NPCs/Laura
NPC Character profiles:
Laura, Level 3 Ranger, Nature's Blade.
Str: 10
Dex: 18
Con: 12
Int: 14
Wis: 16
Cha: 10
Longbow, +7 1d8. Deadly Aim, +6 1d8+2. Deadly Shot +2d10 damage (expends martial focus).
AC: 17
HP: 25
Initiative: +7 (+9 in Forest)
Fort: +4
Ref: +7
Will: +4
Perception: +9 (+11 in Forest)
Survival: +9 (+11 in Forest)
Stealth +10 (+11 in Forest)
Knowledge Geography: +8 (+10 in Forest)
Knowledge Nature: +8
Heal +9
Swim: +6
Handle Animal: +6
Climb: +6
Feats: Extra Combat Talent, Sphere Specialization (Sniper), Mobility, Endurance (Bonus), Improved Initiative (Fighting Style)
Spheres: Huntmaster Training, Scout Sphere, Sniper Sphere, Target Weakness (Tradition). Focusing Reload, Unimpeded Positioning. Find Gap (Feat)
Scout: Target Weakness, Find the Gap (-1 AC for Scouted, Self only), Unimpeded Positioning (10 ft. free movement, no aoo, when reloading)
Sniper: Focusing Reload (Regain martial focus when reloading)
Equipment: Huntmaster Training.
Scout
As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.
Huntsman Training
You gain proficiency with the atlatl, bolas, boomerang, handaxe, harpoon, longbow, net, shortbow, throwing axe, and tube arrow shooter. In addition, you only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon. Associated Feat: Far Shot.
Find Gap
Whenever you successfully use the scout ability against a creature, you treat their AC as 1 lower than it actually is for a number of rounds equal to 1/2 your ranks in Perception (minimum 1). For every 4 ranks you possess, treat their AC as an additional 1 point lower.
Target Weakness
If you have successfully used the scout ability to identify a target’s weaknesses, you may use scavenged materials collected as you travel to improvise a weapon targeting one of those weaknesses as a move action that does not provoke attacks of opportunity; you may expend your martial focus to instead use this ability as a free action. The next attack you make against the target with a manufactured or natural weapon attack, including traps, is treated as though half the total damage it deals (rounded down) were of an energy type the target has vulnerability to (for example, if you fire an arrow at a red dragon, who has vulnerability to cold damage, and would normally deal 14 points of piercing damage, you instead deal 7 points of piercing damage and 14 points of cold damage); if this attack is not made before the end of your next turn, this effect is wasted.
Additional energy damage dealt by the attack, such as from the flaming or frost weapon special abilities, is calculated separately from this effect. Alternatively, your weapons are treated as having one type listed in the target’s damage reduction (for example, if an enemy has DR 5/cold iron or good, you may treat your attacks as either good or cold iron for 1 round).
Favored Terrain: Forest. +2 Initiative, Kn. Geography, Perception, Stealth, Survival while in favored terrain.
NPC Character profiles:
Laura, Level 3 Ranger, Nature's Blade.
Str: 10
Dex: 18
Con: 12
Int: 14
Wis: 16
Cha: 10
Longbow, +7 1d8. Deadly Aim, +6 1d8+2. Deadly Shot +2d10 damage (expends martial focus).
AC: 17
HP: 25
Initiative: +7 (+9 in Forest)
Fort: +4
Ref: +7
Will: +4
Perception: +9 (+11 in Forest)
Survival: +9 (+11 in Forest)
Stealth +10 (+11 in Forest)
Knowledge Geography: +8 (+10 in Forest)
Knowledge Nature: +8
Heal +9
Swim: +6
Handle Animal: +6
Climb: +6
Feats: Extra Combat Talent, Sphere Specialization (Sniper), Mobility, Endurance (Bonus), Improved Initiative (Fighting Style)
Spheres: Huntmaster Training, Scout Sphere, Sniper Sphere, Target Weakness (Tradition). Focusing Reload, Unimpeded Positioning. Find Gap (Feat)
Scout: Target Weakness, Find the Gap (-1 AC for Scouted, Self only), Unimpeded Positioning (10 ft. free movement, no aoo, when reloading)
Sniper: Focusing Reload (Regain martial focus when reloading)
Equipment: Huntmaster Training.
