Chosen Heroes
“There is no need for suffering. Pain and sorrow are merely the symptoms of life. And what is life but a disease whose only cure is death? How many times have you heard the ill wailing in agony over festering sores that won't heal, or watched a child stand crying at his parents' grave, or passed an old woman in rags reaching out a bony hand for a bit of bread to sustain her a little longer? I have seen these things time and time again. Existence need not be so crude. It can be far more dignified, far more peaceful. Won't you let me show you the relief we can offer the world?”
— Dr. Lavinia Penrose, physician and Whispering Way practitioner
Action Plan: Follow the Dead Roads back to Roslar's Coffer
The last request of Mayor Grive: “I suppose, at least, there will still be someone on the other side who still remembers us. Just please, promise me that you'll find out what happened to us when you get back, and that you'll go to the capital and tell them what killed the people of Roslar's Coffer.”
Hero Biographies
Reputation and Renown: citizen's of Roslar's Coffer
Dante Erebus
Duskwalker Sin Eater Inquisitor 5 Mendevian Angelfire Apostle Cleric of Pharasma 1 Mortal Usher 2
Campaign Trait: Snoop
Appearance: Dante has grey skin, with pointed ears and sharp grey eyes. She has blue-black hair that falls in a long, tangled mess that she pulls back when annoyed. She suspects the dark scar across her right side of her face and neck are how she died in her past life.
Background: Dante was found wandering near the edge of Roslar's Coffer when she began this life. She was taken in by a large family. In order to help them she studied hard and became a barrister, aiming to keep their business out of the public eye.
Death Count: 1
Causes of Death: White Flash
- Social Profile:
- Achievements: None
- Aspirations: To learn the truth about the people she serves.
- Anathema: Undead - The Dead should stay dead.
- Loved Ones: 6 Brothers (Perseus, Mano, Irae, Blaze, Conlaed, Richard) and 7 Sisters (Cleo, Juniper, Diana, Poloma, Evolet, Althea, Rimmon), and her mother, Nyx
- Patrons: Pharasma
- Phobias: Lightning and the open ocean
- Quirks: She loves to play piano whenever she gets the chance.
Dave
Half-Elf Warpriest of Gorum 6
Campaign Trait: Artisan
Appearance: Dave has a purple head with tentacular growths and carries a big sword.
Background: Dave has a dead wife with twins (boy and girl) who still live in their small house along with a chicken-less coop.
Death Count: 2
Causes of Death: White Flash, Zero Leveled by Wraith
- Social Profile:
- Achievements: None
- Aspirations: GET CHICKEN!!
- Anathema: HUNGRY WITH NO CHICKENS!!
- Loved Ones: Jennifer and Jeff
- Patrons: Gorum
- Phobias: Numerophobia
- Quirks: Laughs nervously
Eideard
Half-Elf Evolutionist Summoner 6
Campaign Trait: Outsider
Appearance: Flamboyant and self-confidant, Eideard is decorated from forehead to foot in jewels and has an air of a painted fantasy.
Background: Abandoned as a pup, he was found by Muriel, who lives in the middle of nowhere with her husband, Eustace. Creepy stuff happens in Nowhere.
Death Count: 1
Causes of Death: White Flash
- Social Profile:
- Achievements: None
- Aspirations: Retire and live the Simple Life
- Anathema: Causing Fear or Despair
- Loved Ones: Count
- Patrons: Desna
- Phobias: Spiders
- Quirks: Randomly babbles incoherently
Jando Parr
Half-Orc Ranger 5 Hinterlander 2
Campaign Trait: Lawbringer
Appearance: Jando is a muscular and handsome half-orc with a close-cropped beard and long brown hair. His time in Roslar’s Coffer has been particularly harrowing, and his well-worn leather armor and gear now looks shabby.
