Path of Deities [A Pathfinder 2e Quest]

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A quest set within the world of Golarion, the canon setting for both editions of the Pathfinder Roleplaying Game. Uses a slightly modified and lightened version of the rules for the 2nd Edition.

This is the author's first quest, so please bear with any oddities and irregularities!
Creation - Ancestry
You wake in a white void.

Although perhaps even that is an overstatement of how much action is involved - to wake, you'd have to have been asleep or unconscious, and the simple truth of the matter is that you don't know what you were before this moment. You don't have a body, no eyes to close and drift off to slumber.

Although, that feels wrong, doesn't it? You do have a body - or, well, you definitely did, before. When you... when you were...

The words don't come to you, as if your non-existent brain refuses to process them. Perhaps mercifully, you're stopped from forcing yourself by a voice, even and feminine. She sounds nearby, though you've a feeling that matters such as distance don't quite exist in this space.

"Please, do not strain yourself. Your soul is fragile, and weary from its travels." Your awareness shifts, coming to face the figure, though you're not quite sure if it was you or her who willed it so. The woman stands tall, dressed entirely in white robes that match her snowy hair. Fair skin and pale grey eyes confront you, a gaze both cool and somehow comforting, solid color without pupils.

The more fantastic features about the woman come in the form of her elfin ears, pointed out from her head and longer than what you're used to, as well as the mask that rests, perhaps curiously, behind her head, as if to cover a second face that perpetually looks back, its simple rope strap forming a sort of headband for her.

"Hello. I apologize - you must be dreadfully confused." She frowns, ever so slightly; you feel her face is not used to much more emotion than this. "There will be time, and explanations, but those can wait until you have a form to call your own."

The woman raises a hand, and many doors rise from the white aether. Their designs vary, in shape and size, though as they click open, one by one, you see they all present a figure on the other side - though these are even more varied than the doors.

"I will soon ask you to do something far more difficult and taxing than should be expected of anyone. It is by no means any consolation, but... I shall at least grant you the opportunity to have some control over your body." With a swipe of her hand, the doors move so you may peer through them each in turn. "The world you will soon arrive upon holds many more kinds of people than the one you have left behind."

The first portal is wide, though somewhat squat, the frame and the door itself both hewn from stone. Beyond, a person stands, their facial features hard to distinguish, but their limbs and body are wide and stocky, with skin tanned and showing signs of hard work. They stand shorter than you, by about a foot and a half. "Stout and hearty dwarves. Strong of body and mind, and knowledgeable on the workings of rock and stone. Their gruff tendencies may chafe at some, but there are few more steadfast allies."

A wave of the hand, and another door presents itself, in almost total contrast to the first. Tall and skinny, and made from wood that seems almost woven from a tree's natural growth - were it not for the way it hinges open, you'd find it hard to call it a door at all. The person beyond is tall, and lanky, with a face just as obscured as the dwarf's. Their pointed ears and pale skin bely some connection to the woman. "Elves, graceful and knowing. Their unity with nature and each other gives them strength, though their long lives have made them insular and alien, at times. Still, never underestimate the knowledge of the ages."

A third door. Similar to the last, it is wood, and almost too natural to feel constructed; but where the last was woven and incorporated the tree's shape in its design, this one seems to exist almost incompetition with the growing grass and wildflowers, and you feel you'd need to contort yourself to even fit through. Beyond it, another figure with unseen features - you sense a theme. Still, you can see their short stature, their vibrant skin and hair as colorful as any flower, even if you can't make out what the color actually is. "Eclectic gnomes, one-time denizens of the First World created by the first gods. They bring the spark of that fey plane with them, emotions burning bright as any flame. Nimble hands and nimbler minds make for excellent artisans and conversationalists... though be wary, should you choose this path. For a gnome, to grow bored is to grow grey, and die."

Another door, this one seemingly made of random objects - piles of warped slag metal, sticks, leaves, burnt rocks and packed mud. The person beyond is green, and almost as small as the gnome before them. Pointy ears flap at the sides of a bald head, with gnashing teeth and pointy claws. "Not long ago, many would claim goblins to be more monster than person. Although, what is monstrous about a drive to experiment and innovate, I do not know - even if certainly, their reckless lack of concern for the safety of any and all involved with said experiments has led to harm more often than not. Still, that tireless will is commendable, in its own way."

