DM ARC's Lantern Bearers (Inactive)

Game Master Aiunder


Lantern Bearer:

-A faithful of Pharasma adventurer who has died
-Offered a chance by Pharasma to live again provided they help her cause
-Each wears a lantern brooch that gives them a false life but only lasts for a certain amount of time, when time runs out they 'fade' away and lose their physical form
-While not on a mission they will reside on a "ghost ship" that acts as their transport to the different adventures and base of operations. Also where their brooches get recharged
-Acts in all ways as a living person, not undead or otherwise

Disruption:

-A location or event that interferes with the flow of souls from the physical world to the afterlife
-An upswing or increase in undead or negative energies
-A sudden loss or disappearance of souls
-etc
Examples: a mysterious plague that infects a town and is believed to be the cause of increased undead in the area, sanctified graveyards with empty graves, a remote town where all the prayers to Pharasma have gone silent obscuring the region from Pharasma's gaze, etc

Character creation guidelines:

Alignment:Any good or neutral
Classes:Any Core, APG, UM, UC, other Paizo may be allowed depending on backstory
Races:core races preferred, nonstandard races may be allowed depending on backstory. Monstrous races will suffer social penalties
Level: Two
Hit Points:Max first two levels then D6=4, D8=5, D10=6, D12=7 (half plus one)
Attributes:20 point buy (No reductions)
bonuses:One additional feat at first level, increase first level class skill points by half (before adding stat modifiers)
Starting funds:1000g
Starting Gear:One Masterwork weapon (Loaned from the temple of Pharasma/cannot be sold), Adventurers Pack (standard size pack that reduces weight of stored items by half, has an attached quiver capable of holding sixty arrows or quarrel or twenty javelins and three quick access pouches able to hold potion sized items and retrieve as a free action on your turn) and the Lantern Brooch that keeps you in the physical world when you're not aboard the Mourning Maiden
Backstory: I will be choosing primarily on backstory and concept so this is probably the most important part.Where did you come from? Who are you? How did you become an adventurer? How did you die? What else is important about your character.

Soul Channeller:

Some priests of Pharasma feel a much stronger connection to both the souls of the departed and the memories that those souls leave behind. While for many this power gives them an affinity or sensitivity towards the incorporeal a select few can, with training and determination, turn this affinity into something much more.
A Soul Channel must sacrifice access to one of his/her starting domains and in exchange gains the ability to draw forth temporary manifestations of the departed.
At first level a Soul Channeller creates a bond with a manifestation of a deceased hero. Granting the ability to temporarily call upon the spirits aid in battle. A number of times per day equal to three plus his/her charisma modifier as a standard action, that does not provoke an attack of opportunity, may activate the power of any known spirit.
At fifth level and every five levels afterwards the Soul Channeller may select a new spirit to bond with in addition to any previously known.
At twelfth level the Soul Channeller may instead make use of the spirits greater power.
The DC of saves against powers gained through this archetype equal the save DC of the priest's channel energy class feature.

The ghost ship Mourning Maiden and her crew:

the Mourning Maiden is an old Taldese schooner recorded sunk over one hundred years ago with all hands after the suspicious death of a priest taking passage on her. Angered at the death of one of her favoured priests, Pharasma sentenced the crew to more than just a water demise. The captain and crew were cursed to ply the waterways collecting and ferrying the souls of the departed to her realm in service to Pharasma until she deemed their debt paid.
Crew:Coming Soon

Boons:

Unless otherwise stated boons last for the duration of one adventure
Least Boons (250gp-1000gp)
-Heroic Balm (Restore 2d12+Level HP)(Once per adventure)
-Heroic Defiance (Grant +1 Divine bonus to AC)
-Heroic Resolve (Grants DR 1/Magic)
-Heroic Inspiration (Grants +2 on all skill rolls)
Lesser Boons (1000gp-3000gp)
-Saints Balm (Restore 5d12+Level HP)(Once per adventure)
-Saintly Defiance (Grant +4 Divine Bonus to AC)
-Saints Resolve (Grant DR 5/Magic)
-Intervention (May reroll any one dice roll)(Once per adventure)
Divine Boons (3000+)
-Divine Restoration (Regain all lost HP)(Once per adventure)
-Divine Health (Grant +5 Divine bonus on all saves)
-Divine Resolve (Grant DR 10/Magic)
-Divine Purpose (Breath of Life spell will be cast immediately if character dies)(Once per adventure)