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Pathfinder 1e

A Scarred Moon over the Harrowed City

GM Guisewhy · 1 player

This is the pathfinder 1e "one-shot", The Moonscar, for 15th level characters, in the homebrew setting of my other game on the site, The Harrowed City. It's Gunslingers fighting demons in space!

The Moonscar

The Moonscar is a 2012 One Shot for high level Pathfinder 1e characters, played in the universe of and with the rules of my other game on this site, Harrowed City.

I do encourage you please do not search for or read any spoilers for this game. If you have already played through the Moonscar (beyond just a start-and-abort), I encourage you to take a pass on this game.

Applying for this game:

I will mark an application as "Under Consideration" as soon as it has -- at a draft level: Name, Stats, Class levels, Feats, Traits, Slot (1-5) and Roles (as below), and Description (1 paragraph), Background (large paragraph to a page), Personality (1 paragraph). This is just a one-shot, not a campaign, so don't go overboard with level of detail.

Once we have 10 people marked as Under Consideration, I will disallow any further expressions of interest in the game.

Once we have 10 under consideration I'll give apps in progress a 1-week max to either finalize their drafts, or maybe pivot to a slot that lacks competition. At that point I will accept the 5 slots. Don't bother with gear, spells, skills, etc. until accepted. At part of final tuning, please disclose and discuss your most powerful attacks or combos; if out of balance we will tune them down, or I'll devise and share Templates to assign to a subset of Moonscar monsters so that they remain on-par as a challenge.

Moonscar.png.fdae824766d7636cb99ac3a0fa46aa10.png

Character Creation and Rules

Basic rules: Paizo + Psionics + Occult as found here: https://www.d20pfsrd.com/. Not restricted to PFS legal. No 3rd party content (except psionics and homebrew as provided on these pages). No variant rules, except as specifically called out by me here. When in doubt, show me the URL.

Characters start at 15th level, 20 point buy. First level Hit points = Max. Each time you gain a level after first you will gain Max-3 hit points.

Starting wealth: 240,000 gp

PC races are exclusively the Harrowed City races.

There are five available character slots. You'll state in your application which slot or slots you are competing for:

  • Slot 1: one 15th level pure harrowed gunslinger
  • Slot 2: someone with at least 5 harrowed gunslinger leevels
  • Slot 3: someone with at least 10 arcane spellcaster levels
  • Slot 4: someone with at least 10 occult spellcaster levels
  • Slot 5: someone with at least 10 psionic manifestor or divine spellcaster levels

Note that my definition of what is arcane, occult, psionic or divine differs a bit from the norm, you'll see that reading about this game world's religions below.

In slots 3-5, any spell progression -- to 4th (e.g. bloodrager), 6th (e.g. hunter) or 9th (e.g. cleric, wizard) level spells, can apply for the spellcaster slots.

The slots should also cover the functions of Melee, Ranged DPS, Utility casting, Healing/Raise Dead (death will happen in this game, I expect), and crowd control. It's good for each function to be covered by more than one character slot. Given that firearms are a primary weapon in this era, I expect 2-3 of you to be very capable with them -- but not everyone need be.

Classes:

  • Check out the Harrowed Gunslinger, with over 150 deeds and feats and options that let other classes interoperate with it, this gunslinger is an essential part of this game world. (Note that many gunslinger archetypes are allowed, but some are obsolete or banned. See that page.)

  • All available classes and what religions/supernatural affinities they have is on the second post here

    • If you are multi-classing, please limit yourself to a maximum of three classes plus one prestige class.

  • Unchained classes are in use.

  • Banned classes: antipaladin, summoner (chained), dread and mesmerist.

  • Banned archetypes: any that add Sneak Attack to a non-rogue class are banned. Druidic Herbalism is banned.

  • Highcaster nerf. If a class allows spells above 6th level, then 1/3 of your class levels (rounding down) must be in classes that do not stack with that class's spellcasting ability. This rule also applies to psionic classes that reach 9th level powers, namely: Psion, Tactician, Vitalist, Wilder. (In practice at 15th level you are capped to 10th level in a spellcaster class -- and you cannot stack prestige classes on top of that to reach higher spellcaster levels.)

