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Malvoisin's Dungeonaday Playtest Rogue's Gallery [PFRPG]


First Post

Rhun - Anundr Valkrsson CG Male Human Barbarian 1
HolyMan - Wi Yuin CG Male Human Fighter 1
Walking Dad - Raven - LN Male Human Monk 1
Tailspinner - Zooey Heimlich CG Female Human Rogue 1
GlassEye - Iradias Moon-Touched CG Male Human Cleric of Glarias 1
jkason - Nathan Tchanlach CG Male Human Sorcerer 1

[sblock=Dragon's Delve Player Intro]
Maybe you first heard the name in a tavern well after closing time, as two old adventurers, well past their prime, spoke of it in hushed tones. Maybe it was from your own mother, who swore she'd send you there when you misbehaved. Perhaps you read the name in an ancient tome of history and lore illuminated by flickering candlelight late at night as the wind howled outside. Wherever you first heard of the place, you have long heard tales of Dragon's Delve.

A vast underground dungeon of labyrinths and catacombs, built perhaps by dwarves or perhaps by wizards--or maybe even dragons--Dragon's Delve is infamous among treasure-hunters and monster-slayers. Filled with deadly danger and ancient treasures, the dungeon offers both risk and reward in equal amounts, each growing more intense the deeper one goes. How much peril is worth risking for how much return? It's all up to those brave enough to try.

The tales of Dragon's Delve teem with contradictions and unbelievable anecdotes of impossible encounters and bizarre monstrosities. And yet, some of it all must be true. Do demonic cultists really use Dragon's Delve as a secret base? Is there truly some kind of ambient magic seeping up through the place? Did wizards of old hoard away powerful artifacts in the dungeon's vaults? Do gateways to remote lands and even other planes of existence really lie somewhere in Dragon's Delve? Does the prince of all dragonkind really hold court in the deepest reaches of the subterranean stronghold? No one knows for certain, but those that could find the answers to even some of these questions, or learn even a few of the dungeon's other secrets, might earn for themselves notoriety and wealth beyond imagining.

If they survive.

Dragon's Delve lies in a remote corner of a long-forsaken wilderness that people once called the Duchy of Chordille. Yet a hundred years ago or so, the folk of the surrounding lands took up arms against Chordille. They razed the keep and slew the duke. It's hard now to find someone who knows the real reason why this happened. A few speak of evil intent on the part of the duke, who had plans for conquest. Others, however, say that the duke's actions were always benevolent, and that the conflict arose from misunderstanding, or perhaps deception on the part of some mysterious third party.

All that is known for certain is that folks call that remote realm the Fallen Duchy. It boasts no ruler and little population. Wilderness reclaimed Chordille, and it is now a land of dangers.

People in Brindenford, a small town just two miles to the north, claim that murderous humanoid creatures prowl those ruins. Goblins? Orcs? Worse? No one seems to know for sure, and eyewitness accounts are few, and always contradictory. They also claim that the place is both haunted and cursed.

So many questions. So many secrets.

If you dare to brave this ancient dungeon, go well equipped. Be ready for anything. Keep your eyes open, and search everywhere. Any passage or door you find could lead to wealth enough for you to retire. Or it could lead to certain doom.

But that's what being an adventurer is all about, right? This isn't an undertaking that you'll finish in one foray or even a dozen. This is the challenge of a lifetime. As someone thrilled at the prospect of exploring the unknown, incredible challenges, and the promise of gold and magic, Dragon's Delve is exactly where you've always wanted to go.
[sblock=Surrounding Environs]
In the middle of an area now known as the Fallen Duchy, the environs of Dragon's Delve include many overgrown (and sometimes forgotten) ruins. The Duchy of Chordille fell almost 100 years ago, and compared to those happier days, the region now lays as an almost uninhabited wilderness.

At the center of the Fallen Duchy lie the ruins of Chordille Keep (which itself provides entrance to Dragon's Delve). This ruin offers no intact structures--only vine-grasped piles of stones, overgrown outlines of foundations, and the furtive hint of walls and arches. The entrance to the dungeon itself is little more than a twenty-foot wide open pit with an exposed stone stair that descends into darkness. Various explorers and treasure seekers have left the entrance well-cleared. Likewise, the observant adventurer may notice the remnants of cooking fires and other signs that previous delvers have made camp near this pit.

