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Organized Play Member. 48 posts (674 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 8 aliases.


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I just ended up in another game, and don't need to add another to my plate. Feel free to not consider me.


I've been on the forums for quite a while. I've never run Rise, as everyone in my group has run through it at various times, and though it was really popular on the boards a while ago, I haven't seen a new one in a while.

About me:
I'm currently in one game as a player, and have applied to a second. I've been GMing two games, but those progress more slowly between collaborating with a co-GM and working on an entirely new setting. I've been in several past games that have died out, but if you want to take a look, I've been quite consistent even through job changes and kids. I appreciate that you thought about your post frequency rather than saying the usual once per day, and I game that's a bit slower, but consistent is more appealing than one that dies before the end of book one.


I had some more thoughts about Iustino to help give him some texture. A bit more about his goals, flaws, and some NPCs from his past, and one from his present. We can always elaborate more on anything that could use more detail if I'm picked.

* I had this whole idea of how to give Iustino a surname. I'd reasoned about all of it, but then I realized that the Garundi don't use surnames at all. So he's just Iustino.
* Though Iustino feels more normal than usual in Rahadoum, he still feels like an outsider at times. Sometimes because of his appearance, others because they know he's not native, speaking with a distinctly Chelish accent, though that has abated over time.
* Iustino is glad Rahadoum exists, but he is not himself fervently anti-gods. Even though several followers have mistreated him, some others helped him flee Cheliax. In particular, Desnans and Caydenites helped with his flight.
* General tiefling struggles aside, Iustino struggles to connect with others. He wants to, but he was raised knowing he was not only borne of a mistake, but a traumatic one. He knows it's not impossible, but it does not come easily for him.
* Iustino is heavily motivated by protecting his home, but he also really wants a sense of belonging with those he'll defend the city with. He's heard of such bonds in war.
* For his various difficulties with inferiority, Iustino takes a lot of pride in his cunning and engineering acumen. He fully believes he's qualified to help repel invaders from his home and it's something he takes great pride in.

Notable NPCs:
There are no specific plans for any of these NPCs, just notable characters from Iustino's past that could make for interesting hooks.

* Aznurak: Iustino's fiendish sire. Iustino knows little enough about the circumstances of his birth. All he knows is the devil's type and name, both learned by sneaking around the Sarini estate he was secreted away in. He's afraid that a devil would only want to sire him is to have an agent on the Material Plane. This fear has abated considerably as Iustino has aged, but it's never gone fully away. He knows devils are not to be trifled with, especially such potent ones.
* Vittoria Sarini: Iustino's mother, though they were never close. Once a very promising student at the Egorian Academy of the Arcane Arts, one of her attempts to bind a very powerful devil and command respect backfired horribly. Instead, she took a leave from the Academy to hide away the boy's existence. Even once the boy was born, between the rumors of the mishap and her own shame ended her rise, instead living out a middling professorship. She did not show open hostility to the boy, but Iustino always knew he was a source of pain and shame.
* Minia and Elian: The Caydenite and Desnan Bellflower Network members that helped smuggle Iustino to Port Godless. Iustino has no doubt the names are fake, why trust a young boy with their real identities? But they were the first to take a genuine interest in him and try to help him. Though he spent little time with them, Iustino still remembers them fondly.
* Ezira: The first proper maternal figure Iustino clung to. She worked at the orphanage. As a half-orc she knew the struggles of trying to fit in and had a soft spot for Iustino. He cares about her deeply amd would still send letters during his time at the Occularium.


I'd like to submit Iustino, a tiefling of Chelish origins that's found a home in Rahadoum. I really wanted to put a vignette scene, but there weren't enough specifics about really the city nor the Occularium, so I had a hard time finding a good anchor for a scene.

Since spoiler tags can’t be nested, there’s some weird brackets I’m leaving in to make collapsing the sheet easier later.

Flavor:

Backstory: Iustino was born as part of a ritual when a group of young and ambitious wizards at the Egorian Academy of the Magical Arts tried to bind a devil more powerful than they could control... No need to get into details right here. Iustino was used the idea of rejection from a very young age, his mother scorned him as a sign of her own failure and the rest of Chelish society felt similarly about tieflings, whether the diabolists viewing his existence as a failure of control, or the “good” people viewing him as inherently evil. Iustino was sick of the name and fled from Egorian, catching a ship down-river to Otenso. From there he snuck aboard a trade vessel to Azir, Port Godless. When the incoming ship was inspected by the Pure Legion, they found the stowaway and sent him to an orphanage within Azir. Though the orphanage was no utopia, it was a huge improvement over his time in Cheliax, and with education and camaraderie, he would thrive. Showing a knack for learning and experimentation, the state recruited Iustino into the Occularium, the wizard’s college in Manaket. Eager to serve his new home, Iustino travelled to Manaket. He was immediately intrigued by the challenges of the city, and the engineering that kept the forces of nature at bay.

Ultimately, Iustino was not overly well suited to magic, but he was prodigious in the more practical applications of the school’s teaching, excelling in both alchemy and engineering. After graduating, Iustino stayed on at the Occularium as an engineer, helping both create and implement solutions. The now respected engineer decided to quit his post at the Occularium when he overheard that diviners within the school had determined that an invasion of Azir by the faithful was all but certain. Asking a coworker to teleport him over, Iustino returned to the home of his youth, eager to defend it.

Appearance: As a first generation Tiefling, Iustino very prominently shares features with his fiendish progenitor, a cornugon. He has curved horns of a cornugon and spines at the top of his back. His hands and legs have red scales, and the rest of his body has darker, rough skin. He has dark black hair and is quite tall at 6’6”. He tries to keep his clothes neat, but they are often soot stained or bearing alchemical burns.

Personality: Iustino is more self-possessed and well-adjusted than most tieflings. He’s grown acclimated to people considering him more of a curiosity than a true terror, though he acknowledges he’s frightened people from time-to-time nonetheless. He isn’t a zealot for the Atheism of Rahadoum, though he does bear some animus towards the faithful. He wouldn’t join a war to spread The Laws of Man to the rest of the world, but he is dedicated to the continued existence of Rahadoum and protecting this part of the world that serves as his haven. Iustino tries to be a steadfast ally, and remain dependable, though he’s also well versed from his youth in making unsavory choices in the face of terrible stakes.

About me:

I live in Mountain Time. I’m at work most of the day, but can usually check a number of times each day from the office. Evenings are usually a bit harder as I’m commuting and spending time with my kids before they go to bed. Once they’re down, I typically free up again.

Been on the forums for a while, mostly had some games fizzle out, but I’ve been co-GMing a project on here with a friend for over a year.

I think the Alchemical Sapper gives a really fun setup for a city-defense game. Even though the archetype is weak, it comes with serious focus on stonework, engineering, and explosives and traps. Rather than being amazing at direct combat, Iustino’s focus will be on making invaders miserable and giving the defenders a huge advantage.

Crunch:

Iustino (No surname)
Male Alchemist (Alchemical Sapper) 5
N outsider (native)
Init +3 Senses: Perception +8, Sense Motive +0, Darkvision

--------------------
DEFENSE
--------------------
AC 19, touch 14, flat-footed 16 (+3 dex +5 armor +1 deflection)
HP: 38 (5d8+10)
Fort +7 Ref +8 Will +2
Defensive Abilities:
Fiendish Resistances: Resist 5 fire, cold, electricity

--------------------
OFFENSE
--------------------
Speed 30
Melee +1 MWK Light Mace (1d6 + 0 x2)
Ranged +2 Light Crossbow +1 (1d8 + 1 19-20 x2)
Offensive Abilities
Bombs: 3d6+INT+1/2 level Fire Damage | INT+class level bombs per day (12/12)
Demolition Bombs: Double damage and ignore 1/2 alchemist level in hardness.
Spell-Like Ability: Darkness 1/day
FCB Tiefling: Add 1/2 level to bomb damage

[Formulae Book]
1st Level
Heightened Awareness
Cure Light Wounds
Expeditious Retreat
Longshot
Monkey Fish
Disguise Self
Identify
Crafter’s Fortune
Jump
Targeted Bomb Admixture

2nd Level
Cat’s Grace
Invisibility
Barkskin
Aram Zey’s Focus
[]

[Extracts]
Extracts Per Day
1st—5
2nd—2

Extracts Prepared
1st— identify, heightened awareness, expeditious retreat, monkey fish, FREE SLOT
2nd— invisibility, FREE SLOT
[]

--------------------
STATISTICS
--------------------
Str 10 Dex 16 Con 14 Int 20 Wis 10 Cha 10
BAB +3 CMB +3 CMD 16

Traits
Tr: Clever Wordplay (Diplomacy)
Tr: Ease of Faith

Feats
Lv01: Point-Blank Shot
Lv03: Precise Shot
Lv05: Extra Bombs

Discoveries
Alc01: Delayed Bomb
Alc02: Precise Bombs
Alc04: Tanglefoot Bomb

[Skills]
Any skills with no bonus use just the ability score. * skills are trained. (#) = Ranks
ACP -1
Adventuring Skills
Acrobatics (DEX) (1) +7
Bluff (CHA) (0) +
Climb (STR) (0) +
*Diplomacy (INT) (5) +14 (+1 trait)
*Disable Device (DEX) (5) +11
Disguise (CHA) (0) +
*Fly (DEX) (0) +
*Heal (WIS) (0) +
Intimidate (CHA) (0) +
*Knowledge: Arcana (INT) (5) +13
Knowledge: Dungeoneering (INT) (0) +
Knowledge: Local (INT) (0) +
*Knowledge: Nature (INT) (1) +9
Knowledge: Planes (INT) (0) +
Knowledge: Religion (INT) (0) +
*Perception (WIS) (5) +8
Ride (DEX) (0) +
Sense Motive (WIS) (0) +
*Spellcraft (INT) (5) +13
*Stealth (DEX) (5) +11
*Survival (WIS) (1) +4
Swim (STR) (0) +
*Use Magic Device (CHA) (0) +

Background Skills
*Appraise (INT) (1) +9
*Craft: Alchemy (INT) (5) +18 (+class level)
*Craft: Trap (INT) (5) +15 (+1/2 class level)
*Craft: Stonemasonry (INT) (5) +15 (+1/2 class level)
Handle Animal (CHA) (0) +
*Knowledge: Engineering (INT) (5) +13 (+1/2 class level)
Knowledge: Geography (INT) (0) +
Knowledge: History (INT) (0) +
Knowledge: Nobility (INT) (0) +
Linguistics (INT) (0) +
Perform (CHA) (0) +
*Profession (WIS) (0) +
*Sleight of Hand (DEX) (1) +7
[]

Languages: Osiriani, Infernal, Taldan, Dwarven, Elven, Halfling, Gnome
Special Qualities
Prehensile Tail: Tail can be used to retrieve small, stowed objects as a swift action.

[Worn Gear]
MWK Light Mace
MWK Light Crossbow
MWK Chainshirt
2 Spring Loaded Wrist Sheath
2 Bandolier
Shoulders: Muleback Cords
[]
[Alchemical Weapons]
10 Flask of Acid
4 Pellet Grenade
2 Slime Grenade
2 Tanglefoot Bag
4 Tangleburn Bag
[]
[Traps]
10 Bear Trap
[]
[Potions]
2 Potion of Heightened Awareness
2 Potion of Cure Light Wounds
1 Potion of Invisibility
[]
[Other Gear]
4972 gp
Bag of Holding I
[]


Glad to hear it, and it's sounded like it.

One last question: Would you consider the Elephant in the Room feat changes? I've become a big fan, especially around Combat Maneuvers. I love maneuvers, they make combat feel more dynamic than just hitting things, but they feel so inaccessible with Pathfinder's normal rules.

And with that, I think it's time to start brewing.


That sort of answers it. I was just imagining how a sneaky character will approach problems will vary from how a more traditional commander character was going to handle these challenges.

I was just trying to figure out if you had something in particular in mind. Is a more indirect character like a Rogue/Investigator still reasonable for what you have in mind vs something like a Cavalier or Bard that make for natural leaders in these battles? It's clear that all characters need to be useful in battle, I'm not proposing a pure-skill monkey, just trying to understand how often you can use 'alternative techniques' to influence the battles.

It doesn't have to be either/or, just want to make sure I understand if there are particular expectations here.


I wanted to ask a little more about the type of combat we should expect. I know it will vary based on our decisions, but are we looking more at fairly large skirmishes, or generally smaller combats looking to complete objectives that will overall affect the siege?

Just trying to get some idea of what you have in mind to flavor a character appropriately, different characters would (generally) do well in each.


Even small procedures are so stressful when they're little. I know the feeling. Good luck with that!


