Pathfinder 2E [RG] JM's "Doomsday Dawn" Rogues' Gallery

This is the rogues gallery thread for all of my Pathfinder 2 playtest games. Do not post anything to this thread until it has been approved by the GM (me). New characters will be hashed out in the OOC thread before reaching this thread.

[thread="652473"]Link to OOC[/thread]
[thread="652617"]Link to Party#1 IC[/thread]
[thread="652776"]Link to IC party #2, chapter 1[/thread]

We might shuffle up the players between the parties if the two groups aren't too far apart. Or not. Depends on timing and player desire, of course.

Character Gen and Rules for the second adventure "In Pale Mountain's Shadow"
  • LEVEL: Each PC should be 4th level.
  • BACKGROUNDS: Each player should choose a background from those listed on pages 38–39 of the Pathfinder Playtest Rulebook.
  • LANGUAGES: Three languages— Auran, Gnoll, and Ancient Osiriani— might open up additional role-playing or investigatory opportunities in this chapter, and that they have access to those languages. However, knowledge of these languages isn’t required to complete the story.
  • CLASSES: There are no restrictions on class (or ancestry) but the adventure does have a wilderness portion so one or two characters at a minimum should be good at outdoors stuff. You can work that out among yourselves.
  • GEAR: Each character begins with one 3rd-level item, two 2nd-level items, one 1st-level item, and 300 sp to spend on additional items. The characters already know each other, so they can pool their money to buy items.
  • All errata will be used in this game. The link is for the latest errata, version 1.6.
[sblock="Doomsday Dawn Chargen"]Character Gen and Rules for the first adventure "Doomsday Dawn"
  • By the book. I expect they will have a standard array for ability scores. That's what we're using. (The array is all 10s. You get boosts for each of your a/b/c and then 4 free boosts. An interesting ability score system.)
  • The adventure says initial characters should use backgrounds listed below.
  • 1st level.
  • No limitations on ancestry/background/class unless those limitations are in the book or Paizo announces something (which I doubt would happen). Except, a diverse set of a/b/c makes the most sense so we can all experience a broad range of the game.
  • No externally sourced game material.
  • The only house rule I anticipate is side initiative.
  • Given the way actions work, and this being a learning game for everyone, I will expect everyone's IC post to include all of their character's 3 actions explicitly named in their post. Perhaps even with 1. 2. 3. in front of each action.

The same characters will be used for chapters 1, 4, and 7, and anything they find along the way (in chapters 1 and 4), they get to keep and carry over to the next chapter. The other 4 chapters will feature newly created characters. So you will be creating 5 characters total if we finish. That's means not taking a class to round out a team here and there should balance you getting to try all the ones you really want later.

The players should build 1st-level characters using the rules found in the Pathfinder Playtest Rulebook. The group should work together to build a balanced and diverse party using any of the character options found in the book (subject to the specific restrictions listed below), while creating characters they are eager to see gain power and fame and glory as eventual saviors of Golarion. Encourage your players to avoid choosing the same ancestry and class as other players, so you’ll be able to playtest as wide a range of character options as possible for the three chapters in which the primary characters star.

Each player must choose a background from those listed on page 3 of this adventure; these backgrounds are designed not only to tie the primary characters to NPCs and themes found in “The Lost Star,” but to focus their strengths in specific areas of use for “The Lost Star,” “The Mirrored Moon,” and “When the Stars Go Dark.”

The PCs begin with 150 sp each. They can purchase any common gear found in Chapter 6 of the Pathfinder Playtest Rulebook, along with any other options they gain access to from their class and feat selections.

CHARACTER BACKGROUNDS (page 3 of the adventure)
During character creation, players each select a background for their characters. The Pathfinder Playtest Rulebook presents a variety of backgrounds that can be used for any type of character, but for Adventure Paths and other significant adventures, we’ll be providing campaign specific backgrounds players can choose from to help their characters more directly fit into the campaign’s plotline. In Doomsday Dawn, players must select from the following unique character backgrounds while creating characters for “The Lost Star.” See pages 38–39 of the Pathfinder Playtest Rulebook for more on backgrounds.

The secrets buried in the seemingly endless sands of the nation of Osirion have long intrigued you, even though you’ve never actually visited the nation. Some day, you hope to correct that.
Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.
You gain the Terrain Stalker (rubble) feat, and you’re trained in the Ancient Osirion Lore skill.

One of your family members belongs to a semisecret society called the Esoteric Order of the Palatine Eye. You’ve long held an interest in perhaps some day joining the order and have studied strange topics in preparation for that day.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You gain the Quick Identification feat, and you’re trained in the Esoteric Order Lore skill.

Your family has been friends with the Deverins of Magnimar for a generation, and you’ve grown accustomed to hobnobbing with the aristocracy even if you have little or no interest in such matters.
Choose two ability boosts. One must be to Charisma or Intelligence, and one is a free ability boost.
You gain the Hobnobber feat, and you’re trained in the Nobility Lore skill.

You had been working with a gang of goblin burglars, but that new leader was no good. It took a lot of guts to stand up to him, but you survived! Now you’re stuck with the longshanks, but maybe you can get back at the old boss.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You gain the Quick Repair feat, and you’re trained in the Criminal Lore skill.

As a child, you once woke from a particularly harrowing nightmare, and this nightmare has plagued you ever since. You’ve had strange thoughts and knowledge that you always felt weren’t truly your own.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You gain the Dubious Knowledge feat, and you’re trained in the Dominion of the Black Lore skill.

You’ve long wanted to join the adventurous Pathfinder Society, a world-spanning organization of relic hunters. This aspiration has led you to take up the dangerous life of an adventurer eager to make a name for yourself and gain the attention of the Pathfinder Society.
Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost.
You gain the Additional Lore feat, and you’re trained in the Pathfinder Society Lore skill.[/sblock]
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SAMPLE CHARACTER SHEET {Anything in curly braces is instructional}

A/B/C: aaaa bbbbb ccccc 1 {throw in gender if you have one}
Align: NN, Deity: someone
Languages: Common
Perception: +nn (T) {include here darkvision/low light vision info after the (T)}
AC: nn TAC: mm {if you have a shield, list it with a slash 15/13 or something like that}
HP: nn/nn, Resonance: mm/mm
Speed: mm ft, Hero Points: 1

STR nn +m, DEX nn +m, CON nn +m
INT nn +m, WIS nn +m, CHA nn +m

FORT +n (T), REF +n (T), WILL +n (T)

