<strong><span class="bbc_u">Name:  Sarah Kilarai</span></strong>(Using Green)<br/><span class="bbc_u">Age</span>: 19<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">The Alley Of Other Gods and The Way of Unity</div><div class="spoiler_body"><span class="bbc_u">The Alley Of Other Gods</span><br/>The usual deities have always existed in the Kingdom; the tavern of Cayden Cailean, the temple-brothel of Calistria, the shining golden temple of Serenrae, the beautiful garden of Shelyn and more. But many generations ago the Kingdom began trading more heavily with its neighbours. As trade increased, so did the number of foreigners within the capital's walls, strangers with strange ways and sometimes stranger faiths. As the foreign population and their wealth grew, they sought official sanction to practice their own faiths, build temples to their own gods... and sometimes these were beings considered repulsive to the sensibilities of the kingdom's citizens. As a gesture of openness and respecting the diversity of all peoples (to say nothing to cementing the Kingdom as a center of trade), the king of the time named one street that ran off from the Temple District as the <em>Street of Other Gods</em>, a place where any religion, any creed could build shrines or temples to their own gods, and practice their own faith's free of interference... so long as their antics troubled none but their own faithful.<br/><br/>A lofty notion, but one that was almost instantly abused. The gods of traders found their home on the Street but so did evil gods, strange cults, scam artists, and a multitude of others. Space almost instantly became a premium. Rather than a street of grand temples like the District it branched from, the place almost instantly dissolved into a tightly packed maze of small churches and shrines. Many of which morally objected to the practices (or entire existence) of each other. Low level conflicts raged for years, eventually leading to the Creed Riots that burned the entire street the ground. The King put his foot down and pronounced new laws that much more tightly regulated the street and in particular offered extreme punishments including eternal sanction against misbehaving faiths and execution for clergy who engaged in rabble rousing. <br/><br/>That put an end to open conflict and over the passage of years the Street eventually matured, coming to be known as 'The Alley of Other Gods" for its dizzying maze of small passages. The (subtle) support of the capital's native clergies as well as general success of more benign and goodly faiths has seen a gradual migration of fortunes and positions over time, and the Alley has found an unofficial organization in it. At the beginnings of the Alley, one will find more accepted and known faiths such the famous shrine to Desna that sits first, easily visible from the Temple District proper, along with shrines and churches to gods such as Brigh, Kurgess, Arshea and more. But the deeper one goes, the darker and stranger faiths become, it is said that any faith one can name can be found within the shadowed maze of the Alley, if one knows where to look. The middle grounds of the Alley are held (often fiercely) by lesser or evil gods that have clawed their way to some degree of legitimacy, and in this area can be found such things as the church of Asmodeus, temple of Irori, shrines to several Empyreal lords, a house of Zon Kuthon along with similar middle-ground faiths. What little trouble comes from the district in the current age typically arises from this area, as goodly faiths of lesser provenance in the Kingdom contend for space with religions dedicated to major evil deities. In the deepest, darkest corners you can find small shrines to Demon Lords, arch devils, strange outer gods and more, tended by shadowy priests and revered by small flocks of faithful. <br/><br/>In the public perception, the Alley is generally regarded as an amusing quirk of the Capital and proof of their civilizations greatness and tolerance, an occasional source of entertainment, and something of a tourist trap. A mostly-harmless-if-you-keep-your-wits-about-you sorta place to go and gawk at all the weird faiths in the world. Common humour often references the Alley as the source, or destination of all manner of strangeness, and more than one missing person has turned up in the Alley after finding a new faith and abandoning their old life, leading to delicious scandals. More than one contemporary play and bardic tale references the Alley; speaking of star crossed lovers or overly unhappy noble scions who flee their title finding acceptance among some strange cult or other. Prior to the Usurpation, perhaps the most popular tavern diddy was a comedic tale about a bumbling evil cleric from the depths of the Alley. Who through his nefarious schemes keeps accidentally saving kittens, finding loving homes for orphans, and other such shenanigans. With the skill of the bard reflected in how inventive, outlandish and unique their escapades are.<br/><br/>Which shows how seriously the common citizen took the existence of the Alley its self.