Hero-God of Gardens and Orchards Kelksiomides

Lamaar's page

21 posts. Alias of noral.


Race

HP 56/56 | AC 20, T 16, FF 14 | CMD 22 | F +11 R +11 W +14 | Init +6 | Perc +13, Sense Motive +10, Diplomacy +16

Classes/Levels

| Reroll 1/1 | Sacred Weapon 7/7 | Fervor: 9/9 | War blessing 9/9 | Resistance 5 vs. Cold, Acid, Electr | Active Conditions:

Gender

Male LN Warpriest 7 of Erastil | Aasimar Outsider (Native) & Humanoid (human) | Speed 30ft |

About Lamaar

~ ~ ~

–– Warpriest 7 (Molthuni Arsenal Chaplain) of Erastil
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-- STATS --
Str: 12, Dex: 22*, Con: 15***, Int: 14, Wis: 22**, Cha: 8

* Lvl 4 Increase, Belt of Dexterity +2
** Headband of Wisdom +2
*** You gain a +4 bonus on Constitution checks to stabilize while dying

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–– SAVES ––
Fortitude: +11 (Con +2, Warpriest +5, Cloak of Resistance +1, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait, trait +1)
Reflex: +11 (Dex +6, Warpriest +2, Cloak of Resistance +1, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait))
Will: +14 (Wis +6, Warpriest +5, Cloak of Resistance +1, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait)

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–– COMBAT ––
Ranged to hit: +11 (BAB +5, Dex +6)
Melee to hit: +6 (BAB +5, Str +1)
Longbow to hit: +1 Longbow +14 [BAB +5, Dex +6, +1 Enhancement Bonus, +1 Weapon Focus, +1 Weapon Training]
Longbow damage: 1d8+3, 20/x3 [Str +1, +1 Enhancement bonus, +1 Weapon Training]

or +1 Longbow +10/+10 [Full BAB with rapid shot & deadly aim] (1d8+7, 20/x3)

[To be reflected: Point Blank Shot +1/+1, Deadly Aim: -2/+4, plus manyshot in first attack]

CMB: +6 (BAB +5, Str +1)
CMD: 22 (BAB +5, Str +1, Dex +6)

Speed: 30 ft.

Initiative: +6 (Dex +6)

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–– AC ––
AC 20, T 16, FF 14 (Dex +6, Mithral Shirt +4)
Armor Check Penalty: 0

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–– SKILLS ––
Swim +5 (Rank 1, Class +3, Str +1)
Acrobatics +14 (Rank 6, Dex +6, Garuda Aasimar +2)
Diplomacy +16 (Rank 7, Class +3, Wis +6 'Empathic negotiator' trait)
Fly +8 (Rank 0, Dex +6, Garuda Aasimar +2)
Heal +10 (Rank 1, Class +3, Wis +6)
Knowledge: Religion +6 (Rank 1, Class +3, Int +2)
Perception +13 (Rank 7, Wis +6)
Ride +10 (Rank 1, Class +3, Dex +6)
Sense Motive +10 (Rank 1, Class +3, Wis +6)
Spellcraft +6 (Rank 1, Class +3, Int +2)
Swim +5 (Rank 1, Class +3, Str +1)
Survival +10 (Rank 1, Class +3, Wis +6)

28 skill points => 7 levels with 4 Skill Points per level (2 Warpriest + 2 Int)

–– BACKGROUND SKILLS ––
Knowledge: Engineering +6 (Rank 1, Class +3, Int +2)
Knowledge: Geography +3 (Rank 1, Int +2)
Knowledge: History +3 (Rank 1, Int +2)
Knowledge: Nobility +3 (Rank 1, Int +2)
Linguistics +9 (Rank 7, Int +2)
Profession [Soldier] +12 (Rank 1, Class +3, Wis +6, Tool +2)
Sleight of Hand +10 (Rank 2, Dex +6, MW Gloves +2)

~

Languages:
• Racial: Common
• Int: Celestial, Draconic
• Linguistics: Kelish, Sylvan, Infernal, Abyssal, Aklo, Undercommon, Giant

