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Saronian's page

Goblin Squad Member. Pathfinder Society Member. 131 posts (160 including aliases). 7 reviews. 2 lists. No wishlists. 3 Pathfinder Society characters. 2 aliases.


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This is Justin.

My bad. I'm still waiting on what everyone had.

So there is a Half-Orc Barbarian, a Tengu Rogue, and a Kenku Swashbuckler.

Looks like the Melee front is good to go. How are we on the social/magic front?

Brimleydower wrote:


How does Saronian feel about Molthune's slavery laws? While they are generally regarded as the some of the most fairly treated slaves to be found, slavery is slavery.

I'd prefer if people and places were given more due in the backstory. Perfunctory descriptions ("the guide", "abolitionist", etc.) make it harder to invest into the story for me, personally.

Who was behind the assassination specifically? Is there an organization or nation that took particular offense?

What fortune is Ezekial seeking in Braganza? It's typically a boon to merchants and laborers.

I can qualify you for Superior Training on what's submitted; for Higher Grade Gear and the Traits, I'm going to need to see personality descriptors (as described in ooc-text in the original post) and some notes throughout the backstory or at the end explaining how you qualify for the specific traits therein.

I'm fine with tacking on the healer's kit.

Ok. Let see.



From what he has seen of it, the slavery isn't the as dark as Nidal or Cheliax. If anything, and as it was noted, Molthune's slavery laws mare designed to encourage a population growth.

To use some fiction as an example, Freehold comes to mind. An immigrant without skills that are profitable can have themselves be hired out to an agency in exchange for help and "education" in the society. In addition, Andoran might see it as a way to get slaves from other nations, especially Cheliax, to freedom.

In addition, Ezekial can act as an "informant" or a liaison for Andoran interests in Molthune and Nirmathas, if it can be fitted into the campaign.


Mostly for the sake of simplicity, to be honest. I enjoy playing Ezekial, since he is a healer first, alchemist second, and diplomat last. He expects fighting, though he doesn't relish it. At the same time, he knows that in order to help the most people, ending a fight quickly can be beneficial.

To be honest, I am going for a mix of Simon Tam from Firefly/Serenity and Mordin Solus from Mass Effect.

The Abolitionist: Don't have an exact name just yet. Never really thought about it. Figured it wasn't going to be a major part. As for enemies, name a country with ties to the slave trade and you'll have a dozen groups that would have a bounty on the person or people of his "profession". Though from the description and resources given, I am thinking he was a high level agitator, though maybe a bit arrogant or naive in how other countries operate. it could evenbe a rival seeking to use an "International Incident" as a means to to elimnate the abolitionist.

The Guide: Another one, though one that Ezekial would have little interaction with since he wasn't the one to hire him. Doesn't mean he isn't familiar with who hired him, but it wasn't a major plot point for me. I have felt he was some mook who knew enough about was going on and greedy enough to try and get a few coins in his pocket.

The Assassin: The idea for a three part poison is a modification of the two part poison: one part is put into the drink, while the other is put into the food. This also have a tendency to imitate food poisoning, heart attacks, and the equivelant. For a three part poison, the first was in the Assissin's weapon, the second was in the Guide's tainted water, and the third is from the healer's kit. It was designed to make it look like a lethal allergic reaction to a common treatment for the "expected" poison in the assissin's weapon. I'm thinking Daggermark (River Kingdoms) connection, since they have a tendency to hire themselves out.


As you pointed out, it is a site and season for builders, merchants, and those who are tied to both. Having a skilled doctor and alchemist on site can help mitigate costs for sick and injured workers. In addition, someone with medical experience that isn't reliant on divine magic is a welcome boon to those who distrust or cannot afford the Abadar's followers. As bonus, when he isn't being called upon to deal with the sick and injured, Ezekial does his best to cook and or gather ingredients for potions and alchemical items.

As for qualifications as a doctor, Ezekial has been on several expeditions for the last few years, Mwangi Expanse and Varisia being two of "common" spots for him. The Molthune expedition was his first to be abroad in a "civilized" location.

Personality Expansion:

In addition to the previous, Ezekial is an educated man and does his best to reflect that part. He tries to dress appropriately for the occassion, seeking to make sure himself and his patients are clean and healthy.

As a side effect, Ezekial also has a tendency to entertain guests at various social functions, using his experience and testimonies to both entertain and educate various nobles and guests.

Of course, Ezkeial also does his best to ensure that the facts are true and that there is little to no exageration of the circumstances. While it might make the story less interesting at times, it does provide enough realism.

Will work on the background more, but I would like your input. Any questions, comments, or concerns?


Back Story:

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

Second 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.

Clarification: Can a player get both a second trait and a campaign trait from back story or just one?

