to most, and if anyone knows the truth of it, then they’re not telling. When the amethyst dragons fled the destruction of their homeworld the gold dragon who was the emperor at that time hired the Hunters to track down and destroy the remaining amethyst dragons. When the amethyst dragons were gathering their allies to bring them to the world they had created, the Hunters managed to insinuate themselves into the refugees. The Hunters were the best of the best at what they did, and they knew how to play a long game. They started a religious movement, convincing those that knew them how very righteous they were. In the meantime they began the other half of their mission by secretly stealing into dragons’ lairs and smashing eggs or killing hatchlings. In time they began to spread lies about how dragons were evil beasts who desired nothing more than killing and destroying and therefore must be destroyed themselves. It was all too easy to make these lies stick to the increasingly reclusive amethyst dragons, and soon they had plenty of willing help as they continued to destroy the dragons’ young. While there were occasional battles versus adult dragons, their most common target remained the eggs and hatchlings. After many centuries of this their strategy was very nearly successful. The last living adult dragon, after the death of her mate who gave his life to allow her escape, took her last clutch of eggs and fled, using Wishes to hide her children in plain sight among the other races. Having made them as safe as she could, she turned towards vengeance, using all the resources of those of her kind who had died to wage a desperate war against the Hunters. A successful war except in one thing. She could not bring herself to kill the Hunter’s children, so she let them live. Many of those children perished, but a few survived. Unfortunately the Shadowstrike clan was infected by the Champion of Madness, and they made war on any Hunters who did not follow the traditions as they understood them. They destroyed all who would not join them, and then attempted to fulfill their mission to kill the dragons. They were destroyed by Headmaster Ryo Antairus. There is currently only one known pureblooded Hunter left alive and few know of the existence of this race, or of its passing.

Arcane Gunslingers:

