[Pathfinder] A Trip Down Memory Lane

Created
Status
Ongoing
Watchers
23
Recent readers
0

Everything was fine and dandy, until you woke up one day on a ship with no clue where or who you were, except for the few essential details. Stuck as you are in this newfound life of adventuring, you might as well make the most of it - and try to see if you can get your memories back in the process.
Introduction

Siberys

Author Aspirant
Location
United States
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.
 
Character Sheet
Basic Information

Name: Iroyra
Race: Ratfolk
Size: Small
Gender: Female
Age: 23
Alignment: Neutral
Deity: None
Languages: Abyssal, Aklo, Common, Draconic

Ability Scores

Strength (STR): 8
Dexterity (DEX): 16
Constitution (CON): 12
Intelligence (INT): 15
Wisdom (WIS): 10
Charisma (CHA): 16

Class & HP

Class: Summoner
Favored Class: Summoner
Hit Dice: 1d8
Hit Points: 9
Base Attack Bonus: 0

Attacks & Defense

Armor Class: 17
Touch AC: 14
Flat-Footed AC: 14
Fortitude: +1
Reflex: +3
Will: +2
Initiative: +3
Speed: 20
Melee Attack Modifier: 0
Ranged Attack Modifier: +4
CMB: -2
CMD: 11

Skills

Acrobatics: 2
Appraise: 2
Bluff: 3
Climb: -2
Craft (untrained): 2
Diplomacy: 7
Disable Device (untrained): 0
Disguise: 3
Escape Artist: 2
Fly: 4
Handle Animal (untrained): 0
Heal: 0
Intimidate: 3
Knowledge (planes): 6
Linguistics: 6
Perception: 2
Perform (untrained): 3
Profession (untrained): 0
Ride: 2
Sense Motive: 0
Sleight of Hand (untrained): 0
Spellcraft: 6
Stealth: 6
Survival: 0
Swim: -2
Use Magic Device: 9

Traits & Flaws

- Destined Diplomat: Your relationship with your eidolon gives you some clout with other outsiders. You gain a +2 trait bonus on Diplomacy checks toward outsiders, and Diplomacy is always a class skill for you.
- Twinned Presence: Your eidolon - and your connection to it - makes others ill at ease. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, if your eidolon is summoned and within 30 feet, and its size exceeds your own, use its size modifier on any Intimidate checks you make.

Feats

1st Level:

- Spell Focus (Conjuration): Any spells you cast of your chosen school of magic are more difficult to resist. Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Equipment - Arms & Armor

Weapon(s): Light Crossbow (1d6, 19-20/x2)
Armor: Studded Leather Armor
Shield (optional):

Equipment - Magic Items

None.

Spells Known

0th Level:

- Detect Magic
- Light
- Message
- Read Magic

1st Level:

- Mount
- Summon Minor Monster

SPECIAL QUALITIES

Darkvision (Ex)
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Eidolon (Ex)
You possess the ability to summon a powerful outsider called an eidolon. You always summon an aspect of the same creature. Your eidolon has your alignment and can speak all of your languages. Your eidolon is treated as a summoned creature, except that it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to you, your eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, your eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if your eidolon was slain, in which case it returns with half its normal hit points. Your eidolon remains until dismissed (a standard action). If your eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day. Your eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally.

Life Link (Su)
A close bond is formed with your eidolon. Whenever your eidolon takes enough damage to send it back to its home plane, you can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to your eidolon. This can prevent your eidolon from being sent back to its home plane. In addition, you and your eidolon must remain within 100 feet of one another for your eidolon to remain at full strength. If your eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If your eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If your eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when your eidolon gets closer to you, but its maximum hit point total does return to normal.

Rodent Empathy
Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

Summon Monster (Sp)
You can cast Summon Monster 1 as a spell-like ability 6 times per day as a standard action and the creatures remain for 1 minutes (instead of 1 rounds). Drawing upon this ability uses up the same power you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned.

Cornered Fury
Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.

Tinker (Ex)
Ratfolk gain a +2 racial bonus on Craft (Alchemy), Perception, and Use Magic Device checks.

