Character 15's page

No posts. Organized Play character for Millefune.




REMOVE CURSE
Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it.

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The first sentence says it can remove all curses from an object or creature. Later in the paragraph it gives the exception of cursed shields, weapons, or suits of armor don't have the curse removed, but they are able to be taken off and be gotten rid of.

So a ring, necklace, or other cursed Wondrous Item that isn't a shield, weapon or suit of armor can have its curse completely removed from a casting of Remove Curse? If so, why does Break Enchantment, an even more powerful form of the spell, only allow things to be taken off or gotten rid of, and not also completely "remove all curses from an object?"


In "Andoran, Birthplace of Freedom," Codwin I of Augustanna was the Supreme Elect in 4715 (2015), having been reelected into office in 4712 (2012). So with the 4716 election year, did someone else get elected into office, or did Codwin I get reelected?


I'm running a campaign in Sargava, and one of the things in the "Sargava: The Lost Colony" book mentions that the Korir River is used by trade ships both to to/from Kalabuto to/from Port Freedom. How is this possible, as rivers generally flow from the inland out to the ocean/sea. There are some occasions that a river flows inland. Regardless, rivers don't flow both ways at a time. So which way does the Korir River flow?


If I have a high enough BAB, can I take the attacks out of order?

For example, I have +6/+1, and my opponent has a high AC, but low CMD. Can I use my lower +1 attack first to trip, then use my higher +6 attack to go for a damaging hit?

It also works for the cinematic imagery. Like in the movies (especially martial arts movies), they block or parry most of the initial attacks, but then the last attack gets through for the damage/kill.


When you don't have total concealment, do you still provoke attacks of opportunity by moving, putting something away, whatever would normally provoke? Like if you're in Obscuring Mist (20% miss chance), and you move through or leave squares that an opponent would normally threaten and gain an AoO from?


I've read over the Grappling rules and used Google... but I can't seem to find the answer to this.

If an opponent has an ally in a grapple, and you don't want to assist your ally in breaking or taking control of the grapple by using Aid Another (say you have a much higher CMB), can you just grapple the opponent? The paragraph on multiple grapplers only addresses aiding, but not whether or not you can initiate your own grapple with an opponent grappling an ally.

If you can do it (I don't see any rules that say you can't), and you succeed at controlling the grapple between you and the oppoenent, is the opponent still grappled with your ally and controlling that grapple?


I'm dealing with an Aurochs animal companion, and when it increases in size, it gets the Trample special ability. The trample damage is not listed in the Animal Companion information. So I went through the rules to find out what it should be, but I'm getting conflicting information. If you have the time, please help me figure this out?

Trample wrote:
As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category Smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature’s slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature’s trample attack is 10 + 1/2 the creature’s HD + the creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

The "slam" damage for a large creature is 1d6 according to the Natural Attacks by Size table, but the Aurochs entry in the bestiary says the trample damage is 2d6.

Where does the extra d6 come from?


I have been using "ah-meh-nuh-fes." I've heard ay-men-OH-fee-us, ah-mih-noh-fee-oos, ah-men-off-yoos, and all sorts of other ways...


I'm finding that it's way easier and cheaper to raise your CMB than your CMD. So much that CMB builds start wrecking CR appropriate and even "CR+3" fights by low-mid levels. I know the general ways to raise CMD described in the CMB/CMD section of the Core Rulebook, but are there other ways to raise CMD or some new rules or supplements I'm missing that balanced out the disparity of ease of raising CMB over difficulty of raising CMD?


Going through the Celestials and Fiends, I noticed that Demons' attacks count as Chaotic and Evil, and Devils' attacks count as Lawful and Evil. On the Celestial side, however, Azatas' attacks don't count as Chaotic and Good, and Archons' attacks don't count as Lawful and Good... not even Angels' attacks count as Good.

So when Celestials clash with Fiends, the Fiends pretty much can tear through the Celestials' DR, while the poor Celestials have to deal with their attacks not inflicting as much damage, since they can't naturally bypass the DR.

What's up with the unfair treatment? Am I missing something?


It says in the Linguistics skill that you can retry it. I can't see how this works... if I came across Arabic writing, and I didn't know what it said (say I made a low roll), I wouldn't be able to just figure it out by looking at it for another minute. I would understand if it was "Retry: Yes, if you can do further research on the language," or something similar. How do the rules justify someone just figuring out the meaning of writings in a language they haven't seen before half the time by just sitting there for twenty minutes?

Player: I sit there and retry again, and again, and again, and again, and again, and again. OK... let's see, I think it says this or this. One of these is a false conclusion, since they don't match. I have a 50% chance to understand ANY writing I come across.