GM note: This class is not currently available for play due to in-game political situation. This writeup is here mostly as GM reference. There are a couple of arcane gunslingers in play, but we can't currently bring in more. Because they are trained in a similar manner to Jedi (apprentices are basically padawan) there is currently no one available to train them. Right now, to continue the analogy, much like during the clone wars, even the padawan are in the field as the Empire tries to eradicate the order.
The Arcane Gunslingers have existed on the fringes of the Dragon Empire for untold years. In the face of ever improving technology, and the rise in prestige of sorcerers, some wizards in the Empire began to feel that their way of practicing magic could very well become extinct.
Many of their brethren scoffed at such a notion. How could a tradition as old as history be wiped out? Others turned a blind eye to the events unfolding across the galaxy. They didn't bother themselves with such ideas so long as they were left alone to pursue their spellcraft. But enough wizards saw that the future might not include them...and they decided to do something about that.
On the remote Outlands world of Jerenta IX, these wizards gathered to teach a new breed of wizard, one that would be able to survive in an empire where technology and sorcery were ever-present. But these would be no ordinary wizards. These new wizards also received martial training, for those times when their spells ran out or were useless against their foes. But most importantly, they learned to meld their spellcasting with one of the most prevalent pieces of technology the Empire had: the gun.
A new weapon was created on that isolated world, called the Caster. It looked much like any other handgun, but in the hands of these new wizardly gunmen it could launch spells (encased in special shells) to incapacitate or eliminate an enemy with great efficiency. As more and more people came to be trained in the use of Casters, and those already trained became masters of them, a new name began to drift through the Outland worlds and into the Empire to describe them: the Arcane Gunslinger.
The Arcane Gunslingers took time to train, and as a result there were never great numbers of them present in the Dragon Empire. About two hundred years ago, the academy on Jerenta IX was attacked and destroyed. Most of the galaxy's Gunslingers were there to celebrate the election of a new Headmaster when the attack came. They were taken by surprise, but fought ferociously to defend their home. Even though they were outnumbered and eventually wiped out, they were able to bring all of their assailants down with them. There was so little left of both sides that it was impossible to identify who the assailants were. The whole affair was written off as a horrible tragedy and soon forgotten.
The few Gunslingers who survived were those who were not on Jerenta IX. They went into seclusion to begin the long process of training new Gunslingers, so they could find the beings that attacked their brethren. Was it sorcerers, fearing for their positions in Imperial society? Was it a group of conservative wizards, who couldn?t stand the thought of changing what they had known for so long? Or was it another group entirely? That is a mystery that persists to this day. For now, the remaining Arcane Gunslingers wander the Dragon Empire as outcasts and outlaws, making pilgrimages to Jerenta IX when they can so they never forget what was done to them.
NOTE: [The Arcane Gunslinger is essentially a 10-level prestige class that requires being a multiclass fighter/wizard. Requirements include: BAB+5; Craft (Gunsmith) 5 ranks, Spellcraft 5 ranks; Craft Wondrous Item, Crack Shot, Point Blank Shot, Precise Shot, Technical Proficiency; ability to prepare and cast arcane spells.]
On the Mechanics of the Caster - signature weapon of the Arcane Gunslinger:
The Caster is a hybrid weapon - a unique fusion of wizardly magic and technological know-how created centuries ago by the first Arcane Gunslingers. It is meant to bring their magical and martial training together into one capable and efficient weapon.
Very few people know how to create or maintain Casters today, since most of the Arcane Gunslingers were wiped out two centuries ago. The ones who did survive kept to themselves and made sure the knowledge stayed within their ranks. Only when a new apprentice had been accepted into the ranks of the Gunslingers were the secrets of the Caster revealed.
What makes the Caster such a versatile weapon is the fact that it can essentially 'shoot' spells. Arcane Gunslingers have the ability to imbue their spells (or even transform written scrolls) into special Caster Shells for use whenever needed.
The most obvious advantage of this is the speed with which a Gunslinger can unleash his spells in combat. Other benefits include increased range for normally short-range spells, and the ability to take advantage of the Caster's damage multiplier on a successful critical hit.
Caster Stat Block
Cost: 3,000 gp
Damage: Varies by Spell
Critical: x3
Range Increment: 200 feet
Weight: 7 lbs
Type: Varies by Spell
Caster Shell Stat Block (per shell)
Cost: 10 gp
Weight: 1/4 lb
On the Subject of Caster Shells:
Caster Shells are specialized ammunition for the Arcane Gunslinger's signature weapon, the Caster. As Casters are rare items today, Caster shells are even more so. After the attack on Jerenta IX, these shells either were hoarded by the few surviving Gunslingers or destroyed.
The price quoted under the listing for the Caster is only for making an individual shell - the price for a shell loaded with a spell would be equivalent to a scroll with the same spell on it, plus the cost of the shell.
Once a Caster Shell is loaded with a spell, the shell can be stowed away and saved for whenever the Gunslinger needs it, very much like normal scrolls. Once fired though, the shell is completely consumed - it cannot be reused.

Technology:

Spoiler:
When the settler s originally arrived in Agartha they brought all of their technology with them. While manufacturing was abandoned ages ago, some amounts of tech are still in service. The most common being skimmers (a type of hovercar) and some pieces of heavy farm equipment. Mechanics make a living scrounging parts from junkyards to keep these pieces running. A very few crafters and inventors continue to make technological advances, but most don’t make it out to the general populations. The level of technology at Avalon Academy is much greater than what is available in the rest of Agartha.

Avalon Academy:
Spoiler:
The school was founded by Ryo Antairus, the current Headmaster, as a place for children with extraordinary powers to have a safe place to learn to control their abilities. The staff tends to rotate fairly frequently and there are new teachers every year, if not more often, since dealing with so many gifted children is not a job for the faint of heart. The most important rule at the school is that the students are not to do violence to each other. Those that violate this rule are instantly whisked to detention.

