It's Tough to Be a God Caller (RWBY/Pathfinder Quest)

[X] Tell them Eltira is your eidolon, a spirit bound to you. Southerners think of gods as grand, distant beings and get weird about one being right in front of them. You can tell them the truth once you know they'll listen.
 
[X] Tell them Eltira is your eidolon, a spirit bound to you. Southerners think of gods as grand, distant beings and get weird about one being right in front of them. You can tell them the truth once you know they'll listen.

I'd assume they think we were part of a cult. Given that we didn't know the White Fang existed, something pretty widely known even among civilians, and also outright stated that we had a bad experience with a cult? I think we're giving off 'sheltered cult child' vibes right now, and it's pretty funny.

Going with the Eidolon allows us to both reveal a small part of our capability and provide us an excuse not to reveal our capability. They probably wouldn't believe us, and any magic we show off or claim to have could be brushed off as an exceptionally versatile Semblance. Very few people on Remnant believe in Magic, and claiming to have it will just make us seem a bit crazy. (If we went with the God vote, that'd bring up the God of Animals, which is an actual religion in RWBY. Saying that an actual god walks around with us 24/7 would just make us seem like an exceptionally crazy believer in the God of Animals, rather than a cult child.)

Given our 'spirit', our lack of well-known cultural information, the knowledge that we had a bad experience with a cult, and our seeming experience with redemption and escaping a dark path? There's a certain conclusion they could very easily come to, that would both excuse our lack of knowledge of Remnant, brush off any oddities we express, and allow us to conceal our full abilities under the idea that we don't know our full abilities in a widespread context, having grown up sheltered under a cult.

Even Eltira talking could probably be brushed under a very versatile semblance that we believe/were taught was magic. Plus, we'd need a good excuse when we inevitably ask 'What's a Faunus?'.

So, we can buy more time to learn the lay of the land, as well as provide an excuse for any of our oddities by seeming like a sheltered cult escapee who believes a spiritual talking cat follows her around and grants her great power. Saying Eltira's a god would make us seem crazy, and saying that we have magic would also make us seem crazy. Instead, we can just seem misinformed, which isn't good, but does provide some nice benefits.
 
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[X] Tell them Eltira is just a familiar, a cat granted intelligence and power through your magic. You can downplay your magic until you know there's no witch-hunters in the city and bring up the god thing once you know where they stand
 
[X] Tell them Eltira is your eidolon, a spirit bound to you. Southerners think of gods as grand, distant beings and get weird about one being right in front of them. You can tell them the truth once you know they'll listen.
 
[X] Tell them Eltira is your eidolon, a spirit bound to you. Southerners think of gods as grand, distant beings and get weird about one being right in front of them. You can tell them the truth once you know they'll listen.

I want to see them freak out about the talking cat. What do they think the MC is?
 
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[X] Tell them Eltira is your eidolon, a spirit bound to you. Southerners think of gods as grand, distant beings and get weird about one being right in front of them. You can tell them the truth once you know they'll listen.
 
[X] Tell them Eltira is just a familiar, a cat granted intelligence and power through your magic. You can downplay your magic until you know there's no witch-hunters in the city and bring up the god thing once you know where they stand.

No matter what neither Blake nor Sun are gonna have any idea what we're talking about. I'm keen to downplay the magical aspects until we see proof magic is a thing.
 
[X] Tell them Eltira is your eidolon, a spirit bound to you. Southerners think of gods as grand, distant beings and get weird about one being right in front of them. You can tell them the truth once you know they'll listen.

My Thoughts are that we're still operating under the assumption that we're on the same world. We obviously know we've been transported somewhere, but just like a huge distance away. We have no reason to suspect mentioning Magic would be weird so trying to downplay Eltria too much would be odd, but just not getting into our personal beliefs with basically strangers is fine.

Also as mentioned we do come off more like we're from some weird isolationist group then an out of context person, this will let us broach some of our weirdness without starting with "Well on my planet, were we totally use magic, my God is a cat"
 
[X] Tell them Eltira is your eidolon, a spirit bound to you. Southerners think of gods as grand, distant beings and get weird about one being right in front of them. You can tell them the truth once you know they'll listen.
 
[X] Tell them Eltira is your eidolon, a spirit bound to you. Southerners think of gods as grand, distant beings and get weird about one being right in front of them. You can tell them the truth once you know they'll listen.

Shout out to Blake for still saying her tragic backstory with a random stranger who she just met there.

Then again if any random stranger will understand it's the multicoloured guy with horns, a tail and wings. Hell, she probably thought he was the super Faunus of legend.
 
[X] Tell them Eltira is your eidolon, a spirit bound to you. Southerners think of gods as grand, distant beings and get weird about one being right in front of them. You can tell them the truth once you know they'll listen.

I'd assume they think we were part of a cult. Given that we didn't know the White Fang existed, something pretty widely known even among civilians, and also outright stated that we had a bad experience with a cult? I think we're giving off 'sheltered cult child' vibes right now, and it's pretty funny.

