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To Do No Harm. Four simple words, whose meaning when taken individually are insignificant. When taken together, they are a phrase used by the healers to submit themselves to an oath to help their fellow beings, be they commoner or noble, child hood friend or enemy. Often times, the line between healing and harming blurs, especially by those who seek to abuse those of this oath.
A middle child of a moderately well to do family, Ezekial Somrivatram was a brilliant student at the Andoren Alchemical Society as well as occasional visitor to the Almas University. An accomplished alchemist and budding doctor, Ezekial was part of a fraternity the two universities shared, one that sponsored safaris, hunts, and expeditions to various parts of the world. Seeking to expand his knowledge as well as his skills as a field doctor.
It was during these trips that he came to a simple solution; as an alchemist and a doctor, his job was the most boring at times and the most intense. As such, he took to cooking while on these expeditions, reasoning that if he wasn't being used for his medical skills, he might as well be useful for his culinary. In addition, Ezekial is studying the use of the crossbow. While not a great shot, he has worked on extractions that will help his skills nonetheless. As time went on, he also became an invited guest to several academic parties, trading stories on the expeditions he was part of, and the stories of his medical experiences in the field.
After two years and several expeditions, Ezekial felt that he saw it all. Despite his young age, he has mended bones, healed scraps, cleaned infections, removed barbs, arrows, and spears from fellow adventurers, and seen the after affects of several diseases. With such field experience, he was on the verge of becoming a rising star in the alchemical and medical science world. But nothing prepared him for betrayal and political intrigue.
One of the staunch abolitionists of Andoran wanted an experienced field doctor. The abolitionist's travels were around the world, from Mwangi to Lastwall, and an experienced doctor would be a welcome addition.
Unfortunately, the expedition faced numerous hardships along the way, and it didn't help that several would be rulers just paid lip service to the abolitionist. Between Cheliax, Nidal, and the various factions wishing to keep Andoran out of their business, the expedition suffered several hardships.
It was on their way through the Shrikewood befell the expedition. While well guarded, the expedition was attacked by a large group of bandits in the area. During this attack, the abolitionist was injured when a stray bolt hit the man. No sooner was the abolitionist was hit than a squad of Molthune rangers arrived, helping drive off the bandits.
Unfortunately, the troubles didn't end for the expedition. Once Ezekial treated the abolitionist, the man died from an apparent allergic reaction to the medicine. An investigation revealed that the abolitionist was poisoned using three different substance; a common medical herb, an unactivated substance on the projectile, and a third ingested ingredient. This last ingredient was benign unless imbibed by a person, and was lethal when mixed with the two other substances in the man's blood stream.
Suspicious, Ezekial went to the expedition leader. Unfortunately, with little evidence to go, the expedition leader didn't investigate it much further. The order was for sent out for the expedition to go to Canorate to deliver correspondence between the Andoran government and the Imperial Governor. Fortunately, the evidence soon appeared...
A day after the attack, the expedition and the ranger squad were attacked again. This time, Ezekial and the guards spotted a hooded assassin, who fired upon the expedition leader. Though the leader was hit, the arrow failed to pierce the armor. Realizing the ruse was discovered, the assassin fired another arrow at one of the guides and fled, leaving the bandits to their fates.
As the guide lay dying, a search revealed the third substance one that acted as a catalyst that killed the abolitionist. Realizing that the expedition was still in danger, the expedition leader, the Molthune commander, a few trusted guards, and Ezekial quickly rode to Canorate.
Once the rest of expedition was in Canorate, Ezekial was released from his post and given his pay. Hearing of the construction in Braganza, Ezekial is heading there to seek out his fortune.
Personality: A young, kind hearted, and soft spoken man, Ezekial seeks to heal the world, but wishes to find out who caused the downfall of his life. Driven to this end, he knows that a quick smile and an open ear can help him, and enjoys trading stories while cooking. He worships both Pharasma and Sarenrae, for both Goddesses have a keen interest in healing, and offers prayers to both in good and bad times. Like most Andorans, Ezekial has taken a dim view to slavery and on more than one occasion refused to go on an expedition that uses slaves.
Trying to get the Superior Training, Higher Grade Gear, and a second/Campaign trait
If I qualify for the second trait, I would like to combine the traits Precise Treatment (+1 Trait Bonus to Heal and Heal uses Intelligence instead of Wisdom) and either get a free Healer's kit or something else. Up to you on how you want to set it up.