{combat section - no need for a heading}
weapon +nn mdN+mm b/p/s (weapon traits)
longsword +6 1d8+4 (versatile p)
crossbow +5 1d8 ({range, traits})

Skills: xxx +n (T)....

name (source-lvl) possible description if ambitious
name (General-1)

Class Features

Spells +nn (DC mm)

Equipment (Bulk n L m)



Advancement {don't really need this for level 1, but by level 10 I'm sure having this section will be useful}
ancestry: boost, boost, flaw, feat name
background: boost, boost, feat, skill
abilities: boost, boost, boost, boost
1: boost, feature choices, feat names, skills increased, etc

Open the spoiler for a copyable, formatted copy without the instructions.[sblock="View Formatting"]
[B]Align:[/B] NN, [B]Deity:[/B] someone
[B]Languages:[/B] Common
[B]Perception:[/B] +nn (T)
[B]AC:[/B] nn [B]TAC:[/B] mm
[B]HP:[/B] nn/nn, [B]Resonance:[/B] mm/mm
[B]Speed:[/B] mm ft, [B]Hero Points:[/B] 1

[B]STR[/B] nn +m, [B]DEX[/B] nn +m, [B]CON[/B] nn +m
[B]INT[/B] nn +m, [B]WIS[/B] nn +m, [B]CHA[/B] nn +m

[B]FORT[/B] +n (T), [B]REF[/B] +n (T), [B]WILL[/B] +n (T)

{combat section - no need for a heading}

[B]Skills:[/B] xxx +n (T)....


[B]Class Features[/B]

[B]Spells[/B] +nn (DC mm)

[B]Equipment[/B] (Bulk n L m)



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Urik Soladere
Male Half-Orc Esoteric Scion Cleric 1
AC: 15 TAC: 12
HP: 19, Resonance: 1, Hero Points: 1
Speed: 20 ft, Perception: +5 (T)
Align: LN, Deity: Irori
Languages: Common, Orc, Varisian

STR 16 +3, DEX 10 +0, CON 12 +1
INT 12 +1, WIS 18 +4, CHA 10 +0

FORT +3 (E), REF +1 (T), WILL +6 (E)

Melee Strike Morningstar +4 1d6+3 B, Versatile P
Melee Strike Dagger +4 1d4+3 P, Agile, Finesse, Thrown 10 ft., Versatile S
Ranged Strike Crossbow +1 1d8 P, 120 ft., Reload 1

Skills: Athletics +1 (T), Diplomacy +1 (T), Esoteric Order Lore +2 (T), Medicine +5 (T), Occult +2 (T), Orc Lore +2 (T), Religion +5 (T)
Half-Orc (Ancestry/Heritage-1), Orc Tongue/Orc Toughness
Quick Identification (Background-1)

Class Features
Trained in Light Armour, Medium Armour, and Shields
Trained in All Simple Weapons
Channel Positive Energy 3/day
Knowledge Domain (4 Spell Points, Lorekeeper's Fortune)
Divine Spellcasting (w/ Jump added to Spell List)

Spells (+5, DC 15)
4 Cantrips (typically Disrupt Undead, Forbidding Ward, Shield, Stabilize)
2 1st-Level (typically Bless, Magic Weapon)

Equipment (Bulk 4 L 9)
Chainmail, Morningstar, Dagger, Crossbow, 10 Bolts, Backpack, Bedroll, Belt Pouch, Flint & Steel, 3 Rations, Silver Holy Symbol of Irori, Religious Text, Satchel, Waterskin

Money 13 sp 5 cp

Urik Soladere hails from a family with a long history with the Esoteric Order of the Palantine Eye. Throughout the years they have countered many scholars and explorers amongst their number. But his father was a bit of a black sheep in the family. He took an interest in orcish lore and traditions, something most people would prefer to know as little about as possible, and ingratiated himself with a tribe of orcs who had encroached on the Storval Plateau from the nearby Hold of Belkzen.

His interests extended so far as to strike up an unapproved relationship with the chieftain's daughter and Urik was the result. His father had initially favoured the more noble sounded "Arik" but his orcish mother did not think it gutteral enough and so intervened. The rest of the tribe, however, was... not impressed. And Urik's father had to make a hasty retreat with his new son in tow. But his one time mate state with her tribe.

Urik, despite his appearance and heritage, is a far more conventional member of the Soladere family. Tutored by his aunt and grandfather he took quickly to the sort of esoteric lore their order typified. Eventually he found himself called into the service of the hero-deity Irori, patron of knowledge and self-perfection, whose temples Soladeres had found themselves ensconced in several times before. But after a few years Urik has developed a small but persistent wanderlust in the back of his mind. A final gift from his father.

Charwoman Gene

Name: Corwin Aleron
A/B/C: Human "Family Friend" Fighter 1
Align: LG, Deity: Iomedae
Languages: Common, Elvish
Perception: +2 (E)
AC: 15/17 TAC: 13/15
HP: 20/20, Resonance: 3/3
Speed: 20(25) ft, Hero Points: 1

Corwin is a highborn warrior, familiar with the ins and outs of the noble class.

STR 18 +4, DEX 12 +1, CON 14 +2
INT 10 +0, WIS 10 +0, CHA 14 +2

FORT +4 (E), REF +3 (E), WILL +1 (T)

Longsword +6 1d8+4 s (versatile p)
Shield Boss +6 1d6+4 b (Attached to heavy shield)
Javelin +3 1d6+4 p (Thrown)

  • Acrobatics -5 (U)
  • Arcana -1 (U)
  • Athletics 0 (T)
  • Crafting 1 (T)
  • Deception 0 (U)
  • Diplomacy 2 (T)
  • Intimidation 0 (U)
  • Medicine 0 (U)
  • Nature 0 (U)
  • Occultism -1 (U)
  • Performance 0 (U)
  • Religion 0 (U)
  • Society -1 (U)
  • Stealth -5 (U)
  • Survival 0 (U)
  • Thievery -5 (U)
  • Nobility Lore 1 (T)
  • Light (T)
  • Medium (T)
  • Heavy (T)
  • Shields (T)
  • Simple (E)
  • Martial (E)
  • Exotic (T)

(Ancestry 1: Natural Ambition)
@> Furious Focus -- Attack, Fighter, Press
Requirements You are wielding a melee weapon without the agile trait.
Make a Strike. The Strike gains the following failure effect.
Failure This attack does not count toward your multiple attack penalty.​
(Background 1)
Hobnobber -- General, Skill
Prerequisites trained in Diplomacy
You can attempt to Gather Information twice as many times as usual during a day of downtime (typically six to eight attempts instead of three to four).​
(Fighter 1)
@> Sudden Charge -- Attack, Fighter, Move, Open
With a quick sprint, you dash up to your foe and swing. Stride up to double your Speed. If you end the move within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.​