The next door is small, rounded, and smells of fresh bread and a warm hearth. The figure beyond is the smallest yet, smaller even than the gnome that came barely to the woman's hips. Large hands and feet make up some of the difference in scale, and you could almost think them child-like were it not for their hairy body. "Halflings. Perhaps the most common of the peoples you've seen here, though luckily they are by far the most hospitable. Should you meet any who cannot get along with a halfling, then their soul must be a dark one indeed. Quick feet, quick wits, and a wanderlust to spread their friendliness across the land all mark the halfling."

This door feels oddly... normal, to you, after the others' varying designs. Sturdy wood on a simple frame, revealing another person beyond. Taller than dwarves, shorter than elves, with features you would deem entirely average in comparison to what you've seen. "You're familiar with humans, I'm sure. That is good - they do make up over half of the world's population, and certainly that number grows to an even bigger majority in many settlements. Maybe that is why they've grown so adept at working together, improving on one another's work and accepting that help in kind - which isn't to say strife is unknown to humanity, as you likely already know."

A swipe of the hand from the woman, and the doors move once more. She glances to you for a moment. "Please do not judge if some from here would seem less personable from their appearance - it is not the shape that makes a monster, nor a man."

The next door is encrusted in barnacles, feeling almost as if a plank of driftwood, although the frame seems solid, made of much, much older stone. The person beyond isn't too far from a human in shape, but the lack of hair, the webbed digits and the fins all over their body make the shape odd, to your eyes. Prominent gills line their neck. "The azarketi - or gillmen, to many. A peoples warped through history as much by magic as by time, so forgive them if some seem untrusting. They've a need to return to water frequently, but mastering that very environment could be a key skill in and of itself."

Another door, made of simple stone and illuminated by some unseen sun. Even without touching it, it feels warm. The person beyond is more animal than humanoid, surely - a cat on two legs and sized to almost match the woman. A tail lazily flicks behind them, and even without seeing their eyes, you feel... stalked. "Amurrun. Catfolk. Wanderers by nature, you're more likely to see a fire wisp in water than an amurrun in any permanent home. They're not too dissimilar from felines you'd know, enjoying the simple comforts in life, though I imagine few cats you know could control the spirits held within objects."

Another door, this one grey and muted. If the last felt warm, this one is certainly cold, and the space beyond feels darker than the rest, despite still being a white void. The person there is human, except... not. All the shapes are right, certainly, if a bit skinny, but something about the way they move, or their skin seems to absorb the light and color feels... odd. "Fetchlings. Human, once, now turned to this due to the nature of the Shadow Plane. Certainly, being less substantial and controlling the light and shadow around them is a boon, but if it's worth being forever marked as alien and wrong within the Material Plane? That is up for each to decide for themselves."

This door is large, framed by bones and covered by a grass curtain. As it's swept away, you see a creature of massive frame beyond, a hyena with the musculature of a strongman beneath its fur. "Gnolls, though some would call themselves the kholo. I remind you - judge not by appearances. They've a bad enough reputation as is, due to their values of efficiency over sympathy and their ancestral practices. Still, while some find them unsettling, a companion with the will, cunning and strength to move what mountains may stop us is not one I'd pass on lightly."

In stark contrast with the last door, this one is tiny. In fact, it seems to you to be simply a hole in a tree's trunk, cleverly concealed with fungi and grass. Were it in a real forest rather than in this endless void, you'd never have noticed it. Still, you can peer through, to see a frog standing on two long, hind legs, standing barely two feet tall. "The fastidious grippli. Some of the cleverest engineers in the world, if you'd believe it. Traditional grippli settlements are so well integrated into their forest and jungle homes that the foolish might assume there to be no settlement at all. They are, as well, excellent wardens of the environment, knowing well what can be taken and what ought to be given."

More doors. This one feels... imposing, somehow. The dark metal frame on sturdy wood, perhaps, reminding you of the door to some castle or keep - a place to be defended. The person beyond looks familiar, though not because they look human, but because they look strikingly similar to the goblin you saw earlier. Were it not for the lankier limbs and stature and the rougher quality to their gray skin, you might simply assume them the same. "Hobgoblins share less commonality between themselves and their shorter counterparts than you'd expect. Where their cousins are chaotic and wily, hobgoblins are orderly and measured, owing to a militaristic bent that allows them to act well both as soldiers taking orders and commanders handing them out. They can be intimidating to most, but their capability cannot be questioned."