Fluff:

Appearance: Merius has pale blue skin, and his eyes have no pupils or irises. To offset this appearance that most people find disturbing, Merius wears his hair long so that it draws attention to his more traditional humanoid facial structure. He wears tinted glasses whenever the opportunity calls for it, even though he doesn’t need them, or it would be unusual.
Personality: Merius tends to be very methodical and aloof, as his long lifespan and generational memories make him slower to act than most of his shorter-lived compatriots. He is often friendly, and amicable, but embraces his position as an old soul. Due to his renewed ties to Erastil, he often thinks that means he needs to protect and watch over those younger than him, which is to say, most everyone.

When it comes to battle though, he is often sharp and precise, looking to act quickly and protect those around him.
Backstory: Of his current life, Merius only remembers that he grew up in Caliphas in a heavily Varisian community. He does not remember much of his youth, or any clerical training at all. He remembers being enrolled in some of the city’s schools, but does not know what he learned there. His loss of his current memories have caused his mind to cling more closely to a past life, where he vividly remembers serving Erastil as a druid, fighting against the undead of the Whispering Tyrant. He’s awakened with a renewed conviction to deal with the unnatural horrors ahead of him.

Crunch:

Merius Galca
Male Cleric (Divine Strategist) 1 | VMC Wizard (Diviner)
LG humanoid (samsaran)
Init +5 (+2 in surprise round) Senses: Perception +10, Sense Motive +8

--------------------
DEFENSE
--------------------
AC 16, touch 11, flat-footed 15 (+4 armor +1 dex +1 shield)
HP: 10 (All FCB in HP)
Fort +3 Ref +1 Will +6
Concentration: +5
Defensive Abilities:
Lifebound: +2 to save vs death effects and negative energy / levels
Enduring Stoicism: +2 to save vs fear and emotion effects.
Master Tactician: Always act in a surprise round.

--------------------
OFFENSE
--------------------
Speed 30
Melee +0 Light Mace (1d6 + 0 x2)
Ranged +1 Longbow (1d8 + 0 19-20 x2)
Domains: Animal (Feater)
Offensive Abilities
Master Tactician: Bonus to initiative for self and allies.
Caster Support: Aid another on concentration and caster level checks, 1/2 bonus for non-divine casters.

Spells Per Day
0th—4
1st—2+1 calm animals

--------------------
STATISTICS
--------------------
Str 10 Dex 12 Con 12 Int 14 Wis 18 Cha 11
BAB +0 CMB +0 CMD 11

Feats
Lv01: Improved Initiative

Traits
Tr: Enduring Stoicism
Tr: Reactionary
Tr: Seeker

Adventuring Skills
Acrobatics (DEX) (0) +
Bluff (CHA) (0) +
Climb (STR) (0) +
*Diplomacy (CHA) (0) +
Disable Device (DEX) (0) +
Disguise (CHA) (0) +
Fly (DEX) (0) +
*Heal (WIS) (1) +8
Intimidate (CHA) (0) +1 (+1 Enduring Stoicism)
*Knowledge: Arcana (INT) (0) +
Knowledge: Dungeoneering (INT) (0) +
Knowledge: Local (INT) (0) +
Knowledge: Nature (INT) (0) +
*Knowledge: Planes (INT) (0) +
*Knowledge: Religion (INT) (0) +
*Perception (WIS) (1) +10
Ride (DEX) (0) +
*Sense Motive (WIS) (1) +8
*Spellcraft (INT) (1) +6
Stealth (DEX) (0) +
Survival (WIS) (0) +
Swim (STR) (0) +
Use Magic Device (CHA) (0) +

Background Skills
*Appraise (INT) (0) +
*Craft: Alchemy (INT) (0) +
Handle Animal (CHA) (0) +
Knowledge: Engineering (INT) (0) +
Knowledge: Geography (INT) (0) +
*Knowledge: History (INT) (1) +6
*Knowledge: Nobility (INT) (0) +
*Linguistics (INT) (1) +6
Perform (CHA) (0) +
*Profession (WIS) (0) +
Sleight of Hand (DEX) (0) +

Languages: Taldan, Varisian, Orisiani
Special Qualities
Samsaran Magic: 1/day each: comprehend languages, deathwatch, and stabilize
Mystic Past Life: Add 5 spells from other divine lists to your class spell list.
Heightened Awareness
Barkskin
Euphoric Cloud
Sleet Storm
Wall of Thorns
Eyes of the Hawk: +1/2 level to Perception (min 1). +2 to initiative if there is a surprise round.

Worn Gear
Chainshirt
Buckler
Light Mace
Longbow

Other Gear
39gp
Cleric’s Kit

About me:

I've been playing Pathfinder for several years now, and been on the forums here for a bit. Most games where I've been a PC have all fallen apart for one reason or another, which is often devastating as I tend to get rather attached to my submissions. Right now I'm running either one or two games depending on the count, and very recently back down to 0 games. I'm normally in Mountain Time (currently on vacation), working 8-4 and able to post at some points during the day. Evenings are busy with kids until later again at night.


I'm traveling so I haven't finished out the whole stat block, but I wanted to run the idea past you.

I know you already okayed Samsarans, and I think there's an opportunity for a really interesting hook for one here. Samsarans already have this acclimation to past lives that they can only vaguely recall. I think this area can be really fun to play around in, as perhaps he is recalling false memories along the way, not just genuine ones. I'm imagining a Divine Strategist Cleric, ideally I would like to VMC Wizard if that's allowed.

The hook I like is that perhaps my character was not so unwilling originally in whatever bad things we've done, not that he'd know, but with his mind wiped, a patron he served dutifully in a past life (that is more appropriate for this adventure) has interceded and granted the character abilities in the hopes of helping guide this group down their path. I'm imagining either Enduring Stoicism or Foe of the Strange makes the most sense for this. Probably Abadar makes the most sense for this, as he's more anti-aberation. Iomedae would make sense, but she would likely not have been a god during this character's past life. But we can sort that out if that's the direction I want to go.

P.S. I used masculine pronouns, but those are just placeholders.


Do monsters (like dragons), that have actual casting rather than SLAs stack with the equivalent casting class levels? IE, does a Dragon Sorcerer gain more caster levels and spells?


TigerClaw (Benjamin) and I will be retracting our submission, it's just been too long without knowing. We wish everyone the best of luck with their game.


Itzi wrote:

As much as I may be shooting myself in the foot here (and gaining ugly looks from my partner-in-crime), I would say a single game that is really good and that you have the time on which to spend is better than two (or three) games that end up being mediocre because your efforts are stretched too thin.

Yes, I want to play, but I would rather you enjoy it vs potentially burning out running more than you feel comfortable running.

Ditto, it's tempting to push yourself, but best to stick to what you know you can execute on. Spoken by someone who spent years stretching himself too thin.


Almonihah wrote:
Obviously a sign that more people should run duo games. :D

Personally, I think games run much more smoothly with fewer people. I'm surprised 5-6 is the norm.


I'll start putting together my alias in your stated format, and get a post up as soon as possible.


For the new submissions, Alithea's thoughts:

Adol: I think Alithea would rather get along with Adol. He seems very honest and forthright, qualities she strongly admires. She probably considers him still young, but thinks he'll certainly achieve great things. They are very similarly inclined.

Azrielan: Seems fundamentally opposed to Alithea, using their powers for purely destructive ends. I don't see how we could work together. I don't like being negative, but the consumption by hatred and destruction just seem like polar opposites of Alithea.


To the moon!

That is a really neat piece of Golarion lore.


I think TigerClaw(Benjamin Martialis) has said a lot about what we're looking for, so I'll keep this fairly brief. I'm excited for a small game where two players can run use more individualized approaches to challenges, rather than have to run as a large party. I've always wanted to be in a game like that, and I think this game is the perfect opportunity.

In order to keep the post concise, full backstories, vignette writing samples, and full character sheets are available on our firm's website: Morillo & Osterloth

- Who the two characters are
Andre has seen the unabridged gamut of human desires and cruelty. This has led Andrei to have a very accepting attitude towards other people's quirks, but it's also made him quite distrusting of the faces people choose to present. He cares very deeply about his freedom, which he is eager to earn back, and in the meantime he usually blows off steam by casually indulging in vices the way only a citizen from Vyre can.
I have no interest in roleplaying any vices, just saying that he does in his off time.

- What their relationship is:

Andrei's irreverence towards strong convictions lead to him often poking fun at Benjamin, sometimes trying to frustrate him enough that Benjamin would want to release him from the charge against him. He is starting to gain some respect for the inquisitor's meticulous methodology, even though he finds it infuriatingly limiting.

- What their background is:
Andrei had a very strange upbringing. He was born to a prostitute in Vyre, He ran small time scams when his mother retired, but eventually needed to find a real job, taking on work as a seaman out of Kintargo. Eventually rising to bosun and making a decent living.

- What you’re looking for as a player:
I'm looking to get to explore different parts of Golarion with this dynamic duo. Ideally, several opportunities to use our skills more than magic or combat, though there's always room for some combat in Pathfinder. I like open-ended play where we have new marks in new locales, and the differences of the locales make different approaches more effective (so there's no bread and butter approach).


Alithea's block being reposted with only one minor change in the block.

The big change here is the addition of a vignette in cooperation with Ulliaza and Priella. We thought our demigods all had some overlapping interests (even if they come at it differently). So we each wrote a version of an adventure in which we think we would have met.

Demigod:

1. What is your character? Where are they from?
Alithea grew up in Nex as a zealous devotee of Nethys. She served on a research team tasked with finding new types of weaponized magic. After some of her team's experiments led to a release of a massive amount of magical energy, Alithea tried her best to contain the energy, being the most skilled abjurer on the team, but the whole team and innocent bystanders were killed. This catastrophe rattled Alithea to her core and helped redefine Alithea's understanding of magic. Magic was now something that could be devious and dangerous, and that it must be treated with great caution, and that one must understand not only magic but how they are choosing to use it. After this revelation, she left Nex and enrolled in the Magaambya, a school known for their more cautious and different type of magic. After spending a few years exploring the magic at the Magaambya, she began to explore her divine powers moving to the Serene Circle Irori's realm, to cultivate her discipline.

2. What is your character's portfolio?
Portfolio: Truth, Protection, Magic, Self-Acceptance
Domains: Law, Magic, Knowledge, Protection
Subdomains: Purity (Law), Education (Knowledge), Thought (Knowledge)

Alithea's concerns are primarily based on truth, understanding, and protection, especially when it comes to magic. She encourages the study of magic to understand its fundamental nature and be able to see through and undo what she now sees as the duplicitous and addicting power of magic. This inspection should be aimed not only at the outside world but internally, to also understand one's self. She stands firmly opposed to Nethys's unrestricted pursuit of magic.

3. What does your character look like?
Alithea is depicted as a very average woman of her followers' race or nationality, often in simple attire, such as a plain white gown. She is often shown deep in contemplation or meditation. She is distinguished by the appearance of her holy symbol, a stylized eye emblazoned on a shattered mask.

In actuality, Alithea is a Garundi human woman with several grey streaks in her hair, which is long but often worn up in a bun. She favors plain robes rather than ostentatious robes, despite her divinity. Her appearance is intentionally left as her human self, as that is her true origin, and she does not seek to change it.

4. How did your character become a demigod?
When Alithea tried to contain the massive amount of magical energy from her cult's catastrophic experiment, Alithea was infused with a large amount of magical energy, which awakened her divine spark. Alithea refused to indulge her mythic powers at first, and spent a decade in seclusion, reflecting on her new powers and the ways to best use them. Once she understood her new powers, she set out into the world to unravel what she saw as the greatest injustices of magic.

5. Where does your character live?
Alithea primarily wanders Golarion, seeking out nefarious uses of magic and seeks to unravel them. Her teachings require considered reflection, but also demand action, so she rarely spends much time in her residences, instead preferring to take action. When she does seek rest on Golarion, she retires to her temple in Absalom (more below). She has also carved out a small portion of the Serene Circle, Irori's domain on Axis, though she only retires from the Material Plane when she seeks to reflect on particularly difficult topics.

Deity Block:

Alithea
The Unraveling Eye
Alignment LN
Areas of Concern Truth, Protection, Magic, Self-Acceptance
Domains Law, Magic, Knowledge, Protection
Subdomains Purity (Law), Education (Knowledge), Thought (Knowledge)
Favored Weapon Knobkerrie
Symbol A single eye over a cracked mask
Sacred Animal(s) Mantis Shrimp
Sacred Color(s) White

Obedience Spend an hour reflecting carefully on your past day. Think carefully about your motivations and ways you were dishonest to yourself or others. Then consider both your strengths and shortcomings in the past day.

The Cult of the Unraveling Eye:

1. Where in the verse is your cult centered?
Alithea maintains a temple in Absalom that also serves as a place she can rest when she wishes to reflect or recover. She tries to visit at least somewhat regularly to offer inspiration and guidance to her clergy to nurture the new faith that has sprung up around her.

Her biggest following is centered in the River Kingdoms and Galt, where notions of truth are particularly important yet distrust is common. Her following has grown here in recent years as Alithea has begun to challenge Razmir and his Visions.