Going with the Eidolon allows us to both reveal a small part of our capability and provide us an excuse not to reveal our capability. They probably wouldn't believe us, and any magic we show off or claim to have could be brushed off as an exceptionally versatile Semblance. Very few people on Remnant believe in Magic, and claiming to have it will just make us seem a bit crazy. (If we went with the God vote, that'd bring up the God of Animals, which is an actual religion in RWBY. Saying that an actual god walks around with us 24/7 would just make us seem like an exceptionally crazy believer in the God of Animals, rather than a cult child.)

Given our 'spirit', our lack of well-known cultural information, the knowledge that we had a bad experience with a cult, and our seeming experience with redemption and escaping a dark path? There's a certain conclusion they could very easily come to, that would both excuse our lack of knowledge of Remnant, brush off any oddities we express, and allow us to conceal our full abilities under the idea that we don't know our full abilities in a widespread context, having grown up sheltered under a cult.

Even Eltira talking could probably be brushed under a very versatile semblance that we believe/were taught was magic. Plus, we'd need a good excuse when we inevitably ask 'What's a Faunus?'.

So, we can buy more time to learn the lay of the land, as well as provide an excuse for any of our oddities by seeming like a sheltered cult escapee who believes a spiritual talking cat follows her around and grants her great power. Saying Eltira's a god would make us seem crazy, and saying that we have magic would also make us seem crazy. Instead, we can just seem misinformed, which isn't good, but does provide some nice benefits.
I hadn't considered cult membership as a possible conclusion. That's going into the notes.
[X] Tell them Eltira is your eidolon, a spirit bound to you. Southerners think of gods as grand, distant beings and get weird about one being right in front of them. You can tell them the truth once you know they'll listen.

Shout out to Blake for still saying her tragic backstory with a random stranger who she just met there.

Then again if any random stranger will understand it's the multicoloured guy with horns, a tail and wings. Hell, she probably thought he was the super Faunus of legend.
I mean, she did that in canon. She spent two days barely talking to Sun while he followed her around and spills her guts to him with very little prompting.
Scheduled vote count started by shepsquared on Mar 5, 2024 at 7:11 AM, finished with 12 posts and 11 votes.

  • [X] Tell them Eltira is your eidolon, a spirit bound to you. Southerners think of gods as grand, distant beings and get weird about one being right in front of them. You can tell them the truth once you know they'll listen.
    [X] Tell them Eltira is just a familiar, a cat granted intelligence and power through your magic. You can downplay your magic until you know there's no witch-hunters in the city and bring up the god thing once you know where they stand.
 
The Stakeout
[] Tell them Eltira is your eidolon, a spirit bound to you. Southerners think of gods as grand, distant beings and get weird about one being right in front of them. You can tell them the truth once you know they'll listen.

The three of you are seated on the roof of a warehouse, overlooking the impressively huge docks - the massive steel crates and equally huge cranes that make you imagine gigantic ships crewed by giants.

"So, where are you guys from?" Sun asks around a mouthful of your trail mix. He's not the patient type and you had to sacrifice your supplies to keep him from running off and ruining the stakeout.

A simple enough question to answer, but finding out you're in the city of Vale, capital of the kingdom of Vale, didn't really tell you where you are or why Jerek would be here. You're pretty sure it can't be in Avistan - you haven't memorised all the River Kingdoms or the places that used to be part of Cheliax, but a city that looks like this would have come up in Natty's lessons.

You're also pretty sure it would have counted as a notable part of Garund if it was known, which means Vale would have to be in the south with weird places like Holomog - except it feels like it's still Summer, so you can't be that far south. Which also means you aren't in the Crown of the World - no snow.

"Didn't you already ask me that?" Blake says.

"I did. You didn't answer." Sun responds.

"I'm from Menagerie. But I haven't been back since..."

This could be Casmaron or Tian Xia, but the people look more like Taldans, Ulfen and Kellids, not Keleshites, Vudrani or any of the Tien. But where does that leave as possibilities? The sunken ruins of Azlant or a hidden island nation in the Arcadian Ocean like Hermea? The continent of Arcadia, so distant people don't even know if the colonies out there really exist? Sarusan, the continent added to maps so there isn't too big a patch of blue at the bottom of the map?

And you've never heard of a place named Menagerie, or of Faunus. They speak Taldan, so Arcadia must be it...

"I'm from Vacuo but moved to Mistral so I can get into Haven. There's too much politics at Shade." Sun says, immediately moving on.

Wait, Vale? As in Valenhall, the Ulfen colony so rarely heard from they talk about it the same way they talk about Gorum's halls in Elysium? That could be it. And Menagerie sounds like the sort of name Chelaxians would give a place with faunus.

"I'm from Kenabres. It's north-eastish." You say.

"Never heard of it. Did you come via Vytal?" Sun asks casually.

"Nope, teleported straight here. No idea who set it up or how my brother got here." You answer.

"Your brother didn't teleport you here?" Blake asks. You snort at the idea of Jerek learning magic.

"No chance. Jerek left because he was scared of his mother, he wouldn't touch anything like that. Besides, he only left five years ago."

"And he left you behind." Blake says, giving you a sympathetic look.

"Yeah, but I still had two sisters and another brother back then, plus Ma Rosie. And believe me, leaving was the smart choice." You say.

