In a related note, I've just read six or seven different politeness guides that indicate that a person should (if in a conversation that annoys, insults, or makes him or her uncomfortable), excuse oneself from the conversation. ***This seems to indicate that according to most politeness guides, leaving a game due to the previously listed reasons (annoyance, insults, or discomfort) is acceptable and expected.*** (Enlarged because it is the most official response I can find from politeness experts in response to the original poster's question.)
The River Kingdoms is a mostly chaotic place, however there is a code of sorts that limits the behavior of all of the kingdoms in its borders. Whether the kingdom is good or evil, they follow this code because in a way it represents the social contract. Those who have lived in the River Kingdoms all their life would know this code fairly well. Other than the code, however, the River Kingdoms is mostly chaotic neutral in its general alignment. The people of the River Kingdoms generally don't care about individual politics or alignments, other than being allowed to pursue their own ideals. Breaking the code, however, betraying the general spirit of freedom that is present in the lands, would have severe consequences. The Heinous Tag is just that. But I would make it so that another person who witnesses these evil actions applies the tag. (Not a free for all tag. There actually has to be a witnessed event that breaks the code.) The River Freedoms
As to the question of the undead. Since the characters in Pathfinder Online have a special bond with Pharasma (such as through threading items), I believe this constitutes as an Oath of Respect to not raise undead. (Pharasma is opposed to those dark arts). A necromancer who raised the undead would be, in respect to the River Kingdoms, an Oathbreaker, and I would not be surprised if Pharasma did something to make this character more visible to others. As to the nature of evil in the game, and the Heinous tag in general, you might be forgetting that the gods in fantasy worlds are often much more active than the gods of the real world, and more likely to engage the characters. For good or for ill. So it may be the gods that are applying the Heinous Tag. Just some thoughts... rambling through. Necromancers summoning shadow demons, or perhaps something from the negative energy plane, might be able to do so without betraying the mentioned Oath of Respect to Pharasma.
Choosing to or not to take part in the ethnobotanical culture is a personal decision. I never said that the drugs or the people who take drugs are bad. Only the irresponsible or destructive use of them. Very similar to how people use tools or weapons. Some people use tools irresponsibly or destructively. Some don't.
Andrew R wrote: Drugs are bad. Synthetic ones are the worst. It is these types of overgeneralizations that cause overzealous drug laws in the first place. I myself, am in favor of responsible use of drugs (recreational or otherwise), know people who are regular users of marijuana and salvia divinorum. I also know how effective LSD-assisted psychotherapy is and would never qualify LSD as a bad drug. I myself frequently enjoy egyptian blue lotus, and before they were made illegal, smoked clove cigarettes. I do not nor have I ever considered myself a bad person for responsibly enjoying the variety of natural plants this planet has to offer. Irresponsible use of drugs is bad. Manufacturing drugs to create states of severe anxiety, depression, and addiction is bad. Drugs themselves are like any tool or weapon at mankind's disposal. They are themselves neither good or bad. It is how people use them that is.
Okay, everyone, just relax... Let's find something productive to do. Make a 5th level character to eventually apply a 2nd level Mythic Tier to. To make it more challenging, roll race and class randomly. 1d20 for Race:
1d8 for Common Race:
1d20 for Featured Race:
1d20 for Uncommon Race:
Subtract 14 from any number of 15 or higher or reroll. Classes: 1d20 for Classes
Roll 1d12 for Core Classes
Roll 1d8 for Base Classes
Roll 1d4 for Exotic Classes
Use 3d6+4 for ability scores, but no ability score can be higher than 19 including racial bonuses (but is allowed to be 20 due to leveling bonus).
Malachim (sing. Malach) (CR 14)
XP 38,400
The malachim are the most miltaristic of the seraphim, and see themselves as the protectors of Creation. In battle, they inspire their allies to fight, often creating armies in defense of virtue and life with their special abilities. When fighting against terrifying foes, a malach is possibly the best ally anyone could have. A malach will use its self sacrifice ability if it must, but uses tactics to determine the best possible time. From the storm of sunlight and positive energy emerges a tarshisha seraph. A malach has a wingspan of 30 feet.