Another door, and this one reminds you of something you can't put a name to, some sort of elaborate red gate with beads hanging to cover the entrance. Beyond, stands a human... except, no. Again, you're used now to looking for the signs that something is different. The too-long nails, the pointed face, the way the hair twitches. The figure cocks its head... then transforms entirely, now a fox in bipedal shape, multiple tails billowing behind. "Curious... observant, you must be, to spot a kitsune. They have the innate capability to morph into a given shape that resembles those outside their kin in the places where they grew. And, of course, their illusion magic extends beyond just that, marking them as sly tricksters in most any story with their involvement. Still, trickery and charms are an effective tool in many an arsenal."

The next door is simple wood, braced against rough stone, as if only the entrance of a cave had been transplanted to this void. The figure past it is small, scaled with an oddly-shaped face that feels distinct from any lizard you'd know. "Kobolds. Scions to mighty dragons, and often servants to the very same - for better or worse. They live a paradox, imperiously emulating the beings they idolize while simpering and serving those they deem stronger. Still, many underestimate the humble kobold... right to the point where they are faced with a legion of spearmen, or a well-hidden spiked pit within their caves."

Another small door, this one framed in vines and hanging branches, flowers of all kinds sprouting from it. In fact, the figure beyond could fit in quite well with the door itself, being as they are a tiny person seemingly wholly made from plants. Leaves for makeshift clothes, roots and tangled vines for limbs, flower buds and fruit for a head. "Leshies are not born, but simply... given form. Though of course this is the case for you regardless, their life cycle oft begins with someone else making a body, and calling forth a spirit of nature to inhabit it. These spirits may remember snippets of what they know, but it'd be best to consider each leshy a new individual. Still, their unique worldview and phisiology provide a plethora of advantages - and challenges, as ever."

The next door is somehow surrounded by an ankle-high pool of water, uncontained by any borders and simply fading into the void around the simple wooden frame. The person beyond is once again scaled, though they stand tall this time, and much more resemble a common lizard. "The iruxi are a simple people - though you may hear them called lizardfolk instead. They hunt, they roam, and they live, largely unperturbed by others. Of course, no rule is without exception, and many an iruxi adventures for their own reason, in whatever environments they might best be adapted to, and even employing their deep knowledge of the stars to read the omens of their future."

The next portal arches high, colorful curtains draping from the top. Beyond is what you briefly assume to be another lizardfolk, but where the one before resembled a more common, four-legged lizard, the hood and smoother scales mark this one as much closer to a cobra. "The nagaji were created to serve the mystical naga; hence the name. Though they still take pride in this generations-long stewardship, there are those who have started to break away and brave new ground in bringing an identity to themselves and their people apart from their makers. Naturally strong, their devoted drive and commitment makes for a faithful ally."

Another door, this one brutally sculpted metal, sheer and tough. Beyond, the grey-green skin tone of the person beyond reminds you of the goblin and hobgoblin before, yet they stand taller than both, with thicker limbs and visible musculature. Prominent tusks sprout from ever-scowling lips. "Orcs are another of what the small-minded might consider 'monstrous races', a reputation borne of necessity more than abything. For ages, many orcs have been locked in conflict with some form of threat, be they territorrial dwarves and humans, or demons in the jungle. As such, many orcs are bellicose, trained from a young age in the art of war and with a dogged conviction to fight until the end. Stubbornness and recklessness, or determination and bravery... well, it's a line they toe, certainly."

You're reaching the end of the doors now. This one is small, but intricate, with a locking mechanism evidently built into the outside that you couldn't begin to parse. Beyond, a rat person stands on two paws, though where most of the previous animal-folk stood at the height of a human or taller, this one is more on par with a goblin. "Tinkering ysoki, or ratfolk to some. Of these less common kinds of people, these are perhaps the ones you're still most likely to find should you spend enough time in any large settlement, as they're famous for their well-populated warrens below capitals and trade routes. Shrewd merchants and ingenious crafters alike, do not let any misconceptions about rats plague your thoughts, for ysoki are just as clever - and cleanly - as their animal look-alikes."

Two more doors to go. The one before you is a paper sliding door, marked with stylized designs of an encroaching storm. The person behind it is distinctly bird-like, despite the lack of wings. Black feathers and a sharp, grey beak mark them as corvid, with talons for hands and feet. "Tengu. Known as tricksy to some, though perhaps that is the simple consequence of a free-spirited people, unbound by the worry of rules. Their innate ability to manipulate luck and fate to some degree certainly helps as well, leading some to think of them as omens of misfortune. And certainly, that must hold some truth... for their foes, if nothing else."

