Please dot and delete to get yourself added to the game. We will be using Google Slides for maps and RPG Chronicle for tracking, and these will be shared as we get closer to the game’s start date.
You may post your player name, character name, PFS number, and faction here if you wish. Since that information will also be entered into the RPG Chronicle and game listing Google Sheet, I think an out-of-character introduction to what your character can do would help everyone get more familiar with their teammates.
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During its campaign in the Worldwound, the Society has sent agents far and wide to recruit additional aid in capturing Jormurdun. and their effort will be paid off in the form of many unique armies that you may unlocked. If ANY of your character (yes, not just the character you pick for this mission, ALL your characters count for this) have the chronicle sheets for the following adventures, you can unlock a unique armies for your march toward Jormurdun. Please check your chronicle sheets and let me know what armies are unlocked for you to command.
Pathfinder Society Scenario #5–05: The Elven Entanglement: Elven Uprooters
Loaned to the Society by a combination of favors collected by Venture-Captain Varian Jeggare and the heroic efforts of Pathfinder agents, the Elven Uprooters carry specially crafted demon-slaying weapons and are capable of confounding and disrupting enemies in myriad ways.
Requirement: Accumulating an Army (Elven Uprooters) boon
Granted Army Boon: Hit and Run
Pathfinder Society Scenario #5–17: Fate of the Fiend: Jistkan Stone Golems
Recovered from the ruins of Rachikan, these stone golems are few in number but incredibly powerful. Although they are immune to magic and resistant to damage, the constructs are difficult to control in the midst of battle.
Requirement: The character must have received both prestige in 5–17
Granted Army Boon: None
Pathfinder Society Scenario #5–10: Where Mammoths Dare Not Tread: Mammoth Riders
The Kellids of the Red Winter tribe have allied with the Pathfinder Society, sending strong berserkers astride towering mammoths to aid the Army of the Open Road.
Requirement: Accumulating an Army (Mammoth Riders) boon
Granted Army Boon: Bloodied but Unbroken
Pathfinder Society Scenario #5–07: Port Godless: Riftwardens
Upon rescuing a group of Riftwardens in the city of Azir, the Pathfinder Society earned the organization’s promise of aid in securing Jormurdun. Several dozen Riftwardens have volunteered their services in the upcoming march, pledging their planar sealing abilities and devastating magic to the cause of the Society.
Requirement: Accumulating an Army (Riftwardens) boon
Granted Army Boon: Hold the Line
For Taldor / Sovereign Court faction PCs only: Army of Exploration
Lady Gloriana Morilla has mustered a modest but proud army of aristocrats, retainers, duelists, bravos, and thrill-seekers to carry Taldor’s banner.
Requirement: Must belong to the Taldor/Sovereign Court faction
Granted Army Boon: None
The Army of Exploration becomes stronger if any of your characters have earned boons from other Taldor-related missions during the Year of the Demon.
If you have the Driven By Glory boon (5-03 The Hellknight’s Feast), this army’s Morale modifier increases by +2, and its OM modifier increases by +1.
If you have the Allies from Andoran boon (5-04 The Stolen Heir), increase the army’s hit points by 5.
If you have the Bound for Brevoy boon (5-11 Library of the Lion), increase the army’s DV by +1.
If you have the Horn of Aroden boon (5-19 The Horn of Aroden), the army gains the inspire courage special ability.
I believe other characters' boon count for unlocking, but your PC for this game has to be Sovereign Court to command the Army of Exploration
After spending the entire year (of Season 5) gathering supplies and allies, the time has finally come for the Pathfinder Society to march toward the lost dwarven Sky Citadel of Jormurdun, across the demonic wasteland known as the Worldwound. Terrible timing, some might say, as the Fifth Mendevian Crusade began not long ago and demons are already pouring into the Worldwound. Unfortunately, time is not on our side——the Society’s enemies are also searching for Jormurdun and had a head start.
