Finding the Spark (Pathfinder 1E Quest)

I assume, given their state of being, that clerics to non-evil gods are rare? Maybe just rare in general?

Kori has never met a cleric in his life, in fact he has never met a magician, though some of his people to express magic in a more limited sense and they are considered either cursed or blessed depending on the magic and how they choose to use it (as well as what the chief and the elders say about it)
 
[x] Only grow stranger as you age and many whisper that you are ill luck upon the tribe. As you grow apart so do you gain a mssure of understanding of what you have become and how you might wield it (Oracle)

[x] Are pushed too far by your peers and in a moment of strife discover the power within that will mark you for all your days in the eyes of your kin and beyond (Sorcerer)
 
[X] Become first a cook, then a healer of sort, experimenting with strange mushrooms and the meat of beasts unfit even to burn (Alchemist)
[X] Wander far into the wilds, finding the company of the beasts that fill the nightmares of your kin to be better at times than their own
-[X] Hunter
-[X] Ranger
[X] Acquire a gift for writing and a love of words second to none; watching and cataloguing powers seen and unseen even as you are ignored (Wizard)


Classes that interest me most!

Like idea of finding animal companion or learning to be an awesome cook kinda thing or of course being huge nerd.
 
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Hm. Approval voting?

[X] Become first a cook, then a healer of sort, experimenting with strange mushrooms and the meat of beasts unfit even to burn (Alchemist)

Zaia was fun. It's a little pity that AoIaB stopped. I would like to see Alchemist once more, as a main character this time.

[X] Grow into a fierce warrior, turning the rage at your fellows' disdain against the enemies of the tribe
-[X] Bloodrager
Barbarian with spells? Sounds nice.

[X] Follow the path of the Dancer as best you understand it, those unbound by clan who wander the long tunnels to bind the people to one another beyond the trackless miles
-[X] Skald

I usually play Bards in computer RPG, but it would be better to become more war-oriented bard in our surroundings...

[X] Discover a strange altar of ancient make in your wanderings from which a voice speaks without words, soothing the uncertainties of your soul
-[X] Paladin
-[X] Inquisitor


Funny choices :V

[X] Wander far into the wilds, finding the company of the beasts that fill the nightmares of your kin to be better at times than their own
-[X] Ranger

Wondering through the darkness with loyal companion... not such interesting like other choices, but why not?

[X] Only grow stranger as you age and many whisper that you are ill luck upon the tribe. As you grow apart so do you gain a measure of understanding of what you have become and how you might wield it (Oracle)

It's offtop (well, in this quest it's only moderate offtop), but under the inspiration of DragonParadox' quests I begun Pathfinder/Worm crossover quest (on Russian). It's about Taylor-Oracle, and there is incredible combination of poor luck an poor decisions there. I apologise in advance if I'll become too intrusive about my quest...

[X] Call out in the dark places of the world for someone, anyone to hear your voice and give you purpose. Something answers (Summoner)

[X] Show kindness unbidden to a beast which barely seemed large enough to be thrown in the pot and were rewarded with uncanny power (Witch)


Some eldritch choices.
Well, approval voting could be very long...
 
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[X] Only grow stranger as you age and many whisper that you are ill luck upon the tribe. As you grow apart so do you gain a measure of understanding of what you have become and how you might wield it (Oracle)

@DragonParadox, I assume we'll be starting at 1st level? What kind of stat spread do we get? Elite array, I hope?
 
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So this is jumping the horse on my part. But, would people enjoy conquest again like in aswah?

There are plenty of places in Golarion where the law runs only so far as the blade of one's sword, the River Kingdoms come first to mind, but also the wilder parts of Varisia, the Sodden Lands, the Realms of the Mammoth Lords. Hell if you kill a Linnorn you get to be a Linnorn king, the hard part is doing so.
 
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Not really. Very different setting and very different MC.

There are too many old powers and established nations, not to mention gods and other scary shit, to make it feasible.
Eh kinda? Plenty of high level characters forge kingdoms. There are kingdoms ruled by level 10-12 characters and plenty of lands are basically not utilizing civilization at all.there are also like a hundred kingdoms and not to mention the fact that there are many small tribes of many species that aren't unified in their goals. Also plenty of modules are based on the assumption of gaining rulership.
 
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Eh kinda? Plenty of high level characters forge kingdoms. There are kingdoms ruled by level 10-12 characters and plenty of lands are basically not utilizing civilization at all.there are also like a hundred kingdoms and not to mention the fact that there are many small tribes of many species that aren't unified in their goals. Also plenty of modules are based on the assumption of gaining rulership.
Didn't say it wasn't possible, just not feasible, and that was according to my own preferences.

I am just not interested in trying to conquer and/or build a nation, especially on a place like Golarion.
 
[X] Become first a cook, then a healer of sort, experimenting with strange mushrooms and the meat of beasts unfit even to burn (Alchemist)

[X] Only grow stranger as you age and many whisper that you are ill luck upon the tribe. As you grow apart so do you gain a measure of understanding of what you have become and how you might wield it (Oracle)
 
Didn't say it wasn't possible, just not feasible, and that was according to my own preferences.

I am just not interested in trying to conquer and/or build a nation, especially on a place like Golarion.
It's not even really implausible around level 12 or so depending on where you are. I was more thinking of a savior of the downtrodden and uniter of lesser races. Like for example if we'd picked kobolds there are like a million something kobolds out there almost entirely in small tribes.
Also there are plenty of nations rules by what would be considered people of good alignment who would even encourage us. So it's not all doom and gloom of course there are as many who'd do the opposite.
 