2 people marked this as FAQ candidate.

You can remove the "half-speed" by making an Acrobatics check, but does that allow you to run if there are no obstacles in the way, or "fly run?"


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

Is the Archivist able to make separate Knowledge checks against different types of opponents, and then allow his or her Naturalist ability work for the party against all the creatures the Knowledge checks pass against?

I saw someone say you could on this thread: paizo.com/threads/rzs2offa?Archivist-clarifications

However, I'm not sure it's right. Most people I ask seem to think that it's "one type only," but some say that since a Knowledge check is a free action, it can work on multiple things if the Bard knows what they are.


In the item creation rules, it says that you can have another caster provide the spell needed in creating a magic item if you don't have the spell itself. So with Scribe Scroll, could a Wizard make a scroll of Daylight as an Arcane Scroll or Divine Scroll (or is it his choice), if the spell's provider is a... let's say... Oracle?


I've looked through all the books I have on the setting, checked the Pathfinder Wiki, and Googled... but I can't find what descriptor is used for the folk of Erastil. Are they Erastilites? Erastilians? Erastilese? Anyone know?


As per th subject heading. I'm in the middle of a PSOP session, so in the interest of time for the ruling, I'm just letting it go as a normal touch spell where it doesn't get lost. But I'm posting this, so we can get a more official ruling we can look back to at the end of the encounter. Any answers are appreciated.

4/5

How will the deadline be enacted? More specifically, will GMs and players have the time to enter the final prestige and/or changes to the characters factions for a day or four later, or will there be a straight cut-off at midnight?

For instance, my area will be running a "last chance" session on the 14th of August for Lantern/Shadow Lodgers to play out their respective conclusion scenarios. What if the game goes beyond 12 AM? Will I not be able to report the session and faction change? Will the players not be able to switch their factions on their character profiles?

I'm hoping we have a few days to get all the paperwork done. While I usually get it done within a few hours of a session's end, I know there are some GMs/organizers out there that take days/weeks (months even) to do their reporting on the site.


PFSRD wrote:
The pick is a type of war hammer with a very long spike on the reverse of the hammer head. Usually this spike is slightly curved downwards, much like a miner's pickaxe. The pick is excellent at piercing thick armor or chain mail which a sword would have difficulty penetrating.

It's also pictured in the Ultimate Equipment book as having one side hammer-like and the other pick-like. I figure due to the balance of the weapon (there's a bit more metal on the pick side), it's harder to effectively strike with the hammer side. So would taking a -4 to hit for "improvised" use of it as a bludgeoning weapon to overcome "DR/Bludgeoning" be OK?


A player asked me if his Evocation School ability "Intense Spell" gets added into scrolls that he scribes. I tried looking for stuff under the feat and magical item creation rules, but couldn't find anything. Does anyone know what's up with this?


Need help on a ruling, please?

Another player cast Pox Pustules on an Air Elemental. The DM said it doesn't go off at all, because the Elemental doesn't have any skin. We couldn't find anything in the rules that said that the spell wouldn't work on the elemental. Is there something we're missing?

Given that air elementals don't have skin really, so it wouldn't make real world sense, but neither does magic. Anyway, should the spell have been able to affect the elemental?

4/5

Would someone post a list of which of the last few season 4 scenarios are faction specific, please? I know that Lantern Lodge's is Way of the Kirin, and Andoran's is Waking Rune... but I don't know which others are the "important" ones for certain faction characters.


If a player is captivated by a Harpy's song, and moves through an area with Silence active, or has a Silenced area moved to him, does the Harpy's song effect still affect him and keep him captivated if the Harpy is still singing and not itself Silenced?

I was under the impression that the person had to be hearing the singing in order for him or her to continue being captivated and keep moving toward her.


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

Are you still able to flank if you can't see? The example I was put up against was that while in the area of a Darkness spell, two animal companions with the Scent ability were on "flanking sides" of the opponent. They couldn't see the opponent, so it still had total concealment from the darkness. Would they still have gotten the flanking bonus, because they knew what square the opponent is in, or not?

We spent a bit of time looking up concealment and blindness, and there really wasn't anything I could find in the Pathfinder SRD that mentioned threatening squares or not.

4/5

If a person is say Level 4 with 11 XP, and he or she is planning to do Slow Advancement when they hit Level 5, how are the experience points done if they go through a sanctioned module that gives 3 XP?

From what I read in the Organized Play Guide, you have to choose to do Slow Advancement when you level. If the Chronicle from the module bumps their XP passed the beginning XP of that level, does that mean he or she can't do Slow Advancement for that level?