<br/><br/><span class="bbc_u">The Way of Unity</span><br/>Starting as a simple cult to the deities of the Dark Tapestry in the depths of the Alley, the Way of Unity preached a creed of cooperation, freedom and togetherness of all things and places. It's simple and positive message, along with the manifest power of its high priest, drew in a small but devoted flock that only grew with time. Worshipping the deities of the Dark Tapestry in general, but with a focus on Yog-Sothoth and Shub-Niggurath as father and mother figures, they seek to bring all places and beings closer together in form and nature, to cooperate for the benefit of all and to exalt their chosen gods.<br/><br/>The creed gained notoriety for the sheer depravity of their sexual rites, which often included all manner of animals, races, and what creatures they could import safely or the high priest could summon. Observers were welcome, and the faith enjoyed a small fifteen minutes of fame as people came to watch the taboo spectacles. While this fad waned quickly, it served to cement the Way of Unity (or Unionists as they became more commonly known) in the public consciousness of the Kingdom. This awareness drew in new the curious and the jaded both, some coming because the pleasure they witnessed drew them in, while others simply wanted to try something that they had not yet grown bored of. Some came on a dare from unsporting friends and left forever changed. Unionism also spoke deeply to those of shattered homes, offering unconditional love and the bonds of family among its members. As well to those of mixed heritage themselves; half elves seeking to rebel, half orcs seeking people who would not look upon their features with fear or disgust but desire, as well as those of stranger bloodlines simply seeking a place of welcome, which is often so rare.<br/><br/>The taboo nature occasionally drew in those of higher birth, and over the passing of years many noble families came to have a blacksheep or two... often third or fourth sons or daughters with little to look forward to from their inheritance, that came to join the Unity. Lesser scions though they may be this patronage served to swell the coffers of the Way and the faith moved several times, further and further up the Alley, eventually settling somewhere along the boarderline between the first and middle bands (not like there was a formal line), where they built a tower tall enough to escape the surrounding roofs and provide an open view of the stars. <br/><br/>Though by no means did they intend to stay there forever.<br/><br/>As their fortunes swelled so too did their flock, and with the greater income the Unionists began setting about to fulfil the other part of their mandate; unity not just beings, but also places. They acquired a small library of spell books, focusing on teleportation and summoning magics, which they allowed any who wished to study in exchange for the crafting of scrolls or magical baubles that would duplicate the effects of the spell they wanted to study. This meant that teleportation and summoning magics became nearly universal among the Kingdom's learned magic users, save for a few who objected to the Unionists so ardently that they would not cross their threshold even for free spells. The created scrolls and minor magical items they got in exchange they distributed to their allies, allowing merchants, nobles and others who joined them to benefit greatly.<br/><br/>Prior to the usurpation, the Way of Unity sat on the very cusp of complete legitimacy. While many continued to balk at their rituals, they were regarded with a sort of vaguely patriotic pride; a home grown religion that was entirely the Kingdom's own. However, during the usurpation, most of the Kingdom's faiths chose to remain neutral as organizations (and their individual members followed their morals), the Way of Unity sided strongly with the rightful monarch, providing magical and military aid such as they could. While it would be easy to see this as self serving (and it was), their reasons were more all encompassing than that. The nobles in their ranks were loyalists and so pushed to support the crown, it was the right thing to do... and yes, the leaders of the faith hoped that they would be abel to bank on the support of the royal family thereafter and maybe get support and permission to build a new temple in the Temple District its self rather than continuing to wallow in the Alley of Other Gods. A perfect trifecta of reasons that propelled the Unionists into the conflict.<br/><br/>Alas, the battle turned against them, and neither the Unionists nor their carefully cultivated allies were enough to turn the tide back. When the decision was made to flee the Way joined the exodus, not willing to risk their fate on the forgiveness of the victors given that their faith already walked the narrowest of tightropes of acceptability. They emptied their supply of arcane items helping the evacuation, piled onto their own ships and joined the journey across the ocean. Unfortunately, their ill luck had yet to be exhausted... and the ships carrying the Way of Unity all went down in the storm despite the potent protections they possessed, but it was clear that those storms were not natural. The silver marks on all the survivor's bodies spoke to the truth of that.