14 skill points => 7 levels with 2 Background Skill Points per level

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–– WARPRIEST SPELLS MEMORIZED ––
• 0 level (5): Detect magic, Guidance, Read Magic, Stabilize, Enhanced Diplomacy
• 1st level (6 = 4 + 2 Wis): Divine Favor, Divine Favor, Divine Favor, Divine Favor, Bless, Liberating Command
• 2nd level (5 = 3 + 2 Wis): Weapon of Awe, Defending Bone, Resist Energy, Silence, Restoration (Lesser)
• 3rd level (2 = 1 + 1 Wis): Dispel Magic, Dispel Magic

–– WARPRIEST LIMITED ABILITIES––

• FERVOR 9 = 3 (1/2 Warpriest Level) + 6 (Wis +6)
• BLESSINGS 9 = 3 (1/2 Warpriest Level) + 6 (Wis +6)
• SACRED WEAPON 7 = Warpriest Level

–– WARPRIEST FAVORED CLASS BONUS (HUMAN) ––

• 7 x Gain 1/6 of a new bonus combat feat.

–– HIT POINTS ––:

Lvl 1 - 10 Hit Points: 8 Warpriest + 2 Con
Lvl 2 - 10 Hit Points: Rolled 8 Warpriest + 2 Con
Lvl 3 – 4 Hit Points: Rolled 2 Warpriest + 2 Con
Lvl 4 – 7 Hit Points: Rolled 5 Warpriest + 2 Con
Lvl 5 – 7 Hit Points: Rolled 5 Warpriest + 2 Con
Lvl 6 – 8 Hit Points: Rolled 6 Warpriest + 2 Con
Lvl 7 – 10 Hit Points: Rolled 8 Warpriest + 2 Con

TOTAL - 56 Hit Points

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–– GOLD –– :

0 gp
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–– TEMPORARY GEAR ––
Headband of Wisdom +2

–– GEAR ––
+1 Composite Longbow (Str 12)
Belt of Dexterity +2
4 x Pearl of Power 1st
Lucky Horseshoe
Cloak of Resistance +1
Arrows (60 cold iron arrows [6 gp], 10 adamantine blanched cold iron arrows [101], 20 silver blanched cold iron arrows [11 gp], 20 blunt arrows [2 gp], Smoke arrow [10 gp], 10 Thistle (bleed) arrow [10 gp], 20 Whistling arrows [2 gp], 17 ghost salt blanched cold iron arrows)
Minor bag of holding
Cold Iron Morningstar
Backpack
Compass
Wand of CLW spring loaded wrist
Healer’s kit
Air bladder
Snorkel masterwork
Animal glue
Drill
Earplugs
Bell string
Smoked Goggles
Whistle signal
5 x Alchemical Grease
2 x Scroll of Align Weapon
Scroll of Weapons Against Evil
Scroll of ‘Comprehend Languages’
2 x Scroll of ‘Protection from Evil’
Scroll of ‘Remove fear’
Scroll of ‘Speak local language’
Scroll of ‘Endure Elements’
Scroll of ‘Air bubble’
Scroll of ‘Entropic Shield’
Scroll of ‘Hide from Undead’
3 x Oil of grease
3 x Potion of 'Touch of Sea'
2 x Oil of ‘Unwelcome Halo’
Vermin repellent
Holy symbol Of Erastil
Smelling Salts
Masterwork Tool (Profession Soldier), 1 lb.
Potion of Touch of Sea in Potion Sponge
Smoked Goggles
Air Crystal
MW Gloves of Sleight of Hand
Antiplague
Antitoxin
5 x Acid
Universal solvent

_________________________________________________________________
–– DRAWBACK ––

• NERVOUS (Drawback): Living under constant threat of death or worse from your oppressive government, your nerves have frayed terribly. Whenever you take 10 on an ability check or skill check that imparts any penalty for failure (aside from wasted time), you treat your check as if you had rolled an 8 instead of a 10, even if you are able to take your time.

–– TRAITS ––
• ROSTLANDER (Campaign): You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.
• DEADEYE BOWMAN (Religion Erastil): When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.
• EMPATHIC DIPLOMAT (Region: Qadira or Osirion): You have long followed the path of common sense and empathic insight when using diplomacy. You modify your Diplomacy checks using your Wisdom modifier, not your Charisma modifier.
• FATE’s FAVORED (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