Mallory Lewis wrote:
Yeah, that would have been important to post on the discussion thread.
Mallory Lewis wrote:
You're welcome. I'll try and not say it every other post.
I'm just a little concerned about how this is going to go.
4d6 ⇒ (6, 6, 1, 1) = 14 = 13
Equals 14 PB. Too many 13s for my tastes.
4d6 ⇒ (3, 2, 4, 4) = 13 = 11
Equals 9 Point Buy. Blah!
4d6 ⇒ (2, 5, 3, 2) = 12 = 10
I think the dice roller hates me.
4d6 ⇒ (3, 1, 2, 1) = 7 = 6 4d6 ⇒ (4, 3, 4, 1) = 12
5 Point Buy with a reroll for the 6. No thank you.
#5 (Last One)
4d6 ⇒ (5, 2, 2, 6) = 15 = 13
20 Point buy, but with a wide disparity. I'm going to have to think on this for a second.
I understand, time isn't on our side. But unless they want to flee with no weapons, armor, or gear, they'll want to wait. And fleeing to the Stag Lord isn't necessarily a good choice, especially if he is one of those villains who enjoys killing failing subordinates.
Again: They escape, they better run for it. We catch them as bandits again in our territory and they will be executed as oathbreakers. We see them as hunter/gathers/guards for a legitimate enterprise and we'll treat them a neutral.
I'm partial to banking on that set of circumstances.
Also, we're the good guys. We shouldn't be hanging prisoners for being bandits unless they'll be an even greater threat (Kressle partially falls in this category).
Also, aren't there suppose to be guards on the way to the outpost? If they can' handle keeping an eye on three prisoners tied to posts, they aren't much of a guard.
Look, OOC, I read what you all did to the one "bandit". I can't say I blame you all, but at the same you are acting just as bad as the Stag Lord and one of a dozen different "noble" families. They take because they have a "birthright" and "the law" allows them to do as they please. Bandits and those over them take what they want because "no one is going to be stopping them".
Hearing a commotion, Ezekial looks over, noticing the orc that pushed him early. Dumb brute, Ezekial thought took another sip of his ale. Causing trouble is a good way to get yourself killed.
Turning back to the redhead and the dark haired lady, Ezekial nods and shrugs in the direction of the orc. "Then again, entertainment seems to have occured. May we watch and figure out how this series of actions will end?"
Turning so he will have a good view, Ezekial puts the pack down on the ground rests his foot on it. Sure the gear was well placed, Ezekial leans back on the bar, careful to keep and eye on his drink.
Realizing his early fauw pas, Ezekial turns to the redhead and puts out his hand. "Forgive me for my earlier transgression. My name is Ezekial. Who do I have the pleasure of speaking with, miss?"
Not inside the tradepost/fort. Unless we can convince Oleg to setup a smalll shed for them to stay in (doubtful).
Set up posts outside the fort and tie the bandits to them. For Kressle it is tying her to post to ensure she doesn't move.
Those who are repentive can be tied to a post with just their hands bound and given a length of rope. Enough length to move around.
As for escaping, it's simple: run away from this place. We catch them as bandits again, they will be executed as oath breakers. Otherwise, live and let die. Hence the reason for putting them outside the fort.
As for Kressle, she is defiant because of my bad roll and she is confident the Stag Lord will kill us. We defeat him, she will be less inclined to cause trouble, at least until she can escape.
What do you think?
Stepping in, Ezekial was suddenly jostled when by someone barging in. What the hell, Ezekial thought as stood back and turned, only to stop when he noticed the orc standing in the door way, the "beast's" eyes scanning the tavern as his nostrils flaired, smelling the air. Ok, lets not start any trouble here.
Resettling his gear, Ezekial made his way to the bar, taking a seat by a female human with red hair. "Excuse me sir, but I would like an ale, please," Ezekial says to the bartender. As he waited, Ezekial notices the woman mutter something about shooting someone and drinking her shot.
Frowning, Ezekial nods at the bartender, then looks over. Ale in hand, Ezekial looks at the red head pirate, raising his ale. "A toast, Miss, to better days and a finer life."
GM Sly wrote:
The way the rules were stating it, Infamy is gained through "evil" acts. I'm not sure my character would be supporting the group that much if the only way to gain "Fame" is to become the villains.
Is that an accurate view of things or am I looking too much into it?