Kobolds:
Spoiler:
Kobold Genesis: Kobolds were created by Kurtlemak, a minor draconic deity of the earth. Having never been content with the Empire's sky, he'd looked underground. He created a race of dragon-like humanoids, basing them on the five Chromatic dragons. He implanted in them the need to serve their masters, the need to tunnel, and a hatred of most other humanoids. His plan was to show the dragons who spurned his worship that the true future was below the earth's crust. It didn't work. Kobolds were weak and frail, and the Empire preferred longer-living creatures such as elves. They instead put Kurtlemak's children to work in the mines. Infuriated, Kurtlemak sent his people down deep, and commanded them to build mighty tunnel complexes. The demigod's plan was to bait the Empire into attacking, and mocking them when they failed. When the Empire learned of his treachery, they caught Kurtlemak, and bound him with powerful magic. Lacking a strong will but possessing a mighty stubbornness, he refused to reveal where he had placed the kobold hordes. In truth, he put them everywhere, in every planet he could reach. Most cities were uncovered anyway. A few were not. The Agarthian kobolds, for instance. And as time passed without any word from their imprisoned deity, the kobolds forgot much.
The Agarthian Kobolds' History: Without any news from Kurtlemak, the kobolds who dwelt near the stone which would soon be carved into Agartha split into clans. There were many small clans, and six greater ones. Each of the six represented a color of Chromatic dragon. The sixth was a powerful clan, mostly comprised of outcasts and those without a clear color. It formed from the union of a few minor tribes. These clans rarely fought amongst each other. "Green is red and blue and black and white, and white is kobold," as the saying goes. However, there was often conflict between them and the drow. A short time after the kobolds arrived, area right next to the kobolds vanished. It was replaced with a harsh light, and many newcomers. The following conflict, known by kobolds simply as "The Agarthian Invasion", was very bloody, and is a conflict kobolds have never forgotten. Thanks to the consultation of aboleth historians and the strong kobold nationalism, grudges have not faltered. Most kobolds agree that the war ended at the "Battle of the Forest", where a massive kobold fortress was destroyed by dwarven demolitionists. This battle had more casualties than most of the other battles combined, as a result of the battle location: The Forest where the battle took place is teaming with driders, chokers and many other creatures of the Underdark. This war led to the collapse of what kobolds call "The Kobold Empire". The three remaining tribes, which now consisted largely of refugees from the other three, would remain for a while yet.
The Drow Invasion: About sixty years ago, the drow decided the time was right to destroy the kobolds. This war, which Vakkler fought in, essentially ended when the kobolds secured an alliance with a powerful derro tribe. However, kobolds pretty much ceased to be a notable military or economic threat after the war. They're recovering, but the destruction of the tribes meant that they're now more a horde than any organized civilization.

Cardcasters:
Spoiler:
Cardcasters are usually psychics with some skill(but only some) who have a deck of cards that create magical effects based on what is on the card and their own creativity. Unfortunately, Cardcasters are shunned at the best and outright attacked under the worst circumstances. It's widely believed CC's can trap people in their cards, but the closest they can come to that is creating a prison. CC's grow stronger over time, but using their cards is still draining, and the creation of a new card can leave them weak for days if they are not careful.
Cardcasters do not always need their cards to create magical effects. Ryo once used Sword to turn his right forearm into a sword... the shock of which caused him to fall to the ground. When his sword-arm hit the ground, it shattered. Using your body as a focus is not recommended.

Link to the original Agartha game. Note: We cleaned up the history a bit to reflect the isolation of the world. In the beginning we were totally ad-libbing. :)
CHAMPION OUTLINE
Spoiler:

There are a couple of abilities that all Champions have in common. One is the ability to travel to anywhere regardless of wards or anything. So anywhere within Agartha or outside of Agartha or on another plane (though prime material planes are the easiest). Basically they can go anywhere that their concept exists, but they can't take passengers.