Another few questions:

Sides? (Alliance, Horde, Cooperative, etc.)
Other races? (Like Centaur and Pandaren)
Play style? (hack and slash, puzzles, role play)

If it is allowed, I would like to play am Orc Battlemaster or a Centaur Shaman/Dul wielding fighter.

I'm interested in playing, pending setting and view. I was not a big fan after the whole Wrathgate patch and interest in the MMO went down hill since Cataclysm.

I am interested in either playing an orc blademaster or a centaur shaman/two handed warrior (Gelkis Centaur).

What do you all think?


Mallory Lewis wrote:

I forgot that "Grunt" is Shoelace or I would have told everyone that he was out of town for a week camping (As I saw from one of his Recruitment threads).

I'm already awful with names and sometimes aliases just confuse me.

Yeah, that would have been important to post on the discussion thread.

I don't know. I hope not. But this one update a week is getting old.

Hope that helps. Though to be honest, if it's only a small "skirmish" then we shouldn't need a map.

I know. What do you all want to do?

Mallory Lewis wrote:

No yeah I'm sure that given time we could come up with some kind of rapport and at least "train" him. But I don't even know how to get there, really. I was half-intending to come to his defense if this came to violence, but the Half-Orcs seem to content to make fun of him.

What do you have in mind for this, Grunt?

Ps Ezekial: Loooooved the Star Trek reference in your latest post.

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.

Let's See:

4d6 ⇒ (2, 2, 5, 4) = 13 = 11
4d6 ⇒ (3, 5, 3, 2) = 13 = 11
4d6 ⇒ (6, 1, 4, 3) = 14 = 13

4d6 ⇒ (6, 6, 1, 1) = 14 = 13
4d6 ⇒ (2, 2, 6, 5) = 15 = 13
4d6 ⇒ (1, 5, 4, 4) = 14 = 13

Equals 14 PB. Too many 13s for my tastes.

4d6 ⇒ (3, 5, 2, 1) = 11 = 10
4d6 ⇒ (6, 1, 2, 3) = 12 = 11
4d6 ⇒ (3, 5, 6, 3) = 17 = 14

4d6 ⇒ (3, 2, 4, 4) = 13 = 11
4d6 ⇒ (1, 4, 4, 1) = 10 = 9
4d6 ⇒ (5, 5, 1, 3) = 14 = 13

Equals 9 Point Buy. Blah!

4d6 ⇒ (4, 4, 1, 5) = 14 = 13
4d6 ⇒ (3, 2, 2, 2) = 9 = 7
4d6 ⇒ (5, 2, 1, 2) = 10 = 9

4d6 ⇒ (2, 5, 3, 2) = 12 = 10
4d6 ⇒ (3, 1, 2, 5) = 11 = 10
4d6 ⇒ (1, 5, 2, 6) = 14 = 13

I think the dice roller hates me.

4d6 ⇒ (6, 1, 4, 1) = 12 = 11
4d6 ⇒ (6, 4, 1, 2) = 13 = 12
4d6 ⇒ (2, 2, 5, 2) = 11 = 9

4d6 ⇒ (3, 1, 2, 1) = 7 = 6 4d6 ⇒ (4, 3, 4, 1) = 12
4d6 ⇒ (5, 3, 4, 3) = 15 = 11
4d6 ⇒ (3, 2, 4, 3) = 12 = 12

5 Point Buy with a reroll for the 6. No thank you.

#5 (Last One)
4d6 ⇒ (1, 6, 6, 5) = 18 = 17
4d6 ⇒ (4, 2, 2, 4) = 12 = 10
4d6 ⇒ (2, 2, 6, 6) = 16 = 14

4d6 ⇒ (5, 2, 2, 6) = 15 = 13
4d6 ⇒ (5, 1, 2, 1) = 9 = 8
4d6 ⇒ (1, 6, 1, 4) = 12 = 11

20 Point buy, but with a wide disparity. I'm going to have to think on this for a second.

How long of a hiatus are you going for?

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".

Part of me says try and teach some language, either common or something.

However, that would in character time and patience and assumption that a skill point is going to be put into linguistics later on.

You don't want to know what the other side say on the matter.


There's mine.

And I believe we are waiting on Grunt to make a move.

Never tried Roll20. Likewise, I'm Eastern United States (Michigan, to be precise) time zone.

Sipping his ale, Ezekial keeps his eyes on the orc and a foot on his pack. "Nope. Normally it was easier for them to learn a more common language. However, I don't even believe this one even understands or speaks orcish, to be honest."

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?


How's the week going for everyone?

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:

@Aramis, yes. I'll alert you when it happens.

