I do like the idea that those edicts come from Iomedae's direct regrets over the part she played in Arazni's death. I don't know for sure if it'll happen, but I've shifted from thinking it could be interesting for Arazni to kill Iomedae, to thinking that if Iomedae is the one to die (which might be likely) that her death should come from sacrificing herself to save Arazni. Ascension to the higher ranks of godhood often seems like it comes from elevating yourself from your inherent nature, such as with Nocticula breaking free of her demonhood or Irori becoming something more than human. That act of ultimate sacrifice from the one who kicked off all her pain could be the spark for Arazni's ascendance.
I mean, the sources about Arazni’s binding say that it planted seeds of doubt and mistrust in her mind, so she may have just looked past it because she thought it was for the greater good. Plus, though Iomedae is the archetypal Knight in Shining Armor, especially as a mortal, people don’t always act with perfect righteousness. She may be truly, cosmically, capital letters Lawful Good now after having been kicking around in heaven for a milennia, but in her mortal life she probably had to make some hard decisions regarding Arazni. In terms of how it got her killed, it’s stated that the Tar-Baphon toyed with and then killed Arazni. I imagine that if she wasn’t bound, she could’ve gone back to the Outer Planes and recuperated. The wording of the binding is specifically that they “bound her to their will.” I can imagine that the Tyrant had Arazni on the ropes, and even if she wanted to retreat, the Knight’s will was that Arazni fight him, and so that was all she could do. About the timing of her leadership, if the official sources timing of her rapidly becoming their leader feels off, this is how I see it. In the Windsong Testaments, it’s clearly stated that she perfom the first of her three acts before the start of the Shining Crusade. She had made quite the name for herself as a paladin of Arazni, and when she joined the Knights of Ozem, having such a strong and renowned paladin as their leader would’ve been really great for them. Even the earliest substantial sources we have about Iomedae (the article about her in Council of Thieves) links her joining the Shining Crusade with leading the Knights. Essentially, I can’t see any way that Iomedae didn’t have a hand in the binding and subsequent death of Arazni. The timing is so strongly established as to seem deliberate on the part of the writers. Edit: Also in terms of Arazni’s alignment, angels can be any good alignment. I don’t think her pre-lichdom alignment was stated, but LG seems fitting for the herald of a LN god. As with Prismatic Gay’s other posts, totally agreed! I had the thought that the Crimson Reclaimers might be empowered over the Shining Sentinels precisely because they break with the traditional role of the Knights of Ozem. They break the mold of crusaders with the nuance of admitting that not all undead are willing and inherently evil, so Arazni might see that as worth preserving over the blindly zealous knights who got her killed.
Totally agreed that Iomedae had a hand in Arazni's death! I've mentioned it here and on Reddit a few times and to put it lightly, folks did not agree despite having some clear sources showing it was the case, so it's nice to see other people are putting those pieces together. Might not be too holy, but it sure is some vindication! I pretty firmly believe that Iomedae was the one to give the order to bind Arazni. My take on the Fourth Act was that it happened before Iomedae summoned and then bound Arazni. It's also possible that it happened post-binding but pre-death, because the Knights summoned her in 3818 and then she was killed by the Whispering Tyrant in 3823. Hell, it's possible Arazni didn't even know about the binding until the battle where it got her killed.
I think ultimately there woulnd't be a single name for it. Both Kellids and orcs aren't known for having a strong tradition of centralized authority. The western reaches by the Hold of Belkzen would probably just be part of the Hold of Belkzen. The region neighboring Sarkoris would've likely just been a part of Sarkoris. The eastern regions by Numeria would probably be similar to the rest of Numeria, with roving Kellid clans inhabiting it.