"Your mother is that bad?" Sun asks. It takes you a moment to realise what he's getting at.

"Ma Rosie is not the mother Jerek was scared off. She adopted all of us, shared the Cailean name with us. If it wasn't for her I wouldn't have reached my tenth birthday. If we'd listened to her, none of my siblings would be dead." You say, glaring at him.

"Sorry. I thought you all left home, not that the others died." He says.

"It's fine. I just..." You gesture uselessly.

"Ho-" Sun starts to say something, getting cut off when Blake shoves your last roll in his mouth.

"If you want to go find your brother, you don't have to stay." She says.

"I tried. I don't know where to look and people aren't very friendly. I was hoping you'd be able to help once we were done here." You admit. "Seriously, one lady called the guard on me."

"That won't be a problem again."

You turn to see Eltira smugly pouched on the edge of the roof, her eyes gleaming purple.

"Is that where you went?" You thought she was looking for Jerek or something. You stand with a shrug, knowing she'll want to be introduced properly.

"Did that cat just talk?" Blake asks.

"Maybe Telka's a ventriloquist?" Sun suggests.

"What did you do?" You ask.

"Nothing you need concern yourself with. You already solved your problem." Eltira claims, slinking forwards.

"Inheritor's ire, you can't go around taking vengeance on anyone who crosses you. There's such a thing as propriety." You can't imagine what Eltira might have done, but you don't want to be stuck tracking down a stranger to apologise for your cat.

"Maybe I'm a Calistrian? You should learn to savour the sting." Eltira leaps up and swiftly climbs to perch on your head, making sure to dig in with her claws as she does.

"You said she was too inconstant and petty to rely on." You remind her. You're pretty sure she's trying to get a rise out of you, which is a relief because a Calistrian cat is a terrifying prospect to consider - she allows her favoured to command wasps through words alone.

"How inconsistent of me. Perhaps you should avoid my ire and introduce me to your companions." Eltira says, digging her claws in as you hold your hand out towards the others to give her a platform. They stand, Blake dusting herself off while Sun just looks excited.

"This is Blake Belladonna and Sun..." You start, realising you didn't catch his last name.

"Sun Wukong." He answers. You splutter in response, stunned by the idea. Naming someone after a god happens, sure, you were given Cayden Cailean's own last name, but it guaruntees a certain level of attention from said god.

Why would anyone draw the attention of the Monkey King, one of the few gods who is known for walking the world in mortal guise?

"Your parents are very bold." Eltira observes. You manage to avoid adding mad to the description.

"Sun, Blake. This is Eltira, Umbral Maven." You say solemnly. The title is made up, since she apparently never settled on a sobriquet, but maybe she'll keep this one.

"She's - you're gorgeous." Blake says, stepping forwards with a hand outstretched.

"And you are quite observant. Make sure to get the chin." Eltira says, leaning into Blake's hand.

"That's a pretty neat trick." Sun says, going for Eltira's ears. "Here I thought exploding clones was the best Semblance."

"It's not that difficult. Take a spirit that wants be corporeal, add a conduit that wants to learn and a minor ritual and you get a bond. She's the eidolon and I'm the summoner." You explain. Better not to mention her being a god now, southerners tend to be weird about that. They get so focused on gods as grand, distant beings that when the witch-hunters told them that the people of Sarkoris are actually worshipping demons that they believed it.

You're still not sure how they square Iomedae beginning as a mortal with that, but it might explain why the witch-hunters were the worst about actually following her teachings.
"It's actually rather difficult, but I'm very good at what I do." Eltira says.

A sudden blast of wind and overwhelming whine ends the conversation. You turn to see a weird bulbous winged thing as large as a dragon dropping onto the dock.

"What in the Nine Hells is that?" You ask.

"Oh no." Blake says. You watch as the thing's belly opens, revealing a ramp and man within.

"Is that them?" Sun asks.

"Mask, hood, symbol. That guy looks like he's in a cult." You note. You don't recognise the red wolf and claw symbol.

"Yes. It's them." Blake confirms.

"You really didn't think they were behind it, did you?" Sun asks

"No, I already knew. I just didn't want to be right." Blake admits.

You watch more of the White Fang leave the weird looking vehicle and look around. Not too many weapons between them, but you're not sure how they're expecting to steal anything. Their ship is bigger than the boxes, but they don't have any clamps or rope.

"Do we intervene? Or somehow follow the flying thing back to their base?" You ask.

Your question is answered when a flashily dressed human joins the White Fang and starts yelling at them.

"This isn't right. The White Fang would never work with a Human. Especially not one like that." Blake says, before jumping into action.

--

You're obviously going to join the fight, but what is your goal?

[ ] Help Blake and grab the human
[ ] Ensure the thieves don't esteal anything
[ ] Don't let any of them get away
 
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[X] Help Blake and grab the human
I want to hear Torchwicks snarky commentary.
 
What is our actual combat capability? As in, what are our abilities and spells and skills and such? We have some kind of shadow magic, a wand, and a broad spear, but I don't think it was ever specified what exactly we could do.