Scout
As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.
Huntsman Training
You gain proficiency with the atlatl, bolas, boomerang, handaxe, harpoon, longbow, net, shortbow, throwing axe, and tube arrow shooter. In addition, you only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon. Associated Feat: Far Shot.
Find Gap
Whenever you successfully use the scout ability against a creature, you treat their AC as 1 lower than it actually is for a number of rounds equal to 1/2 your ranks in Perception (minimum 1). For every 4 ranks you possess, treat their AC as an additional 1 point lower.
Target Weakness
If you have successfully used the scout ability to identify a target’s weaknesses, you may use scavenged materials collected as you travel to improvise a weapon targeting one of those weaknesses as a move action that does not provoke attacks of opportunity; you may expend your martial focus to instead use this ability as a free action. The next attack you make against the target with a manufactured or natural weapon attack, including traps, is treated as though half the total damage it deals (rounded down) were of an energy type the target has vulnerability to (for example, if you fire an arrow at a red dragon, who has vulnerability to cold damage, and would normally deal 14 points of piercing damage, you instead deal 7 points of piercing damage and 14 points of cold damage); if this attack is not made before the end of your next turn, this effect is wasted.
Additional energy damage dealt by the attack, such as from the flaming or frost weapon special abilities, is calculated separately from this effect. Alternatively, your weapons are treated as having one type listed in the target’s damage reduction (for example, if an enemy has DR 5/cold iron or good, you may treat your attacks as either good or cold iron for 1 round).
Favored Terrain: Forest. +2 Initiative, Kn. Geography, Perception, Stealth, Survival while in favored terrain.
NPCs/D'Monica
D'Monica, Level 3 Dancer
Str: 18
Dex: 14
Con: 12
Int: 10
Wis: 10
Cha: 16
Unarmed Strike, +6, 1d6+6. Nonlethal or Lethal.
AC: 15
HP: 29
Initiative: +1
BAB: +2
Fort: +4
Ref: +5
Will: +1
Skills:
Intimidate: +11,
Perform Dance/Acrobatics: +10,
Escape Artist: +7,
Diplomacy: +9
Feats:
Unarmed Strike (Bonus), Toughness, Dragon Style.
Equipment: Dancing Scarf, +2 AC when moving at least 10ft, +2 Bluff to Feint
Battle Dance, Inspire Courage 11 rounds/day
A dancer is trained in the use of the Perform skill, especially dance, to create magical effects on herself and allies. She can use this ability for a number of rounds per day equal to 4 + her Charisma modifier; this increases by 2 rounds per dancer level thereafter. At 1st level, the dancer can use inspire courage. At 9th level, the dancer can use inspire greatness. At 15th level, the dancer can use inspire heroics. Battle dancing benefits apply only when the dancer is wearing no armor (dancing scarves are exempt from this). Like bardic performance, it cannot be maintained at the same time as other performance abilities. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dancer to stop the previous performance and start the new one as a move action. Like a bard, a dancer’s performance ends immediately if she is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dancer cannot perform more than one battle dance at a time. At 10th level, a dancer can start a battle dance as a swift action instead of a move action. This ability otherwise functions as bardic performance; feats and other effects that affect bardic performance (such as the Extra Performance feat) apply to it.
Fleet
While performing a battle dance, a dancer gains a +10 enhancement bonus to her land speed. This bonus increases by 5 feet for every four dancer levels gained after 1st level, to a maximum of +30 feet at 17th level.
Evasion (Ex)
At 2nd level, a dancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the dancer is wearing no armor.
Versatile Dance (Ex)
At 2nd level, a dancer gains a bonus equal to half her level on Perform (dance) checks. She can use her bonus for her Perform (dance) skill in place of her bonus for Acrobatics.
