Drow

Yasumoto's page

Goblin Squad Member. Organized Play Member. 146 posts (401 including aliases). 4 reviews. 1 list. No wishlists. 19 Organized Play characters. 2 aliases.



1 person marked this as a favorite.
Male Elf Swashbuckler 7 | Init +6 | Perc +9
Stats:
HP 40/40 | AC 21 | T 16 | FF 15 | CMB +11 | CMD 24 | Fort +2 | Ref +9 | Will +4

”To steal such beauty, is only fair. What would love be if in 100 years, she awakens and discovers I did not? If this is the cost of her freedom, then so be it. I accept, Phocce.’


1 person marked this as a favorite.
Male Elf Swashbuckler 7 | Init +6 | Perc +9
Stats:
HP 40/40 | AC 21 | T 16 | FF 15 | CMB +11 | CMD 24 | Fort +2 | Ref +9 | Will +4

Klaytal teases, "We could just cover you in honeycombs, Gate."


1 person marked this as a favorite.
Male Elf Swashbuckler 7 | Init +6 | Perc +9
Stats:
HP 40/40 | AC 21 | T 16 | FF 15 | CMB +11 | CMD 24 | Fort +2 | Ref +9 | Will +4

Klaytal twirls the cape, then loosely ties it across his shoulders. It lengthens and takes on a beautiful shade of aubergine.

"Thank you very much, kind and masterful Ilmoitse the Enlightened, o' gracious host! It was a pleasure to help in our small way. I sure miss that guy's dates, they were pretty good."

Diplomacy: 1d20 + 12 ⇒ (18) + 12 = 30

As Klaytal looks over the yawning chasm, he peers closely to look for traps.

Perception: 1d20 + 9 ⇒ (4) + 9 = 13

Shrugging, suggests, "I think BIrne's correct, let's hit it." and teleports to the other side.


2 people marked this as a favorite.
Male Elf Swashbuckler 7 | Init +6 | Perc +9
Stats:
HP 40/40 | AC 21 | T 16 | FF 15 | CMB +11 | CMD 24 | Fort +2 | Ref +9 | Will +4

Will Save: 1d20 + 4 ⇒ (18) + 4 = 22

Assuming save..

”He.hehe...hehehahaha HAHA hahAHhahehahehehe.. hehe.. he.. whoa. Uh..... Gate I swear I saw you trying to tickle one of these gaseous figures here...”


1 person marked this as a favorite.
Male Elf Swashbuckler 7 | Init +6 | Perc +9
Stats:
HP 40/40 | AC 21 | T 16 | FF 15 | CMB +11 | CMD 24 | Fort +2 | Ref +9 | Will +4

Klaytal mumbles, "Cannot believe you two are BROTHERS all along. I hope Samen gives that poor lad a hug."

"Welp... I think I could take my chances running and jumping out of the way of all that. Jac— erh, Birne I think you seem pretty resilient as well. How about you two? Gate I don't think chest hair alone is going to work on these sharp spikes."


1 person marked this as a favorite.
Male Elf Swashbuckler 7 | Init +6 | Perc +9
Stats:
HP 40/40 | AC 21 | T 16 | FF 15 | CMB +11 | CMD 24 | Fort +2 | Ref +9 | Will +4

"Did you... uh.. did this Jack ever return home? I heard rumor of a barony gone missing, but surely that was years ago.."


2 people marked this as a favorite.
Male Elf Swashbuckler 7 | Init +6 | Perc +9
Stats:
HP 40/40 | AC 21 | T 16 | FF 15 | CMB +11 | CMD 24 | Fort +2 | Ref +9 | Will +4

"The story of the Pig King... it cannot be true! That swigging, swindling swine was the most sour sovereign I've seen in my travels. Happily ever after..."

Klaytal reaches into the bag, and audible crinkling fills the room as he grasps something wrapped in cellophane. Extracting the item for what appears to be at least three feet, he curiously unwraps, sniffs, and bites. "Ha! Chewy toffee! Delerercerous!"

After listening to Samen's story, Klaytal attempts to spin his own yarn:

Fires of War:

There once was a kingdom beset on all sides by war. The queen was growing old, and barely able to leave her chambers to sit on the throne, let alone stride at the forefront of her armies. Gazing out her window, all she sees are burning fires in the distance and refugees rushing to the safety of the city. A star twinkles in the sky, a vibrant blue. The wind picks up, and its whispers seem to say, "To save what means the most, you must sacrifice that which is most precious."

Steeling herself for what must be done to save her people, the queen slowly turns and begins to walk down her staircase. 45 minutes later, her attendant rushes two-thirds up the stairs. My Queen! I thought I heard something, you know you should ring the bell if you require assistance! Let me help you!"

She leans forward and whispers to the attendant, whose eyes grow wide. He turns and sprints down the stairs. At dawn, she arrives at the nursery where her grandchildren are already playing together. A slight grimace betrays her emotions.

Gathering her grandchildren, she leads them up to the steps, where her armorers suit them up in freshly made plate mail. The growing crowd whispers, "...already lost all three of her children" and "If only our end would be as quick."

The gates open, and the children stride forth, weapons in tow. As the hordes rush foward, the queen begins to sob. The wind picks up, bringing dark clouds and howling off the walls of the castle. As her tears fall, massive gouts of water and lightning strike from the sky, destroying the rushing attackers.

The people give a great cheer, and the children grow to become heroes and leaders, remembering that greatness sometimes requires sacrifice.


1 person marked this as a favorite.
Male Elf Swashbuckler 7 | Init +6 | Perc +9
Stats:
HP 40/40 | AC 21 | T 16 | FF 15 | CMB +11 | CMD 24 | Fort +2 | Ref +9 | Will +4

Klaytal shivers as the hail strikes unprotected skin.

Speaking in Sylvan he shouts, "Jaa-Isanta, those bars protect you from us, and not the other way around. You have already shown yourself to be weak, and your imprisonment here is just a temporary reprieve until you finally melt under the eons and uncover the truth hiding inside you."

Intimidate: 1d20 + 7 ⇒ (7) + 7 = 14


2 people marked this as a favorite.
Male Elf Swashbuckler 7 | Init +6 | Perc +9
Stats:
HP 40/40 | AC 21 | T 16 | FF 15 | CMB +11 | CMD 24 | Fort +2 | Ref +9 | Will +4

Klaytal attempts to dodge past flying cutlery, children, brazen chest hair, and most importantly, ladles.

Acrobatics: 1d20 + 14 ⇒ (17) + 14 = 31

Catching a drop of porridge flying off the ladle, he samples the oats. ”Might need some more nutmeg!”

Klaytal will move in front of the dwarf and attempt to grapple him.

CMB: 1d20 + 11 ⇒ (15) + 11 = 26


1 person marked this as a favorite.
Male Elf Swashbuckler 7 | Init +6 | Perc +9
Stats:
HP 40/40 | AC 21 | T 16 | FF 15 | CMB +11 | CMD 24 | Fort +2 | Ref +9 | Will +4

Klaytal gasps for air as he catches up to the group. "Cannot believe I slipped on that puddle of water. Knocked myself unconscious! Well done, everyone."

Klaytal scans the crowd to see if anyone suspicious stands out.

Perception: 1d20 + 9 ⇒ (15) + 9 = 24

If no one pops out:
"Well, it seems that the immediate danger has passed. Let's get the princess— uh, the actress and the rest of us back to the castle."