Chordille Keep rests atop a long, gentle hill known as Bryson's Look. The area grows thick with silver maples, boxelders, and the occasional firethorn. Somewhere south of the keep lies a mysterious, abandoned structure some call Terregaunt's Tower. At the north end of Bryson's Look, near the mighty River Turant, lies Brindenford. This small town offers a few amenities to those looking to risk the dangers of Dragon's Delve thanks to its minor importance in trade. Brindenford rests at a major crossing of the Turant for the Queen's Road, upon which travel caravans laden with the spices and salt traveling to the west and those bearing wool and iron goods to the east. Likewise, loggers from the north use the Turant to send wood down to the mills to the south, and Brindenford offers a landing for this process as well.

Currently, the town remains independent, as no authority higher than its lord mayor claims the wilderness in which it carefully nestles. Technically, the entire region falls under the rule of High King Rudik in faraway Kelmanosh, but even his vaunted tax collectors do not venture this far west. With trade once again increasing, however, this may change in the near future.

Brindenford lies approximately two miles from the ruins of Chordille Keep. Most folk of the town know better than to go there, fearing the very real tales of orcs and goblins lurking there, and the more fanciful (but still possibly true) tales of evil spirits and curses that haunt that sad place. Still, one can't spend an evening in the taproom of the Lost Shepherd Inn, chat with the locals in the hiring hall, or sit with the fishermen on the dock as they complain about the loggers without hearing a rumor or legend about the mysteries that lie within Dragon's Delve.
[sblock=Environs Map]

[sblock=Brindenford Map]

1. A paladin named Baine Strongbow was slain in Brindenford by assassins after driving off a powerful spellcasting hag that lives in Dragon's Delve. His potent sword, Grace, was stolen and now lies somewhere in the dungeon.

2. Within the dungeon lies an umber hulk king that seeks to raise an army and invade the lands above.[/sblock]

1. The Bestial Host serve the Beast God, a savage and terrible deity that demands blood and violence. The host has a strange fascination with Dragon's Delve.

2. There is a magical pool in the dungeon once sacred to Glarias the Moon Goddess but it is now cursed and poisonous.[/sblock]

[sblock=Wi Yuin]
1. Deep within Dragon's Delve lies a training dojo built by Master Mui Yan in his exile from his own far off homeland. Anyone finding it can still, to this day, learn otherwise forbidden fighting styles.

2. Portions of Dragon's Delve intersect with a mystical matrix called the wendways that allow one to slip between the spaces between spaces--but at a spiritual cost.[/sblock]

1. The artifacts known as Sao's Bones lies in a vault somewhere within Dragon's Delve. Supposedly, these dice control some aspect of cause and effect on a fundamental level.

2. A temple to the demon goddess of medusas lies in Dragon's Delve, which includes egress to the terrible plane upon which the goddess herself can be found.[/sblock]

1. Somewhere within the winding confines of Dragon's Delve lies a magical portal to the lost island of Khorant. No other means exists to reach this mysterious locale located somewhere on the Sea of Eternal Storms.

2. The infamous Mages Four controlled all of the dungeon at one time, using it for their strange experiments and to house their otherworldly allies and servitors.[/sblock]

1. If you find the three carpets of Tral-Ferrer and put them together, they reveal some secret about Dragon's Delve.

2. If one delves very deep into Dragon's Delve, one may discover the hidden tomb of the sorcerer-priest Orr, filled with great treasures but guarded by some of the deadliest traps ever devised.[/sblock]
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First Post

Anundr certainly stands out in a crowd. At six and a half feet tall, with broad shoulders and a body of iron-corded muscle, the northman towers over most folk. His youth, though, is all too apparent in his features, which most would consider handsome (if not accompanied by his gruff northern manner). He is fair of skin, and wears his blonde hair long, and dresses simply in the leathers and furs common to his homeland.