</div></div><br/>The product of an impossible conception during a religions rite in service to Shub-Niggurath, Sarah was born of the union of her mother and a faintly glowing, shapeless congeries of protoplasmic bubbles with a myriad of temporary eyes forming and bursting as pustules of greenish light. Born into a human form, the unnatural ichor shifting beneath her skin makes her shape less stable than it should be, and her proportions shift subtly over time. Sarah shares her foreign mother’s tall and powerful build, honed though a lifetime of training. Her red hair is long and thick, well past her waist, though she has been known to restrain it with a ponytail or loose plait. What people notice most readily however are her eyes. An unnatural shade of green on black sclera, they almost seem to glow in their own darkness. An outward sign of her unnatural heritage.<br/><br/>Raised as much by the Way of Union as her mother, she was taught to value difference and find beauty in the strange, to bring peoples and places together both for their own sake and for the glory of her gods. One of less than a dozen ‘Sacred Children’ born of such impossible unions, they were groomed to become the future leaders, champions and diplomats of their faith. Though Sarah never found the touch of divine magic or felt the call of a paladin, she learned to fight and to use her natural gifts to defend others. But the ships carrying her cult were among those that were lost in the storm, Sarah alone managed to reach a passing ship in the waves (owing to her natural abilities more than anything else) and latch on long enough to get on board. While she still holds out hope that there were other survivors (and several should have been able to survive as she did), after so long she fears they were scattered and she will never see them again.<br/><br/>Sarah has an easy going, almost relentlessly cheerful personality, and is generally eager to meet new people and things. While this was once entirely true, now the cheer is a shield she holds against a cruel world and to cover the bereavement she feels over the loss of her cult (and with it the death of her friends, family, and purpose in life). While she is very nice, the question of her sanity is an extremely uncertain one, and she is prone to unnerving behaviour, odd lines of thought, extreme pansexuality and being both too empathetic and not empathetic enough in turns. Beyond this she takes her assumed role as the last of her faith very seriously, and guards a copy of the Way of Union’s holy book hoping to one day find someone who can comprehend it in its entirety to restart the cult. In the meantime she sells her services, both to sate her bottomless hunger and lust for adventure, where she is swiftly earning a reputation as a steadfast ally and effective fighter... if you have a stomach strong enough to deal with her fighting style.<br/><br/><strong>Race: </strong>Human<div class="floatright">(http://i.imgur.com/ip79Hvq.jpg)</div><br/><strong>Alignment:</strong>Chaotic Neutral<br/><strong>Deity:</strong>Unity cultist<br/><strong>Level: 6</strong>Brawler HD10<br/><br/><strong><span class="bbc_u">Abilities</span></strong><br/><table class="bbc_table"><tbody><tr><td><strong>Attri</strong></td><td><strong>Score</strong></td><td><strong>Mod</strong></td><td><strong>Math</strong></td></tr><tr><td><strong>Str</strong></td><td>20</td><td>5</td><td>15(7point)+2GMBonus+2Race+1Adv</td></tr><tr><td><strong>Dex</strong></td><td>13</td><td>1</td><td>13(3point)</td></tr><tr><td><strong>Con</strong></td><td>15</td><td>2</td><td>15(7point)</td></tr><tr><td><strong>Int</strong></td><td>10</td><td>0</td><td>10(0point)</td></tr><tr><td><strong>Wis</strong></td><td>15</td><td>2</td><td>13(3point)+2Prog</td></tr><tr><td><strong>Cha</strong></td><td>10</td><td>0</td><td>10(0point)</td></tr></tbody></table><br/><span class="bbc_u">Derived Stats</span><br/>Bab: +6/+1<br/>Fort: 8 (+5Class+2Con+1Prog)<br/>Ref : 7 (+5Class+1DexB+1Prog)<br/>Will: 5 (+2Class+2WisB+1Prog)<br/>CMB: 10 (+6BAB+4StrB)<br/>CMD: 20 (10+6BAB+4StrB+1DexB)<br/>AC : 16 (10+1DexB+5Armour<del>+1NA</del>)<br/><br/><strong>HP: 70/70</strong><br/><br/><strong><span class="bbc_u">Skills</span></strong>(5+2bg/lvl)<br/>Acrobatics (Dex)<strong>9</strong>[6sp+3]<br/>Climb (Str)<strong>4</strong>[1sp+3]<br/>Escape Artist (Dex)<strong>5</strong>[2sp+3]<br/>Handle Animal (Cha)<strong>9</strong>[6bg+3]<br/>Intimidate (Cha)<strong>12</strong>[6sp+3+3halflvl]<br/>Know[Dung] (Int)<strong>9</strong>[6sp+3]<br/>Know[Local] (Int)<br/>Perception (Wis)<strong>9</strong>[6sp+3]<br/>Profession [Masseuse] (Int)<strong>9</strong>[6bg+3]<br/>Profession [Sailor] (Int)<strong>4</strong>[1sp+3]<br/>Ride (Dex)<br/>Sense Mot (Wis)<br/>Swim (Str)<strong>8</strong>[5sp+3]<br/><br/><span class="bbc_u">Languages</span>: Common<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Features, Feats &amp; Traits</div><div class="spoiler_body"><strong><span class="bbc_u">Features</span></strong><br/><strong>Human</strong><br/><span class="bbc_u">Ability Score</span>: +2 Str<br/><span class="bbc_u">Type</span>: Humanoid (Human)<br/><span class="bbc_u">Size</span>: Medium<br/><span class="bbc_u">Speed</span>: 30 ft.