Background: The offspring of a defecting orc raider and a simple farmer who died when the barn was set ablaze by prejudiced thugs, Jando has always been a child of two worlds. Inheriting his mothers skill with a bow, Jando has now spent almost a decade ranging across Lastwall on his own, hunting down undead threats, rescuing lost travelers, and occasionally returning home to visit his aging mother. Though he prefers to work alone, he occasionally teams up with like-minded patrols, traveling with them for a day or two before disappearing back into the night. He has made a few acquaintances during these times but never lingers long enough to form friendships, as years of isolation have slightly hardened his heart.
Death Count: 1
Causes of Death: White Flash
- Social Profile:
- Achievements: None
- Aspirations: Wants the family restaurant to grow into a large chain across Golarion
- Anathema: Whispering Way Cultists
- Loved Ones: Grolgun Ziskil (mother) Martain Parr (father, deceased)
- Patrons: Erastil
- Phobias: Zombie Animals
- Quirks: Paranoid
Jasmin "JJ" Jasper
Human Spiritualist 5
Campaign Trait: Optomist
Appearance: Constantly cheerful, this 18yo girl dresses in cool tones and often smells of freshly baked bread and excess flour.
Background: Runs a restaurant with her mother Tristana Jasper and father Jack Jasper as well as her siblings Jack Jr Jasper and Josline Jasper.
Death Count: 1
Causes of Death: White Flash
- Social Profile:
- Achievements: None
- Aspirations: Wants the family restaurant to grow into a large chain across Golarion
- Anathema: Unnecessary Violence
- Loved Ones: Tristana, Jack, Jasper, and Josline Jasper
- Patrons: Shelyn
- Phobias: Entomophobia
- Quirks: Naive
Raissel "The Lucid" Vashti
Elf Seducer Witch 6
Campaign Trait: Reclaimer
Appearance: This elf keeps care to hide her tattoos from prying eyes, though an occasional glimpse reveals a deep spiral invoking a forbidding ocean.
Background: Raissel was raised in mordant spire and was brought up to be apart of the vigilant needle. Her parents were on an expedition to Virlych to recover a sacred artifact when they were killed 12 years ago. Raissel has spent many years traveling around the inner sea working as a librarian and herbalist in each city collecting artifacts and tracking down thief's. She met her girlfriend while on assignment chairing a thief for an important artifact.
Death Count: 4
Causes of Death: White Flash, Tooth Faries, Barn Fire, Consumed by Tumors
- Social Profile:
- Achievements: None
- Aspirations: Uncover lost Azlanti Artifacts and return them to the Spire.
- Anathema: Sun Temple Colony, Colonists of Azlant
- Loved Ones: Myrin Rorieth and Drake
- Patrons: Gozreh
- Phobias: Fear of Failure, Heights
- Quirks: Stand-offish, talks ton herself, will randomly stare off into the abyss.
"Reedreaper"
Bladebound Magus 6
Campaign Trait: Curious Clone
Vyra Matthews
Human Kineticist of Life 6
Campaign Trait: Pessimist
Appearance: Gloom follows her like a graceful mist. The jingle of within her robes pockets ring with a slow days work reading fortunes. Hiding in her coat lies a bump of something, what? Only Vyra knows.
Background: Vyra's background is so sad and gloomy, people either don't believe it when she talks about it, or they choose to forget what she said.
Death Count: 2
Causes of Death: White Flash, Barn Fire
- Social Profile:
- Achievements: None
- Aspirations: To find love, again.
- Anathema: Ex Husband, the Whispering Way
- Loved Ones: Son [REDACTED]
- Patrons: Calistria
- Phobias: Scopophobia
- Quirks: Collects trinkets
Yozora
Undead Hunter Paladin of Anubis 8
Campaign Trait: The Word
Appearance: Yozora has olive skin and long black hair with onyx eyes. He always has an herbal and citrus smell to him as if you just walked into an apothecary. He is a bit vain but nonetheless a sweet and gentle soul, who likes to collect those in need of care.