The second is that the special powers of other Champions can only effect them if they choose to allow it. So they aren't affected by Madness's insanity attacks unless they want to be. Another example would be Ephebe's ability to turn back one minute of time. The other champions could choose whether to allow this to effect them or not and if not much like Ephebe would remember what happened during that minute and any conditions, spell effects, injuries gained during that minute would still be in effect. This only applies to the one or two special concept related abilities, not class features. In other words it does apply to turning back time but not to a cure spell because the latter is a class feature not a Champion's special ability.

Each Champion has one or two special powers that are specific to their concept. This is often (but not always) related to the special object that is the symbol of their station. (Examples include Ephebe's holy symbol, Krays's scythe, Asch's coat, Amada's amulet...each Champion should have something like that).

Each Champion should have the following powers that are unique to their patron's concept:

One ability that's stronger than you could normally achieve (equivalent to a 9th lvl spell - excluding wish) usable once a day;
One or two medium abilities usable a few times a day;
A couple of minor abilities usable at will.


Current Known Champions:
Spoiler:

Dreams: yet to be publicly revealed, known to a couple of characters
Darkness: Asch
Love: Amada
Light: Vai
Creation: Jim Rivets
Fear: Yarvicc
Hope: unknown
Deception: Ryuzo
Death: Krays
Time: Ephebe
Knowledge: Alton
Courage: Fei
Madness: Tarka
Wrath: Enre
Luck: Nala
Freedom: none
Destiny: Ace
Mercy: Tybalt
Justice: Yrrin
Life: Anahita
Pride: Dave
Trust/Faith: as yet unnamed

Class Pictures:

Firebirds:

Firebird
Type: Outsider (Native) (3 RP)
Size: Medium (0 RP)
Base Speed: Normal Speed (0 RP): The race has a base speed of 30 feet.
Ability Score Modifiers: Standard (0 RP) (+2 Dex, +2 Cha, -2 Wis)
Languages: Linguist (1 RP) Common, Ignan, Auran, any
Racial Traits:
- Fire in the Blood (5 RP) turns fire damage into healing on a 1:1 basis
- Emissary (1 RP)
- Focused Study (4 RP)
- Nimble Attacks (2 RP)
- Elemental Affinity: Fire(1 RP)
- Elemental Immunity(Fire) (4 RP)
- Elemental Vulnerability(Cold) (-2)
- Spell-Like Ability, At-Will: Beast Shape I(Medium bird only) (6 RP)
Total RP: 25
Firebirds look much like humans in their humanoid forms and are often mistaken for phoenix in their bird form. In humanoid form they have blue or gold eyes and blonde or red hair. Darker red hair that is getting close to brown is considered undesirable. Their culture has put a lot of emphasis on racial purity and strict rules. They are currently undergoing the beginnings of revolution as a result of this.
They are currently ruled by a council of noble houses. The noble houses are Helios, del Sol, Soleil, Phoebus, Svarog, Surya, and Niyambi.
Firebenders exist among them as a sort of military secret society. They do not speak of this to outsiders and will often try to masquerade as arcane casters which is quite believable since there are many sorcerers and bards among the firebirds. Music is also considered a vitally important part of firebird life.

Knowledge nobility checks for the Firebird noble Houses
DC 0::

If you're a firebird who grew up on the sun you know that there are seven houses: Helios, del Sol, Soleil, Phoebus, Surya, Niyambi, Svarog. Listed in order of political influence before the overthrow of the government. You would also know that Fuego Helios was the leader of the Council, and that he was literally torn apart by an angry mob a couple of days ago. Non-noble children might have even been present or at least known someone who was.

DC 10::

Helios: Fuego has one child, a daughter named Apolla. His wife is deceased. He has a grandchild (Fieri) as well, but she was abjured several months ago for marrying a non-firebird. In spite of her abjurement, many young people continue to listen to contraband recordings of her music.
del Sol: Aithne and Aine del Sol are the heads of this influential House. They have one child, Sorchan. There is some confusion regarding Sorchan's marital status. There are court cases involved.