Beguiling Dance (Su)
At 3rd level, a dancer can perform a battle dance to distract her enemies. Whenever the dancer starts or maintains a beguiling dance, all enemies within 30 feet who can see her must succeed on a Will save (DC 10 + half of the dancer’s level + her Charisma modifier) or be dazed for 1 round. Creatures that fail this save also have their attitude improved by one step for as long as she maintains the dance. This attitude adjustment does not prevent any subsequent attitude changes. For example, an enemy that becomes indifferent toward the dancer as a result of this effect still turns hostile if she then attacks it. A creature can’t be affected again by your beguiling dance effect for 24 hours whether or not it succeeds on the saving throw.
Uncanny Dodge (Ex)
At 3rd level, a dancer cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A dancer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
D'Monica, Level 3 Dancer
Str: 18
Dex: 14
Con: 12
Int: 10
Wis: 10
Cha: 16
Unarmed Strike, +6, 1d6+6. Nonlethal or Lethal.
AC: 15
HP: 29
Initiative: +1
BAB: +2
Fort: +4
Ref: +5
Will: +1
Skills:
Intimidate: +11,
Perform Dance/Acrobatics: +10,
Escape Artist: +7,
Diplomacy: +9
Feats:
Unarmed Strike (Bonus), Toughness, Dragon Style.
Equipment: Dancing Scarf, +2 AC when moving at least 10ft, +2 Bluff to Feint
Battle Dance, Inspire Courage 11 rounds/day
A dancer is trained in the use of the Perform skill, especially dance, to create magical effects on herself and allies. She can use this ability for a number of rounds per day equal to 4 + her Charisma modifier; this increases by 2 rounds per dancer level thereafter. At 1st level, the dancer can use inspire courage. At 9th level, the dancer can use inspire greatness. At 15th level, the dancer can use inspire heroics. Battle dancing benefits apply only when the dancer is wearing no armor (dancing scarves are exempt from this). Like bardic performance, it cannot be maintained at the same time as other performance abilities. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dancer to stop the previous performance and start the new one as a move action. Like a bard, a dancer’s performance ends immediately if she is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dancer cannot perform more than one battle dance at a time. At 10th level, a dancer can start a battle dance as a swift action instead of a move action. This ability otherwise functions as bardic performance; feats and other effects that affect bardic performance (such as the Extra Performance feat) apply to it.
Fleet
While performing a battle dance, a dancer gains a +10 enhancement bonus to her land speed. This bonus increases by 5 feet for every four dancer levels gained after 1st level, to a maximum of +30 feet at 17th level.
Evasion (Ex)
At 2nd level, a dancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the dancer is wearing no armor.
Versatile Dance (Ex)
At 2nd level, a dancer gains a bonus equal to half her level on Perform (dance) checks. She can use her bonus for her Perform (dance) skill in place of her bonus for Acrobatics.
Beguiling Dance (Su)
At 3rd level, a dancer can perform a battle dance to distract her enemies. Whenever the dancer starts or maintains a beguiling dance, all enemies within 30 feet who can see her must succeed on a Will save (DC 10 + half of the dancer’s level + her Charisma modifier) or be dazed for 1 round. Creatures that fail this save also have their attitude improved by one step for as long as she maintains the dance. This attitude adjustment does not prevent any subsequent attitude changes. For example, an enemy that becomes indifferent toward the dancer as a result of this effect still turns hostile if she then attacks it. A creature can’t be affected again by your beguiling dance effect for 24 hours whether or not it succeeds on the saving throw.