The good news is that an elite Pathfinder hit squad has been dispatched to deal with those enemies. The bad news is that you have been selected——drafted, voluntold, or otherwise——to join the Army of the Open Road, which must fight its way through the demon-infested wasteland to reach the Sky Citadel. A beachhead base has already been established in the Realm of the Mammoth Lords, and you have been transported there via the Hao Jin Tapestry, along with many other Pathfinders. and the logistics team supporting you all.
Please dot and delete to get yourself added to the game. We will be using Google Slides for maps and RPG Chronicle for tracking, and these will be shared as we get closer to the game’s start date.
You may post your player name, character name, PFS number, and faction here if you wish. Since that information will also be entered into the RPG Chronicle and game listing Google Sheet, I think an out-of-character introduction to what your character can do would help everyone get more familiar with their teammates.
And after you have decided which character you would like to use for this multi-table special, PLEASE check that character’s chronicle sheets to see if they have participated in any of the following Hao Jin Tapestry related adventures:
#3–12: Wonders in the Weave—Part I: The Dog Pharaoh’s Tomb
#3–14: Wonders in the Weave—Part II: Snakes in the Fold
#3–20: The Rats of Round Mountain—Part I: The Sundered Path
#3–21: The Temple of Empyreal Enlightenment
#3–22: The Rats of Round Mountain—Part II: Pagoda of the Rat
#6–21: Tapestry’s Toil
#6–97: Siege of Serpents
You are summoned to the Grand Lodge in Absalom by an urgent call from the former Master of Spells, Aram Zey. A chill runs down your spine as you wonder what dire news he carries this time...
Please dot and delete to get yourself added to the game. We will be using Google Slides as maps and RPG Chronicle for this game, and they will be added when we get closer to the game start date.
You can post your player name, character name, PFS #, and faction stuff in here if you want. But since those things will be entered in the RPG Chronicle /game listing Google Sheet anyway, I think some OOC introduction to what your character can do would help everyone getting familiar with the teammates better.
This time, you are summoned and assigned a mission in Thuvia, specifically in Merab, the largest of Thuvia’s city-states and the region from which the Pharaoh of Forgotten Plagues once waged war against the Jistka Imperium in ancient times. The society has arranged ferries to carry you across the Inner Sea, with the rendezvous point set at the Twisting Garden Lodge in Merab, an expansive garden maze surrounded by a few small buildings that house caretakers, residents, and visitors.
The Hellknights of Fort Inevitable have once again turned to the Professional Field Specialists——that is, the Pathfinder Society——to assist with their continued push into the Emerald Spire. The Pathfinder Society has already proven its worth, having cleared the first four levels through a mix of skill, strategy, and sacrifices.
Now, the work continues.
Initial reports suggest that Level 5 is flooded, but how or why remains unclear. The Hellknights require a secure path downward, and they’re counting on you to make that happen.
Objectives:
-Investigate the flooding and determine its source.
-Neutralize any threats that compromise the area.
-Ensure the level is secure for reinforcements and continued exploration.
Each of you shall be rewarded 4,800 gp plus 3xp and 4pp as usual for completion.
You’ve faced the unknown before. This time, it just happens to be underwater. So be prepared.
Discuss!
And as the name suggest, there will be aquatic actions, so please be prepared for that.
Here's the excerpt from a guide, written by Venture-Captain Colin Rosenthal, for Pathfinders and his local game store folks on how to prepared consumables to help with various situation you might encounter during the missions. This is not mean to be a "you need to buy everything that's on it' list, but to provide options for those who might not be aware of them so you can purchase/prepared them as you see fit, and saved us time from looking all those options up.
Colin’s shopping list / checklist for safe and successful adventuring in Pathfinder Society wrote:
-Vs Water/Aquatic Terrain/Underwater Combat:
Potion of Touch of the Sea + Potion Sponge, 50gp+2gp. 1 min of 30ft Swim speed, helpful when you’re just accidentally falling in water and don’t swim well. Potion Sponge allows you to use the potion underwater.