[sblock=Credit]Credit to Pixx73 at DeviantArt[/sblock]

Personality & Background
Born and raised in the isolated northern village of Haafinger (Solitude, in common), Anundr was raised quite simply. His family lived on the fringes of the community; as worshippers of Modi in a town where nearly the entire populace revered Woden, his family were often ridiculed for their beliefs. Thus, they eked out a meager living on the edge of town, growing their own crops, and hunting their own game. While not a pleasant life, it taught Anundr to be strong and self sufficient. Tilling earth and cutting would paid physical dividends, and the ridicule and shunning of the fellow villagers strengthened the young warrior’s determination and will to the point of stubbornness.

During Anundr’s eighteenth winter, sickness struck the village, and Anundr’s parents fell victim to its virulence. With nothing left to hold him in the place, Anundr packed his few belongings, and when the spring melt arrived, he left Haafinger.

Anundr has little besides his weapons, armor and clothing, coming from such a meager background. In fact, his last coppers were spent on food, drink, and a night’s stay at the inn where he formed a drunken pact with a group of new companions. With his honor being all he has, the northman is dedicating to honoring this pact, and hopes to earn a few coin at the conclusion of the endeavor.

Anundr Valkrsson
Chaotic Good Human Male
Barbarian 1


Str 18 (+4) (10 points, +2 race)
Dex 14 (+2) (5 points)
Con 14 (+2) (5 points)
Int 12 (+1) (2 points)
Wis 10 (+0) (0 points)
Cha 08 (-1) (-2 points)

HP: 14 (12 [1st level] + 2 [con])
AC: 15 (10 base, +3 armor, + 2 dex
--- Touch AC 12
--- Flatfooted 13

Initiative: +4 (+2 dex, +2 trait)
Move: 40’ (40’ base)

BAB: +1
Melee: +5
--- Greatsword +6 (2d6+6/19-20)
--- Warhammer +5 (1d8+4 or 1d8+6/x3)
Ranged: +3
--- Throwing Axe +3 (1d6+4/x3)

Combat Maneuver Bonus: +5
Combat Maneuver Defense: 17

Fort: +4 (2 base, + 2 con)
Ref: +2 (0 base, + 2 dex)
Wil: +1 (0 base, + 0 wis, +1 trait)

- (7 total: 4 class, +1 human, +1 int, +1 favored class) -
Acrobatics +5 (1 rank, +3 trained, +2 dex, -1 ACP)
Climb +6 (1 rank, +3 trained, +3 str, -1 ACP)
Intimidate +3 (1 rank, +3 trained, -1 cha)
Knowledge (Nature) +5 (1 rank, +3 trained, +1 int)
Perception +4 (1 rank, +3 trained, +0 wis)
Survival +4 (1 rank, +3 trained, +0 wis)
Swim +5 (1 rank, +3 trained, +3 str, -2 ACP)

- Common
- (Northman)
- Goblin

- Weapon Focus: Greatsword (1st level)
- Power Attack

- Reactionary
- Indomitable Faith

Class Features:
- Fast Movement
- Rage (6 rage points)

Racial Features:
- +2 to One Ability
- Medium Size
- Normal Speed
- Bonus Skill Points
- Bonus Feat

Arms, Armor and Equipment:
- Studded Leather (25gp, 20lb)
- Greatsword (50gp, 8lb)
- Throwing Axe (8gp, 2lb)
- Warhammer (12gp, 5lb)
- Traveler’s Outfit (1gp, 5lb [worn])
- Backpack (2gp, 2lb)
--- Bedroll (1sp, 5lb)
--- Torches, 12 (12cp, 12lb)
--- Rope, 50’ hemp (1gp, 10lb)
--- Trail rations, 3 days (15sp, 4lb)
--- Waterskin (1gp, 4lb)
- Beltpouch (1gp, 0.5lb)
--- Chalk, 1 piece (1cp, ---)
--- Flint & Steel (1gp, ---)
--- Flask, (3cp, 1.5lb)
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Thy wounds are healed!
Wi Yuin

