Chronicling Salvation of the Sages [Spoilers]


Pathfinder Society

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Paizo Employee 4/5 Organized Play Lead Developer

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The Chronicle sheet for the upcoming Pathfinder Society Scenario #9–07: Salvation of the Sages invites certain players to chronicle key information in this thread. Please refrain from posting here except for the reasons listed in the spoiler below.

Spoiler:
Please post here using the following format (feel free to borrow the text styling by hitting "Reply") for the basic information.

Name: Flim-Flam the Fictional
Alignment: Chaotic Neutral
Race: Tengu
Class: Rogue 5 / Skald 6
Description: Flim-Flam is a brightly ornamented tengu who loves flourishing a lightning-sheathed monk's spade. He is an accomplished scholar of extraplanar lore, renowned for his decorated history of demon-slaying and leshy-wrangling. Whenever he thinks of retiring, his companions keep dragging him off to new adventures.

Also, the occasional post congratulating each other (in-character or otherwise) is entirely fine. Just please help us keep this thread focused on its primary goal.

Paizo Employee 4/5 Organized Play Lead Developer

It looks like unlocking this thread slipped off my radar, but it's now unlocked and ready for others to post here.

Liberty's Edge 4/5

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Spoiler:

Name: Maroz Ganutir
Alignment: Lawful Good
Race: Human (Garundi)
Class: Ranger 10
Description: An ex-slave from Geb's Rest, Maroz found solace in any stories or books of the outside world he could get his hands on. Rescued by a Pathfinder team, he spoke with them at length on their way back to the Grand Lodge and learned of their organization; something far outside of anything he had ever imagined, a source of great knowledge and adventure. Resolving to join the Society after his training and Confirmation, Maroz devoted himself to the pursuit of the knowledge he loved, and the protection of those who could not fight for themselves.

Upon joining the Society, Maroz served on many missions into the elemental planes, using his extensive knowledge to aid his companions in their fights. Taking a personal interest in the freeing of each of the good elemental lords, he works intently to free Ranginori from his prison.

Maroz is a spear-and-shield ranger using the Comprehensive Education alternate racial trait and his 20 Int (yes, it's his highest stat as a ranger) to keep max skill ranks in every knowledge skill. His current highest is Religion at +24.

Silver Crusade 4/5

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Spoiler:

Name: Hamarabi Ali
Alignment: Lawful Neutral
Race: Human
Class: Cleric of Zon-Kuthon 11
Description: Hamarabi is tall pale man, clothed in the black and red vestments of a priest of Zon-Kuthon, and bearing a pair of spiked chains that he keeps wrapped around himself whenever he is awake. He has lived most of his adult life in the country of Nidal where he serves as a loyal priest of the Midnight Lord.

Hamarabi is a renowned linguist and healer which has served him in many missions with the Pathfinder Society throughout his time. He now looks forward to completing his time with the Society and returning to an e place among the Umbral Court where he might further is service to the Midnight Lord.

Scarab Sages 3/5 *

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Gear the Constant, Jeweled Sage of Bismuth:

Name: Gear the Constant, Jeweled Sage of Bismuth
Alignment: Chaotic Good
Race: Gnome
Class: Alchemist 12
Description: Gear is crazy even by gnome standards. The first to leap into danger, the first to risk it all, she found home and comfort with the scarab sages, who promised a way to save all the knowledge and learning accrued through these risks outside of her frail body. Having developed the sage jewel, that ability is now in her grasp.

She is known on sight by her bright pink hair, her bandoliers of flasks and the crossbow launcher used to throw them, and the other bandolier full of potions that she frequently swishes and spits, daring anyone to make any comment about alchemist cleanliness. Her battles should have left her lots of scars, but being revived twice has cleared most of them. Despite all the dangers, madness, and even death she's suffered, she is happy to lead her fellow pathfinders into the dangers of the unknown, because the best knowledge is found where others dare to tread.

Congrats everyone! This is super special for me, because this is my -1 character, my 33rd exp, and i've always LOVED the scarab sage faction, so getting to be a jeweled sage as my capstone achievement for regular play is AWESOME!

5/5

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Name: Voss Jaeh
Alignment: Lawful Neutral
Race: Elf
Class: Mindchemist 9
Description: From a young age Voss was haunted by memories from lives not his own. As he grew older he look and found out that the thing that he remembered had actual happened.

Resolving to share this knowledge for the betterment of Golarion he threw himself into his studies for magic only to find that unlike his family he had not aptitude for the magic of wizards or druids.

Vowing to never give up he turned to the alchemical arts and (after a small problem involving fire, a library, 35 cats, a dress and 3 nets) left his family and joined the Pathfinder society with the dark archive.

He soon found him self drawn towards the cause of the Scarab Sages and quick joined their ranks.

Voss is blunt and direct with people but is always ready to lead his aid to others and to reveal the hidden secrets of the world to his allies and friends. He is a steadfast and loyal friend ready to give his all and lay down his life for his friends and the betterment of Golarion.

Explore, Report, and Cooperate.

Scarab Sages 4/5 5/55/5 *

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Spoiler:
Name: Chrone
Race: Ganzi
Class: Oracle (Time)
Alignment: Neutral
Description:
Coming from unknown origins, Chrone emerged and began training with the Pathfinder Society. This hairless humanoid serenely walks with eyes clouded by the infinite possibilities. When Chrone speaks it is often vague, for example, "I know little, only that my timeline leads me here."

Scarab Sages 4/5 ****

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Serkan Malek:

Name: Serkan Malek
Alignment: Neutral Good (barely)
Race: Teifling
Class: Wizard 1, Bloatmage 4*, Evangalist 7 (Nethys)
Description: Serkan strives to be the epitome of Nethysian Ideal, embracing both the creative and destructive manifestations of magic in every form (including many that most sane people find it wise to leave alone.) He joined the scarab sages to pursue his search for ever more magical lore, and sided with Tahonikepsu as he found her repeated willingness to embrace new knowledge, however dangerous, suited his desires. He has carried sage jewels many times on missions, and when the chance was offered to finally have one of his own, he embraced it.

Normally gregarious and carefree, and willing to break out magic at the drop of a hat, Serkan's time with the pathfinders has not been without price. He has a severe paranoia of statues, having been attacked by them on roughly one out of every three missions he has been on. Due to a contract he has entered into with dark gods, his skin has faded to pale gray, and his eyes are silver. He is one of few agents ever to deliver a genuine golden Aspis badge to the pathfinder society. (Though he is saving up to buy it back for his own collection.)

*Grandfathered early entry bloatmage, from back when that was legal...

Scarab Sages 4/5 5/55/55/5

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Caltzontzin:
Name: Caltzontzin
Alignment: Neutral
Race: Elf
Class: Evoker (Admixture) [Shadowcaster] 5/ Bloatmage 6
Description: Caltzontzin is a morbidly obese elf who hails from Thuvia. He joined the Pathfinder Society to further his arcane studies and travel the world in search of epicurean delights. His hemotheurgic practices include a strange diet to enhance his magical abilities as well as the consumption of magical blood from defeated enemies (before the latter practice was outlawed by the Decemvirate). After each mission briefing he offers his fellow Pathfinders a unique culinary experience; should the unthinkable happen and one of their number perish, he would happily flense their dead body and then restore the flesh so that upon their return to life they might partake of a repast derived from their own meat. None have yet taken him up on his offer.

Scarab Sages 3/5 5/5 *

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Seren's Seven, the Amber Sages?:

Name: Seren's Seven
Alignment: Chaotic Good
Race: Human
Class: Spirit Dancer Medium 7
Description: Seren is not the sort of person you'd initially take for a sage. She's a gutter snipe dragged up from the ragtag by dumb luck, her peculiar personality, and her unique talents. She's young, questionably old enough to even be traveling about with the society.

She dresses as if she fell through every closet in the Grand Lodge, with mismatched attire meant for everyone from a scholar's frock and Kalkamedes' night cap to a knight's boot on one foot and a well-worn traveling boot on the other. The only consistency in her clothing are the seven colorful scarves tied all over her body. She likewise carries a hodgepodge of equipment meant for every sort of adventurer, including more than one holy symbol.