Travelling Sasha wrote:
So there's one important detail about her relationship to Iomedae that isn't explicitly stated when sources describe Arazni's relationships with other gods. The Knights of Ozem, led by Iomedae at the time, summoned Arazni to help fight against the Whispering Tyrant. Despite Arazni being willing and eager to fight, the Knights bound Arazni to their will. With Iomedae as the leader of the knights, who else would've held the reins of power or given the order the bind Arazni? Because of that binding, she was unable to retreat when the Whispering Tyrant gained the upper ground, and she died because of it. Essentially, Iomedae willfully allowed Arazni to be murdered and kicked off the whole series of events that led to her becoming a lich. Arazni commands her followers to "despise and never forgive those who hurt you" and if I was in her shoes, I would see Iomedae as a person who hurt me.
TheLastGhost wrote: Simeon I am not seeing an explanation of your expenditure of Experience. Could you add this to your character? Also, please double check over your Aptitudes, it looks like you have 1 extra. With house rules, you should have: Homeworld (1) + Background (2) +Role (5) + General (1) + Bonus (1) = for a total of 10 Yep, I'll add the XP expenditure. As far as aptitudes, I realized I accidentally duplicated Willpower, but even with that in mind I'm only counting 9 on my sheet. Are there aptitudes that count as double? XP:
Common Lore (Imperium): 100 Common Lore (Tech): 100 Scholarly Lore (Numerology): 100 Scholarly Lore (Tech): 100 Scholarly Lore (Adeptus Mechanicus): 100 Scholarly Lore (Imperium): 100 Forbidden Lore (Archeotech): 100 Forbidden Lore (Xenos): 100 Forbidden Lore (Adeptus Mechanicus): 100 Forbidden Lore (Imperium): 100 1000 XP on Lore Tech: Trained, 200 xp 1200XP total Dodge: Known, 300XP 1500XP total Ballistic Skill: Simple, 250 XP Intelligence: Simple, 100 XP 1850 XP total Weapon Mechadendrite Usage: 300 XP 2150 Total Looking through my XP expenditure, it seems I miscounted, I'm 350 XP short. I think. My Dark Heresy skills are rusty.
Gnollvalue wrote:
Absolutely agreed. I've been playing Pathfinder for just about as long as I've been open that I was queer, and through that whole time, I've felt that the various facets of my identity have been well represented and supported in every part of Pathfinder. Treating any of the goddesses in the Prismatic Ray as untouchable for the sole reason that they're LGBT representation is a disservice to queer folks being accurately, respectfully, and heroically portrayed in fantasy stories like anybody else. We deserve more than to be seen purely as our identities.
bigrig107 wrote: Ah, beaten by a few seconds. How much overlap is there in between builds? If I made a mechanicus character as well, will it be overlapped a lot by another Tech Priest? Ack, sorry to ninja you, Bigrig. There might be some overlap, depending on the route you take with your Tech-Priest. I'm going the Sage route, aiming for knowledge skills, tech-use, as well as being able to supplement it with decent melee and ranged capabilities.
Gonna re-roll a tech priest I've had in a few DH games over the years. WS: 25 + 2d10 ⇒ 25 + (7, 9) = 41
Tou +: 25 + 3d10 - 4 ⇒ 25 + (4, 10, 5) - 4 = 40
Per: 20 + 2d10 + 6 ⇒ 20 + (6, 3) + 6 = 35
Reroll BS: 1d10 ⇒ 9
All in all, damn fine stats for a tech-priest!