She also has picked up supporters among the Iobane group in the Mwangi that protect the powerful Doorway to the Red Star. She has supported the group in the past for their goal of protecting a place of powerful magic.

2. What sorts of people worship you?
Alithea has two primary types of worshipers, those who have been harmed by magic or seek to keep powerful magic from being abused, and those who seek the truth, either internally or externally.

3. If your character has one, please describe your character's herald.
The only other survivor of the arcane eruption that granted Alithea her godlike powers was a gnome occultist. When the ritual grew beyond the control of the casters, he attempted to escape into the First World. He managed to escape as the most volatile magical energies erupted. Although he survived, the gnome was instantly struck with the Bleaching, and lost his memory.

Left only with his sense of his own fault for his amnesia, the gnome made his way to the closest city in the First World, Anophaeus, hoping that he might discover the truth of his past in dreams. After several years in Anophaeus, he was granted a vision which sent him on a journey to the Serene Circle, where he believed someone in Irori's realm would be able to help him regain his past.

It was there that the gnome found Alithea, still very early in her initial reflections and trying to understand her newfound abilities. Though she and the gnome were never close, she recognized the gnome. She convinced The Old Man, with whom she was training, to help the gnome uncover his memories. Irori's herald produced a tome, containing all the gnome's life and knowledge, including what he had lost. With his past now within his grasp, the gnome was afraid of facing it. It was at this moment that Alithea came up with the Rememorization. She called over a scrivenite from Irori's archives and had it strip away her knowledge, producing a tome similar to the gnome's, offering to undergo the experience with the gnome. Touched, the gnome read his tome, and relearned of his past, as an adventurer and follower of Nethys. Understanding the gravity of his mistakes, and the difficult experience Alithea went through with him, he denounced his old life, and took up the name Bookworm, becoming Alithea's first follower.

When Alithea established her temple in Absalom, Bookworm took on the role of her herald and high priest. His service to Alithea is focused on the location, neutralization, and destruction of dangerous magical artifacts. He carries with him a tome almost as big as him containing the record of his former life.

I wrote this before I saw your comment about builds. I was imagining a Tome Devourer Occultist using his life tome as his implement. You can do whatever, but I really loved this idea.

A Priest's Role
Priests tend to have different roles depending on whether they adventure, or ministers to a congregation.

Adventuring followers of Alithea tend to be focused on ending the abuses of magic, and often have magic heavily focused in Divination and Abjuration to see through the nefarious uses of magic. Adventuring worshippers of Alithea are often paladins, warpriests, clerics, or monks, though lawful casters of other persuasions turn to Alithea when they seek to use their magic responsibly.

The few ministers of Alithea that have formed cults in their towns or cities come from all walks of life, usually focusing less on Alithea's concerns around magic, and instead focusing on helping their congregation understand and accept themselves, serving as some of Golarion's first therapists. Alithea's cult does not have group rituals for prayers, though, for those who wish, her priests will also run group therapy sessions.

Rites
Cruelties of Magic This rite involves intentionally subjugating one's self to nefarious uses of magic to remember the pain and power of such magic. Usually, this involves enchantments, particularly of the compulsion and charm subschools, as well as illusions and in some circles, even transmutations are included. This rite is often undertaken by members of the clergy that have not suffered at the hands of magic before.

Rememorization This is a particularly extreme rite that only the most dedicated followers of Alithea seek out. They seek to replicate a most extreme method of self-reflection she sometimes uses, having a scrivenite strip their history bare so that they may absorb their unbiased truth and reflect on what it means about them. The requirement for summoning an outsider limits this to followers with access to more powerful spellcasting.

Holidays
Summary Day This falls on the last day of the year (31st of Kuthona). Though the idea that a new year is an opportunity to start anew, this day demands introspection over the past year, and an honest reckoning of one's strengths and weaknesses. Alithea does not demand any particular dedication to improve in the new year, instead only seeking understanding of one's self.

Aphorisms
The truth is blinding This particular aphorism is used both as an admonishment of deceivers, but also as an encouragement to initiates that struggle to see themselves honestly.

Doubt with vigilance This saying is used to caution people who seem to be acting recklessly, encouraging them to reconsider somewhere they've placed their trust or a course of action.

Understanding before mastery Alithea's experiences with magic has taught her the dangers of getting lost in the pursuit of a goal. Self-possession and a clear mind are needed before a skill can be wielded effectively.

Paladin Code:

Alithea is one of the few neutral gods that actively seeks paladins. Though she encourages all to know themselves, whether Good or Evil, she accepts that paladins are most likely to help cut through the sinister uses of magic for the purposes of deception or subjugation. Though her paladins lack some of the absolute conviction of other paladins, they rarely are wracked with the same uncertainty other paladins face.
• I must know my own self and my resolve. I cannot help others without knowing my own strength and purpose.
• I will seek out the truth of what is, and expose that which is not. I will not suffer deception.
• I will protect those who cannot protect themselves from magic.
• Understanding is the greatest gift I can give. I will strive to help others understand themselves.

Relations with other gods:

Nethys The reckless use of magic promoted by Nethys as well as his favoring the idea of dualities, rather than balancing opposing forces have lead Alithea to have a vehement opposition to Nethys.

Irori The focus on knowledge and self-perfection make Irori a natural ally for Alithea, though her teachings of acceptance rather than refined perfection are a point of contention between the two. She views Irori as a mentor who pushes her to improve herself.

Gozreh Alithea admires Gozreh tremendously. Gozreh's role as the force of nature is a pure and fundamental understanding that it makes her envious at times. She considers Gozreh as a mentor in her aspect of self-understanding, and for representing the natural world in its purest form.

Abadar Alithea strongly admires the restraint and consideration implied by Abadar's teachings of putting the society first. She admires the god, though she offers guidance to his followers that have trouble reconciling what is expected by society with what they want.

Shelyn Art is a powerful form of self-expression and is often used as a means of self-exploration, causing Alithea to have a respect for Shelyn's push for art. Though she does not care much about the art itself.

Kurgess His push to have his followers face ever-newer challenges gives Alithea a difficult relationship with Kurgess. The god seeks honest challenges and competitions, which are a way to learn about one's limitations practically, but his more impulsive nature cause some conflict.

Asmodeus The Prince of Darkness teaches that using trickery to subjugate others is not only acceptable but virtuous. This use of magically enforced subjugation through infernal contracts is anathema to the Unraveling Eye.

Sivanah The goddess of illusion and mystery falls firmly opposed to Alithea. Though her teachings don't encourage malicious use of magic, illusions are inherently dishonest, if not always evil.

Norgorber Strangely, she harbors little resentment for followers of the Reaper of Reputation, as his brand of cruelty targets those who lie about their true selves, ensnaring them in their own lies. Alithea is more firmly opposed to sects of Norgorber's other aspects.

Relations with other submission demigods:

Oh my, so many archmages. Probably a tough sell for Alithea. It certainly wasn’t totally unexpected, but the idea struck me fully formed, so we’ll just have to see where the chips land.

Teras Their portfolios have little overlap, and little tension. I think Alithea would have respect for Teras, for his focus on order, and the discipline such a soldier might have.

Priella I think rather than scorn, I think Alithea would feel some respect and pity for Priella. She’s given up all her will and sense of self, though she’s done it in the interest of stopping the plans of other nefarious gods. I think there's an interesting tension with the two, where Alithea would be very interested in helping Priella free herself from the grips of the Elder Gods and find her true self again (if Priella’s player would be interested in such a plot).

Ulliaza I think this would be a contentious relationship, though not outright acrimonious. Alithea doesn’t agree with Ulliaza’s teachings but believes that Ulliaza’s actions are considered and made with purpose. The Trickery domain is more problematic for Alithea than the Chaos aspect.

Rthignynth The original version of Rth’s background was a huge issue for Alithea, but the newer version that involves less charm and compulsion is less contentious. Rth doesn’t seem to have a strong sense of self (from my reading), because he cannot take a steady form, and seems to consist of several consciences. Alithea probably wonders how Rth makes any decisions, but would certainly be wary.

Maika The fact that Maika is so clear about her goals is something Alithea can respect, though she will likely keep an eye on the godling, because her willingness to loan her magic to whoever can pay has some potentially disastrous consequences. Realistically, though, both of them have at least some focus on dispelling makes for more mechanical tension than story tension.

Kage Kurai This is certainly the toughest story match-up for Alithea. Kage Kurai has Trickery as a strong focus, and his very appearance is a deception.

Amnon’s Ties to Iomedae make his particular brand of deception far easier to swallow. While Alithea has some disagreements with Iomedean dogma, she generally views the god favorably and therefore is happy to find a way to reconcile her differences with Amnon.

Caldarel I think Alithea would view Cladarel as a rival. Though they have different portfolios, they both seem like strong mages with modest temperaments. She also respects his great focus on divination, though it is secondary to her concerns of protection.

Calaxti The focus on Madness and the sense of self so strongly tied to what is external is problematic for Alithea. She would likely seek to guide Calaxti towards himself, rather than putting all his worth into the visions he experiences.

Ranam Will probably need an update with the full submission, but the idea that Ranam is lawful and wishes to focus on crafting makes it sound like and he Alithea will get along just fine, if not have much common ground.

The Artist Aside from changing appearance regularly, the demigod seems to have little overlap either positive or negative with Alithea.

Veldrin and the two newer submissions don’t have enough information to actually make a determination yet.

Build Summary:

Alithea is the Unraveling Eye, and her foremost specialty is dispelling magic she deems harmful, and her ability to undo even the most powerful magic is a fundamental part of her skill and portfolio. She focuses on Divination and Abjuration, and generally eschews Illusion and Enchantment, though will make some exceptions for spells like Mirror Image that is more protective, and Heroism that can help bolster others. For this same reason, Alithea considers spells such as Feeblemind, Amnesia, and Baleful Polymorph anathema.

I’m looking at other player’s stats, and several of them seem so much higher. I don’t think I missed anything, but perhaps I’m wrong.

Statblock:

Alithea Human Arcanist 14 / Archmage 6
LN humanoid (human)
Init +9 Senses: Perception +16, Darkvision 60ft, Aura Sight, Arcane Sight 120ft
Aura: Lawful (strong)
Languages: Taldane, Osiriani, Kelish, Tien, Hallit, Varisian, Elven, Dwarven, Halfling, Undercommon, Azlanti, Thassilonian, Ancient Osiriani, Draconic, Sylvan, Abyssal, Celestial, Infernal, Aquan, Ignan, Auran, Terran, Protean, Aklo

Ability Scores:
Str 10 Dex 16 Con 18 Int 28 Wis 16 Cha 14
BAB +7/+2 CMB +7 CMD 20

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DEFENSES
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HP: 140
AC 20, touch 15, flat-footed 17(+3 armor +3 dex + 2 deflection +2 natural)
Fort +12 Ref +11 Will +16
Defensive Abilities Hard to Kill, Mythic Saving Throws, Improved Counterspell (exploit)

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OFFENSE
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Speed 30
Melee +10 Knobkerrie (1d6 +3 x2)
Ranged +10
Special Abilities
* Mythic Power (15/day)
* Arcane Reservoir (10 points)
* Mythic Surge +1d8
* Amazing Initiative
* Dimensional Slide
* Potent Magic
* Consume Spells
Spell Like Abilities
Divine Source
Domains: Law, Magic
Spell-Like Abilities (DC 19 1/level/day)
1st—protection from chaos, identify
2nd—align weapon (law only), magic mouth
3rd—magic circle against chaos, dispel magic
4th—order's wrath, imbue with spell ability
5th—dispel chaos, spell resistance
6th—hold monster, antimagic field
Spells Prepared
0th—9
1st—5
2nd—5
3rd—4
4th—4
5th—3
6th—2
7th—1
Spells Per Day
1st—7
2nd—6
3rd—6
4th—6
5th—6
6th—5
7th—3

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SKILLS
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Adventuring Skills
*Acrobatics (DEX) +20
Athletics (STR)
Bluff (CHA)
Diplomacy (CHA)
Disable Device (DEX)
Disguise (CHA)
Heal (WIS)
Intimidate (CHA)
*Knowledge: Arcana (INT) +26
*Knowledge: Dungeoneering (INT) +26
*Knowledge: Local (INT) +26
*Knowledge: Nature (INT) +26
*Knowledge: Planes (INT) +26
*Knowledge: Religion (INT) +26
Perception (WIS) +17
Ride (DEX)
Sense Motive (WIS) +17
*Spellcraft (INT) +26
Stealth (DEX)
Survival (WIS)
*Use Magic Device (CHA)