Illuminim (sing. Illumination) (CR 12)
XP 19,200
The illumination is a living manifestation of romantic love, purposeful love, and loving adoration. The energetic being of wisps and brilliant light is so fond of loving and being loved that it seeks to spread this feeling throughout the multiverse. This power of love is soul-touching and deeply penetrating, sometimes to the point of heart-breaking. It is a sorrow that is part of the beauty of the experience, though it can leave a mortal being devastated for some time. An illumination's tear can be used as a material component when crafting an elixir of love to half the crafting cost (or in other devices that create sensations of being or falling in love). An illumination is 12 ft. tall with a wingspan of 20 ft. Seraphim do not normally lie, believing in the beauty of truth as one of the highest ideals of the cosmos. The illumination has a skill in performance (acting), not in order to deceive or pretend, but rather as a means of portraying emotional truths and spiritual truths through storytelling and universal archetypes.
Yes, I know. that's coming... :P I had limited time for posting. Check the thread later for further creations: One of the things that I forgot to mention about the personality of the Seraphim, is that they refer to themselves in the plural (I guess like the Borg). Cherubim (sing. Cherub) opposes Cythnigot
Bestiary 2 presents a new foe for adventurers to overcome, a deadly assortment of chaotic evil outsiders that resonate with dreadful and disgusting evil: the Qlippoth. Being a Cthulhuphile, I was immediately intrigued by them and set out to do some more research. I found that they may be more based on actual magick, spiritual truth than I believe is spiritually safe: they are based on the Kabbalistic Qliphoth: the embodiment of evil in the sacred Tree of Life. So I have decided to introduce the counter-beings to the Qlippoth in my own Pathfinder games (in and out of Golarion), also based on Kabbalistic spiritual beings: The Seraphim. (Sing. Seraph) At the height of the Mountain of Heaven lies a region known only as the Summit of Heaven. "There within its walls, each newborn archon undergoes a mysterious transformation, though none of them quite recalls exactly what transpires" (The Great Beyond, p. 38). The Summit of Heaven lies at the conflux of two dimensions, Heaven and the Chorus of Creation. This realm is unlike any other Outer Plane, but it is higher than the Heights of Heaven and mysterious to many who wonder the realms. Few can even acknowledge its presence (requiring a Knowledge (planes) check DC 40 to be aware of.) Within the Chorus of Creation lies a race of celestials known as the Seraphim. Their origin remains a mystery to most who have attempted to understand them, but it is said they are intricately tied to their plane, the Chorus of Creation itself, which seems to have manifested as a result (or in conflict to) the natural entropy, chaos, and destruction that fills the Cosmos.
Seraphim (sing. Seraph) are lawful good outsiders from the Heavenly realm of the Chorus of Creation..
Human Crossbow Weapon Master 4 / Sniper Rogue 2 / Hunter 2
Una glares behind her. "In other words, stow it, or you're likely to get a face full of fire." Intimidate
Ah, brings me back to a gestault fire elementalist sorcerer/alchemist I once had. Fireball here. Fireball there. I could decimate armies in seconds. Unfortunately she was possessed by the fire elemental spirit that consumed her tribe, and frequently caught on fire herself.
Ten unusual, disturbing, or baffling archaeological artifacts: 1) The Grooved Spheres of South Africa
2) The Ica Stones of Peru
3) The Antikythera Mechanism
4) The Baghdad Battery
5) The Coso Artifact
6) Ancient Model Aircraft
7) Giant Stone Balls of Costa Rica
8) Several Impossible Fossils
9) Out of Place Metal Objects (Fossil Record Anomalies)
10) The Shoe Print Fossil (Another Fossil Anomaly)
Theos Imarion wrote:
There is some archaeological evidence that the Americas were discovered by the Egyptians, Paleo-hebrew people, the Phoenicians, and the Chinese long before the vikings, but you won't find that in your history books as its mostly been suppressed. Also, Roman coins have been found in several places in the Americas, leading some to believe that there may have been trade between American Natives and the Roman Empire.
