About Scotty McBrideBackstory:
Scotty was born to two mothers as a gift for their service to Desna. Desna forged him with the best of both of his mothers. He was gifted with the strength of a blacksmith and the natural charm of a traveling performer. Desna marked him with a pair of crescent scars on his left shoulder. His mothers named him first in Ulfen, the language of his paternal mother, then named him 'Scott' in Varisian, the language of the mother who gave birth to him as well as her surname 'McBride'. When he came of age he set out on his own journey. He joined a group of mercenaries who did work he felt he could be proud of. When times got hard, the group started taking less wholesome work. Soon the work turned to outright banditry, and Scott found himself becoming a murderer and a thief. His natural gifts allowed him to rise through the ranks and earn the command of his own camp. His ruthless tactics earned him the name 'Scott the Slayer' among the locals. Pained to see her gift turned to such darkness, Desna pleaded with Sarenrae to help her save Scott from the dark path he turned down. Unable to ignore the pleas of her friend, Sarenrae sent her servants to rescue Scott from his path. Scott received word of a caravan traveling through his territory carrying valuable supplies with only two guards. He and his men attacked the convoy only to find that the two guards were not as they seemed. As soon as his men attacked the guards threw off dirty brown travelers cloaks to reveal a man and woman clad in mithral armor trimmed with red gold. They drew scimitars from black leather sheaths and burst into flames as soon as sunlight struck them. Scott was held in place by an unseen force as the two slaughtered his men. As soon as Scott broke free of the force he was beaten within an inch of his life. As Scott lay bleeding, the man introduced himself as Tereyn and his companion as Kelsa. He called himself The Sword Arm of the Dawnflower and her The Right Hand of the Dawnflower. He told Scott that they had been sent to offer him final redemption. Scott had been found guilty of the crimes of theft and murder and was sentenced to death and now had a choice. Either he could spend the rest of his life hunted by The Sword Arm of the Dawnflower until he was caught and killed or he could travel to Katapesh and join Tereyn and Kelsa's order. With this choice, he was given a gold coin with the symbols of their order on each side. Scott must not touch any weapon, travel to the temple of Sarenrae in Katapesh, present this coin at the altar, and ask for the 'Right of the Second Dawn'. After Tereyn healed him and Kelsa offered 'Scotty' a few words of encouragement, they left him to make his choice. It only took him moments for Scotty to make his decision and start walking south towards Katapesh. Scotty made his way south at a surprising rate. He always seemed to find one of Desna's Traveler's Shrines or a kind soul willing to offer him food and shelter for the night. He even found himself defending a group of young Pathfinders from a mountain troll as they were returning from their confirmation. When Scotty was knocked unconscious in the fight, the Pathfinders nursed him back to health and brought him to Absalom. Their Venture Captain thanked Scotty for helping his newest Pathfinders and offered him passage to Katapesh with one of his expeditions and a position in the Pathfinder Society should he ever be looking for work. When he reached Katapesh, Scotty immediately sought out the temple of Sarenrae. At the central altar he found Kelsa waiting for him. She ran for him and threw her arms around him as she called for Tereyn. Tereyn came running sweaty and bloodied from the training grounds. When Scotty asked for the Right of the Second Dawn, they both led him through a secret passage below the central altar to what they called the 'Hearth of the Temple'. They explained to him that the Hearth of the Temple was once the 'Heart' of the Temple. Years before, three thieves were brought to the temple to face justice for their crimes. At the same time, the temple was attacked by the Cult of the Dawnflower. They hoped to kill the temple's leadership in the Heart of the Temple so they could enforce their heretical practices. In the chaos, the thieves broke their bonds and took up arms. Two tried to escape and were killed by cultists but the third attempted to defend the temple. One of the temple's leaders, mortally wounded, confused him for a paladin and begged him to defend the Heart. Due to his wounds, he slurred the word Heart as Hearth. The cultists were eventually defeated. The thief fought bravely but was badly wounded. When he retreated towards the altar the secret passage opened for him and he fled to the depths of the temple. Even with the threat ended, the passage would not open for any of the clerics or paladins at the temple. One week later, the thief emerged from the passage clad in the armor of a paladin. He told the cleric on duty that people would begin to arrive seeking the Right of the