Basic Information

Name: Abrogal, He-Who-Skitters
Race: Eidolon
Size: Medium
Alignment: Neutral
Languages: Abyssal, Aklo, Common, Draconic

Ability Scores

Strength (STR): 14
Dexterity (DEX): 14
Constitution (CON): 13
Intelligence (INT): 7
Wisdom (WIS): 10
Charisma (CHA): 11

Class & HP

Class: Eidolon
Favored Class: Eidolon
Hit Dice: 1d10
Hit Points: 11
Base Attack Bonus: +1

Attacks & Defense

Armor Class: 14
Touch AC: 12
Flat-Footed AC: 12
Fortitude: +3
Reflex: +4
Will: 0
Initiative: +2
Speed: 40
Melee Attack Modifier: +3
Ranged Attack Modifier: +3
CMB: +3
CMD: 15

Skills

Acrobatics: 2
Appraise: -2
Bluff: 0
Climb: 2
Craft (untrained): -2
Diplomacy: 0
Disable Device (untrained): 0
Disguise: 0
Escape Artist: 2
Fly: 2
Handle Animal (untrained): 0
Heal: 0
Intimidate: 4
Perception: 4
Perform (untrained): 0
Profession (untrained): 0
Ride: 2
Sense Motive: 4
Sleight of Hand (untrained): 0
Stealth: 6
Survival: 0
Swim: 2

Feats

1st Level:

- Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Attacks

- Bite: 1d6+3, 20/x2
- Claw (x2): 1d4+2, 20/x2

Evolutions

- Limbs (Legs) x2 (free)
- Bite (free)
- Bite (1.5x STR mod to damage) (1 pt.)
- Clawed Feet (1 pt.)
- Scent (1 pt.)

SPECIAL QUALITIES

Darkvision (Ex)
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Link (Ex)
A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.

Scent (Ex)
You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex)
The summoner may cast a spell with a target of "You" on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
 
Last edited:
[x] 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."

No opinion on the name and race.
 
[X] 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."

[X] A half-elf.
 
[X] 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."

[X] A ratfolk.

[X] Petra

On the path of immortality or wisdom. What's not to like?
 
[X] 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."

[X] A half-elf.

[X] Iroyra
 
[X] 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."

[X] A half-elf.

[X] Rino
 
[x] 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."
[x] A tiefling.

There's a certain implied story in that duo.
 
[X] 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."
[X] A ratfolk.
[X] Zrenaz
 
The votes so far. Looks like Oracle and half-elf are ahead currently.
Adhoc vote count started by Siberys on Sep 22, 2019 at 3:32 PM, finished with 11 posts and 7 votes.

  • [X] A half-elf.
    [X] 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."
    [X] 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."
    [X] A ratfolk.
    [x] 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."
    [X] 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."
    [X] Petra
    [X] Iroyra
    [X] Rino
    [x] A tiefling.
    [X] Zrenaz
 
[X] A ratfolk
[X] 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."
 
[X] A ratfolk
[X] 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."

I like ratfolk and you don't see them very often.
 
Ratfolk has taken the lead for races, with Oracle maintaining its first position. Inquisitor, Summoner, and Alchemist are coming up hot, though.

I'm going to leave voting for this stage up for a few more hours mostly because we have a four way tie for the character's name. After that, it's off to character building proper.

Do you guys want to assign ability scores, skills, feats etc. yourselves (granting more freedom to you the players) or would you prefer I supply some premade builds to select from (making it easier for people newer to the system and allowing the quest to progress faster)?
 
[X] 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."

[X] A half-elf.

Premades please. Quests are bad at micro
 
[X] 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."

[X] A dhampir.

[X] Saya
 
[X] 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."
[X] A ratfolk

[X] Iroyra
 
I prefer premade, but that's just because I can't really help with full character creation.
 
I personally don't have a strong preference on premade vs custom in terms of a quest, but given the fiddly bits probably a few premades would be best.

Also Oracle is the best class. You start with a curse that eventually becomes a boon, and you have so much going for you with mysteries beside it. In a DnD/Pathfinder game it is so interesting that you legitimately pushed towards something a bit nonoptimal to make an interesting character. Vote Oracle for your latest Ratfolk NPC. :V
 
Character Building: Eidolon Construction
Voting has now closed.

The winners:

[X] Summoner.
[X] Ratfolk.
[X] Iroyra.


An interesting combination all around! We'll have to see just what sort of crazy Eidolon you've all summoned from the planes.

Per the rules in Pathfinder, the Eidolon can have, well... just about any base appearance you want. You want an undead? Bam, done. An angel of the divine? Sure. A demon from the lowest pits of the Abyss? Go for it.

For statistics' sake, however, you do have to choose a base form that the appearance is focused around. Here are your options.

[] Aquatic.
[] Biped.
[] Quadruped.
[] Serpentine.

And here's your Write-in option for voting on how you want your Eidolon to look. I only ask that it makes sense for a fantasy setting (so please, nothing that's obviously modern or futuristic). Describe to your heart's content!

[] Write-in.
 
Hmm, I kinda want those unaware of Pathfinder to be the most in charge of creating the Eidolon but it should be interesting nevertheless. Somewhat disappointed that Oracle failed to win, but Summoner is still quite fun.
 
Back
Top