It's a bit iffy for me to vote any direction without knowing what we'd be best suited towards, but I'm leaning towards "[ ] Don't let any of them get away".

Stopping them from stealing more directly doesn't mean much when they could just steal dust from stores, warehouses, storage areas, etc at a later date. Directly catching perpetrators would do more to prevent further thievery than preventing theft. Plus, they could be interrogated for further info to grab more of their allies.

Trying to catch Roman seems like a pretty good option, and the banter is certainly an appeal. Unfortunately, I don't think that'd be very permanent even if it worked, given Neo exists. There's no prison I can think of in Vale that'd prevent Neo from breaking him out, except for Beacon (Given Ozpin exists), but stashing him there's unlikely. She might not go so far for standard goons, but for Roman? I expect he'd be out within the week. Even if he wasn't, I doubt interrogating him would work at all, unless we've got some sort of mind spells handy.

If we've got spells to counter Neo's Semblance, I'm all for going for Torchwick. If we do, we could probably use him as bait for Neo. But if we don't have spells to beat Neo, then there's no real win from grabbing Torchwick.
 
What is our actual combat capability? As in, what are our abilities and spells and skills and such? We have some kind of shadow magic, a wand, and a broad spear, but I don't think it was ever specified what exactly we could do.

So, this quest seems to be playing a bit fast and loose with the Pathfinder rules (not that that's a bad thing in a narrative format), but it looks like we're mostly the Summoner class along with some features of Thaumaturge. For Summoner, they're a pet caster class that can split its (above average number of) actions between a melee combatant Eidolon and the caster Summoner. Shadow magic to me indicates we're casting off of the Occult spell list, which means mental effects, buffs and lots and lots of debuffs. Very little blasting, but some healing in the Soothe spell which also comes with a buff against fear. No idea what spells, since it hasn't come up in story yet. As for the wand, that's actually a Thaumaturge class feature. It lets us "fling magic", which is basically an elemental offense cantrip on a reflex save. This is good, because the Occult list has barely any elemental offense at all, but not so good because it does have totally fine offense cantrips of other kinds, and idk if anyone in RWBY has notable elemental weaknesses.

[X] Help Blake and grab the human
 
As for the wand, that's actually a Thaumaturge class feature. It lets us "fling magic", which is basically an elemental offense cantrip on a reflex save. This is good, because the Occult list has barely any elemental offense at all, but not so good because it does have totally fine offense cantrips of other kinds, and idk if anyone in RWBY has notable elemental weaknesses.
Everyone's laughing until the little kitty turns into an "F YOU IN PARTICULAR!" eldritch abomination, and the guy with horns and bird wings starts blasting fire everywhere.
 
Is Telka female or male? I assumed we were female, seeing as 'Telka' is a feminine name, but I suppose it rolls however QM wants to run it. Or we could just never know, either way works.
 
What is our actual combat capability? As in, what are our abilities and spells and skills and such? We have some kind of shadow magic, a wand, and a broad spear, but I don't think it was ever specified what exactly we could do.

It's a bit iffy for me to vote any direction without knowing what we'd be best suited towards, but I'm leaning towards "[ ] Don't let any of them get away".

Stopping them from stealing more directly doesn't mean much when they could just steal dust from stores, warehouses, storage areas, etc at a later date. Directly catching perpetrators would do more to prevent further thievery than preventing theft. Plus, they could be interrogated for further info to grab more of their allies.

Trying to catch Roman seems like a pretty good option, and the banter is certainly an appeal. Unfortunately, I don't think that'd be very permanent even if it worked, given Neo exists. There's no prison I can think of in Vale that'd prevent Neo from breaking him out, except for Beacon (Given Ozpin exists), but stashing him there's unlikely. She might not go so far for standard goons, but for Roman? I expect he'd be out within the week. Even if he wasn't, I doubt interrogating him would work at all, unless we've got some sort of mind spells handy.

If we've got spells to counter Neo's Semblance, I'm all for going for Torchwick. If we do, we could probably use him as bait for Neo. But if we don't have spells to beat Neo, then there's no real win from grabbing Torchwick.
The character sheet is coming soon but...
So, this quest seems to be playing a bit fast and loose with the Pathfinder rules (not that that's a bad thing in a narrative format), but it looks like we're mostly the Summoner class along with some features of Thaumaturge. For Summoner, they're a pet caster class that can split its (above average number of) actions between a melee combatant Eidolon and the caster Summoner. Shadow magic to me indicates we're casting off of the Occult spell list, which means mental effects, buffs and lots and lots of debuffs. Very little blasting, but some healing in the Soothe spell which also comes with a buff against fear. No idea what spells, since it hasn't come up in story yet. As for the wand, that's actually a Thaumaturge class feature. It lets us "fling magic", which is basically an elemental offense cantrip on a reflex save. This is good, because the Occult list has barely any elemental offense at all, but not so good because it does have totally fine offense cantrips of other kinds, and idk if anyone in RWBY has notable elemental weaknesses.