Background Skills
*Appraise (INT) +13
*Craft: Alchemy (INT) +13
*Craft: Books(INT) +13
*Craft: Calligraphy(INT) +13
*Craft: Carpentry(INT) +13
*Craft: Cloth(INT) +13
*Craft: Clothing(INT) +13
*Craft: Glass(INT) +13
*Craft: Leather(INT) +13
*Craft: Pottery(INT) +13
*Craft: Sculptures(INT) +13
*Craft: Ships(INT) +13
*Craft: Shoes(INT) +13
*Craft: Stonemasonry(INT) +13
Handle Animal (CHA)
*Knowledge: Engineering (INT) +13
*Knowledge: Cultures (INT) +26
*Linguistics (INT) +26
Perform (CHA)
*Profession (WIS)
Sleight of Hand (DEX)

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FEATS & SELECTIONS
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Traits
Tr: Gifted Adept (Dispel Magic)
Tr: Reactionary

Feats
Hu01: Improved Initiative
Lv01: Spell Focus (Abjuration)
Lv03: Varisian Tattoo
Vm03: Spell Specialization (Dispel Magic)
Lv05: Spell Penetration
Lv07: Dispel Focus
Vm07: Greater Dispel Focus
Lv09: Persistent Spell
Lv11: Leadership
Vm11: Destructive Dispel
Lv13: Echoing Spell

Arcanist Exploits
Ar01: Dimensional Slide
Ar03: Potent Magic
Ar05: Quick Study
Ar07: Counterspell
Ar09: Metamagic Knowledge (Quicken Spell)
Ar11: Greater Counterspell
Ar13: Counter Drain

Mythic Path Abilities
Archmage Abilities
Archmage Arcana: Wild Surge
T2: Eldritch Breath
T3: Competent Caster
T4: Divine Source (Law, Magic)
T5: Ultimate Versatility
T6: Crafting Mastery

Mythic Feats
T1: Mythic Spell Focus
T3: Mythic Spell Penetration
T5: Mythic Spell Lore

Mythic Spells
1) Dispel Magic
2) Haste
3) Plane Shift
4) Globe of Invulnerability
5) Contingency
6) Limited Wish

Spellbook:

I'll be getting a Blessed Book, so triple the expected number of spells. Those with asterisks next to them come from purchased scrolls.

Bolded Spells also have Mythic Versions

1st Level
Heightened Awareness
Expeditious Retreat
Magic Missile
Ray of Enfeeblement
Comprehend Languages
Protection from Chaos
Protection from Evil
Protection From Good
Protection from Law
Enlarge Person
Feather Fall
Liberating Command
Grease
Mindlink
Obscuring Mist
Air Bubble
Touch of the Sea
Crafter’s Fortune
Unseen Servant
Memorize Page
Speak Local Language

2nd Level
Arcane Lock
Human Potential
Investigative Mind
Blindness / Deafness
Create Pit
Darkvision
Detect Magic, Greater
False Life
Euphoric Cloud
Raven's Flight
Resist Energy
See Invisibility
*Mirror Image
*Stone Call
*Suppress Charms and Compulsions
*Web
*Make Whole

3rd Level
Dispel Magic
Haste
Arcane Sight
Aura Sight
Collaborative Thaumaturgy
Displacement
Fly
Heroism
Ray of Exhaustion
Resist Energy, Communal
Protection from Energy
Siphon Might
*Stunning Barrier, Greater
*Slow
*Tongues
*Magic Circle Against Evil
*Magic Circle Against Chaos

4th Level
Aggressive Thundercloud, Greater
Akashic Communication
Arcane Eye
Bestow Curse
Enchantment Foil
Enervation
False Life, Greater
Dimension Door
Emergency Force Sphere
Globe of Invulnerability, Lesser
Remove Curse
Dimensional Anchor
*Make Whole, Greater
*Resilient Sphere
*Scrying
*Planar Adaptation

5th Level
Overland Flight
Grand Destiny
Gravity Sphere
Mage’s Private Sanctum
Sending
Stoneskin, Communal
Teleport
Trace Teleport
Wall of Force
Break Enchantment
Cloudkill
Permanency

6th Level
Borrowed Time
Contingency
Globe of Invulnerability
Antimagic Field
Chains of Light
Curse, Major
Disintegrate
Dispel Magic, Greater
Flesh to Stone
Heroism, Greater
Stone to Flesh
Telepathy

7th Level
Limited Wish
Plane Shift
Banishment
Spell Turning
Waves of Exhaustion
Teleport, Greater

Legendary Item:

Ring of Spell Unmaking

This ring at first glance appears to be a ring of counterspells. This particular ring of counterspells was forged by The Unraveling Eye during her studies of magic craft and undoing spells. This ring holds 4 spells, and each spell can be automatically consumed to counter a version of the same spell directed at the wearer without an action, much like a ring of counterspells.

The Math: Ring of Counterspells (4000), Adding an effect to an existing a slotted item (1.5x cost). 4000 + 3*6000 = 24,000

The particulars of the ring, of course, are subject to GM discretion. Was this supposed to be a Legendary Item per the trait, or does that require taking the actual talent?

Purchases:

Below are items I’m sure I’ll wish to buy. I’ll be filling in more of my items as needed.

5000 Darkvision
5000 See Invisibility
7500 Arcane Sight
7500 Aura Sight
25,000 GP

750 5 2nd Level Scrolls (added to spellbook)
1875 5 3rd Level Scrolls (added to spellbook)
2800 4 4th Level Scrolls (added to spellbook)
5,425 GP

1500 1 Diamond
1500 1 Ivory Statuette
1000 1 Silver Mirror
1000 Diamond Dust
5000 GP

2000 Ring of Counterspells
1000 Handy Haversack
2500 Numerology Cylinder
450 Lesser Talisman of Freedom
1750 Lesser Talisman of Life’s Breath
275 Lesser Talisman of Warrior’s Courage
7975 GP

TOTAL: 42400

Into the Darklands:

Alithea first noticed something was amiss when a modest cult of hers in Nirmathas ceased to offer their prayers. As a very minor divinity, Alithea noticed that one of her cults seemed to vanish. Finding the event curious, Alithea teleported to Skelt, where she learned of a Drow raid that captured several of the town's populace, including all of Alithea's cult.

Alithea used her magic to scry one of the followers, seeing a city within the Darklands. The Darklands were not a point of particular concern for Alithea in the past, so she knew little of them. Returning to the library within the Serene Circle, Alithea was able to find a map of the Darklands and reasoned out that the city from her vision must be Zirnakaynin, due to its proximity and status as home of the Drow. Studying a map of the area Alithea returned to the material plane, and made her way straight into the Darklands, arriving a few miles outside the city.

Setting up her protective spells and her arcane eye, Alithea promptly noticed she was being followed by someone, and he lack of any sort of aura caused Alithea to be cautious. While her follower kept her distance, Alithea decided to avoid inviting any confrontation. As she approached Zirnakaynin, Alithea knew she had to find someone who had information about where her followers had been taken, though the city seemed lousy with Evil inhabitants that Alithea was not keen to trust. It was then that she was approached by a drow that seemed different from the rest.

The drow introduced herself as Ulliaza, and laid out her issue. She was also seeking out those captured in the raid this morning, as was the other who was following Alithea. After taking a few minutes to benefit from Ulliaza's knowledge of the area, and the arcane academy that the prisoners were taken to for experimentation, the Tower of Solacas.

The plan was set, Priella, the conflicted one, would cause a scene at the front, while Ulliaza and Alithea disabled protections and liberated the prisoners. The strength of the wards around the place indicated that there was a powerful caster that had set up the school's wards, so the operation best be done quickly. The pair disarmed several wards, with Alithea simply blocking off the weaker wizards that tried the stop them. Gathering the captives, Alithea and Ulliaza quickly ushered out the captives.

The unlikely group then met up and shared stories of their adventures. While Alithea knew that each of them had quite different approaches, they shared a common theme. They each then went their separate ways, to pursue their own goals, but were confident they would meet again.


Demigod:

1. What is your character? Where are they from?
Alithea grew up in Nex as a zealous devotee of Nethys. She served on a research team tasked with finding new types of weaponized magic. After some of her team's experiments led to a release of a massive amount of magical energy, Alithea tried her best to contain the energy, being the most skilled abjurer on the team, but the whole team and innocent bystanders were killed. This catastrophe rattled Alithea to her core and helped redefine Alithea's understanding of magic. Magic was now something that could be devious and dangerous, and that it must be treated with great caution, and that one must understand not only magic but how they are choosing to use it. After this revelation, she left Nex and enrolled in the Magaambya, a school known for their more cautious and different type of magic. After spending a few years exploring the magic at the Magaambya, she began to explore her divine powers moving to the Serene Circle Irori's realm, to cultivate her discipline.

2. What is your character's portfolio?
Portfolio: Truth, Protection, Magic, Self-Acceptance
Domains: Law, Magic, Knowledge, Protection
Subdomains: Purity (Law), Education (Knowledge), Thought (Knowledge)

Alithea's concerns are primarily based on truth, understanding, and protection, especially when it comes to magic. She encourages the study of magic to understand its fundamental nature and be able to see through and undo what she now sees as the duplicitous and addicting power of magic. This inspection should be aimed not only at the outside world but internally, to also understand one's self. She stands firmly opposed to Nethys's unrestricted pursuit of magic.

3. What does your character look like?
Alithea is depicted as a very average woman of her followers' race or nationality, often in simple attire, such as a plain white gown. She is often shown deep in contemplation or meditation. She is distinguished by the appearance of her holy symbol, a stylized eye emblazoned on a shattered mask.

In actuality, Alithea is a Garundi human woman with several grey streaks in her hair, which is long but often worn up in a bun. She favors plain robes rather than ostentatious robes, despite her divinity. Her appearance is intentionally left as her human self, as that is her true origin, and she does not seek to change it.

4. How did your character become a demigod?
When Alithea tried to contain the massive amount of magical energy from her cult's catastrophic experiment, Alithea was infused with a large amount of magical energy, which awakened her divine spark. Alithea refused to indulge her mythic powers at first, and spent a decade in seclusion, reflecting on her new powers and the ways to best use them. Once she understood her new powers, she set out into the world to unravel what she saw as the greatest injustices of magic.

5. Where does your character live?
Alithea primarily wanders Golarion, seeking out nefarious uses of magic and seeks to unravel them. Her teachings require considered reflection, but also demand action, so she rarely spends much time in her residences, instead preferring to take action. When she does seek rest on Golarion, she retires to her temple in Absalom (more below). She has also carved out a small portion of the Serene Circle, Irori's domain on Axis, though she only retires from the Material Plane when she seeks to reflect on particularly difficult topics.

Deity Block:

Alithea
The Unraveling Eye
Alignment LN
Areas of Concern Truth, Protection, Magic, Self-Acceptance
Domains Law, Magic, Knowledge, Protection
Subdomains Purity (Law), Education (Knowledge), Thought (Knowledge)
Favored Weapon Knobkerrie
Symbol A single eye over a cracked mask
Sacred Animal(s) Mantis Shrimp
Sacred Color(s) White

Obedience Spend an hour reflecting carefully on your past day. Think carefully about your motivations and ways you were dishonest to yourself or others. Then consider both your strengths and shortcomings in the past day.

The Cult of the Unraveling Eye:

1. Where in the verse is your cult centered?
Alithea maintains a temple in Absalom that also serves as a place she can rest when she wishes to reflect or recover. She tries to visit at least somewhat regularly to offer inspiration and guidance to her clergy to nurture the new faith that has sprung up around her.

Her biggest following is centered in the River Kingdoms and Galt, where notions of truth are particularly important yet distrust is common. Her following has grown here in recent years as Alithea has begun to challenge Razmir and his Visions.

She also has picked up supporters among the Iobane group in the Mwangi that protect the powerful Doorway to the Red Star. She has supported the group in the past for their goal of protecting a place of powerful magic.

2. What sorts of people worship you?
Alithea has two primary types of worshipers, those who have been harmed by magic or seek to keep powerful magic from being abused, and those who seek the truth, either internally or externally.

3. If your character has one, please describe your character's herald.
The only other survivor of the arcane eruption that granted Alithea her godlike powers was a gnome occultist. When the ritual grew beyond the control of the casters, he attempted to escape into the First World. He managed to escape as the most volatile magical energies erupted. Although he survived, the gnome was instantly struck with the Bleaching, and lost his memory.

Left only with his sense of his own fault for his amnesia, the gnome made his way to the closest city in the First World, Anophaeus, hoping that he might discover the truth of his past in dreams. After several years in Anophaeus, he was granted a vision which sent him on a journey to the Serene Circle, where he believed someone in Irori's realm would be able to help him regain his past.