Uncanny Dodge (Ex)
At 3rd level, a dancer cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A dancer with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Garodon, Crystal-Cursed
Through much of his life, there had always been something off-putting about Garodon. It is unclear whether it was his oddness which made him quiet, or his quiet that made him odd; the two seemed entangled, so innately part of his character that he seemed to carry it around like a heavy cloak, drawing down his shoulders, hunching his back, pulling even his lips into a stormy frown. In truth, the weight he carried was one that rested upon his brow like a crown of thorns, trapping him within his own thoughts, and contemplation of his dreams. His dreams, you see, held something like the weight of premonition; everything he touched turned to cold stone, plants dying, animals fleeing his touch... All bearing a mark that was all too familiar to him: The first tentative sprouts of vividly green crystalline growths. He knew where he first had seen these crystals, depicted in vivid, unnatural hues in the journal of his father, Tiberius, with their splintering, fractal growths sprawling across nearly an entire page, descriptions and depictions filling every inch of the rest in a feverish scrawl. His rambling description of them included graphic depictions of an animal, slowly being consumed, still living, by these crystalline growths, and by an odd feeling of illness provoked by their presence. Within a year of his return, Garodon had been conceived; within six months of that, his father was back on expedition, never to return.
These Dwarves were no strangers to loss and conflict; the disappearance of Garo's father was unfortunate, but not unknown, and their stony sympathy scattered like pebbles throughout his youth only served to further his sense of isolation. To him, there was something compelling in the memory of his father, in the scrawlings in his expedition journals, something that drew him to travel. He found himself, however, compelled along this path earlier than he had expected or intended, when his powers first began to manifest.
First learning, with many of his kin, the work of Torag, he was found to be a proficient smith, shaping and working metal with an elegance and clarity rare amongst the apprentices, though with a ghoulish tendency to embellish in the same flowing, fractal shapes of the crystals that many believed had claimed the life of his father. It was seen as an obsession, but a fairly benign one, and as long as it caused no harm, there was little concern for it; the roots of stone reach deep in Dwarven culture, and there was little support for one of such ailments.
In secret, he began explorations into magic, seeking among the murky, dusty parts of his mind for a spark that he felt smoldering within him, caged by fear and superstition; his isolation had turned to anger, his loneliness became helplessness, and he sought out even the forbidden to return to him some sense, some semblance of control in his life. To his horror, he discovered he was right: He did indeed have the spark of magic within him, much cursed and derided by the technology-focused people of his Hold; a sick magic, a wicked, life-draining power that left traces of those same green crystals clinging to everything around him. Where he stood, patches of luminescent moss faded and dulled, the very stone itself bleaching chalky and brittle underfoot. He knew, then, that this power was as much a curse as a blessing; perhaps more so.
The mechanism of his powers was little-understood, the power of the crystals and their alien taint a curse beyond their reckoning. Short years later - for the age of a Dwarf, anyway - Garo admitted to the knowledge and use of magic, and chose a kind of self-imposed exile, wandering as his father before him, sworn to safeguard the kingdom of his people from without. Despite his isolation, he pursued, in secret, his father's writings, seeking out the source of his crystalline curse, unsure whether he intended to embrace it, or destroy it...
Through much of his life, there had always been something off-putting about Garodon. It is unclear whether it was his oddness which made him quiet, or his quiet that made him odd; the two seemed entangled, so innately part of his character that he seemed to carry it around like a heavy cloak, drawing down his shoulders, hunching his back, pulling even his lips into a stormy frown. In truth, the weight he carried was one that rested upon his brow like a crown of thorns, trapping him within his own thoughts, and contemplation of his dreams. His dreams, you see, held something like the weight of premonition; everything he touched turned to cold stone, plants dying, animals fleeing his touch... All bearing a mark that was all too familiar to him: The first tentative sprouts of vividly green crystalline growths. He knew where he first had seen these crystals, depicted in vivid, unnatural hues in the journal of his father, Tiberius, with their splintering, fractal growths sprawling across nearly an entire page, descriptions and depictions filling every inch of the rest in a feverish scrawl. His rambling description of them included graphic depictions of an animal, slowly being consumed, still living, by these crystalline growths, and by an odd feeling of illness provoked by their presence. Within a year of his return, Garodon had been conceived; within six months of that, his father was back on expedition, never to return.