[X] Help Blake and grab the human
This is pretty accurate. The only big mistake is that you're a Primal spellcaster, because the gods and spirits of Sarkoris are fundamentally of the world and land they come from - Eltira's association with darkness came from being nocturnal (or her cat form came from people associating cats with night). Your initial spells are heavily darkness/shadow themed and you'll have the option of other darkness/shadow spells later (mostly made up or altered because 2e uses darkness as synonymous with void/negative energy).

Technically you have two implements - Weapon and Wand - but that's mostly represented by being an Expert with the spear and focusing most of your magic through the Wand. Fling Magic has become the Shadow Dart cantrip and some interesting interaction with [redacted], along with you being as likely to cast a cantrip as you are to use the weapon, instead of being so new to magic that the weapon is always your initial response.

Your Spell Repertoire consists of the following:
  • Shadow Dart (Attack, Cantrip, Darkness Manipulate, Material) - You draw a sharp dart from your shadow and fling it at a target.
  • Detect Magic (Cantrip, Concentrate, Detection, Manipulate) - You can use your wand as a dowsing rod, seeking out and analysing magic around you.
  • Know the Way (Cantrip, Concentrate, Detection, Manipulate) - You can turn your wand into a mystical compass, immediately learning the direction of north, a local landmark or a place you were in the last 24 hours.
  • Light (Cantrip, Concentrate, Light, Manipulate) - By forcefully expelling darkness through your wand you can create a focused mote of light.
  • Sigil (Cantrip, Concentrate, Manipulate) - You can transform darkness into ink, placing your sigil or any other shape with some work, onto a surface.
  • Blindness (Concentrate, Incapacitation, Manipulate) - You weave shadows into a perfect blindfold for the target. Not even darkvision can penetrate this absolute night.
  • Darkness (Concentrate, Darkness, Manipulate) - You conjure a great veil of darkness, eagerly feeding on light within the area. From the outside it looks like a globe of pure darkness and sight is all but impossible within.
  • Heal (Healing, Manipulate, Vitality) - You channel the vital energies of life to heal the living or damage the undead.
  • Shroud of Shadow (Concentrate, Manipulate, Shadow) - You blend the edges of your form with your shadow, allowing you to easily hide in even the slightest shadow.
  • Shadow Web (Concentrate, Manipulate, Shadow) - You weave the shadows together to create an entangling net of spider's webbing. The brighter the light the web is exposed to the quicker it fades (lasting 30 seconds in birght, direct sunlight)
Is Telka female or male? I assumed we were female, seeing as 'Telka' is a feminine name, but I suppose it rolls however QM wants to run it. Or we could just never know, either way works.
Edit: Hilarious that I missed this because I also didn't think about this during character creation and just rolled with it. Telka does sound feminine to me and we're at the point where it felt weird to put it to a vote. I'll probably say Telka looks like a girl and not elaborate unless someone has strong opinions on it.
 
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[X] Help Blake and grab the human

Hmmm... We might have some counterplay to Neo. One particular avenue I can see us using is Darkness, Shroud of Shadow, and Shadow Web. Shadows seem like they'd be a good counter to her. As far as I know, Neo still needs to see us and all to be effective. Plus, she's a close-range fighter. If we can't see her, then we just need to make sure she can't see us, and I'd bet we're a lot better at fighting in the shadows than her.

It's just a matter of finding her first. If we can throw Blindness on her, Neo shouldn't be able to use her Semblance, and from there she's toast.
 
This is pretty accurate. The only big mistake is that you're a Primal spellcaster, because the gods and spirits of Sarkoris are fundamentally of the world and land they come from - Eltira's association with darkness came from being nocturnal (or her cat form came from people associating cats with night). Your initial spells are heavily darkness/shadow themed and you'll have the option of other darkness/shadow spells later (mostly made up or altered because 2e uses darkness as synonymous with void/negative energy).

Thanks for the information! Then I should probably correct my description a bit: While the Occult list is primarily support and control of one variety or another, the Primal list is probably the most offensively powerful list in the game. Tons of elemental AoE, lots of good summons, and enough buffs and transformations to turn a caster into a capable if not exemplary melee combatant. I'm really thankful that you altered the Wand's functionality by the way- the original would have been very redundant in the face of the Primal List's excellent cantrip array (not that we seem to have any of that right now). I assume Shadow Dart is a reskin of Phase Bolt (physical projectile that ignores cover) or something?
 
Thanks for the information! Then I should probably correct my description a bit: While the Occult list is primarily support and control of one variety or another, the Primal list is probably the most offensively powerful list in the game. Tons of elemental AoE, lots of good summons, and enough buffs and transformations to turn a caster into a capable if not exemplary melee combatant. I'm really thankful that you altered the Wand's functionality by the way- the original would have been very redundant in the face of the Primal List's excellent cantrip array (not that we seem to have any of that right now). I assume Shadow Dart is a reskin of Phase Bolt (physical projectile that ignores cover) or something?
Yeah essentially. You'll be picking up a greater array pretty soon, once you get your first Lesson with Eltira. You aren't a witch, but Eltira has been the familiar to a few witches before and that influences how she teaches magic. Just like how Natty is a Thaumaturge and their lessons were more focused on scrolls, languages, esoterica and the Wand.
 