Background: Yozora and his twin brother Medrano were abandoned at birth and sold into the circus. Yozora picked up knowledge of herbs and medicine due to the only mother figure in his life being a fortune teller/herbalist. He was determined to do something else with his life and help people put restless souls to rest thus, becoming a paladin dragging his brother along with him wherever he goes because they never spent a day apart.
Death Count: 1
Causes of Death: White Flash
- Social Profile:
- Achievements: None
- Aspirations: Become a Deva.
- Anathema: Sticky? STICKY!!!
- Loved Ones: Medrano, the Orphans, and the Fortune Teller
- Patrons: Anubis
- Phobias: Clowns
- Quirks: Collects snakes and insects, likes trinkets, smiles when nervous.
Obol Abnormalities: Changes Discovered since the Midsummer Pageant
Drawback Trait: Hard to Stabilize
Death seems to be waiting for you, ready to take you at a moment's notice. It is impossible to stabilize when dying or disabled; When you begin a turn with 0hp or less, you immediately take 1 point of damage and lose the benefits of any Fast Healing and Regeneration until you are slain or you recover. This replaces the need to attempt stabilization checks.
Trait: Hungry for Life
Your body is able to contain more life than seems possible. When you gain hp via positive energy effects, such as Cure Light Wounds or Lay on Hands, you are able to heal above your maximum hp. Any healing above your maximum hp becomes temporary hp, with a maximum of 1 temporary hp per die rolled (or per caster level for spells or effects that heal a set amount per caster level, such as Heal), including any existing temporary hp.
Your soul seems to crave this excess life, which fills your character with a modicum of euphoria. However, this also results in all temporary hp decaying at a rate of 1/minute, regardless of its source, as though damage is being taken.
If your temporary hp ever equals or exceeds your constitution score, your body tears at its seams as your soul rapidly escapes, causing your body to explode with radiant positive energy, slaying you and destroying your body completely. All creatures within thirty feet are healed or harmed by 1d4 points of positive energy per hit die you possessed as channel positive energy, with a Will save DC of 10 + HD for half. All objects on your person take an equal amount of damage, though intelligent objects may attempt a Will save.
Special Quality: Obol Resonant Power - Positive Polarity
You are resistant to the negative power and magical undeath of the Nothing and find yourself uniquely suited for surviving it's assaults and overcoming the defenses and resistances of its anti-life creations.
The Obol harmlessly absorbs a portion of negative energy effects you are exposed to. A number of points of negative energy equal to twice your hit dice is harmlessly absorbed from every given source or attack (or round for environmental effects) before (and stacking with) any of your other resistances are applied.
The Obol also protects you (possibly against your will) from the magical powers of necromancy. This imparts spell resistance equal to 11 + your hit dice against all necromancy spells. This spell resistance cannot be voluntarily lowered and also applies against any spells you cast. You cannot be corrupted by unlife and made into a creature of the undead type or subtype.
Finally, the Obol also breaches some of the protections of undead. This causes all of your natural and melee weapon attacks to be treated as magic, cold iron, and silver for the purposes of overcoming the damage reduction of undead targets. This has no effect on ranged attacks, including attacks with thrown weapons.
Special Quality: Strange Whispers and Dreams
Over time, strange whispers begin to slowly overwhelm your senses, and strange dreams permeate your sleep, your mind is bombarded by aspirations, memories, and tragedies not your own.
You can never be immune to magical sleep, or to the staggered, stunned, fatigued, exhausted, or unconscious conditions. While these conditions can be suppressed or recovered from naturally, they cannot be removed via magical or extraordinary means. The penalties from fatigued and exhausted apply to Wisdom in addition to Strength and Dexterity.
If you ever reach an effective Wisdom of 0 or less, in addition to any other effects, your character becomes permanently confused until your wisdom recovers, except every time you attempt to act normally or babble, you are instead placed under the GM's control, as you are overwhelmed by the whispers.