Finally, you reach the last door, made of light-colored wood and swinging open with ease. The final figure to greet you is the last of the animal-folk, a simian in this case. Wide ears, a flicking tail and a fur-covered body, with a face you feel would be expressive, were it not obscured. "And lastly, the vanara, who some say was created by a god of mischief - though of course, which god changes with every tale. Regardless, it's clear to many that light-natured jokes and pranks are a core part of their culture, even if those 'jests' that stray into the harmful are heavily frowned upon. Versatile and acrobatic, and able to lighten the mood in the direst circumstances; all good qualities for a final option in this wide selection, no?"

The woman sighs, and turns to you, the many doors still open and at your disposal. "Forgive me for the long-winded speech when you cannot even interject yourself. This is simply a decision that'd be much too difficult to undo, even ignoring our limited time together, and I felt it should be made with the utmost care and all the information I could provide. Now... make your choice, and cross the threshold to your chosen door. Worry not - once your mind is made up, your conviction will carry the motions through, body or not."



Aaand that's the start to this little adventure! Though the actual adventuring will have to wait until the proper character creation is done, I guess. Don't worry, the long-winded explanation of the options should be over with just two more posts after this! Hopefully.

For those wondering what the heck all these things are and what's a Pathfinder... oh boy, how'd you get here? I kid~ Still, for the unfamiliar, the Pathfinder Roleplaying Game is a TTRPG quite similar to the genre juggernaut that is D&D, covering many of the same themes of adventuring, monster-slaying and class-based combat. You'll even see a lot of the same stats!

That said, while the system has plenty of its own intricacies that I love, they are far from practical to be translated wholesale to Quest format, so we'll be streamlining things as we go. For instance, while things like your Ancestry and Class are usually used to determine your base stats, and still will be here, the finer customization of those stats will be done 'off-screen' so to say, with these choices guiding what you might be good at. For instance, a dwarvish barbarian would need a high Strength, but might also end up with a high Constitution and Wisdom, but suffer a bit in Charisma.

The exception to the rule is that, should your later class choice conflict with a stat your ancestry is bad at - such as a dwarf who wishes to be a Charismatic sorcerer - then your ancestry's stat gains will be ignored. Worry not, though! Ancestries give many more abilities as you grow through your adventure than simple stat boosts.

So, without further ado, here are your... many options, and their relevant stat specialties. Feel free to vote for multiple!

[For those unfamiliar, Str is Strength, Dex is Dexterity, Con is Constitution, Int is Intelligence, Wis is Wisdom and Cha is Charisma; they do just about what you'd expect.]

[Also, though humans have no particular lean, their stats are still on par with others, just more guided by their other choices.]

Common Ancestries:
[ ] Dwarf (+Con, Wis // -Cha)
[ ] Elf (+Dex, Int // -Con)
[ ] Gnome (+Con, Cha // -Str)
[ ] Goblin (+Dex, Cha // -Wis)
[ ] Halfling (+Dex, Wis // -Str)
[ ] Human (No particular aptitude)

Uncommon Ancestries:
[ ] Azarketi (+Con, Cha // -Wis)
[ ] Catfolk (+Dex, Cha // -Wis)
[ ] Fetchling (+Dex)
[ ] Gnoll (+Str, Int // -Wis)
[ ] Grippli (+Dex, Wis // -Str)
[ ] Hobgoblin (+Con, Int // -Wis)
[ ] Kitsune (+Cha)
[ ] Kobold (+Dex, Cha // -Con)
[ ] Leshy (+Con, Wis // -Int)
[ ] Lizardfolk (+Str, Wis // -Int)
[ ] Nagaji (+Str)
[ ] Orc (+Str)
[ ] Ratfolk (+Dex, Int // -Str)
[ ] Tengu (+Dex)
[ ] Vanara (+Dex)
 
Creation - Class
You take your time examining the doors, the woman's words flowing through your not-yet-existent mind. There's much to consider, after all, and she gives you the impression this is an important decision. Certainly the strength of the gnolls or nagaji could well prove useful, to say nothing of the inherently intimidating factor of their large frames and clear natural weapons. And yet, would that be too much of a departure with what you are familiar with? You feel drawn to humans, though... no, the wish for something new is stronger. Still, there could be such a thing as straying too far from your roots.