I am working on a few archetypes for my home brew campaign, and thought these were interesting. I hope none of them are overpowered, but please let me know what you think. Chivalrous Knight (Fighter archetype)
I'm not sure what the chivalrous knight's capstone ability should be, or if it should just remain weapon mastery. Draconic Ascendant (Wizard archetype)
Empower Dragon (Arcane Discovery)
Draconic Transformation (Arcane Discovery)
Dragon Companion (Arcane Discovery)
Dragonrider (Arcane Discovery)
Warlock (Sorcerer archetype)
Okay, this made me crack up for quite a few minutes. Chkaia (Tengu New Age Guru): Let us chant the Hakthi Ani to access the wellsprings of life at the center of our beings. Channel Positive Energy Kenta (Nagaji Paladin): Okay, but I won't chant. Chkaia: No fair, he didn't participate. How am I supposed to convince you of your divine inheritance if you don't reflect metaphysically. Kenta: Now, now. Chkaia. I'm a traditional ascetic. First date he'll watch, second date he may chant a little, and if you're lucky on the third date he'll let you touch his chakra.
Abraham spalding wrote:
Umm. Hold on, yes. Its on page 300-something in the bill. I'll have to find it again. I was doing research on it because so many people told me it does not apply to american citizens. :P Just a sec. I'll be back. EDIT: Page 266 or around there. Subtitle D. Sections 1021 and 1022.
Yes, I believe that Ron Paul is in favor of a strong defense. I believe that the President has the greatest power to defend this country. But I do not think that the power to attack is within his domain. If there is a reason to attack, or intervene in any nation's sovereignty, it is up to Congress to Declare War and indicate what actions should be done, specifically and clearly, and suggest a plan of action to have it done. Now, Iran has said multiple times that it does not have the capabilities of making a weapon, that they are not making a weapon, and that they would not use a nuclear weapon if they had one. The UN has investigated this as part of the Alliance that Iran and some other Middle Eastern nations are part of, and concluded that there are no nuclear arms. Now, I do not think the President has the power to attack or interfere with Iran in any way to prevent their development, their autonomy, or their sovereignty. But Congress can, by a Declaration of War, if it is deemed that there is a genuine threat to American security. It would go something like this: WHEREAS, The Republic of Iran has been secretly developing nuclear weapons, AND WHEREAS, The Government of Iran has used violent language against the United States and its Allies, and also threats of a military nature, THEREFORE, The United States and The Republic of Iran are in a state of WAR, and shall remain at WAR until the following is completed: a); b); c); I'm not entirely certain if this is the correct format, but that is generally how it would go over. Once War is Declared, which only Congress has the Power to do, it is up to the President as our Commander in Chief to successfully lead and end the war according to the resolutions determined in the Declaration of War. I do not care for this shooting from the hip thing that our Presidents have been doing since 1950-something. Cause shooting from the hip with nuclear arms at your disposal seems a little more than dangerous. Shooting from the hip also requires that the guns be constantly loaded, and I'd much rather that a man face war with conviction and resolution, go home and load his gun, then engage the enemy, and return... instead of just meandering about shooting guns in the air and throwing bombs around to impress (or scare) everyone.