GM Sly wrote:
It is 1 drawback for 1 extra Trait (outside the usual allocation and the Additonal Traits Feat).
Also, need to roll for wealth.
Wealth: 3d6 ⇒ (4, 5, 5) = 14
Woot, 14, times 10 means 140. That 35 extra gold will be useful.
Mallory Lewis wrote:
I like the back story, but I sort of question the high Intelligence/low wisdom since Rangers can cast Divine Spells using their Wisdom score. Was that intentional?
At least I rolled a two.
Also, Appraise rolls. Let's see if I can get all of the bad rolls out of me.
Appraise rolls for:
a pair of silver earrings Appraise: 1d20 + 3 ⇒ (10) + 3 = 13
I'm going to hate combat.
•A summary of your gaming history. How long have you been playing Pathfinder? Do you mostly GM, or play? What else have you done?
Been gaming for the past 5 years. I have done some group playing, but due to being in the Army at the time, I have done several play by post games. I mostly am the player, since being the GM takes a lot out of me at times.
•The kind of character you prefer to play. Do you mostly like tanks, support roles, or what?
I prefer playing either support roles or secondary combat roles. The two classes I liked the most is the Oracle (I have experience with an Oracle of Battle and an Oracle of Life) and the Alchemist.
•How often you think you can post. Is once every other day fine? Do you think you can post more? Do you anticipate a lot of conflicts, or maybe some specific ones? (eg: "I'm getting married in a month, so won't be able to post around then, but otherwise can post regularly" <-- fine by me)
I can post at minimum 3 times a week (Monday, Wednesday, and Friday) though I have been known to post more often, especially if the pace slows down.
•How familiar are you with Golarion? The AP, whichever it is, will be set here, and it is very helpful to have players who understand and are familiar with the setting.
I am reasonably experience with the setting. I also have most of the hard cover book s and several of the supplemental as well.
•Have you had any involvement with any of the three possible APs? If so, how much?
I have reasonable amount of experience with Skull and Shackles. I have the first part to the Shattered Star and have not read any of the Reign of Winter.
•Provide some kind of writing sample. Make up a character and write something for them. The setting is you are newly arrived in Absalom, just off the boat, your only prospect of finding a job a note from an old friend directing you to the Society's Grand Lodge. Go. Shoot for your average posting length (IE: if you wouldn't regularly post a page long response, don't post one here. I imagine most should be around a paragraph or two [if short] in length.)
Standing on the boat, Ezekial gazes at the city scape of Absalom. Looks like my old friend wasn't kidding about the place, Ezekial thought as a gangplank gets put on to the deck of the boat. I just hop it goes good for everyone involve.
Walking down the plank, Ezekial steps onto the dock, note in hand. Taking one last look at the note, Ezekial goes over to a merchant. "Excuse me, sir, but do by chance know where the Pathfinder Lodge is?"
Lo'sais, Elven Spellbinder
An assistant wizard from Riddleport, Lo'sais (Los to his few friends), is a member of the Forlorn, elves who for one reason or another was abandoned to the "wilds". In Los's case, the fact he was ound in Riddleport proved to be a blessing in disguised for the Cyphermages.
In the Cyphermages, Los learned as much as he could about the Cyphergate, though while others had mere decades at best, Los had generations, or so he thought.
It was forty years ago that he met an orphan human girl on one of his trips to the Cyphergate that opened his heart. With time, she became his friend, confidant, assistant, partner, and, finally, lover. However, as time has shown, while elves can barely notice the ravages of time, humans will age and die before reaching a century.
After burying his wife three years ago, Los was in a deep depression, due to the recent infighting among the Order of Cyphers as well as realizing that the secrets of the Cyphergate were not revealing themselves. Recently, one of his old friends has told to get out of town, since Riddleport was not going to change and will probably kill him before he grows old. In addition, his old friend mentioned that he should head south, to a place called Sandpoint, where the open see and fresh breeze might freshen his mind once again.
Having recently arrived, Los is finding that sandpoint is more to his liking, especially with a new mystery in the Old Light of Sandpoint...
Like most elves, Lo'sais is a picture of any other elf; tall, thin, and with a slight wariness in the world, though that is slowly being released due to brighter surroundings. He keeps his long light brown hair tied in a ponytail so that it will not be in his way, and favor's durable archeologist clothes of dark greens, tans, and browns, tied off with a green harkami (belly warmer). Around his neck he keep an old pale green scarf that is a few shades lighter than his eyes (underneath is a gold chain with a locket, with a picture of his wife inside).