Bluff: 1d20 + 7 ⇒ (2) + 7 = 9


1 person marked this as a favorite.
Male Elf Swashbuckler 7 | Init +6 | Perc +9
Stats:
HP 40/40 | AC 21 | T 16 | FF 15 | CMB +11 | CMD 24 | Fort +2 | Ref +9 | Will +4

"A sweet smell tossed up by foul actions. I pray our princess rose falls as gently!"

Klaytal continues to rush outside toward the water. "Guards! Guards! The princess has been taken from her room! During her slumber, a dire bat has snatched her and smashed outside the window! She flies over the lake!"


1 person marked this as a favorite.
Male Elf Swashbuckler 7 | Init +6 | Perc +9
Stats:
HP 40/40 | AC 21 | T 16 | FF 15 | CMB +11 | CMD 24 | Fort +2 | Ref +9 | Will +4

"Listen up Dasko the Vault, we've got a big battering ram named Gate, and he's gonna open you up without any problems"

Intimidate (Aid Another): 1d20 + 7 ⇒ (10) + 7 = 17


1 person marked this as a favorite.
Male Elf Swashbuckler 7 | Init +6 | Perc +9
Stats:
HP 40/40 | AC 21 | T 16 | FF 15 | CMB +11 | CMD 24 | Fort +2 | Ref +9 | Will +4

Basking in the adoration, Klaytal ribs Samen, "Good thing you saved me from getting covered in all that embarrassing dust in the horn, huh?"


2 people marked this as a favorite.
Male Elf Swashbuckler 7 | Init +6 | Perc +9
Stats:
HP 40/40 | AC 21 | T 16 | FF 15 | CMB +11 | CMD 24 | Fort +2 | Ref +9 | Will +4

shiiieeetttt

Klaytal grins. Gate, I think you’re going to need to unbutton that shirt one more time. Interested in heading out to buy us a little time? Samen, want to bring our frozen friend into the hallway in a few moments? I can try to tidy..

If Klaytal gets a nod or no response after a few beats, he’ll move to put things back as well as possible before heading outside to warn of the trap and fess up.

Dex (Guessed what this would be): 1d20 + 4 ⇒ (3) + 4 = 7


1 person marked this as a favorite.
Male Elf Swashbuckler 7 | Init +6 | Perc +9
Stats:
HP 40/40 | AC 21 | T 16 | FF 15 | CMB +11 | CMD 24 | Fort +2 | Ref +9 | Will +4

Klaytal, distractedly strides into the room. "I'm sorry lads, I was a bit distracted by this painting outsi—"

His brows furrow as he locks his gaze onto the doll in time to see the shift back to the boy, then to the doll again. He steps past Gate and Samen, sharing their concern. "This.. is concerning. Are you in there, young one? We'll figure something out. Gate, Samen.. did you two see what happened?"

Klaytal will take a look at the bottles and jars on the desk.

Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Craft(Alchemy) Untrained: 1d20 + 2 ⇒ (18) + 2 = 20


2 people marked this as a favorite.

Share Memory:

"It's freezing out here, Mesta." Klaytal shivers under his cloak as he follows the alchemicalist through the forest.

It may be, but this herb is the only thing that can cure your father. Mesta stoops underneath a tree and she begins to dig through the earth. This is going to take a while. This forest isn't really "Haunted" but I think you'd do best to keep a lookout for things. Maybe swing by that stream we passed and fill up some water?"

"Fine, fine."

The rest of the memory becomes distorted. Klaytal returns to the tree and no one is there. Rushing through branches, calling out only to hear the icy wind blowing through dead leaves in response.


2 people marked this as a favorite.

Shielding his eyes from the glare, Klaytal glances behind him at the path wrapping around the lake. "I cannot believe that Pig King turned out to be real. I also cannot believe he caught me trying to steal his crown!" Imprisoned for a week in that muck..."

He shakes some trail dust from his boots as he moves into town. "Now I wish I could remember the places which served proper food from my last trek out here, but sometimes it's tough to keep them all straight."

The streets wind through the town, and Klaytal nearly bumps into a dockworker who's rolled into the road on his belly, contentedly snoring. "Well that is one way to live fat-and-happy. Ah, Limppu’s! Just my luck."

The swashbuckler lithely moves into the building and scans the room— a bit busy for mid-afternoon. "Limppu! Good to see you again! Do you have anything left from lunch? I've thought I'd see if the Pig King was real, and I wish I could tell you he wasn't!"

Sovereign Court

1 person marked this as a favorite.
Male Gnome Alchemist 9

GM Kashka- thank you so much for stepping in!

GM Evil, hope to see ya around soon

Thanks for playing everyone! Had a great time with y'all! If anyone's headed to Gen Con, I hope to see you there!

Sovereign Court

2 people marked this as a favorite.

This was totally rad to contribute to- I'm excited to see the full release since there are a few monsters (Colossal Beheaded and Doomweb in particular) which I want to throw at my players for a fun Halloween game!

Sovereign Court

2 people marked this as a favorite.

It was awesome to contribute to this- and I'm really excited by all the other contributions in this massive tome!

Really excited to hear what everyone's favorites are :)

Sovereign Court 3/5

1 person marked this as a favorite.

This program is fantastic! Thanks so much for all the hard work on this, we have a lot of venues in our area that will certainly appreciate it.

If anyone has time to put together a poster/flyer template, please share with the rest of us! Venues in our area should have something hung up to show off their support for the benefit to be available, but I'm interested to hear if anyone else has other ideas for promotion.

Sovereign Court 3/5

1 person marked this as a favorite.

Greetings folks,

We've just scheduled September's Game Day for San Francisco, and we have our first table ready for players to signup! If anyone else would like to run something please let me know either here or on the Facebook event.

Signups are available on our Warhorn page. Please reach out if you have any questions!

Cheers,
Joe

Sovereign Court 3/5

1 person marked this as a favorite.

Answer 1A (Online Play): BigNorseWolf is right on the money, there's also a Chat server where you can ask all kinds of questions about online play. It's a really fun way to play Pathfinder- I highly recommend it!

Answer 1B (Starting Out): If you already have a local store with Pathfinder, then you've got a great opportunity to meet new friends and learn the game! I was pretty intimidated when I first started out, so I sent an email to the organizer and made sure I got scheduled with a group who was happy to introduce me to the game. (In fact- he ran a great starter scenario for me to learn!)

Answer 2 (Bloodragers and making legal characters): Here's a bloodrager guide, but seems like your question is more "how do I make a legal PFS character?" If so, then I lean on Hero Lab which has a checkbox for PFS Legal which makes things easy. I also own (and read!) the rule books, so this should just be a helper, not a replacement for the rules.

Answer 3: The Pathfinder Reference Document or PRD is amazing, and has all the main rulebooks inside it. The Archives of Nethys is a fan-run website which catalogs most of the other rules/options/flavor that are more specific to the world of Golarion and the general campaign which PFS is part of. Both are good to read through and help you decide which character to make next!

Sovereign Court

1 person marked this as a favorite.

Howdy there! I'm running #7-22: Bid for Alabastrine during the second session of PbP Game Day 5. Play will begin on October 12th, 2016! This scenario is awesome and and roleplay-heavy, with lots of opportunity to take advantage of the PbP medium. In addition, the outcome will have huge ramifications for the future of the Pathfinder Society!

Looking forward to running- please let me know if you have questions ahead of time.

Quote:

A Pathfinder Society Scenario designed for levels 1–5.