I am thinking of the following possibilities:

1. Slow Advancement can only be started at minimum level XP (0, 3, 6, 9, etc.). The player will not be allowed to do Slow Advancement for 5th level.

2. Slow Advancement begins at the XP attained after the module that leveled the character up. In the given example, the player would have 14 XP after the module, and would then start getting 50% XP/Prestige/Gold for the remainder of Level 5.

3. The player gets 1 XP of the 3 XP gained from the module at the "full rate" to get to 5th level, then the remaining 2 XP and whatnot are given at 50%. This requires more math, as then you also have to give 1/3 of the prestige and gold as "full," and then the remaining 2/3 of the prestige and gold cut by 50%.

Are any of those ways correct (my guess is number 2), or is there another official ruling for this?

Thanks for your time!

Full Name

Patenemheb Sitayet

Race

| HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12

Classes/Levels

| Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Gender

Male Enlightened Yar-Ammonite Scholar 5

Size

6'

Age

42

Deity

Sekhmet

Languages

Yar-Ammonite, Ancient Yar-Ammonite, Khazistani, Lamuran, Susrahnite, Taraamite, Tharag Thulan, Zadjite, Elder Kuthan, Ptahaanan, Yalothan

Occupation

Priest, Healer, Wise Man

Strength 10
Dexterity 10
Constitution 10
Intelligence 19
Wisdom 18
Charisma 10

About Patenemheb Sitayet

Patenemheb Sitayet
Male Human Scholar 5
Yar-Ammonite (Enlightened)
Init -4; Senses Perception +14 (+18 stonework), Sense Motive +12
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Defense
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AC 14, touch 14, flat-footed 10 [Intelligent Defense +4]
hp 36 (5 HD; 5+0)
Fort +1, Ref +4, Will +8

[Silken Ceremonial Armour +1
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Offense
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Speed 30 ft.

Melee
Mwk. Bronze Curved Dagger To hit +4; Damage 1d4; critical 18-20/x2; P or S; Fragile

Mwk. Long Staff To hit +4; Damage 1d6; critical 20/x2; B.; Reach

Ranged

--------------------
Statistics
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Yar-Ammonite: +2 Int; Enlightened: +2 Wis

Str 10, Dex 10, Con 10, Int 19, Wis 18, Cha 10

Base Atk +3; CMB +3; CMD 13
Feats
L1: Medical Expert, Scholar: Skill Focus (Knowledge Religion), Focused Study: Skill Focus (Heal)
L3: First Aid
L5: Combat Advice

First Aid
Prerequisite: Wis 13, Heal 1 rank

Benefit: When you perform first aid on a patient with less than 0 hit points, they gain enough temporary hit points to raise their total to 0. These temporary hit points last for one minute. If the loss of these temporary hit points brings the patient below 0 hit points, they are automatically stable. In addition, you gain a +2 competence bonus on Heal checks.

Medical Expert
Prerequisite: Wis 13, Heal 1 rank

Benefit: When you use the Heal skill to treat deadly wounds, you may add ½ your ranks in Heal to the amount of damage healed. Patients who rest fully gain the benefits of two days of treatment for every day spent under your care.

Skill Focus
Choose a skill. You are particularly adept at that skill.

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Traits

Battlefield Surgeon (religion trait)
You’re skilled at both dealing and repairing wounds.

Benefit(s) Heal is a class skill for you, and you can use the treat deadly wounds aspect of Heal 1 additional time per creature per day.

Student of Philosophy (social trait)
You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others.

Benefit(s): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Languages Yar-Ammonite, Ancient Yar-Ammonite, Khazistani, Lamuran, Susrahnite, Taraamite, Tharag Thulan, Zadjite, Elder Kuthan, Ptahaanan, Yalothan

Skills
"0 Level Class" - A youth by the great river, an adulthood of priestly and medical duties, a middle age of hiding his faith from increasing Zothur zealotry.

8 HP

Bluff, Disguise, Stealth, Swim

4 skill ranks

Class Skills

The scholar’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (all) (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).