As you narrow down your options, you settle into one thing - without knowing exactly what you'd be getting into, but getting the sense that whatever it is will require physicality, you decide upon aiming for the naturally nimble ancestries. It's all well and good to hit hard, but certainly not being hit yourself is more important... right? You hope that logic makes some sense.

You end with two options: an elf, or an amurrun. The first is at least passingly more similar with what you feel familiar with, the bare skin and long hair, and the 'knowledge of the ages' definitely sounded like a good thing. And yet... there's no guarantee that you'd have that knowledge, is there? You'd need to live long enough to accumulate it, and the woman implied time is not in your favor. Not to mention, those long limbs look graceful, but... frail. Even if you'd get hit less, it's best to at least be able to take a few if you do.

Which left the catfolk. Yes, they do seem somewhat prone to their instincts, and you have the vague sense that cats can be bastards on occasion, but they do blend the animalistic sort of power from your earlier musings with a sort of poise and finesse that you can appreciate. Plus, 'awakening the spirits of objects' could definitely provide an edge, if it turns out to be the sort of skill you decide to master.

After a moment's more hesitation, you feel your conscious, or soul, or whatever non-matter constitutes 'you' in this strange space drift forward, toward the soft and warm light of the door beyond which lies the faceless amurrun. As your essence meets the body, your senses dull, and even your vision, or what passes for it, fades - judging from the dull, throbbing ache all over your new body as you come to, you have a feeling this was a mercy.

You open your eyes. Actual eyes, for once, as you squint them against the bright light of the white void. If anything, you feel like your eyes work TOO well. Even places you might have considered too dim to see in should feel clear now... you think. Maybe an innate sense of your abilities was part of this whole deal, since you can somehow just 'tell' your new feline nature should help avoid any falls you take hurting too much, as well.

You blink the worst of the light away, watching as the other doors fade from view. Bringing a hand up to rub at your eyes, you notice something... odd. Your hand and arm still feels... hazy, somehow, unfocused. And even while staring straight at it, you couldn't even begin to say what color your fur is, as if your mind refuses to see it. Do you... even have fur? It's impossible to tell. You look around for the woman, question already on your lips, but she's ready with an explanation.

"Worry not - your form is not finished, but it will be, soon. As we move on to further choices you will make, those will shape your body, and it is infinitely easier to leave it half-finished than undo and restart any work that could stem from such changes." She waits for your nod, and you give it. "Now, I understand you might have questions, and you finally have a mouth to speak them with. Please, go ahead."

You nod again, already knowing the most pressing one. When you speak, you don't hear your voice, even if you hear the words. Pitch, tone, accent, they all feel... empty, the same way you cannot see the colors of your body. "Who are you, exactly?"

She smiles sadly, and shakes her head. "In the interest of time, I ask you wait but a moment longer for that. It is an explanation I must give regardless, as part of your choices, and I would not wish to repeat myself if it can be avoided." She does seem genuinely apologetic, and you don't sense that she'd go back on her word... so you relent. You had another question, anyhow, and that one might impact your future decisions.

"Well... you mentioned I'll need to do something. What is it?"

She nods, seemingly satisfied with the question. "I fear that details will have to wait, but... suffice to say, there is a prisoner, within a cage. He has done many terrible things, and he plans to do many more, should he get out. He has aid from the outside for just such a purpose, and... several parties fear that such aid will soon be enough. And so, there is need of one who would lead the effort in sabotaging such an escape attempt. But, those interested parties are many, and all have conflicting goals and ambitions. To employ any of their agents for the purpose would cause strife, and sending agents from each could lead to them interfering in each other's plans. Which isn't to say I don't think this will happen regardless, but... well, the agreement between them all was that a neutral party would be brought into play. You."

You... take a moment to process that, and decrypt her vague speech. "So... someone is imprisoned, and I need to stop them from getting out. And it needs to be me, because everyone else has secondary motives that would make other people upset."

"Succinctly put." She nods again, smile small but eyes glinting with satisfaction. "And in the interest of such... you will need to know how to fight. That isn't to say violence is the only answer - but certainly, diplomacy and trickery will not always be the easiest or most practical option. Thankfully, there are many more ways in which one can do battle than you might think, and so... please, allow me to present to you a range of skill-sets that we might tune your body and mind toward."

A flick of her hand, and more doors raise from the nothingness, though these are much closer to simple arches of clean, even stone. Beyond each, a pedestal, with a simple item - often a weapon, but not always. She settles in to explain each in turn, and what they represent, much as she did before. You nod for her to proceed, at least some of your questions answered for now.