Decades ago, the merchant nation of Druma anticipated a wave of migrants and built the city Alabastrine to accommodate them. The mass migration never happened. Always seeking a return on investment, Druma recently began auctioning off control of the city to the highest bidders and wealthiest entrepreneurs for five years at a time. The next auction begins soon, and the powerful Aspis Consortium gold agent Myrosype—an enemy of the Society responsible for countless Pathfinders’ deaths—is poised to take control of the whole city for her own nefarious ends. The Society has secured a few invitations for the PCs to attend the auction. Can they disrupt the event’s delicate politics in order to stop their rival, or will the Aspis Consortium gain an unassailable stronghold?

Content in “Bid for Alabastrine” also contributes directly to the ongoing storyline of the Exchange Faction. Content in this scenario also ties into a special metaplot element from Pathfinder Society Special #6–98: "Serpents Rise". Players who have completed that special event are encouraged to bring its Chronicle sheet when playing this adventure.

Written by Thurston Hillman.

Sovereign Court 3/5

1 person marked this as a favorite.

Worked the ACG area as a roving GM. Didn't get a chance to play a round, but it was a good morning of organization and setup! Kevin Hanley is a master of organizing the ACG, and I'm very glad to have met him! Thanks to Bob + Jon Cary for their printing skills, and if you haven't seen Bobby Harring's epic kilt- you must do so!

Sovereign Court

1 person marked this as a favorite.

Question for those of us GMing the Cosmic Captive ACG special at Gen Con on Saturday night- should we print out the cards ahead of time, or will supplies such as cards be provided?

Thanks!!

Sovereign Court 3/5

1 person marked this as a favorite.

Each of those has a rad hook and would definitely be welcome at my table! I could be persuaded to hear a bit about Cayden Cailean if beer was involved...! :)

Sovereign Court 3/5

1 person marked this as a favorite.

Typically when I GM, I'm going to be looking for a chronicle so I can help get another character experience as I still haven't retired a character yet. If I were going to re-GM a scenario, then I'd be doing it for the reason of "sharing an awesome scenario with friends" or "using a scenario I've already prepped on short notice" so I already would be motivated to do it.

Having a boon is kind of nice, and helps me feel like I'm still getting some extrinsic "accomplishment" in the broader campaign, so that's kind of cool. It just wouldn't be enough to motivate me one way or the other (as a GM in the middle of the two extremes from above).

Sovereign Court 3/5

1 person marked this as a favorite.

There have been a few individuals hoping for some PFS in San Francisco, CA, and we're finally making it happen! We had an event in April, and we're hoping this event keeps our momentum going into the summer.

We have a full mid-tier table, and the potential for another table- I'm currently assuming an evergreen if new players show up, but I'm open minded.

If you can make it over that afternoon, we'd love for you to join us! The warhorn page is taking signups now!

Sovereign Court 3/5

4 people marked this as a favorite.

Corrections/suggestions on formatting appreciated! I also put together an easily-printable Google Docs version.

Dark Archive:

Arodus, 4714

Most loyal agent,

As I set pen to parchment, Korvosa is just fading from view in my cabin's window. The city served me well for my year of near-exile, but from peasant to prince, the population is too tied up in its Chelish origins. Already I find my thoughts clearer for having left. Of course, that's not the only reason. With a little help from friends in the Academae, I have performed most enlightening experiments with the gifts you and my other agents have sent me. Despite the school's reputation for losing students in magical accidents, it seems that there is a limit to how many bright-eyed, young conjurers can disappear before the faculty starts asking uncomfortable questions.

No matter, though. The experience has honed my skills, and your discoveries with the Pathfinder Society have provided ample information with which I have negotiated a more permanent home in Absalom. I fear the Chelish government has since cleaned out my townhouse in the Ivy District, but I understand the Grand Lodge has a space already prepared for me.

Do you remember how so many finds disappear into one of the lodge's vaults under pretenses of their being "stored for later study" or "too great a threat to Golarion?" The Decemvirate is concerned that we have acquired too many such relics without anyone spending the time to give them proper examination. They took rather kindly to my suggestion that we found a dark archive to curate and maintain these collections, and we get the unique privilege of operating it. Archival work may not seem glamorous until you remember what powerful artifacts we are handling. So long as we prove our competence, we will enjoy nearly unfettered access to this vast collection that everyone else is too afraid to handle.

Before we can settle into our new role, I want to ensure that we have the proper training to avoid any catastrophes. That means making friends with other curators who are in the business of handling dangerous objects. Can you think of any? I know I have a few in mind, and I have no interest in taking no for an answer.

Onward, brave archivist,
Zarta Dralneen

The Pathfinder Society Organized Play campaign begins the Year of the Sky Key, its sixth season of Pathfinder RPG adventures. Keep the words of Zarta Dralneen in mind, and be on the lookout for opportunities to help the new Dark Archive faction succeed in its objectives. When the time comes, endeavor to participate in Pathfinder Society Scenario #6-02: The Silver Mount Collection.

Forum Thread

The Exchange:

Arodus, 4714

Honored Colleague,

This letter is one of many pages splayed across my desk—normally kept so tidy but now overgrown with contracts, orders, and confirmations sealed in a rainbow of wax with a menagerie of stunning signet rings. In other circumstances I might be anxious about the disarray, but instead I have good reason to be excited. When I meet with a dear friend tomorrow and sign on the dotted line, I will terminate my commission as an official representative of Qadira and create a new business—with you as a stakeholder.

It may seem like folly to abandon the backing of the Qadiran satrapy, but I assure you that there are advantages. Many of our new clients have expressed reluctance to work with anything but an independent outfit, and my former superiors have vetoed several otherwise lucrative ventures on political grounds. These fine men and women have acknowledged and honored my decision, ensuring that Qadira remains a friend in the future. We are no longer bound by those restrictions, and lucrative opportunities await.

I have already set in motion a merger with Guaril Karela's operation, and based on projections, this growth should establish us as a force to be reckoned with in markets across the Inner Sea. Keep in mind that while the Sczarni employees are very capable business people, they sometimes pursue less savory business practices to manage the competition. Finding the right balance between our styles will be an early growing pain, so please be accommodating as we find the appropriate middle ground. If anything, their diverse skill set should help us adapt to fulfill countless commercial interests.

The Pathfinder Society has taken an interest in our young company, too, and I have a meeting with several investors from the Grand Lodge later this evening. With a broad enough trade network, I may be able to negotiate exclusive contracts to supply the Society in future expeditions. As you travel abroad, remember to study the markets and build connections with well-established, independent merchants. At an earlier meeting, a Society representative mentioned the Mwangi Expanse, which has long been beyond our reach—until now.

To our future success,
Trade-Prince Aaqir al'Hakam

The Pathfinder Society Organized Play campaign begins the Year of the Sky Key, its sixth season of Pathfinder RPG adventures. Keep the words of Trade-Prince al'Hakam in mind, and be on the lookout for opportunities to help the new Exchange faction succeed in its objectives. When the time comes, endeavor to participate in Pathfinder Society Scenario #6-03: The Technic Siege.