Any time you die or rest for at least one hour, you to experience strange dreams as described by your character trait, and may level if you have the experience to do so. If leveling but not experiencing a full nights rest, you increase your maximum hp as usual, but your current hp does not, and any new daily uses of limited abilities, such as spell slots or rage rounds, are considered expended.
Each time you experience these whispers, you lose a little of yourself as your souls quintessence withers, manifesting as a sure knowledge that you are losing your own memories and a feeling of being increasingly stretched and worn thin. This may occasionally result in other complications, as chosen by the GM, particularly during situations your characters find "stressful".
Lucid Dreamer: You have realized the content of the dreams are not just imagination - they are a dreamscape conjured by the memories and unrealized aspirations of the dead. The memories, events, and experiences occurring in these dreams are echoes of aspirations, memories, and tragedies experienced by others, and the sudden knowledge gained on waking is gleamed from the mind of the departed, even as your own fade. Any time you receive a full nights rest, you may retrain freely as though you spent 5 days training with an appropriate trainer, though this may not be used to gain bonus hp, skill ranks, or languages.
Whispers: Unknown
Mythic: This replaces Mythic Feats. When you would normally gain a mythic feat, you instead gain Lucid Dreamer as a bonus feat. If you already have Lucid Dreamer (such as from the scriptorium) you instead gain a bonus feat.
Special Quality: Banished from Death
Your soul has been pinned permanently to your body and you have been banished from death. This banishment is a blessing and a curse, forcing your body to reform as long as your soul is not destroyed.
The first time each day you are slain, your body returns to life after one hour at 1hp. The increased potency of the effect of the strange whispers and dreams during this time, and its accompanying loss of quintessence, results in losing an amount of xp equal to half the difference between your current and next level. This experience loss may result in actual level loss, but no more than one.
If you cannot or choose not to return to your body, your body was mangled, destroyed, or killed via a death effect, you already died previously that day, or your otherwise unable to be restored, your body instead crumbles to dust after one hour, along with all equipment still on your person, and any items boded to your character - wherever they are in the world. During this time, your strange dreams are particularly vivid and lucid, after which you respawn after a long rest in a place chosen by the GM, typically within 1 mile of another Obol. These especially vivid dreams drain even more of your quintessence, resulting in enough experience loss to lose one full level and all excess xp, though the intermingling of these strange memories allows a player to reassign their class level choices.
All intelligent creatures have a self-image, and the Obol binds that image to your soul, creating bonded items, which the Obol will cause to manifest each time you are reconstructed by draining its energy when your old body crumbles into dust. Your clothing and any one item required for your class (such as a spellbook or divine focus) along with any items with the bonded item class feature (like a wizards staff) are automatically bonded, along with a number of items equal to half the creatures charisma modifier (minimum zero). Bonding to a container, such as a backpack or bag of holding, will not preserve its contents - while seemingly identical, the item is different. You do, however, always retain all items stored in an extradimensional space related to a spell or ability, so long as that ability is retained and has not expired. Bonded items must have been on your person at the time of death, and while new and distinct items, are reformed in a similar condition. Consumable items may be selected in bundles of 10, non-reusable ammunition in bundles of 100, and coins in bundles of 1,000.
Mythic: This replaces Hard to Kill.
Will of the Dead
The Obol pinning you bodily to life empowers you to accomplish amazing deeds, at a price. You gain a pool of Will Power equal to twice your mythic tier. You can never have more Will Power than the size of your pool, with any excess being wasted. This pool is recharged at the moment of dawn at Rosler's Coffer, regardless of where you are at the time.
As an immediate action, you may spend 1 point of Will Power to attempt to force things to occur according to your desires with a Surge of Will by adding 1d4 per mythic tier to any d20 roll, which may be done after the result of the roll has been revealed. Any ability that allows you to re-roll includes any dice added by Surge of Will prior to the re-roll being triggered.