Here is the promised character! I'll need to finish selecting gear, but Urhal should be good to go otherwise. Stats:
Urhal ton-Thuyek Half-orc alchemist (beastmorph)/slayer 3 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Combat 24) CG Medium humanoid (human, orc) Init +2; Senses darkvision 60 ft.; Perception +6 -------------------- Defense -------------------- AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, +1 shield) hp 28 (3d10+6) Fort +5, Ref +6, Will +2 (+2 trait bonus vs. charm and compulsion) Defensive Abilities sacred tattoo[APG], trap sense +1 -------------------- Offense -------------------- Speed 30 ft. Ranged bomb +6 (2d6+4 fire) Special Attacks bomb 7/day (2d6+4 fire, DC 15), sneak attack +1d6, studied target +1 (1st, move action) Alchemist (Beastmorph) Extracts Prepared (CL 3rd; concentration +7) . . 1st—enlarge person (DC 15), heightened awareness[ACG], long arm[ACG], shield -------------------- Statistics -------------------- Str 16, Dex 14, Con 12, Int 18, Wis 10, Cha 8 Base Atk +3; CMB +6; CMD 19 Feats Brew Potion, Combat Expertise, Deadly Aim, Dodge, Power Attack, Throw Anything, Weapon Focus Traits child of two peoples, inspired by greatness Skills Acrobatics +5, Climb +6, Craft (alchemy) +10 (+13 to create alchemical items), Disable Device +8, Heal +6, Intimidate +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (local) +10, Knowledge (nature) +10, Perception +6, Spellcraft +10, Swim +6; Racial Modifiers +2 Intimidate Languages Abyssal, Common, Draconic, Giant, Goblin, Orc SQ alchemy (alchemy crafting +3), beastform mutagen, discovery (feral mutagen), finesse weapon attack attribute, mutagen (+4/-2, +2 natural armor, 30 minutes), orc blood, poison use, slayer talent (trapfinding[ACG]), track +1, trapfinding +1 Combat Gear mutagen (feral)[APG]; Other Gear mwk chain shirt, mwk buckler, alchemist starting formula book, 595 gp -------------------- Special Abilities -------------------- Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Beastform Mutagen Mutagen gives beastial features but grants one alter self ability. Bomb 2d6+4 (7/day, DC 15) (Su) Thrown Splash Weapon deals 2d6+4 fire damage. Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage. Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate. Finesse Weapon Attack Attribute Finesse weapons use on attack rolls. Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Sacred Tattoo +1 to all saves. Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Track +1 Add the listed bonus to Survival checks made to track. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Weapon Focus (Natural Weapons) Choose one weapon group. You become better at using that type of weapon. Background:
Urhal’s parents were mercenaries once, his mother from Absalom and his father an outcast orc from the Hold of Belkzen. His father named him in the old Orcish way, and he has carried the name with him ever since. It has not been kind to him. He grew up in the countryside of Vieland, watched over by the few folk in the village they called home that were willing to look past his half-orc features and at the intelligent and ambitious young man that he truly was. Urhal had seen his parents come home from battles against orcish raiders or demonic incursions beaten, bloody, and traumatized. He did not want that life for himself. In all truth, they didn’t either. Somehow, despite the deep bias against half-orcs than many in Ustalav harbored, Urhal managed to secure acceptance to the University of Lepidstadt, his skills in alchemy undeniable. Urhal left that little town, unsure of his future, of his skills, of what his life would be. He thrived there, despite it all. His peers treated him like filth, like a beast let in off the street, but when his formulae worked beyond his wildest dreams and thereby proving himself one of the brightest upcoming minds in the fields of physiology and mutagenic alchemy, they had no way to disprove his excellence. If that didn’t convince them, his constant exercise and formidable build protected him from any challenges. Indeed, he had found a place for himself, one he thought he might remain in for all his days. A chance encounter with Professor Petros Lorrimor changed all that. The old academic took an interest in Urhal that few had. Rather than the half-orc playing at scientist that his peers often accused him of being, Professor Lorrimor saw him as an exceptional student, and one that was destined for greater things than the life of a simple academic. Their time together was brief, only a few weeks, but the lengthy correspondence that followed secured a lasting friendship between the two of them, one that inspired Urhal to strive for the grander fate that the professor had imagined he could have. He left the university on an academic grant to travel to the Hold of Belkzen. Urhal sought to study the traditions of the orcish alchemists, specifically their talent for mutagenic solutions that twist their forms into that of beasts. Urhal departed the University in the same way he had arrived, anxious for his future. But now, he knew his skills, and what they could do. It was in his