Soleil: Eldrid and Basia Soleil lead this House, and their son Embre is the heir. Eldrid's brother is also rumored to have a child but no one has ever seen her.

Phoebus: Have we ever established the names of their parents? If not I'll just go with Nuri and Adara. Otherwise let me know.
The Phoebus family takes pride in their two sons, Igni and Mithros, especially Igni who is known for having especially strong flames.

Surya: There is some conflict within House Surya. One sibling was trying to depose the other from the Council seat. The power struggle ended in an uneasy truce. Both siblings supposedly have children, but no one has ever seen them.

Niyambi: Hourig shows up for Council meetings, but otherwise this family is quite reclusive. Not much is known about them.

Svarog: Ambitious and numerous, the Svarogs are known for a surprising amount of family loyalty and seem to more often than not actually work together. It's hard to keep track of who's who though because there's just so blasted many of them.


DC 15::

Helios: Fuego and the del Sols conspired together to force the marriage between Sorchan and Apolla by drugging both parties severely and literally forcing them through the ceremony and consummation. There was an infamous court case which resulted in the outlawing of such tactics to enforce an arranged marriage. The marriage was not anulled however because there was a child.
Fuego was rumored to have spies everywhere and the Council Guardsmen were given unprecedented authority under his leadership.
del Sol: Aine and Aithne were estranged from their son for quite some time after the court case. After Fieri's abjurement his marriage to Apolla was finally annulled.
The del Sols maintained their position of influence partially due to maintaining an extremely well trained military force. They are also known for being patrons of the arts.

Soleil: The Soleil heir has been spending an increasing amount of time on politics and Embre was often seen acting as a sort of assistant to Fuego Helios. It's rumored that the as yet unseen Soleil girl was bethrothed to the elder Phoebus boy, but there has been no official announcement.

Phoebus: House Phoebus's recent focus on increasing their military power and increasing political influence have them poised to gain a greater position on the Council. It's widely speculated that they plan to try to gain control of the Council once Fuego retires.

Surya: This House has been losing influence due to infighting. Blaze has never forgiven his sister Serafina for 'usurping' what he feels was his rightful place on the Council. There are rumors of assasination attempts, although these do not appear to be current. Serafina is Archena's mom, Blaze is Serrin's dad

Niyambi: House Niyambi was formerly very social and were famous for the parties they used to throw. No one knows why the gatherings stopped and why Hourig is now the only one who makes public appearances. They can sometimes be seen from a distance so the children are known to exist, unlike with the Surya children who some people wonder if they're even real.

Svarog: Idris and Brenneka represent House Svarog on the Council, but rather than warring with his siblings, Idris relies on Souzan and Magmar as reliable advisors. Each sibling has children, but they are not taken to many public gatherings, though they can certainly be seen in the background at any event hosted by the Svarogs. No one seems to be able to keep track of which child belongs to which sibling.


DC 20::

Helios: With the abjurement of Fieri and the annulment of her marriage to Sorchan, Fuego was once again pressuring Apolla to marry for the good of the family. It's rumored that he planned to have her take Fieri's place in the alliance with House Soleil.
Fuego's mood was increasingly dark and he more and more frequently called for greater punishments for those who would defy the Council.
del Sol: Aine and Aithne had been working on a reconciliation with their son. They had used their influence to get Sorchan's marriage to Pyra legally recognized, thus legitimizing their three children. This caused problems for them politically as their rivals had been making a big deal out of the oldest of those three girls being a smoke mage and pressuring the family to disown her.

Soleil: There were some ugly rumors involving Embre and a shopkeeper, but it was hushed up quickly.
The family has been at the center of a growing movement stressing racial purity. This seems to be what is fueling their growing influence in politics.