The first impression she tends to get is an assumption that she's touched in the head, usually because she is seen talking to herself or inanimate objects, and flailing bout wildly at the air when not speaking nonsense. This only adds to the quirky way she thinks and tends to look at the world in a sort of oblong way. The truth of the matter is she's an unwilling servant of Ashava and has a constant trail of lost spirits following after her, including a particularly strong set of six that alternate between keeping her alive and trying to get her to bend to their will. Her dancing holds sway over ghosts, allowing her to draw them into herself and give them control of her body to mixed results.

This out of place expertise with spirits is what drew the attention of the jeweled sages, and why despite he rough nature they opted to take her into their fold. An act which so far has seemed to imprint not only her own self into her jewel, but reflections of each of the spirits she carries with her, making the jewel a particularly unique piece. Which is unfortunately for whomever takes it up after she dies, since they'll be stuck with the jabbering of voices Seren has spent the last few years trying to get away from.

It's likely if Seren ever has the prestige or I find one of the rare old rebuild boons that I'll remake her into a relic channeler to reflect her growing connection to the jewel.

This is by far my favorite character to roleplay, just for how unique she is, and I'm excited to have this sort of feather in her cap. We should all go exploring together, congratulations to my fellow sages!

Scarab Sages 4/5

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Korvish:

Name: Korvish the Scorched
Race: Human (Half Garundi)
Class: Sorcerer (Elemental Fire)
Alignment: True Neutral
Description: Korvish is a bald, tattooed garundi man, with eyes filled with fire as if they were two candles. He favors loose fitting Osirion style clothing suitable to desert environments, and is always accompanied by Igna, his fire elemental companion, except when she is stored as a tattoo on his left cheek.
Background: Son of a garundi druid who protected springs near Sokar’s Boil (a volcano in the Footprints of Rovagug)and a varisian sorcerer/historian, Korvish grew up with his mother around the excavations into the temple of Sokar’s Boil, becoming familiar with ruins and tombs located there. Growing up, he regularly dealt with and spoke with fire elementals who emerged from the volcano and the ruins, referring to many as aunts and uncles.
Upon coming of age, he left the area, returning to civilization, and following his father's footsteps as a scholar of Osirion history. He quickly became embroiled in the plots of the Pathfinder society and the scarab sages, seeing first hand the birth and development of the latter as the sage jewels were collected.
Now that he has become a jeweled sage, he plans to semi-retire to a position at the Academae in Korvosa, combining the resources of that institution with the knowledge of his sage jewel.

Scarab Sages 4/5

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Spoiler:

Name: Melli Faret
Alignment: True Neutral
Race: Elf
Class: Mindchemist Alchemist 10(now)/Gunslinger 1/Sleepless Detective 1
Description: Melli is a tall, grey elf that wears long coats in muted whites or grays, carries a pistol and quite a few vials beneath the well stocked jacket.
She followed her sister into the Pathfinder Society choosing to use the opportunities to learn more about the world outside the Mordant Spire, not like they could return. In her journeys she managed to meet and re-start the Jeweled Sages, but make quite a few technological examinations and recoveries of odd Numerian devices. These lost relics and the fervor which they inspire only increased the devotion to keeping all knowledge for future generations. Seeing as she is only 121, her mission is only beginning as she makes a new step as a Jeweled Sage.

Scarab Sages *

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Amenopheus II: The Tiger Eye Sage

spoiler:

Name: Amenopheus II the tiger eye sage, aka Jr
Alignment: True Neutral
Race: Human (Garundi)
Class: Unchained Rogue (Knife Master, Scout) level 10
Description:
Amenopheus grew up under the shadow of his famous father grew up with an unfortunate name.
Growing up with a father with important contacts in the Pathfinder Society and who is a jeweled sage made it easy for a famous name to live up to in a society and faction that are above any whif of favoritism or nepotism, Amenopheus just sort of went along for the ride while his dad got him cushy Pathfinder missions, and eventually arranged to have a sage jewel made for him had to work twice as hard to be recognized. But now that he's gone through the motions to make it appear that he's earned the right to a sage jewel he has braved untold struggle and perfected arcane technique, Amenopheus II the first tiger eye sage is ready to take his place among the jeweled sages.

Thanks, dad! I want to thank the brave Pathfinders, who have stood by me on this long personal quest!

Character Sheet A traditional character sheet.
Cheat Sheet A quick list of special abilities ordered by frequency and action type, including skill bonuses from boons.
Season 8 Faction Goals Goals.
Season 9 Faction Goals Goals.
Inventory Tracking Sheet It's a Paizo inventory tracker for purchases greater than 25 gold.
Planned Advancement A description of character advancement to this point, and plans after this point.
Tag The table tent used for the character.
Chronicle Sheets Chronicle Sheets for the character.

Scarab Sages 3/5 *

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"Torch", the Peridot Sage

Information Contains Several Storyline Spoilers:
Name: "Torch"
Alignment: Neutral
Race: Human
Class: Negotiator Bard 8
Description: "Torch" began his journey with the Pathfinder Society as a body double for Grandmaster Torch when he was leading the Shadow Lodge due to his rather striking resemblance to the faction leader. At the time he was a traveling minstrel with few connections, so the opportunity this career option afforded him was a rather lucrative one. He spent his first year learning the mannerisms and speech patterns of the faction leader, and even became conversational in all of the same languages so he could be a more convoncing decoy. He would also would regularly undergo brandings to leave his skin looking freshly burned in appearance, like that of the faction leader's. The guise proved to be rather convincing, as one of his first tests was to give several field agents briefings, or notes in Grandmaster Torch's handwriting without raising any suspicion.
All the effort was finally paying off when something rather unusual happened. The faction leader betrayed the Pathfinder Society and evaded capture ("Torch" may or may not have inadvertently played a part in his avoiding apprehension), leaving "Torch" without a job or purpose. He took some time to lay low, as he looked exactly like a man being hunted by many. But the Society had helped mold him in to the image he was now, they spent a lot of resources on him and knew he was out there, so eventually he was found and offered something he never expected. A job offer as a field agent.
He accepted, as the Society did offer him protections that he would not be able to get anywhere else. Having spent so long training to look like the man, he decided to keep the moniker, though he does now clarify this with statements such as "no, not that one" or "I am certainly no Grandmaster".
With his knowledge in Osirionology he began work as a Scarab Sage agent, his resemblance to the old faction head falling more in to the uncanny region as his burns had naturally healed and scarred. Over his time with the Scarab Sages he earned multiple accolades, his skill set being surprisingly effective as a field agent when the Society would send a group out due to many other agents lacking people skills.
After the Scarab Sages found that they were able to create new sage stones, "Torch" was offered the opportunity to become a jeweled sage himself for the unique knowledge and insight he could bring on Grandmaster Torch, having a better understanding of his motives or intentions than any of the other jeweled sages. The sages held a dialog to decide what gemstone would be given to "Torch" and peridot was decided upon, the emerald sage was smirking slyly as if he had a part to play in this decision.

Scarab Sages 3/5

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Setekhenaton the Constant:

Name: Setekhenaton the Constant
Alignment: Lawful Neutral
Race: Half-Orc (Sandkin)
Class: Fighter (Phalanx Soldier) 5/Living Monolith 6
Description: Setekhenaton is a tall, dusty half-orc with short teeth and a chiseled jawline. His skin is dry and cracked like the deepest wastelands of Osirion, and his movements just as still. He is stoic and patient, preferring to wait as long as necessary before taking rash action. His full-plate is clearly Osirion in style, with great blues and golds that have been covered reverently in Pharasmin spirals. A stone scarab is just as reverently displayed embedded within his forehead, his helmet crafted in such a way as to not cover even the smallest bit. Across his back lies a wide bladed polearm, similar in shape to a khopesh but with nearly 8 feet of shaft used to hold the weapon. Setekhenaton carries a large shield strapped to his right arm, also emblazoned with Pharasmin spirals, though he seems to move as if he had been born with its weight.

When he speaks, the sound rumbles forth from his chest, like the coming of a sandstorm, deep and gravelly. His words give hints to an intelligence that is uncommon for those of his stature and station, though he does not flaunt his vocabulary. Preferring to stick to statements of fact (or what he believes to be fact, at least), he spares no thought towards what may offend. Despite his martial traditions and humble upbringing as a guard at the Great Necropolis, he finds more in common with scholars, scribes, and archivists than among the boisterous brawlers and swordsmen of the world.