Mythic: This alters, replaces, and counts as Mythic Power and Mythic Surge. Will Power may be used in place of Mythic Power at any time, but things that restore or augment Mythic Power have no effect on Will Power.
Special Quality: Quintessence Syphon
You have been blessed - and cursed - with the power to syphon away a portion of the quintessence, the building blocks of souls and the outer planes, from things you destroy. Any time you confirm a critical hit on one or more creatures, your Obol absorbs some of the remaining potential from creatures struck and you regain one point of Will Power, regardless of the number of creatures struck by the same attack. Confirming a critical hit on a helpless, unaware, or willing creature, a creature with half your HD or less, a creature who is neither alive, dead, or undead, or by automatically confirming the critical hit (such as via a spell or ability), doesn't restore any Will Power.
As an immediate action upon threatening a critical hit, you may spend 1 point of Will Power to attempt to syphon all of your targets quintessence, instead of just a portion. This decision must be made before attempting to confirm the critical hit and may not be used in conjunction with abilities that automatically confirm critical threats. If you confirm the critical hit, the target must attempt a will save equal to the Spell Resistance granted by your Obol to resist having their quintessence syphoned away. If they fail, you increase the critical multiplier of your weapon by 1 step (max x4). If this critical hit slays a target that failed their will save, your Obol fully absorbs all of their quintessence, including their body and soul (but not equipment). Fully absorbed creatures may only be restored via a miracle, and only by a deity.
If a creature is fully absorbed, and confirming the critical hit would have restored a point of Will Power, your entire pool of Will Power is restored. You also heal a number of hit points equal to the result of a Surge of Will.
Mythic: This replaces the mythic attack ability normally gained at first tier. You may gain the normal mythic attack ability of your path by spending one path ability.
Arazni's Vengeance
Mythic: This replaces Amazing Initiative
Tyrant's Rest
Mythic: This replaces Recuperation
Campaign Traits and Powers
The Artisan
Description: Precision is important in getting exactly what you want, and you give careful consideration in building everything from homes and vases to roads and empires. Your own attention to detail has proven vital in rebuilding Roslar's Coffer from the orc occupation a decade ago, whether you are an accountant, architect, engineer, or herbalist.
Bonus: Your attention to detail provides you a +1 trait bonus on Appraise and Heal checks, and one of these skills becomes a class skill for you. Once per day, you can spend a full round casting a spell you can cast that has a normal casting time of 1 standard action to increase your effective caster level for that spell by 1. This ability has no affect on spells with a casting time other than 1 standard action.
Occupation: Construction Detail - Whether you're an accountant, architect, engineer, herbalist, or have a different profession, you have been very helpful in the reconstruction efforts of Roslar's Coffer. Due to your skill and attention, you now find yourself helping with the design and implementation of current expansions while most of the other workers have either returned to the fields or else sought employment in Vigil. You gain 50gp in spending money at the start of the game.
Family: The stability and prosperity of your job has afforded you a small house and the time to settle down with a family. Whether you have been married for a long time or are currently engaged, you have a significant other with whom you are in love. You may or may not have children already, but either your significant other is with child or the two of you have recently adopted a baby.
Strange Dreams: - Since the explosion, whenever you close your eyes and try to calmly concentrate, you see a vast library of books, all plain and without any cover. Wandering the library with you are people shelving books, some of whom you recognize as your ancestors.
Mythic: Archmage - You gain 3hp and 1 INT or CHA for each tier you possess. You may select a mythic path ability from this mythic path but not a universal path ability. All other mythic abilities are replaced by Obol Abnormalities as described above.
The Lawbringer
Description: The frontier is a land of risk and disorder, and while people are welcome to brave those elements themselves, they all too often bring pain down upon folk who never wanted such a risk. You might serve on the town guard or as part of a detachment of soldiers supported by Vigil, or you could be simply a concerned farmer who endures when others cannot, but your purpose is to stand as a bulwark against the cruel whims of fate for anyone who needs it.