Name: Wi Yiun
Class: Fighter
Race: Human
Size: Medium
Gender: Male
Alignment: Chaotic Good
Deity: ?
Str: 13 +1 (03p.)     Level: 1        XP: 0
Dex: 18 +4 (10p.)     BAB: +1         HP: 12(1d10+1+1)
Con: 12 +1 (02p.)     CMB: +2         Dmg Red: none
Int: 13 +1 (03p.)     CMD: 16         Spell Res: 0%
Wis: 12 +1 (02p.)     Init: +4        Spell Save: n/a
Cha: 10 +0 (00p.)     Speed: 30'      Spell Fail: n/a
                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:           10      +4     +0     +4   +0     +0    +0    18
Touch: 14              Flatfooted: 14 
                          Base   Mod  Misc  Total
Fort:                      2     +1          +3
Ref:                       0     +4          +4
Will:                      0     +1          +1
Weapon                 Attack   Damage     Critical   Range
Ranseur                 +2       2d4+1       x3       ---
Butterfly Swords(sa)    +6       1d6+1     19-20x2    ---
Butterfly Swords(fa)  +4/+4    1d6+1/1d6   19-20x2    ---
Shortbow                +5       1d6         x3       70'   
Knife(melee)            +2       1d3+1     19-20x2    ---
Knife(thrown)           +5       1d3+1     19-20x2    10' 
Languages: Common (but has taken a vow of silence)
Abilities: Human traits, bonus fighter feats, Favored class: Fighter
Feats: Weapon Finesse, Two-Weapon Fighting, Weapon Focus(short sword)
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields 
(including tower shields).
Skill Ranks/lvl: 2+2/lvl   Total Ranks: 4        
Skills                      Ranks  Mod  CSB  Misc   Total          
Acrobatics                    1    +4         -2     +3
Intimidate                    1    +0   +3           +4
Perception                    1    +1                +2
Survival                      1    +1   +3           +5
Equipment:                           Cost  Weight
Peasant's outfit                      free    0lb
Oriental Armor(chainshirt)           100gp   25lb
Ranseur                               10gp   12lb
Butterfly Swords(2)(short swords)     20gp    4lb
Shortbow                              30gp    2lb
-quiver w/20 arrows                    1gp    3lb
Knife(small dagger)                    2gp    1lb
Sack w/shoulder rope                   1sp   .5lb
-rations (2 days)                      1gp    2lb
-candles(3)                            3cp    ---
-tindertwigs(9) in small tube          9gp    ---
-meditation robe(peasant's outfit)     1sp    2lb
Bedroll (straw mat)                    1sp    5lb
Water Gourd                            1gp    4lb        
Total Weight:60.5lb      Money: 7sp 5cp
                           Lgt   Med   Hvy  Lift  Push
Max Weight:               50     100  150   300   750
Age: 19
Height: 5'06"
Weight: 105lb
Eyes: black
Hair: black and very long
Skin: tanned
[sblock=appearance]Yuin is a very short, very muscluar human male of oriental desceant. He has all the typical traits
straight black hair dark tilted eyes, and a tanned complexion. [/sblock]
[sblock=Background]Born to a poor family Yuin was sent to the monastery at a young age because his parents could not
afford to keep him. He excelled in his training but not in philosphy, self awarness, or disipline. When the time came for
Yuin to take the test to become a monk he was forbidden and told he would never be allowed to try. Yuin stormed from the
complex and vowed to one day become a monk and to seal the vow who chose never to speak again till he was one. [/sblock]


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Zooey Heimlich : Female Human Rogue

[sblock=Character]Zooey Heimlich
Female Human Rogue 1
Alignment: Chaotic Good
Age: 16
Height: 6’-1”
Weight: 145#
Eyes: Brown
Hair: Black
Skin: Fair

Str: 13 (+1) 3 pts
Dex: 20 (+5) 17 pts, +2 race
Con: 10 (+0) 0 pts
Int: 10 (+0) 0 pts
Wis: 10 (+0) 0 pts
Cha: 10 (+0) 0 pts

Hit Points: 8
AC: 18 (+3 armor, +5 Dex) Touch: 15, Flat: 13
Init: +5

BAB: +0
CMB: +1
CMD: 16
Speed: 30'

Fort +0 (+0 base, +0 Con)
Ref +7 (+2 base, +5 Dex)
Will +0 (+0 base, +0 Wis)