Forum Thread

Grand Lodge:

Arodus, 4714

Pathfinder,
Reports are just starting to come in from our expedition to Jormurdun. I am pleased to hear that the march from our base camp fared well, and I understand that several of our less reputable enemies were spotted on the field of battle. I trust that you or one of our other fine agents took advantage of the opportunity and laid one or both of the villains to rest. If not, then we'll need to keep our eyes sharp and our blades sharper.
It sounds as though our agents found something quite spectacular in the sky citadel, but I've yet to get a straight answer out of the Master of Scrolls as to what that is. It sounds complicated and may require further study, and if that calls for more travel, you're one of the first agents I'll contact. I imagine you would enjoy that more than reviewing these contracts we drew up with the Five Kings Mountains to make sure the transfer of power in Jormurdun goes smoothly.
In the meantime, we have a situation in Nantambu, one of the few lodges in the Mwangi Expanse. Venture-Captain Nieford Sharrowsmith has bitten off more than he can chew and has requested reinforcements, though he's been nearly impossible to locate magically since then. I don't like it, but we need to confirm that the lodge and its agents remain in good working order. It's virtually our only base in that wilderness, and I don't want it to go the way of Kalabuto.

Explore, Report, Cooperate,
Venture Captain Ambrus Valsin

The Pathfinder Society Organized Play campaign begins the Year of the Sky Key, its sixth season of Pathfinder RPG adventures. Keep the words of Ambrus Valsin in mind, and be on the lookout for opportunities to help the Grand Lodge succeed in its objectives. When the time comes, endeavor to participate in Pathfinder Society Scenario #6-03: The Technic Siege.

Forum Thread

Liberty's Edge:

Arodus, 4714

Author of Independence,

To date, we have played an instrumental role in the arrest of five corrupt politicians who have wielded their influence like power-mad aristocrats. It is reassuring that Andoran's legal system has so readily recognized the guilt of these villains, though so many seem content to congratulate each other on a job well done and declare a happy ending. They cannot see that the corruption runs deeper, and we must pull it out by the roots to prevent it from growing back. For every person we manage to convict, there are 10 more that I am watching with suspicion. No doubt many are innocent—I pray that is the case—but the allure of bribes and cronyism is powerful.

The greatest difficulty is that our investigations are all subject to state oversight. This and public accountability are important prerequisites for a healthy democracy, yet in the past several months it has also served to alert those in power that they were being investigated. Some of our best evidence has been reduced to ash when the authors learned I was on their trail. Democracy protects us all, but the tools also protect those who would pervert it into tyranny. What is one to do when the only way to fight corruption is to defy one of democracy's core tenets?

I have spoken with my superiors in the Eagle Knights, and they understand my consternation; however it is not the role of a Steel Falcon to police his government's actions, for my order operates abroad to vanquish slavery and tyrants. My commanding officer recommended I turn my gaze to other lands while she performs her own investigations. I have honored her request but also taken a leave of absence to pursue justice without a national affiliation. My ties to Andoran only hamper what I can do to liberate my home and other lands, even though we still work closely with the Eagle Knights. The lessons we learn in the near future may provide us the key to ridding Andoran of corruption once and for all.

Freer than ever before,
Major Colson Maldris

The Pathfinder Society Organized Play campaign begins the Year of the Sky Key, its sixth season of Pathfinder RPG adventures. Keep the words of Major Maldris in mind, and be on the lookout for opportunities to help the new Liberty's Edge faction succeed in its objectives. When the time comes, endeavor to participate in Pathfinder Society Scenario #6-05: Slave Ships of Absalom.

Forum Thread

Scarab Sages:

Arodus, 4714

Salutations,

People live and die, empires rise and fall, and mountains grow and crumble, but knowledge of the past shall remain eternal. This was a foundational understanding of the men and women known as the Jeweled Sages, and was a philosophy imparted to me when I was very young. With the assistance of Amenopheus, we have taken important steps in reviving the order of the Jeweled Sages, who sought to preserve the art, culture, and technology of Osirion's first age. However, Golarion's people have grown in the millennia since, and with them grows the scope of our mandate. With the assistance of the Pathfinder Society, we shall discover, secure, and explore historical sites across Golarion—perhaps beyond.

Even so, the Jeweled Sages relied on an extended network of agents and a diverse cast of gem-bearing scholars. In the short term, we must build up our numbers once more. That means we must focus on finding other sage jewels that contain past lore and recruiting capable inheritors to become a new generation of sages. Study what once was, understand what is, and strive to become what you will; perhaps one day I will choose you to serve at my side.

For the foreseeable future, I must labor in the sages' sanctuary deep in Osirion's desert. I have secured numerous rooms that were once sealed, but the compound is extensive and dangerous; if the Pathfinder Society honors my recent request, I may soon call upon you and your colleagues to assist me in exploring the sanctum's depths. While I busy myself with that, Amenopheus is in charge of operations further afield.

Walk with wisdom,
Tahonikepsu, the Diamond Sage

The Pathfinder Society Organized Play campaign begins the Year of the Sky Key, its sixth season of Pathfinder RPG adventures. Keep the words of Tahonikepsu in mind, and be on the lookout for opportunities to help the new Scarab Sages faction succeed in its objectives. When the time comes, endeavor to participate in Pathfinder Society Scenario #6-04: Beacon Below.

Forum Thread

Silver Crusade:

Arodus, 4714

Victorious Crusader,

I have received exciting news from the front: Mendev's crusaders have pushed back the abyssal armies and razed several of their strongholds! It is too early to declare that we have won a war, but this is another battle in which we have triumphed. For the first time in a year, it seems Mendev is secure.
Despite the lull, I know that Queen Galfrey will not allow her troops to grow so overconfident that they miss any demonic counterattack.

Please accept my heartfelt thanks for your contributions. Without the Pathfinder Society's assistance, we might not have won several key battles, including the fight for Nerosyan itself. Tales of our courage shall follow the crusaders home, where these stories will feed the imaginations of a new generation of heroes. This is not lost on the Society's leaders, and in addition to written promises of aid in future causes, I can tell that behind their unfeeling masks, they have witnessed the good that comes from aiding a holy cause—I am certain! Were we only to have another monumental cause to unite the Society! Fortunately, there is no obvious candidate—fortunate because the benefits are not worth the mortal costs. Those who died in Mendev left behind broken families, and some of those who are returning home are finding no home to return to. Crimes on a smaller scale afflict the land, and a host of lesser battles remain to be fought. We must turn our focus homeward to show that we can also be soldiers of peace.

As you travel Golarion, remember that the Society's reputation is not the only thing worth redeeming. A thief may steal to feed her family or to fuel misguided dreams of easy riches, but even one who appears evil is not beyond redemption. Show charity to the needy, and open the eyes of criminals, that they might cast aside their present misfortunes and pursue a virtuous life.

That all may know peace,
Ollysta Zadrian

The Pathfinder Society Organized Play campaign begins the Year of the Sky Key, its sixth season of Pathfinder RPG adventures. Keep the words of Ollysta Zadrian in mind, and be on the lookout for opportunities to help the Silver Crusade succeed in its objectives. When the time comes, endeavor to participate in Pathfinder Society Scenario #6-01: Trial By Machine.