The first archway holds a set of small vials, ranging from as small as your thumb to as big as your fist, each brightly colored in different hues. "The path of the alchemist is... unorthodox, but has been growing in its use in recent times. They defy classification somewhat, fighting not with spell or blade, but through the items they craft to imbue themselves and their allies with strength, or perhaps poison enemies, or even assail them from afar with explosive concoctions. Alchemy as a whole is perhaps difficult to grasp, but immensely useful if you are sufficiently creative."

The next arch presents a gigantic sword, almost as tall as you yet with a girth similar to the proportions of a much shorter blade. It lies on the cleanly-skinned pelt of a wolf, somehow caught mid-snarl. "The path of the barbarian; I understand that word may hold some negative connotations for you, but I assure you, those that choose this style are nothing if not controlled in their savagery. Barbarians can enter a state of extremely heightened emotion, most often rage, and use this to surpass their body's limits and enhance their strikes. Some barbarians that emulate or embody other creatures are even known to manifest supernatural abilities to match."

Another arch down, and this one holds... a harp? You glance askance at the woman, who meets your gaze with a small smile. "Is it truly so surprising that song and dance might hold power? The path of the bard harnesses this power, playing the melodies that resonate with the fabric of reality and manifest into occult magics that affect the mind and soul. They embolden their allies and enable them to perform grand feats, and their skills outside a fight are equally commendable."

She moves past, to the next portal. This altar holds a radiant shield, polished to the point where you can see your own hazy, unfinished reflection. A symbol shines in gold upon it, though its shape seems to change each time you look. "The path of the champion. Servants of the gods - and those are another explanation I will give shortly, worry not - champions are the truest defenders in the realm, combining heavy plate, towering shields and divine power to avoid harm. Whether they use that power to serve their allies or themselves... that falls entirely to their character."

The archway after that holds a much similar object - a small pendant upon a stand, depicting some sort of symbol that also seems to change, though you recognize some of its forms share a design with the shield. "And the path of the cleric, not at all dissimilar. Where champions use their divine boons for physical prowess and protection, clerics channel the magic of the deity they serve, casting divine spells that can restore the body and soul - or even cause them harm."

The next archway broke the pattern before it could form, holding a sickle and a sprig of mistletoe sprouting from a small mound of soil. "The path of the druid is another that draws the power of magic from a greater source, using the primal spells of the natural world to soothe allies, harm foes and affect the world around them. Often they focus on one aspect of nature, but certainly all of it is at their disposal with the proper dedication."

The next portal did not have an altar; rather, a weapons rack proudly displayed all manner of arms. A sword, an axe, a spear, a bow. "The path of the fighter, perhaps the most widely pursued. And yet, while certainly many can claim to know how to fight with a weapon, to be a fighter means excellence in all martial regards, adept with all manners of styles and capable of applying the best techniques for each moment in the heat of battle."

Another arch, another altar with an odd assortment of items. This one had a magnifying lens, perched atop a dusty book, clear fingerprints marked on the dust. "Perhaps it'd be odd to call the path of the investigator a 'fighting style' per se, though certainly their ability to use their minds to predict the outcomes of their actions before they've the need to actually commit to them and their keen mind are both assets in a fight. Still, their true strength lies in the many challenges outside battle, and their abilities to solve any mystery presented to them with time and observation."

The next portal holds a sword laid upon the folds of a thick, open book, though you cannot recognize the script the words are written in... if they're words at all. "The path of the magus... if the alchemist defies classification because it is neither martial nor magical, then the magus has the opposite 'problem' of being both. While their arcane magic is less versatile than others, its destructive power can be channeled into their strikes for devastating effect - and in a pinch, they do have the versatility of their magical tradition besides those spells designed to cause harm."

The archway past that holds only a simple pair of handwraps, tied around what you'd assume would be a pair of invisible hands, showing clear signs of wear. "The path of the monk. Not necessarily of a religious bend, though some have unlocked the power of spells through their devotion, certainly - but rather, the throughline that defines a monk is their prowess and mobility, especially in unarmed combat. Their speed allows them to move and strike much more than any other in a small stretch of time, and their many martial stances allow them the versatility needed to adapt to a situation."

