|Diaz Ex Machina|
Hello everyone and thank you for your time.
TL;DR: Need ideas for the background of a LG tiefling conjurer in Wrath of the Righteous.
I'm going to play a character in the "Wrath of the Righteous" AP soon. After thinking about it for a while, I decided to build a tiefling conjurer. However, building the PC was the easy part, now I need a background.
I want to create a good, yet simple background. I've read a bit of material about this campaign's setting, and found out that tieflings have a particularly hard time living in Mendev, especially in the city of Kenabres, where the adventure starts. It seems that a sect of iomedaean fanatics like to spend their time burning at the stake everything with connections - true or false they might be - to demons. It sounds to me like a tiefling baby would have been killed for "the greater good" on the spot if the wrong people found out about his existence, yet the Player's Guide states:
At one time tieflings were distrusted and shunned, but now some of the fiend-blooded fight alongside aasimars while defending Mendev or striking against the horrors of the Worldwound.
How can I make my PC fit in the campaign if almost everyone would have wanted to kill him while still in the cradle? How could he have survived his early years, and how could he ever have revelaed himself to the people of his city, when they're used to burn his kind alive? Note that because the trait Riftwarden Orphan I have to be raised in Kenabres, and I can't change this. Here is the description of the trait:
You bear a strange birthmark on your body-something you've learned is the Sign of the Seeker's Spiral, a rune associated with the secret society known as the Rifwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Rifwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, fr you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further confirmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You're not sure what happened to them, but you're certain they're dead-and your gut tells you that the one who murdered them yet lives! In any event, you've long felt magic in your blood, and casting spells comes easily to you. You gain a +2 trait bonus on all concentration checks.
Thank you in advance for your answers.
P.S.: Here is the stats block of my PC, so you can have an idea of who he is.
Male tiefling conjurer 1 (Pathfinder RPG Bestiary 264)
LG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +2
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +2
Resist cold 5, electricity 5, fire 5
Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +3 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 1st; concentration +9)
. . 9/day—acid dart (1d6 acid)
Conjurer Spells Prepared (CL 1st; concentration +9)
. . 1st—color spray (DC 17), grease, mage armor, summon monster I
. . 0 (at will)—detect magic, light, read magic
. . Opposition Schools Enchantment, Necromancy
Str 10, Dex 16, Con 13, Int 22, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Alertness, Scribe Scroll, Spell Focus (conjuration)
Traits ever wary, riftwarden orphan, tireless logic
Skills Acrobatics +0 (-4 to jump), Bluff +1, Knowledge (arcana) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +10, Perception +2, Sense Motive +2, Spellcraft +10, Stealth +2; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal, Terran
SQ arcane bond (Milo, greensting scorpion), paranoid, prehensile tail[ARG], summoner's charm (1 round)
Other Gear crossbow bolts (20), dagger, light crossbow, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wizard starting spellbook, 10 gp
Acid Dart (1d6 acid, 9/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Paranoid Aid Another DC 15 for attempts to help you.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
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And here is his portrait (by Dan Jones).
|Diaz Ex Machina|
The Birthmark keeps people from killing the PC. For the Humble sacrifice by his parents, he is left alone, minus some of the verbal abuse.
Nice idea, although the birthmark is not as easy recognizable as a holy symbol, the people of Kenabres would probably misinterpret it as a sort of demonic brand since it appeared on the body of a fiend-blooded child. I'll probably talk about this with my GM though, thank you for your advice.