  • Rogues: once a good class, but outclassed as the game evolved around them, here is our "rogue rescue package."

    • “Trapfinding” is banned for all but Rogue, Investigator and Cryptic. Magic traps are routinely cloaked against Detect Magic & similar magic effects. Master trap makers have learned how to make their traps trace magic to its source. Find Traps & similar magic can be counter-measured, making the old fashioned way of detection and disarming vital.

    • A rogue can change the ability score used for 2 skills.

    • Non rogue archetypes with sneak attack are banned, making rogues more unique. Gear that voids sneak attacks is rare/expensive.

Alignment: respect and work with your team, don't be a psycho. In this particular game, some alignment diversity has some advantages, but you must all be motived to cooperate to accomplish the mission.

Religion is homebrew and critically affects spellcaster classes. Each religion has exclusive access to one style of magic: Arcane, Occult, Psionic and Divine. You can only use magic of one style. Pay attention because a broad swath of abilities are exclusive to each of the first three.

  • Aetherism / The Celestial Sovereigns. The Arcane faith:  exclusive access to all forms of planar magic (including monster summoning). Divine classes (clerics, etc) of this religion cast Arcane magic. 

  • Spiritalism / The Harrowed Faith. The Occult faith: exclusive access to all forms of necromancy/communing with the dead, and to druidism. Exclusive access to druidism and shamanism. (The Harrower Queen is worshiped by some in this faith, but the majority would oppose and detest her.)

  • Triapsyism / The Psychic Unity. The Psionic faith: exclusive access to all forms of reading and changing minds. Clerics and such do exist in this tradition but they use psionic rules for casting.

  • The Narrow Way / The Path of Light. The Divine faith: Cannot use magic to directly harm the living (but OK to use vs undead, constructs, evil outsiders), cannot use dark, chaos or evil magic. +1 caster level when using channeling, healing, light, law, good magic. Banned from using piercing or slashing weapons (so no firearms).

  • Agnostic. None of the above. You can use items, gear and abilities of all styles freely, but you can’t level up in any spellcasting class.

See here for more details on the religions.

Skills:

  • Used: Background skills; Skill Unlocks, Occult Unlocks

  • Social skill will be against increased DCs and may have limited affect against relatively higher level targets, to compensate for Pathfinder allowing incredibly large stacking bonuses to skills.

Feats:

  • Banned: Leadership, Flanking Foil, Tumor Familiar, Sacred Geometry. Also, try to avoid exploits lest they unbalance yourself relative to a team.

  • At creation, take either the Elephant in the Room Feat Tax Fix, or a bonus Feat + a bonus Trait.

Traits:

  • Choose three, one of which will be a Moonscar Campaign Trait (see below).

  • If a trait is listed as purple on this page, it costs a feat or two traits instead. If not listed, ask.

Other miscellaneous changes:

  • Multiclassing: Fractional base bonuses are used

  • You will not have an opportunity to return to base, sell items or replenish gear. The entire game is likely to be a few days in character.

  • Retraining opportunities or crafting opportunities will not be available.

  • No pre-game or in-game crafting. Each crafting feat that you purchase using a feat slot will give you +20,000 starting wealth to purchase items of the types that it makes. Crafting feats granted by your class at first level will give to +10,000 gp starting wealth instead.

Major changes around Gunslingers and classes sharing resource pools.

  • Interoperable Grit, Panache, Luck, Ki, Inspiration. These powers are all interchangeable in a common pool. You may benefit from multiple ability score boosts to this pool but only if the ability scores providing the resource are different.

Firearms rules:  Guns are everywhere and firearms are a critical part of the environment. Read the firearm rules here, and consider the Harrowed Gunslinger which replaces the Paizo Gunslinger. Also be aware of Campaign Feats, which make firearms accessible to all classes.