Character Sheet


  • GENERAL INFORMATION

    Ancestry:
    Human (Kellid) - As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Kellids are the original inhabitants of Avistan and are commonly thought of as barbarians and savages. Kellids are a pragmatic product of their harsh environment and direct descendants of a more savage age. Kellids in northern Avistan cling tightly to their traditional ways and disdain the softness of the Taldans.

    Nephilim Heritage (Tiefling) - Your nature is influenced by fiends from the Outer Rifts. This spiritual corruption manifests as a combination of physical and spiritual features that belie your heritage.

    Riftmarked Lineage - Long ago, qlippoth marked someone in your lineage, most likely through their ancient runestones that dot Golarion's surface. Yours is an old lineage, primordial and twisted, and you have a sense for similarly twisted things.

    Background:
    Orphan of Sarkoris - You were found in the desolate wastes of the Worldwound as a child, alone and uncared for. The Starstone Brewers took you back to Kenabres and the First and Last Tavern, whose proprietress Rosie adopted you as her own.

    Pathfinder Field Initiate - After the Worldwound Incursion and the start of the Fifth Mendevian Crusade you were denied the chance to serve as a soldier alongside your siblings. Instead you became the apprentice of Pathfinder Agent Natty Bellows, a Thaumaturge graduate of the School of Scrolls and a member of the society's Grand Archive. They came to the Worldwound to recover as much of the lost lore of Sarkoris as possible and preserve it for when the Crusades were eventually won and have been proud to see you put their knowledge to work.

    Class:
    Summoner - You can magically beckon a powerful being called an eidolon to your side, serving as the mortal conduit that anchors it to the world. Whether your eidolon is a friend, a servant, or even a personal god, your connection to it marks you as extraordinary, shaping the course of your life dramatically. Your eidolon is a manifestation of the life force of nature in the form of a powerful magical beast that often has animal features, possibly even several from different species. You might have learned the way to connect with the world's life force via a specific philosophy or practice, such as the beliefs of the god callers of Sarkoris, or formed a bond on your own.

    God Caller Archetype - More than a simple spirit, your eidolon is a god. That spark of divinity has been nurtured and strengthened for generations and influences the magic you wield.

    Thaumaturge Archetype - The world is full of the misunderstood: ancient magic, dead gods, and even stranger things. The mystic implement you carry is both badge and weapon, its symbolic weight and forgotten legacy helping you bargain with and subdue the supernatural.



    TRAITS

    Ancestry Traits:
    Fiendish Form - The skin, the horns, the eyes, the tail, the unevenness of your features - you will never be mistaken for human, and even those who accept the nephilim can find you disquieting.
    Occult Surges - There are times when you call your magic that something else answers. Chthonic runes shine through your skin and your spells become unpredictable.
    Unnatural Resilience - You don't look like a physically impressive specimen. But there's a hidden strength in your blood, one that makes you strong, durable and flexible. Fire and ice fail to burn you and only the most grievous of wounds manage to scar you.

    Background Traits:
    Caydenite Orphan - Like many before you, you were adopted into the family of the Lucky Drunk. Some would say you have the largest family on Avistan, even if you hold some much closer than others.
    Esoteric Lore - Your experience with the infernal and occult, as well as the tales you've exchanged with other adventurers, has taught you about strange phenomena of every kind. And how to best poke at them.
    Iomedaean Aspirant - The Acts of the Inheritor have always appealed to you and you strive to live up to the principles of Iomedae. You may never b a knight, but you won't ever stop fighting for justice and honour.
    Seasoned Scout - You have a knack for spotting things that are out of place. It takes powerful magic and a truly cunning mind to catch you off guard, and even then your weapon always finds its way into your hands…

    Class Traits:
    Chosen Vessel - You and you alone among the victorious army and celebrating Pathfinders were suitable to become Eltira's summoner. Why that is will be revealed in time.
    Shadow Magic - Eltira is a creature of shadows and questions. Naturally the magic she shares with you would be similar.



    EQUIPMENT

    Implements:
    Spear of the Crusader - This spear is one of many made for the soldiers of Kenabres after the Fourth Crusade, with a broad leaf-shaped blade, the sword of Iomedae carved into the head and an iron spike on the butt. The head and spike were cold forged and inscribed with runes of potency and striking. The man who owned it before you was a veteran of the 4th Crusade and he fell in battle during the Worldwound Incursion. The blade of the spear thirsts for the blood of demons, trembling in your hands when they draw near.
    Wand of the North Star - The classical symbol of magical mastery, wands are the perfect channel for mystical energies, allowing you to fling simple spells with the ease of an archmage. This one was carved from darkwood grown in the village of Shadow Spring and sculpted to match the horns of Gwyddion, a tiefling cleric of Pulura that protected the village when the Worldwound first opened. (It looks similar to this)
    Blessed by the goddess Pulura this wand easily draws forth the magic of the winter sky and struggles with polluting and corrupting spells.