@Mallory, I'll look into it soon. I know your fame score goes -100 to 100 and when you're in the negatives, you're "infamous"

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?

Prestige Points, Fame, and Hero points? How are they used?

GM Sly wrote:

Drawbacks are fair game, yes. But just 1 per character, I'm not sure if UCamp addresses that. I haven't fully read into it yet. I'm also going to start using this alias now, think of it as Batman putting on the suit :D

Either way, this should be fun, and I look forward to getting started soon.

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:
Saronian wrote:
I like to build my guy with some charisma and normally take Cosmopolitan (Feat) for the two extra class skills and the bonus languages.

Huh, I never noticed that feat before, but it's pretty awesome.

Speaking of Bonus Languages, I get 3, and have no idea what to take, both in terms of what might be useful, and would make sense for me to have. Any suggestions?

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?

I like to build my guy with some charisma and normally take Cosmopolitan (Feat) for the two extra class skills and the bonus languages.

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
wooden music box Appraise: 1d20 + 3 ⇒ (9) + 3 = 12
three crates of furs and hides Appraise: 1d20 + 3 ⇒ (3) + 3 = 6
a polished wooden case of potent greenish herbal liquor - 8 bottles left Appraise: 1d20 + 3 ⇒ (15) + 3 = 18


I'm going to hate combat.

Ezekial's Point Buy:

25 Point Buy

10=12=13=14=15 (+2 Racial)

STR= 13
DEX= 14
CON= 13

INT= 17
WIS= 14
CHA= 12

Working on the Alchemist today.

•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.

How is everyone's week so far?

I would like to try out a Forlorn Elf from either Riddleport or Magnimar who is there for a change of scenery.

Generally not a huge issue for Alchemists. I do enjoy using my guy for Skull and Shackles.

Ok. SO 25 Point Buy instead of the 5d6, drop lowest, then?

Also, what's the minimum and maximum number of players you are looking for?

Karui Kage wrote:

Let me know! Again, check out my forum here if you want an example. Registration requires an email verification, and answering a simple question (hint: it's "Game of Thrones").

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 ⇒ (6, 5, 1, 3, 1) = 16
5d6 ⇒ (3, 3, 4, 1, 5) = 16

5d6 ⇒ (2, 1, 4, 1, 4) = 12
5d6 ⇒ (5, 3, 1, 2, 3) = 14
5d6 ⇒ (1, 1, 5, 4, 1) = 12

Lets see.

(3, 2, 5, 6, 2) = 18 - Lowest = 16 (10)
(6, 5, 1, 3, 1) = 16 - Lowest = 15 (7)
(3, 3, 4, 1, 5) = 16 - Lowest = 15 (7)

(2, 1, 4, 1, 4) = 12 - Lowest = 11 (1)
(5, 3, 1, 2, 3) = 14 - Lowest = 13 (3)
(1, 1, 5, 4, 1) = 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.

Retsiji wrote:
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:

As for me, I don't mind at all, Saronian. Especially this early in our characters' introductions, as I'm getting a good visual of your character, and enjoy your posts (and Retsiji's too). Aldarion's earlier perhaps abrupt call to shut up (spoken by him in more polite terms) and get to work binding the bandits was a pragmatic call; he was wisely making sure we bind the bandits before getting distracted in moral debates, potentially into arguments even... while they escape without our notice.

You will find Aldarion amenable to Ezekial's ideas and plea for compassion in theory, but also equally concerned with what is most pragmatic. If being merciful entails leaving, in time, dozens of bandits tied to a few poles back at Oleg & Svetlana's, with the middle-aged couple alone to make sure they don't escape (assuming they're even willing, which they undoubtedly are not in Aldarion's judgment), he's going to lean towards execution instead, rather than risk the probable greater harm of their escape and murder of the merchant couple. However, if you can come up with a practical solution that will not risk the lives of our hosts or other innocents, Aldarion will seriously consider it.

In other words, Aldarion's on the same page with Ezekial as far as compassion being a central virtue. But, as you will see, he also sees life as a series of compromises between our noblest ideals and what is practical given the reality of our circumstances. We must often choose the lesser of two evils to ensure the more compassionate road long term, in his philosophy.


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?

My apologies for chewing up the scenery and talking a bit much. If any one has an issue with it, just say so hereor via pm.

So that means 2 bandits and the lady named Kressle?

Also, Chel is a term used to describe someone as behaving like a Cheliaxian. In Andoran it is considered to be an insult to called a Chel or acting Chelish.

Way I see it, the bandit problem is really the competition for resources. Why try and create something that can easily be taken?

That being said, it doesn't mean I have to give a bandit anesthetics to ease the pain. :D

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."


And it looks like Ezekial is going to have work to do right off the bat.

How's everyone's week so far?

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