Phoebus: The alliance between House Soleil and House Phoebus is tentative and uneasy. Relations seem strained even in public.

Surya: Some people suggest that the Surya children are not even real, but others say that the feuding siblings each placed powerful curses on each other that caused their children to be born monstrous and that's why they're hidden. Serafina is known to begin each meal with a vial of antitoxin, so it's likely that the feud isn't as over as they like to pretend in public.

Niyambi: The real reason for the sudden reclusiveness of the Niyambi family is an illness that left Hourig's wife, Anala, crippled. Out of compassion for her, and in order to let her preserve her dignity, the family withdrew from public life except to answer the demands of politics when necessary.

Svarog: They seem to be deliberately concealing which child belongs to who. Speculation is that this is an elaborate ruse designed to protect the heir.

Kuros:
Kuros is the city nearest Avalon Academy. Once a small town it is now a booming new city thanks to the factories built just outside the city by Jiminy Sunwake. The factories manufacture skimmer (hovercars) and hoverbikes as well as shuttles. They also have an experimental program building mechas, but not many people know about that program.

More information on locations inside Kuros to come.

Lycans:

Lycans are natural shapeshifters and the precursors to lycanthropes who they hate with a passion. The disease lycanthropy was created, though legend has forgotten by who, in an attempt to create more lycans, but it went awry and the resulting persecution from people who didn’t understand the difference between the race of lycans and the disease lycanthropy drove the lycans even further away from civilization. Lycans come in many different forms. Wolves, hyena, snakes, dire frog, dire rat, gorilla, tiger, coyote just to name a few. Lycan society is organized into packs, each pack being its own tribal society. There are many traditions in lycan society, but only one law: the strongest makes the rules. Might does indeed make right in lycan society. The packs rarely cooperate with each other and always compete to prove themselves the strongest.

Type: Monstrous Humanoid (3RP)
Size: Medium (0RP)
Base Speed: Normal (0RP)
Ability Score Modifiers: Specialized (1RP)
+2 Con, +2 Str, -2 Cha
Language: Standard (0RP)
no racial language, can learn Sylvan, Elven, Undercommon, Giant, Goblin, Dwarven, or Orcish
Racial Traits:
Change Shape, Lesser (3RP)
I picked this one because they have one animal shape and one humanoid shape and their 'hybrid' shape is more due to the fact that they can effectively stop the transformation at any point in between. So they can look like a humanoid animal or a human with animal features like ears and a tail if they so desire.
Moon-Touched DR (3RP) DR 5/silver
Scent (4RP)
Healthy (2RP) +4 on Fort saves vs poison and disease
Bond to the Land (2RP) +2 dodge to AC in specific terrain
Silent Hunter (2RP) reduce penalty for using Stealth
Terrain Stride (1RP) can move without penalty in specific terrain
Camouflage (1RP) +4 on Stealth within favored terrain

Can use 3 RP to choose among the following based on what is most appropriate for the lycan’s animal form:
Bite (1 RP) Gain a bite attack, does 1d3 damage
Slapping tail (3RP) Can use tail to make AoO with a reach of 5 ft, natural attack that deals 1d8+Str damage
Sticky tongue(2 RP) Can make melee attacks with long sticky tongue, a creature hit by this attack cannot move more than 10 ft from the attacker and takes a -2 to AC as long as the tongue is attached. Tongue can be removed by the target or an adjacent ally by making an opposed strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the sticy-tongue creature’s hit points) Can release the target as a free action, can only have one creature attached to its tongue at a time
Claw (2 RP) Gain two claw attacks, 1d4 base damage, primary natural attacks
Natural Attack (1 RP) pick one of the following natural attacks : gore, hoof, slam, talons, or wings. Receive on natural attack of the chosen type. Gore, slam, and talons are primary attacks while hoof and wings are secondary. 1d4 base damage. This trait can be taken more than once. Each time pick a different natural attack.

Total = 25 RP


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