Hopefully this will help you out: I would also turn to Washington's Farewell Address for a better understanding as well. Very Long Quote: Observe good faith and justice towards all nations; cultivate peace and harmony with all. Religion and morality enjoin this conduct; and can it be, that good policy does not equally enjoin it - It will be worthy of a free, enlightened, and at no distant period, a great nation, to give to mankind the magnanimous and too novel example of a people always guided by an exalted justice and benevolence. Who can doubt that, in the course of time and things, the fruits of such a plan would richly repay any temporary advantages which might be lost by a steady adherence to it ? Can it be that Providence has not connected the permanent felicity of a nation with its virtue ? The experiment, at least, is recommended by every sentiment which ennobles human nature. Alas! is it rendered impossible by its vices? In the execution of such a plan, nothing is more essential than that permanent, inveterate antipathies against particular nations, and passionate attachments for others, should be excluded; and that, in place of them, just and amicable feelings towards all should be cultivated. The nation which indulges towards another a habitual hatred or a habitual fondness is in some degree a slave. It is a slave to its animosity or to its affection, either of which is sufficient to lead it astray from its duty and its interest. Antipathy in one nation against another disposes each more readily to offer insult and injury, to lay hold of slight causes of umbrage, and to be haughty and intractable, when accidental or trifling occasions of dispute occur. Hence, frequent collisions, obstinate, envenomed, and bloody contests. The nation, prompted by ill-will and resentment, sometimes impels to war the government, contrary to the best calculations of policy. The government sometimes participates in the national propensity, and adopts through passion what reason would reject; at other times it makes the animosity of the nation subservient to projects of hostility instigated by pride, ambition, and other sinister and pernicious motives. The peace often, sometimes perhaps the liberty, of nations, has been the victim. So likewise, a passionate attachment of one nation for another produces a variety of evils. Sympathy for the favorite nation, facilitating the illusion of an imaginary common interest in cases where no real common interest exists, and infusing into one the enmities of the other, betrays the former into a participation in the quarrels and wars of the latter without adequate inducement or justification. It leads also to concessions to the favorite nation of privileges denied to others which is apt doubly to injure the nation making the concessions; by unnecessarily parting with what ought to have been retained, and by exciting jealousy, ill-will, and a disposition to retaliate, in the parties from whom equal privileges are withheld. And it gives to ambitious, corrupted, or deluded citizens (who devote themselves to the favorite nation), facility to betray or sacrifice the interests of their own country, without odium, sometimes even with popularity; gilding, with the appearances of a virtuous sense of obligation, a commendable deference for public opinion, or a laudable zeal for public good, the base or foolish compliances of ambition, corruption, or infatuation. As avenues to foreign influence in innumerable ways, such attachments are particularly alarming to the truly enlightened and independent patriot. How many opportunities do they afford to tamper with domestic factions, to practice the arts of seduction, to mislead public opinion, to influence or awe the public councils. Such an attachment of a small or weak towards a great and powerful nation dooms the former to be the satellite of the latter. Against the insidious wiles of foreign influence (I conjure you to believe me, fellow-citizens) the jealousy of a free people ought to be constantly awake, since history and experience prove that foreign influence is one of the most baneful foes of republican government. But that jealousy to be useful must be impartial; else it becomes the instrument of the very influence to be avoided, instead of a defense against it. Excessive partiality for one foreign nation and excessive dislike of another cause those whom they actuate to see danger only on one side, and serve to veil and even second the arts of influence on the other. Real patriots who may resist the intrigues of the favorite are liable to become suspected and odious, while its tools and dupes usurp the applause and confidence of the people, to surrender their interests. The great rule of conduct for us in regard to foreign nations is in extending our commercial relations, to have with them as little political connection as possible. So far as we have already formed engagements, let them be fulfilled with perfect good faith. Here let us stop. Europe has a set of primary interests which to us have none; or a very remote relation. Hence she must be engaged in frequent controversies, the causes of which are essentially foreign to our concerns. Hence, therefore, it must be unwise in us to implicate ourselves by artificial