<br/><span class="bbc_u">Languages</span>: Common<br/><span class="bbc_u">Bonus Feat</span>: Extra feat at 1st level.<br/><span class="bbc_u">Skilled</span>: +1SP/lvl<br/><span class="bbc_u">Favoured Class</span>: Brawler; +1 CMDvs 2 manuvers. +0CMD/+3SP/+3HP<br/><strong>Progression</strong><br/><span class="bbc_u">Resistance</span>: +1 to all Saves.<br/><span class="bbc_u">Armour Attunement</span>: +1 Enhancement bonus to Armour (Lamellar)<br/><span class="bbc_u">Weapon Attunement</span>: +1 Enhancement bonus to Weapon (Amulet of Mighty Fists)<br/><span class="bbc_u">Deflection</span>: +1 Dodge bonus to AC<br/><span class="bbc_u">Mental prowess</span> +2 to one Mental ability score.<br/><strong>Writhing Brawler</strong><br/><span class="bbc_u">Proficiency</span>: All simple weapons, handaxe, short swords, and close fighter group, light armor, bucklers, light and heavy shields.<br/><span class="bbc_u">Malleable (Su)</span>: When affected by a transmutation spell, can choose to increase spell’s caster lvl by 2.<br/><span class="bbc_u">Monstrous Physique (Ex)</span>: Can alter body, growing new body parts or changing her existing ones. As a Move action, gain one of the following benefits for one minute:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mutations</div><div class="spoiler_body">-Acidic Mucus: Covered in a layer of acidic goo. Creatures attacking with unarmed or natural attacks suffer 1d6 acid damage. At the end of each turn in a grapple the other creature suffers 1d6 acid damage.<br/>-All-Around Vision: Grows eyes all over her body. Gain +4 to sight-based Perception, cannot be flanked.<br/>-Amphibious: Grow gills in addition to lungs. Can breathe water as easily as air. <br/>-Blindsense: Grow strange and alien sensory organs. Gain Blindsense (30 ft).<br/>-Climbing Claws: Gain climb speed = 1/2 base land speed. -Compression: Can compress body. Can move through areas as small as 1/4 her space without squeezing, 1/8 her space when squeezing.<br/>-Constriction: Can wrap her body around an opponent. Deals unarmed bludgeoning damage when making a successful grapple check, in addition to other effects.<br/>-Damage Reduction: Gain DR 2/—. Can select damage reduction multiple times.<br/>-Darkvision: Gain Darkvision (60 ft).<br/>-Expansion: Can expand body. Takes up the area of a Large creature, but gains no benefits or penalties from size.<br/>-Fast Healing: Gain Fast Healing (1+(1per3lvls).<br/>-Grab: Gain the Grab universal monster ability for one natural attack. Can select grab multiple times, each time for a different natural attack.<br/>-Low-Light Vision: Gains low-light vision.<br/>-Natural Armour: Gain +2 Natural Armour bonus to AC. Can select natural armour multiple times.<br/>-Natural Attack: Gains a single bite, claw, gore, hoof, pincer, slam, sting, tail slap, talon, or tentacle attack. Deals damage appropriate to size. Can select natural attack multiple times.<br/>-Scent: Gain the Scent ability.<br/>-Spikes: Can produce spikes and fire them. Shoot 1d4 spikes as a standard action. Each spike is a ranged attack (max: 60 ft). All targets must be within 30 ft of each other. 1d4P+StrB damage.<br/>-Swallow Whole: Gain swallow whole ability. Can use on medium creatures if using Expansion ability. Swallowed creatures suffer 1d6 damage/turn+(1d6per2lvls beyond first). Damage is half acid/half bludgeoning. A swallowed creature must deal 1/10th of max HP in S or P damage to cut itself free. Interior AC is 10+NA. Requires Grab special ability on a Bite natural attack.<br/>-Wings: Gains a pair of wings with a fly speed of (60 ft)/poor manoeuvrability. Must be 6th level to select.</div></div>Can use again before expiring to replace the previous benefit with another. May use this ability 3+1/2lvl per day. <br/>At 6th lvl, can gain two benefits at the same time. 1 = swift action. 2 = move action.<br/>At 10th lvl, can gain three benefits at the same time. 1 = free action, 2 = swift action, 3 = move action. <br/>At 12th lvl, can gain 1 = immediate action or 3 = swift action.<br/>At 20th lvl, can gain any number = swift action. <br/>Each benefit selected counts against daily uses of this ability. May not select stacking abilities more than three times. Daily uses; <strong>Current: 6/6</strong><br/><span class="bbc_u">Martial Training (Ex)</span>: Count Brawler levels as Fighter and Monk levels for feat reqs. Counts as both for feats and magic items.<br/><span class="bbc_u">Unarmed Strike</span>:  Gain Improved Unarmed Strike as a bonus feat. Apply full StrB on damage  rolls for unarmed strikes. Unarmed strike is treated as both a manufactured and natural weapon for the purpose of spells and effects that modify either. Also deal more damage with her unarmed strikes than others; <strong>Current: 1D8</strong><br/><span class="bbc_u">Bonus Combat Feats</span>: Gain a bonus combat feat at lvl2 and every 3 after. At 5th, and every three after, can swap for a different one.