Statblock:

Please note this is while using the Righteous Might ability from Living Monolith:

Male half-orc fighter (phalanx soldier) 5/living monolith 6
LN Large humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 35, touch 18, flat-footed 29 (+11 armor, +2 deflection, +3 Dex, +3 dodge, +1 insight, +2 natural, +4 shield, -1 size)
hp 108 (11 HD; 6d8+5d10+44)
Fort +15 (+2 vs death effects), Ref +11, Will +10; +1 vs transmutation, +1 insight bonus when flat-footed or during a surprise round, +4 vs death effects, +2 vs Constructs & Undead, +1 vs. trample, +2 vs. negative levels, death effects, and mind-affecting effects
Defensive Abilities fortification 30%, sacred tattoo[APG]; DR 3/—, 5/good; Immune bleed, blood drain, disease; Resist negative energy 20, positive energy 10
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 undead-bane dueling adamantine bardiche +16/+11/+6 (2d8+8/19-20 plus 2d6 vs. Undead)
Space 10 ft.; Reach 10 ft. (20 ft. with +1 undead-bane dueling adamantine bardiche)
Special Attacks phalanx fighting, ready pike +1
Living Monolith Spell-Like Abilities (CL 6th; concentration +4)
. . At will—meld into stone
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Statistics
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Str 25, Dex 16, Con 16, Int 16, Wis 10, Cha 7
Base Atk +11; CMB +18 (+22 dirty trick, +22 disarm, +26 reposition, +33 trip); CMD 38 (43 vs. bull rush, 42 vs. dirty trick, 42 vs. disarm, 39 vs. drag, 43 vs. grapple, 39 vs. overrun, 44 vs. reposition, 54 vs. trip)
Feats Combat Expertise, Combat Reflexes, Endurance, Fury’s Fall, Greater Reposition[APG], Greater Trip, Improved Reposition[APG], Improved Trip, Iron Will, Toughness, Weapon Trick (polearms)
Traits fate's favored, threatening defender
Skills Acrobatics -1 (-5 to jump), Intimidate -1, Knowledge (dungeoneering) +7, Knowledge (engineering) +11, Knowledge (history) +20, Knowledge (religion) +17, Linguistics +20, Perception +14, Sense Motive +5, Survival +4 (+6 to avoid becoming lost)
Languages Aklo, Ancient Osiriani, Azlanti, Common, Draconic, Ghol-gan, Giant, Jistka, Necril, Orc, Orvian, Osiriani, Shory, Sphinx, Tekritanin, Thassilonian
SQ fortified flesh, orc blood, soul stone, stand firm +1, stone blood, tombsight
Combat Gear wand of cure light wounds (19 charges), holy water (2); Other Gear +2 deathless holy reliquary mithral full plate, +2 holy reliquary mwk hooked shield boss heavy steel shield, +1 undead-bane dueling adamantine bardiche[APG], chakram[APG] (9), cold iron halberd, silver lucerne hammer[APG], belt of physical might +2 (Str, Dex), brown thorny ioun stone, cloak of resistance +3, dusty rose prism ioun stone, gauntlet of the skilled maneuver (trip)[UE], headband of vast intelligence +2, ring of protection +2, wayfinder[ISWG], bandolier[UE], grappling hook, masterwork backpack[APG], spider's silk rope (50 ft.)[APG], waterskin, 18 pp, 1,736 gp, 5 sp
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Special Abilities
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Combat Expertise -2/+3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (5/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Fortification 30% You have a chance to negate critical hits on attacks.
Fortified Flesh (Ex) When using soul stone, +10% fortification & +1 DR/-.
Fury’s Fall When making a trip attack, add your Dexterity bonus to your CMB.
Greater Reposition +2 to Reposition, target provokes AoO from your allies.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Immunity to Bleed You are immune to bleed.
Immunity to Blood Drain You are immune to blood drain effects.
Immunity to Disease You are immune to diseases.
Improved Reposition Reposition at +2, without an attack of opportunity.
Improved Trip You don't provoke attacks of opportunity when tripping.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Phalanx Fighting (Ex) Polearms and spears are one-handed if wielded along with a shield.
Ready Pike +1 (1/day) (Ex) +1 to hit and damage if you ready a brace weapon.
Sacred Tattoo +1 to all saves.
Soul Stone (Ka Stone, 3/day) (Su) As a swift action, righteous might on self.
Stand Firm +1 (Ex) +1 to CMD vs. Bull Rush, Overrun, Push, Pull, Trip, and saves vs. trample.
Stone Blood (Ex) Automatically stabilize when dying.
Tombsight (Su) Concentrate to use both deathwatch & detect undead at will.
Weapon Trick (Polearms) You may perform weapon tricks with the chosen weapon type.

Story of the Salvation of the Sages:

Coming soon with help from at least one other party member for dramatic retelling!

Scarab Sages 4/5

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Still 'as a' Stone (protege of Venture Captain Dayerth Geltoun):

Name: Still 'as a' Stone
Alignment: Lawful Neutral
Race: Oread
Class: Unchained Monk 11
Description: Still is 5' tall Oread with a wider than normal physique for an Oread. Still attributed this to his many hours of training under the tutelage of he personal mentor, Dayerth Geltoun. Still knows his immense strength comes from these disciplined workout sessions. Still could care less for the teachings of Sarenrae but the discipline of physical training overshadows many of the sermons of the sun goddess. His incessant desire for knowledge, outside of martial technique, is with the Arcane and the manipulation of magical trinkets. Still's adventures have taken him from the Shackles to Irrisen and even pursuing magical masks in Osiriani crypts. He is always seeking new physical challenges and Arcane Lore. There are so many styles to learn and so many techniques to master and Still is never sure he is on the correct path. The Brothers of the Seal have reached out to train him in their ways, but after meeting Setekhenaton the Constant, his path for self-development is at a major crossroads and he is not sure the route to take.

Statblock:

Inventory Sheets and audit trails can be provided upon request
Male oread unchained monk 11
LN Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +26
Activated Abilities: Barkskin, Dragon Style, Mage Armor, Power Attack
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Defense
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AC 33, touch 24, flat-footed 29 (+4 armor, +3 Dex, +1 dodge, +1 insight, +4 monk, +5 natural, +5 Wis)
hp 101 (11d10+31)
Fort +16, Ref +17, Will +17; +2 vs. paralysis and stunning, +2 vs. sleep, +2 vs. enchantments, +2 racial
bonus vs. altitude fatigue and sickness
Defensive Abilities improved evasion; Immune disease
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Offense
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Speed 50 ft.
Melee unarmed strike +16/+16/+16/+11/+6 (2d8+14) or
cold iron dagger +15/+10/+5 (1d4+13/19-20) or
tonfa +15/+15/+15/+10/+5 (1d6+13)
Ranged cold iron shuriken +14/+14/+14/+9/+4 (1d2+7)
Special Attacks flurry of blows
unchained), stunning fist (12/day, DC 20), style strike
Monk (Unchained)Spell-Like Abilities (CL 11th; concentration +8)
-Barkskin (self only, 1 ki)
-Restoration (self only, 2 ki)
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Statistics
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Str 24, Dex 16, Con 14, Int 12, Wis 20, Cha 5
Base Atk +11; CMB +15; CMD 42
Feats Additional Traits, Combat Style Master, Deflect Arrows, Dodge, Dragon Style, Horn Of The Criosphinx, Improved Unarmed Strike, Iron Will, Medusa's Wrath, Power Attack, Pummeling Charge,
Pummeling Style, Stunning Fist
Traits clever wordplay, cornered fury, dangerously curious, fate's favored, reactionary
Skills Acrobatics +11 (+13 to cross narrow ledges, +19 to jump), Appraise +3, Bluff -1, Climb +13, Diplomacy -1, Disguise -1, Escape Artist +9, Fly +5, Heal +7, Intimidate -1, Knowledge (arcana) +14, Knowledge (history) +7, Knowledge (religion) +7, Perception +26, Profession (miner) +16, Ride +5, Sense Motive +11, Spellcraft +12, Stealth +5, Survival +7 (+9 to avoid becoming lost), Swim +13, Use Magic Device +18
Languages Common, Osiriani, Terran
SQ crystalline form, fast movement (unchained), ki pool (10 points cold iron, lawful, magic, silver), ki powers (furious defense, qinggong power, qinggong power, sudden speed), mountain-born, stylestrikes (defensive spin, elbow smash)
Combat Gear potion of protection from evil, potion of shield of faith +2, scroll of feather step , scroll of fly, scroll of heroism (x2), scroll of suppress charms and compulsions, wand of cure light wounds (24 charges), wand of divine favor (49 charges), wand of heightened awareness (32 charges), wand of mage armor (22 charges), wand of shield (26 charges), acid, alchemical solvent, alchemist's fire, alkali flask, antiplague, antitoxin, holy water, smelling salts, soothe syrup, twitch tonic, vapors of easy breath; Other Gear cold iron dagger, cold iron shuriken (37), tonfa, amulet of mighty fists +1 , belt of physical perfection +2 , cloak of resistance +4 , cracked dusty rose prism ioun stone , cracked pale green prism ioun stone (saves) , dull grey ioun stone , dusty rose prism ioun stone , eyes of the eagle , handy haversack, headband of inspired wisdom +4 , monk's robe , ring of feather falling , stone of good luck (luckstone), swarmbane clasp (in haversack), wayfinder, bedroll, blanket, cold weather outfit, collapsible plank, crowbar, hemp rope (50 ft.), monk's outfit, piton (10), sunrod (2), trail rations (10), waterskin, spring-loaded wrist sheath, spring-loaded wrist sheath, swampfolk bribe-still realizes his fists would be better diplomatic instruments-> (worth 1,200 gp), 4,522 gp
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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Combat Style Master May switch styles as a free action
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore
difficult terrain/allies when charging.
Fast Movement (Unchained) (+30 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Furious Defense (Ex) As imm action, 1 ki to gain +4 AC until end of next turn. Combo with formless mastery for 3 ki.
Horn of the Criosphinx Add 2x your Str bonus to damage rolls on charges while wielding a two handed weapon. Special: A monk can use this feat as long as he is wielding a two-handed weapon or both his hands are empty.
Immunity to Disease You are immune to diseases.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (10/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Mountain-Born +2 to save vs. altitude fatigue/sickness and on Acrobatics to cross narrow ledges.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Pummeling Charge When using Pummeling Style, make Pummeling Style atk at end of charge.
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Restoration (self only, 2 Ki) (Sp) Self only. Costs 2 ki points to activate.
Stunning Fist (12/day, DC 20) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
-Elbow Smash On fist hit, gain extra att at -5 that deals nonlethal dam.
-Defensive Spin On fist hit, gain +4 AC vs. struck foe's attacks for 1 rd.
Sudden Speed (Su) As a swift action, use 1 ki to increase base speed by 30 ft for 1 min.
Mantle of the black rider You may not benefit from more than one mantle at a time
-[1/day as swift action +3 to str for 1 min]
-[1/day add +3 insight bonus to one init roll]
-[1/day as swift action, +3 bonus to skill and ability checks for 1 min]
orange ochre ioun stone Extra Feat (Additional Traits [fate's favored, reactionary])
Cornered Fury (racial trait: Round Mountain Ratfolk training)+2 melee attack and AC if no conscious ally in 30 ft.

Story of the Salvation of the Sages:

Will update this with my fellow scarab sage member Setekhenaton the Constant in the near future.

Scarab Sages 3/5

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Name: Velectriel Nathalan, The Ruby Sage
("To those with a lazy tongue, you may refer to me as "Vel." Many have already presumed to do so.")
Alignment: N (with the occasional good tendency)
Race: Aasimar (Emberkin)
Class: Arcanist 12

Physical Description: Velectriel (Vel-eck-tree-el) is a lean man, medium in stature, frail in build. If his bronzed skin, glowing golden eyes, and his purpleish hair (that seems to be more fire than hair) didn't give away his celestial heritage, he would seem an Elf. His face is elongated and his ears pointed.

Vel wears long, simple robes, and the magic items he wears are simple looking to the point that they betray their sometimes powerful enchantments. He never goes without his reading spectacles, and is often seen sliding them back up his long and pointed nose. Especially when he's out doing the unenviable task of going out into the field, or as some call it "adventuring."

Background:

Background (Cliffs Notes Version): Vel is generally a socially isolated man, usually by choice. He has a thirst for knowledge like few in the world, and generally prefers to be in a good book. He started his career as a magical researcher with the Blakros museum. Amenopeus met him there, saw potential and pushed him to become a Pathfinder under his sponsorship. Vel mostly refused his offers, but eventually accepted, but only if Amenopheus took him as an arcane apprentice. There was still a great deal of magic that Vel could learn.

The rest is a history filled with dank tombs, terrible evils, and ancient secrets.

Vel helped destroy Aryana Tahari, cleanse the sage jewels of corruption, and in doing so, earned a position as a Jewel Sage. Vel was saddened to hear that the Ruby Sage was killed, and that their Jewel was shattered, so in a ritual that he asked the other sages to help him with, Vel recreated the Ruby, and took up the mantle of the reborn Ruby Sage.

An interesting note is that the ritual caused a physical mutation in Vel. His purple "fire" hair, and glowing golden orbs-for-eyes were now a deep crimson.

Apologies if this presumes too much or "god modes" at all.

Scarab Sages 4/5 5/55/55/5

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Raherka, Historian:

Name Raherka
Alignment Neutral
Race Human (Osirian)
Class Rogue (Unchained) 1, Arcanist 4, Arcane Trickster 1, Evangelist 3

Description
Raherka is a bald-headed Osirian man of just-above-average height and a slight build, whose face cracks in half with a cheerful grin in the sun--and turns dour and slack in the cold. He is a talented scholar and historian, with significant experience in the identification and disablement of traps common in Osirian tombs and crypts. When Raherka isn't focusing on history and the more mundane aspects of surviving and excavating tombs, he studies arcane magic in honor of Nethys, perhaps the greatest Osiriani to ever live. He claims to have "elven-trained reflexes" which mostly involve fleeing from trouble and protecting ancient artifacts from dangerously destructive explorers--usually Pathfinders, he finds, as the Aspis rarely last long enough to break anything.

---------------------

Raherka's affiliation with the Society is neither his first nor his most important allegiance. His loyalties lie with his nation and god, and are surpassed only by his love for his wife, Meresankh. He studies the history of Osirion both because it is his passion and also, more recently, because he believes that Amenopheus may have found a way to bring his homeland back to its former glory.

Raherka's desire for children has been stymied by his wife's work supervising scribes in the court of the Ruby Prince. ("Too busy!" she says. "I can't take the time away, and if they can't put stylus to clay, I can't do anything with them.") He fears that his legacy will end in the tomb he and Meresankh purchased on the western grounds of the Necropolis of the Faithful. Recently this fear has been strangely assuaged by the gemstone of snowflake obsidian hanging from a light chain around his neck.

His parents were neither poor nor well-off. Raherka's mother was a low-ranking priestess of Pharasma, while his father was a stonecutter, building simple monuments and tombs for the middle-class. He excelled in his studies but stayed close to home, beginning his career first by supporting, and then by managing the excavation of historical tombs in Sothis. When those tombs were opened up to foreigners, he found an unlikely career supporting curators in Absalom. His academic specialty is in identifying statuary of Osirion's Second Age.

After working for one elven archaeologist (leaving after an unfortunate incident involving a hungry flesh and a Tyrannosaurus taxidermy) and then another (until the work on the collection was subsumed into managing a small lodge in southern Garund) he transitioned into a safer occupation--doing fieldwork directly for the Society. As his first assignment was in the frozen north, he very nearly quit. While he hasn't managed to surpass any of his three mentors in scholarship, he is confident that given enough time and persistence he will yet etch his name into the annals of Osirian history.