    Other:
    Cold Iron Breastplate - This masterwork breastplate was forged in Nerosyan for the soldiers of the Fifth Crusade from cold iron. It has been inscribed with runes of potency and resilience.
    Spacious Satchel - A variant on the standard Spacious Pouch, this satchel's main compartment stretches to accommodate what is stored within while the three side pouches are each designed for specific purposes. The Bread pouch keeps bread fresh for three times as long as normal but makes fish rot seven times as fast. The Scroll pouch is watertight and airtight, utterly impervious until it is deliberately unlatched and keeping parchment stored within perfectly preserved. The Scarf pouch magically cleans any item of clothing placed within it over the course of an hour, and can magically exchange it for any item of clothing the bag's holder is wearing. It can only hold one item of clothing at a time.
    Wayfinders - This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe.
    Basic Wayfinder - A gift Natty gave you when they offered to sponsor you for membership of the Pathfinder Society, this is a sturdy and ornate compass with a central slot for an aeon stone. If an aeon stone is slotted into the compass the compass glows on command.
    Twinned Wayfinder - Sent to you by Jerek, this Wayfinder is one half of a paired set. Assuming it's the same as the Twinned Wayfinders produced by the Pathfinder Society, so long as both Wayfinders have an aeon stone slotted inside and are on the same plane of existence, they can point north or at the other Wayfinder.​
    Aeon Stones - Carefully cut gemstone imbued with poorly understood mystic power, aeon stones grant magical abilities when allowed to orbit around your head. The only other way to benefit from them is to slot them into a wayfinder, which resonates with the stone and enhances the magical effect.
    Malachite Disk - By expanding your awareness of the world around you, this aeon stone gives you faint glimpses of hazardous terrain and weather that wait in your future - whether it's natural like a hurricane or the dry lightning found in the Worldscar. Resonant Power: You can cast the endure elements spell once each day.
    Blood Beryl Pyramid - You don't know what this aeon stone does.​



    PERSONAL INFORMATION

    Age:
    18

    Birthday:
    04/11/4701 / Neth 4th / Night of Cascading Flame (Puluran Festival)

    Home:
    Kenabres, Mendev / Drezen, Sarkoris

    Description:
    Standing at 5'3" you're shorter than is normal for a Kellid, and have often been referred to as 'harpyspawn', due to your wings and eyes as much as your height. Your pale grey skin is often compared to ashen snow and is a stark contrast to your amber eyes that glow dimly in the night. Your hair is a shade of dark indigo easily mistaken for black that reaches down your back, and you keep it tightly braided. Two horns project out from your brow - the left horn protrudes up and out, twisting once before ending in a jagged shard only a few inches long while the right horn curves towards the back of your head, twisting and bending like a vine strangling a branch.

    Two wings rise from your shoulders, neither capable of properly folding against your back. The left resembles the wing of a crow, with pitch black feathers that all bleed together, making it look like a single inky veil. The right wing is that of a bat, with leathery black skin that turns orange and veiny under bright light and a curved claw attached. Your feet resemble the talons of a harpy, with nails that protrude like claws, dark grey skin and the tendency to stand on your toes when you aren't wearing boots.

    Your build is slight and not as muscular as it should be with your diet and exercise. There are several faint scars scattered across your body, the result of battles and mistakes alike. Emblazoned on your chest is the dark knotwork of your summoner's sigil. When Eltira is summoned the sigil will appear and be visible upon any shirt, armour or covering you place atop it, so you painted it onto your breastplate and tattooed it onto your skin.

    You wear brown trousers and a blue tunic with black boots, a wide belt and a dark grey cloak when traveling, adding a gambeson and gleaming breastplate when ready for battle. Pinned to your satchel are the symbols of every deity you seek the approval of and several more just in case.
  • PERSONAL INFORMATION

    Age:
    Over 500 years old

    Home:
    Sarkoris

    Description:
    In her true form Eltira resembles the fearsome dweomercat, with four glowing purple eyes, black fur with silvery-blue stripes, vicious purple claws and fangs, and a long split tail. In her Inconspicuous form she resembles a long furred forest cat, with black and grey fur and purple eyes.

    In either form the eidolon's sigil is visible on her paler belly and her fur seems to gather wisps of shadow around it, causing her to blend seamlessly into shadows.



    TRAITS

    Eidolon Traits:
    Inconspicuous Form - Eltira can take the form of a humble forest cat and is skilled at getting even the most suspicious inquisitor to dismiss her as a simple beast.
    Darkness Domain - Eltira is a creature of the night. Darkness hides nothing from her and she can call on it to blind her foes.
    Independent Spirit - Eltira is a cat and acts as she wills. She isn't bound to stay close to you and can maintain her corporeal manifestation even if you are knocked unconscious.
  • TELKA'S MAGIC

    An instinctual connection to and faith in the world, the cycle of day and night, the turning of the seasons, and the natural selection of predator and prey drive the primal magic you wield. This connection came at first from your bond with Eltira and was strengthened by the teachings of her and Natty.

    At times your magic surges with occult power, making them potent but unpredictable.