Forum Thread

Race

Female Human Magician/Wizard/Arcanist Level 8|S10 A11 I14 W14|Hlth: 29|Dmg: 0|Def: 10 (AA:12)|Mv: 10|Pwr: 4|Insanity: 0|Corruption: 0|Fort: 2|Status: A.Armor

About Kahtia Yarza

Name: Kahtia Yarza
Ancestry: Human (Woad)
Gender: Female
Age: 30 (current)
Level: 8
Lifestyle: Wealthy
Appearance: Slender but Shapely, Attractive, Dark Hair, Olive Skin, Dark Green Eyes. Wears dark green robes.
Personality: Honest, Stingy, Driven
Background: Lowly Woad girl who saved Tidwell from a terrible undead attack, then studied at the Tower Arcane.
Riches: 0gc, 18ss, 5cp

Strength: 10
Agility: 11
Intellect: 14
Will: 14

Perception: 14
Defense: 10
Health: 29
Healing Rate: 7

Size: 1
Speed: 10
Power: 4

Damage: See Statline
Insanity: 0
Corruption: 0

Spoken Languages: Common, Woad, High Archaic, Dark Speech
Written Languages: Common, Woad, High Archaic, Dark Speech

Professions: Martial (Mercenary), Wilderness (Hunter), Academic (Magic)

Human Ancestry Traits and Abilities:

LEVEL 0
*Additional Language (chose Woad)

LEVEL 4
*+5 Health
*Learned Spell: Entropic Power

Quirks and Marks of Darkness:

None

Paths and Path Abilities:

Novice Path: Magician
LEVEL 1
*Attributes: Increase two by 1 (Intellect & Will)
*Characteristics: Health +2, Power +1
*Languages and Professions: Able to read/write all languages she knows. Learned profession: Academic (Magic)
*Sense Magic (Magician Utility) spell.
*Cantrip (extra cantrip for discovered traditions)
*Learned Arcana tradition, Arcane Armor and Magic Dart spells.
*Learned Destruction tradition, Break and Ruin spells.
*Learned Enchantment tradition, Bewitch and Presence spells.
*Learned Protection tradition, Magic Lock and Secure Site spells.

LEVEL 2
*Characteristics: Health +2
*Learned Air tradition, Stir the Air, and Wind Blast spells.
*Learned Rune Magic tradition, Rune of Finding, and Translate Anything spells.
*Exchanged Magic Dart for Unerring Darts
*Exchanged Ruin for Rend
*Exchanged Presence for Command
*Exchanged Secure Site for Sanctuary
*Spell Recovery - You can use an action to heal damage equal to your healing rate and regain one casting you expended of a spell you learned. Once you use this talent, you cannot use it again until after you complete a rest.

LEVEL 5 (EXPERT MAGICIAN)
*Characteristics: Health +2, Power +1
*Learned the spell Detonate
*Exchanged Wind Blast for Fling
*Counterspell - When a creature you can see attacks you with a spell, you can use a triggered action to counter it. The triggering creature makes the attack roll with 1 bane and you make the challenge roll to resist it with 1 boon.

LEVEL 8 (MASTER MAGICIAN)
*+2 Health
*Learn One Spell: Well of Magic (Arcana Utility 4)
*Spell Exchange: Replace Rune of Invisibility with Sigil Trap
*Improved Spell Recovery - When you use Spell Recovery, you regain two castings instead of one.
*Castings remain 5-2-2-1-1, adjusted to 6-3-2-1-1
*Grimoire III (IOU 5gp): Conjure Shelter (Conjuration 4), Reverse Spell (Arcana Utility 4), Rune of Thunder (Rune Utility 4)

Expert Path: Wizard
LEVEL 3
*Attributes: Increase two by 1 (Intellect & Will)
*Characteristics: Health +2, Power +1
*Objective: Become the Archmage of the Tower Arcane, and to prove that some magics are evil.
*Story Development: Kahtia is taken on as an adept at the Tower Arcane, and she studies there for nearly a decade.
*Learned language: High Archaic
*Learned Empowered Magic (Arcana 2)
*Exchanged Unerring Darts for Explosive Darts
*Exchanged Sanctuary for Vigor
*Exchanged Still the Air for Thunderclap
*Created a Grimoire containing three spells: Glyphic Prison (Rune 2), Force Field (Protection 1), and Shadow Monster (Shadow 2)

LEVEL 6
*Characteristics: Health +2
*Spell Expertise - Increase the number of castings of your rank 0 and rank 1 spells by one.
*Learned the Arcane Lightning (Air 3) spell.

Master Path: Arcanist
LEVEL 7
*Attributes: Agility +1, Intellect +1, Will +1
*Characteristics: Health +2 (to 27, Healing Rate still 6, Power +1 (to 4)
*Added language: Black Tongue (Dark Speech)
*Learned Harness Magic (Arcana 4)
*Exchange Rune of Finding (Rune 0) for Rune of Invisibility (Rune 0)
*Learned Arcana Mastery: You can use an action to expend the casting of any Arcana spell you know to cast a different spell of the same rank or lower that you have learned without expending a casting of that spell, even if you have no castings remaining.

*Spent 5gc to create Grimoire II: Battle: Wall of Swords (4); Conjuration: Conjure Steeds (2); Life: Cure (1)


Equipment:

Medal: The Hero of Tidwell (1ss)
A Pet Mouse -- Teepa
Crystalline Cat Skull

A clay tablet with magical writing on it. This incantation will create a field of force around you for one minute. The field has Health 10. For the duration, when you would take damage, the field takes the damage instead. If the field’s damage total equals its Health, the effect ends immediately.

A golden coin which, when you get a failure on a challenge roll required by a spell, you can use a triggered action to turn the failure into a success. The object has one use.

A curved dagger with hellish inscriptions on it. You can use an action to make an Intellect or Will attack roll against the Will of one creature that can see you within short range. You can choose to gain 1–3 Corruption to make the roll with that many boons. On a success, the target becomes charmed for 1 minute. If you get a success with an attack roll of 20 or higher and beat the target number by at least 5, the target becomes compelled instead.

Dagger 1d3 Off Hand, Finesse, Thrown, Short Range
Knife 1d3 Off Hand, Finesse
Small Sickle (Knife) 1d3 Off Hand, Finesse
Staff 1d6+1 Two Hands, Finesse

Adventurer's Pack
Healing Potion (x9)
Writing Kit
Magestone (Implement of Magic)
Wizard's Toolkit
10 Candles
Hourglass

Incantations, all stuffed into her pack.

Incantation (1): AUGMENTED ATTACK (BATTLE ATTACK 0)
As part of casting this spell, you make an attack with a
weapon. You make the attack roll with 1 boon and can use
Intellect instead of the attack’s normal attribute.

Incantation (2): CELERITY (BATTLE UTILITY 0)
You move up to twice your Speed. This movement does not trigger free attacks.
Triggered You can use a triggered action on your turn to cast this spell. If you do so, you instead

Incantation (1): BURNING BEAM (CELESTIAL ATTACK 0)
Target One creature or object within medium range
A fiery beam leaps from your hand. Make a Will attack roll against the target’s Agility. On a success, the target takes 1d6 damage.
Attack Roll 20+ The target also becomes blinded for 1 round.

Incantation (4): LIGHT (CELESTIAL UTILITY 0)
Target One object you can reach
Duration 1 hour
You touch the target, and light shines from it in a 5-yard radius for the duration.

Incantation (2): EAVESDROP (DIVINATION UTILITY 0)
Duration Concentration, up to 1 minute
Choose a point in space you can see within long range. For the duration, you hear as if you were at the chosen point.

Incantation (1): CONTROL FLAME (FIRE UTILITY 0)
Target One Size 1 or smaller flammable object within short range
The target catches fire or you extinguish the flame if it’s already burning.

Incantation (2): BLACK TONGUE (FORBIDDEN UTILITY 0)
Duration 1 minute
For the duration, you make Intellect and Will attack rolls with 1 boon against demons, devils, spirits, and undead.

Incantation (2): CLAMOR (ILLUSION UTILITY 0)
Target One point in space within medium range
Duration 1 minute
The target point emits sound you choose for the duration.
This can be noises or speech in a language you know, and its volume can range from as quiet as a whisper to as loud as thunder. For the duration, you can change the sound as you wish to mimic effects such as the clash of blades, a conversation, or the approach or retreat of footsteps.