Another archway down, and the items beyond this one are... esoteric, to say the least. A bronze disc, emblazoned with an eye - an eye that blinks as you watch, its pupil replaced by a crude depiction of fire, then a raging storm after another blink, and a rotting tree after another. "The path of the oracle... I am reluctant to offer it. Normally, it is achieved when one circumvents the usual avenues to divine power. Pure divine magic, however, is... unstable, for a mortal, and often becomes a curse just as much as a blessing. Here, at least, it'd be a willing choice, but while the power is great... well, judging the cost should be up to you, I apologize."

As her attention moves to the next portal, her mood shifts from the somberness to a bemused half-smile, at least by the standards of her usual, muted expressions. The altar here holds a bent spoon, swirling air and a small pendulum hung from some distant, unseen ceiling. "The path of the psychic. I do not know if you recognize the imagery, but if you did, I thought you might appreciate it. Psychics are somewhat unique, cousins to bards and sorcerers alike. The power of their expanded minds, be it through study or natural power, allows them to cast much the same occult spells as can be achieved through music, but while their breadth is lesser, psychics can exert their minds to empower their most basic spells into the greatest heights."

You move on to the next arch. This one returns to relative normalcy, at least - a longbow resting under a twin pair of hatchets. "The path of the ranger is focused on one simple thing: selecting one foe and making sure they are dealt with. Their ability to hunt specific targets is parallel to none, and this focus enable them to perform feats not usually possible to other adepts of blade and bludgeon."

After that, the next archway is also fairly simple from its looks. A knife, a vial of some murky green liquid and a set of lockpicks. "The path of the rogue... though perhaps calling it one path is too simple. Still, if we are to focus on the main things rogues focus on in their training, it'd be the capacity to capitalize in gaps in a foe's defense for incredible damage under the right circumstances, and the sheer amount of skills they hold in and out of a fight. Still, rogues are perhaps the most varied path in the sorts of people that might constitute it, from charming charlatans to dextrous sneaks and brutish thugs."

The woman moves along, and you follow. This altar holds a bowl, containing a deep red liquid you somehow simply know to be blood. "The path of the sorcerer. The first to be defined by magic granted to them from some outside force - in this case, their lineage. Their blood. Usually, you might find sorcerers of all stripes, tapping into the primal magic of nature or the arcane arts of raw magic, but here... well, you can surmise your body has no blood, and so your options are limited to the power we can provide: that of the divine, of angels and demons. In fact..."

She moves along to the next portal as she speaks. Beyond it, rather than an altar, there is a figure, their shape ever-shifting. One moment, a golden sillouette with feathered wings and a soothing light. The next, a horned imp, fiery and cackling with no voice. And stranger shapes still - a robot in perfect clockwork harmony, a deep-sea slug in shifting colors of the rainbow. "The path of the summoner is much the same - defined by the magical creature, the eidolon, that the summoner makes a pact with. While those who are accompanied by dragons might learn of their arcane ways and those accompanied by the spectres of strong emotion learn occult secrets, our choices here are limited to servitors of the divine. Most often, they will serve as the muscle to your mind, the martial prowess to your spellcasting."

The tandem introduction done, she moves on to a different topic. This next portal reveals to you an ornate, slim sword, a rapier, perched atop a glittering scarf with sharp edges sown onto it. A mix of beauty and death. "The path of the swashbuckler, for those that not only fight with panache, but know how to turn that confidence and awe into a deadly weapon all its own. Should you fight impressively enough, that confidence could enable you to perform devastating finishing blows, or carry on empowering you for the duration of a fight."

The next altar returns to somewhat more unusual items. A bell, a lantern, a chalice, an ornamental dagger so long it could be a shortsword. "The path of the thaumaturge. While not strictly magical, per se, they can tap into... supernatural connections of the world, and exploit those to weaken their enemies. A merchant's metaphorical weakness to greed, for instance, might enable a thaumaturge to use a coin to enfeeble them. In addition, they carry several supernatural implements, objects granted powers by the collective perception of the things they represent. It's an intuitive field, and difficult to explain in simple words."

You are nearing the end by now. The next archway is another without an altar, instead displaying an iron cauldron, bubbling with some mysterious substance. Around the rim, a small animal perches and circles it - now a black cat, now a raven, now a monkey. "The path of the witch is the last that relies on power given from the outside. Like the summoner, they make a pact with some powerful being - but rather than fight alongside them directly, a witch's pact is with a patron, one who grants them magic and teaches them how best to use it through a messenger familiar. As before, you will be limited to the power of the divine, where there are usually witches of all stripes."