Bonus: You gain a +2 trait bonus on saving throws against fear effects. If you have the aura of courage class feature, the bonus provided by your aura increases by 1. Your courage is inspiring; the first time each day you are knocked unconscious or killed, all allies within 30 feet of you immediately gain a number of temporary hp equal to your level plus your Charisma modifier, as they rally to your defense. These temporary hp last for 1 minute.
Occupation: Militia - Whether you were a farmer, a town guard, or a soldier from Vigil, your base pay now stems from your work in Roslar's Militia and your defense of Roslar's Coffer. You gain 10gp in spending money at the start of the game as well as a masterwork light shield as part of your uniform.
Family: Whether you grew up here or not, your closest family are the brothers and sisters in arms you serve with. You have a best friend, a human named Jerod Catarina, that has been serving here as long as you. You and he may be in a budding relationship, but things haven't gotten serious yet, or you else your relationship may be completely platonic but no less deep. The two of you have been saving for months to get a small flat together and move out of the barracks.
Strange Dreams: - You have always fallen back on your training in times of crisis, but didn't expect to see the training before you when you close your eyes. You see formations of hundreds of soldier's, brothers in arms, across centuries of armor and formation styles, all drilling and training together with impossibly perfect precision and cohesion.
Mythic: Champion - You gain 5hp and 1 STR or CON for each tier you possess. You may select a mythic path ability from this mythic path but not a universal path ability. All other mythic abilities are replaced by Obol Abnormalities as described above.
The Optimist
Description People don't need to take your word that things are getting better; they only need to look around and see the proof before their eyes. The town's recovery from the orc occupation more than a decade ago is all but complete, and the monster in the Sarenite temple outside of town has finally been bested. Your irrepressible sense of optimism seems to fly in the face of the hard life that most residents of Roslar's Coffer face, but you're convinced that your positive attitude lifts up your community.
Bonus: You gain a +1 trait bonus on saving throws against mind-affecting effects. Further, your optimism can be infectious. As a swift action a number of times per day equal to your Charisma modifier (minimum 1), you can grant this bonus to an ally within 10 feet. This bonus lasts for 1 minute.
Occupation: Hobbyist - You have pursued both work and hobbies in equal measure since you found a buried cache of treasure while clearing away some rubble during the reconstruction a few years ago. You gain 1,000gp and five sets of fine clothing worth 50gp each at the start of the game.
Family: You own a small manor house where you live with your family. Your living parents reside in the attached guest house, and you share your home with your spouse or significant other and two children. Alternatively, you could live here with your brother and his family.
Strange Dreams: - Your good luck and attitude have served you well so far, and they continue when you close your eyes. You see a thriving city, filled with happy people and music, when you close your eyes, each person trying to tell you a different story, though you can't seem to understand them.
Mythic: Marshal - You gain 4hp and 1 INT or CHA for each tier you possess. You may select a mythic path ability from this mythic path but not a universal path ability. All other mythic abilities are replaced by Obol Abnormalities as described above.
The Outsider
Description: You don't have a place, but the frontier seems comfortable enough for now. Maybe you're too informal for city life, too selfish for Lastwall's general culture of camaraderie, or too scarred by things you've seen to entirely trust another person.
Bonus: You are accustomed to moving without drawing much attention to yourself, gaining a +1 trait bonus on Stealth and Survival checks, and one of these skills is always a class skill for you. Accustomed to working alone, you gain only half the benefit (+1) from aid another actions, but you're accustomed to doing the job right the first time and so increase the bonus you provide by 1 when aiding another character.
Occupation: Migrant Worker - You don't have any formal or regular employment, preferring the transient lifestyle, even though its landed you here for a while. When you need money, you do odd jobs, and you've been able to get by just fine so far without committing too much to anything. You gain 15gp and a pet worth 50gp or less at the start of the game.
Family: Regardless of your relationship with the rest of your family, they are far away right now. You may have had lovers or companions, but no one permanent. Your only real family is your pet, who has been with you since shortly after you left home. The two of you are staying at the Inn, Roslar's Room's and Recs, for the time being.