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[X] Only grow stranger as you age and many whisper that you are ill luck upon the tribe. As you grow apart so do you gain a measure of understanding of what you have become and how you might wield it (Oracle)
[X] Acquire a gift for writing and a love of words second to none; watching and cataloguing powers seen and unseen even as you are ignored (Wizard)
 
For Resources and helping people would
Alchemist help more or would one of the magic classes help more? Not that alchemy doesn't have magic.
 
[X] Call out in the dark places of the world for someone, anyone to hear your voice and give you purpose. Something answers (Summoner)


[X] Show kindness unbidden to a beast which barely seemed large enough to be thrown in the pot and were rewarded with uncanny power (Witch)
[X] Acquire a gift for writing and a love of words second to none; watching and cataloguing powers seen and unseen even as you are ignored (Wizard)
 
[X] Only grow stranger as you age and many whisper that you are ill luck upon the tribe. As you grow apart so do you gain a measure of understanding of what you have become and how you might wield it (Oracle)

[X] Wander far into the wilds, finding the company of the beasts that fill the nightmares of your kin to be better at times than their own
-[X] Druid

[X] Become first a cook, then a healer of sort, experimenting with strange mushrooms and the meat of beasts unfit even to burn (Alchemist)


Oracle seems like a lot of fun, but druid or alchemist would also be neat.
 
[X] Are pushed too far by your peers and in a moment of strife discover the power within that will mark you for all your days in the eyes of your kin and beyond (Sorcerer)

[X] Call out in the dark places of the world for someone, anyone to hear your voice and give you purpose. Something answers (Summoner)

[X] Show kindness unbidden to a beast which barely seemed large enough to be thrown in the pot and were rewarded with uncanny power (Witch)

[X] Acquire a gift for writing and a love of words second to none; watching and cataloguing powers seen and unseen even as you are ignored (Wizard)
 
[X] Only grow stranger as you age and many whisper that you are ill luck upon the tribe. As you grow apart so do you gain a measure of understanding of what you have become and how you might wield it (Oracle)

[X] Wander far into the wilds, finding the company of the beasts that fill the nightmares of your kin to be better at times than their own
-[X] Druid
 
[x] Only grow stranger as you age and many whisper that you are ill luck upon the tribe. As you grow apart so do you gain a mssure of understanding of what you have become and how you might wield it (Oracle)

[x] Are pushed too far by your peers and in a moment of strife discover the power within that will mark you for all your days in the eyes of your kin and beyond (Sorcerer)

[X] Show kindness unbidden to a beast which barely seemed large enough to be thrown in the pot and were rewarded with uncanny power (Witch)
 
I went ahead and put together a proposed Shadow Oracle build for Akorian.

The Shadow Mystery gives us Bluff, Knowledge (Dungeoneering), and Stealth as Class skills, so we can get a +3 bonus on those right out of the gate. The Friendless Curse makes Diplomacy a non-option, but with a high Charisma attribute Bluff can still work well for us, especially augmented with the Secret Keeper trait; pretty much all Bluff checks are opposed by a Sense Motive check, so that's another +3 bonus right there.

Living in the Darklands makes Knowledge (Dungeoneering) almost a prerequisite for survival if you ever intend to leave whatever relatively safe community you called home. Stealth is just as important for Darkfolk races, and since the Shadow Mystery gives multiple ways to further enhance it, we might as well lean fully into it. Just about everything down here has Darkvision, at a minimum, so we can't just rely on darkness to hide our presence.

I'm not normally a fan of intentionally taking on additional drawbacks, but the Umbral Unmasking trait is such a perfect fit for a Caligni Shadow Oracle that I couldn't pass on it. Doesn't hurt that it lets us pick up another trait.

I know it might seem a bit counterintuitive to invest so many attribute points into Intelligence when it already has a -2 penalty. We need the skill points, though, and the Friendless Curse adds our Charisma bonus on Sense Motive checks and Will saves against Enchantment effects, so we can get by without putting points in Wisdom without too much regret.

[] Akorian the Caligni Oracle
-[] Alignment: Chaotic Neutral
-[] Favored Class Bonus: +1 Hit Point
-[] Attributes (20-point Buy; +2 DEX, +2 CON, -2 INT): STR 8, DEX 14, CON 14, INT 12, WIS 10, CHA 17
-[] Feat: Improved Initiative
-[] Skills (5 points): +1 Bluff, +1 Knowledge (Dungeoneering), +1 Perception, +1 Spellcraft, +1 Stealth
-[] Drawback:
--[] Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
-[] Traits:
--[] Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
--[] Secret-Keeper (Faith): You gain a +3 trait bonus on Bluff checks when they are opposed by another's Sense Motive check.
--[] Seeker (Social): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
-[] Class: Oracle (Shadow Mystery) [Friendless Curse]
--[] Revelation: Stealth Mastery (Ex): You gain Skill Focus (Stealth). At 8th level, you gain Signature Skill (Stealth), even if you don't meet the feat's prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature.
-[] Spells:
--[] Orisons: Create Water, Detect Magic, Guidance, Mending
--[] 1st Level: Cure Light Wounds (B), Protection from Evil,
Shadow Trap
 
[X] Are pushed too far by your peers and in a moment of strife discover the power within that will mark you for all your days in the eyes of your kin and beyond (Sorcerer)
 
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