A note on balance:

  • Avoid cheesy exploits, or infinite-anything.
  • Please expect some foes abilities to be calibrated to your best attack and defense capabilities. There is no great merit to being hyper-powered relative to your peers. Do expect foes to mirror the kinds of things you bring to the table.
  • Any one particular strategy (e.g. reliance on intimidate, reliance on stealth, reliance on flight + ranged attacks) will often have countermeasures against it. You are up against high level opponents whose forces are unlikely to be caught repeatedly vulnerable to any one gimmick. So .. build characters with a mix of capabilities and not over reliance on one hyper optimized trick.
Initial story setup, and campaign traits

Initial Story Setup

Runnik Gorestead was your trusted ally, a barbarian dwarf whose love for his hurling axes and meads was matched by his disdain for new-fangled firearms and urbanization. He had been with you for over a decade of adventures across the face of the Earth and all throughout the vast city-state of Ysidra. Your home in recent years has been here in the world's greatest city -- a harrowed and haunted city with multiple millions of inhabitants, densely inhabited, built and rebuilt across the millenia atop countless ancient ruins. In its Government District stand vast outsider-constructed megastructures: monuments to alien super-human egos of godlike beings who once aspired to rule this plane.

Now your friend Runnik had suddenly gone missing, under suspicious circumstances. As he had saved your life, and vice-a-versa, many times, you had to find him and rescue him if need be.

A few days into your investigation, a voice reached you by a magical sending.

"I believe we share a common goal. I have information about the individual you seek. Meet me at midnight in the Dancing Lancer tavern."

The Dancing Lancer was a tavern in the Harbor District that you and your trusted allies could reach by midnight of the day you received the message.

At the appointed time, you arrived at the bustling tavern. It was in a wealthy neighborhood of the Harbor District, and a substantial fleet of foreign merchants had arrived in port. But in bustling crowd you met a man in an eyeless, red leather mask. He motioned for your to sit down in a side booth, before speaking in a hushed voice that sounded as though it might be disguised with magic.

"I apologize for my rudeness in contacting you so suddenly and briefly, and thank you for meeting me here. I cannot tell you my name, but I am one of the PeersThe Peers are a group of nobles, artistocrats, high ranking guild members, and clergy who collectively rule the city. working anonymously to combat various evils afflicting Ysidra. What is doubtlessly more important to you than my name is how I can help you.

"In recent months, I have been investigating the disappearance of a high-ranking government agent code-named named Osprey. I have discovered a series of similar disappearances throughout the Ysidran Republic and its affiliated islands, all of which occurred under similar circumstances. In each case, the missing person was last seen with an attractive stranger and appeared to be rapt with the new acquaintance's beauty and charm. Reports in most cases place the missing individual in the company of the same stranger, heading into a Government District mega-tower, a place called the Somal Observatory. Your missing friend is among those whose disappearance matches this pattern.

"Our divinations have located several of those who vanished, as now being located upon the moon.

"Long have reports spoken of a demon-tainted jungle on the surface of the moon—what we on Earth see as the Moonscar. It is there that I believe those abducted have been taken, though for what sinister succubus plot I know not. Few have the means to venture into such a realm, which is why I am here now, with you. There is little I can offer you beyond pointing you in what I hope is the right direction. Yet, if you can investigate the Somal Observatory, and find how that lets one travel to the moon, and there retrieve not only my missing agent and your friend, but any other captives of the demons there, then my faith in you will have been well-placed.

"Now -- Whatever plan the Moonscar's Insatiable Queen and her servants have in the works, it has sped up drastically, and I fear for us all should they not be stopped."
 



You geared up and investigated for several days.

The Somal Observatory was a tower, over two thousand feet tall, built in the central core of Ysidra. It was thousands of years old; it had been raised by arcane magic by beings from alternate realities, who for some time had contended for rulership of this Earth -- only to eventually abandon that project due to prolonged and destructive in-fighting orchestrated by the subtle manipulation of history's greatest diviner, the Harrower Queen, and immortal lich.

The bottom ten or so stories of the Somal Observatory were simply houses and offices for people who lived and worked in the Government districts. But above that, the tower walls rose up, and up, and up ... to stupendous, dizzying, soaring heights.