<br/><span class="bbc_u">Brawler's Flurry (Ex)</span>: Can make a brawler's Flurry as a full-attack. When Flurrying, count has having Two-Weapon Fighting feat when using any combination of unarmed/close fighter weapons/monk weapons. Applies full StrB on damage for all attacks or can substitute disarm/sunder/trip for unarmed attacks as part of a Flurry. At 8th lvl, gain Improved Two-Weapon Fighting feat when Flurrying. At 15th, gains Greater Two-Weapon Fighting feat when Flurrying.<br/><span class="bbc_u">Maneuver Training (Ex)</span>: At 3rd lvl, can select one combat maneuver to gain +1 on CMB to use and CMD to block. At 7th and every 4 after, gaining the above +1 to another maneuver, while all existing bonuses increase by +1<br/>-Sunder +1<br/><span class="bbc_u">AC Bonus (Ex)</span>: Gain +1 Natural Armour bonus to AC. Additional +1 at 9th/13th/18th lvls. Stacks with other sources of NA, but does not stack with any armour bonus to AC. <br/><span class="bbc_u">Brawler's Strike (Ex)</span>: 5th lvl: Unarmed strikes are treated as magic weapons for overcoming DR. 9th lvl, add cold iron and silver. At 12th lvl, add alignment component: chaotic, evil, good, or lawful. At 17th lvl, add adamantine both both DR and bypassing hardness.<br/><span class="bbc_u">Maddening Appearance (Ex)</span>: Gain +1/2 lvl on Intimidate checks.<br/><br/><strong><span class="bbc_u">Feats</span></strong><br/>0-{Improved Unarmed Strike: Considered armed, can choose to do lethal or nonlethal.<br/>1-Power Attack: Take -1 on all melee attack rolls and CMB to gain a +2 melee damage rolls. When BAB+4/every 4 after,  the penalty increases by -1/damage by +2.<br/>1-Improved Sunder: Sunder does not provoke AoO. +2 to CMB/CMD vs Sunder.<br/>2-{Weapon Focus(Unarmed): +1 Attack Rolls<br/>3-Improved Initiative: +4 Init <br/>5-{Dazzling Display: As full-round action Intimidate to demoralize all foes within 30 ft who can see you.<br/>5-Intimidating Prowess: Use both Cha and Str for Intimidate.<br/><br/><strong><span class="bbc_u">Traits</span></strong><br/>-Voice Of Monsters: 1/day <em>speak with animals</em>, works with animals, aberrations, magic beasts with 2/less Int. <br/>-Unhinged Mentality: +2Will vs Confusion, Insanity, Fear.<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body"><strong><span class="bbc_u">Equipment</span></strong> [/100 lbs]<br/><strong>Weapons</strong> [ lbs]<br/>Unarmed +1 (1d8 B, Magic)<br/>-Corrosive (+1d6 Acid.)<br/><br/><strong>Armour</strong> [ lbs]<br/>Darkleaf Cloth Lamellar +1 (+5AC, +5MaxDex, -0CheckPen.)<br/>-Brawling (+2 unarmed attack and damage rolls, including checks made to grapple.)<br/><em>This armour resembles a sleeveless robe made of flexible plates sewn together, extending down to her ankles but slit up both sides to the hip for mobility.</em><br/><br/><strong>Items</strong> [ lbs]<br/><span class="bbc_u">Neck</span>: Amulet of Mighty Fists+1 (Applied to Unarmed: Corrosive, +1)<br/><em>A pendant that holds a sphere of jade in swirls of silver hanging on a stout silver chain around her neck</em><br/><span class="bbc_u">Chest</span>: Corset of Delicate Moves (1/day move action to do additional swift action. Cant be used for spells/SLAs.)<br/><em>This item comes in the form of a wrap that Sarah wears around her chest to restrain her bust for her active lifestyle.</em><br/><br/><span class="bbc_u">Misc</span><br/>=Silk Rope (50ft length of silk rope. 4 HP, broken with a DC 24 Strength check. 5 lbs)<br/>=Ioun Torch (dull gray sphere ioun stone with continual flame. Light source)<br/>=Kit, Fighter's (15 lbs)<br/>-backpack<br/>-bedroll<br/>-a belt pouch<br/>-flint and steel<br/>-a mess kit<br/>-rope<br/>-soap<br/>-trail rations (5 days)<br/>-waterskin.<br/><span class="bbc_u">Kit, Courtesan's</span> [5 lbs]<br/>-a razor<br/>-scented oils and salves<br/>-fragrances<br/>-a warming pot<br/>-a variety of appealing outfits.<br/>-Books of poetry, literature, and plays -often focusing on salacious topics and full of double entendres.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">GM/Misc Stuff</div><div class="spoiler_body"><strong><span class="bbc_u">Gold</span></strong><br/>+8000<br/>-Corrosive Amulet of Mighty Fists [2000]<br/>-Brawling Darkleaf Cloth Leather Lamellar [1810]<br/>-Corset of Delicate Moves [2000]<br/>-Smuggler's Wayfinder [2000]<br/>-Ioun Torch [75]<br/>-Kit, Fighter's [9]<br/>-Kit, Courtesan's [10]<br/>-Silk Rope [10]<br/>&gt;886<br/><br/><strong><span class="bbc_u">GM Notes</span></strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Way of Unity</div><div class="spoiler_body"><strong><span class="bbc_u">The Way of Unity</span></strong> (Way, The. Unionists.)<br/><span class="bbc_u">Alignment</span>: CN<br/><span class="bbc_u">Pantheon</span>: The Dark Tapestry<br/><span class="bbc_u">Main focus</span>: Yog-Sothoth, Shub-Niggurath<br/><span class="bbc_u">Secondary Focus</span>: Yig, Azathoth, Abhoth, Tsathoggua<br/><span class="bbc_u">Symbol</span>: Three inward-facing goat heads with long horns forming three circles(biohazard symbol), trisected by three silver keys within a circle. Somehow manages to look lurid. Traditionally rendered of finely etched wood and silver where possible. Simple green and white dye or ink is used among the poorer. More gaudy depictions use jade or emerald and either white gold or platinum.