Class Features
<> Attack of Opportunity -- Fighter
Trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
Make a melee Strike against the triggering creature at a –2 penalty. If the attack hits and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to it.​

Equipment (Bulk 6 L 4)
Breastplate, Longsword, Hvy Steel Shield, Hvy Shield Boss, Javelins (2)
Backpack, Bedroll, Belt Pouch, Flint and steel, Rations 10 Day, Sheath, Fine clothing, Ordinary clothing, Torch 10, Waterskin

6sp, 3cp

Corwin is a strapping young man of handsome appearance. He appears friendly when relaxed, but stern in battle.​

Corwin likes living life comfortably, but believes he has a duty to use his strength and martial skill to help others.​

The eldest son of an up and coming family, he hopes one day his deeds will earn him a knighthood or a landed title. He would be one of the first to come to mind if Keleri Deverin neeeded adventury help.​


ancestry: Str, Con, --, Furious Focus(NA)
background: Str, Cha, Hobnobber, Nobility Lore
abilities: Str, Dex, Con, Cha
1: Str, Sudden Charge, Athletics, Crafting, Nobility
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Hiromi Kitsune
ABC: Female Human (Tian) Pathfinder Hopeful Rogue Level 1
Alignment: Chaotic Good Diety

Perception (Expert) +3
Languages: Common, Goblin

AC 16 (Leather); TAC: 15 (See Nimble Dodge Reaction)
HP 17/17
Resonance: 3/3
Speed: 25

Str 10(+0) Dex 18 (+4) Con 12(+1)
Int 12(+1) Wis 12(+1) Cha 14(+2)

Saving Throws: Fortitude (Trained) +2; Reflex (Expert) +6; Will (Expert) +3

Dagger +5; 1d4+4p (agile; finesse; thrown 10'; versatile S) 4/4
Rapier +5; 1d6+4p (deadly d8; disarm; finesse)
Sap +1; 1d6+4b (agile; nonleathal)
Short Bow +5; (range 60'; deadly d10) 20/20 Arrows

Nimble Dodge Trigger: You are targeted with a melee or ranged attack by an attacker that you see.
Effect: You gain a +2 circumstance bonus to your AC against the triggering attack.

Skills (11 & 2 Lores) (*Signature)
Acrobatics* (Trained) +5
Arcana (Untrained) -1
Athletics* (Trained) +1 (Assurance 10)
Crafting* (Trained) +2
Deception* (Trained) +3
Diplomacy* (Trained) +3
Intimidation* (Trained) +3
Lore*: Storyteller's (Trained) +2
Lore*: Pathfinder Society (Trained) +2
Medicine (Trained) +2
Nature (Untrained) -1
Occultism (Untrained) -1
Performance* (Trained) +3
Religion (Untrained) -1
Society* (Trained) +3
Stealth* (Trained) +5
Survival (Untrained) -1
Thievery* (Trained) +5

Armour & Weapons Training
Trained in light armour and all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and shortsword

[sblock=Class Features & Feats]
Rogue Features
Finesse Striker When you attack with an agile or finesse one-handed melee weapon, you can add your Dexterity modifier to damage instead of your Strength modifier.
Sneak Attack If you Strike a flat-footed creature with an agile or finesse melee (or thrown) weapon, an agile or finesse unarmed attack, or a ranged attack, you deal 1d6 extra precision damage. Higher Levels - An additional 1d6 damage at 5th, 11th, and 17th levels.
Surprise Attack On the first round of combat, creatures that haven’t acted are flat-footed to you.

General Training (Human 1) You gain a general feat
Assurance (Athletics) (Feat 1) You can forgo rolling Athletics to instead receive a final result of 10. Expert 15; Master 20; Legendary 30.
Additional Lore (Background) Choose an additional Lore subcategory. You become trained in it as a signature skill. At 3rd, 5th, and 13th levels, you gain a skill increase you can apply only to Lore.
Nimble Dodge (Rogue 1) Reaction (You are not encumbered and are targeted with a melee or ranged attack by an attacker that you see.) You gain a +2 circumstance bonus to your AC against the triggering attack.
Catfall (Skill (Acrobatics) 1) Treat falls as if you fell 10 fewer feet. Expert 25; Master 50; If you're Legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Leather Armour (AC+1; 15sp; 1 bulk)
4x Daggers (1d4p; 8sp; 4L bulk; agile; finesse; thrown 10'; versatile S)
Rapier (1d6p; 15sp; 1 bulk; deadly d8; disarm; finesse)
Sap (1d6b; 1sp; L bulk; agile; nonleathal)
Short Bow (1d6p; 30sp; 1 bulk; range 60'; deadly d10)
20x Arrows (2sp; 2L bulk)
Backpack (1sp; no bulk (holds 4 bulk))
Bedroll (1cp; L bulk)
2x Beltpouch (8cp; no bulk)
3x Caltrops (9sp; 3L bulk)
Clothes, Ordinary (1sp; L bulk)
Mirror (10sp; no bulk)
3 days Rations (15cp; 3L bulk)
Thieves Tools (30sp; L bulk)
Waterskin (5cp; L bulk)

Total: 124sp, 9cp; 4.7 bulk

Money: 26sp, 1cp

Backstory Hiromi is primarily a street performer, a dancer, who has ambitions of becoming a famous adventurer. She is tired of leering men and of ruffians trying to recruit her to their gangs. Sure, she's stolen a coin or two in her time, when she needed to eat, but she's never considered herself much of a thief. That said, she learned how to do it from a master - a goblin named Slippery Moe - who taught her all the tricks of the trade (and the goblin tongue). But she'd rather use those tricks as a Pathfinder and get out of the life and on to glory.