Scroll of 5x Slipstream, 750gp or 2PP for a scroll of 5 copies. 30 mins of 20ft Swim speed. Longer duration Swim speed than above, cast it before going into the water. Also help with land speed.
Scroll/Potion of Water Breathing, 750gp or 2PP for 1 potion or a scroll of 2 copies. 6 hours per use, and can divide the duration to any number of creatures if you’re using scroll. Usually only comes up for underwater combat / exploration and you will probably have time to purchase the supply before.
Scroll of Ride The Waves, 700gp / 2PP for 1 scroll. 7 hours of 30ft swim speed and water breathing. Useful at higher levels when you need to go underwater for a long time.
Scroll of Freedom of Movement, 700gp / 2PP for 1 scroll. Allow you to move and melee attack without penalty underwater for 70 mins, in addition to many other benefits. One of the best spells in the game, always handy to have.
Potion/Oil of Waterproof, 50gp. Make everything you have waterproof for 24 hours so you can use your scrolls underwater.
Scroll of Life Bubble, 700gp / 2PP. Thanks again to our hardworking druid this is considered a 4th level spell when you purchase it in the Pathfinder Society. A total of 14 hours of guaranteed breathable air environment + immune to harmful gas attack + air conditioning. Can divide the duration in 2 hours increments to multiple targets. Always nice to have and a wizard can cast it.
Continuing my Play-by-Post Emerald Spire series, and we’re diving into Level 5, The Drowned Level! Skipping Level 4 because I freaking hate how it’s designed.
Looking for 6 players (standard PFS table size). This is a Pathfinder Society 1e game, so your character must be PFS legal. The level range for this floor of Emerald Spire is lv 3 ~ lv 5
Players/characters who completed or survived my previous Emerald Spire levels get priority. If you’re new, you’re still welcome to apply.
Check out my GM profile if you haven’t played with me before. It’ll give you a good idea of what I expect and how I run games. Leaving this level/floor of Emerald Spire will count as ending this adventure for your character, and the chronicle sheet will be generated based on your progress. You may rest in the dungeon if you think it's safe to do so. (I’ve had to tighten this up after someone pushed things too far.)
Please add your details in the following format if you wish to apply......
1) Player name:
2) Character name:
3) PFS#-Character#:
4) Character Class & Level:
5) Faction:
6) Regular or slow speed for chronicle:
7) Anything else I should know:
The Pathfinder Society has shipped you to Wati, where the Asp and Crook Rivers converge to form the River Sphinx in southeastern Osirion, to explore its necropolis, and even with the local official's approval this time! With the necropolis opened by royal decree, the priests of the local temple of Pharasma, the Grand Mausoleum, have been tasked with assigning sites ready for exploration to adventuring companies in a lottery. The Society has already registered your team for this lottery, and will be covering your room and board during your time in Wati. Thousands of years worth of history and treasures await!
Foreword: I will be honest with you, I want to run this because I got bored after most Outpost games have wind down, and my new PbP games are slow to start.....and instead of praying that someone is willing to GM something I need, I decided take matter into my own hand and run my own game! Level 1 of Emerald Spire has truly being done to death, so I figured I try out something less commonly run -- sanctioned lv1 AP portion, and here we are.
We will be playing only the sanctioned portion of this AP volume (part 1 & part 2) in standard/PFS mode, which means you have to bring a legal lvl 1~2 PFS character. This adventure is replayable for free for level 1 character. I do not have the GM capacity to start another full AP at the moment, sorry.
Player Expectation: This would be a extremely combat heavy adventure. There will be two 'dungeons' that you need to clear out, with time to rest and recover between. If you are looking for a lot of roleplaying between you and the NPCs, then this adventure is probably not for you, since whatever buried under Osirion sand are not very talkative and probably want to kill you.