Second Dawn and left the temple. True to his word, those people began to arrive. Those were the first of their order. Within the Sword Arm of the Dawnflower and the Right Hand of the Dawnflower there is no hierarchy or rank. The name of the order is the rank and title of all of its members. Each order represents half of Sarenrae's duality. In one hand she carries the light of the sun. This is her healing, her honesty, her light, and The Right Hand of the Dawnflower. In the other, she carries her flaming scimitar. This is her retribution, her fire, her glory, and the Sword Arm of the Dawnflower. Both of these orders are comprised of reformed evildoers. The Sword Arm is evil turned against itself in the name of good. They walk back into the darkness without fear and carrying the light of the Dawnflower in their swords. The Right Hand cares for the Sword Arm and reminds them that no matter how far they venture back into darkness, they need not return to it. After they explained all this to Scotty, they told him that there was one final step to join the order: The Right of the Second Dawn. Kelsa administered the ritual herself. What they did not tell him is that the ritual would force him to relive all of the pain his evil has caused and that only one in three candidates survives. For what felt like weeks, Scotty was subjected to all the hunger his thefts had caused, all the pain of his sword strikes, and little pieces of his soul being torn out as he got the news that loved ones were dead by his hand. By the end of the ritual, Scotty hated himself and longed for his death. In that moment, he saw a light in the darkness that called for him. When he opened his eyes he found himself in a bed with Kelsa praying beside him. She was so overjoyed to see him awake that she kissed him. Flustered, she ran to fetch Tereyn. When they returned, Tereyn was thrilled to see Scotty was alive. He told Scotty to get some rest as his training would begin the next day. He left to let Scotty rest. Kelsa explained that Scotty was the first candidate that Tereyn didn't have to hunt down and kill. She thanked him for proving to Tereyn that people can be saved before letting Scotty sleep. For the next year, Scotty trained with Tereyn and Kelsa. Tereyn taught Scotty the art of fighting with the sacred weapon of their order, the scimitar. When he was battered and bruised from his training, Kelsa would heal him and teach him the lessons of healing and redemption taught by Sarenrae and how to channel the Dawnflower's power. Slowly, Scotty began to master the art of fighting with the scimitar. He quickly became a match for Tereyn during their sparing. The two learned to read eachothers' movements in combat. They became a formidable fighting team and close friends. Through Kelsa's lessons, Scotty learned to forgive himself and turn his self hatred into love. Though he could never love himself as much as he hated himself, he discovered that Kelsa was more than happy to accept the excess and return it tenfold. The two were married by Tereyn eleven months into Scotty's training. One year to the day later, Scotty was training with Tereyn while his wife watched. They both questioned him on the teachings of Sarenrae while Scotty and Tereyn fought. They asked him why he should be forgiven and he had no answer. Tereyn put him on the defensive. They asked him how he could possibly repay the world for the evil he had wrought and he had no answer. Tereyn nearly tore the scimitar from his hand. They asked him what he would do to redeem himself. Scotty said that he would defend the roads he once preyed upon. That he would protect travelers and make the roads safe again. As soon as he said that, his scimitar burst into flames and cut Tereyn's in half. Scotty was inducted into The Sword Arm of the Dawnflower that night. No hierarchy means that The Sword Arm of the Dawnflower is free to choose how to carry out their mission. When asked how Scotty would carry out his mission of protecting the roads, he knew of only one answer. There was an organization of explorers and travelers that sought out all the dark corners of the world, that traveled to the ends of the earth seeking out fame and fortune, that traveled the roads every day and would be in need of protection. Best of all, they had already offered him a job. Scotty traveled to Absalom the next day to undertake his own Confirmation as a member of the Pathfiner Society. Merena, Celestial Warhorse:
To aid Scotty in his mission, Sarenrae called for a mount to partner with him and speed his travels. From the celestial planes, she chose a great mare with a coat as black as night and a mane and tail like fire to carry Scotty on his journey. Named in the language of Celestals for the color of the sky just before the dawn, the celestial warhorse Merena is Scotty's partner and companion. She proudly carries Scotty into battle and aids him on his self-appointed mission. She carries her head high and walks boldly and without fear knowing that she carries a warrior worthy of her service.