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Name:Elkran Snarklesnit
A/B/C:Goblin, Renegade, Sorceror 1
Align: CG, Deity: Nethys
Languages: Common, Goblin
Perception: +2 (T), Darkvision
AC: 14 TAC: 13
HP: 13/13, Resonance: 5/5
Speed: 25 ft, Hero Points: 1

STR 10 +0, DEX 16 +3, CON 12 +1
INT 10 +0, WIS 12 +1, CHA 18 +4

FORT +2 (T), REF +4 (T), WILL +3 (E)

Acrobatics +2
Arcana (T) +1
Athletics -1
Crafting (T) +1
Deception +3
Diplomacy (T) +5
Intimidation +2
Lore, Criminal (T) +1
Medicine +0
Nature +0
Occultism (T)+1
Performance +3
Religion +0
Society -1
Stealth (T) +4
Survival +0
Thievery +2

Armor: none {untrained in all armor}

Weapons: {trained in basic weapons}
Dagger +4 1d4 P, Agile, Finesse, Thrown 10, Versatile S
Crossbow +4 1d8 P, 120' range, Reload:1, Bulk 1, Hands 2, Bow

Quick Repair (background)
Burn It (Goblin Ancestral)

Class Features
Imperial Bloodline:
~Spell list: Arcane
~Signature Skills: Crafting, Arcana, Diplomacy, Intimidation, Society
~Granted Spells: Detect Magic (Cantrip), Fear (1st)
~Bloodline power(s): Ancestral Surge,

Spell Roll (Arcane) +5, DC 15
Spell points: (4)
(5) Cantrips, (3) 1st Spells/Day
Spell Repertoire
Cantrip - Detect Magic*, Chill Touch, Dancing Lights, Produce Flame, Shield
1 - Fear* Burning Hands, Color Spray
*granted spells

Equipment Bulk=3 L 8
Dagger w/sheath (bulk L /-),Crossbow (Bulk 1), 10 bolts/quiver (Bulk L) Backpack (Bulk -),Ordinary Robe (bulk -) Alchemist tools (bulk 2), Basic crafter's book (bulk L), bedroll (bulk L), 3 belt pouches (bulk -), 7 days dry rats (Bulk L), waterskin (bulk L), flint & steel (Bulk -), 2 vials (bulk -), Writing Set (Bulk L), 50' silk rope (Bulk L), Scroll case (Bulk -)

Money (150sp to start, spent 137.8)
12 sp, 2cp


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First Post

Name: Jericho Hexpot
A/B/C: Human “Pathfinder Hopeful” Alchemist 1st
Align: Neutral Good, Deity: Desna (Dreams, luck, stars and travelers)
Languages: Common, Draconic
Perception: +2 (T)
AC: 16, TAC: 14
HP: 17/17, Resonance: 5/5
Speed: 25 ft, Hero Points: 1

STR 10 +0, DEX 16 +3, CON 12 +1,
INT 18 +4, WIS 12 +1, CHA 10 +0

FORT +3 (E), REF +5 (E), WILL +2 (T)

Alchemists bombs – attack +4
Staff – attack +1, damage 1d4b (2handed damage 1d8b)
Dagger – attack +4, damage 1d4p
Unarmed – attack +4, damage 1d4b (nonlethal)

Skills: Arcana +5 (T), Craft +5 (T), Lore (Chemistry) +5 (T), Lore (Pathfinder Society) +5 (T), Medicine +2 (T), Occultism +5 (T), Society +5 (T), Stealth +3 (T, Armor -1)
Armor: Light Armor
Weapons: Alchemist bombs, Simple weapons

Feats: Additional Lore (background), Alchemy Crafting (class), Battle Medic*, General Training (race*), Quick Alchemy (class), Quick Bomber (class feat)

Class Features: Advanced alchemy, alchemist feat, formula book, initial proficiencies, studied resonance.

Alchemical Formulas: Alchemist’s Fire, Darkvision Elixir (standard), Elixir of Life (Minor), Silversheen

Equipment (Bulk carried 5, L 7): Alchemy Formula book (Bulk 1), Studded leather (25sp, Bulk 1, Check -1), Staff (0sp, Bulk 1), Dagger (2sp, Bulk L, Agile, finesse, thrown 10ft, versatile S), Alchemist Tools (60sp, Bulk 2, 2handed), Backpack (1sp), Ordinary Clothing (1sp), Rations (2sp5cp, 5 days, Bulk L), Writing set (15sp, Bulk L), extra paper, 1 sheet (1sp)

Money 42sp and 5cp

Description/History/Etc. Jericho is a young human (Taldan) with dark hair and light brown eyes. He is a curious fellow, always seeking out hidden knowledge and secrets. He looks up to the ideals of the Pathfinder Society and hopes to one day join their ranks.

Advancement TBD


Bixby Buckhollow
Halfling Mind Quake Survivor Druid
Align: NG, Deity: Green Faith
Languages: Common, Halfling, Druidic
Perception: +5 (T)
AC: 17 TAC: 14
HP: 16/16, Resonance: 0/1
Speed: 25 ft, Hero Points: 1

STR 10 +0, DEX 16 +3, CON 14 +2
INT 10 +0, WIS 18 +4, CHA 10 +0

FORT +4 (E), REF +4 (T), WILL +6 (E)

Melee Strike Staff +1 1d4 B, Two-hand d8
Melee Strike Sickle +4 1d4 S, Agile, finesse, trip
Ranged Strike Sling +4 1d6 B, 50 ft., Propulsive

Skills: (* = Signature)
Acrobatics -1 (U)
Arcana -1 (U)
Athletics* -2 (T)
Crafting* +2 (T)
Deception -1 (U)
Diplomacy -1 (U)
Intimidation -1 (U)
Lore*: Dominion of the Black +1 (T)
Medicine +5 (T)
Nature* +5 (T)
Occultism -1 (U)
Performance -1 (U)
Religion +3 (U)
Society -1 (U)
Stealth +1 (T)
Survival* +5 (T)
Thievery -1 (U)

Trained in all light and medium armor not made of metal
Trained in light and heavy shields not made of metal

Trained in all simple weapons and the scimitar

Lucky Halfling (Ancestry - 1)
Dubious Knowledge (Background - 1)
Animal Companion (Druid - 1)

Class Features
Trained in primal spell rolls and DCs and in attack rolls for primal spells
Primal Spellcasting
Druidic Order: Animal
Order Power (Heal Animal)
Spell Points 4/4
Druidic Language
Wild Empathy

Spells +5 (DC 15)
4 Cantrips Prepared
Electric arc
Know direction
2 1st-lvl Prepared

Equipment (Bulk 4 L 4)
Hide Armor
20 Sling Bullets
Holly and Mistletoe
Flint and Steel
Belt Pouch
Silk Rope 50'
Ordinary Clothes
Rations (6 days)

112 sp


Animal Companion Honey Badger
Name: Bucky
HP: 16/16
AC: 12 TAC: 12
Size: Small
Speed: 25 ft, burrow 10 feet, climb 10 feet

STR +2, DEX +1, CON +2
INT -4, WIS +3, CHA +0

FORT +3 (T), REF +2 (T), WILL +4 (T)

