[Calling TRD!!] Obi-Andy's Pathfinder Chronicles [Core 3.5]


First Post
Obi-Andy’s Pathfinder Chronicles

Welcome to the Out-of-Character thread for my Pathfinder game. I am looking for 3-5 players who can post at a minimum every other day. We will run thru the Rise of the Runelords path, starting with Burnt Offerings. Descision of who makes the cut will depend mostly on integration of the background story of your character. Also include a reason for your character to be in the town of Sandpoint (detailed in the RotRL Players Guide - see below for link).

Here are the basics for character creation. Go ahead and post your character concept here, using this format:


Strength xx (+x)
Dexterity xx (+x)
Constitution (+x)
Intelligence xx (+x)
Wisdom xx (+x)
Charisma xx (+x)
Size: small/medium/large

Height: xx' xx”
Weight: xxx lb

Total Hit Points: xx

Speed: xx feet (base xx feet)

Armor Class: xx = 10 +x [armor] +x [dexterity]
Touch AC: xx
Flat-footed: xx

Initiative modifier: +x = +x [dexterity] + [feat]

Fortitude save: +x = x [base] +x [constitution]
Reflex save: +x = x [base] +x [dexterity]
Will save: +x = x [base] +x [wisdom]

Melee Wpn +x (xdx+x, 19-20/x2) (type)
Melee Wpn +x (xdx+x, 19-20/x2) (type)
Ranged Wpn +x (xdx+x, 19-20/x2) (type)

Load: Light/Medium/Heavy
Lift over head: xxx lb.
Lift off ground: xxx lb.
Push or drag: xxx lb.

Languages: xxx, xxx, xxx, xxx


skill name +x (x Ranks / +x Ability)
skill name +x (x Ranks / +x Ability)
skill name +x (x Ranks / +x Ability)

* = check penalty for wearing armor

Racial abilities:

Class abilities:

(incl. weight)


Core rules only (3.5 version).
28 point buy.
Start at 1st level.
Max Hit points at first level. ¾ hp for every level thereafter.
Max starting gold for class.
No evil alignments.
Use Pathfinder Players Guide for descriptions of races and classes. You can download it for free here.
You get to choose one of the background feats in the Players Guide as a free bonus feat (all races).

Final Cut:
Dekana - Female Human Monk (mute)
Mark Chance - Male Dwarf Diviner
EvolutionKB - Male Human Druid
Stonegod - Male Rogue/arcane caster
TRD - Female Halfling Ranger
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Yay, finally a campaign starting at first level! I'd like to play a monk character... and how would you feel about someone with a character flaw? I've been wanting to play a mute monk for awhile now. She would still be able to communicate via gestures, writing and the like, but no articulate speech. (and as command activated items and all spells are out, would that be worth an extra feat?)

Anyway, up to you.


First Post
Dekana said:
Yay, finally a campaign starting at first level! I'd like to play a monk character... and how would you feel about someone with a character flaw? I've been wanting to play a mute monk for awhile now. She would still be able to communicate via gestures, writing and the like, but no articulate speech. (and as command activated items and all spells are out, would that be worth an extra feat?)

Anyway, up to you.

Let me think about it. Go ahead and stat up a character, and I'll let you know. I admit, it DOES sound interesting!


Alright, here's the Monk for now. I hope we get a few more people for the game!

[sblock=Cecilia]Cecilia Ventani
Female Human Monk 1
Lawful Neutral

Strength 18 (+4)
Dexterity 14 (+2)
Constitution 10 (+0)
Intelligence 8 (-1)
Wisdom 12 (+1)
Charisma 8 (-1)
Size: Medium

Height: 5' 8”
Weight: 115 lb
Age: 22
Skin: Pale
Eyes: Brown
Hair: Black

Total Hit Points: 8

Speed: 30 feet (base 30 feet)

Armor Class: 13 = 10 +2 [dexterity] +1 [wisdom]
Touch AC: 13
Flat-footed: 11

Initiative modifier: +2 = +2 [dexterity]
BAB: 0

Fortitude save: +3 = 2 [base] +1 [trait]
Reflex save: +4 = 2 [base] +2 [dexterity]
Will save: +3 = 2 [base] +1 [wisdom]

Quarterstaff +4 (d6+6, 20/x2) (bludgeoning) [Using one end two-handed]
Quarterstaff +2 (d6+6/d6+6, 20/x2) (bludgeoning) [Two-handed and flurry of blows]
Unarmed +4 (d6+4, 20/x2) (bludgeoning)
Unarmed +2 (d6+4/d6+4, 20/x2) (bludgeoning) [Flurry of Blows]
Shuriken +2 (d2+4, 20/x2) (range inc. 10ft, Piercing)
Shuriken +0 (d2+4/d2+4, 20/x2) (range inc. 10ft, Piercing) [Flurry of Blows]

Load: 0-100lb/101-200lb/201-300lb
Lift over head: 300 lb.
Lift off ground: 600 lb.
Push or drag: 1500 lb.