Due to the comparatively high amount of encounters, I would prefer to maintain a decent, constant pace for the game. I would expect a minimum of 1 post daily during the weekday, and 1 post throughout the weekend. That being said, real life comes first. If you know you are expecting IRL busy time or is travelling, just let us know ahead of time so I can BOT you. And there will probably be some unexpected event that might hinder or delay your daily participation of the game(delayed international flight, vehicle-totalling traffic accident, getting attacked by bear while camping, etc etc). If 24h+ hours have passed since its your turn to act in combat and it's not an predetermined absence, I will either delay or BOT you to the best of my ability to help your team to success.
Being too tired from work/baby/saving the world IS a valid reason to ask for BOTTING and time off as well. We all have that kind of days sometime.
At the time of posting, ‘Eκάτη, Gerald, Pete H, and I'm Hiding In Your Closet expressed interest in playing in Flaxseed Lodge's recruitment thread, so you all got a seat! One seat will be reserved for my friend Evan, and hopefully we can get another player for a full team of six.
The game is part of Outpost VIII. Please check out my GM profile to see my GM philosophy and expectation, much of which are common sense I hope. We will be using Google Slides and RPG Chronicle for this game, and they will be added when we get closer to the game start date.
You can post your player name, character name, PFS #, and faction stuff in here if you want. But since those things will be entered in the RPG Chronicle anyway, I think some OOC introduction to what your character can do would help everyone getting familiar with the teammates better.
As the battle against Eshimka escalates, the Pathfinders have faced trial after trial to stop the undead invasion. Their journey began at the Blakros Museum, uncovering a stolen relic and pledging to help the Twinhorn warriors return it. After securing passage through Belkzen, the Pathfinders arrived too late to prevent an undead onslaught but sealed the rift, delaying a greater invasion.
To prepare for the final battle, the Pathfinders sought the site of paladin Ivvora’s last stand, battling dragons and kobolds in hopes of forging a weapon to end Eshimka. Now, with the solstice approaching, the fate of the Twinhorns—and the world—rests on YOUR shoulders.
Please dot and delete to get yourself added to the game. We will be using Google Slides and RPG Chronicle for this game, and they will be added when we get closer to the game start date.
You can post your player name, character name, PFS #, and faction stuff in here if you want. But since those things will be entered in the RPG Chronicle anyway, I think some OOC introduction to what your character can do would help everyone getting familiar with the teammates better.
Recruiting 2 players for our delve into the Emerald Spire! We're currently at Lvl3 the Splindterden.
3 players leave after Floor 2 due to already played this floor but one of them will come back for Floor 4. I had a friend that step in and fill that spot, so we need 2 more to be a complete 6 player team.
Prefer having the same team that venture through the Emerald Spire, but if you want to swap character/leave after playing a few floor that's ok as well. We foresee the Ship of Theseus situation long ago :)
Continuation of the Emerald Spire run that was started by GM Mike R from Outpost VII.
Current characters (assuming they don't change their character for the Emerald Spire run):
Tusk Arane
Tat Gnosor
Khon'Ur
(Mike will be back for lvl 4)
And I totally forgot to change the level number when I copy and paste the thread title, oops.
After dealing with the skeletons and spiders in the cellars, the Pathfinders regroup and resupply at Fort Inevitable before venturing into the next level of the Emerald Spire......
The game is part of Gameday XIII and will start at September 8th. Please check out my GM profile to see my GM philosophy and expectation, much of which are common sense I hope. We will be using Google Slides and RPG Chronicle for this game, and they will be added when we get closer to the game start date.
You can post your player name, character name, PFS #, and faction stuff in here if you want. But since those things will be entered in the RPG Chronicle anyway, I think some OOC introduction to what your character can do would help everyone getting familiar with the teammates better.
After fifty days at sea, the Pathfinder lodge at Heidmarch Manor in Magnimar is a welcome place to spend the night on dry land. In the shade of the gazebo on the shore of the manor’s exotic carp pond, the resident venture-captain, Sheila Heidmarch, speaks to the assembled Pathfinders in a low, breathy voice.