Survival +4 (T)
Perception +4 (T)
Acrobatics +2 (T)
Athletics +3 (T)

Unarmed Strikes
Jaws +3 1d8+2 P
Claws +3 1d6+2 S, Agile

Senses: Scent

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Name: Noboru (NO-bow-rue)
A/B/C: male human(half-orc), Pathfinder Hopeful, Barbarian
Align: Chaotic Good, Deity: Cayden Cailean
Languages: Common, Tien
Perception: +3 (E), low-light vision
AC: 16 TAC: 12
HP: 25/25, Resonance: 1/1
Speed: 20 ft, Hero Points: 1

STR 18 +4, DEX 12 +1, CON 16 +3
INT 10 +0, WIS 12 +1, CHA 10 +0

FORT +5 (E), REF +2 (T), WILL +3 (E)

unarmed strike: +5 atk, 1d4+4(B), agile, finesse, nonlethal, unarmed
lg greatclub: +5 atk, 1d10+4(B), backswing, shove
dagger +5 atk, 1d4+4(P) agile, finesse, versatile(S), thrown 10'
dagger/thrown +2 atk, 1d4+4(P)
lt hammer +5 atk, 1d6+4(B) agile, thrown 20'
lt hammer/thrown +2 atk, 1d6+4(B)

Armor: Trained in light and medium armor
Weapons: Trained in all simple and martial weapons
- Athletics +2 (T)
- Intimidation +1 (T)
- Survival +2 (T)
- Pathfinder Society Lore +1 (T)
- Giant Lore +1 (T)

Heritage, Human Feat 1
Either one of your parents was an orc, or one or both were half-orcs. You have a green tinge to your skin and other indicators of orc heritage. You gain the orc trait. Select two of the following benefits: intimidating visage you are trained in Intimidation), low-light vision (you can see in dim light as well as you can in bright light), orc tongue (add Orcish to your list of languages), or orc toughness (gain 2 Hit Points). You can select orc, half-orc, and human feats whenever you gain an ancestry feat.
Special You can select this feat twice. The second time, it loses the heritage trait and you gain the other two benefits.
Note Choices: low-light vision and orc toughness[/sblock]
[sblock=Additional Lore]
General, Skill Feat 1
Giant Lore
Prerequisites: trained in Lore
The breadth of your knowledge has increased to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it and it counts as a signature skill. At 3rd, 5th, and 13th levels, you gain an additional skill increase you can apply only to Lore. When you select this feat, you gain the skill increases immediately for all listed levels at or below your current level.
Special: You can select this feat more than once, choosing a new subcategory of Lore each time and gaining the listed skill increases to that Lore.[/sblock]
[sblock=Sudden Charge]
Barbarian, Action *>> Feat 1
Requirements: You are not wearing heavy armor.
With a quick sprint, you dash up to your foe and swing. Stride up to double your Speed. If you end the move within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.[/sblock]

Class Features
Key Ability: STR
Signature Skills: Acrobatics, Athletics, Intimidation, Giant Lore

Requirements: You can’t be fatigued, raging, or wearing heavy armor.
• You begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier and enter a state of pure rage that lasts for 3 rounds. While you are raging, you are affected in these ways:
• Gain a +2 conditional bonus to damage rolls with melee weapons and unarmed Strikes. The bonus is halved if your weapon or unarmed Strike is agile. This bonus increases by 1 at level 3 and every 4 levels thereafter.
• Take a –1 penalty to AC.
• You can’t use actions that have the concentrate trait unless they also have the rage trait. The Seek basic action gains the rage trait while you’re raging. After you have stopped raging, you lose any remaining temporary Hit Points from using the Rage action, you can’t use Rage again for 1 round, and you are fatigued for 1 round. You can’t voluntarily stop raging. If you stop raging before its usual duration expires, you are fatigued and can’t Rage again until after the end of your next turn.[/sblock]
Giant Totem
Giants are towering, exceptionally strong humanoids, and some tribes aspire to be like them. Your rage gives you the raw power and size of a giant. This doesn’t mean you revere giants—you might scoff at them, or even aspire to slay them! It could be that you seem to other people like a giant due to your exceptional strength or larger-than-life emotions and ego.

Anathema - Failing to accept a personal challenge of your strength is anathema to your totem.

Titan Mauler (Totem Ability)
You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you. You also gain access to your choice of weapon at character creation. When you are wielding such a weapon in combat, double your conditional bonus to damage rolls from raging, but you have the sluggish 1 condition (see page 324) because of the weapon’s unwieldy size. You can’t remove this sluggish condition or ignore its penalties by any means while you’re wielding the weapon.

Raging Resistance
The resistance from your raging resistance class feature applies against bludgeoning damage and your choice of cold, electricity, or fire damage. Choose the damage type when you gain the raging resistance class feature (though you can retrain it later).[/sblock]

Spells n/a

Equipment (Bulk 8 L 2)
large greatclub free, bulk 4
chainmail 60sp bulk 2
dagger 2sp L
light hammer 3sp L
Backpack 1sp
bedroll 1cp L
belt pouch(x2) 8cp
clothing(x2) 2sp
flint and steel 5cp
mug 1cp
piton(5) 5cp
rations 5L (5 days) 25cp
rope hemp(50') bulk 1 1sp
sack(5) L 1cp
tent-pup L 8sp
torch(10) L 1cp
waterskin L 5cp


starting sp: 150
spent: 77sp, 52cp
leftover cash: 68sp, 8cp

A very tall and muscluar half-orc, Noboru is light skinned and bald. He twists his beard into braids and has overly large pointed orc ears. On his back is a large spiked club he has learned to use through months of practice. (Note: Mother was a half-orc, father was a giant or half-giant)


Traits: human, orc, humaniod[/sblock]
Life for a half-orc is normally a tragic story, one of persecution and bigotry, but not so for Noboru of the Tian Xia region. Growing up in near seclusion in a small cottage on the outskirts of Xu-Chang city, may have helped a little. Also the people judged each other on merit and actions, and not on things like race or looks. Indeed the Xu-Chang provinces was home to many people of mixed heritage, but everyone believed that just meant they were all unique individuals making up a whole.

Noboru remembers his one room home as warm and safe, where he lived with his half-orc mother Li Shen, until her passing in his twenty-first summer. His mother was a weaver and rug maker and part of the safety Noboru felt in his adolescences may have come from lying by the fire on a well crafted rug made by his mothers own two hands. Noboru would sit by his mothers feet as a small boy and listen to the stories and myths she would tell of his father's people, of the giant people.