Strange Dreams: - You used to dream of fantastic places to visit and adventures to be had, but since the explosion, the landscapes have become far more detailed and vivid. You can see, smell, hear, strange places you've never been and see other travelers on the road journeying with you.
Mythic: Trickster - You gain 4hp and 1 DEX or CHA for each tier you possess. You may select a mythic path ability from this mythic path but not a universal path ability. All other mythic abilities are replaced by Obol Abnormalities as described above.
The Pessimist
Description: You expect the worst and have rarely been disappointed. Your dour outlook may hail from the original destruction of Roslar's Coffer at the hands of the Twisted Nail tribe, the exile of the faithful from the nearby Sarenite temple, or some more personal misfortune, but it has set you apart among the largely forward-thinking population of Lastwall.
Bonus: Your faith that the worst possible outcome will occur grants you a +1 trait bonus on Will saving throws. Your frustrating pessimism can spur friends to succeed just to spite you; once per day as a free action, you can force an ally within 30 feet to reroll a saving throw she just failed, using the better of the two results.
Occupation: Beggar - You haven't been able to hold down a job longer than a few weeks for the past few years, giving you a terrible streak of poverty and bad employment history. You've now worked for nearly everyone in Roslar's Coffer, and none care for your attitude enough to put up with your talents. You gain 5gp at the start of the game in copper and silver from begging today.
Family: Your spouse betrayed you in the worst way, they killed your son (either biological or adopted) and raised them as an Attic Whisperer out of some perverted view of life and death after becoming a follower of the whispering way. You testified against them and had them executed, but the event still haunts you, leaving you with a melancholy outlook towards both friends and lovers generally.
Strange Dreams: - Your bad luck and attitude have kept you alive, but they haunt your waking dreams. You see the dead, including loved ones and former friends, when you close your eyes. Some yell at you, some plead with you, and others try to speak with you, but you can't hear what they're saying even when you try to listen.
Mythic: Marshal - You gain 4hp and 1 INT or CHA for each tier you possess. You may select a mythic path ability from this mythic path but not a universal path ability. All other mythic abilities are replaced by Obol Abnormalities as described above.
The Reclaimer
Description: You lost something precious in the destruction of Roslar's Coffer 12 years ago—a home, a legacy, perhaps even family—but returned because a soul shouldn't run from pain, but heal from it. Rebuilding your life and preventing that same hurt from dragging down others drives you to serve and protect, perhaps as a politician, charity worker, healer, or soldier, but that same loss fills you with an uncharitable anger that is often difficult to reconcile.
Bonus: Your wary eyes grant you a +1 trait bonus on Perception checks. You gain a +1 trait bonus on attack and damage rolls against any opponent that dealt hit point damage to one of your allies in the previous round.
Occupation: Public Servant - Whether you've chosen to be a politician, charity worker, healer, or soldier, you work for Roslar's Coffer and have your living subsidized by a combination of taxes and donations. You gain a Medallion of Service worth 20gp at the start of the game and can eat and drink for free anywhere in Roslar's Coffer.
Family: Most of your family past away 12 years ago, whether this included siblings, parents, children, or a spouse, but that hasn't dampened your spirits. You have a blossoming love with someone in town, and are either courting, engaged, or newlyweds. They help bring you joy and ease the rages that sometimes rule you. You have no children, but may be planning on having some soon, and may have a pet cat, dog, or bird.
Strange Dreams: - You used to dream of your mistakes, reliving them over and over again in your own private hell. The content of your dreams is unchanged, though the format is new - you can move around, do things differently, change things. Mistakes are a wonderful teacher, every wrong leading you to the right decision until you feel... healed.
Mythic: Guardian - You gain 5hp and 1 CON or WIS for each tier you possess. You may select a mythic path ability from this mythic path but not a universal path ability. All other mythic abilities are replaced by Obol Abnormalities as described above.