The tower was mostly hollow, but for struts and cross-beams. The inside was lit my sunlight through many crystalline windows. There were stairs that climbed upwards, but gradually rather then resembling worked stone, they morphed and became more rounded and organic-looking. For the tower had been grown, by magic, and was still a living artifact not a thing made by mortal hands. The spacing of the stairs grew more and more irregular, until about 300' upwards, only the most expert of climbers could proceed.

You were all expert adventurers: you all had means of flight (*). And, so (watched by hundreds of curious gawkers) you simply flew upwards through this vast building. Its extreme size reflected the bloated egos and grandiose dreams of alien minds who once thought to rule this world as they reigned in extraplanar heavens and hells. Their infighting had been inspired and shepherded by the ever-devious Harrower Queen: who ages ago was Earth's savior -- though now she is the Harrowed City's secret occult ruler. But this is not her story.

Atop the tower you found grand crystal observatory dome, with many telescopes and mechanisms for watching the stars, planets, moon, and other such celestial objects. About half of this area was in ruins, but about half cleaned and in working order, tended by golems. The golems served a mad old gnome you soon met, named Gavriel Glittercombe, who operated what he described as the Great Telescope. It not only brought the images of distant places close, but it bent space itself allowing transit to what places it could view and bring into focus.

Gavriel Glittercombe confessed his delight in receiving many new recent clients, who were paying him well so that he could rebuild his golems and parts of his observatory.

Pressing him on the details, it became clear that he, his telescope, and his golems were enabling the passage of succubi, and their beguiled partners, and others to transit to and from the moon.

But the delicacy and complexity of the equipment and the variety and diversity of his golem forces was so great that you deemed it imprudent to engage in direct conflict to overpower Gavriel Glittercombe and seek to control the Somal Observatory for yourselves. But rather pay him to achieve your own transits, for your own rescue services.

One of you went on a preparatory 24 hour scouting expedition. (The Great Telescope took at least 24 hours to recharge, and it required a clear cloudless line of sight to the moon to function.)

When that mission (while dangerous) was successful, you had learned enough to prepare for your own voyage, and decided there was no time to wait.

You paid Gavriel Glittercombe for your whole group to transit -- and you paid himThese pre-trip preparations cost you 45,000 gp.

But I will not set back your starting wealth because of this.
in advance for a return journey, he would be awaiting a signal via a permanent telepathic bond created with his familiar.

Now, you must trust that he is both still alive and honorable enough to respond to it, or you will need some backup way to return from the moon! It is likely that succubi and their captives will still be coming and going: Gavriel Glittercombe never agreed to make your access exclusive.

Your adventure begins, as you enter the Great Telescope's transport circle. Once sent of lenses focus on your group, while main cylinder of the telescope aligns on the distant moon. Gears whir and grind; steam puffs out of the machine, and it glows and vibrates. Then pace-time bends and shifts, and you take your first steps onto the lunar surface, entering the demon-infested jungle of the Moonscar.

(*) Note: All PCs must either have a spell, ability, or item that grants them flight. Purchase one as needed. If you want to save money, you can pool resources and share a magic carpet. You won't be able to rely on flight constantly in this One Shot as it poses special risks, but at this level there are moments where the ability is a presumed must-have.

(**) Note: Spells above 6th level are not available. So transit to and from the moon is not as simple as getting a scroll of interplanetary teleportation. It may require some elaboration construction, rituals, or artifacts to get back if Gavriel Glittercombe proves unreliable.

Campaign Traits

These traits both anchor you to the central mission, and position you relative to the Ysidra and its world.

These compaign traits are "scaled up" relative to normal traits to be somewhat consequential even at the high level of 15.
 

One Small Step:  The Great Explorer

You were the first to be experimented upon, teleporting to the moon using the Somal Telescope.

You have adapted to the moon's low gravity; you can report to others that they will similarly adapt in about 24 hours. Until adapted, movement is awkward, and combat more dangerous.