Noboru had never met his father and his mother told him little about the man directly, always weaving stories as she weaved rugs to give Noboru insight into giant society and lore, but never into the man that sired him. If there was ever a sore point to his life growing up it was the fact his mother would evade his questions about what his father was like. And as he grew up, it became clear to Noboru that he had more of his unknown father's blood in him than his mother let on.

In the spring of his eighteenth year Noboru exited his home and hit his head hard on the door jam. He had grown several inches and put on a couple pounds of muscle over a very cold winter. Noboru had spent the winter trudging through snowdrifts to chop and bring firewood to his home and that of a few elderly neighbors who would have froze to death if not for the assistance. A new founded sense of belonging filled Noboru and he continued to work in the forest and spent more time running in the wilds than sitting at home by his mothers feet.

Three years of this "wild running" saw the young half-orc spending more and more time in the forests, learning to live off the land and helping to sedate the wild freedom Noboru was feeling deep inside. He also wanted to go further and further out to see and explore more and more of the world. It wasn't until the passing of his mother during his twenty-first year that the invisible chain keeping him close to home was finally broken. On her death bed the frail old half-orc (now sixty-seven), said one last word to her beloved son... "Go."

And for the last year that is what Noboru has been doing. He has traveled further and farther than he ever felt possible, and still he yearns for more. Even crossing the Inner Sea to explore new and strange places.

His most recent adventures found him in Sandpoint where he helped the locals after a devastating flood season. When the work was complete and Noboru was ready to leave he was told by the mayor about a missive his cousin had sent to him looking for any adventurous types he could vouch for and please send to Magnimar.

With a recommendation letter in his pocket, Noboru has just reached the estates of Keleri Deverin and what looks like to be a party.
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41st lv DM


Name: Elkhorn
A/B/C: Dwarf (male) Pathfinder Hopeful Fighter
Align: LG, Deity: the Dwarven pantheon
Languages: Dwarf, Common
Perception: +4 (E) Dark vision
AC: 17 TAC: 16 chain shirt + heavy steel shield
HP: 23/23, Resonance: -1/-1
Speed: 20 ft, Dwarf trait: Unburdened 5' Hero Points: 1

STR 16 +3, DEX 14 +2, CON 16 +3
INT 10 +0, WIS 14 +2, CHA 8 -2

FORT +5 (E), REF +4 (E), WILL +3 (T) Ancients Blood: +2 vs magic related saves

{combat section}
Long Sword: +5 d8+3 slashing versatile-piercing
Clan Dagger: +5 d4+3 piercing agile, dwarf, parry, versatile-bludgeoning
Shield: If I ever use it as weapon I'll do the math.
Hand Crossbow: +4 d6 piercing Range: 60' Reload 1 Ammo: 10

Skills: *=signature
Athletics* +3 (+2 with shield (T)
Crafting* +1 (T)
Lore (Pathfinder)* +1 (T)
Lore (Geography)* +1 (T)
Survival +3 (T)

Armor: Chain shirt, heavy steel shield
Weapons: Long sword, Clan dagger, hand crossbow

Ancestry: Ancients Blood - +2 vs magic based saves, -2 Resonance pts.
Background: Additional Lore (warfare)
Class: Reactive Shield

Class Features
Opportunity Attacks

Backpack (-)
Belt pouch (-)
chalk x10 (-)
extra clothing - ordinary (-)
Compass (-)
Mug (-)
Oil - 3 pints (-)
Pitons x5 (-)
Bed roll (L)
Lantern, hooded (L)
Hammer (L)
Rations x3 (L L L)
Waterskin (L)
Rope, 50', hemp (1)
Chain shirt + heavy steel shield (3)
Long sword (1)
Clan dagger + hand crossbow + 10 bolts (L L L)

CP: 9

Elkhorn is dwarf warrior currently working for the PF society. As there always seems to be another fool sage or explorer heading off somewhere dark, dank, & dangerous he's never wanted for work....

When needed.
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Name: Coralin Pagebinder
A/B/C: Male Elven/Budding Osirenologist/Bard
AC: 14; with Mage Armor: 15; with Shield Spell raised: 16 TAC: 14; with Shield spell raised: 15
HP: 14/14, Resonance: 5/5, Hero Points: 1
Speed: 30 feet, Perception: +2 (T)
Align: Chaotic Good, Deity: someone
Languages: Common, Elven, Sylvan

STR 10 +0, DEX 16 +3, CON 10 +0
INT 14 +2, WIS 10 +0, CHA 18 +4

FORT +1 (T), REF +4 (T), WILL +2 (E)

Skills: Ancient Osirion Lore + 3(T), Bardic Lore +3 (T), *Occultism +3(T), *Performance +5(T), *Society +5(T), *Diplomacy +5(T), Stealth +4 (T), Acrobatics +4(T), Athletics +1(T),
Armor: Light (T) and Shields (T)
Weapons: (T) Alls Simple plus Longsword, Rapier, Sap, Shortsword, Short Bow and Whip

Ancestral Longevity
Bardic Lore
Terrain Stalker (rubble)

Class Features
Spell Repetoire
Muse (Lore Theme)

Inspire Courage (Composition)
Detect Magic
Telekinetic Projectile
Shield (+1 AC)

1st (2 slots):
True Strike
Mage Armor

Composition Power (4 Spell points):
Counter Performance

Rapier: +4/1d8+1
Whip: +4/1d4+1
Telekinetic Projectile: +4/1d10

Equipment (Bulk 5 L2)
Money: 28.9 sp
Rapier 15sp/1
Whip 1sp/1
Backpack 1sp/-
Belt Pouch 4cp/-
5 Caltrops 15sp/L + 5
Candle (10) 1cp/-
Chalk (10) 1cp/-
Climbing Kit 5sp/1
Fine Clothing 20sp/-
Compass 10sp/-
Flint and Steel 5cp/-
Grappling Hook 1sp/L
Hammer 1sp/L
Hooded Lantern 7sp/L
Handheld Musical Instrument (Harmonica) 8sp/1?
5 Pints of Oil 5cp/-
Piton 1cp/-
5 rations 2.5sp/L
Hemp Rope 1sp/1
Pup Tent 8sp/L
Torch (10) 1cp/L
Waterskin 5cp/L
Writing Set 15p/L

Coralin always had a fascination with the past, and all things associated with it. There are some who say Coralin has a fascination with all things that can be learned, and they wouldn't be wrong. He spent much of his long, elven youth digging through libraries, eking out secrets that his elders wished he'd left alone. He found many things, including an awakening of his mind, but what he really wanted to do was study old Osirenology.