time in the Hold of Belkzen that he found a deep connection to his orcish heritage. He found refuge from the harsh wilderness of Belkzen among the Murdered Child clan. Though their brutality disgusted him, they accepted half-orcs more readily than other clans did. Indeed, his skill with alchemy and explosives easily proved his worth to the clan, and after a few months he was granted the sacred scars that proved him an adult among the orcs. He spent three years with the orcs of the Murdered Child clan. He learned to fight, to hone the razor focus that he had previously only applied to alchemy to many other things. He refined his alchemical craft with the knowledge he learned from the clan’s alchemists, and in battle came to resemble an orc with the features of a ravening beast as his mutagen enhanced his already formidable physiology. A messenger came from Ustalav, at great risk, to tell him that his old mentor had died. He had already missed the funeral, but he would pay his respects to the man’s grave, at the very least. And Urhal ton-Thuyek left the Hold of Belkzen for the little town of Ravengro. For the first time, as he went from one stage of his life to another, he was truly confident in himself. His time among the orcs of Belkzen had tempered him, turned him from an ambitious academic who had to prove himself to the world to one who knew that whatever he would face, he would be ready. Appearance and Personality: Urhal is a hulking half-orc man, with wiry black hair and deeply tanned skin. Small tusks protrude from his mouth as with most half-orcs. He wears light, simple clothing designed to stretch as his mutagens increase his size and change his physiology. His style is odd, some mix between that of an Ustalavic scientist and an orcish warrior. His eyes are dark and vigilant. Elaborate scars crisscross his back, a reminder of the painful but deeply sacred ritual that confirmed him as an adult and a member of the Murdered Child clan. He is a bit of a paradox in terms of personality. Though his parents and caretakers raised him with the typical grim determination one finds in the people of Ustalav, he also carries with him a fierce pride instilled by his time among the orcs. Of his own accord, he’s also found a deep desire for freedom. Not just for himself, but for any who’ve found themselves on the fringes of society. He will carry on no matter what, but the constant jockeying for power and status among the orcs proved to him that he could not sit idly by as the world moved on past him. His academic upbringing and new connection to the wildness of the orcs has created a man who’s personality seems to be at odds with itself. He is a scholar and a savage, a warrior and an academic, an orc and a human. At times, when he looks within himself, he does not know who he will find.
Ooh, I always love some gestalt 1e! I've got an idea for a slayer/bladebound arcanist. They should bring some combat and skills to the table while also not treading on Petyr's toes too much once he's back. My general idea is to take the On the Payroll campaign trait, basically playing a mercenary/hired blade who frequently worked for the Professor, but missed his funeral due to some (most likely shady) side business, and has recently come to Ravengro to pay their respects.
Howdy! I'm working on a circuit judge cavalier, lawful good and Order of the Blue Rose. General theme is a wandering lawman who seeks to further the causes of peace and just, fair law enforcing, but not shying away from pronouncing sentences and playing the part of judge, jury, and deeply reluctant executioner when necessary. In terms of personality, similar to a paladin in terms of kind-heartedness but much less rigid in terms of moral code. The law is the law, but the spirit is more important than the letter at the end of the day. He's something of both a good cop and a bad cop, helping old ladies across the street but also never shying away from terrifying a crook if it means shaping them up and setting them on the right path.
Human
One of my favorite character Starfinder concepts I’ve never gotten to play was like…basically a Lashunta caveman. A soldier that used a bow and an axe from a community of lashunta that decided the Gap was a call to restart and go back to the stone age while taking the best bits of tech with them.
Human
Right, I'm alright with Uret's character. I've got similar feelings of discomfort about a former Nazi character, but I agree with Rando that having him search for redemption is a good story beat. Totally fine with 20 point buy as well. GM, how would you feel about a feat that lets you choose a single psionic ability to use like a cantrip?
Human
Howdy y'all! My idea as it stands is a former neolithic shaman and psionic who's powers allowed him to rule a couple bands of hunter-gatherers as a semi-divine shaman king. That was until the Temporal Defense Society came to recruit him, and due to a mistranslation and his absolute shock at their technology and powers he feels he was kidnapped by them. Mechanically, he'll either go for raging or unarmed combat, and invest heavily into psionic powers.