Only three more left. The next altar has a sight you somewhat recognize, a thick book with odd writings similar to the magus' altar. But where that one had only a sense of power, this one drips with it - words fly off the pages, circling through the air before exploding into wisps of fire, sparks of electricity and clouds of cold snow. "The path of the wizard. Like the magus, they delve into the arcane tradition of pure magic, affecting the world around them with its power. But their single-minded focus on these spells grants them much more of a breadth than the magus, at the cost of their physical ability. They can bend the rules of magic to their whim, to an extent, and tend to focus on the different schools of casting, from defensive abjuration to summoning and conjuration."

As she moves to the final two portals, the woman turns back to you. "These last two paths are somewhat apart from the rest. As they tend to rely on technology that is still burgeoning in the world you will soon enter, they are only pursued in the areas of the globe where that technology might be available - and even then, only by daring souls. While you will meet many fighters, wizards, rogues and others throughout the world that pursue the other paths, keep in mind that these sights will be less common."

Her piece said, she presents the penultimate portal. Beyond lies a gun. A flintlock rifle, to be specific, single-barreled and with no magazine. "The path of the gunslinger. Adept, yes, with firearms and black powder, though also with crossbows due to their relative similarity. Though many could find the lengthy reload times of such weapons cumbersome, gunslingers are adept at incorporating those motions into other activities, and adapting their chosen firearms into their combat styles."

And finally, the last archway stands before you. This one presents you with a gleaming breastplate, as well as a longsword, though both have clearly been modified, cogs implemented in seemingly random places and electrical sparks flying off on occasion. "Lastly, the path of the inventor. Where many are content to master the blade or focus on their usage of armor, the inventor seeks to improve upon those tools just as they do themselves. Whether modifying a weapon, their protection, or even creating a mechanical ally from metal and oil, inventors seek to make their name known by adding personal modifications to their gear."

She turns to you now, the doors arranged all around you. "I apologize if the amount of options may seem overwhelming, but it is an important choice to consider. While certainly throughout your journey you might have the chance to learn some of the skills that compose another path, whichever one you decide to walk will be with you from your adventure's start until its end. Though, of course, no true journey should be taken alone - I encourage you to seek out allies that might fight beside you, and compliment the shortcomings of whatever style you might choose here. So, please take the time required to consider."



And there we are! Just a few thousand words explaining each class in the simplest terms I can without feeling too simple, heh. Of course, this is showing the age of this story as we go, given we already know there are more classes coming in the future not included here, but I didn't want to dip into playtest material.

So! The vote will go the same as before, feel free to vote for multiples if you wish. Each option will display the class' main statistic that will be used (which also gives that stat a small boost) as well as the skill(s) you will gain from the class, though it won't be your only one(s). Some classes will display multiple stats, which you're usually allowed to choose between depending on your subclass or simply the style you'd like to pursue. Feel free to elaborate in your post if you'd like to see some specific flavor of that class, like a Dexterity fighter, an Intelligence rogue or a Charisma psychic.

Also, as an idle curiosity for the voters and readers: how many of you are familiar with Pathfinder in any of its shapes? I'd be curious to know how many are being introduced to it through this story. Anyhow, onto your options!

Common Classes:
[ ] Alchemist (+Int; +Crafting)
[ ] Barbarian (+Str; +Athletics)
[ ] Bard (+Cha; +Occultism, Performance)
[ ] Champion (+Str or Dex; +Religion)
[ ] Cleric (+Wis; +Religion)
[ ] Druid (+Wis; +Nature)
[ ] Fighter (+Str or Dex; +Athletics or Acrobatics)
[ ] Investigator (+Int; +Society)
[ ] Magus (+Str or Dex; +Arcana)
[ ] Monk (+Str or Dex)
[ ] Oracle (+Cha; +Religion)
[ ] Psychic (+Int or Cha; +Occultism)
[ ] Ranger (+Str or Dex; +Nature, Survival)
[ ] Rogue (+Str or Dex or Int or Wis or Cha; +Stealth)
[ ] Sorcerer (+Cha; +Religion)
[ ] Summoner (+Cha; +Religion)
[ ] Swashbuckler (+Dex; +Acrobatics)
[ ] Thaumaturge (+Cha; +Arcana, Nature, Occultism, Religion)
[ ] Witch (+Int; +Religion)
[ ] Wizard (+Int; +Arcana)

Uncommon Classes:
[ ] Gunslinger (+Dex)
[ ] Inventor (+Int; +Crafting)
 
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