ties in the ordinary vicissitudes of her politics, or the ordinary combinations and collisions of her friendships or enmities. Our detached and distant situation invites and enables us to pursue a different course. If we remain one people under an efficient government. the period is not far off when we may defy material injury from external annoyance; when we may take such an attitude as will cause the neutrality we may at any time resolve upon to be scrupulously respected; when belligerent nations, under the impossibility of making acquisitions upon us, will not lightly hazard the giving us provocation; when we may choose peace or war, as our interest, guided by justice, shall counsel. Why forego the advantages of so peculiar a situation? Why quit our own to stand upon foreign ground? Why, by interweaving our destiny with that of any part of Europe, entangle our peace and prosperity in the toils of European ambition, rivalship, interest, humor or caprice? It is our true policy to steer clear of permanent alliances with any portion of the foreign world; so far, I mean, as we are now at liberty to do it; for let me not be understood as capable of patronizing infidelity to existing engagements. I hold the maxim no less applicable to public than to private affairs, that honesty is always the best policy. I repeat it, therefore, let those engagements be observed in their genuine sense. But, in my opinion, it is unnecessary and would be unwise to extend them. Taking care always to keep ourselves by suitable establishments on a respectable defensive posture, we may safely trust to temporary alliances for extraordinary emergencies. Harmony, liberal intercourse with all nations, are recommended by policy, humanity, and interest. But even our commercial policy should hold an equal and impartial hand; neither seeking nor granting exclusive favors or preferences; consulting the natural course of things; diffusing and diversifying by gentle means the streams of commerce, but forcing nothing; establishing (with powers so disposed, in order to give trade a stable course, to define the rights of our merchants, and to enable the government to support them) conventional rules of intercourse, the best that present circumstances and mutual opinion will permit, but temporary, and liable to be from time to time abandoned or varied, as experience and circumstances shall dictate; constantly keeping in view that it is folly in one nation to look for disinterested favors from another; that it must pay with a portion of its independence for whatever it may accept under that character; that, by such acceptance, it may place itself in the condition of having given equivalents for nominal favors, and yet of being reproached with ingratitude for not giving more. There can be no greater error than to expect or calculate upon real favors from nation to nation. It is an illusion, which experience must cure, which a just pride ought to discard.
I happen to agree with his foreign policy, as does quite a number of the international community, and strangely enough our military. Since the U.S. has been rattling its war drums at Iran, with severe opposition from Russia and China, and Japan now reluctantly joining their argument, we're on the edge of an international diplomacy meltdown. Unfortunately, it is likely there will be a military response from the United States, including transferring something like 20,000 troops to Australia in preparation for Chinese naval action. Several Australians I know are not at all happy about this. China is their largest trading partner, and one of the primary reasons that their nation is doing relatively well in this global economic crisis. Staging troops in Australia would effectively cut off this trade with China and endanger (if not brutalize) the Australian Economy. In other news today, the United States economic sanctions against Iran have dramatically decreased the value of Iran's currency (40%) in the international market. This can only make things worse for Iran, who I hope will still be able to trade with their currency internally to avoid hyperinflation and the travesties that follow. I think it is likely that Iran will shut down the Strait of Hormuz (sp?) if international relations continue to worsen. Oil prices up 4% today. Up 400% if the Strait of Hormuz is closed off. There was a time, not too distant for some, but several lifetimes for others, when sanctions were considered an act of war and were never used in international relations, or used seldomly, as it was entirely possible to declare war against those that have placed sanctions. The following would be considered acts of war in this previously held philosophy: 1) Interfering with or imposing restrictions on a nation's ability to trade with its neighbors or with any nation. 2) Interfering with or imposing restrictions on a nation's ability to conduct diplomacy or enter alliances with its neighbors or with any nation. 3) Interfering with or imposing restrictions on the internal affairs or governmental powers of a nation. And yet, these days, these are common practices. Imperialism at its worse. The Golden Rule applies internationally. We must realize that it is better to treat others how we would wish to be treated.