Dark Archive

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Harmachris, The Benitoite Sage:

Name: Harmachris, The Benitoite Sage
Alignment: Chaotic Neutral
Race: Garundi
Class: Musket Master 9

Description: Harmachris always had an interest in becoming an alchemist, however, not hailing from a noble Osiriani family he quickly had to find his way in the world. With a talent for black powder and things alchemical as well as a very good dexterity he found it in his ability to make and use "Par lei" his Musket. "Par lei" was named half jokingly and half as a retort for his more diplomatic friends. The Pathfinders recruited him originally to The Segang Expedition. After that he was hook, though always favouring his assignments where he could use his knowledge of Ancient Osiriani and his growing study of the Scarab Sages. His stealth is often aided by his habit of using an Oil of Silence on "Par lei" helping give his parties an edge.

Sovereign Court 2/5 *

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Name: Tessa
Alignment: Chaotic Good
Race: Elven
Class: Admixture Wizard 10
Description: Female blonde elf, wears mirrored goggles, constantly blows bubbles with her gum, and has a neon green scorpion that is constantly crawling all over her.

:
Fun fact. Due to amazing miniature placement on my part for the final encounter, Tessa started exactly between the dragon and the BBEG. Bubble for the win?!?

Second Seekers (Roheas) 4/5 5/55/55/55/5 ***** Regional Venture-Coordinator, Appalachia

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Ali Baba bin Scarab, the Moonstone Sage:

Name: Ali Baba bin Scarab
Alignment: Lawful Good
Race: Aasimar
Class: Paladin (Chosen One) 11
Description:

Ali Baba is a youthful and extremely beautiful blonde haired man with almost golden brown skin dressed in gold and white armor and draped in a rainbow colored robe clasped with a golden holy symbol of Shelyn from Thuvia. His constant companion is a Thrush with a rainbow colored tail, named Archimedes (Archimedes claims he is an angel, who at first disguised himself as a bird, but Ali Baba is certain that he is a bird who can disguise himself as an angel). Archimedes raised Ali in the faith of Shelyn informing him he had a DESTINY to fulfill. He can usually be seen taking some sort of lecture about art from his bird or some kind of criticism to his swordfighting form by his stalwart, long-suffering weapon Gamin the Reforged. Fortunately, he is skilled enough at wordplay to keep up with them and is loud enough at playing the pan pipes to drown them out when he has to.

All of this bickering for his attention has not worn his determination or cheer down as he travels the world to experience art and help bring the beauty of the past to life in the present. He looks forward to a long retirement filled with collecting ancient and obscure titles and translating them into the various Golarion tongues to spread their beauty worldwide. He wears his sage jewel with pride and welcomes the addition of a third constant companion to his complicated social circle.

This character is sort of special to me - I made him right before I went to play Pathfinder Society at a convention for the first time in 2014 and Destiny of the Sands pt 1 was his very first adventure. A whole lot has changed in my life since then and I never imagine Pathfinder Society would come to occupy such a big place in my life back then.

I got to play Salvation at SCARAB with John Compton and a couple other very fun players, though I was half delirious from sleep deprivation at the time, it was the highlight of my con.

Silver Crusade

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Trax, the Azurite sage:

Name: Trax, The Azurite Sage
Alignment: Lawful Good
Race: Human, Shoanti
Class: Crossblooded Bloodrager 5/Dragon Disciple 7
Description: Trax was part of the Sun clan until his village was raided by Drow looking for slaves, they corrupted his draconic blood with demonic influence through fleshwarp mutations and only his innate arcane gift allowed him to survive. His wife, newborn son and even original name are distant but painful shadows of his past.

Trax is a man of large stature, befitting his draconic heritage are cloudy blue scales and a large armoured underjaw, his fingers and toes are tipped with black claws and he has striking gold eyes.
He mostly wears a polished mithril half-plate with dark blue robes underneath and the symbol of apsu is hammered into the chestguard.

Becoming an expert in Draconic and Planer lore as well as scriptures to first get rid of his demonic mutations, he has since mastered and embraced the advantages they give.

He worships Apsu, the Waybringer due to feeling a kinship and fascination with dragons, wich is what allowed the Diamond sage to bring him into the fold.

With everyone clear of mind before finishing off Aryana Tahari, they all agreed Trax deserved to stand among them and by taking the up the mantle of the Azurite Sage, Trax understood that, like the Waybringer says : 'every day, is a new beginning'.

Scarab Sages 4/5

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Still 'as a' Stone (protege of Venture Captain Dayerth Geltoun and Jeweled Sage Prospect)

Story of the Salvation of the Sages:
The feeling of being a passenger on the back of our leader the Diamond Sage Tahonikepsu was an honor and absolutely majestic! Arriving in Resu was uneventful until Grand Master Torch arrived… Then the dead came and, to my surprise, Tahonikepsu joined the fight breathing electricity over the hordes of ghasts and the giant bone creature. It was impressive when Setekhenaton grew to 4 times his size and tripped the Gashadokuro as he called it. It was a good thing too, our hunter almost ended up in the belly of that stinking horror. I had no problem dispersing the horde of ghasts even though I was assisted by both Tahonikepsu and Setekhenaton. Our gnomish minstrel kept messing with this evil altar and even managed to break it. My thoughts regarding the gnome's focus on knowledge without developing her body into an extension of discipline and strength seemed silly to me. She even bragged about avoiding combat! Later, I would learn a lesson in humility and honor her unique skill set.

Once inside, Amenopheus accompanied us through each room and assisted with our investigation by deciphering Aryana Tahari’s research. It seemed the dungeon was made to frustrate Pathfinders and drain them of stamina without direct threats to engage. The memory mindscape was a waste of time. Nobody knew how to either free the memories or if that was even our purpose. Even the famed Amenopheus was at a loss and accessing the information from the jewel was taxing so close to the sage jewels' corruption so we recommended he wait until after the ritual.

Reunited with the other sages, we began the ritual to cleanse the sage jewels. Setekhenaton was certain his understanding of Ancient Osiriani hieroglyphs would aid in the completion of the ritual… The blast of energy during the ritual leads me to believe otherwise. I was impressed with the knowledge and coordination needed to complete the ritual. Once completed, Tahari manifested near the sages and the jewels (as we suspected she would) but it was worrying when we noticed our sage companions were stuck, transfixed, blankly staring into more mindscapes... Mindscapes vex me...

Through hard-won skill we freed a couple sages and Tahari approached within my reach, I saw my opportunity and took it. I poured everything into a desperate charge, funneling all my strength and training into a series of overhand punches, and even though I heard her wail, she shrugged off my attacks like they were nothing.

Then Tahari flew into my body and took control… She possessed me!!

The last time this happened Seelah almost ended my life. This time I was truly worried for the sages and my companions. Tahonikepsu moved away from me not realizing the threat I posed, and I struck her solidly, wincing inside my head while outside (Tahari-Still) smiled wickedly. She chuckled at me internally saying, “I could get used to this body”. I could see the realization on Setekhenaton and the gnomish speech-crafter that they knew I was not in control. As a group they pushed the malevolent spirit out of me before she could cause any more lethal mayhem.

Rounds later, sustaining burns, strength-drain, and being knocked prone we finally triumphed. Aryana Tahari and her minions were defeated, and we managed to save the sages and keep all the jewels intact! Such victories come at a cost and our hunter’s owlbear companion succumbed to his wounds.

I was pleased with our victory. It is quite evident that I have neglected studies into areas other than the arcane and the intricacies of social interaction elude me. My primary focus of martial excellence was overshadowed by my lack of knowledge and social graces. Maybe one day, with training, I could become a Jeweled Sage. I must meditate on this and until I find the answers I seek I, Still ‘as a’ Stone, welcomes adventuring with enigmatic Pathfinders from other disciplines, even if they are small… and weak… and undisciplined.

1/5

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Name: Hakon Deepcaller, The Jade Sage
Alignment: Lawful Neutral
Race: Dwarf
Class: Druid 10 (Earth Domain/ Menhir Savant)
Description:

Spoiler:
The songs of the earth and stone of the 5 Kings Mountains were the lullabies Hakon fell asleep to every night as a child. The mountains were somber and beautiful, his family from the dwarven clan Bearclaw had a subtle but deep uneasiness working thier lumber mills for the great dwarven cities below. It is no secret the last several centuries have not been kind to the dwarves who had been driven nearly to the point of exctinction by both outside threats and innerclan turmoil, and no new direction has since emerged to give the people purpose or hope for the future. As a young adult Hakon was marked as special when the rest of the dwarves realized that while they all might claim to listen the mountains song, Hakon's claim carried more weight than most. To be more specific he carried unusual favor with the earth elementals that resided there who would come to visit him on occasion and would always answer his call if he faced trouble.