You have reported back some basics of the Moonscar. The jungle itself has an atmosphere, but it is extremely hot for 15 earth-days, and then extremely cold for 15 earth-days. Traveling straight through the jungle is a hard trek, and exposes one to much poisonous demon nettle sap. Large creatures cannot readily move through the jungle because of its density. Flight is faster but even more dangerous -- it attracts crippling strands of an astral parasite. There is some pack of monsters that moves about, clearing trails. So long as that force is at work, travel on the trails is straight-forward, but is liable to lead you from one habitation or patrol-point or structure of demons, to another.

Prerequisite: This background kind of begs to be a ranger demon-slayer.

Benefits: You are preadapted to lunar gravity. You start with a free Keffiyeh of Cooling. You have Knowledge (lunar)/1 rank -- and no one else in the world has any ranks in Knowledge (lunar). If you have skills or abilities pertaining to jungle terrain you may use them on abyssal terrain, and vs-a-vs. If you are skilled at both, use the best +1. (There may be additional circumstances in which others may find it harder to adapt their Earthly skills and abilities to this novel environment than you do.)

A famed and far flung explorer -- you have seen it all. You were a natural choice to recruit for this mission, given your perfectly adapted skill set.

 

The Moon's Harsh Mistress: Redeemed Betrayer

You were seduced by a succubus, and received her dark blessing. For some months you served as a covert agent of evil within Ysidra -- roving around the colossal unearthly megastructures of the Government District, and mingling among the most wealthy, elite and influential of the vast urban city-state. You helped convey intelligence to the demons, and helped entrap others into seduction.

At last, your will reasserted itself; you broke free of this depraved and sinister bondage, and you repented of the vile things your mistress's compulsion forced you into. That atonement was an arduous and costly process. Now you bear a wrathful grudge against your captor and her ilk, and your spirit is hardened against their influence.

Prerequisite: non-evil

Benefit: +2 will saves vs charm and compulsion. +2 to hit and damage vs succubi.

You are likely an adventurer have served as companion to others in the group in the past. Being a person of some accomplishment and fame, your fall and restoration has likely become known to them, at least in rough outline if not in great detail. Though you had acquired a taint, they harbor no doubt about your earnestness to combat the Moonscar's Insatiable Queen and her minions.

 

Government Faction Elite: At Privilege's Apex

Within Ysidra's internal politics and divisions, you represent someone in the government hardliner faction. You are committed to protection and preservation of the community against all threats. For now, the Moonscar presents the largest threat, and so you are united with others -- with whom you might have some real differences -- against that threat. Being among the nation's elite, you have a little extra resources to bring to bear against problems.

Prerequisite: lawful; race must be human, catfolk or dwarf.

Benefit: You gain a +1 trait bonus on Diplomacy, Knowledge (nobility), and Knowledge (local), and two are class skills Additionally, you gain +30,000gp starting wealth.

Beyond this mission: you work for stability and the prosperity of the status quo. The established nobility and aristocrats, the guilds and the military and academia: all of these time honored social structures must be conserved and protected, as they are integral to the power pyramid that supports the Government. In the long run, the Great Telescope is a strategic asset or a peril to the city's stability: it must be under the control of your faction, or destroyed.

 

Communist Faction Elite: Prime Revolutionary

The present injustice of Ysidra's rulership under corrupt nobles and aristocrats deeply disturbs you, and you are part of a mighty movement that hopes to someday soon establish a new and better social and economic order. You have a rebel's heart, and you know that much must be torn down, and it may take gentler hands that your own thereafter to rebuild anew. For now, however, a treasured comrade of yours has been kidnapped, and you must see him brought to liberty. That one urgent need overrides all other concerns.

Prerequisite: chaotic, not evil

Benefit: You gain a +1 bonus on Diplomacy and Intimidate checks, and you may use Int or Wis on these if those scores are higher than Cha. Additionally, you acquire the Bombs feature of the alchemist class, but at 2/3 your character level. However, you do not count as an Alchemist in any other way. If you ever become an Alchemist with the bombs class feature, up to 4 of your non-alchemist levels will stack with your alchemist levels for bomb progression. If you become an Alchemist without the bombs class feature, this ability remains distinct but cannot benefit from any part of your Alchemist class features, such as Discoveries.