<br/><br/><span class="bbc_u">Obedience</span>: Mate with another being that is different from yourself with intent to conceive, even where physically impossible. Where no partner is available, meditate on a doorway, or other threshold in view of the stars. Gain +2 on Diplomacy checks with creatures of a different Subtype, or +4 with creatures of a different Type. <br/><br/><span class="bbc_u">Dogma</span><br/>-Unity of Form<br/>The Way of Unity believes that all material life is descended from Shub Niggurath, and that all the myriad forms such beings can take are the result of her unlimited fecundity. As such, all forms are divine, no matter how strange or different and should be appreciated as the Mother intended, worthy of both celebration and lust. All life is given to hold the birth-slick touch of her divinity, but those of mutable or changing forms are generally held to be closest to their goddess in appearance.<br/><br/>By extension, they believe that by interbreeding beings of different forms they are able to <em>refine</em> Shub-Niggurath's essence and achieve a more divine form. For this reason half-breeds of all manner are welcomed and celebrated. Unionists strongly encourages people to sire children with those who are different from themselves, while similar unions are not shunned, they are largely regarded as not advancing the faith's goals. To these ends, the Unionists strongly encourages notions of love and family that are communal. It is pointedly not enough to love one person, a good Unionist must love all things. Marriage is shunned both as a concept and an institution, as are notions of monogamy and exclusivity. Pansexuality, casual sex and orgies are the faith's norm, as they exalt a more primal ideal of sex and relationships. Pleasure is valued and sought, however contraception is strictly abhorred and being caught using such things, be they mundane or magical, is grounds for immediate excommunication.<br/><br/>Children sired among members are raised communally, though there is no interest in separating a child from its birth parents, ideally the child will come to regard the entire faith as an extended family who will in turn assist with the rearing of the child, contributing in what manner they are able be it vocational training or a kind word. <br/><br/>This creed is personified in the Sacred Children, those born of immaculate, impossible pregnancies between beings more commonly considered incompatible with humanoids, or even asexual. Such unions are considered a sign of Shub-Niggurath's blessing. <br/><br/>-Unity of Place<br/>As within, so without. Yog-Sothoth is everywhere, hes all places and all times, he is the world and the very fabric of the Dark Tapestry incarnate. But he is also trapped beyond himself, held at arms reach and cursed to be unable to interact with all that he contains. But all places are the Father's and so the Way of Unity seeks to bring the world together, both metaphorically and literally. <br/><br/>To this end the Unionists patronize merchants and traders from distant lands, providing support and encouraging ever more distant ventures. Maps, both local and of distant lands are prized and both copied and given to those who would benefit from them. Towards the usurpation, the Children of Union were growing into a powerful supporter staunch ally of the local chapter of the Pathfinder Society, as well as beginning to offer free board and currency exchange for distant travellers, though few ever came to them for such services.<br/><br/>The Way collects and distributes spells of teleportation and summoning, encouraging magic users to master their arts and put them to use as often and casually as possible. They support local policies that welcome outsiders and nonhumanoid races. <br/><br/>They do all this in service to Yog-Sothoth, believing that bringing the world together weakens the separation between Him and the material plane. That because the Father is all places, when all places are brought together then the efficacy of his separation will wane and he shall be manifest in the world once more. That every distant traveller, every Gate, every creature called from across the planes and every step that spans great distance serves to bring this goal one step closer to fruition. <br/><br/>-Family All<br/>The Unity views its self as more than a simple cult or religion, its a family of people who share certain views and working towards a shared goal. All members are brothers and sisters, clergy comport themselves less like superiors and more like caring older siblings or parents, guiding and loving but not commanding. All are welcome, all are entitled to love and be loved. This perhaps is one of the most powerful draws of the Way of Unity, as there is no shortage of people yearning for such bonds in their lives, no matter what baggage that may come with it.