Hakon was interested in the scarab sages from the very first time he heard of thier order. The wisdom and learning of an advanced civilization being kept with in a number of gem stones seemed to be much more a divine providence of Torag and not just mere coincedence that gemstones were the holders of such knowledge. He signed up for the very first caravan with the scarab sages and since then learned a great deal from studying history and the power of the stones themselves. He believes in working with the other sages he can help restore both the Osirian and Dwarven civilizations strength and resolve and optimism in the every day life of thier citizens.

Grand Lodge 2/5

Quartz Sage Anelle:
Name: Anelle Erlan
Alignment: Lawful Neutral
Race: Human (Cheliaxian)
Class: Spiritualist (Geist Channeler) 10
Description: Anelle is raven-haired young woman from Ustalav, who is usually accompanied by the ethereal spirit of her stillborn twin sister, Aithea.

Scarab Sages 4/5

Name: Ireyne Adler, the Opal Sage
Alignment: Neutral Good
Race: Sylph
Class: Empiricist Investigator 10

Description:
Ireyne is a frail looking female with pale lavender hair and light blue tinted skin. She generally wears a trenchcoat over her ensemble, with a mithral rapier at her hip and extracts on her belt. She rarely walks anymore, having learned to control the winds that seem to constantly surround her enough to fly.
Always on the search for Truth!, Ireyne grew up and lived in Absalom most of her life. While familiar with the Pathfinder Society, she never considered joining until a young human hired her to unravel the mystery surrounding his many times Great Uncle. Believing the Society to be her best chance at finding out what happened, they both joined, and agreed to travel together until the case was solved. Ireyne unexpectedly found kindred souls looking for knowledge in the Scarab Sages, and when recent events enabled her to create her own jeweled stone, she jumped at the chance to store her precious memories, both of events from her decades in Absalom, as well as knowledge found while working for the Society. She hopes to store many more truths in her stone before passing it on, including the answer to the greatest mystery of all - what happened to Durvin Gest.

Scarab Sages 3/5

Beyin Kurbaga, Malachite Sage:
Name: Beyin Kurbaga aka Hypnotoad
Alignment: Neutral Good
Race: Grippli
Class: Mesmerist (Spirit Walker) 9
Description: Beyin Kurbaga is a finely dressed grippli with a constant smile and a very intense stare. He was raised in the Osiriani port of Totra after being deposited there by a rain of toads. His natural charisma combined with a knack for manipulating undead kept him employed for some time. But soon his curiosity about the Ancient Osirion Empire grew to more than just a passing interest. He decided the best way to learn more was through the Scarab Sages, so he joined the Pathfinder Society. He prefers to use subtlety and guile to resolve conflicts, and prefers to leave the violence to his martial artist cousin, Grip Lee.

Scarab Sages 4/5

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The Hematite Sage:
Name: Professor Trey Hurtubize
Alignment: Lawful Neutral
Race: Tiefling
Class: Crypt Breaker Alchemist 10
Description: Pale Chelaxian features fail to hide the fiendish heritage in the Professor's ancestry. Pinpoints of red light can be seen in the pupils of his gray eyes, and on occassion his forked tail slips out from underneath his waistcoat. Auburn hair is trimmed short and neat, contrasting sharply with his pallor. He carries a finely crafted cane, complimenting his tailored attire, but appears sprightly enough without it.

Trey is something of a vagabond despite his well groomed appearance, having been expelled from most of the major schools of Golarion for questionable experiments. In the Pathfinder Society he has found a stable employer who does not call his specimen collection grave robbing as so many other academy heads do. His travels have given him a rich mishmash of an accent, exacerbated by his study of languages. The Jeweled Sages were a perfect fit to his thirst for knowledge about the nature of life and death. He has been a staunch supporter of the order, especially in working with the Amethyst Sage and his assistants. One notable quirk came in his voting for Amenopheus to remain leader of the order, not because Tahonikepsu was less qualified but because the traditions of the order were not yet proven to have failed.

Scarab Sages

Leon 'the Risen' Bronzetongue - The Tourmaline Sage:

The Tourmaline Sage:

Name: Leon 'the Risen' Bronzetongue
Alignment: CG
Race: Elf
Class: Bard 10
Description:
Leon is the most extraordinarily and amazingly awkward elf that you can imagine. He's goodhearted and naive, but is terrible at reading any situation. There's something about him that makes people almost naturally bully him, even if he's rarely catches that's what's going on.

Leon was raised in the jungle, in a tribe he never really fit into. He didn't have any friends and despite his helpful nature was never popular. But he had observed that the few Bards that he had seen was always popular and well-liked. So for 140 years he sat in his basement to train his performance, and finally emerged having mastered: the Cabassa.

Clueless as to how annoying the instrument really was, he did not understand how people did not seem to appreciate his music; and somehow he got even less popular.

He decided to travel out in the world to find people that understood him and hopefully to find out how it is to have friends. To do that, he joined the Pathfinder Society. Now at the very least his companions are forced to be with him for the duration of the missions.

During the years he has faced many challenges and faced great difficulties; the hardest of them to master the method of obtaining friends. Leon carries around a small note-book where he delicately writes down the names of all the people that he has convinced, bribed or traded himself to them calling him "Friend". He also keeps a hidden copy in a safe place, just to be sure he never looses his friends! Also it kind of feels like having double the amount of friends!

Leon is a dedicated supporter that strives to bring the best out of his party, in a pinch raining arrows from the backline when all else fails. During his travels he has acquired many pets as companions and mounts, and every time they get slain he mourns them in poetic songs. Once he himself fell in duty but was risen, dedicating himself to the Risen Guard.

4/5

1 person marked this as a favorite.

Mahcahn, the Labradorite Sage

Spoiler:
Name: Mahcahn
Alignment: Neutral
Race: Wayang
Class: Psychic (Pain) 9/Fighter 1
Description: Macahn is a spidery-thin, pale wayang with fever-bright eyes. She rarely makes eye contact, but her gaze gives the impression that she's cataloging points of physical or mental vulnerability. She is constantly making jokes, but no one else seems to notice. Or find them funny.

Despite her devotion to psychic magic, Mahcahn enjoys a good fight,
often confusing enemies by engaging in mounted combat, from the shoulders of a half-orc.

Mahcahn is supporting a family of half-orcs in Absalom by regularly hiring the patriarch, Zarq the Not-So-Tall, to serve as her mount. She pays him a decent wage, covers his medical expenses, and doesn't require that he identify a joke when he hears it. He mainly communicates in long-suffering sighs. When the inscrutable beings that run the world she lives in lack a sense of humor, she sends Zarq home and rides her dog, Badger instead.

Incidentally, this is what labradorite looks like:
Go to Labradorite.

3/5

1 person marked this as a favorite.

Itzamnaaj Chaac Chan K'awiil, The Jadite Sage:

Name: Itzamnaaj Chaac Chan K'awiil
Alignment: CN
Race: Elf
Class: Occultist 8
Description: Chaac Chan as the people of the Inner Sea call him is not from here. He is short and stocky (for an elf), with somewhat dark skin and long jet black hair. He is not sure where his homeland is relative to the Inner Sea, but he certainly has not seen anyone else from home in his time in Avistan and Garund and even Tian Xia. He was originally trained as a scribe but became more interested in discovering knowledge for himself rather than merely reading the knowledge of others. He took his implements and went into the jungle to explore for himself in the tradition of his patron Desna (although he calls her Ix Kin, She of The Days in his language). Unfortunately this first adventure led to a mishap which tossed him to an entirely new and strange continent. While he first focused his investigations on how to get home he has come to appreciate more and more the knowledge of this new world he has found himself in.

Chaac Chan is the first of my characters inspired by the Native peoples of the Americas. I'm not sure where Mayan inspired people are from in Golarion but I'm sure that they will be developed at some point

1/5

Emry Everbloom, The Alexandrite Sage

Emry is a Core Bard who currently resides in Bevroy. She was my second ever character and I truly enjoyed her finishing out this quest series!