Languages: understands Common, Chelaxian

Dodge (Human racial)
Improved Grapple (for character flaw?)
Mobility (1st level)
Stunning Fist (Monk bonus feat)

Escape Artist +6 (4 Ranks / +2 Ability)
Hide +6 (4 Ranks / +2 Ability)
Spot +5 (4 Ranks / +1 Ability)
Move Silently +6 (4 Ranks / +2 Ability)

Racial abilities:
1 extra feat
4 extra skill points at 1st level and 1 extra skill point at each additional level

Character Traits/Flaws:
Lone Wolf - 50% chance to stabilize, +1 fort saves
Mute - cannot speak or cast spells with a verbal component.

Class abilities:
Flurry of Blows
Unarmed Strike

Quarterstaff (4lb)
Belt Pouch (1gp .5lb)
--10 Shurikens (2gp, 1lb)
Backpack (2gp, 2lb)
--Waterskin (1gp, 4lb)
--2 Trail Rations (1gp, 2lb)
--Flint and Steel (1gp)
--Bedroll (1sp, 5lb)
[Weight: 18.5lb]

Coin: 9sp

Cecilia came to Sandpoint three years ago, a stowaway aboard a ship arriving from Chelaxian lands. Exactly what evil she was escaping from, she has never spoken of - which isn't a huge surprise, because Cecilia says nothing at all. She understands the common tongue, but is simply incapable of articulate speech. There doesn't seem to be anything physically wrong with her, as she can wail or scream just fine; rumors abound that she was terribly abused as a child, or that she was raised by wolves in the forests, but the truth is simply not known. Her muteness doesn't stop her from expressing herself, as she can generally make herself understood via gestures or writing.

Since her arrival Cecilia has been working on the docks, mostly hauling cargo around for a meager pay. In her free time, she often jogs around the city or drinks alone in the tavern. She has trained with several basic weapons, but simply prefers punching heavy bags to release tension. Cecilia is hardly a typical "monk" in the sense of a religious fighter, and more a self-taught brawler. Exactly why the young woman is training in martial arts is something of a mystery, but her skills have clearly come to good use; more than once she's cracked a few bones of drunken loudmouths that heckled her in the tavern.


  • Cecilia.bmp
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First Post
I'll volunteer a divine caster -- either a cleric or a favored soul. How far do you see this campaign progressing (level wise)?

Consider this a space saver.

Mark Chance

Boingy! Boingy!
I've added Korbok's equipment. One thing I'm not sure about is how much a spellbook weighs. Odd how I've never needed that bit of info before.


[sblock=Korbok Anvileye]
Also known as Kaddok among the Shriikirri-Qua
Male Dwarf Diviner 1

STR 10 (+0)
DEX 13 (+1)
CON 14 (+2)
INT 16 (+3)
WIS 9 (-1)
CHA 12 (+1)
Size Medium

Height 4 ft., 2 in.
Weight 185 lb.
Skin ruddy bronze
Eyes dark brown
Hair iron gray

Total HP 6

Speed 20 ft. (base 20 ft.)

AC 11 = 10 + 0 [armor] + 1 [Dex]
Touch AC 11
Flat-footed AC 10
Other AC Modifier +4 dodge bonus to AC against giants

Initiative +3 = +1 [Dex] +2 [Totem Spirit]

FORT +2/+4 = +0 [base] + 2 [Con] (+ 2 [racial bonus vs. poisons])
REF +1 = +0 [base] + 1 [Dex]
WILL +1 = +2 [base] -1 [Wis]
Other Modifier +2 racial bonus against spells and spell-like abilities

Attacks +0 BAB; +1 racial attack roll bonus against orcs and goblinoids
Club +0 (1d6, 20/x2) (B)
Dagger +0 (1d4, 19-20/x2) (P/S)
Light crossbow +1 (1d8, 19-20/x2) (P)

Load 33 lb./66 lb./100 lb.; base speed unaffected by medium or heavy load
Lift Over Head: 100 lb.
Lift Off Ground 200 lb.
Push/Drag 500 lb.