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–– FEATS ––
• Lvl 1 (Warpriest 1 Free Feat): WEAPON FOCUS Longbow
• Lvl 1: PLANAR INFUSION (Positive Energy Plane, Basic): Benefit: You’ve been infused with raw life force, and whenever you’re healed by a positive energy effect (including all cure spells), you regain an additional number of hit points equal to your total Hit Dice. You gain a +4 bonus on Constitution checks to stabilize while dying.
• Lvl 3: POINT BLANK SHOT
• Lvl 3 (Warpriest 3 Bonus Feat): PRECISE SHOT
• Lvl 5: RAPID SHOT: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
• Lvl 6 (Warpriest 6 Bonus Feat): MANYSHOT: Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6. Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
• Lvl 6 (Warpriest new Bonus feat with 6 x Warpriest Human Favored Class Bonus): CLUSTERED SHOTS: Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +6. Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
• Lvl 7 (Warpriest Molthuni arsenal chaplain 7 Free Feat): QUICKEN BLESSING (WAR): Prerequisite(s): Access to a blessing’s major power, blessings class feature. Benefit: Choose one of your blessings that normally requires a standard action to use. You can expend two of your daily uses of blessings to deliver that blessing (regardless of whether it’s a minor or major effect) as a swift action instead. [A Molthuni arsenal chaplain gains Quicken BlessingACG (War) as a bonus feat even if he does not meet the prerequisites, but cannot grant a War blessing to himself as a swift action with Quicken Blessing until he is at least 10th level.]
• Lvl 7: DEADLY AIM: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

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–– CLASS ABILITIES: Warpriest (Molthuni Arsenal Chaplain) ––

• CLASS SKILLS: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
• WEAPON AND ARMOR PROFICIENCY: all simple and martial weapons, as well as the favored weapon of his deity [Erastil], and with all armor (heavy, light, and medium) and shields (except tower shields).

• SPELLS: A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section on page 62. A warpriest must choose and prepare his spells in advance. Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

• AURA (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil on page 266 of the Core Rulebook for details).

• BLESSINGS (Su): A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each A Arsenal Chaplain warpriest can select two one blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

• WAR BLESSING: A Molthuni arsenal chaplain must choose War as his blessing, and can do so even if it is a domain not normally granted by his deity. He does not receive a second blessing. At 7th level, a Molthuni arsenal chaplain gains Quicken BlessingACG (War) as a bonus feat even if he does not meet the prerequisites, but cannot grant a War blessing to himself as a swift action with Quicken Blessing until he is at least 10th level.

War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.

Battle Lust (major): At 10th level, you can touch an ally and grant it a thirst for battle. All of the ally’s melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute.

• FOCUS WEAPONS (LONGBOW): At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).

• SACRED WEAPON (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost (see Table 15–9 on page 469 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added. If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

• SACRED WEAPON (Su): The base damage of a Molthuni arsenal chaplain’s sacred weapon does not increase above 1d6. This alters sacred weapon.

• SPONTANEOUS CASTING: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.

• FERVOR (Su): At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

• BONUS FEATs: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice) for the purpose of qualifying for these feats. Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.

• WEAPON TRAINING (Ex): At 5th level, a Molthuni arsenal chaplain gains weapon training as per the fighter class feature, but the benefits of this weapon training apply only to his sacred weapons (weapons with which the warpriest has taken Weapon Focus). This ability replaces channel energy.

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— AASIMAR Garuda-Blooded (Plumekith) RACIAL TRAITS --
• Wis: +2, Dex: +2
• TYPE: Humanoid (Human), Outsider (Native)
• SIZE: Medium
• SPEED: 30 feet
• DARK-VISION
• SCION OF HUMANITY: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
• ALTERNATE SKILL MODIFIERS: Plumekith have a +2 racial bonus on Acrobatics and Fly checks.
• ALTERNATE SPELL-LIKE ABILITY: Plumekith can use ‘see invisibility’ as a spell-like ability once per day (with a caster level equal to the aasimar’s character level).
• CELESTIAL RESISTANCE: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
• Automatic Languages: Common

–– Lamaar - Character Background –– :

I. Born into slavery and sacrifice in the church of Asmodeus in Egorian

Lamaar was born in the capital of Cheliax: Egorian, the City of Thorns. His mother and many other women were used as the toys of an Asmodean sorceress that regularly experimented by cross-breeding tortured slaves with the planar creatures that the sorceress brought to the material plane. Lamaar and his brother in particular are the unfortunate children of a slave that was forced to copulate again and again with celestial outsiders. During conception his mother was killed and brought back to life so often that Lamaar’s life force - the product of dark rituals of torture, death and rebirth - still has a link to the positive energy that carried his mother to eventually give birth.