Name: Emry Everbloom
Alignment: Lawful Neutral
Race: Half-Elf/Azlanti Human
Class: Bard 10
Description: A slender build, yet graceful and elegant half-elf approaches you. With a smile she says “hello, I’m Emry and I look forward to journeying with you today!” Emry is clad in the finest Mithral chain shirt with an identical Mithral buckler. She carries a set of masterwork drums, which is her favored instrument but she loves to sing as well. Of note is a lovely silver cloak, a belt with a silver buckle emblazoned with the holy symbol of Nethys, and a small blue Ioun Stone orbits her head. She carries a Mithral sickle as well but it seems to see very little use!


Raven Moonblade, The Moonstone Sage

Spoiler:
Name: Raven Moonblade, The Moonstone Sage
Alignment: Neutral Good
Race: Female Elf
Class: Unchained Rogue 2 / Magus 9
Description: A tall lithe female elf with long jet black hair, Raven grew up an orphan in the streets surviving on the good people’s offerings (even from those unaware of their donations). Recognizing her skills, the Pathfinder Society took her in where she prospered and learned the art of battle through graceful movement of dervish dance as well as the arcane arts. Due to her uncanny ability to disable locks and deftly avoid traps, Raven loves to travel and seeks ancient ruins and tombs to find long lost lore, secrets and magic. She travels along with her new friend Riddywipple (faerie dragon familiar).


1 person marked this as a favorite.
Archangel. wrote:

Raven Moonblade, The Moonstone Sage

** spoiler omitted **

I see someone picked Moonstone already:( I'm assuming there can be more than one of the same gemstone, otherwise we'll run out of the gemstones lol. If that's not the case, then Raven Moonblade can be the Pearl Sage:)

Scarab Sages 2/5

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Dr. Ava Aemenor, The Citrine Sage

Spoiler:

Name: Dr. Ava Aemenor, The Citrine Sage
Alignment: Neutral Good
Race: Sylph (From Osirion)
Class: Weapon Master 1 / Archaeologist 8
Description: Ava is brown haired, light skinned girl with grey eyes. The only hint to her elemental heritage is the blue lines swirling faintly just beneath her skin. As for her personality she is a lighthearted explorer to the core. Incredibly book smart she is not the wisest in the world and gets overly excited at just about anything. This jovial excitement frequently gets her into all sorts of trouble. Yet somehow her Archaeologist's Luck always manages to see her through it.

Background:
Ava was born to a well-to-do merchant family in Sothis as the youngest of 5 siblings. Her entire childhood, she wanted for nothing and all academic resources were made readily available. Unlike the rest of her brothers and sisters who were interested on short term pursuits or following in the family business, Ava focused solely on her studies. This ultimately led to her being invited to study at the premier college in Sothis an opportunity that she jumped at without a second thought.

Ultimately Ava would stay at the college for nearly 8 years as a student and then another 6 as a professor’s aid. By this time the girl, now in her early 30’s and it was becoming abundantly clear that something was different about her. Everyone had just assumed her lighter skin color was simply from being inside more than most. However, now that she still looked like a young teenager still at this age she went looking for answers.

It didn’t take long for a member of academia to figure out that she was indeed a member of the Sylph race, and not fully human. The discovery of this brought upon large scale jealously and anger from her family members when they realized she would out live them all by hundreds of years. The thin bonds that had loosely held Ava to her family were finally broken, and in her despair, she returned to the only thing she had succeeded in. The pursuit of knowledge.

This time around when Ava approached the school they welcomed her back with open arms not only as a professor and doctoral candidate, but as an active member of the community. The headmasters knew that unlike most academic’s Ava was young at least in body, physically fit, and decent with a weapon. So, they offered her the opportunity and funding to get some real archaeological experience.

The next 20 years were pure joy for the woman who split her time between the class rooms and delving ruins. However, even with all this she wanted more, and that was when she discovered the Pathfinder Society faction: The Scarab Sages. A group dedicated entirely to the study, documentation, and recovery of ancient artifacts. So, eager with anticipation she reached out the group and due to her already impressive resume, she was welcome into the group with open arms. From here Ava not only got a chance to be at the cutting edge of the field, but she would go on to participate in countless amazing adventures as well.

Scarab Sages 5/5 5/5

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Name: Sten, the Sunstone Sage
Alignment: LG
Race: Pahmet Dwarf
Class: Monk (Ouat) - 10
Description: Sten is a well-tanned dwarf of average stature but very solid build. His most distinctive feature is that he has shaven off all of his hair, including his beard and eyebrows. After having passed the Test of Tar Kuata, he joined the order of Ouat monks. His family disapproves of his abandoning his dwarven heritage and have severed all ties. He is a trained historian and linguist, specializing in dead languages. He is retiring by nature and speaks as little as possible. When he has knowledge to share with his colleagues, he prefers to write it down and hand it to another to read.

Dark Archive 5/5 5/55/5 *

Ali Sqababa Blakros, the Sardonyx Sage
Alignment : Neutral
Race : Human (Kelish)
Class : Wizard 15 (specializing in Necromancy & Conjuration)
Description : Ali is a lean man of moderate height. His hair is black & of shoulder length & he wears a long mustache & goatee. Though his clothes aren't the typical alternating black & white common to followers of Nethys, the Nethysian patterning is evident in the styling of his robes & the split-faced mask he wears while adventuring (but not usually in social settings). He keeps a staff close at hand - black & white topped by a pair of entwined serpents.
Ali's a pleasant fellow, but is prone to wandering off on odd conversational tangents. He's quite knowledgeable on a variety of topics, ranging from arcana & history to planar travels & glassblowing. He's conversant in a multitude of languages (living, dead, & in-between).
Ali is usually accompanied by his assistant, a smallish winged creature named Nackle.

Scarab Sages 4/5

Name: Shyvara Emberfury, Garnet Sage and Appointed Faction Leader
Alignment: Neutral Good
Race: Ifrit
Class: Bard (Dawnflower Dervish) 8
Description: Shyvara is a lithe woman with Reddish Bronze skin with Hair (and Temperment) like the flames of her name. Originally born in a small town hidden in the Zho Mountains in Qadira, she was raised as a noble among Oreads. After a team of Intrepid Pathfinders came into her city, and showed her the errors of oppressing the population, she repented by the mercy of Sarenrae, to and set off for Sothis to learn more about her people and her past.

Joining the Scarab Sages to learn more about her past, she went on many missions, showing that sometimes her 'Zeal' would surface a bit more than expected.

She isn't exactly the most Knowledgeable sage, but she is certainly a protector, and a useful woman to keep on hand. After recently voted to the Head of the Scarab Sage faction, she hopes to learn more and drink in as much about her forebears, and spread the knowledge and Combat Skill to generations to come.

Scarab Sages 5/5 5/5

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Shyvara Emberfury wrote:
... After recently voted to the Head of the Scarab Sage faction, she hopes to learn more and drink in as much about her forebears, and spread the knowledge and Combat Skill to generations to come.

Sten checks his notes and after finding no mission briefings or debriefs attended by Shyvara Emberfury, he points to Tahonikepsu and shrugs.

Paizo Employee 4/5 ** Developer

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Thalia Kastiel the Obsidian Sage:

Name: Thalia Kastiel, the Obsidian Sage
Alignment: Lawful Good
Race: Osiriani Human
Class: Paladin (Divine Hunter) 2/Monk (Far Strike) 1/Fighter (Weapon Master) 5
Description: Thalia was born to a fringe cult of Zon-Kuthon in northern Osiria. The child was trained at a young age to be a murderer, forcefully possessed by an umbral shepherd named L'don. The shepherd continues to be a nuisance, occasionally wresting control of her enough to blurt out a line or two and embarrass the shy paladin. When the cult was raided by a group of adventurers, the young Thalia was taken in and given reprieve at the temple of Shelyn. She quickly took to the far more peaceful religion, the priests using art therapy to help comfort the rescued children. Proud of her paintings, the young Thalia stayed with the church and over time decided she wanted to devote herself to Shelyn full-time.

