Monuments Men (Inactive)

Game Master Reckless


Of Monuments and Monument Powers

Something has imbued the Monuments of Magnimar with magic. The Monuments hold immense power, defying any attempt to deface or defile them in any way. Scholars around the world have come and gone, most fleeced by the avaricious of Magnimar in the process, but none have discovered the true secrets of the Monuments’ lingering powers.

When all magic has left the world except a few bits here and there, it becomes easy after a few generations to dismiss the mystic as mere superstition as people turn to more practical solutions to their daily problems. So it is that the monuments have passed from wonders to curiosities to oddities best avoided by sensible folk.

At some point in your recent past, however, you stopped being one of these sensible sorts. For whatever reason, you happened to be close to one of the monuments when something strange happened. A flash of light, a feeling of Deja vie, followed by lost time. You woke up the next day, several hours missing from your memory.

Even stranger, you soon became aware of strange abilities you now possessed. Stories passed from a century ago spoke of people capable of learning to do such things from books, being gifted with such powers by alleged gods, or inheriting them from demons, dragons, or fey. Everyone these days know they’re just stories, though. Yet, here you were, living proof that some kind of magic still exists on Golarion.

Who knows what path you might have tread if your emerging gifts weren’t discovered by Imesah, a woman who claims to be old enough to remember a time when magic was real. Imesah has gathered several people gifted by the monuments, trained them in the powers they have been granted, and helped them to expand those powers in depth and scope. From her home in Naos, she has helped you all become a team… a group dedicated to stopping the evils plaguing Magnimar. It is time for you to show Magnimar that justice and light still exist, that magic’s flame has not died.

Monument Powers
Monument Powers act pretty much as spells, except they do not take up slots, automatically heighten to the highest level the character can cast, and use the “Use a Power” action/activity instead of the “Cast a Spell” action. A character spends a Power Point in order to use a power, and regains a power point every 5 minutes, up to their maximum. A Character’s maximum Power Points is equal to their level. Each monument also grants the use of a Cantrip, which doesn’t take any Power Points to activate and may be used at will.

Their caster level is equal to their level, and they are Trained in Power Use. The DC and attack modifier of their powers are determined by their proficiency in Power Use and their Key Ability (which is listed in the monument listings below.) When a PC becomes level 8, they become Expert in Power Use.

The Battle of Charda
District Found: Beacon’s Point District
Cantrip: Electric Arc
Powers: Feather Fall, Shocking Grasp, Shatter, Sound Burst, Levitate, Lightning Bolt, Blink. Fly
Key Ability: Int
Property Rune: Shock

Cenotaph
District Found: Capital District
Cantrip: Disrupt Undead
Powers: Harm, Heal, False Life, Gentle Repose, Remove Disease, Vampiric Touch, Talking Corpse, Vital Beacon
Key Ability: Con
Property Rune: Disrupting

Indros cul Vydrarch
District Found: Capital District
Cantrip: Guidance
Powers: Ant Haul, Pest Form, Animal Form, Humanoid Form, Insect Form, Meld into Stone, Aerial Form, Dinosaur Form
Key Ability: Str
Property Rune: Shifting

Eyes of the Hawk
District Found: Dockway District
Cantrip: Chill Touch
Powers: Goblin Pox, Spider Sting, Ghoulish Cravings, Touch of Idiocy, Blindness, Deafness, Nightmare, Outcast’s Curse
Key Ability: Con
Property Rune: Wounding

The Fifth Wind
District Found: Dockway District
Cantrip: Ray of Frost
Powers: Air Bubble, Gust of Wind, Endure Elements, Obscuring Mist, Stinking Cloud, Wall of Wind, Air Walk, Gaseous Form
Key Ability: Dex
Property Rune: Frost

Our Lady of Blessed Waters
District Found: Keystone District
Cantrip: Prestidigitation
Powers: Create Water, Hydraulic Push, Water Breathing, Water Walk, Feet to Fins, Slow, Hydraulic Torrent. Solid Fog
Key Ability: Wis
Property Rune: Corrossive

Founder’s Honor
District Found: Keystone District
Cantrip: Daze
Powers: Charm, Fear, Comprehend Languages, Hideous Laughter, Enthrall, Mind Reading, Phantasmal Killer, Telepathy
Key Ability: Cha
Property Rune: Glamered

Mapstone Monument
District Found: LowcleftDistrict
Cantrip: Telekinetic Projectile
Powers: Mage Armor, True Strike, Resist Energy, Telekinetic Maneuver, Earthbind, Paralyze, Resilient Sphere, Stoneskin
Key Ability: Int
Property Rune: Thundering

The Celwynvian Charge
District Found: Lowcleft District
Cantrip: Tanglefoot
Powers: Pass without a Trace, Shillelagh, Barkskin, Enhance Victuals, Neutralize Poison, Wall of Thorns, Read Omens, Speak with Plants
Key Ability: Wis
Property Rune: Grievous

Founder’s Flame
District Found: Naos District
Cantrip: Produce Flame
Powers: Burning Hands, Color Spray, Blur, Continual Flame, Fireball, Searing Light, Fire Shield, Wall of Fire
Key Ability: Cha
Property Rune: Flaming

The Guardians
District Found: Naos District
Cantrip: Shield
Powers: Disrupting Weapon, Magic Weapon, Dispel Magic, Spiritual Weapon, Ghostly Weapon, Glyph of Warding, Spell Immunity, Weapon Storm
Key Ability: Str
Property Rune: Ghost Touch

Mistress of Angels
District Found: Ordelia District
Cantrip: Mage Hand
Powers: Jump, Longstrider, See Invisibility, Spider Climb, Haste, Heroism, Dimension Door, Freedom of Movement
Key Ability: Dex
Property Rune: Holy

On Champions:

The gods are silent, giving neither aid nor succor to their followers. But in Magnimar, some lingering remnant of the Empyreal Lord Soralyon remains powerful enough to power Champions’ powers, Few know this secret; Imesah is one of them, and has taught you the ways. Soralyon approves powers for Champions of all paths of Good.