+6 Melee, MW Rapier, 1d6+1, 18-20/x2, Piercing
+5 Ranged, Hand Crossbow, 1d4, 19-20/x2, Piercing, 30’

Acrobatics +9 (1 Ranks, +3 TCB, +5 Dex)
Climb +5 (1 Ranks, +3 TCB, +1 Str)
Disable Device +9 (1 Ranks, +3 TCB, +5 Dex)
Escape Artist +9 (1 Ranks, +3 TCB, +5 Dex)
Linguistics +4 (1 Ranks, +3 TCB, +0 Int)
Perception +4 (1 Ranks, +3 TCB, +0 Wis)
Ride +6 (1 Ranks, +0 TCB, +5 Dex)
Sleight of Hand +9 (1 Ranks, +3 TCB, +5 Dex)
Stealth +9 (1 Ranks, +3 TCB, +5 Dex)
Swim +5 (1 Ranks, +3 TCB, +1 Str)

Language: Common, Dwarven

Combat Reflexes (1st level)
Weapon Finesse (race bonus 1st level)

Traits: Fencer, Rich Parents

Class Abilities: Sneak Attack +1d6, Trapfinding.

Racial Abilities: Bonus feat, skilled, weapon training.

Traveler’s Outfit (0gp, 0#, worn)
Signet Ring (5gp, 0#, worn)
MW Studded Leather (175gp, 20#, worn)
MW Rapier (320gp, 2#, belt)
Backpack (2gp, 2#, back)
Hand Crossbow (100gp, 2#, pack)
Hand Crossbow Bolts [30] (3gp, 3#, pack)
MW Thieves’ Tools (100gp, 2#, pack)
Everburning Torch (110gp, 1#, pack)
Bedroll (1sp, 5#, pack)
Silk Rope (20gp, 10#, pack)
Sacks [2] (2sp, 1#, pack)
Treasure (18pp/9gp/7sp, 1#, pack)
Total (1050gp, 49#)

Encumbrance: 50#/100#/150#/300#/750#[/sblock]

[sblock=Appearance]The young, tall, slender woman before you seems almost out of place. There is almost an air of nobility to her mannerisms and a signet ring can be seen upon her right index finger. She wears her shoulder length black hair tied back and her chocolate brown eyes seem warm and inviting. Her traveling clothes can be seen below her well made studded leather armor. A blade of some type is sheathed at her belt and a backpack bulging with unknown items is strapped to her back.[/sblock]

[sblock=Personality]Zooey is a well mannered young woman with an air of nobility about her. While sweet and naive she also seems a bit privileged. She tries to get along with everyone but seems to come across as a phony.[/sblock]

[sblock=Background]Zooey Heimlich is the only child of two former adventurers turned merchants. As early back as she can remember her mother would take her to the backyard and run through a number of exercises before they would open the shop for the day. At night her father would tell tales of the Dragon’s Delve to get the young girl ready for bed. Upon her fifteenth birthday she learned the reason for both the training and the tales. Her mother had been preparing her for this day, the day she would start adventuring for herself. Her father handed her a signet ring with an unknown crest upon it and a number of other items, as well as some money. They bid her farewell and sent her out into the world to adventure like they had done.[/sblock]
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First Post
[B]Name:[/B] Nathan Tchanlach
[B]Class:[/B] Sorcerer
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] None

[B]Str:[/B] 10  +0 (0p.)      [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 14  +2 (5p.)      [B]BAB:[/B] +0         [B]HP:[/B] 7/7 (1d6+1)
[B]Con:[/B] 13  +1 (3p.)      [B]CMB:[/B] +0         [B]ACP:[/B] 0 
[B]Int:[/B] 12  +1 (2p.)      [b]CMD:[/b] 12         [B]Spell Res:[/B] -
[B]Wis:[/B] 10  +0 (0p.)      [B]Speed:[/B] 30'      [B]Spell Save:[/B] -
[B]Cha:[/B] 18  +4 (10p.)     [B]Init:[/B] +4*       [B]Spell Fail:[/B] -

* +2 trait bonus (Reactionary)

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +2    +0    +0    +1   13
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 10

+1 AC Dodge

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +1         +1
[B]Ref:[/B]                       0    +2         +2
[B]Will:[/B]                      2    +0         +2

Special: +1 saves vs. divine spells (History of Heresy trait)

[B]Weapon                  Attack   Damage*    Critical[/B]
Dagger, thrown............+2.....1d4...........19-20/xt, range 10ft.
Light Crossbow............+2.....1d8...........19-20/x2, range 80 ft.