“I hope you’ve found your brief stay here in the City of Monuments relaxing. The Pathfinder Society owes you a debt of gratitude for engaging in such an important and lengthy mission. When you set out from Absalom nearly two months ago, I’m sure you never anticipated the monotony of a life at sea, but I’m happy we can put you up as the ship restocks before the final leg of the journey to the Mordant Spire."
“Thus far, you have done an excellent job of representing the Society as the escorts of the Mordant Spire’s envoy, the distinguished Sephriel, whom we hope had a productive meeting with the Decemvirate regarding the Azlanti ruins over which the Mordant Spire elves hold such a protective position. If he was pleased with the meeting and doesn’t find you too reprehensible, perhaps we can launch full expeditions into the lost continent of Azlant from this very lodge in the near future.”
She winks, and her eyes glance around the assembled agents. With a wry smirk, she continues.
“Keep up the good work, and ensure that Sephriel’s final two weeks on the Throaty Mermaid are as pleasant and event-free as they can be on as disreputable a smugglers’ ship as it is. Thus far, it’s provided an unassuming cover for such an important dignitary. Let’s hope the unscrupulous crew delivers their current cargo on time and in pristine condition. When you arrive at Riddleport after dropping Sephriel at the Mordant Spire, a chartered boat will be waiting to take you back to Absalom. May Desna’s blessings be upon you.”
The game will start sometime after the PaizoCon Online 2024 / memorial day weekend (in US) are over. Please add your token to the Google Slide as usual and fill in the RPG Chronicle.
After dealing with the goblinoids in the tower ruins, the Pathfinders regroup and resupply at Fort Inevitable before venturing into the next level of the Emerald Spire......
The steep stair descends through solid bedrock for fifty feet before ending in a stone-lined room. A large stone door stands directly south of the stair, a small alcove lies to the east, and another door to the southeast is slightly ajar. An extinguished torch rests on the floor of the alcove.
Accompanying her notebook entry, Ulisha filled the next several pages with crude maps, complex equations, and further notes. She apparently returned to the Pathfinder’s cave mentioned in her previous entry. By observing the angle of the ridgeline and her current position, she was able to calculate the crash site’s probable location.
The last page on the matter includes a detailed map into Numeria with various landmarks and a destination. An addendum written in recent ink warns, “Tread lightly. Numeria remains a mystery to the rest of the world. Those who stay too long draw unwanted attention.”
The game will start on the 4th of March. Please dot and delete to get yourself added to the game. We will be using Google Slides and RPG Chronicle for this game, and they will be added when we get closer to the game start date.
Every year, the Grand Lodge hosts the Grand Convocation at its campus in Absalom. While the Grand Convocation is ostensibly not a party, it is an opportunity for the Decemvirate and Absalom’s resident venture-captains to express their gratitude to field agents and those venture-captains stationed abroad. The Grand Convocation also serves the practical purpose of encouraging networking, relationships, and shared intra-Society communication. The Twelve are well aware that some interaction between field agents will only ever occur informally, hence the festivities serve to provide an excuse for agents across the Inner Sea to meet and mingle, if only for a week.
The game will start on the 4th of March. Please dot and delete to get yourself added to the game. We will be using Google Slides and RPG Chronicle for this game, and they will be added when we get closer to the game start date.
You can post your player name, character name, PFS #, and faction stuff in here if you want. But since those things will be entered in the RPG Chronicle anyway, I think some OOC introduction to what your character can do would help everyone getting familiar with the teammates better.
Exciting news! You've been selected to join the esteemed crew of Venture-Captain Calisro Benarry aboard the legendary Grinning Pixie, also heralded as the Arcadian Mariner’s Lodge, for the adventurous journey of Operation Outpost VII.
This session is part of Gameday XII. Please sign up on this spreadsheet. There're some important information about this module, about its length and reward, in my first post in the Discussion thread you should read before you sign up.