It was there that the gnome found Alithea, still very early in her initial reflections and trying to understand her newfound abilities. Though she and the gnome were never close, she recognized the gnome. She convinced The Old Man, with whom she was training, to help the gnome uncover his memories. Irori's herald produced a tome, containing all the gnome's life and knowledge, including what he had lost. With his past now within his grasp, the gnome was afraid of facing it. It was at this moment that Alithea came up with the Rememorization. She called over a scrivenite from Irori's archives and had it strip away her knowledge, producing a tome similar to the gnome's, offering to undergo the experience with the gnome. Touched, the gnome read his tome, and relearned of his past, as an adventurer and follower of Nethys. Understanding the gravity of his mistakes, and the difficult experience Alithea went through with him, he denounced his old life, and took up the name Bookworm, becoming Alithea's first follower.

When Alithea established her temple in Absalom, Bookworm took on the role of her herald and high priest. His service to Alithea is focused on the location, neutralization, and destruction of dangerous magical artifacts. He carries with him a tome almost as big as him containing the record of his former life.

I wrote this before I saw your comment about builds. I was imagining a Tome Devourer Occultist using his life tome as his implement. You can do whatever, but I really loved this idea.

A Priest's Role
Priests tend to have different roles depending on whether they adventure, or ministers to a congregation.

Adventuring followers of Alithea tend to be focused on ending the abuses of magic, and often have magic heavily focused in Divination and Abjuration to see through the nefarious uses of magic. Adventuring worshippers of Alithea are often paladins, warpriests, clerics, or monks, though lawful casters of other persuasions turn to Alithea when they seek to use their magic responsibly.

The few ministers of Alithea that have formed cults in their towns or cities come from all walks of life, usually focusing less on Alithea's concerns around magic, and instead focusing on helping their congregation understand and accept themselves, serving as some of Golarion's first therapists. Alithea's cult does not have group rituals for prayers, though, for those who wish, her priests will also run group therapy sessions.

Rites
Cruelties of Magic This rite involves intentionally subjugating one's self to nefarious uses of magic to remember the pain and power of such magic. Usually, this involves enchantments, particularly of the compulsion and charm subschools, as well as illusions and in some circles, even transmutations are included. This rite is often undertaken by members of the clergy that have not suffered at the hands of magic before.

Rememorization This is a particularly extreme rite that only the most dedicated followers of Alithea seek out. They seek to replicate a most extreme method of self-reflection she sometimes uses, having a scrivenite strip their history bare so that they may absorb their unbiased truth and reflect on what it means about them. The requirement for summoning an outsider limits this to followers with access to more powerful spellcasting.

Holidays
Summary Day This falls on the last day of the year (31st of Kuthona). Though the idea that a new year is an opportunity to start anew, this day demands introspection over the past year, and an honest reckoning of one's strengths and weaknesses. Alithea does not demand any particular dedication to improve in the new year, instead only seeking understanding of one's self.

Aphorisms
The truth is blinding This particular aphorism is used both as an admonishment of deceivers, but also as an encouragement to initiates that struggle to see themselves honestly.

Doubt with vigilance This saying is used to caution people who seem to be acting recklessly, encouraging them to reconsider somewhere they've placed their trust or a course of action.

Understanding before mastery Alithea's experiences with magic has taught her the dangers of getting lost in the pursuit of a goal. Self-possession and a clear mind are needed before a skill can be wielded effectively.

Paladin Code:

Alithea is one of the few neutral gods that actively seeks paladins. Though she encourages all to know themselves, whether Good or Evil, she accepts that paladins are most likely to help cut through the sinister uses of magic for the purposes of deception or subjugation. Though her paladins lack some of the absolute conviction of other paladins, they rarely are wracked with the same uncertainty other paladins face.
• I must know my own self and my resolve. I cannot help others without knowing my own strength and purpose.
• I will seek out the truth of what is, and expose that which is not. I will not suffer deception.
• I will protect those who cannot protect themselves from magic.
• Understanding is the greatest gift I can give. I will strive to help others understand themselves.

Relations with other gods:

Nethys The reckless use of magic promoted by Nethys as well as his favoring the idea of dualities, rather than balancing opposing forces have lead Alithea to have a vehement opposition to Nethys.

Irori The focus on knowledge and self-perfection make Irori a natural ally for Alithea, though her teachings of acceptance rather than refined perfection are a point of contention between the two. She views Irori as a mentor who pushes her to improve herself.

Gozreh Alithea admires Gozreh tremendously. Gozreh's role as the force of nature is a pure and fundamental understanding that it makes her envious at times. She considers Gozreh as a mentor in her aspect of self-understanding, and for representing the natural world in its purest form.

Abadar Alithea strongly admires the restraint and consideration implied by Abadar's teachings of putting the society first. She admires the god, though she offers guidance to his followers that have trouble reconciling what is expected by society with what they want.

Shelyn Art is a powerful form of self-expression and is often used as a means of self-exploration, causing Alithea to have a respect for Shelyn's push for art. Though she does not care much about the art itself.

Kurgess His push to have his followers face ever-newer challenges gives Alithea a difficult relationship with Kurgess. The god seeks honest challenges and competitions, which are a way to learn about one's limitations practically, but his more impulsive nature cause some conflict.

Asmodeus The Prince of Darkness teaches that using trickery to subjugate others is not only acceptable but virtuous. This use of magically enforced subjugation through infernal contracts is anathema to the Unraveling Eye.

Sivanah The goddess of illusion and mystery falls firmly opposed to Alithea. Though her teachings don't encourage malicious use of magic, illusions are inherently dishonest, if not always evil.

Norgorber Strangely, she harbors little resentment for followers of the Reaper of Reputation, as his brand of cruelty targets those who lie about their true selves, ensnaring them in their own lies. Alithea is more firmly opposed to sects of Norgorber's other aspects.

Relations with other submission demigods:

Oh my, so many archmages. Probably a tough sell for Alithea. It certainly wasn’t totally unexpected, but the idea struck me fully formed, so we’ll just have to see where the chips land.

Teras Their portfolios have little overlap, and little tension. I think Alithea would have respect for Teras, for his focus on order, and the discipline such a soldier might have.

Priella I think rather than scorn, I think Alithea would feel some respect and pity for Priella. She’s given up all her will and sense of self, though she’s done it in the interest of stopping the plans of other nefarious gods. I think there's an interesting tension with the two, where Alithea would be very interested in helping Priella free herself from the grips of the Elder Gods and find her true self again (if Priella’s player would be interested in such a plot).

Ulliaza I think this would be a contentious relationship, though not outright acrimonious. Alithea doesn’t agree with Ulliaza’s teachings but believes that Ulliaza’s actions are considered and made with purpose. The Trickery domain is more problematic for Alithea than the Chaos aspect.

Rthignynth The original version of Rth’s background was a huge issue for Alithea, but the newer version that involves less charm and compulsion is less contentious. Rth doesn’t seem to have a strong sense of self (from my reading), because he cannot take a steady form, and seems to consist of several consciences. Alithea probably wonders how Rth makes any decisions, but would certainly be wary.

Maika The fact that Maika is so clear about her goals is something Alithea can respect, though she will likely keep an eye on the godling, because her willingness to loan her magic to whoever can pay has some potentially disastrous consequences. Realistically, though, both of them have at least some focus on dispelling makes for more mechanical tension than story tension.

Kage Kurai This is certainly the toughest story match-up for Alithea. Kage Kurai has Trickery as a strong focus, and his very appearance is a deception.

Amnon’s Ties to Iomedae make his particular brand of deception far easier to swallow. While Alithea has some disagreements with Iomedean dogma, she generally views the god favorably and therefore is happy to find a way to reconcile her differences with Amnon.

Caldarel I think Alithea would view Cladarel as a rival. Though they have different portfolios, they both seem like strong mages with modest temperaments. She also respects his great focus on divination, though it is secondary to her concerns of protection.

Calaxti The focus on Madness and the sense of self so strongly tied to what is external is problematic for Alithea. She would likely seek to guide Calaxti towards himself, rather than putting all his worth into the visions he experiences.

Ranam Will probably need an update with the full submission, but the idea that Ranam is lawful and wishes to focus on crafting makes it sound like and he Alithea will get along just fine, if not have much common ground.

The Artist Aside from changing appearance regularly, the demigod seems to have little overlap either positive or negative with Alithea.

Veldrin and the two newer submissions don’t have enough information to actually make a determination yet.

Build Summary:

Alithea is the Unraveling Eye, and her foremost specialty is dispelling magic she deems harmful, and her ability to undo even the most powerful magic is a fundamental part of her skill and portfolio. She focuses on Divination and Abjuration, and generally eschews Illusion and Enchantment, though will make some exceptions for spells like Mirror Image that is more protective, and Heroism that can help bolster others. For this same reason, Alithea considers spells such as Feeblemind, Amnesia, and Baleful Polymorph anathema.

I’m looking at other player’s stats, and several of them seem so much higher. I don’t think I missed anything, but perhaps I’m wrong.

Statblock:

Alithea Human Arcanist 14 / Archmage 6
LN humanoid (human)
Init +9 Senses: Perception +16, Darkvision 60ft, Aura Sight, Arcane Sight 120ft
Aura: Lawful (strong)
Languages: Taldane, Osiriani, Kelish, Tien, Hallit, Varisian, Elven, Dwarven, Halfling, Undercommon, Azlanti, Thassilonian, Ancient Osiriani, Draconic, Sylvan, Abyssal, Celestial, Infernal, Aquan, Ignan, Auran, Terran, Protean, Aklo

Ability Scores:
Str 10 Dex 16 Con 18 Int 28 Wis 16 Cha 14
BAB +7/+2 CMB +7 CMD 20

--------------------
DEFENSES
--------------------
HP: 140
AC 20, touch 15, flat-footed 17(+3 armor +3 dex + 2 deflection +2 natural)
Fort +12 Ref +11 Will +16
Defensive Abilities Hard to Kill, Mythic Saving Throws, Improved Counterspell (exploit)

--------------------
OFFENSE
--------------------
Speed 30
Melee +10 Knobkerrie (1d6 +3 x2)
Ranged +10
Special Abilities
* Mythic Power (15/day)
* Arcane Reservoir (10 points)
* Mythic Surge +1d8
* Amazing Initiative
* Dimensional Slide
* Potent Magic
* Consume Spells
Spell Like Abilities
Divine Source
Domains: Law, Magic
Spell-Like Abilities (DC 19 1/level/day)
1st—protection from chaos, identify
2nd—align weapon (law only), magic mouth
3rd—magic circle against chaos, dispel magic
4th—order's wrath, imbue with spell ability
5th—dispel chaos, spell resistance
6th—hold monster, antimagic field
Spells Prepared
0th—9
1st—5
2nd—5
3rd—4
4th—4
5th—3
6th—2
7th—1
Spells Per Day
1st—7
2nd—6
3rd—6
4th—6
5th—6
6th—5
7th—3

--------------------
SKILLS
--------------------

Adventuring Skills
*Acrobatics (DEX) +20
Athletics (STR)
Bluff (CHA)
Diplomacy (CHA)
Disable Device (DEX)
Disguise (CHA)
Heal (WIS)
Intimidate (CHA)
*Knowledge: Arcana (INT) +26
*Knowledge: Dungeoneering (INT) +26
*Knowledge: Local (INT) +26
*Knowledge: Nature (INT) +26
*Knowledge: Planes (INT) +26
*Knowledge: Religion (INT) +26
Perception (WIS) +17
Ride (DEX)
Sense Motive (WIS) +17
*Spellcraft (INT) +26
Stealth (DEX)
Survival (WIS)
*Use Magic Device (CHA)

Background Skills
*Appraise (INT) +13
*Craft: Alchemy (INT) +13
*Craft: Books(INT) +13
*Craft: Calligraphy(INT) +13
*Craft: Carpentry(INT) +13
*Craft: Cloth(INT) +13
*Craft: Clothing(INT) +13
*Craft: Glass(INT) +13
*Craft: Leather(INT) +13
*Craft: Pottery(INT) +13
*Craft: Sculptures(INT) +13
*Craft: Ships(INT) +13
*Craft: Shoes(INT) +13
*Craft: Stonemasonry(INT) +13
Handle Animal (CHA)
*Knowledge: Engineering (INT) +13
*Knowledge: Cultures (INT) +26
*Linguistics (INT) +26
Perform (CHA)
*Profession (WIS)
Sleight of Hand (DEX)

--------------------
FEATS & SELECTIONS
--------------------

Traits
Tr: Gifted Adept (Dispel Magic)
Tr: Reactionary

Feats
Hu01: Improved Initiative
Lv01: Spell Focus (Abjuration)
Lv03: Varisian Tattoo
Vm03: Spell Specialization (Dispel Magic)
Lv05: Spell Penetration
Lv07: Dispel Focus
Vm07: Greater Dispel Focus
Lv09: Persistent Spell
Lv11: Leadership
Vm11: Destructive Dispel
Lv13: Echoing Spell

Arcanist Exploits
Ar01: Dimensional Slide
Ar03: Potent Magic
Ar05: Quick Study
Ar07: Counterspell
Ar09: Metamagic Knowledge (Quicken Spell)
Ar11: Greater Counterspell
Ar13: Counter Drain

Mythic Path Abilities
Archmage Abilities
Archmage Arcana: Wild Surge
T2: Eldritch Breath
T3: Competent Caster
T4: Divine Source (Law, Magic)
T5: Ultimate Versatility
T6: Crafting Mastery

Mythic Feats
T1: Mythic Spell Focus
T3: Mythic Spell Penetration
T5: Mythic Spell Lore

Mythic Spells
1) Dispel Magic
2) Haste
3) Plane Shift
4) Globe of Invulnerability
5) Contingency
6) Limited Wish

Spellbook:

I'll be getting a Blessed Book, so triple the expected number of spells. Those with asterisks next to them come from purchased scrolls.

