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Pathfinder Chronicles - Faction Guide (oef).pdf - WORLDWAKE

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<strong>Pathfinder</strong> <strong>Chronicles</strong>: <strong>Faction</strong> <strong>Guide</strong><br />

Ri s e n gu a R d<br />

Every member of the Risen Guard died a hero’s death<br />

and was then brought back to join the elite unit serving<br />

Osirion’s ruling Forthbringer dynasty. Since raise dead<br />

only works on the willing, this means they all chose to leave<br />

the afterlife and enter the mortal realm again. Whether<br />

loyalty caused them to turn their backs on paradise or their<br />

valor gave them a miraculous escape from eternal damnation,<br />

they embody steadfastness and incorruptibility.<br />

go a l: se Rv e t h e fo Rt h B R i n g e R s<br />

The Risen Guard cast aside all trappings of their prior lives<br />

and devote themselves to the Forthbringers, the dynasty<br />

ruling Osirion. They give up their old identities and ranks,<br />

and some even forsake their names—anything that might<br />

distract them from carrying out the orders of the Ruby<br />

Prince. Mostly former soldiers who find comfort in the steady<br />

rhythms of drill and routine, they prefer direct solutions to<br />

problems. They usually shun convoluted schemes in favor<br />

of simpler, more predictable approaches. As members of<br />

the Risen Guard tell each other, “Plans that need an ‘if’ to<br />

work are bad plans.” This mindset limits their usefulness as<br />

diplomats, but it does make them excellent bodyguards or<br />

police, and ferociously single-minded assassins.<br />

al i g n M e n t: ln<br />

The word of the Ruby Prince is by definition law, and the<br />

Risen Guard obeys his commands without hesitation, even<br />

if it means certain death. Since they recognize no higher<br />

authority, members of the Risen Guard feel no compunction<br />

about disregarding inconvenient laws when carrying<br />

out their duties. While in Osirion they rarely suffer any<br />

consequences for this attitude (so long as they actually are<br />

obeying orders), other nations often prove less forgiving.<br />

Only the fact that most governments view the Risen Guard<br />

as mere extensions of the Ruby Prince, which means that he<br />

shoulders the blame for members’ misconduct, serves as a<br />

meaningful restraint on their actions.<br />

le a d e R<br />

The outside world knows the current leader of the Risen<br />

Guard as simply the Khopeshman of Sothis (LN male<br />

human aristocrat 3/fighter 7). Insiders refer to him as the<br />

First Captain of the Forthbringer because of the exceptional<br />

fondness the Ruby Prince feels toward him. A swarthy man<br />

who moves with extraordinary grace despite his powerful<br />

frame, he has died three times defending the Ruby Prince<br />

against assassins. Unlike most of the Risen Guard, he<br />

displays exceptional political acumen and knowledge, not<br />

just of Osirion but of its neighbors as well, and as captain<br />

44<br />

of the city watch, he has demonstrated his administrative<br />

shrewdness on countless occasions. Many spend an idle hour<br />

speculating exactly who he was in his first life and suspect he<br />

was a person of considerable importance in his own right.<br />

go o d cl a s s ch o i c e s<br />

Fighter, Monk, Rogue<br />

ch a l l e n g i n g cl a s s ch o i c e s<br />

Barbarian, Cleric, Druid<br />

he a d q ua Rt e R s<br />

The Risen Guard lives wherever the Ruby Prince dwells.<br />

When he travels, two dozen of them go with him. Standard<br />

doctrine requires that the Ruby Prince should always see<br />

at least three of the Risen Guard in any direction he looks<br />

at any time—“One to die for him, one to kill for him, and<br />

one to carry him to safety.” Each of the royal residences<br />

(including secret safe houses and private retreats) includes<br />

at least one member of the Risen Guard who commands its<br />

permanent garrison.<br />

Jo i n i n g<br />

Actually becoming a member of the Risen Guard requires<br />

the extraordinarily unusual circumstance of being raised<br />

from the dead at the order of the Ruby Prince; a slain<br />

person known to be loyal to the Forthbringer may be<br />

raised to serve him at some point. Valorous royal guards<br />

have been known to leave instructions in their wills that<br />

should they be slain, they would willingly come back to<br />

life to defend the Ruby Prince. The Guard has many allies<br />

in Osirion, though fewer in other lands.<br />

ga i n i n g PR e s t i g e<br />

Actions that benefit the Ruby Prince or thwart attempts<br />

to harm him are the best way to attract the attention of<br />

the Risen Guard. Dying while defending the Ruby Prince<br />

always earns the character 1 PA. To a lesser extent, actions<br />

that aid Osirion also earn the Risen Guard’s respect.<br />

Re s o u Rc e s<br />

Members of the Risen Guard must forsake all prior ties,<br />

allegiances, and obligations; allies of the group are not<br />

required to do so.<br />

1 TPA, Risen Guard: Gain free and unfettered access to<br />

any Osirian Royal Library (Osirion, large town or larger).<br />

This gives the character a +5 on Knowledge checks if he<br />

spends an hour researching in the Library. He can use this<br />

resource to make Knowledge checks untrained with the +5<br />

bonus but must spend 1 day researching. This bonus does<br />

not stack with the +4 bonus on one check listed on page 55.<br />

10 TPA, 1 CPA: Gain a new appearance and identity<br />

when brought back from the dead by the royal morticians.

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