Wrath, The Blade of Scotty McBride:
This scimitar was forged by the best smith in Katapesh specifically for Scotty on the day he was named Sword Arm of the Dawnflower. The blade was forged from pure adamantine. Magic both arcane and divine was folded into the blade during its forging causing it to continuously radiate golden, holy fire. It has been fitted with a forward facing adamantine crossguard. A smooth, darkwood cylinder wrapped in threads of red-gold forms the hilt of the blade. The pommel is is a perfectly smooth sphere of sapphire held in place by flames cast from red-gold. The blade rests in a black, leather sheath that hangs from the belt from a steel chain.
The Sword Arm of the Dawnflower believe that the legions of the Abyss will flee when a good man takes up his sword. A good man is kind, patient, and merciful. A good man's wrath must be greater than the sum of all of his virtues to incite him to fight, thus they believe a good man's wrath to be one of the most dangerous forces in the world. Remembering this lesson, Scotty named his blade 'Wrath'. For he was a good man, and his wrath would bring fear to the evils of the world. The name of the sword was inscribed in celestial runes on the left side of the blade during his induction into the Sword Arm of the Dawnflower. Always at his side, Wrath is Scotty's most powerful tool and deadliest weapon in his fight against evil. Character Sheet:
Silver Crusader Scotty McBride PFS# 152375-1 Faction Silver Crusade Prestige 50; Fame 65 XP 36 Human Paladin 13 LG Medium Humanoid (Ulfen/Varisian) Init: +2; Senses: Darkvision 60ft (Goggles of Night); Perception +18 Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.) -------------------- DEFENSE -------------------- AC 34, touch 15, flat-footed 32 (+10 armor, +7 shield, +2 Dex, +2 Nat, +2 deflection, +1 dodge) hp 120 (13d10+26+12) Fort +18, Ref +14, Will +17 Immune: Fear, Disease, Charm -------------------- OFFENSE -------------------- Speed 30 ft. Melee Wrath (+1 Holy Adamantine Scimitar) +17/+12/+7 (1d6+4 +2d6 holy (if evil) +2 fire on crit/15-20x2) Range Chackram x4 +15 (1d8+3/20/x2,30') Special Attacks Channel Positive Energy (DC 21, 7d6), Smite Evil 5/day (+5 Attack and AC, +13 Damage) Spell-Like Abilities (CL 13th; concentration +18) (1/day) - Magic Weapon at will - Prestidigitation, Mage Hand Paladin Spell-Like Abilities (CL 13th; concentration +18) at will - Detect Evil Paladin Spells Prepared (CL 10th; concentration +15) 4th - Sunbeam 3rd - Dispel Magic, Litany of Escape 2nd - Fire of Entanglement, Litany of Righteousness, Weapon of Awe 1st - Bless Weapon, Unbreakable Heart, Hero's Defiance (2), Divine Favor -------------------- STATISTICS -------------------- Str 17, Dex 14, Con 14, Int 12, Wis 12, Cha 20 Base Atk +13; CMB +18; CMD 30, 31 vs trip Feats Shield Focus (Heavy), Missile Shield, Golden Legion's Stayed Blade, Extra Lay on Hands, Greater Mercy, Ultimate Mercy, Improved Critical (Scimitar), Skill Focus: Diplomacy Traits Flame of the Dawnflower (+2 fire damage on scimitar crit), Seeker (+1 Perception, Perception as class skill) Skills Bluff +7, Diplomacy +29, Handle Animal +9, Heal +9, Intimidate +7, Knowledge (Nobility) +5, Knowledge (Religion) +16, Perception +18, Profession (Guide) +7, Ride +10, Sense Motive +9, Spellcraft +7 Languages Common, Skald, Varisian, Celestial, Infernal, Osiriani, Azlanti, Thassilonian, Polyglot SQ aura, code of conduct, divine bond (mount), lay on hands (8d6 (+1d6 if no mercies), 15/day), mercies (sickened, diseased, cursed, blinded) Equipment:
Equipped:
Other Gear:
Coins: 573pp, 4gp, 2sp Mount:
Merena NG Large Animal Init: +4; Senses: low-light vision, scent, Darkvision 60ft; Perception +8 -------------------- DEFENSE -------------------- AC 30, touch 14, flat-footed 25 (+4 armor, +4 Dex, +12 Nat, +1 dodge) hp 102 (11d8+44) Fort +11, Ref +11, Will +6; +4 vs. Enchantments DR 10/evil; Resist acid 15, cold 15, electricity 15; SR 17 -------------------- OFFENSE -------------------- Speed 50 ft. Melee Bite +13 (1d4+6), 2 Hooves +13 (1d6+6) Special Attacks Smite Evil 1/day (+11 Damage) -------------------- STATISTICS -------------------- Str 22, Dex 18, Con 18, Int 6, Wis 12, Cha 6 Base Atk +8; CMB +15 (+19 overrun); CMD 29 (33 vs overrun) Feats Power Attack, Improved Overrun, Dodge, Step Up, Greater Overrun, Iron Will Skills Acrobatics +10 (+18 Long Jump), Climb +10, Linguistics 0, Perception +8, Swim +10 Tricks Combat Trained (Attack, Come, Defend, Down, Guard, Heel), Seek, Fetch, Stay, Attack, Track Languages Common, Celestial SQ Combat Trained, Link, Share Spells, Evasion, Devotion, Multiattack Combat Gear Mithral Chain Shirt Barding, Military Saddle, Saddlebags x2, Bit and Birdle, Silk Rope 50 ft., Wayfinder, Masterwork Maps, Map Case, Spare Clothing Avatar for Merena Chronicles & Boons:
1. The Confirmation (1XP, 2PP) 2. Trial by Machine (1XP, 2PP) 3. Vengeance at Sundered Crag (1XP, 2PP) 4. The Merchant's Wake (1XP, 1PP) 5. Legacy of the Stonelords (1XP, 2PP) 6. The Pallid Plague (1XP, 2PP) 7. Shades of Ice, Part 1: Written in Blood (1XP, 2PP) 8. Shades of Ice, Part 2: Exiles of Winter (1XP, 2PP) 9. Shades of Ice, Part 3: Keep of the Huscarl King (1XP, 2PP) 10. Slave Ships of Absalom (1XP, 2PP) 11. Storming the Diamond Gate (1XP, 2PP) 12. The Segang Expedition (1XP, 2PP) 13. Before the Dawn, Part 1: The Bloodcove Disguise (GM: 1XP, 2PP) 14. The Golemworks Incident (1XP, 2PP) 15. Before the Dawn, Part 2: Rescue at Azlant Ridge (GM: 1XP, 2PP) 16. The Slave Master's Mirror (1XP, 2PP) 17. The Blakros Matrimony (1XP, 2PP) 18. Valley of Veiled Flame (1XP, 2PP) 19. By Way of Bloodcove (GM: 1XP, 2PP) 20. Song of the Sea Witch (GM: 1XP, 2PP) 21. The Mantis's Prey (1XP, 2PP) 22. The Ghenett Manor Gauntlet (1XP, 2PP) 23. The Rebel's Ransom (GM: 1XP, 2PP) 24. Shadows Fall on Absalom (GM: 1XP, 2PP) 25. The Fabric of Reality (GM: 1XP, 2PP) 26. Fires of Karamoss (1XP, 2PP) 27. Drow of the Darklands Pyramid (1XP, 2PP) 28. Portal of the Sacred Rune (1XP, 2PP) 29. Hall of Drunken Heroes (1XP, 2PP) 30. The Forbidden Furnace of Forgotten Koor (1XP, 2PP) 31. The Emerald Spire Superdungeon: The Emerald Root (GM: 1.5XP, 2PP) 32. Beyond the Doomsday Door (1.5XP, 2PP) |