Bolded Spells also have Mythic Versions

1st Level
Heightened Awareness
Expeditious Retreat
Magic Missile
Ray of Enfeeblement
Comprehend Languages
Protection from Chaos
Protection from Evil
Protection From Good
Protection from Law
Enlarge Person
Feather Fall
Liberating Command
Grease
Mindlink
Obscuring Mist
Air Bubble
Touch of the Sea
Crafter’s Fortune
Unseen Servant
Memorize Page
Speak Local Language

2nd Level
Arcane Lock
Human Potential
Investigative Mind
Blindness / Deafness
Create Pit
Darkvision
Detect Magic, Greater
False Life
Euphoric Cloud
Raven's Flight
Resist Energy
See Invisibility
*Mirror Image
*Stone Call
*Suppress Charms and Compulsions
*Web
*Make Whole

3rd Level
Dispel Magic
Haste
Arcane Sight
Aura Sight
Collaborative Thaumaturgy
Displacement
Fly
Heroism
Ray of Exhaustion
Resist Energy, Communal
Protection from Energy
Siphon Might
*Stunning Barrier, Greater
*Slow
*Tongues
*Magic Circle Against Evil
*Magic Circle Against Chaos

4th Level
Aggressive Thundercloud, Greater
Akashic Communication
Arcane Eye
Bestow Curse
Enchantment Foil
Enervation
False Life, Greater
Dimension Door
Emergency Force Sphere
Globe of Invulnerability, Lesser
Remove Curse
Dimensional Anchor
*Make Whole, Greater
*Resilient Sphere
*Scrying
*Planar Adaptation

5th Level
Overland Flight
Grand Destiny
Gravity Sphere
Mage’s Private Sanctum
Sending
Stoneskin, Communal
Teleport
Trace Teleport
Wall of Force
Break Enchantment
Cloudkill
Permanency

6th Level
Borrowed Time
Contingency
Globe of Invulnerability
Antimagic Field
Chains of Light
Curse, Major
Disintegrate
Dispel Magic, Greater
Flesh to Stone
Heroism, Greater
Stone to Flesh
Telepathy

7th Level
Limited Wish
Plane Shift
Banishment
Spell Turning
Waves of Exhaustion
Teleport, Greater

Legendary Item:

Ring of Spell Unmaking

This ring at first glance appears to be a ring of counterspells. This particular ring of counterspells was forged by The Unraveling Eye during her studies of magic craft and undoing spells. This ring holds 4 spells, and each spell can be automatically consumed to counter a version of the same spell directed at the wearer without an action, much like a ring of counterspells.

The Math: Ring of Counterspells (4000), Adding an effect to an existing a slotted item (1.5x cost). 4000 + 3*6000 = 24,000

The particulars of the ring, of course, are subject to GM discretion. Was this supposed to be a Legendary Item per the trait, or does that require taking the actual talent?

Purchases:

Below are items I’m sure I’ll wish to buy. I’ll be filling in more of my items as needed.

5000 Darkvision
7500 Arcane Sight
7500 Aura Sight
20,000 GP

750 5 2nd Level Scrolls (added to spellbook)
1875 5 3rd Level Scrolls (added to spellbook)
2800 4 4th Level Scrolls (added to spellbook)
5,425 GP

1500 1 Diamond
1500 1 Ivory Statuette
1000 1 Silver Mirror
1000 Diamond Dust
5000 GP

2000 Ring of Counterspells
1000 Handy Haversack
2500 Numerology Cylinder
450 Lesser Talisman of Freedom
1750 Lesser Talisman of Life’s Breath
275 Lesser Talisman of Warrior’s Courage
7975 GP

TOTAL: 38400


Out of town this weekend, which makes formatting Alithea's block hard. Should have her sheet together within a few days.


I started writing, and then I just kept going. Here is Alithea, the Unraveling Eye.

Demigod:

1. What is your character? Where are they from?
Alithea grew up in Nex as a zealous devotee of Nethys. She served on an research team tasked with finding new types of weaponized magic. After some of her team's experiments led to a release of a massive amount of magical energy, Alithea tried her best to contain the energy, being the most skilled abjurer in the cult, but several of the members of the cult, and innocent bystanders were killed. This catastrophe, helped redefine Alithea's understanding of magic, that it can be devious and dangerous, and that it must be treated with great caution, and that one must understand not only magic, but how they are choosing to use it. After this revelation, she left Nex and enrolled in the Magaambya, to learn to wield magic differently.

2. What is your character's portfolio?
Portfolio: Truth, Protection, Magic, Self-Acceptance
Domains: Law, Magic, Knowledge, Protection
Subdomains: Purity (Law), Education (Knowledge), Thought (Knowledge)

Alithea's concerns are primarily based on truth, understanding, and protection, especially when it comes to magic. She encourages the study of magic to understand its fundamental nature, and be able to see through and undo what she now sees as the often duplicitous and addicting power of magic. This inspection should be aimed not only at the outside world, but internally, to best understand one's true self. She stands opposed to Nethys's unrestricted pursuit of magic.

3. What does your character look like?
Alithea is often depicted as a very average woman of her followers' race or nationality, often in simple attire, such as a plain white gown. She is often shown deep in contemplation or meditation. She is distinguished by the appearance of her holy symbol, a stylized eye emblazoned on a shattered mask.

In actuality, Alithea is a Garundi human woman with several grey streaks in her hair, which is long, but often worn up in a bun. She favors plain robes rather than ostentatious robes, despite her divinity. Her appearance is intentionally left as her human self, as that is her true origin, and she does not seek to change it.

4. How did your character become a demigod?
When she tried to contain the massive amount of magical energy from the catastrophic experiment, Alithea was able to awaken her divine spark. Alithea refused to indulge her mythic powers at first, and spent a decade in seclusion, reflecting on her new powers and the ways to best use them. Once she understood her new powers, she set out into the world to unravel what she saw as the greatest injustices of magic.

5. Where does your character live?
Alithea primarily wanders Golarion, seeking out nefarious uses of magic and seeks to unravel them. Her teachings require considered reflection, but also demand action, so she rarely spends much time in her residences. When she does seek rest on Golarion, she retires to her temple in Absalom (more below). She has also carved out a small portion of the Serene Circle, Irori's domain on Axis, though she only retires from the Material Plane when she seeks to reflect on particularly difficult topics.

Deity Block:

Alithea
The Unraveling Eye

Alignment LN
Areas of Concern Truth, Protection, Magic, Self-Acceptance
Domains Law, Magic, Knowledge, Protection
Subdomains Purity (Law), Education (Knowledge), Thought (Knowledge)
Favored Weapon Quarterstaff
Symbol A single eye over a cracked mask
Sacred Animal(s) Mantis Shrimp
Sacred Color(s) White

Obedience Spend an hour reflecting carefully on your past day. Think carefully about your motivations and ways you were dishonest to yourself or others. Then consider both your strengths and shortcomings in the past day.

The Cult of the Unraveling Eye:

1. Where in the verse is your cult centered?
Alithea maintains a temple in Absalom, though her work has caused her to travel throughout Golarion. Her biggest following is centered in the River Kingdoms and Galt, where notions of truth are particularly important yet distrust is common.

2. What sorts of people worship you?
Alithea has two primary types of worshipers, those who have been harmed by magic, and those who seek truth, either internally or externally.

3. If your character has one, please describe your character's herald.
Alithea's herald is The Scribe, a unique Scrivenite. The creatures are known for their dutiful recollection of the truth without bias or interpretation. When Alithea seeks to reflect deeply, she has The Scribe strip her life into a soul tome and reabsorb her knowledge and life.

Rites
Cruelties of Magic - This rite involves intentionally subjugating one's self to nefarious uses of magic to remember the pain and power of such magic. Usually this involves enchantments, particularly of the compulsion and charm subschools, as well as illusions and in some circles, even transmutations are included. This rite is often undertaken by clergy that have not suffered at the hands of magic before.

Remembrance - This is a particularly extreme rite that only the most dedicated followers of Alithea seek out. They seek to replicate her extreme method of self reflection, having a scrivenite strip their history bare so that they may absorb their unbiased truth and reflect on what it means about them. The requirement for summoning an outsider limits this to followers with access to more powerful spellcasting.

Holidays
Summary Day - This falls on the last day of the year (31st of Kuthona). Though the idea that a new year is an opportunity to start anew, this day demands introspection over the past year, and an honest reckoning of one's strengths and weaknesses. Alithea does not demand any particular dedication to improve in the new year, instead only seeking understanding of one's self.

Aphorisms
The truth is blinding - This particular aphorism is used both as an admonishment of deceivers, but also as encouragement to initiates that struggle to see themselves honestly.

Doubt with vigilance - This saying is used to caution people who seem to be acting recklessly, instead encouraging them to reconsider somewhere they've placed their trust or a course of action.

Understanding before mastery - Alithea's experiences with magic have taught her the dangers of getting lost in pursuit of a goal. Self-possession and a clear mind are needed before a skill can be wielded effectively.

Paladin Code:

Alithea is one of the few neutral gods that actively seeks paladins. Though she encourages all to know themselves, whether Good or Evil, she accepts that paladins are most likely to help cut through the more evil uses of magic for the purposes of deception. Though her paladins lack some of the absolute conviction of other paladins, they rarely are wracked with the same uncertainty of other paladins.

• I must know my own self and my resolve. I cannot help others without my own strength.
• I will seek out the truth of what is, and expose that which is not. I will not suffer deception.
• I will protect those who cannot protect themselves from magic.
• Understanding is the greatest gift I can give. I will strive to help others understand themselves.

Relations with other gods:

Nethys - The reckless use of magic promoted by Nethys as well as his favoring the idea of dualities, rather than balancing opposing forces have lead Alithea to have a vehement opposition to the god of magic.

Irori - The focus on knowledge and self-perfection make Irori a natural ally for Alithea, though her teachings of acceptance rather than refined perfection are a point of contention between the two. She views Irori as a mentor who pushes her to improve herself.

Gozreh - Alithea admires Gozreh tremendously. Gozreh's role as the force of nature is a pure and fundamental understanding that it makes her envious at times. She considers Gozreh as a mentor in her aspect of self-understanding, and for representing the natural world in its barest form.

Shelyn - Art is a powerful form of self-expression, and is often used as a means of self-exploration, causing Alithea to have a respect for Shelyn's push for art. Alithea's lack of reverence for the actual art produced causes some difficulties among the two.

Kurgess - His push to have his followers face ever-newer challenges gives Alithea a difficult relationship with Kurgess. The god seeks honest challenges and competitions, which are a way to learn about one's limitations practically, but his more impulsive nature cause some tension.

Gods of Trickery - Alithea's central tenant of truth place her in opposition to any god with trickery in their portfolio. Some specifics are called out below.

Asmodeus - The Prince of Darkness teaches that using trickery to subjugate others is not only acceptable, but virtuous. This use of magically enforced subjugation through infernal contracts is anathema to the Unraveling Eye.

Sivanah - The goddess of illusion and mystery falls firmly opposed to Alithea. Though her teachings don't encourage malicious use of magic, illusions are inherently dishonest, if not always evil.

Norgorber - Strangely, she harbors little resentment for followers of the Reaper of Reputation, as his brand of cruelty targets those who lie about their true selves, ensnaring them in their own lies.


My friend TigerClaw and I came up with our pitch. Before getting too into the details, we wanted to give you a quick outline, and get some feedback.

Eighteen months ago The Kraken's Eye sank, along with tens of thousands of gold pieces. The gold belonged to the Church of Abadar, going from Varisia to Absalom as a pay-off on a loan. Due to a predatory contract, the sole surviving officer of the ship in now on the hook for the full amount. Unable to pay off the debt, the officer is now indentured the Church of Abadar. The Church determined his skills would best be put to use assisting the inquisitor who tracked him down on the streets of Vyre. Now they travel the Inner Sea hunting elusive debtors.

We were thinking an episodic adventure spanning the Inner Sea, where different missions take us to different locales in pursuit of high-value targets. Ideally, the differing methods of the Abadaran Inquisitor and the Besmaran sailor will both be required to achieve the same goal, and different settings will shake up the dynamic. These differences don't necessarily have to be religious or contentious; we are imagining the Abadaran will be very methodical and tactical, whereas the sailor will be more focused on social and deceptive methods.

