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Ember is a companion in Pathfinder: Wrath of the Righteous.
Biography
A Child's Crusade
A strange child of war — a witch who was burned at the stake, and yet survived. A godless saint, ready to preach love and kindness to people and demons both. A homeless orphan who has no hope, but who gives it to countless people around her. It is hard to understand what hides behind this young elven girl's eyes, and where her bare, burned feet are taking her. She wages a war of her own. Her own child crusade.
The Wayward
The people laughed at the barefoot little beggar who preached to them about goodness and love in her gentle voice. The cultists should have laughed themselves silly when they heard her offering up prayers to save the demon lords. But when she was tossed onto the profane altar of Baphomet, the little preacher's tears spilled onto the stone, and the cultists dropped to their knees to repent their evil deeds. Power lies within this unassuming girl — and when it makes itself fully known, it will be no laughing matter.
The Wicked
What did the holy fool do when she found herself in the Abyss? She preached about goodness to the demons. But she didn't stop there: not satisfied with the humble folk of Alushinyrra, she set her sights on converting the city's ruler, the most terrifying of all its monsters, Nocticula herself. Foolish? Of course. Daring? No doubt. Pointless? Who can say...
The Blessed (Good or Lawful Ending)
The girl went into the Abyss to preach of goodness, but the words she spoke on Golarion lived on, spreading by word of mouth and bringing those who had strayed back to the path of good. Her power turned out to be capable of compelling not only mortals to repent of their misdeeds, but demons as well — creatures thought to be made of pure evil. Who could have imagined, listening to the words of the barefoot urchin in the streets of Kenabres, that soon she would be hailed as a saint, and her words would spread all over Golarion and beyond to other planes?
Broken (Evil Ending)
This girl believed that goodness dwelt in every living creature, goodness capable of defeating the forces of the Abyss. Clearly, she was wrong. The little preacher's story ended in a surprising manner: her crazed belief could not withstand an encounter with reality, driving her to madness in the end.
Interactions
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Final Personal Quest Reward
- If you get the Good ending, Ember gets +2 Charisma and the unique level 9 spell Secret of Serenity (As a standard action, Ember can use this ability to make all enemies in 30 feet area become affected by a Secret of Serenity for Caster Level rounds. Affected creature must pass a Will saving throw each round or will be unable to attack for one round.)
- If you get the Law ending, Ember gets the unique level 9 spell Storm of Burning Righteousness (When this spell is cast, the whole area is shot through with sheets of roaring holy flame. All enemy creatures within the area take 10d6 points of fire and 10d6 of holy damage. Creatures that fail their Reflex save catch on fire, taking 2d6 points of fire and 2d6 of holy damage each round after that until the flames are extinguished by making a successful Reflex save.)
- If you get the Evil ending, Ember gets -2 Int.
Ending Slides
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"Good" Ending
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Ember joined the Redeemed Brotherhood. She never recognized herself as their leader or gave any orders, but her very presence inspired the former miscreants to perform great deeds. Over time, the Brotherhood grew into a major religious movement. Its preachers took a vow of poverty and walked the roads of Golarion, helping the needy, convincing villains to change their ways, and entreating both good and evil deities alike to be more merciful to mortalkind.
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Lawful Ending
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After the victory, Ember simply sat for a long time, staring at the tongues of flame dancing in her hands. Her new powers frightened her. The awestruck Redeemed were ready to hang on her every word — and that frightened her even more. She left without saying goodbye to anyone and continued her endless wayfaring along the roads of Golarion, helping the distressed and punishing evildoers. Many worshiped her as a saint, but she would always respond with "Please, I'm just an ordinary girl."
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"Evil" Ending
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After seeing everything she believed in crumble before her eyes, the girl that once answered to the name Ember descended into total madness. After the war's end she found herself living in an orphanage, sweeping floors and washing dishes. She retained her magical powers, but she never used them again. Through her tears, she would say, "I don't want to do tricks. When I do tricks, everybody dies."
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One day, a gang led by Wenduag attacked the orphanage where Ember lived. The mongrel ordered it pillaged and burned to the ground, and the inhabitants were turned out onto the street. Wenduag either failed to recognize her former companion or chose not to acknowledge her. | |
Ember Ignored
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The Fifth Crusade ended — but not the personal crusade of the mad young preacher. Without saying goodbye to anyone, she left to continue her endless wayfaring along the roads of Golarion, helping the distressed and preaching love and kindness to villains.
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Companion Interactions
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Ember, his friend on his long wanderings, was one of the few living souls who did not forget about Daeran. Only her rare visits could awaken a spark of awareness in the Count.
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A few years after the war had ended, Greybor found the orphanage where his companion Ember lived. The former assassin took in the former preacher and cared for her as if she were his own daughter. | |
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A few years after the end of the war, Greybor found the orphanage where his companion Ember had once lived. He wished to take in the former preacher and give her a home, but all he found were the charred remains of a fire. | |
Ascension
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Ascension was a true challenge for Ember. For years she had rebuked the good gods for doing so little to help mortals, but now she finally understood the burden of divinity. Realizing that even her new powers were not enough to save all who suffered, she went to Heaven, to her "grandma," the empyreal lord Andoletta, and asked to be her apprentice — but she continued to visit the mortal world to aid the defenseless or to convince a villain to change their ways.
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Ember did not follow the Commander on the path of ascension. "I'm just a silly little girl," she said. | |
Aeon Ending
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In Kyonin, a strange, pensive girl was born, the latest in a long line of spellcasters. Once she came of age, she left her home to preach to the Golarians about kindness and mercy. In time, an order of knights-errant formed around her, every one of them taking a vow of poverty.
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In her preachings, she would often mention her mentor — a mysterious knight who had apparently taught her everything she knew. There were those who believed this knight was an angel of some kind, or even a deity that watched over this woman. Others interpreted the "knight" as a purely metaphorical figure. |
Starting Class features and equipment
| Base Feats | Class Features | Skills | Spells | Equipment |
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Pros
Ember is a witch her unique archetype provides her with spontaneous spell casting as well as turning the normal witch spell casting attribute from intelligence to charisma.
- Debuffing targets with hexes.
- Buffing allies.
- Being able to make use of the multitude of spontaneous caster gear which adds bonus spells to her spellbook.
Cons
- Blackened curse makes most martial combat not worth it.
- She does not get a witch patron.
- She can be very fragile.