* +1 damage if Arcane Strike invoked




* +2 ability of choice (CHA)
* Bonus feat
* Bonus skill point ea. level
* Choose favored class (Sorcerer, +1 skill point) 


* Bonus Feat: Eschew Materials
* Cantrips at will
* Arcane spells:
     ~Known (cantrips/1st): 4/2
     ~Per Day (1st): 3+1 Cha
* Simple weapon proficiency
* Bloodline powers (Celestial)

--Celestial Bloodline--

* Heal is a class skill
* Arcana: summoned creatures get DR/evil = 1/2 sorc level (min 1, non-stacked)
* Heavenly Fire 3 + 4 CHA / day
    ~Range 30 feet
    ~Ranged touch attack
    ~1d4 dmg evil (+1 per 2 sorc levels)
    ~1d4 heal good (1/day/creature) (+1 per 2 sorc levels)
    ~Neutral: no effect

Reactionary: +2 trait bonus to Initiative
History of Heresy: +1 vs. divine spells (lost if taking a divine spellcasting class)

Dodge (1st level)
Arcane Strike (human bonus)
Eschew Materials (Sorcerer bonus)

[B]Skill Points:[/B] 5      [B]Max Ranks:[/B] 1
[B]Skills                   Ranks  Mod  Class  Misc  Total[/B]

--Class (+3 bonus)--
Know: Arcana...............1....+1....+3..........+5
Use Magic Device...........1....+4....+3..........+8

[B]Equipment:               Cost  Weight[/B]

--Worn / Carried--
Light Crossbow...........35gp....4lb
Belt pouch................1gp....1/2lb
Signal Whistle............8sp....--
Explorer's outfit..........--....--

--In Backpack--
Chalk (5).................5cp....--
Scroll case...............1gp....1/2lb
Flint & Steel.............1gp....--
Ink (1 oz.)...............8gp....--
Parchment (5).............1gp....--
Trail rations (6).........3gp....6lb
Torch (5).................5cp....5lb

[B]Total Weight:[/B]26lbs      [B]Money:[/B] 7gp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                33   66   100   200   500

[B]Age:[/B] 18
[B]Height:[/B] 5'11"
[B]Weight:[/B] 195lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Black
[B]Skin:[/B] Olive

[sblock=Appearance]Nathan is always slightly unkempt. His beard is never quite trimmed, his hair never quite neat, and his clothing generally rumpled and smudged with a stain or two. Despite this (or perhaps because of it, if one's inclined toward the devil-may-care nature of his grooming) Nathan cuts a striking figure: broad shoulders, square jaw, bright eyes with what can be a penetrating stare. And, if you can get him to show it off, a winning smile.[/sblock]
[sblock=Background]Nathan's mother, Irene, swore that his father was an angel who visited her one evening out in her father's field. Irene's father, Cantor--who was incidentally the pastor of their small village--simply believed that his headstrong teenaged daughter was telling lies to cover for her blasphomous dalliance with some randy farmer's son who hadn't the manhood to lay claim to his bastard child. He did not abondon his daughter, but he made life miserable for her, abusing her with both his words and his belt. Until--her repeated prayers for her angelic lover to return now unanswered for a full five years--she took her own life rather than live under the hateful thumb of her father.

Nathan was left in Cantor's care, and quickly learned that nothing he could do would ever please the man. Nathan was a living reminder of the lying harlotry of his mother, and his grandfather treated him as little better than a slave. Until, that is, on the boy's fifteenth birthday, when a flash of brilliance revealed Nathan's father, who was, indeed, angelic. Between the sight of the creature and witnessing Nathan's ability to speak its celestial tongue as if he were born to it, Cantor prostrated himself and begged forgiveness even as Nathan's angelic father told him of the glorious good his magical bloodline was destined to do.