For example, their skills will line up differently if were hunting down a disgraced merchant in Egorian versus tracking down a Varisian gang member in Korvosa.


I'd like to introduce in my Gillman Paladin of the Cascade, Ohlen.
(I prefer not to create aliases unless I actually get accepted, if that's okay.)

Background:

NOTE: Ohlen has no proper last name intentionally. From what I can see from Paizo sources, Azlanti did not use last names, and the Gillmen see themselves as the successors of Azlant.

Ohlen grew up in Escadar, in one of the few Gillman populations across Golarion. Though Ohlen knew Gillmen were considered strange from her trips into Absalom, Escadar never felt like home. The whole city was based on vice and money from sailors on leave looking to blow their earnings. It wasn't until Ohlen heard a cleric of Abadar preaching on the streets that she was able to place her discomfort with the city, it was hollow. There was no real trade, civilization, no virtue.

Ohlen dedicated herself to learning the teachings of Abadar, and offering herself to his service. During her studies, Ohlen saw a distant land, one of promise and desire for freedom and in need of infrastructure. Nirmathas, with its weak government and resilient spirit was in desperate need of Abadar's aid. With demand for infrastructure and protection of trade along a weak central government, Ohlen had finally found her divine calling.

After preparing herself, Ohlen set out to Nirmathas. Her belief that coming to the country was part of her divine mission was vindicated when she arrived in Tamran mere days after the last Molthuni invaders had been kicked out from their most recent incursion. With so much work to do to rebuild, Ohlen spent several straight months in Tamran. It was during this time, the young Ohlen became acquainted with the locals, particularly Arianelle.

Helping the locals rebuild their homes, and staying through her first Archerfeast made Nirmathas feel like home, and filled Ohlen with a sense of belonging. After the rebuild was complete, though, that she once again felt that lack of divine purpose, the lack Abadar's spark within her. To sate the itch, Ohlen signed up with river traders to help protect their cargo. Nirmathas's weak central government has left the waterways with inadequate protection. Protecting this cargo was Ohlen's first foray into real combat, and it was through her accomplishments that Abadar saw fit to bestow her with his power.

Now a Paladin, Ohlen made it her mission to root out river pirates, travelling up and down the Marideth River, striking at the bandits, but always returning to Tamran and treating it as home. Through several years of training, Ohlen had grown strong enough to strike a meaningful blow to the pirates, and the rivers are now safer than they ever were before.

Personality:

Ohlen is driven by her service to Abadar and the people of Tamran. Though she was initially a visitor in this town, it has become her home, and the never ending rebuilding has given her no reason to leave the town. She is often impatient with those loathe to help their town, a notion that helps endear her to the Erastilians in town that were initially weary of her devotion to the Golden God.

Ohlen is a fierce warrior who uses her unique abilities to gain an edge over unsuspecting foes, more concerned with protecting her charges than indulging the notion of fighting fair.

GM Note:

Other Notes:
Paladins of the Cascade can create pools of water and drop enemies in them. This has its own rules, that I'm happy to mostly track, but it does introduce rules that are not part of the game into the mix. Of course, that's the kind of thing that requires some GM buy-in.


Alright, I've thought up a pitch. It's still rough, and there will be several details to fill out, but I want to see the GM's reaction. There are already several characters that are focused on research, so I wanted to focus on something that is less common, but seems like a good fit for this game. I plan to dig into some of the available information on the area to fill out the details if the pitch sounds great.

I want to play a Gillman Paladin of the Cascade. This character would have grown up on rivers of the area, often helping out with scouting and protecting from any hazardous creatures either in the water or on the land. I think Kurgess would be the god of choice, giving an excellent reason to be interested in these games and a stronger connection to Arianell, as someone known for her dance.

Most likely trait would be Guardian Librarian if I lean into the protecting the riverways life before.

Mechanically, I think the Paladin of the Cascade is neat, and looking at the map of Nirmathas, there are several major rivers, making Nirmathas a place that would likely house such a Paladin, and Gillmen seems to bring together a holistic package. They also won't die when dungeon delving, which is really a rather major selling point of the race / class combo.

Lastly, this character will likely only come in at 10 WIS because Gillmen come with a penalty to WIS, but being a Paladin and the racial resistance to enchantment (oh god please don't let it be Aboleths), is going to put me in a solid place nonetheless.


DM Azure_Zero wrote:
yiannisph wrote:

....

Swashbuckler has the best flavor fit, but I think getting Martial Flexibility of a Brawler or the Rogue Talents of a Slayer also have good synergy

...

Those Classes Can't be used

Indeed they can't. I spent all my time thinking about the PRC, and was less worried about the base. With regards to source limitations, is that just for class, or are feats and traits similarly limited?


I'd be interested in playing a Darechaser. The normal classes will be some amalgam of martial classes. I haven't ever considered entering a PrC at 3 before, so I think I'd have to see exactly what it looks like. Swashbuckler has the best flavor fit, but I think getting Martial Flexibility of a Brawler or the Rogue Talents of a Slayer also have good synergy

Darechasers are ambitious and mechanically rewarded for picking a course of action that isn't certain to succeed and have some unique abilities. Hail The Flexing Arm!

I'd be looking at a full build when I see the new requirements.


Is Advanced Weapon and Armor Training fair game? They both help make the Fighter a valuable pairing.

Not sure since they're optional add-ons to Fighters.


Dotting in as this sounds kind of interesting, and I'd like to ask some further questions.

When I first heard the game setting, a Druid immediately stood out to me. Investigating land ravaged by nature could certainly enjoy the a Druid. Reading about the past though, and the existence of thaumaturges way in the past, it seemed like a good opportunity for a Halcyon Druid. I recognize Halcyon Druids are tied to the Magaambya in the Mwangi Expanse, and their own particular tradition of magic. But their style seems in line with the idea of these old thaumaturges, perhaps as the druid gains levels they can learn / discover old Vedan Thaumaturgical secrets

If I understand the story correctly, this character would most likely be close to / a member of the Ved family and could be sent on the mission on their behalf. Moreso, I like the Halcyon Druid here because it's less of a "wild" Druid and more built into society, which fits the concept I have in mind and that Agridruids exist for Veda. I was going to lean into the idea of a scholar druid with a Wizard VMC (if those are allowed) and having an at least modest INT.

These were just some quick thoughts, but it makes some assumptions and uses some materials that need to be fit to the setting, so I wanted to run it by you before figuring out the details of the character.


Good luck everyone. I have to say though, so far my Pathfinder experience has involved 0 cookies. I need an old lady to give my players cookies as thanks. That feels nice and heartwarming.


I took a few liberties with year for the story below, but I hope it helps tell you about Vitus, and we can adjust accordingly.

The Path to Wheldrake (Vignette):

"Six shots of whiskey," asked Vitus, sitting at the bar of the Gilded Blade in Yanmass. The bartender raises his brow at the request, he saw the short man walk in alone moments ago. "All those for you?" the bartender asks, concerned. "Yes and no," Vitus responds, adding confusion to the bartender's concern. Noticing the bartender's reservations, Vitus reaches into his pouch and drops a gold piece per shot on the table. The bartender snatches them up, lines up the shots and pours out the whiskey. Vitus grabbs the first glass and downs it, muttering "Vitoria". Then another, muttering "Ianus". Then "Menas", "Aurelia", "Icilla", and with his last shot "Sparus".

"That's quite a lot of names... and drinks," chimes a voice from a couple seats down, "New loss or old?" The speaker wore plainclothes and was well into his middle age, but his bearing and his scars are testaments to his years as an adventurer. "I think about my traveling companions a lot, I have a tattoo for every one I've lost," said the man, raising his sleeve. Beneath the sleeve are tattoos that form rings around his arm, eight in total. "How'd you lose them?"

"They're not really gone," Vitus corrects the verteran adventurer, "I carry them with me." Noticing the adventurer didn't understand what he meant, Vitus continued, "They died in Worldwound. We were in the Fifth Crusade together, we got grouped together early on at Fort Clearwater. The lot of them were old friends from Wheldrake, an adventuring party that wanted to save the world. I was just a pickpocket that signed up to save his ass when he got pinched." Vitus looked down at the empty glasses in front of him and a morose chuckle escaped his lips. "But here I am, and they're all dead... what a waste. I figured the least I could do after the Crusade was to bring them home, give them proper rest."

Vitus sits up in his stool, feeling the alcohol set it. "Fate is a funny thing, though. As I was making my to bring my companions home, I noticed a posting outside a guard precinct looking for a sheriff for Wheldrake. The coincidence was uncanny, it felt like a sign from Desna herself! The bureaucrats gave me the job straight away once they heard I was in the Crusade... Sounds like nobody else wanted it. Tomorrow I head out to Wheldrake to see what I've signed up for." Vitus's shoulders slumped at the thought, and then the rest of his body followed as the small man passed out from the alcohol setting in.

--FIVE DAYS LATER--

Vitus could make out a small town off in the distance. According to his map and a few merchant caravan's he passed, he finally made it to Wheldrake. The rugged hills made the trip from Yanmass rather long. Numerous times along the trip, Vitus reconsidered his decision to take on the post in Wheldrake. This town has nothing for me, I've never even seen it. Not to mention, I have no idea what idiot thought I would make a proper lawman, he would think repeatedly, but then his stomach would turn with guilt and his heart would ache.

While it was true Vitus had never set foot in Wheldrake, or grown up anywhere near it, it had grown near and dear to his heart. He could even make out some of the larger buildings in the frontier town. Vitus's thoughts reached out, his hands gliding over a select few of his belongings, "I finally brought you home, friends." With that thought Vitus reviewed the memories he had of the town, and though none were his, it started to feel like home.

Backstory:

Most of this is covered in the vignette, but I'm adding some details here.

Vitus himself grew up in Egorian. His youth was spent picking pockets and running small cons to make ends meet. The practice served him well as a child; he made enough coin to eat and put a roof over his head, even if he had to bounce in and out of detention repeatedly. As soon as Vitus hit adulthood at 15, he was nabbed by the dottari immediately. His past crimes were not forgotten, and his punishment as an adult would be swift and harsh. Vitus saw the Crusade as literal 'get out of jail' option and a chance to put Egorian behind him. He volunteered for the crusaders and was on the next caravan to Mendev.

The Worldwound was a strange place for Vitus. Fort Clearwater was filled with restless souls, and it was here that he discovered his psychic abilities. He would commune with spirits nobody else could notice, learning from their knowledge and bolstering the meager training he received before deploying.

It was on his first platoon that Vitus met the adventurers from Wheldrake (see Wheldrake Crusaders below). The group was rough around the edges, especially to Vitus's Egorian-tuned sense of decorum, but skilled. Their experience and friendly demeanor really brought the platoon together and raised morale. Together his platoon took on several dangerous expeditions successfully.

After numerous successful missions, the platoon began to work fluidly together. Success in the Worldwound is often fleeting, and the reality of the war against the demons first set in when Vitoria was struck dead. Seeing Vitoria struck down, Vitus suddenly understood how to call her spirit, and use it to guide him during battle, striking down the demon that felled her. Suddenly understanding the nature of his abiltiies, Vitus bound Vitoria's spirit to her axe, where he could call on her to help him fight. Then Menas fell and Vitus bound him to his bonded ring.

In one fateful battle, the team was sent to deal with a suspected demon in a small village. It was supposed to be an easy assignment; a break after their recent losses. However, but the village was a trap, already overrun with demons. It was here that most of Vitus's platoon met their end. With all his platoon dead and the battle inevitably lost, Vitus impaled himself on his blade and laid in a pool of his own blood, faking his death.

The wound was deeper than Vitus had hoped, remaining passed out on the battlefield for hours before coming to, alive, but injured. Gripping his wounds began the ritual to bind the spirits of his comrades to items of significance. The process took several days, during which Vitus recovered from his injuries.

When he finally made it back to base camp, Vitus was released from his service. Losing his entire team at once was traumatic for Vitus, he was lost, unsure what to do with himself. He decided to take his comrades home, and put them to rest there. On the long boat trip to Taldor, Vitus spent several days communing with his old brothers and sisters-in-arms.

The Wheldrake Crusaders:

I plan to expand on them a little more if I'm selected. These figures will be important to Vitus, as well as his primary connection to Wheldrake. He will commune with them and channel them regularly, sometimes even voluntarily surrendering himself to them.

Icilla was perhaps the least approachable of the group. She wasn't unfriendly, but rather meticulous and thoughtful. She approached problems with careful consideration and rarely took or spoke imprecisely.

Vitoria never went anywhere without her axe. She was often wary, always keeping an ear out for danger, and when it did present itself, she was always fearless. She rarely backed down from a challenge, and her strength was critical in overcoming many of the tougher demons the platoon encountered.

