It's a nice boat, all things considered.
You watch as it plows through the ocean, churning up sea spray all around you. The masts are adorned with plain white sails, a sensible choice, you decide, for reasons you don't know why. Perhaps it's simply better than flaunting the national colors of whatever realm this ship actually belongs to.
Why
do you think it's a good thing? Not for the first time, you feel a growing headache as you try to search your memories. You stop as the pain feels like it's about to split your skull, then… it abates. You haven't been able to figure out the exact causes for this, but you've surmised it has something to do with memory. There's not a whole lot on this ship that you
can think about without feeling the wrath of the gods smite your head with a fresh torrent of pain - least of all, how you even
got here in the first place.
You remember very little, only a few sentences…
[] Alchemist. "You toiled within your laboratory for days on end, and for what? The chance of some grand discovery, a cheap imitation of the gods' power. You sought to steal the proverbial flame of the gods, and for that, We punish you. The elixir of immortality is not for all to drink, Alchemist. May you remember that on your journey."
[] Cavalier. "Oh, how the mighty have fallen. You were a brave general once, Cavalier, fearless in combat, peerless in fame. But you erred. You chose to embrace mercy for your foes rather than seek their destruction. We hereby banish you from this realm. Never again will you take up arms on its behalf."
[] Inquisitor. "A watchdog for the churches of the nation. Your presence is most unwelcome, Inquisitor. You sought to learn of Our activities, a violation of Our sovereignty that We cannot allow. You will be packaged elsewhere and We will likewise move, where your prying eyes and ears cannot reach Us. And so the hammer falls."
[] Oracle. "Such a blasphemy, to merge the divine with one's own flesh. Spare Us your excuses, that the gods chose you. Such folly will not do you any good here. We sentence you to a fate worse than death, Oracle. Let your very existence be a reminder to all not to stray from Our sacred Way."
[] Summoner. "Consorting with powers beyond your understanding is a dangerous thing, Summoner. You tapped into the essence of the planes themselves, drawing from them a blasphemous guardian abhorrent to Our very sight. We remove you and it from Our presence at once."
[] Witch. "Why must the races of this realm continuously consort with darker powers? You held potential once, Witch. You could have used your magic for greater things, perhaps even joined Us in Our Way. Alas, the brightest always fall to the deepest and darkest paths. Spare Us any supplications for mercy, and begone from this realm."
And that's all. You're not sure what to make of the words ringing inside your mind - but from what you can gather, you were intentionally placed here. At least, you think so. Were you banished? You don't know. Was this voice responsible? Possibly.
You drum your fingers in frustration, studying the railing as you do so. That reminds you: there are a few other things that you can remember. For instance, you are…
[] An aasimar.
[] A dhampir.
[] A dwarf.
[] A half-elf.
[] A half-orc.
[] A ratfolk.
[] A tiefling.
And your name is…
[] Write-in.
Well, you're glad you've got that squared away. No pain either, so that's reason enough to celebrate. Oh, and before you may forget, you're female. That's probably something important for you to remember.
Sighing in annoyance that little else seems to be forthcoming at this particular moment, you cast your gaze to the horizon, waiting, or perhaps hoping, for something interesting to happen that may jog more of your memory.
--
Hail, Pathfinders! Welcome to my new little quest,
A Trip Down Memory Lane. Cheesy title, I know, but hey… it fits.
As noted in the IC portion of the introduction, you play an amnesiac. Why do they have amnesia? Who knows? It probably has to do with that spooky voice, but hey… that could be anyone.
The story takes place on the planet of Golarion, the default Pathfinder campaign setting. Primarily, it's going to focus on the Inner Sea region, but honestly, depending on player choice, this could go anywhere.
So, why the six classes from the
Advanced Player's Guide? Why not the core classes that everyone knows and loves? Simply put, I wanted to touch on roleplaying niches that don't get as much attention - the core classes exist not just in Pathfinder, but also in D&D 3.5E (which Pathfinder is technically derived from) and the later editions of D&D. How many times are you going to see mounted combat shenanigans in 5E (okay, maybe quite a bit, if your DM likes that.)? Or having an almost-permanent summon pal at level 1? The world's your oyster, Pathfinder.
Also, no humans? Shock, horror! I know a lot (all?) of these races are humanoids, but well, I'm interested in seeing a non-human explore Golarion - at least, for this quest. Even if that means losing Skilled, the Ability Score boost of your choice, and the juicy Bonus Feat.
Anyway, have fun with the three choices for now and feel free to get an early start on the character building process. We'll worry about things like ability score point-buy in the next update. Feel free to critique me on any step of the questing process - chances are, there will be mistakes on my part, but we'll get through them!
For those who are new to Pathfinder, I recommend checking either the
d20PFSRD or the
Archives of Nethys - both of these open resources contain all the information you need to play Pathfinder!
Please grant me a few posts for reserves - you never know how many one will need. This is Pathfinder, after all.