Welcome! My name is Colin and I will be your game master as you overcome the challenge of The Gauntlet. Although I've GMed quite a bit for PFS (mostly on Roll20), this will be my first time running game on PbP.
I think I will use Google Slide for the map on this one, as I have many pleasant experience playing game with it before.Shout out to GM Yours is mined for his amazing game on Google Slides
The Gauntlet is a sanctioned module that award 1xp, 2pp upon completion. It usually takes about 5~6 hours of in person/online play time to finish the whole module. It is designed for lv8 characters thus the 7~9 character level range. As normal, lv7 pregenerated character can be used instead of a player character. The Gauntlet is written as a challenging dungeon for a wider audience, and its depiction of the Pathfinder Society is not representative of the organization as a whole. Embark knowing that the Society will have your back in your future exploits, but today you delve into the merciless depths of The Gauntlet.
About the Gauntlet:
The Gauntlet is an annual board gaming tournament and fundraiser organized by ENGAGE (https://www. moxboardinghouse.com/engage/), the charitable giving branch of Mox Boarding House in Bellevue, Washington. To help raise funds for the 2015 Gauntlet challenge, team members Jason Bulmahn, Erik Mona, Jessica Price, and Stephen Radney-MacFarland offered to create an exciting dungeon adventure for the fans based on how much money Paizo’s team raised for Hopelink, a local nonprofit organization dedicated to combating poverty.
A courier runs up to you when you're in Absalom. "I've been looking for you. Got something I'm supposed to deliver - your hands only." He leaves you a letter.
Players who confirm their participation can dot in here
A Godsworn Caster is a divine petitioner, asking the gods for access to a small amount of the deites' power. By serving and praying to a divinity, the petitioner gets the ability to tap into that gods' power, in turn granting access to sphere magic, with the following drawbacks:
- Focus Casting (Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM's discretion, however, another caster's focus may be used instead.
- Verbal Casting (You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly)
Protection Sphere:
You are a user of the magics of preservation.
Ward: As a standard action, you may create a ward centered on yourself with a radius of up to 10 ft + 5 ft per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move. When you gain the Protection sphere, you gain the following ward:
Barrier: You may create a ward that creates a mostly-transparent wall at its perimeter, stopping attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks). Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).
A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + 1/2 your caster level. If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side.
If you maintain your barrier through concentration, its HP is renewed each round on your turn.
Aegis: As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis. You gain the following aegis when you gain the Protection sphere:
Deflection: You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels.
Certain protection talents grant you additional wards or aegis, and are marked (ward) or (aegis) respectively.
Armored Magic (aegis)
You may create an aegis that wraps the target in protective barriers, granting them either a +3 armor bonus or a +1 shield bonus to AC (your choice). This does not stack with other armor or shield bonuses, but does apply against attacks made by incorporeal creatures. These bonuses increase by +1 for every 5 caster levels you possess.
Warp Sphere:
You can twist space to your whim.
Teleport: You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.
Fate:
Word
As a standard action, you may invoke a word of power, affecting a single creature within Close range. When you gain the Fate sphere, you gain the following word:
Hallow
You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed.
The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.
Some Fate talents are marked (word). These talents grant you additional words.
Consecration
As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration:
Serendipity
You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.
Fate talents marked (consecration) grant you additional consecrations.
Divination Sphere:
You may divine to gain information. To divine, you must spend 10 minutes meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action, not even walking); you are flat-footed while divining.
When you divine, you detect the strength and location of all magical auras within Medium range. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must pass a Knowledge (arcana) check with a DC equal to 15 + 1/2 the caster level.
Detect Loyalties
If you possess the Fate sphere, you may divine the top three general things matter most to the creatures you can see within range. Examples of base loyalties may include but are not limited to: Country, Faith, Family, Power, and Self. Subcategories for base loyalties may also exist where appropriate such as Self (survival) or Self (perfection). While you do not learn specific details such as proper names of the associated loyalties, you do acquire the order in which the loyalties stand. Mindless creatures might have only 1 loyalty such as Self (survival), whereas creatures with low animal-like intelligence might only have 2 loyalties such as Family (pack) and Self (survival). Only the top three loyalties are revealed, even if they have more.