Menas was dubbed "The Iron Wall". He would always protect his injured allies. While Ianus might have cured the most wounds, it's undoubtedly true Menas saved the most lives. As a paladin of Sarenrae, Menas bore the weight of protecting his team on his shoulder. He and Ianus would argue passionately a lot over the finer points of morality, but the two of them were the closest of anyone in the platoon.

Ianus was a priest of Cayden Cailean, making him rather popular with the platoon. He'd keep the drink flowing when there was downtime. The brewer was affable and friendly at all times, with no deception or ulterior motive. Between alcohol, healing, and friendliness, it was no surprise Ianus was very popular among the platoon.

Aurelia was the head of the Wheldrake crusaders, and inevitably, Vitus's whole platoon. She had a way of recounting stories that would enrapture the listener. Her retelling of tales always made group sound heroic, legendary and bolstered morale. Aurelia took no nonsense during combat and commanded might and fury from her soldiers.

Sparus served as the group's tracker. He would disappear for evenings at a time, scavenging food and water in the blighted lands of the Worldwound. He would always joke that it was easier than the wilderness back home.

Specific Questions:

1) The why is rather well-covered above. Vitus is still tormented by his survivor's guilt. He believes trying to bring order to his companions' home town is how he best hopes to bring order.

2) Vitus was a lawbreaker in the past, a cutpurse and small-time thief. His stint in the Crusader's army helped him gain discipline and an understanding of the value of order.

3) Vitus doesn't presently have enough experience with Taldor's bureaucracy, but I think he'll view the slow moving bureaucracy as an advantage. He is more of an "ask forgiveness" than "beg permission" type. So as long as there aren't explicit regulations to worry about, he'll happily run with his own interpretations of laws and regulations.

4) Vitus's style will vary slightly day-by-day depending on which of his allies he's channeling, each has their own feelings about the town that will subtly influence him. That said, Vitus's primary goal is to keep a low profile at first, and get the lay of the land. He has a wide array of tools, if he's able to prepare adequately. Rather than make a big scene upon getting into town, he'll want to study a few of the groups causing trouble and find the best way to dismantle them before they can respond to the new sheriff. He might not even announce himself as the new sheriff for a couple days, choosing to wait until he has a success to share.

What I'm hoping for:

I've been running a quasi-solo game for a few months now, and it's been a blast, and I'd love a chance to be on the proverbial other side of the table. This is also the first time I've felt like the Medium has been an amazing fit, even though I've wanted to play one for a while.

I've found that multiplayer games put a damper on using skills or unconventional tactics to solve problems, as multiple players are sitting around waiting for the solution to get pulled off. These are some of my favorite stories, so having a game where that's not a concern seems like a blast.

And finally Vitus's character sheet.


I'm planning to play a Medium! I've been really interested in the class before, but never been in a game small enough where the class can really shine. A solo game seems perfect for it.

That said, I have one main question: What's the pacing of the game with regards to downtime and the in-game calendar?

A base medium with downtime is rather nice with its flexibility, it can make great use of downtime.

If there's not much downtime, the Relic Channeler gives up some flexibility for a more powerful bond with specific spirits, and has some great RP implications.

Finally, if there's almost no downtime, the Spirit Dancer is rather cool. My biggest issue with the class is that it shuts down non-immediate uses of spirits. For example, because it channels spirits on the order of rounds, I can never use my spirit to help me track someone with survival, or negotiate with someone using diplomacy. However to ability to instantly reach out to spirit is nice.

All are fine choices, but build can be impacted significantly, and how I craft my story to match the setting will also change with each. I have a rough idea of a backstory for each. I just want to understand the pacing to make the best fit.


Hey, checking in a bit late. But I do love me some intrigue games.

I've actually had a Kitsune Mesmerist in mind for a long time I've been dying to play in an intrigue game. Gestalt would certainly change things, Sorcerer seems like the most obvious pairing.

The idea is for a powerful infiltration agent and master of disguise.

A part of that dream is the Enchanting Courtesan PrC. I recognize that the class is tied to Calistria, but seeing as she is not a valid god in the PrC is the class still an option? I think the basic idea could still work without it, but the class fits so nicely in an intrigue game, and uses the Influence rules.


I'd be interested in this. Discord seems like a better way to run PBP where you want better individual player interaction.


Evgeny uses his light to search for anything of greater quality than a mundane weapon.

Perception: 1d8 + 8 ⇒ (6) + 8 = 14


Tarbin?

His actions don't seem super constrained, so he could administer one.


Yaos wrote:

The Bellflower agents we have fought in the past. We want to hunt them down as they killed an ally's fiancee Phandros, thus earning the wrath of her family with who we are now allied.

We have not told our ally we let the Bellflower agents kill Phandros, because they attacked us and we were losing. Or that Phandros's retainers attacked us so we slaughtered the retainers who were supposed to be guarding him. Not that we lied, not us, never, just sort of didn't mention it. I mean if they were curious they would have asked yes?

So our agenda is to track down the Bellflower agents responsible and murder them to death. If need be, we can just kill someone and say they were the Bellflower agents responsible.

Ah, well I was coming up with ideas lacking context.

Loose ends must certainly be cleaned up. It's just sloppy to have them lying around. If this how it looks, then I still like the idea of infiltrating the group a little first. Drawing the men into an ambush. Perhaps take them out drinking one evening (on me of course), after some success. Or perhaps I just draw them out with some bad intelligence about where some halflings can be rescued.


Renard as a Bard

I managed to keep a lot themes for the build very similar by pursuing the Brazen Deceiver Bard archetype. However, it is from Adventurer's Guide, so I'm not sure it's fair game. Conveniently, the archetype is tied to Westcrown, where it seems like your group is going next. (This might require changing the backstory if that's particularly significant.) I'll create an Alias if the character is brought in.

It's difficult to know exactly what I'd plan to do in this particular situation. But I'll share a little about how I imagine his strengths playing out.

Renard is designed to be the perfect infiltrator and spy. He doesn't even like to carry weapons with him. He views other people as tools or weapons he can turn to his own will, killing them is such a waste when they could be serving your purposes (wittingly or unwittingly, voluntarily or involuntarily).

With his skill set, all new methods of subterfuge are opened up for taking down enemies. Be it by causing dissent from within the enemy's ranks, spying on them to gather damning information, or even just subtly influencing enemies that perhaps they'd be better off working with Cheliax after all.

For example, I saw that there was mention of going to Westcrown to hunt down some members of the Bellflower Network. Renard would suggest first gathering information about a low level Bellflower Network contact. Once our information gathering has given us a target, approach him as modest adventurer interested in helping those slips gain their freedom. With some skill coaxing, possible some magical coaxing (after checking for protections, subtly), and a few days, we'll certainly be thick as thieves with some people inside the Network.

It's difficult to plan further than that without knowing any of the specific people involved. Do we want to just gather information on the Bellflower Network's operatives throughout the Inner Sea? Would we rather crumble the Network in Westcrown through misinformation and in-fighting? Or do we want to just find the target and take him out for drinks, where he might just meet an untimely end?


@GM Bugman

Thanks for the response, but after building with Magus VMC, I'm not as concerned as I was when I was trying to force bolts. With Arcane Pool, I can manage to make use of weapons without focusing to the exclusion of Bolts and vice-versa. Both will be passable options, I think.

I also realized some synergies I had missed to better make up for Bolt's poor scaling. (Chill Touch works with Bolt touches, you can Spellstrike with Mystic Bolt (at level 11, admittedly)). While I still think making Bolt a primary tool takes a lot of work, it at least feels like a solid utility now.


One more clarifying question. When you say 2 ability score increases, I assume that means 2 different ability scores, not that you could increase 1 stat by 2?

Also, the initial character creation post mentioned an 8th level feat, but the newer post doesn't. Is that no longer a thing? (Just looking to clarify)


Aaaaaaand I just read that OA is not allowed. I missed a pretty key element there. I was so excited I jumped the gun. I could port the character to a Sorcerer or some type of Bard if you believe the concept for the character fits well.

Sorry for that.


@GM Bugman

Since there's plenty of Avengers and Stalkers around, I'm working on a Warlock concept instead. Access to arcane spells seems like it would be good. I'm still hammering out the details, both story and build. But I wanted to talk about Mystic Bolts. The way they're written, they're... not an attractive option. Very few things work with them. It's easier to just use your given martial proficiency and just hit with weapons.

I'm okay with this route, as VMC with Magus will allow me to be a decent combatant regardless, it'd just be nice to be able to use Mystic Bolts as a primary feature rather than "just hitting touch AC" sometimes as it seems to be leaning.

If you have any thoughts on the feature, let me know. Otherwise I'll just be using some kind of weapon and just falling back to the bolts as needed.


I had a character built for an in-person intrigue game that never came to fruition who I believe is perfect for this style game.In fact, he was built with remarkably similar conditions (8th level, about equal wealth, similar point-buy). His backstory will need to be adjusted slightly, but should actually port reasonably as is.

Build Summary:

He's a Kitsune, which I know some people have reservations about, but the race is chosen for its ability to change into different human forms at will, repeatedly, and without a duration. The character never appears in his true form, though he will hide and shift between forms. It isn't a mandatory feature, but I would like to keep it if you're not terribly opposed.

Renard is a Mesmerist 6 / Enchanting Courtesan 2. He is a true infiltrator. All of his abilities are based on avoiding detection. Always appearing to be someone of little consequence except under the most through scrutiny.

Backstory:

Renard grew up in Galt during the bloody revolution. His parents were farmers in a small village, always maintaining their human form. One day, a very young Renard was found out to be shapeshifter while testing his abilities. The villagers formed a mob, their paranoia and bloodlust leading them to lynch Renard's parents.

Renard's experience with shapeshifting allowed him to take a different guise and escape the mob. He assumed the identity of the child of some traders, having to kill the boy in the process, and left his village with them. The event left Renard with a sense for the importance of law. Renard spent some of his first years of adulthood setting up roots in Galt, trying to gain influence and reestablish order by subtly affecting those around him.

(This is where his backstory deviates, I could work with you to flesh it out more if you're interested in picking Renard).
Ultimately, he realized that the chaos had gone on so long, that order could not come through just his subtle influences. Renard defected, he moved to Cheliax, seeking their power and iron fist as the way to establish order in the world. He's spent a few years developing networks in Egorian under various disguises including: traders, barkeeps, and courtesans.

After developing his networks, he asked to join her majestrix's service as a covert agent. He's gathered information from rebels and enemies of the state by always appearing the right way, be it a friendly bartender, be it a love interest, or perhaps a fellow rebel looking to aid the cause.

Sheet:

https://docs.google.com/document/d/1qOIJ_oWt3EOpJx-Kp-_JOG4XGjQf2A5pbtIjRfa WPxQ/edit?usp=sharing

I have his sheet in a google doc for now, as I like using that for reference. This is his old sheet. I'm at work so I don't have the time to make an alias and transfer everything right now (this is built under the old rules and may not conform exactly to the build specs you have, I will definitely make adjustments). I was just excited to see this game and wanted to make sure to get him in.


DoubleGold wrote:
Ah, yes, we are actually doing this! There is one and only problem with an all vigilante party. Nobody in the party is a full baber. Any way to fix that? Or is that usually not a problem?

Dotting in. I'm considering a Stalker vigilante belonging to House Tanessen who uses his vigilante identity to mask his subversive actions.

@DoubleGold The Avenger specialization on the base vigilante uses full BAB and has many fighter-like vigilante talents.


I added an alias and sheet to get better acquainted with the board.

I can fill just about any role if needed, but the other submissions covered most roles so I picked something that could be secondary at a few things.


I don't have any characters in (I'm new to PBP, but eager to try).

A number of melee and full-caster roles seem to be called already, so I think I'd run with a Warpriest of Erastil. A switch-hitter with access to casting and some extra healing for the group

Should be able to wear a few hats reasonably well despite the low level.


Thanks for the thorough reply Gisher, that checks out.

PossibleCabbage wrote:

Related Versatile Design question.

A Brawler is proficient with all weapons from the close fighter weapon group.

If I use Versatile Design to put a weapon into the close fighter group, am I proficient with that version of it but not the unmodified version? Does it matter if the weapon in question was martial, and is now exotic?

As for this, I believe not. If it was already Exotic would gain the Exotic Weapon Proficiency but would need to take Modified Weapon Proficiency. Modifications rules call out that class features don't make you automatically proficient with Modified weapons.


Versatile Design was added in Adventurer's Armory 2 and lets you treat a weapon as if it belonged to a Fighter weapon group of your choice.

This got me interested in Ascetic Style. I know I can't pick the weapon for Ascetic Style, as the weapon doesn't modify the weapon group. My question is whether the Special for Ascetic Style applies to all weapons in the Monk fighter weapon group or to all weapons with the Monk property. The wording is quite ambiguous.

I'm inclined to think since the rest of the feat cares about the weapon group, that's what matters, but clarity would be nice.