<br/><br/>Generally speaking the Way of Unity takes itself to supersede the bonds of traditional families, a pair of siblings who join are no more or less brother and sister than they are brother and sister with the other members of the faith, incest is not a subject that the cult recognizes (either positively or negatively), and such siblings would be encouraged to love each other as they love others. So too with parents and their spawn. Though the cult is extremely opposed to the exploitation of minors, seeing such acts as a violation of the bonds of trust and family equal to rape (no matter the victim being ‘willing’ or not). Instead they promote a gradual, positive sexual awakening, where those who are coming of age are invited to observe, question, learn, and explore their own bodies before being welcomed among their family in service to Shub Niggurath.<br/><br/>With their focus on sexual rites and reproduction, children were common among Unionists, often to ‘single parents’ given their disapproval of couples. This is however not a great hardship, mothers receive the support of the entire cult. Rather than a single father, children gain many aunts and uncles who are more than willing to help out however they can, a fact that defies social strata and often furnishes the young with greater opportunities in life. Due to this, children often take their mother’s first name as their ‘family’ name, which provides some ability to distinguish lineage despite the lack of formal family groups, and often impossibly of determining who the father is, while rewarding the especially fecund. <br/><br/><span class="bbc_u">Relationships</span><br/>For the Way of Unity’s part, the faith is friendly towards all goodly deities and their clergy, though their  cheer is often strained in the company of more lawfully oriented faiths such as Abadar’s. This is not to say they find much to agree with in many of them. Any faith that focuses on civilization, order, or dictates what is and isnt acceptable will almost certainly be ideologically incompatible with the Unity’s practices. Unionists simply prefer to be the changes they would make in the world and welcome others in mutual respect despite their differences.<br/><br/>This does not extend to more evil faiths; the Unity is violently opposed to any faith that divides people, those who emphasize underhanded practices or the erosion of positive traits, practices xenophobia, racism, or any other kind of -ism. They see these as things that divide people and drive them apart, in direct opposition to the goal of bringing people together. Furthermore, they seem to have a very calculated loathing for less benign cults to the Outer Gods, seeing them as misguided and hurting the Unity’s reputation.<br/><br/>That said, other faiths often feel differently about the Way of Union, no other religion actively endorses them, good or otherwise. They often disapprove of the cult’s practices while at the same time having a hard time shunning such a positive creed. For example followers of Shelyn share the Unity’s broad appreciation of love and beauty, even that which is not considered conventionally beautiful... but very strongly wish that the Unionists would be less extreme in their ideas of what is and isnt a valid bed partner.<br/><br/>There are exceptions however, the faith of Desna was a well known foe of the Way of Unity, famously so in some cases, and though it was never strong in the Kingdom’s capital, it did everything it could to stymie the Unity whenever possible. Desna represents travel, but is more interested in the beauty of the land and the joy of seeing new things, while the Unity believes in bringing the world together and effectively outmoding travel as a concept, destroying the experience of it in favour of making it as easy as possible. Perhaps more to the point however is that Desna ostensibly stands guard over Golarion, protecting it from the horrors of the Dark Tapestry, including the gods that reside there... the same gods that the Way of Unity worships. Should they ever succeed in drawing down their patrons, it would mean she failed in her appointed duty.<br/><br/><span class="bbc_u">Worshippers</span><br/>The followers of the Way of Unity are an eclectic collection, people from every walk of life. Everyone is welcome in the Unity, but the faith appeals most strongly to those who feel unwelcome or unwanted by others, be it family or society at large. Half-breeds and peoples of mixed blood are valued for the diversity they bring, and can easily find a place of welcome in the cult. The mildly crazy, or perverse also frequently find acceptance, even lauded for their ways if they are well suited to the Unity’s philosophy.<br/><br/>The Unity is sometimes sought or invoked by families seeking children, outcasts and by travellers. Though the Unity frowns on the idea of marriage, they have been known to bless couplings of non-Unionists who’s union would be spurned by all others, such as a hunter and her loyal hound.<br/><br/>As with the kingdom’s own demographic, most Unionists were human with few members of other races represented, though humanoids of mixed ancestry; Half orcs, Half elves, Teiflings, Suli, etc, were much more common among the cult than statistically average. Especially Half Orcs and Teiflings who find an easy acceptance in the Unity that is denied them elsewhere.