Here's the other bloodline I'm working on currently. :)
Fortification Bloodline At some point in your family history, an ancestor made a valiant stand in a besieged fortress against great odds, and eventually died when the fortress was destroyed or damaged beyond recognition. Since that time, the descendants have sometimes exhibited powerful defensive magic, particularly when defending castles and fortresses. Class Skill: Knowledge (engineering) Bonus Spells: alarm (3rd), arcane lock (5th), tiny hut (7th), secure shelter (9th), wall of stone (11th), guards and wards (13th), mage's magnificent mansion (15th), iron body (17th), refuge (19th) Bonus Feats: Arcane Armor Mastery, Arcane Armor Training, Armor Proficiency (any), Dodge, Leadership, Mobility, Shield Focus, Shield Proficiency, Skill Focus (Knowledge [engineering]), Tower Shield Proficiency, Weapon Proficiency (any). Bloodline Arcana: Your magic feels crisp and "military", often granting special defensive abilities. Any spells you cast that increase armor class improve their bonus (whether armor, deflection, shield, or natural) by +1. Locations or materials created by your spells take on a decidedly military appearance. The material's hardness is increased by +5. Structures created by your spells provide arrow slots or other defensive measures that provide total cover to those shooting from behind them. Bloodline Powers: Arcane Ballista (Sp): At 1st level, you can conjure a ballista in an adjacent space as a full round action. The ballista provides soft cover, but more importantly it can fire a ballista bolt once per round at a foe you designate within 30 feet as a standard ranged attack (using your attack bonus), dealing 1d4 piercing damage. Once a bolt is fired, a new bolt is conjured in the loaded position automatically. At 5th level, a conjured ballista is well shielded, and provides partial cover as a low obstacle if you are medium, or total cover if you are small. At 7th level, the damage increases to 1d6 damage. At 11th level, the ballista bolt's damage increases to 2d6 damage. You can use your ballista a number of rounds per day equal to 3 + your Charisma modifier. Living Shield (Su): At 3rd level, any shield you bear seems to take on a life of its own so long as you hold it. It braces against oncoming attacks, providing an additional +1 shield bonus. At 7th level, and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level. Fortification (Su): At 9th level, you gain a magical ability to repair damaged structures, repairing 1d6 damage per sorcerer level. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. Secrets of the Keep (Su): At 15th level, your base speed is increased by +20 feet while within a fortress or defensive structure. Once per day, you may teleport with no chance of error to any known part of a fortress or defensive structure you are currently in. Shield Wall (Su): At 20th level, you are a truly defensive force. You can conjure a defensive wooden wall that provides improved cover with a length of 100 feet per day. This can be broken up over the day, but the minimum length is 5 feet. Any structures conjured by your spells provide improved cover instead of total cover. Finally, you gain unlimited use of your teleport ability while within a fortress or defensive structure.
Because I am about to add another sorcerer bloodline (that I think could use some help) to these forums, here is the Final Sorcerer Bloodline - Unicorn Unicorn Bloodline At some point in your family's history, a Unicorn offered his or her blood as a personal sacrifice to resurrect or heal a relative. Over the years, descendants have sometimes demonstrated a spark of this divine creature's influence. Class Skill: Heal Bonus Spells: cure light wounds (3rd), invisibility (5th), neutralize poison (7th), break enchantment (9th), cure light wounds, mass (11th), heroism, greater (13th), sunbeam (15th), sunburst (17th), freedom (19th) Bonus Feats: Dodge, Extend Spell, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Quicken Spell, Skill Focus (Knowledge [nature]), Skill Focus (Heal) Bloodline Arcana: Whenever you touch your unicorn's horn to an ally as a spell focus for any beneficial spell, your caster level is increased by +2. Whenever you use your own blood as a spell component (taking 1d4 points of damage) for any beneficial spell used on yourself or an ally, your caster level is increased by +1. Bloodline Powers: Your magic benefits from the healing blood of unicorns that runs through your veins. Horn of the Unicorn (Ex): At 1st level, you can grow a unicorn horn from your forehead as a free action. This horn is treated as a natural weapon, allowing you to make a gore attack. This attack deals 1d6 points of damage (1d4 if you are Small) plus your Strength modifier. At 5th level, this horn is considered good for the purpose of overcoming DR. At 7th level, the damage increases to 1d8 points of damage (1d6 if you are Small). At 11th level, this horn becomes a holy weapon, dealing an additional 2d6 points of holy damage to evil creatures on a successful hit. If you are