Incantation (2): DISGUISE (ILLUSION UTILITY 0)
Target One creature you can reach
Duration 1 hour
You touch the target and confer an illusory disguise that lasts for the duration. You decide what the disguise looks like.
You can increase or decrease the target’s apparent height or weight by up to 25 percent. You can change the appearance of the target’s clothing and equipment, though the effect does not mask any sounds it normally makes.

Incantation (4): MINOR HEALING (LIFE UTILITY 0)
Target One creature you can reach
You touch the target, which heals damage equal to half its healing rate.

Incantation (2): HIDE FROM UNDEAD (NECROMANCY UTILITY 0)
Duration 1 minute; see the effect
You become hidden from undead creatures for the duration.
The effect ends immediately if you make an attack.

Incantation (1): GLIDE (AIR UTILITY 1)
Target One creature within long range
Duration 1 minute
Triggered You use a triggered action to cast this spell when you see the target fall. For the duration, the target takes no damage from landing after a fall. If it continues to fall after the effect ends, it takes damage based on where it continues falling from.

Incantation (0): SHAPE EARTH AND STONE (EARTH UTILITY 0)
Target One Size 1 or smaller object made from earth or stone you can reach
Duration Permanent
You can mold the target as if it were made from soft clay, after which it returns to its normal hardness.

Incantation (1): STONE BLADES (EARTH ATTACK 1)
Area A cone, 3 yards long, originating from a point you can reach
You fling shards of stone that deal 2d6 damage to everything in the area. Each creature in the area must make an Agility challenge roll, taking half the damage on a success. On a
failure, the creature suffers a bleeding wound and takes 1d6 damage at the end of each round until it heals any damage or until it or another creature uses an action to stanch the bleeding.

Incantation (1): ECSTASY (ENCHANTMENT ATTACK 1)
Target One living creature with functional sexual organs within short range
Feelings of intense physical pleasure wash over the target. Make an Intellect attack roll against the target’s Will.
On a success, the target becomes dazed for 1 round and slowed for 1 round after.
Attack Roll 20+
The target also falls prone.

Incantation (2): FETCH (TELEPORTATION UTILITY 0)
Target One object you could hold in one hand that is within medium range
The target teleports to your hand, or lands at your feet if your hands are full.

Incantation (1): SWAP (TELEPORTATION UTILITY 1)
Target One creature within long range
You and the target teleport to exchange positions. An unwilling target can make a Will challenge roll, negating the effect on a success.
Triggered You can use a triggered action on your turn to cast this spell. If you do, the target must be within short range.

Incantation (2): MASK (TRANSFORMATION UTILITY 0)
Duration 1 hour; see the effect
You alter your body’s appearance so that you look like someone else for the duration or until you become unconscious. You can increase or decrease your height by up to 12 inches, increase or decrease your weight by up to 25 percent, and make any other cosmetic changes you like.
None of your attributes, characteristics, and other abilities change, and you cannot take on a different ancestry.

Spellcasting:

Traditions and Spells

Magician Spells
Spell (3/6): SENSE MAGIC (MAGICIAN UTILITY 0)
*Area A sphere with a 5-yard radius centered on a point within your space
*You know if there are any ongoing magical effects in the area and from what points they originate.

Tradition: Air
Tradition Special: Once you have discovered this tradition, the air always moves around you. It stirs your hair, rustles your clothing, and whispers in your ears. Some find the constant motion maddening. You might take comfort from the ever-present companionship of your favored element. Each time you cast an Air spell, the air moving around you picks up speed—just enough to cause flames to flicker and to disturb lightweight objects.

Level 0:
Spell: None

Level 1:
Spell: None

Level 2:
Spell (0/2): THUNDERCLAP (AIR ATTACK 2)
*Area - A sphere with a 10-yard radius centered on a point within medium range
*A wave of thunderous noise spreads out from the center of the area, dealing 1d6 + 1 damage to everything in it. Each creature in the area must make a Strength challenge roll, taking half the damage on a success. On a failure, the creature also becomes deafened for 1 minute.

Level 3:
Spell (1/1): FLING (AIR ATTACK 3)
*Area - A cylinder, 4 yards tall with a radius of 4 yards, centered on a point within long range
*A powerful blast of wind erupts from the origin point. Each creature in the area must make a Strength challenge roll; Size 1 or smaller creatures make the roll with 1 bane. On a failure, it falls prone and is moved 5d6 yards away from the origin point. If it encounters a solid surface before moving the full distance, it and the surface it strikes each take 1d6 damage plus 1d6 extra damage per 5 yards remaining in this movement (round down).

Tradition: Arcana
Tradition Special: -

Level 0:
Spell (5/6): ARCANE ARMOR (ARCANA UTILITY 0)
*Requirement You must not be wearing armor.
*Duration 4 hours
*An invisible field of force springs into existence around you, granting a +2 bonus to your Defense for the duration. As well, for the duration, normal precipitation does not touch you, light wind does not affect you, and you are not discomfited by cold or heat, though you still take damage from cold and fire.

Level 1:
Spells: None

Level 2:
Spell (2/2): EMPOWERED MAGIC (ARCANA UTILITY 2)
*Duration 1 minute
*For the duration, when you cast an attack spell, you make any required attack roll with 1 boon, and challenge rolls made to resist the spell’s effect are made with 1 bane.

Spell (2/2): EXPLOSIVE DARTS (ARCANA ATTACK 2)
*Target Up to three creatures or objects within long range
*Three magical darts fly from your fingertip, divided as you choose among the targets. Each dart automatically hits provided there is an unobstructed path between you and the target. Each dart deals 1 damage to its target, then explodes in a 1-yard radius from a point within the target’s space. Everything in the area takes 1d6 + 1 damage, or half the damage with a success on an Agility challenge roll.

Level 3:
Spell (1/1): ARCANE LIGHTNING (ARCANA ATTACK 3)
*Area - A cone, 5 yards long, originating from a point you can reach
*Lightning deals 5d6 damage to everything in the area. Each creature in the area must make an Agility challenge roll, taking half the damage on a success.

Level 4:
Spell (1/1) HARNESS MAGIC (ARCANA UTILITY 4)
*Duration See the effect
*Roll 1d6 + 3 to determine how many points of magical energy you harness. You retain these points until you complete a rest or you spend them. While you have points remaining, you cannot again cast harness magic. You can cast a spell you have learned by spending a number of points of magical energy equal to the rank of the spell (minimum 1) without expending a casting from that spell.

Spell (1/1) WELL OF MAGIC ARCANA UTILITY 4
Area A circle with a 5-yard radius centered on a point on the
ground that you can reach
Duration 1 minute
A field of intensified magic spreads through the area and remains for the duration. When a creature in the area casts an attack spell, it makes the attack roll with 2 boons and imposes 2 banes on challenge rolls made to resist the spell. In addition, whenever a creature on the ground in the area casts any spell, the creature can roll a d6. On a 6, it casts the spell without expending a casting.

Spell (Grimoire III) REVERSE SPELL ARCANA UTILITY 4
Triggered When a creature targets you with an attack spell, you can use a triggered action to cast this spell. You change the target from yourself to the creature that triggered this casting. Sacrifice You can use an action and expend a casting of this spell to cast the destroy magic spell (Shadow, page 118).