Like most elves, time has not been good to Los. Having recently lost his wife, seeing more friends grow old and pass on, and the recent infighting in the Order, Los was taking a more depressed view of the world. Despite that, and with the help of old friends, Los is now exploring the world in an attempt to help him through a bleak time. While this does leave him with a distant view to life, he does take time to ask questions, his soft voice helping him in making inquiries to the Old Light of Sandpoint.
Before the death of his wife, Los had a warmer personality, seeking to have an understanding of the the various groups the Cyphermages deal with: visitors, businesses, and criminals, with Los being wary of the last group. He also had a habit of telling jokes to those willing to listen.
Karui Kage wrote:
What series will end with everyone dead?
I'm good for Rise of the Rune Lords, Carrion Crown, Skull and Shackles, and Kingmaker. I am ok with the others if you want to try them out, though.
I have a Human Alchemist that I would like to use. However, Skype requires a set time, while PBP on here or another location allows for variety and such.
5d6 ⇒ (3, 2, 5, 6, 2) = 18
5d6 ⇒ (2, 1, 4, 1, 4) = 12
(3, 2, 5, 6, 2) = 18 - Lowest = 16 (10)
(2, 1, 4, 1, 4) = 12 - Lowest = 11 (1)
29 Point buy Equivalent. That's not too bad.
The bandits have skills that are of use. Between the most basic of being veterans in ambush, they can also be useful in being guides. That, and it can also help get other bandits to come over.
The Oath of Labor idea comes from Colonial Jamestown: money has little power here. You want something done, you do it yourself or get people to help you. Since they are considered prisoners, they will have few freedoms since they have stolen from Oleg and other colonials.
However, they will not be made into slaves, working for others at the expense of being shackled and given few if any freedoms. That will make us no better than the bandits.
Since I'm pretty sure Oleg is against housing them, that means they'll have to make their own housing. That's why I'm looking forward to using my cooking skill, to give the bandits who are "helpful" another reason to stay and help build a lasting legacy.
Basically, the more the bandits prove their worth, the better freedoms they'll be getting.
I think we should try to take advantage of the second of the River Freedoms, myself.
Hmm. That is interesting. And also can be tailored.
The most basic is renunciation of banditry. Breaking it means "unrepentant banditry". However, I would recommend that is to be done only after the bandits are no longer tied to a pole.
Then there could be an Oath of Labor. Basic concept: Work or Starve.
What do you all think?
Aldarion the Sage wrote:
We tie all bandits to poles setup outside the fort. And not some two inch thick poles. I'm talking logs that are either sanded or at least stripped of protruding bark so the ropes won't get cut or weakened by them being dragged up and down the log. Arms will be bound and tied tight around the log, with the prisoner facing out. Wearing clothes may be optional. I would recommend them sitting but standing may be done if the logs are of sufficient height. This is to maximize discomfort while minimizing injury, at least in theory.
At minimum they will be provided water to survive. Those who are cooperative will be given some food, normally just bread.
We should have one person on guard at night, both to ensure the prisoners have not escaped and to ensure no surprise attack by the other bandits.
If a bandit(s) decide they want shelter after the first night, they can be "released". Under observation, the prisoner can setup a shelter for him to use. This shelter will be set up outside the fort, though there could be no restrictions on how big it can be.
If a bandit wishes, acts that will help the community can translate to additional freedoms (not being bound at night, given better food and drink, not being kept under guard, allowed basic weapons, etc.)
During expeditions for the prisoners, I would recommend no more than three bandits per 1 guard, though having a 1 guard to 1 prisoner is highly recommended.
What does every one think?
Ezekial is a doctor first and foremost. He will heal both friend and foe, using triage first and then by relation.
(Example: While and arrow in the gut is painful, having a damaged neck will prevent air flow as well as circulation. Once that bandit is stabilized, he will then stabilize the other wounded bandit(s) with the arrow.)
He also follows Sarenrae's teachings in attempting to redeem those who do evil. And unless they are irredeemably evil, he will not be taking to kind to just executing them.
Getting the gag removed, Ezekial rotates his neck and a small circle. "Ezekial, miss," the doctor says as he lifts up his bound hands. "And unless you want to waste my time that I could be using to saving others, you may want to unbind me. I am an Andoran doctor, alchemist, and part time cook, if you must really know."
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