Skill Ranks per Level: 12 (6 +4 Int +1 skilled +1 favoured class) (scholar)

Armour Check Modifier: +0

Acrobatics +0 |+0 Dex
+Appraise +8 |+4 Int +1 rank +3 class skill
+Bluff +10 /+14 |+0 Cha +5 rank +3 class skill (+4 Int instead of Cha if lying)
Climb +0 |+0 Str
+Craft (alchemy) +12 |+4 Int +5 rank +3 class skill
+Craft (calligraphy) +8 |+4 Int +1 rank +3 class skill
+Diplomacy +8 /+12 |+0 Cha +5 rank +3 class skill (+4 Int instead of Cha if persuading)
+Disable Device* +8 |+0 Dex +5 rank +3 class skill
+Disguise +6 |+0 Cha +3 rank +3 class skill
Escape Artist +0 |+0 Dex
Fly +0 |+0 Dex
Handle Animal* -- |+0 Cha untrained
+Heal +17 |+4 Wis +5 rank +3 class skill +2 competence +3 skill focus
Intimidate +0 |+0 Cha
+Knowledge Arcana* +12 |+4 Int +1 rank +3 class skill +2 racial +2 lore
+Knowledge Dungeoneering* +10 |+4 Int +1 rank +3 class skill +2 lore
+Knowledge Engineering* +10 |+4 Int +1 rank +3 class skill +2 lore
+Knowledge Geography* +10 |+4 Int +1 rank +3 class skill +2 lore
+Knowledge History* +10 |+4 Int +1 rank +3 class skill +2 lore
+Knowledge Local* +10 |+4 Int +1 rank +3 class skill +2 lore
+Knowledge Nobility* +10 |+4 Int +1 rank +3 class skill +2 lore
+Knowledge Nature* +10 |+4 Int +1 rank +3 class skill +2 lore
+Knowledge Planes* +10 |+4 Int +1 rank +3 class skill +2 lore
+Knowledge Religion* +13 |+4 Int +1 rank +3 class skill +3 skill focus +2 lore
+Linguistics* +12 |+4 Int +5 rank +3 class skill (+2 to decipher writing)
+Perception +14 /+18 |+4 Wis +5 rank +3 class skill +2 racial (+4 on stonework)
+Perform +0 |+0 Cha
+Profession (herbalist) +10 |+4 Wis +3 rank +3 class skill
Ride +1 |+0 Dex +1 rank
+Sense Motive +12 |+4 Wis +5 rank +3 class skill
Sleight of Hand* -- |+0 Dex
+Spellcraft* +8 /+ 13 |+4 Int +1 rank +3 class skill +level to identify
+Stealth +4 |+0 Dex +1 rank +3 class skill
+Survival +8 |+4 Wis +1 rank +3 class skill
+Swim +4 |+0 Str +1 rank +3 class skill
+Use Magic Device* +4 |+0 Cha +1 rank +3 class skill

Special Qualities
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

+2 racial bonus to Knowledge (arcana) and Perception skills

Stonecunning
+2 racial bonus on Perception checks to notice unusual stonework, detect unusual stonework within 10 feet with Perception check even if not actively searching, use the Perception skill to find stonework traps as a rogue can, and intuit depth underground.

Expert Builder: Enlightened ones receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Uncanny: Once per day, the enlightened can re-roll any dice roll, but must keep the second result, regardless of the outcome.

Also, enlightened characters who reach at least 2nd level before the normal human Middle Age (35 years) gain longevity and use the following age categories instead: Middle Age (100 years), Old (200 years), Venerable (300 years), Maximum Age (300 + 3d100 years).

Conceited: Too confident in their own abilities, enlightened ones often underestimate their enemies. They suffer a -4 penalty to Initiative checks.

Total 3000 32.5
Cost Weight
Hot Weather Outfit ____ 4
Skeleton Key 85 0
Superior Lock 150 1
Scroll Box 5 1
Surgeon's Tools 20 5
Boline 10 2
Earplugs 2 0
Flint and Steel 1 0
Smoked Goggles 10 0
2 Healer's Kit 100 2
Parasol 1 2
Gold Holy Symbol of Sekhmet 100 1
Jewelry (golden pectorals) 100 0
Signet Ring 5 0
Mwk. Backpack 50 4
Belt Pouch 1 0.5
Canteen 2 1
Sewing Needle 0.5 0
Gemstones 35
Coins 35.55
Mwk. Bronze Curved Dagger 301 1
Mwk. Long Staff 300 4
Mwk. Silken Ceremonial Armour 180 4