These Dwarves were no strangers to loss and conflict; the disappearance of Garo's father was unfortunate, but not unknown, and their stony sympathy scattered like pebbles throughout his youth only served to further his sense of isolation. To him, there was something compelling in the memory of his father, in the scrawlings in his expedition journals, something that drew him to travel. He found himself, however, compelled along this path earlier than he had expected or intended, when his powers first began to manifest.
First learning, with many of his kin, the work of Torag, he was found to be a proficient smith, shaping and working metal with an elegance and clarity rare amongst the apprentices, though with a ghoulish tendency to embellish in the same flowing, fractal shapes of the crystals that many believed had claimed the life of his father. It was seen as an obsession, but a fairly benign one, and as long as it caused no harm, there was little concern for it; the roots of stone reach deep in Dwarven culture, and there was little support for one of such ailments.
In secret, he began explorations into magic, seeking among the murky, dusty parts of his mind for a spark that he felt smoldering within him, caged by fear and superstition; his isolation had turned to anger, his loneliness became helplessness, and he sought out even the forbidden to return to him some sense, some semblance of control in his life. To his horror, he discovered he was right: He did indeed have the spark of magic within him, much cursed and derided by the technology-focused people of his Hold; a sick magic, a wicked, life-draining power that left traces of those same green crystals clinging to everything around him. Where he stood, patches of luminescent moss faded and dulled, the very stone itself bleaching chalky and brittle underfoot. He knew, then, that this power was as much a curse as a blessing; perhaps more so.
The mechanism of his powers was little-understood, the power of the crystals and their alien taint a curse beyond their reckoning. Short years later - for the age of a Dwarf, anyway - Garo admitted to the knowledge and use of magic, and chose a kind of self-imposed exile, wandering as his father before him, sworn to safeguard the kingdom of his people from without. Despite his isolation, he pursued, in secret, his father's writings, seeking out the source of his crystalline curse, unsure whether he intended to embrace it, or destroy it...
Lillian, Human
Lillian was a relatively normal person for most of her life. She grew up in a neighbouring kingdom, living a life of humility and compassion. A pharmacist from the village visited her family's farm during an epidemic outbreak, staying a week to help out. Most people died but under his care, she lived, if only barely so. However, she had to give up on the farm as they now lacked the manpower to keep it running. Instead, she sold it and married the man that saved her life with the earnings as her dowry.
They returned to his small pharmacy and lived happily for a few years until her husband passed away from unknown causes, having gone missing and found dead a few days later. She did not have the ability to properly run the pharmacy, only knowing the bare minimum she had learnt while watching her husband - she tried, but it did not work out in the long run, however, eventually ending up doing more harm than good on occasion.
So for the second time she was looking at her existence crumbling beneath her feet, but this time without a lifeline and a child on its way. In her time of need, she turned to various gods, trying to regain what she had lost but was only met with silence or worse.
Eventually, she decided to take matters into her own hands, beginning to secretly experiment with necromancy. During one of her experiments, she had a brief encounter with Urgathoa, gaining her dead body but losing her child in the process. She is now even more fixated on resurrecting her husband, believing the sweet promises of her undead goddess.
The invading army is both interrupting her experiments as well as threatening the home of her loved one, giving her enough reason to chase them out.
[updated sheet]
Lillian was a relatively normal person for most of her life. She grew up in a neighbouring kingdom, living a life of humility and compassion. A pharmacist from the village visited her family's farm during an epidemic outbreak, staying a week to help out. Most people died but under his care, she lived, if only barely so. However, she had to give up on the farm as they now lacked the manpower to keep it running. Instead, she sold it and married the man that saved her life with the earnings as her dowry.
They returned to his small pharmacy and lived happily for a few years until her husband passed away from unknown causes, having gone missing and found dead a few days later. She did not have the ability to properly run the pharmacy, only knowing the bare minimum she had learnt while watching her husband - she tried, but it did not work out in the long run, however, eventually ending up doing more harm than good on occasion.
So for the second time she was looking at her existence crumbling beneath her feet, but this time without a lifeline and a child on its way. In her time of need, she turned to various gods, trying to regain what she had lost but was only met with silence or worse.