Tradition: Battle
Tradition Special: If you know any spells from the Battle tradition, you are at risk of battle madness. Whenever you go mad, you suffer
battle madness instead of rolling on the Madness table. While gripped by battle madness, you must take a fast turn each round and use an action to attack the creature nearest to you, making a charge if necessary. You regard all creatures as foes, determining your target randomly if more than one is available. At the end of each round, roll a d6. On a roll of 5 or higher, the battle madness ends.

Level 0:
Spells: None

Level 1:
Spells: None

Level 2:
Spells: None

Level 3:
Spells: None

Level 4:
Spell (Grimoire II): WALL OF SWORDS (BATTLE ATTACK 4)
Area A line, 20 yards long, 5 yards high, and 2 yards wide originating from a point within long range
Duration 1 hour
A wall of slashing swords forms in the area and remains for the duration. It totally covers everything behind it. When the wall appears, everything in the area takes 5d6 damage. A creature takes half the damage with a success on an Agility challenge roll. Creatures can move through the area, treating it as difficult terrain. When a creature enters the area from outside, or if it is inside the area at the end of the round, it must get a success on an Agility challenge roll or take 3d6 damage.

Tradition: Conjuration
Tradition Special: -

Level 0:
Spells: None

Level 1:
Spells: None

Level 2:
Spell (Grimoire II): CONJURE STEEDS (CONJURATION UTILITY 2)
Target A cube, 10 yards on a side, originating from a point within medium range and resting on a solid surface
Duration 2 hours
A group of 1d6 steeds (as horse) appear in the area. They can have any appearance you choose. The conjured steeds are friendly to you and become compelled by any creature that rides them. Sacrifice You can expend a casting of this spell to cast conjure small monster.

Level 3:
Spells: None

Level 4:
Spell (Grimoire III) CONJURE SHELTER CONJURATION UTILITY 4
Area A cube of space, 20 yards on a side, originating from a point within long range and resting on a solid or liquid surface Duration 12 hours; see the effect You must concentrate for 1 minute, during which time you visualize a building or island. At the end of this time, the building or island you visualized appears in the area and
remains for the duration.
If you conjure a building, you make all decisions about what it looks like, such as entrances, windows, and the number of rooms. It includes beds for up to ten people, chairs, tables, enough food and drink to sustain up to ten people, and a hearth complete with a burning fire. If you conjure an island, you provide accommodations for up to ten people as if you had created a building, but in the
form of bungalows or huts.
Sacrifice - You can expend a casting of this spell to cast conjure large monster.

Tradition: Destruction
Tradition Special: Wielders of Destruction magic wrest its power through sheer force of will, causing creatures and objects to explode but harming themselves in the process. The cost of this mastery is revealed in the many bruises and injuries afflicting their bodies.

Level 0:
Spell (6/6): BREAK (DESTRUCTION ATTACK 0)
*Target One Size 1/2 or smaller object within short range
*Take 1 damage. The target takes damage equal to its Health.

Level 1:
Spell (3/3): REND (DESTRUCTION ATTACK 1) "Shaaza Toch!"
*Target One creature you can see within short range
*Take 2 damage. Make a Will attack roll against the target’s Agility. On a success, the target takes 3d6 + 1 damage.
*Attack Roll 20+ The target takes 2d6 extra damage.

Level 2:
Spell (0/2): ENTROPIC POWER (DESTRUCTION UTILITY 2) "Tasza! ______"
*Duration 1 minute
*Take 3 damage. For the duration, your attack spells deal 1d6 extra damage.
*Triggered When you cast an attack spell that deals damage, you can use a triggered action to cast this spell. The attack spell deals 2d6 extra damage and this effect ends.

Level 3:
Spell (1/1): DETONATE (DESTRUCTION ATTACK 3)
*Target One Size 1 or smaller object that was never a creature that you can see within medium range
*Take 4 damage. The target takes damage equal to its Health and then explodes in a 4-yard radius from a point within its space, dealing 6d6 damage to everything in the area from the flying debris. Each creature in the area that gets a success on an Agility challenge roll takes half the damage.

Tradition: Enchantment
Tradition Special: -

Level 0:
Spell (6/6): BEWITCH (ENCHANTMENT ATTACK 0)
*Target One creature that can see you within long range
*Make an Intellect attack roll against the target’s Intellect. On a success, the target is moved up to its Speed.
Attack Roll 20+ You also regain the casting of this spell.

Level 1:
Spell (3/3): COMMAND (ENCHANTMENT ATTACK 1)
*Target One creature within short range that can hear you
*Make an Intellect attack roll against the target’s Will. If the target is charmed, you make the attack roll with 1 boon. On a success, the target becomes compelled for 1 round.
*Attack Roll 20+ You also regain the casting of this spell.

Tradition: Life
Tradition Special: -

Level 0:
Spell (Grimoire II): CURE (LIFE UTILITY 1)
*Target One creature you can reach
*You touch the target, granting one of the following benefits:
*Remove one of the following afflictions from the target: diseased, fatigued, impaired, or poisoned.
*Remove 1 Insanity from the target.
*Remove any penalty to the target’s Health.
*The target heals damage equal to half its healing rate.

Tradition: Protection
Tradition Special: Protection magic secures, defends, and counteracts. Its spells appeal to the cautious—and the paranoid—since it keeps them and their belongings safe. As you learn spells from the tradition, you become increasingly suspicious of others, including your companions.

Level 0:
Spell (6/6): MAGIC LOCK (PROTECTION UTILITY 0)
*Target One object within short range that can be opened or closed such as a door, chest, or window
*Duration 1 minute
*The target closes and locks. For the duration, it cannot be opened by nonmagical means by a creature other than you, although it can be destroyed.

Level 1:
Spell (Grimoire I): FORCE FIELD (PROTECTION UTILITY 1)
*Duration 1 minute; see the effect
*An invisible field of force surrounds you and moves with you. The field has Health 10. For the duration, when you would take damage, the field takes the damage instead. If the field’s damage total equals its Health, the effect ends immediately.

Level 2:
Spell (0/2): VIGOR (PROTECTION UTILITY 2)
*Target One creature you can reach
*Duration 1 hour
*You touch the target, granting it a +10 bonus to Health for the duration.

Tradition: Rune
Tradition Special: -

Level 0:
Spell: None

Spell (6/6): TRANSLATE ANYTHING (RUNE UTILITY 0)
*Duration 1 minute
*For the duration, you can read any writing you see.

Level 1:
Spell: None

Level 2:
Spell (Grimoire I): GLYPHIC PRISON (RUNE ATTACK 2)
*Target One creature you can see within medium range
*Duration 1 minute
*A ring of blazing glyphs surrounds the target and remains in place for the duration. If the target leaves that space and passes through the runes, it must make a Strength challenge
roll with 1 bane. It takes 6d6 damage on a failure, or half the damage on a success.

Level 3:
Spell: None

Level 4:
Spell (1/1) SIGIL TRAP RUNE UTILITY 3
Target A circle with a 4-yard radius centered on a point on
the ground within medium range
Duration 1 minute
A rune appears at the origin point and remains for the duration. When a creature moves into the area from outside it, and at the end of each round for the duration, crackling lightning spreads out from the rune, dealing 2d6 damage to everything in the area. Each creature in the area must make an Agility challenge roll. It becomes immobilized for 1 round on a failure, or just takes half the damage on a success.

Spell (Grimoire III) RUNE OF THUNDER RUNE UTILITY 4
Target One weapon you can reach; it can be worn or carried by a creature other than you Duration 1 hour
A twisting, glowing rune that makes a rumbling noise appears on the weapon and remains for the duration. When a creature gets a success on an attack roll made using the weapon, thunder booms from it. Each creature within 1 yard of the weapon other than the weapon’s wielder must get a success on a Strength challenge roll or take 2d6 + 3 damage from the thunder and become deafened for 1 minute.