Its clear that you motivation to accomplish this mission is strong.

But after that -- you cannot trust some of your companions. They are ideological enemies. You are a leader of the coming revolution. The power of the people shall be unstoppable. The corruption of the present system will be purged in a storm of blood and fire. The Government and the Harrowers are your enemies. They and nobles and aristocrats and the guilds and bourgeoisie who have oppressed the working man and woman -- all those who have ground down orcs, goblins, halflings and others with boot of oppression -- they all shall be among first with their backs to the wall when the Revolution comes.

 

Harrower Faction Elite: Occult Oligarch

You serve the city's secret ruler, the undead lich called the Harrower Queen. She has long ruled this nation -- and the Insatiable Queen of the Moonscar is an ancient enemy and rival. You would destroy this enemy for your Queen, and doing so will raise up in her favor as the highest of her servants. You must tolerate working with your long-term enemies, for you have this vital task in common first. You must defeat the power behind the Moonscar.

Prerequisite: evil alignment. You must invest at least 5 ranks in each of Disguise, Sense Motives and Knowledge(Occult). You have an Occult affinity and cannot use Arcane, Psionic or Divine powers.

Benefit: You gain Harrowed as a bonus feat, a trait bonus of +1 to Disguise, Sense Motives and Knowledge(Occult), and two of these are class skills. Last you gain Spell Focus (Divination) as a bonus feat.

There was a time when you were not so deep involved in the Harrower faction. Since you began to climb their ranks, many of your former companions have come to view you with grave suspicion or fear. You have had to make sacrifices during your ascent to power. This mission, however, promises the greatest ascent.

 

Righteous Crusader: For Justice's Sake

You need no complicated justification to be on this mission. Demons threaten civilization: they must be defeated. Captives are taken and suffering? They must be liberated. You have been around a long time; you know your way around the battlefield, around churches and religions, and around the planes.

Prerequisite: lawful or good alignment, or both

Benefit: You gain a bonus of +1 to Knowledge(religion), and Knowledge(planes), and both are class skills. You can lay on hands three times per day, with effect as a Paladin of your level; additionally, you know a single mercy. If you are actually a paladin, these stack with your existing uses and mercies.

You were a past adventuring companion of Runnik, and of any who adventured with him. Your reputation as a crusader will proceed you in this group.

 

Bosom Companions: An Ardent Heart

Whereas Runnik Gorestead was known and proved his value to all in this expedition, he was something more to you.

Perhaps you are siblings, perhaps partners, or perhaps you simply adventured together since 1st level. In any case, your bond with the barbarian is deeper and stronger than any others.

Prerequisite: not lawful, not evil

Benefit: +1 trait bonus to Lore(dwarves), Lore(mead) and Craft(bee-keeping).

Once you are within 1 mile of Runnik Gorestead, you will gain a +1 morale bonus to all ability scores. Once you are within 1000' of him, you will gain a +2 morale bonus to all ability scores. These bonuses apply only until you and he escape the Moon or die trying.

Everyone who knows you, going back decades. Aiding you, their friend, and rescuing Runnik, are one and the same.

 

Publish or Perish: the Academic

You retired from a career as an adventurer, and have spent a number of years among the best and brightest minds in one of the arcane, occult or psionic institutions of higher learning in Ysidra. You've been in a dry spell of research and publication recently, and that is threatening you with the potential of failing to achieve tenure.

One or more of your adventuring companions reached out to you, offering the opportunity to join this interplanetary expedition. You jumped at the opportunity: perhaps you are motivated by the rescue opportunity, but you are certainly motivated by the extraordinary chance this affords you to make breakthrough research. Publishing the discoveries you hope for should rejuvenate your career.