Eventually, she decided to take matters into her own hands, beginning to secretly experiment with necromancy. During one of her experiments, she had a brief encounter with Urgathoa, gaining her dead body but losing her child in the process. She is now even more fixated on resurrecting her husband, believing the sweet promises of her undead goddess.
The invading army is both interrupting her experiments as well as threatening the home of her loved one, giving her enough reason to chase them out.
[updated sheet]
https://www.myth-weavers.com/sheet.html#id=2386366
Elina Hawkins, a shy and Socially Awkward human girl from Nidal. loves limes, researched Lime Farming, wants to actually taste a fresh non-imported lime for once. became an Adventurer to see what life was like outside of Nidal's Dark Veil. short, pale and slight of stature due to Nidalese Living Conditions Stunting her growth, the kinda of girl that would make an Orc think "i can break her in half over my right knee." mistakenly sees Zon-Kuthon as a bringer of Justice and Order due to a flaw of her Nidalese upbringing.. sees Shibari as a cute fashion accessory to show her Kuthite faith. her confidence and self esteem are rather low though. and she is too cute to scare others, but in a way that rubs off as unintentionally creepy and unsettling. coming across more as "creepy doll" rather than "cute little sister figure", despite wanting to be seen as the latter.
Elina Hawkins, a shy and Socially Awkward human girl from Nidal. loves limes, researched Lime Farming, wants to actually taste a fresh non-imported lime for once. became an Adventurer to see what life was like outside of Nidal's Dark Veil. short, pale and slight of stature due to Nidalese Living Conditions Stunting her growth, the kinda of girl that would make an Orc think "i can break her in half over my right knee." mistakenly sees Zon-Kuthon as a bringer of Justice and Order due to a flaw of her Nidalese upbringing.. sees Shibari as a cute fashion accessory to show her Kuthite faith. her confidence and self esteem are rather low though. and she is too cute to scare others, but in a way that rubs off as unintentionally creepy and unsettling. coming across more as "creepy doll" rather than "cute little sister figure", despite wanting to be seen as the latter.
https://www.myth-weavers.com/sheet.html#id=2594929
Eglixus was born in the distant and exotic land of Osiron. Land that many consider a capital of Golarion's theology as many religious and spiritual individuals would consider it to posses the most vast treasury in terms of lore and knowledge regarding the matters of the divine. The land of enlightened or so they call it, most people born in Osiron are naturally more religious or spiritual than others, or at the very least know the importance such values can have to the others. Takadu was born around 2 and half decades ago within capital of the dessert kingdom: Sothis, as a the only son of an architect and a scholar, both being ardent worshippers of Abaddar, one of the most important deities in lives of most Osirians. His life was simple, him being slightly above middle class in status but way lower than most of elite, Takadu was given a proper education and upbringing, with everyone, Takadu himself included, expecting him to start studying theology and eventually become a priest of Abaddar, an incredibly prestigious profession. And for a long time he has stayed true to such expectations, being an examplar student of his class, and achieving rank of a priest within the church at age of 21. However, things would start go downhill around 3 years afterwards, when Takadu was nearing finishing his higher seminary education and was just few months away from becoming a Bishop. Throughout his education, he along with others would study ancient Osiron ruins in order to better understand the believes of their ancestors, however one of such ruins would lead him to a chamber unlike any other, as the last owner of an ancient manor seemed collected a quite grand amount of knowledge and lore about a bizarre entity that neither Takadu nor any of his peers or teachers ever heard about, a deity that was both terrifying and alluring at the same time. Tekadu and his class not only discovered many shrines, but also ancient scrolls holding knowledge they never dreamed existed.
Right away after they discovered it, they shared their findings with the higher ups in the church, who seemed to be less thrilled about their findings. Officially the news that reached the public stated that Tekadu and his classmates found an ancient worship site of Aroden, but an accident occured, which caused a great fire to consume their findings and the other students, living behind no survivors.