Camel 150 0
Grooming Kit 2 4
Mwk Survival Kit 50 5
Portable alchemist’s lab 75 20
1 Bedroll 0.1 5
1 Blanket 0.5 3
4 Waterskins 4
21 days rations 10.5 21
Trephine 20 1
Chronicler's Kit 40 4.5
Midwife's Kit 10 2
Leeching Kit 5 5
Harvester's Kit 65 0
Disguise Kit 5 2
Candles 10 0.1 0
Iron Pot 0.8 4
Mess Kit 0.2 1
Silk Rope, 50ft 10 5
Torches 10 0.1 10
Noble's Outfit 75 10
Cold Weather Outfit 8 7
Hat (good quality) 10 1
Poncho 0.5 2
Exotic Military Saddle 60 40
Saddlebags 4 6
Bit and Bridle 2 1
21 days feed 1.5 210
Soap 5lb 0.05 2.5
Small Tent 10 20
Holy Text (lavish quality) 100 20
Portable Altar 250 40
Mwk. Artisan's Tools (Metalworking) 55 5
Mwk. Artisan's Tools (Calligraphy) 55 5
Doctor's Oufit 50 2
Cleric's Vestments 5 6
Doctor's Mask (Sekhmet) 50 2
Vermin repellent 3 15
Antiplague 3 150
Antitoxin 3 150
priests' scimitar, dagger, and ring see p64
scrivener's tools
coins

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Special Abilities
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Weapon and Armor Proficiency
Scholars are proficient with simple weapons, plus the hand crossbow. They are not proficient with any armor or shields.

Lore +2
A scholar adds half her class level (minimum +1) to all Knowledge checks and may make all Knowledge checks untrained.

Smart Defense (Ex)
A scholar adds her Intelligence bonus to her armor class. Any time she would lose her Dexterity bonus to AC, she loses her Int bonus, as well.

Knowledge Focus (Ex)
The scholar gains Skill Focus in any one Knowledge skill of her choice.

Bonus Languages
A scholar may choose any non-secret languages as bonus languages.

Scholar Secrets
Wise Counsel (Ex): As a full round action, the scholar can aid an ally and grant an insight bonus equal to the scholar’s Wis bonus on the check.

Minor Mysticism (Sp): A scholar with this talent gains the ability to cast a 0-level spell from the cleric spell list. This spell can be cast three times per day as a spell-like ability. The caster level for this ability is 10 + the scholar’s level. The save DC for this spell is 10 + the scholar’s Wisdom modifier. The scholar must have a Wisdom of at least 10 to select this talent.

Evasion (Ex)
At 2nd level and higher, a scholar can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the scholar is wearing light armor or no armor. A helpless scholar does not gain the benefits of evasion.

Tough-Minded (Ex)
At 2nd level and above, the scholar heals one point of Intelligence, Wisdom, and Charisma damage every 24 hours.

Identify Magic Items (Ex)
At 3rd level, the scholar may use her knowledge to identify magical items. She may examine the item as with the spell detect magic, and may add her level to the Spellcraft check to determine its properties.

Trap Sense (Ex) +1
At 3rd level, a scholar gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus against attacks made by traps. These bonuses increase by +1 every three scholar levels. Trap sense bonuses gained from multiple classes stack.

In the Bag (Ex)
A scholar of 4th level and higher can retrieve needed items very quickly. Once per round, she may ready an item as a standard action if it would normally be a full round action, a move action if it would normally be a standard action, and a swift action if it would normally be a move action.

Decipher Script (Ex)
At 5th level, the scholar gains +2 on Linguistics checks to decipher writing.

Lore Master (Ex)
At 5th level, the scholar becomes a master of lore and can take 10 on any Knowledge check that she has ranks in. A scholar can choose not to take 10 and can instead roll normally. In addition, once per day, the scholar can take 20 on any Knowledge check as a standard action. She can use this ability one additional time per day for every six levels she possesses beyond 5th.

Appearance and Personality:

Patenemheb Sitayet has the distinctive height, slender build, abnd bronze skin of his people. Those familiar with the Yar-Ammonite may realise that he has the features of a nobleman, but not the traditional golden pectorals and beast mask. His black eyes are clear and look carefully and unhurridly at whatever takes his interest. He is a thoughtful man, not prone to haste or rash action.

Background:

Patenemheb Sitayet was a noble scion in the days when the beast cults still held sway over Yar-Ammonite, born near the Great River. He took well to the scholarly life, and was inducted into the cult of Sekhmet, in one of the most prestigious Houses of Life. He proved a gifted student, and devoured knowledge. In particular, he read ancient scrolls and tablets of the elder civilisations, learning their tongues. And knowing of their rise and fall.

When the Pharoah decreed Zothur to be the sole god of Yar-Ammon, Patenemmheb tried to practice his faith quietly. But over the years, the zealots of Zothur made it increasingly difficult. He had to learn how to lie, and hide himself away from sight. This proved a distraction from his medical and intellectual pursuits. Above all, he sought to understand the rise and fall of civilisations. How it happened, and if such fate could be changed. Especially for Yar-Ammon.

Thus, he has left his homeland behind in search of new knowledge.