    Cantrips Known:
    • Shadow Dart (Darkness Manipulate, Material) - You draw a sharp dart from your shadow and fling it at a target.
    • Detect Magic (Concentrate, Manipulate) - You can use your wand as a dowsing rod, seeking out and analysing magic around you.
    • Gouging Claw (Concentrate, Manipulate, Morph) - You can temporarily morph your limb into a clawed appendage that can easily rend flesh and armour.
    • Know the Way (Concentrate, Manipulate) - You can turn your wand into a mystical compass, immediately learning the direction of north, a local landmark or a place you were in the last 24 hours.
    • Light (Concentrate, Light, Manipulate) - By forcefully expelling darkness through your wand you can create a focused mote of light.
    • Sigil (Concentrate, Manipulate) - You can transform darkness into ink, placing your sigil or any other shape with some work, onto a surface.
    Spell Repertoire:
    • Blindness (Concentrate, Manipulate, Shadow) - You weave shadows into a perfect blindfold for the target. Not even darkvision can penetrate this absolute night. Takes an hour to fade in bright sunlight.
    • Darkness (Concentrate, Darkness, Manipulate) - You conjure a great veil of darkness, eagerly feeding on light within the area. From the outside it looks like a globe of pure darkness and sight is all but impossible within.
    • Evolution Surge (Concentrate, Geomancy, Manipulate, Morph)- You flood the target with borrowed power, compressing centuries of evolution into a single moment. The target gains a natural adaptation based on the surrounding environment.
      • Forest - The target's senses heighten, giving them the nose of a bloodhound, the ears of a bat or the eyes of a hawk.
    • Heal (Manipulate, Vitality) - You channel the vital energies of life to heal the living or damage the undead.
    • Shroud of Shadow (Concentrate, Manipulate, Shadow) - You blend the edges of your form with your shadow, allowing you to easily hide in even the slightest shadow.
    • Shadow Web (Concentrate, Manipulate, Shadow) - You weave the shadows together to create an entangling net of spider's webbing. The brighter the light the web is exposed to the quicker it fades (lasting 30 seconds in bright, direct sunlight)
    • Speak With Animals (Concentrate, Manipulate) - You can ask questions of and receive answers from animals, lending them your own intellect and awareness. The spell doesn't make them more friendly than normal. Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments.



    ELTIRA'S MAGIC

    Spell Repertoire:
    • Alter Form (Concentrate, Manipulate, Polymorph) - You change from your Natural form to your Inconspicuous form.
    • Darkened Eyes (Concentrate, Darkness, Manipulate) - You infuse a creature's vision with darkness. It gains darkvision or becomes blind.
    • Shadow Jump (Concentrate, Manipulate, Shadow, Teleport) - You instantly transport yourself from one shadow to another.



    SPELL TAGS

    • Cantrip - Simple spells endlessly usable with little or no loss of endurance or potency.
    • Concentrate - Magic with this tag requires a degree of mental concentration and discipline, usually channeled through chants and incantations.
    • Darkness - Magic with this tag involves darkness or the energy of the Void. It automatically seeks to counteract Light magic.
    • Geomancy - Magic with this tag relies on channeling magic from the world aorund you instead of from within. Its effects change depending on where you are.
    • Light - Light effects overcome non-magical darkness in the area, and can counteract magical darkness.
    • Manipulate - You must physically manipulate an item or make gestures to cast a spell with this tag. These gestures are usually accompanied by the runes of your spell signature.
    • Morph - Morph spells change part of the target to a new form.
    • Shadow - Magic with this tag involves shadows or the energy of the Shadow Plane. They fade or are dispelled by sunlight.
    • Teleportation - Teleportation effects allow you to instantaneously move from one point in space to another.
    • Vitality - Magic with this tag heals living creatures with energy from the Forge of Creation, deals vitality energy damage to undead, or manipulates vitality energy.
  • PERSONAL PANTHEON

    You worship many gods when appropriate. The below are those most important to you, the ones whose blessings you seek and teachings you try and follow. If any of them were to grant you a blessing for following their edicts it would be revoked if you committed an anathematic act.

    You don't know what would happen if you committed an act anathematic to Eltira, but it would likely be bad.

    Eltira, the Enigmatic Guide
    Edicts - consider the consequences before acting, seek the solutions to mysteries, record the names and faces of your kin
    Anathema - make no deals or bargains with demons, ignore the counsel of the wise, allow the fallen to be forgotten
    Areas of Concern - guidance, night, contemplation, and mystery
    Domains - darkness, knowledge, nature, star

    Iomedae, the Inheritor
    Edicts - be temperate, fight for justice and honor, hold valor in your heart
    Anathema - abandon a companion in need, dishonor yourself, refuse a challenge from an equal
    Areas of Concern - honor, justice, rulership, and valor
    Domains - confidence, might, truth, zeal

    Cayden Cailean, the Lucky Drunk
    Edicts - drink, free slaves and aid the oppressed, seek glory and adventure
    Anathema - waste alcohol, be mean or standoffish when drunk, own a slave
    Areas of Concern - ale, bravery, freedom, and wine
    Domains - cities, freedom, indulgence, might

    Pulura, the Shimmering Maiden
    Edicts - aid travelers, comfort the lonely, teach the constellations
    Anathema - mock the homesick, deny warmth to others, pollute the skies with smoke or light
    Areas of Concern - constellations, homesickness, and northern lights
    Domains - cold, darkness, sorrow, star
 
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