evil, you take 2d6 holy damage and have a negative level each round your unicorn horn is active. This is a supernatural ability. You can use your unicorn horn for a number of rounds per day equal to 3 + your Charisma modifier. Unicorn's Sight (Ex): At 3rd level, your eyes become more unicorn-like in appearance, granting you low-light vision. If you already have low-light vision, you gain darkvision 60 ft. If you already have darkvision 60 ft., the range is extended to 120 ft. As a full round action, you can detect good or detect evil. This is a supernatural ability. Charge of the Unicorn (Su): At 9th level, whenever you charge an opponent with your unicorn horn active, you are allowed to use your gore attack and deal triple normal damage. For a number of minutes per day equal to your sorcerer level, your land movement speed is increased by 30 ft. Protection from Evil (Ex): At 15th level, damage reduction 5/evil. At 19th level, you are continually surrounded by a magic circle against evil as a supernatural ability and your damage reduction increases to 10/evil. Unicorn Form (Su): At 20th level, you gain the ability to shapechange into a unicorn as a standard action. You can change forms up to a total of five times per day, though there is no maximum duration to how long you can stay in unicorn form.
You know, after reading the first adventure of Council of Thieves, I imagined a mini-opera "The Daughters of Thalaria" that would likely be popular in Cheliax (at least among the nobility). The daughters of Thalaria are at first happy, and the opera begins with a happily choreographed dance ensemble, an aria by the oldest daughter who is happy about her upcoming marriage. This is rudely interrupted by a ferocious red dragon. Cue epic dramatic music, fire effects, black smoke. The daughters of Thalaria now dance and sing a different tune. Their lands lie in ruin, wealth is given to the dragon to appease it (sometimes successfully, sometimes not) The daughters mourn as the last wagon of valuable items is slowly wheeled across the stage, exiting stage right. A paladin of Iomedae enters stage left. Trumpet fanfare (perhaps played overdramatically, depending on where the opera is performed) and humorously sensationalized epic music. The paladin sings of his great conquests against evil, as the daughters of Thalaria kneel at his feet, fawning and attentive. These songs have no small amount of humor in them (making fun of Paladins is a favorite past-time of the Chelish). Then the paladin rushes off to fight the dragon, as the daughters of Thalaria sing him on to victory. Flame effects, roaring, smoke, crunch and munch. Cue guts and gore.
And now the music takes on a more ominous tone. The dragon has taken the wealth and all the cattle of the land. All the crops have been burned, and the land lies in desolation. The dragon's demands still are not met, though, and the human sacrifices have begun. The lord mayor enters and sings a sad song regarding the disaster of the land, and how Aroden and Iomedae have forsaken them. (etcetera - there are a variety of versions of this where other good deities are censured). The youngest daughter is bound in chains and slowly marched off stage right, while the other daughters sing more melancholy. The oldest daughter has an idea though, a desparate and daring idea, and she calls on her sisters for help. In a mystical ritual, they draw out daggers and spill their blood (again, the depth of reality of this depends on where it is performed). The oldest daughter calls on Asmodeus, offering her soul for the life of her sister. In a flash of brilliant light, Asmodeus appears in the finest red robes, a ruby scepter in his hand. He holds out the parchment and the daughters sign in their blood. Asmodeus sings an aria of the glories of Hell, the wonders that await the faithful. And the promise of a new life of peace and order. Asmodeus disappears again in a flash of red light, and the theatre suddenly begins to shake as one hundred hellknights storm down the aisles. (This is as much a fear effect as one of awe - it is part of the performance but allows the hellknights to demonstrate their power). Within seconds, the dragon is dispatched and the youngest daughter returned safely to her sisters. The daughters sing a song of thanks, joy and happiness. Then the music becomes more dramatic again as a full choir (often this part is performed by the hellknights) sing a song of praise to Asmodeus as the stage is slowly transformed into a red and black throne room. Then the song becomes even more epic as praise is heaped upon the House of Thrune. The daughters of Thalaria mount the stairs to the great throne, where Thrune's ruler (you'll forgive me if I can't remember current name or title) sits on her throne, with Asmodeus standing behind the throne and various devils kneeling on the stairs before her. (in the more expensive productions, these are likely bound real devils, but just costumes in the less expensive ones). The chorus raises to epic proportions as the banners of Cheliax unfurl throughout the theatre.