The Snoop
Description: You know a little bit about most everything and everyone in Roslar's Coffer. It may be your profession, as you could be an archivist, crier, or librarian—or you simply make a hobby of gossip.
Bonus: You have a gift for recall and reading others. You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and these both become class skills for you. Once each day you can reroll a single Bluff or Sense Motive check against a creature you have known for at least 24 hours, using the better result.
Occupation: Gossip - Or at least, that's what it would be if people paid you enough just for that. Whether your an archivist, crier, librarian, or simply a hobbyist, you've made it your real profession learning the lives of anyone and everyone. You gain 15gp and a gold ring worth 30gp that you got off someone in exchange for your discretion at the start of the game.
Family: You may have a spouse, or you may not, but you try your best to keep your families indiscretions and follies out of the limelight. This has led many to feel that your parents, spouse, siblings, or children are more akin to shut-ins that real people. Whatever family you live with, one of them is a violent schizophrenic and the rest are extreme introverts, causing you to seek social interaction outside.
Strange Dreams: - Parties were a place to aspire to reach, to be invited to, to not just see but be seen! Somehow, you've found yourself at the center of a large party when you dream, a party where you are the Honored Guest and everyone is clamoring for your attention. They whisper to you things, secret things, things you know you need to remember when you wake.
Mythic: Trickster - You gain 4hp and 1 DEX or CHA for each tier you possess. You may select a mythic path ability from this mythic path but not a universal path ability. All other mythic abilities are replaced by Obol Abnormalities as described above.
The Word
Description: In a nation overcrowded with faith, you often worry that your message is drowned out, but nonetheless important. The souls in Roslar's Coffer needed comfort and charity once upon a time, but have bounced back so fully—in part thanks to your hard work—that you worry you've made yourself unnecessary.
Bonus: You are accustomed to long hours, granting you a +1 trait bonus on Fortitude saving throws. Your faith is invigorating, and once per day you can lay on hands as a paladin of half your character level (minimum 1). If you gain the lay on hands ability from a class, you instead gain one additional use of lay on hands each day.
Occupation: Priest - Regardless of your faith, you are a part of its paid ministry, and are integral to the community. You gain 15gp and a silver holy symbol of your choice at the beginning of the game.
Family: You live in a house owned by the church, possibly attached to a temple, have no serious relationships, and have largely considered yourself devoted to your diety. You may have a crush on someone in town, but they have not noticed you yet, though you are sure to soon try and grab their attentions.
Strange Dreams: - You have studied and daydreamed about the Great Beyond for much of your life, and find yourself dreaming of it each time your eyes close. Except the place is real - the walls, the floor, the open sky, the petitioners and the chosen - you are... home at last. The outsiders gather in a huddle, murmuring to themselves quietly, before one is inevitably sent your way to grasp you by the hand and look deep into your eyes.
Mythic: Heirophant - You gain 4hp and 1 WIS or CHA for each tier you possess. You may select a mythic path ability from this mythic path but not a universal path ability. All other mythic abilities are replaced by Obol Abnormalities as described above.
The Curious Clone
Description: You spent centuries in the boneyard serving Mictena, the Psychopomp that saved you from a fate you didn't deserve, and have longed to live a life of your own. Your memories are clogged, some being your own, some being that of the person who traded their eternal punishment for your imprisonment, and some being that of the person whose place you traded with.
Bonus: You gain all the bonuses of the campaign trait of the person you replaced, though your curious nature and mangled memories may have some unintended consequences.
Mythic: Choice - Strange Dreams: - Whenever you close your eyes, you see a blur of people, places, and things you feel you should know. Some you recognize but can't quite recollect, some your sure you know but don't know why, and some your sure you haven't met or seen yet but know you will. In this tumbling blur, a friendly face always emerges to thank you for everything you've done, and promise to help. You gain hp according to the mythic path you choose.