Benefit: You have a magical thesis. After 24 hours of experiencing life on the moon and making at least 5 successful diverse investigative skill checks, you get to prove your thesis, and reveal to your companions what it is you have discovered. The benefit is: you the gain 1 bonus metamagic or metapsionic feat of your choice, and you learn 1 bonus spell or power of the highest level you are able to cast or manifest, along with either a permanent boost of +1 spell slot of that level or 2*level-1 power points.

Several of the PCs should take the stance of welcoming you back to their adventuring party after your prolonged immersion in civilian academic life.

 

Son of a bitch: the succubus-spawn

The Insatiable Queen has been sending her minions to the earth for a long time, but before the Somal Tower had its Great Telescope activated, they had to travel the slow way: via a Fly spell that took two years to make the transit through the vacuum, cold and heat of space.

Your mother was a succubus who made that journey; your father was a mortal now vanished -- either dead or entrapped on the moon, or lost to some unknown fate.

Benefit: While Tiefling is not a regularly approved race for this game, this option lets you be an exception. You may be any race of Ysidra crossed with a Tiefling. Use Tiefling as your base race, and for your mortal side you are treated as of that race to meet prerequisites, for cosmetic purposes, to qualify for favored class bonuses. You may use either the basic Tiefling stat bonuses (+2 Dex, +2 Int, -2 Cha) or the demonspawn stat bonuses (+2 Str, +2 Cha, -2 Int), or mix-and match (+2 Dex, +2 Cha, -2 Int). You gain one bonus tiefling alternate racial trait and one bonus tiefling racial feat. If your secondary bloodline is a small race, you may be small.

You likely spent your life suffering a lonely and alienated life, enduring hardship and persecution due to a heritage that makes you feared and distrusted by post. However, some of the other PCs will know you well, and within their adventuring community you can be respected and appreciated.

 

Gleam of Heaven: the Outsider

You have been sent from afar, as an agent of higher planar powers who wish to remedy evils done to this solar system. Your mission is to eradicate the evils of the Moonscar, and if possible to provide aid, healing or restitution to lunar natives who have suffered harms due to the invasion of their sphere. Your assignment is primarily for the good of the Moon, than of the Earth -- as the Earth has its own gods and patrons who care for it, while the Moon has been somewhat neglected by the Higher Powers of the Great Beyond.

Prerequisite: Good alignment.

Benefit: You are from some place completely different than everyone else in this campaign. Your primary race is Aasimar, and your mix-in race can be any Core, Standard or Advanced race. You may choose to be any variant of Aasimar. If your secondary bloodline is a small race, you may be small.

Disadvantage: Everyone can see that you are quite foreign; some may appreciate that while others dislike it. You do not speak the local common tongue, nor is their time to learn it. But you may be able to communicate through magic, or through some racial language. While most of the other PCs will know each other, you are an outsider to their community.

 

An eye for profit: Guild Leader

You represent one of the major guilds of Ysidra. While others on this mission have a short term goal, such as "defeat evil" or "save captives" or even graciously "save the Earth", you have your own mission: to discover Lunar natives (the true natives, not these pesky demonic interlopers) and to establish a trade and commercial relationship with them. Gaining access to and ownership of the Great Telescope is paramount to establish a trade monopoly -- but follows second after verifying that there are natives worth trading with. Or exploiting. Or colonizing. Or with natural resources to plunder. One way or another, you've got your eye out for profit and for what is best for the Guild, of whom you a principle leader and active agent.

Prerequisite: true neutral.

Benefit: Once you interact in three separate non-violent encounters with differing non-demon intelligent lunar natives, you will discover a significant financial opportunity on the Moon. This might take a day or several in-character to accomplish. In the near term, this will manifest as a valuable magic item (to be determined, but up to 40,000 gp in price and chosen by me based on your character build.) This will also shape your character's long term goal.

You may be perceived by your peers as an untrustworthy or unprincipled self-seeker. The other faction leaders present on the mission will know you well; all the factions maneuver to gain benefit from the guilds, or to utilize the guilds as allies or tools -- so you are familiar with their political posturing and maneuvering.

 

 

 

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