Divine Protection (divine)
If you possess the Protection sphere, you may divine all creatures you have pinpointed within range and determine which of those creatures have the lowest and highest armor class. Alternatively, you may divine the lowest and highest saving throw each of these creatures has. You do not however determine the values for any of these attributes.
Divine Warp
If you possess the Warp sphere, you may divine the presence of portals, rifts (including extradimensional spaces), and teleportation circles, both active and inactive within medium range. In addition, when identifying the properties of portals, you gain a circumstance bonus to Knowledge (planes) checks equal to 1/2 your caster level (minimum +1).
SPECIAL ABILITIES:
Race:
Bonus Feat at first level
Skilled +1 skill point every level
Class:
Expert: Add 8 class skills for Appraise, Disable Device, Kn:Geog,His,Local,Nobility,UMD, Linguistics
Inquisitor: Domain
Inquisitor: Judgement 2/day
Inquisitor: Monster Lore. Add Wisdom on Knowledge checks when identifying abilities and weaknesses of creatures
Inquisitor: Stern Gaze. Morale bonus to Sense Motive and Intimidate 1/2 Inqusitor Level (min 1)
Inquisitor: Travel Domain Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Inquisitor: Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Inquisitor: Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. <-- Not used here.
Inquisitor: Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Inquisitor: Solo Tactics (Ex)
At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
Level 3: Scarred Legion
TRACKED RESOURCES:
Judgement 2/day
Spells 8/day
Agile Feet 7/day
STATISTICS:
Str 14, Dex 10, Con 12, Int 14, Wis 19 (+1 4th level), Cha 8
Base Atk +3; CMB +5 (+3 BAB +2 STR) CMD 15 (10 + 3 BAB +2 STR +0 DEX )
Traits:
Reactionary - +2 trait bonus initiative
Strong Heart - +1 Bonus on saves against fear. DC of Intimidate against increases by 2
Role - Priest
Total Weight: 80 lbs. (most of the kit contents will be at his home though)
Staff of Damballah:
The staff is carved in a wavy line, like a meandering stream. Made of white birch, it is old and worn, light, almost white, in color. Lighter than one would think, the top of the staff forks into a "y", a stylistic symbol of a forked river. The staff glows a bright yellow light if grasped within 30' of an undead creature by a worshiper of Damballah.
Once the staff is used to attack an undead creature, the staff's powers activate. The staff gains one spell point per character level, which may be used by the wielder of the staff as part of another action (use a sphere, etc.). As the staff gains spell points, additional abilities will be unlocked.
1 spell point: the wielder of the staff can smite as the paladin class ability, using the wielder's casting modifier instead of wisdom, if appropriate. This ability costs one spell point to use, and otherwise functions as the class ability, including the number of times/day the staff can be used.
3 spell points: The wielder of the staff gains the Life Sphere, unless he or she already has it, in which case the wielder gains access to a talent from the life sphere of the wielder's choice. This talent can be changed out at every level.
Once per day, (Oios) can call out to the powers of good to aid struggle against evil. As a swift action, (Oios) chooses one target within sight to smite. If this target is evil, the paladin adds (Wis) bonus (Four) to her attack rolls and adds her paladin level (Four) to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses (Eight). Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her (Wisdom) modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day.
BACKGROUND
Appearance:
An old man with fierce and intense eyes, Oios stands far straighter than other people his age. While he is almost completely bald the fringes of snow white hair that are left are as thick and strong as his eyebrows and well groomed beard. A thin mustache navigates its way around his strong nose, well defined cheeck bones, and thick lips. With a branched spear on his back, a mace hanging from his hips, and a locket with the holy symbol of Damballah traced on it, he gives the impression of a holy man who can take care of himself and with short patience for nonsense.