Lamaar’s mother was a broken woman and although she gave him love and tried to secretly teach him about her roots in the Stolen Lands, she was not able to endure the dark rituals and eventually died so that she could not prevent the Asmodean indoctrination that Lamaar and his brother faced day to day. As Egorian is the heart of the faith of Asmodeus, and the largest concentration of devil worshipers can be found there, the allegiance of the sorceress to the church of Asmodeus was not surprising, and thus this led to the young slaves of the sorceress to be tortured and ‘educated’ in the The Midnight Temple in Egorian.

Lamaar can still remember the Black Altar in the Temple of Asmodeus that resembled a devil with large wings and horns and which was the place where many of his siblings had to prove their ultimate loyalty by volunteering! The sacrifice of nine slaves was made to the deity at midnight on the first day of every ninth week. The wings closed around the sacrifices to hide the killing blow, and no corpse remained when they opened.

Although Lamaar was a worshiper of Asmodeus, seeing his ‘family members’ die made Lamaar realize that sometimes rules only served those in power. Being asked to give up something dear as a sacrifice, the life of a newly born or older ‘sibling’, triggered something inside of him that made him emotionally connect to the community of slaves around him! He was only a boy at that time but nonetheless he started to revolt against his oppressors and the wish to gain freedom for his brother and the only family he knew grew stronger every day.

~

II. Freedom and joining the community of Erastil in Rostland

Maybe it was fate or maybe it was Old Deadeye’s plan but one day a concerted strike on the evil sorceress’ hideout by the Bellflower Network and Pathfinder Society led to the freedom of all slaves including Lamaar himself and his brother. During the fight the evil sorceress and almost all those that had hurt Lamaar and his family were killed by the hands of the slaves and the agents that were trying to break the slave’s chains. The satisfaction that Lamaar felt at that time was his first taste of the connection that can be built with others and the strength that this provides to all those that are part of a community! After that the liberated slaves were able to see the world outside of the hell that they called life for the first time.

It was initially hard for Lamaar, his brother and the other slaves to reclaim their new life but it was a human follower of Erastil from Brevoy, Stan Wol, who was part of the group that liberated him that really took Lamaar and his brother under his wing. Stan over time became almost like a father because Lamaar and his brother had simply never met anyone who opened their eyes and showed them the truth — that Asmodeus does not care for his followers, and that there are other deities, organizations and communities that do. This also led to Lamaar opening his eyes to the lessons of the Elk Father that Stan taught him.

In the years after his escape Lamaar and his brother stayed together with Stan in Rostland which makes up the southern half of the nation of Brevoy. Here a small group from different races prayed to Erastil and lived off the land as a strong community that raised Lamaar and his brother with the simple sensibilities that hard work wins well-deserved gains, and that it is important to uphold charity and compassion, and that he has to value personal and familial honor. Although there were several occasions that separated Lamaar and his brother from Stan, Lamaar was always nervous and wanted Stan to remain near him.

~

III. Living the life of a soldier in Molthune and choosing his own path

So when Stan decided that it was time to move on, Lamaar and his brother followed. First they spent years in Qadira where Stan, Lamaar and his brother aided a small community of Erastil to build a future and battle the enemies of the faith. Later Stan decided to return to his own homeland in Molthune with a dream to aid this rising power on the shores of Lake Encarthan by enlisting in the national army. Here Lamaar and his brother received their formal training as Molthuni arsenal chaplains and became warpriests. In the Arsenal District in Korholm Stan, Lamaar and his brother were part of an elite force that bolstered Molthune’s military by focusing on the militant aspects of their god.

But eventually Lamaar realized that he had to start following his own goals! He had a heartfelt desire to return to his roots and although he did not remember much about his mother, he still remembered her stories of the Stolen Land where she grew up with her parents and siblings in a secluded farm. His brother had other plans and thus they had to say goodbye for the first time!

Lamaar has now started the journey to his mother’s birthplace. He does not know why but the nearer and nearer he gets to the Stolen Lands, his mind is more and more flooded with visions of his mother. Memories about her that he cannot associate to anything that he knows about her are somehow pushed into his consciousness by a force that he does not understand. Lamaar is uncertain about what is going on, but he has heard that much has changed in the region that his mother called home. And somehow something inside of him - maybe even his connection to his god - is pointing at Elkhart, the new center that has been created in the Stolen Lands. This is his destination!

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