But the boy-verging-on-manhood denounced both of them: Cantor for the abuse to which he subjected first Irene and then Nathan, and his celestial father for waiting until far too late to intervene. Nathan denounced any kind of allegiance to a higher being, and stuck out on his own.

Nathan's blood, however, seems rather difficult to forsake. For he has developed powers that are clearly more than human, and discovered a natural penchant for magic. And, honestly, for all that he denounces authority, he keeps somehow doing The Right Thing despite himself. Still, he continues to rebel against his background, even as he takes advantage of the magical powers his blood provides. [/sblock]

[sblock=Spells Known]Cantrips (at will): Detect Magic, Message, Dancing Lights, Prestidigitation
1st level(4/day, DC 15): Mage Armor, Magic Missle[/sblock]

Walking Dad

First Post
Male Human Monk 1
Alignment: LN
Deity: ?
Region: South East
Height: 5'9''
Weight: 170lb
Hair: Brown
Eyes: Dark-grey
Skin: Deep Tanned
Age: 21
XP: 0

Str: 15 (+2) [7 points]
Dex: 13 (+1) [3 points]
Con: 12 (+1) [3 points]
Int: 13 (+1) [3 points]
Wis: 17 (+3) [7 points; + 2 racial]
Cha: 08 (-1) [-2 points]

Class and Racial abilities:
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain one additional skill rank whenever they gain a level.
Flurry of Blows (+1/+1)
AC Bonus
Unarmed Strike (1d6)
Bonus Feats
Stunning Fist

Hit Dice: 8 (class) +1 (con) +1 (fav class)
Hit Points: 10
AC: 15 (+3 Wis, +1 Dex, +1 Dodge Feat) [Touch 15, Flat-footed 13]
Init: +1 (+1 Dex)
Speed: 30ft

Fortitude +3 [2 base, +1 Con]
Reflex +4 [+2 base, + 1 Dex, +1 Trait]
Will +5 [+2 base, +3 Wis]

CMB: +2
CMD: +6
Melee Atk: (Q.Staff) +2 (1d6+3/20/x2)
Melee Atk (Flurry): (Unarmed/Q.Staff) +2 (1d6+2/20/x2)
Ranged Atk: +1

Acrobatics: +5 (1 ranks, +1 Dex, +3 Class Skill)
Escape Artist: +5 (1 ranks, +1 Dex, +3 Class Skill)
Intimidate: +3 (1 ranks, -1 Cha, +3 Class Skill)
Perception: +7 (1 ranks, +3 Wis, +3 Class Skill)
Sense Motive: +7 (1 ranks, +3 Wis, +3 Class Skill)
Stealth: +5 (1 ranks, +1 Dex, +3 Class Skill)

MB: Stunning Fist
M1: Dodge
H: Mobility
1: Scorpion Style

Deft Dodger


Equipment: Work in progress
Traveler's clothes
10 Shuriken[FONT=&quot]

Will buy rations when we start the game in game.





As they moved to the Delve a contemplative human seemed to be waiting there for them, his simple clothing and walking stick made him appear to be nothing more than a simple commoner, but the way he moved, with fluidity and poise, betrayed his exceptional nature. Mentioning his quest for perfection, he seemed an interesting companion and the others agreed to let him join them.
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First Post

Iradias is an oddity. Tall and thin, his limbs are longer than the norm giving him a stilt-like appearance. A pale rounded face, mottled and yellowed from a childhood illness, is surrounded by wiry, black hair that wisps about his face like a dark cloud. The black habit of the priests of Glarias only further emphasizes the paleness of Iradias’ face and creates the illusion of a hovering harvest moon.

Yrdys Elvhr was born to poor fisherfolk on the backwater banks of the River Turant not far distant from Brindenford. From an early age Yrdys exhibited a near perfect singing voice. Too many mouths to feed, the rising debt of the Elvhr family and that angelic voice resulted in the young Yrdys sold for a handful of gold coins. His purchaser, Baldassare, an aging and eccentric bard, ran an unusual college of music for ‘created’ counter-tenors. So, Yrdys Elvhr was eclipsed and soon forgotten as he became budding vocalist-in-training Iradias.