Now having just hit his hundredth year, he sets off to find adventure, and learn what he can. When he gets the letter from his acquaintance, he is more than happy to hear what she has to say.
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First Post

Triessa Elrich
Half Elf Wizard 1

Str 10
Dex 16
Con 12
Int 18
Wis 12
Cha 10

HP: 15
AC: 13 (14 w/mage armor or Shield, 15 w/both)
TAC: 13
Init: +4
Fort: +2
Ref: +4
Will: +3
Move: 30'
Perception +3

Human Ancestry Traits
+2 Dex, +2 Int
- Half Elf (+5 Speed, Low Light Vision)

Background: Esoteric Scion
+2 Int, +2 Dex
Quick Identification
+ Esoteric Lore

Wizard Features
Trained in Club, Dagger, Hvy Crossbow, Lgt Crossbow, Staff
Trained in Arcane Spell rolls, attack rolls, and DCs
Arcane Spellcasting
Arcane Focus
- Cantrips: Light, Ghost Sound, Message, Mage Hand, Prestidigitation, Shield, Detect Magic, Ray of Frost, Produce Flame, Read Aura
- 1st lvl: Charm, Mage Armor, Magic Missile, Feather Fall, Fear, Illusory Object, Command, Grease
Arcane School: Universalist
- Hand of the Apprentice
Spell Points: 4

Arcana (sig) +5
Acrobatics +4
Society +5
Stealth +4
Esoteric Lore +5
Elven Lore +5

Languages: Common, Elven, Draconic

Spellcasting CL 1, Spell Atk: +5, DC 15
0 - Light, Shield, Detect Magic, Ray of Frost
1 - Mage Armor, Magic Missile

Money: 100sp

Dagger, +4 atk, 1d4 P, Bulk L, Agile; Throw 10; Versatile S, 2sp
Crossbow, +4, 1d8 P, 120', Bulk 1, Reload 1, 30sp
- 10 bolts, Bulk L, 1sp


Backpack (holds 4 Bulk), Bulk - (L if carried), 1sp
Belt Pouch (holds 4 Light Bulk), Bulk -, 4cp
Bedroll, Bulk L, 1cp
Book (Journal), Bulk L, 1sp
Climbing Kit, Bulk 1, 5sp
Clothing (Ordinary), 1sp
Clothing (Fine), 20sp
Material Component Pouch, Bulk L, 5sp
Scroll case, 1sp
Waterskin, Bulk L, 5cp
Writing Kit, Bulk L, 15sp
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Name: Alan Oake
A/B/C: Human/Pathfinder Hopeful/Paladin 1 (male) (for now)
Align: LG, Deity: Shelyn
Languages: Common, Sylvan
Perception: +2 (T)
AC: 15 TAC: 12
HP: 19/19, Resonance: 4/4
Speed: 20 ft, Hero Points: 1

STR 18 +4, DEX 10 +0, CON 12 +1
INT 10 +0, WIS 12 +1, CHA 16 +3

FORT +3 (E), REF +1 (T), WILL +3 (E)

{combat section - no need for a heading}

Athletics +2 (T)
Diplomacy +4 (T)
Intimidation +4 (T)
Medicine +2 (T)\
Pathfinder Society Lore +1 (T)
Performance +4 (T)
Religion +2 (T)

Armor: Chainmail (+5 AC, +2 TAC, +3 Dec cap, -3 Check, -5 Spd)
Weapons: Greatsword (+5/0/-5, 1d12+4 P, S

Class: Deity's Domain (Family,) Hospice Knight
Ancestry: Natural Ambition (swap for class feat)

Class Features
Champion Powers (Lay on Hands, Soothing Words)
Code of Conduct: Must follow the code of the paladin
Deific Weapon: gains access to deity's favored weaon if uncommon; dice type increases by one die if favored weapon is simple.
Retributive Strike: Make Strike at -2 before foe rolls damage for hitting ally in reach; if Alan hits, inflict enfeebled 1 (or enfeebled 2) for remainder of foe's turn or until they attack Alan. If the strike downs the foe, the ally takes no damage.

None yet

Equipment (Bulk 5; enc 9, overburdened 14)
Climbing Kit
Healer's Tools

4 sp

Alan, at first glance, seems the spitting image of the archtypical Small Town Boy Goes Adventuring; his chainmail, while still effective, is a little rusty, and his greatsword has seen better days with a belt substituting as the leather grip (though it still hits hard.)

Alan, if asked, will tell the tale of how he came to paladinhood; once upon a time, he was a jerk, who wound up drafted into his town's militia as reprisal for his biggest display of jackassery where he started a fight with an entire bar. At some point, he changed, due in part to what he describes as a religious experience; "I caught a glimpse of the person I was due to become," is how he describes it, and while he will volunteer more if asked, he seems unwilling to open up too much about it just yet.

His fondest wish is to join the legendary Pathfinder Society, since he's found himself keenly interested in other cultures and their art and history since his experience. He also seems to be searching for a very particular kind of magical artifact or potion...



Apologies - Christmas and final exams kicked my butt. But I have a rogue for everyone's perusal!

For a background, I'm thinking "former palace entertainer/handmaiden/courtesan" and a shift in favor (her more noble girlfriend winding up in an arranged marriage) meant it was time for her to hit the road.


Name: Janivel
A/B/C: Half-Elf/Entertainer/Rogue 4 (female)
Alignment: NG, Deity: None
Languages: Common, Elven
Perception: +7 (E)
AC: 19, TAC: 18
HP: 44/44, Resonance: 3
Speed: 25 ft, Hero Points: 1

STR 10 (+0,) DEX 18 (+4,) CON 12 (+1)
INT 10 (+0,) WIS 14 (+2,) CHA 14 (+2)

FORT +5 (T,) REF +9 (E,) WILL +7 (E)

Acrobatics +8 (T)
Athletics +4 (T)
Deception +6 (T)
Diplomacy +7 (E)
Entertainment Lore +4 (T)
Intimidation +6 (T)
Medicine +6 (T)
Performance +6 (T)
Society +4 (T)
Stealth +9 (E)
Thievery +9 (E)

Armor: Leather (+5 AC, +4 TAC)
Weapons: Dagger (+8/4/0, 1d4+4 P/S (agile, finesse, thrown 10 ft, Versatile S)
- Light Mace (+8/4/0, 1d4+4 B, finesse, shove)
- Shortbow (+8, 1d6 P, deadly d10)