Languages Common, Dwarven, Goblin, Shoanti, Thassilonian

Scribe Scroll
Totem Spirit (Shriikirri-Qua)

Appraise +3/+5 (0 ranks / +3 Int / +2 racial bonus related to stone or metal)
Concentration +6 (4 ranks / +2 Con)
Craft (alchemy) +7 (4 ranks / +3 Int)
Craft (unskilled) +3/+5 (0 ranks / +3 Int / +2 racial bonus related to stone or metal)
Gather Information +3 (0 ranks / +1 Cha / +2 Investigator)
Knowledge (local) +7 (4 ranks / +3 Int)
Knowledge (nature) +7 (4 ranks / +3 Int)
Ride +3 (0 ranks / +1 Dex / +2 Totem Spirit)
Search +5/+7 (0 ranks / +3 Int / +2 Investigator / +2 racial bonus to notice unusual stonework, etc.)
Spellcraft +7/+9 (4 ranks / +3 Int / +2 to learn divination)

Racial Abilities darkvision 60 ft., stonecunning, weapon familiarity (dwarven waraxe, dwarven urgrosh), stability (+4 to resist bull rush, etc.),

Class Abilities summon familiar

Spells in Book (illusion prohibited)
1st - comprehend languages*, detect undead*, identify*, protection from evil, shield, sleep
0 - acid splash, arcane mark, dancing lights, daze, detect magic*, detect poison*, disrupt undead, flare, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic*, resistance, touch of fatigue

Spells Prepared
1st (3/day; DC +4) - comprehend languages*, protection from evil, shield
0 - (4/day; DC +3) - acid splash (x2), detect magic*, message

Equipment backpack, waterskin, bedroll, sack, flint & steel, candles x10, scroll case x2, parchment x5, ink, inkpen, spell component pouch, spellbook, dagger, light crossbow, case with 10 crossbow bolts, arcane scroll (burning hands, ray of enfeeblement) (Weight = 20.5 lb.)

Monies 11 gp, 6 sp

History Like most dwarves, Korbok hails from Janderhoff. The son of a merchant-diplomat, he spent much of his youth traveling among the Shoanti, mostly in the Cinderlands and on the Storval Plateau. Korbok became enamored of the fierce, proud Shoanti peoples. He was even adopted by the Shriikirri-Qua tribe in gratitude for his selfless assistance against a zombie horde that had attacked and abducted several Shoanti at the behest of a goblin necromancer laired in the Gnashers' foothills.

Since reaching majority, Korbok has left behind Janderhoff and the wild lands of the Shoanti in favor of travel. Years of nomadic life among the Shoanti afflicted the dwarven diviner with wanderlust, with a desire to see what's beyond the next horizon. Weeks of travel along the Yondabakari River have brought him to the coast. After a short stay taking in the sights and sounds of Magnimar, Korbok has journeyed up the Varisian Gulf coast to Sandpoint, perhaps with an eye toward Windsong Abbey.
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First Post
Mark Chance said:
Sounds interesting. How about I use this as a place holder for a prospective PC? I'll update with more detail after I get a chance to read the player's guide, et cetera.

Sounds good. I realize that with the holidays looming ahead, many people will be quite busy. So post a character when you can. I'm planning on leaving recruitment open to at least the end of next week.

See the original post for prospective listing.

Thanks guys (and gal?) ;)


First Post
s@squ@tch said:
I'll volunteer a divine caster -- either a cleric or a favored soul. How far do you see this campaign progressing (level wise)?

Consider this a space saver.

Reminder, I am sticking with Core rules only. For simplicity's sake.

As for level, I want to finish the Path itself, so we will most likely end around 15-16th level.


Spawn of Khyber/LEB Judge
Concept I'm considering a rakish explorer type, more interested in the mysterious ruins of the land and the stories that he read from the Pathfinder Chronicles than the niceties of doing so. In some sense like the stereotype of old British explorers (or Franklin Payne from the Arcanum CRPG). Looking at a rogue/arcane caster mix of Chelaxian decent, most likely from Magnimar originally but in Sandpoint to study some of its odd ruins (such as the Old Light).