Iradias trained for several years under the infamous bards of Baldassare’s college until he was struck by a mysterious illness. He was tended through the weeks of his illness by an old priestess whose tales of the goddess of the moon, Glarias, seemed to keep his delirium at bay. His fever passed: Iradias lay wasted and emaciated, his youthful face marred and prematurely aged, but the most devastating effect of the illness was the scarring of his vocal chords. His once pure voice was now a rasping croak. Baldassare sought to cut his losses and after the exchange of a handful of silver coins the newly annointed acolyte Iradias was led off to a small temple of Glarias.

Iradias eventually embraced his new vocation with all the enthusiasm he did with the old, mixing it with skills learned from Baldassare. In time his voice recovered somewhat, though never achieving its previous clarity.

On becoming a sworn priest of Glarias, Iradias decided to investigate a cryptic scripture that referred to ‘the house of chyr da rylla, seat of the new moon’ that he believed indicated a link between his goddess, Glarias, and the Fallen Duchy of Chordille. So, he travelled to Brindenford where a night of excessive drinking led to a pact and the acquisition of unexpected companions…

Iradias Moon-touched
Mendicant-Priest of Glarias, Goddess of the Moon

Male human cleric 1
XP: 0
CG Medium humanoid
Init +1; Senses Perception +2

Str 12 (+1) (2 pts.)
Dex 12 (+1) (2 pts.)
Con 10 (+0) (0 pts.)
Int 14 (+2) (2 pts. +2 race)
Wis 15 (+2) (7 pts.)
Cha 15 (+2) (7 pts.)

HP 8 (1d8) Current HP: 8
AC 15 (10 base, +3 armor, +1 shield, +1 dex)
--Touch AC 11
--Flat-footed AC 14
Fort +2 (2 base, +0 con)
Ref +1 (0 base, +1 dex)
Will +4 (2 base, +2 wis)
+2 saves vs. charm & compulsion
Speed 30 ft. (20 ft. w/ medium enc.)

Base Atk +0; CMB +1; CMD 12
Melee +1
-- light mace +1 (1d6+1/x2)
-- touch +1 (-/-)
Ranged +1
-- dart +1 (1d4+1/x2)
Special Attacks channel positive energy 7/day (1d6, DC 12)
Domain Spell-Like Abilities
--- Lore-Keeper (18)
--- Bit of Luck 5/day
Cleric Spells Prepared (CL 1st)
--- 1st—Magic Weapon, Shield of Faith, True Strike (D)
--- 0—Guidance, Light, Stabilize
D domain spell (Knowledge, Luck)

Feats Extra Channeling, Selective Channeling
Skills – 2 base, +2 Int, +1 favored class, +1 human
Diplomacy +6 (1 rank, +2 cha, +3 class)
Heal +6 (1 rank, +2 wis, +3 class)
Knowledge (religion)+6 (1 rank, +2 int, +3 class)
Knowledge (local) +6 (1 rank, +2 int, +3 class)
Perform (sing) +7 (1 rank, +2 cha, +3 class, +1 trait)
Sense Motive +6 (1 rank, +2 wis, +3 class)

Languages Common, Celestial, Goblin
SQ Aura: faint Good & Chaos
Traits Birthmark (+2 trait bonus on saves vs. charm and compulsion effects)
Child of Infamy (+1 trait bonus on Perform: Sing; Perform: Sing is a class skill)
Favored Class Cleric

ARMS, ARMOR, & EQUIPMENT (medium encumbrance)
- Studded leather (25gp, 20lbs.)
- Buckler (15gp, 5lbs.)
- Light mace (5gp, 4lbs.)
- Dart x3 (15sp, 1.5lbs.)
- Traveler’s Outfit (1gp, 5lb [worn])
- Holy symbol, silver (25gp, 1lb.)
- Backpack (2gp, 2lb)
--- Healer’s kit (10) (50gp, 1lb.)
--- Bedroll (1sp, 5lb)
--- Trail rations, 3 days (15sp, 4lb)
--- Waterskin (1gp, 4lb)
- Beltpouch (1gp, 0.5lb)
11 gp, 9 sp
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