Tradition: Shadow
Tradition Special: Exploring Shadow’s secrets gradually drains color and vitality from you. Your clothing fades more quickly, your hair loses its luster, and your complexion becomes almost chalky. You find light uncomfortable and must shield your eyes from the stinging brightness, usually by donning a hooded cloak. Although you become uncomfortable in lit areas, the tradition does not cause light to harm you. (Note that Kahtia doesn't know this tradition yet...)

Level 0:
Spell: None

Level 1:
Spell: None

Level 2:
Spell (Grimoire I): SHADOW MONSTER (SHADOW UTILITY 2)
*Area A cube, 1 yard on a side, originating from a point within medium range
*Duration 1 minute
*Threads of darkness gather in the area to form a compelled medium monster with the flier trait. The shadow monster can have any appearance you choose. If it becomes incapacitated, the effect ends.

Questionnaire:

1) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that.

Kahtia is an introvert, but often finds herself at the center of things despite this. Above all else, she is driven -- to learn, to understand, to shape the world. She can be physically intimate but emotionally distant; she has few close friends, but knows a great many people well enough to influence them.

2) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc..

Kahtia treasures her studies, her spells, the arcane things she's learned over the years. Her mind, her comprehension of these things -- she would be lost without them. She could easily live without acclaim, fame, and renown.

3) What do you fear? What do you hate?

Kahtia fears captivity, slavery, the inability to have free will and learning.

4) What do you desire? What do you love?

Magic, and the wielding of it.

5) You have (at least) one secret. What is it?

Kahtia is unafraid to murder those she feels deserve such an end. Over the years she has secretly put over a dozen men and a handful of women in early graves. There are places she doesn't like to travel as a result.

6) Have you done something Notable? What was it?

Saved the village of Tidwell. Killed the corrupt mage Eeyriada Fane at Vanguard.

7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?

Kahtia does not press to lead, but nor does she easily follow. She charts her own path, and believes in both the power of form and structure, and the potential of the unknown, of chaos and a life unbridled.

8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?

Kahtia always makes good on her promises. She is sometimes honest to a fault, but she is no fool, and often has a motive for being as honest as she is.

9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?

Evil absolutely exists: Kahtia has seen it incarnate many times. That said, she dislikes the intolerance, hubris, and hypocrisy of the Cult of the New God and various other 'good' religions. She sees herself as an agent of balance and decency, of logic and emotion, of discovery and understanding.

My Story:

As a young Woad child traveling nomadically across the Northern Reach with her clan, Kahtia Yarza was never a quiet, sweet, or well-behaved girl. No, the raven-haired, usually barefoot tomboy was always up to something, was always questioning the wisdom of the elders, was always pushing every boundary she came into contact with. It was no real surprise to her parents when she ran off rather than be married to the man she was promised to... after all, he was thirty years her elder and she would have made wife number five.

Kahtia's uncle, a mercenary named Dorsus who had himself rejected the old Woad ways years prior, took the fourteen year old girl in and gave her shelter and safety. The living was hard and lean with that band, and Kahtia paid her way -- she tended to the camp, cooking, cleaning, hunting, foraging. She leaned from Old Arda, a wise woman who tagged along with the sellswords for some reason that would never be revealed to the young Woadin. From her, Kahtia learned to set wounds, to make healing salves and poultices, to identify the helpful qualities of plants and rendered animals.

For four years Kahtia traveled with the Shining Freeblades, growing as a valued member of the company and as a woman. A dark-haired, olive-skinned beauty, she grew skilled at fending off unwanted advances, and with her own deadly blade. Still, coin was always in short supply, and no one questioned her uncle's decision to take on a dangerous job in the Crusader States, close to the deadly, windswept sands of t he Desolation. Tidwell, a small farming town that existed only to supply the soldiers of Martyr's Point, was about to come under attack. One of the incursions into the Desolation had gone badly wrong for the Crusaders, and as they retreated back to the walls of their fortifications, ravenous graveborn streamed out of the desert, out of the black tombs the Paladins and Priests of the New God had foolishly cracked open. As a black, foul host bore down on Tidwell, her leaders hired every mercenary they could find to defend the town.

It was a massacre. Kahtia's faith, never beating strong in her breast to begin with, died that day, along with dozens of townsfolk, her uncle and many of his soldiers. The Seer watched silently, giving no warning, no counsel. Father Death stayed no bony, cold and wretched hands. The Queen of Summer's glorious gaze saved no one, not a soul. The Maiden in the Moon held her tongue and danced, alone and aloof. And the World Mother? She stood and watched as her children screamed and bled and died. Even the New God and his Inquisitors and iron-clad Crusaders were powerless -- the dead came clawing and gnashing, devouring everything in their path.

Devouring everything... until Kahtia saved what was left of the town, and her father's brother's mercenary company. Arthenias Akim gave her the means. He was a wizard of some standing, a local man who had also sworn to protect his neighbors and fellows -- but as the terrible wight leading the undead host came into sight, the old man lost his nerve. He never even unrolled the scroll he'd found in his adventurous youth, a mighty incantation, a spell of pure destructive force that could smite the creature where it stood in the center of the town square. Such magic could exact a terrible toll on the caster, and rather than risk that toll, Akim ran. Before he fled, though, Kahtia took from him the scroll, along with his dignity. He is known now as Tidwell's Coward Wizard, as much as the Yarza girl is called its savior.

Kahtia read that scroll, she bore the brunt of its cost, bleeding and screaming in agony as the leader of the black horde detonated, blasted to pieces by ancient magic and the will of a girl who believed only in herself...

***
Level 2 Downtime Story
You did something that made you unwelcome to a certain group of people, such as a religious community, a guild, or the city guard. These people are unfriendly to you. What happened?

The Crusaders at Vanguard blame Kahtia in part for everything that happened that night, not understanding the dark magics that were afoot, or her role in stopping them.

Level 2-6 Story
"You have achieved a rank among the Wizards of the Tower Arcane, a fabulous institute of magic that hovers above the Empire’s capital city. As a member of this powerful organization, you dress yourself in clothes made of only one color that you choose (except white, which is reserved solely for the Archmage)."
Please tell a story about how that happened, as well as level your character up to 3. Please state which level 3 abilities and spells you grab.
Downtime: You worked. Choose a number of years that this goes on for. You may blend this in to your L2->L3 story, stretching out your wizard training for years if you like.
You have also gained a new Interesting Thing: A skull made from a crystal. Please blend this into your story. It is your choice as to its size and what creature it is from.

After leaving Vanguard, Kahtia eventually made her way to Caecras, the capital of the Empire, and the Tower Arcane. It took some doing, but she was eventually taken on as a novice magician and ended up studying there for nearly ten years. She became a wizard in that time, respected for her dedication and skill with the magical arts.

She met many people at the Tower over the years, and made many friends and enemies. A peer of hers, Withir Buckling became obsessed with the stories of her exploits at Vanguard, and of the Book of Night, which Kahtia kept under lock and key after taking it from Eeyriada. Withir Buckling found ancient texts that told of artifacts of great power in the Desolation, locked away in mysterious black tombs. He believed that the Book of Night would allow him to control the vile hoards that infested that dark desert, and so he stole the tome and made for the Crusader States, and the Desolation beyond. Fearing both for his safety and sanity, and for what evils he might accidentally loose upon the land, Kahtia has gone after him.