Unofficially it was the high priests of church of Abaddar that ordered the students and teachers that found it to be put to death which would be staged to be an accident. They knew very well to whom the unholy site within the ruins was dedicated to, and tried their best for the news to never spread to the public, fearing the forbidden knowledge within it would lure and corrupt the people and lead to spreading heresy. The priestfood has used magic to cause ruins to crumble once the students went in another day to study the content of them a bit more. Sealed and trapped the students could not came up with a good solution as flames started to surround them. In the end the fire claimed lives of man students, while madness and lack of resources claimed the rest. With the last one standing being Takadu, who survived thanks to techniques he found within the little remaining heretical tomes that survived the fire, just like he did. He has stayed within the ruins, trapped, for several years, until eventually fate was merciful enough to help him escape. During that time he contemplated the nature of the gods, of churches, his spite caused by betrayal being one of the main factors that kept him going all that time, and desire to learn more of such exotic and forbidden knowledge outside of his little mandatory house was the other.
Many things changed about him during his time trapped in the ruins, in fact he felt that he was a completely new person, completely alien to the one that once entered these ruins with curiosity and innocent mind, but personality and becoming jaded was not the biggest difference between the one who entered and the one who exited. His exposure to unholy site that was his prison, and his willingness to analyze the heresy within it and use the forbidden techniques to not only survive but also thrive has shifted him from being a human, instead making him half human and half fiend. A curious case, a man that turned himself into a tiefling by his choices. He took name of Eglixus, which was the name of the last living owner of the mansion before it was abandoned millennia ago. And vowed to do 2 things, first would be to further his profane ascension and rise beyond humanity as a whole, and to have his vengeance on the high priest that ordered his death. The opportunity for the latter would present itself not so long before the present day, as he managed to track down the priest, who as it turned out became a Maralictor of order of the Pyre. No longer in Osiron he moved to Cheliax, to citadel Krane along with his brethren. The arrogance and vengeance took over and Eglixus quickly started his plan to end the one who wanted him dead, with the assassination attempt ending in catastrophic failure, with Eglixus almost being killed near the borders of Cheliax and being temporary put into slavery before escaping. Now he wanders the land around the empire, trying his best to look for a good opportunity, and perhaps even good allies, to help him accomplish his goal.
Eglixus was born in the distant and exotic land of Osiron. Land that many consider a capital of Golarion's theology as many religious and spiritual individuals would consider it to posses the most vast treasury in terms of lore and knowledge regarding the matters of the divine. The land of enlightened or so they call it, most people born in Osiron are naturally more religious or spiritual than others, or at the very least know the importance such values can have to the others. Takadu was born around 2 and half decades ago within capital of the dessert kingdom: Sothis, as a the only son of an architect and a scholar, both being ardent worshippers of Abaddar, one of the most important deities in lives of most Osirians. His life was simple, him being slightly above middle class in status but way lower than most of elite, Takadu was given a proper education and upbringing, with everyone, Takadu himself included, expecting him to start studying theology and eventually become a priest of Abaddar, an incredibly prestigious profession. And for a long time he has stayed true to such expectations, being an examplar student of his class, and achieving rank of a priest within the church at age of 21. However, things would start go downhill around 3 years afterwards, when Takadu was nearing finishing his higher seminary education and was just few months away from becoming a Bishop. Throughout his education, he along with others would study ancient Osiron ruins in order to better understand the believes of their ancestors, however one of such ruins would lead him to a chamber unlike any other, as the last owner of an ancient manor seemed collected a quite grand amount of knowledge and lore about a bizarre entity that neither Takadu nor any of his peers or teachers ever heard about, a deity that was both terrifying and alluring at the same time. Tekadu and his class not only discovered many shrines, but also ancient scrolls holding knowledge they never dreamed existed.
Right away after they discovered it, they shared their findings with the higher ups in the church, who seemed to be less thrilled about their findings. Officially the news that reached the public stated that Tekadu and his classmates found an ancient worship site of Aroden, but an accident occured, which caused a great fire to consume their findings and the other students, living behind no survivors.