IMO, myth-speaking is particular to cyclops because it was an art/tradition that rose and was perfected in old Ghol-Gan. When it fell, the refugees probably took it with them to Koloran in the north and Iblydos. As Koloran fell too, Iblydos is the only remaining area with any significant portion of cyclops who's civilization hasn't been destroyed or fallen to corruption and eldritch evil.
Human
That fits really well with the backstory I've established for Eskra and Carageorn! Carageorn is or might be an exiled fey noble who's nearly obsessed with rebuilding the nobility he once had with some sort of premonition about the Stolen Lands as a promising opportunity for that quest. Eskra, for their part, thinks running a kingdom could be quite a bit of fun.
Presenting Eskra and Carageorn, summoner and fey eidolon, and tricksy bastards the both of them! Build Outline:
Chaotic Neutral Human (Skilled) Summoner 1 Eidolon: Skirmisher Fey Background: Borderlands Pioneer Ancestry Feat: Natural Ambition (Extend Boost) Skilled Choice: Nature Evolution Feat: Glider Form [spoiler=Background]
Eskra grew older, taking on many of Carageorn’s traits. Beautiful, charming, deeply enamored with the wild, and truly, utterly strange. Their parents often wondered what had gotten into their child, why they were no longer the mild, obedient youngling they were. Eskra cared little. Carageorn, for his sake, began to talk to Eskra about grand and lofty goals and new from the fey realms he still could access. That a kingdom sought to build itself in the untamed wilderness, that Eskra was destined to rule it, and that he needed…something that the title of nobility could confer, though he could not quite remember what it was. It was on a night in spring that Eskra left the farm they’d grown up on. Their parents were saddened, of course, but they bid them well and not to worry for them. Greatness awaited, and they had all the protection they needed. They struck out for Restov, wandering the Brevic roads, reveling in their new freedom with Carageorn at their side. They learned much, to fight, to lie, to steal, to shape their will into magic with Carageorn’s help. Now, they stand at the precipice of their destiny. Offered a place on the Stolen Lands expedition they gladly took it, their nigh-intoxicating charm and Carageorn’s subtle tricks sure to set them on the path to greater things.
Appearance and Personality: Eskra is a short, fairly androgynous person. They never saw a need for gender as a child, and took it with them to adulthood. Their reddish hair is long and braided with flowers, and their eyes are a deep green, Their skin is pale from the perpetual fog of the Stolen Lands, their face sharp and delicate. A birthmark almost resembling a tattoo in the shape of a twisting branch wraps against their upper arm. They dress in simple clothes, carrying a sickle at their hip and a crossbow on their back. Carageorn is tall and graceful, curling wooden horns extending out of a mane of hair the color of spring foliage. His features are high and regal, with almost everyone but Eskra finding it uncanny to look into the piercing gaze of his solid black eyes. He carries two blades, thin and lithe and deadly just like their wielder. Gossamer wings protrude from his shoulders, though for reasons only known to the fey, he is honor bound not to fly with them. Charming, duplicitous, and terrifying. That is what best typifies Eskra and Carageorn. Bonded by their very souls for almost all of their lives, the two of them almost seem to talk wordlessly to each other. That said, they do have their differences. Carageorn follows the unpredictable but strict code of honor that many fey do. Utterly beyond the capabilities of mortals to understand how it works, Carageorn considers himself to be acting honorably and justly almost all of the time. Eskra has a different view of things. They know what is right and wrong, of course, and dislikes doing wrong, but finds most often that the best thing to do is what they want to do. Often it is what others would consider the right thing, as helping others is an excellent way to get them to help you. Though Eskra does not dream of greatness themself, Carageorn has never steered them wrong. If that means forging and ruling a fledgling kingdom, so be it. Both, however, are united in their love of fun and spontaneity to do what they wish. The world is far too boring, far too serious. The two of them wish to change that.
zimmerwald1915 wrote:
I might just add, though, that the White Russians (very much not good people) should fit in with the very much not good people ruling the oppressive frozen magical police state that is Irrisen. If anything, in my eyes it serves to underscore the brutal history of the White Russians that they were readily accepted into a repressive state that treats it's citizens as little better than slaves.
|