Personality:
Oios is a kind and generous man governed by a deep sense of justice. He holds others to the same exacting standards that he holds himself; because of this does not have many friends but the ones he does have are incredibly loyal. He has little patience for those he considers foolish and cannot abide corruption. His ire is proportional to the crime though as he recognizes that coming down harshly on minor faults is counter-productive. He does not like little children.
Views on Society:
1) How do you feel about living in a society with a rigid caste system?
*All for it, with the caveat that with more power comes more responsibility and if a member of a higher caste abuses their privileged position then the wrath of Damballah be upon them.
2) How do you feel about your government, which is strong and centralized. It provides good services (good roads, navigable waterways, enough to eat and survive the winter for most every citizen) but also takes its fair share of production and then some.
*Good works require communal effort and it is good that all contribute towards the well being of all.
3) How do you feel about your role/place within Takayan society?
*Had a hard and lonely life but dedicated to a good cause so happy enough.
NPC:
Anayda
Anayda is Oios' younger sister who lives a comfortable life married to a decent craftsman in Te-Moak. The two siblings fond of each other but Oios rarely visits not only because of the demands of his job as a traveling inquisitor/rural judge but also because her children get on his nerves. Just as they become old enough to become delightful young people that he enjoyed being around they started having children of their own turning Ananda's home into a never ending cacophany of shrieks and giggles and wails and tears. Oios is glad that Ananyda is happy but he can't be bothered to deal with any of that.
Telowo
Head priest of Damballah in Shadeholme, Telowo is a small fish in a small pond and that's the way he likes it. More interested in harmony than justice Telowo does not bother to look into the seedier side of the small town and focuses instead on a thriving communal life that marks all of the religous days and feasts of the various gods with competence and verve. He studied under the same maester as Oios as they grew up in the same Ayallu and later they both attended the same seminary for acceptance into the priesthood. He is very aware that it is only because of Oios' help that Telowo managed to ascend from being a craftsman's son to a high priest, albeit of a small Ayallu. He is bemused that Oios, despite being more competent and learned, stayed at the level of a laypriest inquisitor and did not rise higher in the hierarchy. He maintains a correpsondance with Oiois and when hearing that Oios is going to retire a bit earlier than usual with nowhere really to go offers to set him up in Sahdeholme.
Mariet-Ambala
One of Oios' final acts as an inquisitor was tracking down the reason for the disappearence of an usually large number of laborer and laborer children from the farmsteads close to Moson Kahni. Oios discovered, and managed to gather enough evidence to prove, that Agel-Abmabla a young nobleman of authority in Moson Khani was in league with a tribe of barbarians and had conspired with them to reduce the presence of Takyah security in the area and divert military patrols away at just the right time to allow the barabarians to sneak in and abduct large numbers of defenseless peasants undetected. As aiding what was essentially barbarian invasion of Takayah is high treason Agel was thrown to the crocodiles and was consumed.
Oios considers this one of his finest achievements but Agel's mother, Mariet-Ambala, a very highly placed noblewoman in Cornucopia, bitterly disagrees. Disgusted that a few peasant children being taken by filthy barbarians would in any way justify the death of her precious boy Mariet-Ambala uses her considerable influence to get Oios drummed out of the inquisition. It is only the personal intercession of quite a few highly ranked priests in the Inquisition that a compromise was reached by which Oios would be eased out of the Inquisition with an honourable 'early retirement'. Accepting what has come his way with grace, as any holy man should, Oios is only a little bit angered by this turn of events but accepts this. His deep faith in the wisdom of Damballah and his goodly children means that Oios isn't afraid of whatever other act of revenge Mariet-Ambala might attempt. Perhaps he should be.
Goals, Desires and Motivations:
Oios is at a bit of a loose end at the moment as he's just been forced into an early retirement. He's not one to dwell on the past though so he's going to see what settling in Shadehomle is like. He's only visited it a very few times so he doesn't really know what to expect. He supposes he might look into becoming a Maester but only for enthusiastic and promising young adults.