Unofficially it was the high priests of church of Abaddar that ordered the students and teachers that found it to be put to death which would be staged to be an accident. They knew very well to whom the unholy site within the ruins was dedicated to, and tried their best for the news to never spread to the public, fearing the forbidden knowledge within it would lure and corrupt the people and lead to spreading heresy. The priestfood has used magic to cause ruins to crumble once the students went in another day to study the content of them a bit more. Sealed and trapped the students could not came up with a good solution as flames started to surround them. In the end the fire claimed lives of man students, while madness and lack of resources claimed the rest. With the last one standing being Takadu, who survived thanks to techniques he found within the little remaining heretical tomes that survived the fire, just like he did. He has stayed within the ruins, trapped, for several years, until eventually fate was merciful enough to help him escape. During that time he contemplated the nature of the gods, of churches, his spite caused by betrayal being one of the main factors that kept him going all that time, and desire to learn more of such exotic and forbidden knowledge outside of his little mandatory house was the other.
Many things changed about him during his time trapped in the ruins, in fact he felt that he was a completely new person, completely alien to the one that once entered these ruins with curiosity and innocent mind, but personality and becoming jaded was not the biggest difference between the one who entered and the one who exited. His exposure to unholy site that was his prison, and his willingness to analyze the heresy within it and use the forbidden techniques to not only survive but also thrive has shifted him from being a human, instead making him half human and half fiend. A curious case, a man that turned himself into a tiefling by his choices. He took name of Eglixus, which was the name of the last living owner of the mansion before it was abandoned millennia ago. And vowed to do 2 things, first would be to further his profane ascension and rise beyond humanity as a whole, and to have his vengeance on the high priest that ordered his death. The opportunity for the latter would present itself not so long before the present day, as he managed to track down the priest, who as it turned out became a Maralictor of order of the Pyre. No longer in Osiron he moved to Cheliax, to citadel Krane along with his brethren. The arrogance and vengeance took over and Eglixus quickly started his plan to end the one who wanted him dead, with the assassination attempt ending in catastrophic failure, with Eglixus almost being killed near the borders of Cheliax and being temporary put into slavery before escaping. Now he wanders the land around the empire, trying his best to look for a good opportunity, and perhaps even good allies, to help him accomplish his goal.
Ikandral's Sheet
Destruction is a part of the universe, and should be embraced. Same as death. Life must be fostered, but death will always follow. Decay clears the way for life to bloom. Those are the teachings upon which Ikandral was born and raised, under the starry skies of the primordial Kerkamoth. Ikandral was born on the road, traveling throughout the inner seas as part of a merchant caravan, living a rather pleasant life.
She would eventually travel on her own, heading up north to past the Five Kings Mountain. She wished to study with the House of the Sky in Fierani Forest within the kingdom of Kyonin. Its taken her a long time to earn even the trust of a few owls from the House of the Sky, studying under them as a Sage. Their wisdom was met by hers, sharpening each until Ikandral was satisfied. She'd need to travel and learn more if she were to continue learning her place in the world. She was traveling back south to the Inner Seas, when she heard that the Dwarven king had died nearly...
Destruction is a part of the universe, and should be embraced. Same as death. Life must be fostered, but death will always follow. Decay clears the way for life to bloom. Those are the teachings upon which Ikandral was born and raised, under the starry skies of the primordial Kerkamoth. Ikandral was born on the road, traveling throughout the inner seas as part of a merchant caravan, living a rather pleasant life.
She would eventually travel on her own, heading up north to past the Five Kings Mountain. She wished to study with the House of the Sky in Fierani Forest within the kingdom of Kyonin. Its taken her a long time to earn even the trust of a few owls from the House of the Sky, studying under them as a Sage. Their wisdom was met by hers, sharpening each until Ikandral was satisfied. She'd need to travel and learn more if she were to continue learning her place in the world. She was traveling back south to the Inner Seas, when she heard that the Dwarven king had died nearly...
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