Harrow Deck of Illusions
Winged Serpent
Harrow Deck of Many Things
Winged Serpent
Jordan Fenix wrote: interesting indead Marcellius, Interesting, If i didn't venerated Iomedaei would think of joining such Order of the Phoenix... I must admit they have a great name. Thanks, I haven't started working on the Knights of Ozem yet, since they're core. But I imagine that they are not as resourceful or as guarded as the Knights of the Phoenix. "Death to the undead. God wills it!" - Oh wait, that was Kingdom of Heaven. The Knights of Ozem are more likely of the mind that "if its moving when its not supposed to be, bash it until it stops", so even neutral undead are eager targets for this bone-thirsty group. They don't bear a grudge lightly and have a book of records as thick as a forearm detailing how every member of their order died and against what undead foe. The Knights of Ozem relish combat with the undead so much that they do not completely destroy undead, and resort to a type of torture of the undead. They work with priests and wizards unafraid to raise the dead so that they can keep their militant oaths alive, and frequently break into cursed tombs and castles in an intentional effort to rile up agitated spirits. The ethics of these acts are questionable, to say the least. But with the weakened Paladin's oath, most indicate that the destruction of any undead is far more important than letting the dead rest in peace. ((Go figure.)) (This is very different from a Knight of the Phoenix, who upon encountering undead, will wait and see if the undead are intelligent. If they are not intelligent, they are turned if possible, and the Knight will leave them alone until he can find the source that animates them.) The Knights of the Serpent are the antithesis of the Knights of the Phoenix. They venerate Arazni as the Harlot Queen, paying homage to her as the model of the undead. Her curse is one which most would willingly undergo. If the Blackguard is a core class (as some speculate), I would not be surprised if many venerated her.
Pure Azlanti Race: +2 Intelligence, +2 any other ability score, -2 any other ability score Pure Azlanti threw off the shackles of slavery to the minds of the Aboleth, and since then have trained their minds to prevent from falling again. Like humans, they have focused on developing many aspects of themselves. Medium: Pure Azlanti are Medium creatures, and have no bonuses or penalties due to their size. Normal Speed: Pure Azlanti have a base speed of 30 feet. Piercing Eyes: As a full round action, a Pure Azlanti can peer into the ethereal plane and see ethereal creatures or objects within 5 feet. Azlanti receive a +2 bonus to Intimdate and Sense Motive checks when they make eye contact with the subject. Azlanti Resistance: Azlanti receive a +2 racial saving throw bonus against enchantment spells and effects. Azlanti Magic: A Pure Azlanti casts any spell that influences or effects the ethereal plane at +1 caster level. Any time a Pure Azlanti has access to a general or metamagic feat, he or she may instead take an Azlanti feat. Weapon Familiarity: Azlanti are proficient with any weapons that have the word Azlanti in their names. Hatred: Azlanti receive a +1 bonus on attack rolls against aboleths and known aboleth-dominated creatures. Azlanti Affinity: Azlanti gain a +2 racial bonus to skill and ability checks made to interact with another Azlanti or a creature with the Azlanti subtype. Favored Class: Azlanti may choose any one class to be their favored class at 1st level. Once made, this cannot be changed. This is exactly like the Favored Class ability of normal humans. |