Maximilian Rexasis Trebon
Male Chelish human rogue 1/wizard 0/arcane trickster 0

Strength 8 (-1)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 16 (+3)
Wisdom 8 (-1)
Charisma 12 (+1)
Size: Medium

Height: 5' 11"
Weight: 185 lb
Skin: Pale White
Eyes: Blue
Hair: Brown

Total Hit Points: 7

Speed: 30 feet (base 30 feet)

Armor Class: 13 = 10 +0 [armor] +3 [dexterity]
Touch AC: 13
Flat-footed: 10

Initiative modifier: +3 = +3 [dexterity] + 0 [feat]

Fortitude save: +1 = 0 [base] +1 [constitution]
Reflex save: +6 = 2 [base] +3 [dexterity] + 1 [feat]
Will save: -1 = 0 [base] -1 [wisdom]

Attacks: +0 BAB, -1 Grp
Rapier -1 (1d6-1, 18-20/x2) (piercing)
Dagger -1 (1d4-1, 19-20/x2) (slashing/piercing)
Sap -1 (1d6-1 nonlethal, 20/x2) (bludgeoning)
Dagger (thrown) +3 (1d4-1, 19-20/x2) (slashing/piercing)

Load: 26 Light/ 53 Medium/ 80 Heavy
Lift over head: 80 lb.
Lift off ground: 160 lb.
Push or drag: 400 lb.

Languages: Common, Chelaxian, Thassilonian, Varisian

City Born (Magnimar): +1 Reflex, +2 Diplomacy
Point Blank Shot
Precise Shot

Appraise +5 (2 Ranks / +3 Ability)
Bluff +3 (2 Ranks / +1 Ability)
Decipher Script +7 (4 Ranks / +3 Ability)
Diplomacy +7 (4 Ranks / +1 Ability / +2 Feat)
Disable Device +9 (4 Ranks / +3 Ability / +2 tool)
Escape Artist* +7 (4 Ranks / +3 Ability)
Gather Information +3 (2 Ranks / +1 Ability)
Knowledge (arcana) +5 (4cc Ranks / +3 Ability)
Knowledge (geography) +4 (2cc Ranks/ +3 Ability)
Knowledge (local) +7 (4 Ranks / +3 Ability)
Knowledge (history) +4 (2cc Ranks / +3 Ability)
Open Lock +9 (4 Ranks / +3 Ability / +2 tool)
Search +7 (4 Ranks / +3 Ability)
Sense Motive +3 (4 Ranks / -1 Ability)
Spellcraft +4 (2cc Ranks / +3 Ability)

* = check penalty for wearing armor

Racial abilities:
Extra Feat
Extra Skill Points

Class abilities:
+1d6 sneak attack

Equipment: 17.5 lbs
Rapier (20gp, 2lbs)
Sap (1gp, 2lbs)
5 Daggers (10gp, 5lbs)
Backpack (satchel) (2gp, 2lbs)
- Mwk thieves' tools (100gp, 1lb)
- Bedroll (1sp, 5lbs)
- Mirror (10gp, 0.5lb)
- chalk (1cp)
- inkpen and ink
- 15 sheets parchment (1.5gp)
- 2 sunrods (2gp, 2lbs)
Potion of mage armor (50gp)
9gp 3sp 9cp

History: dilettante
Maximillian is the scion of a wealthy Chelish merchant family from Magnimar. Not nobility, the Trebon's had to earn their way through mercantile conquest, and that meant exploring. Thus, the young Maximillian spent his youth traveling, seeing exotic locales and reading the Pathfinder Chronicles as his father's knee. This instilled with him a keen curiosity and a desire the the adventurous life---to see all the Great Places and know all the Great Secrets.

Maximiliian's family could afford the boy the best education, and the little dilettante dabbled in magic, history, geography, language, and so forth. He picked up some less savory skills if used in a certain context, though his locksmith tutors were all reputable members of their community. At the age of majority, the Trebon mercantile interests in hand with his elder sister, Maximillian set off with gusto and nary a second thought. His first stop, the small town of Sandpoint and their unusual ruined Old Light.

[sblock=Advancement]L1->Rogue 1 7hp (1d6+1) 48 SP (8x4+1x4+3x4) BAB +0
Str 8 (0pts) Dex 16 (10pts) Con 12 (4pts) Int 16 (10pts) Wis 8 (0pts) Cha 12 (4pts)
Skills Appraise +2, Bluff +2, Decipher Script +4, Diplomacy +4, Disable Device +4, Escape Artist +4, Gather Information +2, Knowledge (arcana) +4cc, Knowledge (geography) +2cc, Knowledge (local) +4, Knowledge (history) +2cc, Open Lock +4, Search +4, Sense Motive +4, Spellcraft +2cc
Feats: Point Blank Shot, Precise Shot [Human Bonus], City Born (Magnimar) [Campaign Bonus]
Other: sneak attack +1d6, trapfinding[/sblock][/sblock]
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