<br/><br/><span class="bbc_u">Clergy</span><br/>Priests of the Unity are typically people of mixed descent of some sort, who wear minimal (or easily removed) clothing for the climate of green and silver-grey. While some were learned clerics or druids who feel affinity for more than what is merely natural, the majority were Oracles. Formal attire was less a matter of clothing and more often consisted of designs painted or tattooed on the flesh, and augmented with heavy jewellery. Elaborate but functional daggers are typical weapons and often worn openly. While the clergy certainly encompassed individuals of every possible body type, the ideal build was one of natural ruggedness, stamina and strength.<br/><br/>Priest/esses of the Way of Unity were well known friends to merchants and magic users, levering the cult’s resources to enable the former and provide spells of certain types to the latter. Additionally, they were known to interfere to protect those who were shunned for difference. They were sometimes sought out by those who have trouble conceiving a child, or who sought information about distant lands.<br/><br/>Generally they had a reputation of being kind and even useful, but quite mad.<br/><br/><span class="bbc_u">Temples and Shrines</span><br/>The Unionists had a single temple located in the Alley of Other Gods in the old Kingdom, abandoned now save for a few brave souls who chose to remain behind. None the less, the Book of Sacred Unity contains instructions for creating and sanctifying temples and shrines. <br/><br/>Temples are to be built as towers, extending both up and down into the earth, with the rooftop sanctified in the name of Yog-Sothoth, while the basement is for Shub Niggurath. The floors in between are used for more secular pursuits of the faith and for shrines to the other gods of the Dark Tapestry that the Unionists acknowledge. While the roof need only be open to the sky, the book is very specific that the basement is to be made into a place where carnality can be pursued safely with all manner of beings, with every effort made to be welcoming and comfortable. The mostly-altruistic business of the Way draws in wizards and other learned casters seeking to expand their knowledge of summoning or teleportation magics. While an open-door policy also welcomes any one who pledges not to interfere with their rites, be it to make use of the basement for an intimate retreat, or gaze upon the stars. Though such visitors are more than welcome to... join in.<br/><br/>For smaller Shrines the book calls for altars to be placed in locations open to both the earth and stars, either in cities or in locations of great natural fecundity, and calls for the use of natural materials of stone, wood or bone to be carved in particular ways and assembled to reference the pole star. Such altars should be large and comfortable enough to be used as a bed at mininum. If properly sanctified, the shrine will quickly be infested with the bounty of life, filled in by fungus, moss, insects and small creatures over days or weeks. Larger creatures will often be drawn to the shrine to mate, and the local area will generally experience a persistent upswing of new births. The text also speaks of secret ways to travel from shrine to shrine without crossing the space between, but if anyone knows the method to achieve this, they have not spoken of it, though it likely rests somewhere in the depths of the Book<br/><br/><span class="bbc_u">Holy Text</span><br/><em>The Book of Sacred Unity</em> is the sacred text of the Way of Unity. The weighty tome begins by detailing the goal and ideals of the faith, before slowly dissolving into a chaotic mess of prayers and rituals intermixed randomly with detailed guides towards mating with strange creatures (some of which dont even seem to exist on Golarion!), atlases, portal maps and star charts. These pages get more messy and crazed as the book progresses, with some pages written mirrored or in strange patters, many are covered by annotations and mad ramblings and some simply hold symbols with no appreciable meaning. Towards the end these pages become so occult, insane, over-written and messy that they are nearly impossible to read. Common dogma holds that these latter pages hold deeper truths of the faith, more potent rituals, even the very words of their gods. Their meanings are said to be hidden lest they drive the unprepared mad, but this rarely stops the devote from spending hours trying to tease meaning from the pages. All known copies of the Book were penned by the High Priest of Unity himself in his own hand and given to all the clergy of the Unionists, as well as the Sacred Children.<br/><br/><span class="bbc_u">Holidays</span><br/>The Way of Unity recognize no formal holidays, though the spring and autumn solstices are usually marked by particularly lavish rites invoking Shub-Niggurath and Yog-Sothoth respectively.<br/><br/></div></div><br/>-i tossed the gear i didnt want out of my Kit, paid full, but want to save weight for huffing all the loot around :P<br/><br/>Shiney Things<br/>-Bracers of Natural Armour:+x amount of NA<br/>-Monk's robe: +5 levels for unarmed, AC.<br/>-Steelhand Circle: Ignore 5 points of Hard when Sundering. 50% fortification 1/day.<br/>-Stonefist Gloves: Treat unarmed attacks as if you were a Size larger.<br/></div></div><br/><br/><br/><br/><br/><br/>