The training she had as a child lead her to become a paladin, wanting to defend the art and artists who helped her wrest control of the umbral shepherd that still haunted her. From the walls of her villa to her armor and axes, the bespectacled young Thalia has painted (and often repainted) every surface she can reach. Calling herself "the shooting star", she focused on learning to use the axes she was taught to use as tools of murder to instead disable enemies nonviolently, using throwing axes to trip multiple enemies while sparks flew off the weapons sliding across the ground.

She joined the Pathfinder Society once she realized how important it was to preserve, study and share the artwork of the past. The art of Ancient Osiria caught her eye, and she found a home among the Scarab Sages. She went through a number of difficult trials as a pathfinder, including L'don wresting control of her when she was made confused and killing a fellow Pathfinder during her time of distress. She named her axe after the fallen ally, Henderson, hoping to remind herself at all times to maintain control over her mind, body and soul. Since she has taken to naming her axes after the qualities of various pathfinder she's met on her travels. She always looked up to the Jeweled Sages, the idea of preserving one's memories in the physical as a sort of ultimate expression of oneself; A work of art to preserve the beauty of your ephemeral self for the betterment of everyone else. And while her faith was shaken when she learned the truth behind the Jewel's origins, she knows firsthand what it means to overcome a tainted past.

Mechanically she uses Startoss Style and Sliding Axe Throw with Throwing Axes. Her Umbral Shephard is from the "Corruption (Haunted)" boon, and while I can afford to finally dispel it, I really enjoy the roleplay and it makes sense that she would be afraid to let something like that free where she couldn't prevent it from hurting others. A small part of her might even be attached to the evil spirit; after all, she's been with him for as long as she can remember. Kind of reminiscent of Shelyn and her brother...

Scarab Sages 3/5

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Uldar Millstone, the Black Opal Sage:

Name: Uldar Millstone
Alignment: Neutral
Race: Halfling
Class: Cavalier (Spellscar Drifter) 6 / Medium (Relic Channeler) 1 / Fighter (Weapon Master) 2
Description: A tanned halfling with a long over coat and wide brimmed hat and sporting a prominent scorpion tattoo on his neck and face, Uldar was originally recruited to the Scarab Sages from Alkenstar as a tomb raider. Now he that he has helped secure the continuation of the Jeweled Sages Uldar searches for ever increasing challenges; Linnorm Dragons and Qlippoths just don't seem to cut it for him anymore.

Scarab Sages 3/5

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High-five to everyone that isn't human, elf of aasimar, esp my fellow Small races. Way to be a little different.

Scarab Sages 4/5

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Vell, zhis ist ze new experience, beink celebrated for differences, ja.

Grand Lodge 3/5

Spoiler:
Name: Santiago
Alignment: Lawful Good
Race: Undine
Class: Monk (Sensei, Ki Mystic, Qiggong) 10

Description: Santiago is a wizened, blue veined old man with a healthy white beard wearing threadbare old robes. He has an extremely critical eye, but those who can bear his criticism see its value after the fact. He's mellowed some after becoming a sage, but still doesn't suffer fools lightly.

Question:
Can we get a little guidance on gem selection? Is there only one sage of each type? I was hoping for Pearl, but it looks like someone nabbed that.

Maybe Coral or Amber Sage for Santiago then.

Dark Archive 5/5 5/55/5 *

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Note: Unsure at this point if the PC choices are valid or merely speculation, but here's a compilation of the choices thus far:

(First though, let's get the known NPC Sages on the list)

Diamond - Tahonekepsu
Sapphire - Amenopeus
Amethyst - Sinuhotep
Topaz - Dhiara
Emerald - Grand Master Torch

(Next, the PC's & their choices)

Bismuth - Gear Sprocton
Amber - Seren's Seven
Tiger's Eye - Amenopheus II
Peridot - "Torch"
Ruby - Velictrial Nathalan
Benitoite - Harmachris
Moonstone - Ali Baba bin Scarab
Azurite - Trax
Jade - Hakon Deepcaller
Quartz - Anelle
Opal - Ireyne Adler
Malachite - Beyin Kurbaga
Hematite - Professor Troy Hurtubize
Tourmaline - Leon 'the Risen' Bronzetongue
Labradorite - Mahcahn
Jadite - Itzamnaaj Chaac Chan K'awiil
Alexandrite - Emry Everbloom
Moonstone [or Pearl as 2nd choice] - Raven Moonblade
Citrine - Dr. Ava Aemenor
Sunstone - Sten Rockhammer
Sardonyx - Ali Sqababa Blakros
Garnet - Shyvara Emberfury
Obsidian - Thalia Kastiel
Black Opal - Uldar Millstone
[Pearl 1st, Amber 2nd, ?? 3rd] - Santiago

Grand Lodge 3/5

Thanks Joe. We should probably add the canonical sages as placeholders too?

Dark Archive 5/5 5/55/5 *

Markov Spiked Chain wrote:
Thanks Joe. We should probably add the canonical sages as placeholders too?

Good idea - edited to include them

Scarab Sages 4/5 5/55/55/55/5 ****

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Fwew, made it before someone else snagged it!

Tessara of Astarathian, the Clinohumite Sage (It sounds better in elven or terran)

Name: Tessara of Astarathian
Alignment: Neutral Good
Race: Elf
Class: Arcanist (School Savant: Admixture) 9 / Sorcerer (Crossblooded Gold Dragon and Orc) 1
Description: A rather unkempt elven lady with draconic runes along her skin (which is just slightly green tinted). She seems to keep with the general sorceress aesthetic of minimal clothing, but nearly everything is cloth-of-gold or gold plated. Comes across as a valley-girl and a complete airhead, despite a considerable intellect (Int 24, cha 7). Specializes in Rays of all sorts, though Scorching Ray is her favorite. Brags about being descended from the great gold dragon Astarathian every chance she gets, tries to downplay the orc heritage. Unlike most elves, she's from the Meiriani Forest near Crying Leaf.

She joined the Sages because she is a gem-cutter who follows Yuelral, the elven god of jewelers and magic, and because they seemed the most interested in finding ancient magic and using it to do stuff. And DRAGON (even if it's not gold). Resents that in order to be admitted as a jeweled sage they made her buy a necklace that is neither gold nor flame-colored.

I asked John if Clinohumite gems had been found on Golarion yet, but didn't get an answer. (They weren't even found on earth until the 1980's). She found out about them and gets them from the Plane of Earth.

Scarab Sages 4/5 5/55/55/55/5 ****

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Like, I'd be a terrible jeweler if I didn't, like, show people what these look like!

Diamond - Tahonekepsu Gem Info
Sapphire - Amenopeus Gem Info
Amethyst - Sinuhotep Gem Info
Topaz - Dhiara Gem Info
Emerald - Grand Master Torch Gem Info
Onyx - currently unclaimed Gem Info
Spinel - currently unclaimed Gem Info

(Next, the PC's & their choices)

Bismuth - Gear Sprocton Not actually a gem but here's nifty info anyways
Amber - Seren's Seven Gem info
Tiger's Eye - Amenopheus II Gem info
Peridot - "Torch" Gem info
Ruby - Velictrial Nathalan Gem info
Benitoite - Harmachris Gem info
Moonstone - Ali Baba bin Scarab Gem info
Azurite - Trax Gem info
Jade - Hakon Deepcaller Gem info
Quartz - Anelle Gem info
Opal - Ireyne Adler Gem info
Malachite - Beyin Kurbaga Gem info
Hematite - Professor Troy Hurtubize Gem info
Tourmaline - Leon 'the Risen' Bronzetongue Gem info
Labradorite - Mahcahn Gem info
Jadite - Itzamnaaj Chaac Chan K'awiil Gem info
Alexandrite - Emry Everbloom Gem info
Moonstone Pearl - Raven Moonblade Gem info
Citrine - Dr. Ava Aemenor Gem info (Like, I considered this one, but it can't take heat well, and I like fire)
Sunstone - Sten Rockhammer Gem info
Sardonyx - Ali Sqababa Blakros Gem info (Technically a type of Agate)
Garnet - Shyvara Emberfury Gem info
Obsidian - Thalia Kastiel Gem info
Black Opal - Uldar Millstone Gem info
Pearl Coral- Santiago Gem info
Clinohumite - Tessara of Astarathian Gem info

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