Class Features
  • Battle Assessment (Class Feat)
  • Cat Fall (Skill Feat)
  • Deny Advantage (Class Feature)
  • Fascinating Performance (Background Feature)
  • Finesse Striker (Rogue's Technique)
  • Incredible Initiative (General Feat)
  • Low-Light Vision (Racial Feature)
  • Otherworldly Magic (Mage Hand) (Ancestry Feat)
  • Pickpocket (Skill Feat)
  • Quick Draw (Class Feat)
  • Sneak Attack (1d6) (Class Feature)
  • Sign Language (Skill Feat)
  • Subtle Theft (Skill Feat)
  • Surprise Attack (Class Feature)
  • Trap Finder (Class Feat)

  • Caltrops
  • Climbing Kit
  • Grappling Hook
  • Rations (x7)
  • Thieves' Tools
  • Waterskin
  • Antidote (Standard)

Magic Items
  • Hat of Disguise (Standard)
  • Healing Potion, minor (1d8)
  • Monkey Pin
  • Returning clasp

2,916 sp

Many nobles enjoy the company of the "exotic-but-not-TOO-exotic-if-you-know-what-I-mean" half-elves, and half-elves - often with little in the way of familial support structures - are often eager to take such jobs. So Janivel served dutifully as the handmaiden and occasional courtesan of one of the city's middle-to-upper crust nobles. She hadn't forgotten the lessons of the street, and learned the lessons of courtly intrigue just as quickly, ensuring that incriminating evidence against rivals was lifted on more than one occasion.

Favor turns with the wind, and as soon as the noblewoman wound up in an arranged marriage, Janivel found herself out of a job, and was told to make herself scarce before those behind the arrangement decided to erase a potential scandal. They needn't have worried, because Janivel still carries a torch for the woman she served, and - feeling that the marriage is not a happy one - dreams of helping to get her out of it. For now, though, she's making an honest living as a dancer, and a less honest living as a footpad for hire. In particular, she's an expert at moving unnoticed, and making sure that pockets are significantly lighter after her passing than before.

EDIT: updated with cleaner format. If you need a link to my Herolab sheet, just ask!

Also, I might make up a bard version of her too - she could go either way.
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One of the annoying thing about "checking" a PF2 character is needing to know all the training levels for skills, saves, etc. I think the easiest thing to do is to follow the skill bonus with UTEML. "Acrobatics +8 T, Thievery +9 E" It is also almost necessary to do a level by level explanation of choices made: which skill training was taken at 2nd level, what ability updated, etc.

Nimble is called Nimble Dodge. Did you read the errata? There is now a choice of three "techniques" inside the rogue: finesse striker, brute attack, or scoundrel's feint. One of them should be in your "Other Abilities".


First Post
A/B/C: Half-orc/Nomad/Druid 4
Percep +8; Senses low-light vision
HP 48 Hero Points 1 Res 4
TAC 18; AC 17
Fort +6 ; Ref +5 ; Will +9
Wild Morph Claws (T), +7, 2d6+3, 'agile, finesse,' magic +1
Scimitar (T), +6, 1d6+2 S, 'forceful, sweep'
3x Javelin, +5, 1d6+2 P, 30' rng, thrown
Sling, +5, 1d6+1 B, 50' rng, propulsive
- 10 bullets
Speed 25 ft.
Str 14 (+2); Dex 12 (+1); Con 14 (+2); Int 10 (+0); Wis 18 (+4); Cha 10 (+0)
(T) Nature +8
(T) Perception +8
(T) Intimidation +4
(E) Deception +5
(T) Athletics +6
(T) Survival +8
(T) Lore: Forest +4
Heritage: Orc trait, Low Light Vision
Ancestry 1: Orc Ferocity
Background: Assurance (Survival)
Order: Wild Shape (2 uses, pest form, animal form)
Druid 2: Call of Wild
Skill 2: Close Match (Human)
General 3: Ancestral Paragon - Haughty Obstinancy
Druid 4: Thousand Faces
Skill 4: Survey Wildlife
Languages Common, Orcish, Druidic
Other Abilities
Wild Empathy (can use Diplomacy on animals)
Druid Order (Wild) - Spell Points: 7
- Wild Morph (1 SP) - Grow claws or other abilities
- Thousand Faces (1SP) - humanoid form change
- Call of the Wild (1SP) - Summon Nature's Ally (heightened to best spell level)
Other Gear
Magic (Bulk n L m)
3rd lvl Staff of Healing
2nd lvl Hand of the Mage
2nd lvl Sturdy Shield (expert light wooden)
1st lvl Minor Healing Potion

Spells Prepared
Cantrip - Produce Flame, Stabilize, Tanglefoot
1 - Magic Fang, Gust of Wind, Feather Fall
2 - Acid Arrow, Restoration, Glitterdust

244 SP 9CP

Scimitar (T), +6, 1d6+2 S, Bulk 1, 'forceful, sweep', 11sp
3x Javelin, +5, 1d6+2 P, Bulk L, 30' rng, thrown, 3sp
Sling, +5, 1d6+1 B, Bulk L, 50' rng, propulsive, 0sp
- 10 bullets, 1cp

Leather Armor (T), +5 AC +4 TAC, Bulk 1, 15sp
Expert Light Wood Shield (T), +2 AC +2 TAC, Hardness 6, Check 0, Bulk L

Backpack, 1sp
Bedroll, 1cp, Bulk L
Pouch, 4cp,
Ordinary Clothes, 1sp
Material Component Pouch, 5sp
50' Silk rope, 10sp, Bulk L
Pup Tent, 8sp, Bulk L
Waterskin, 5cp, Bulk L

[sblock=Notes - Reference material so I don't have to constantly look stuff up when posting]
Animal Form (1 minute)
AC 22 (TAC 20), ignore armor’s check penalty and reduced Speed
One or more unarmed melee attacks, which are the only types of attacks you can use. You’re trained with them.
Your attack modifier is +10 and your damage bonus is +5. These are Strength based.
• 10 temporary Hit Points while you have the form.
• Low-light vision.
• Athletics bonus of +11 unless your own is higher.
Your battle form prevents casting spells, speaking, or using most actions with the manipulate trait that require hands.
(The GM decides if there’s doubt.) You can dismiss the spell with a concentrate action.
• Ape Speed 25 feet, climb Speed 20 feet; scent; fist, Damage 2d6
• Bear Speed 25 feet; scent; jaws, Damage 2d8 piercing; claw
(agile), Damage 1d8 slashing.
• Bull Speed 30 feet; scent; horn, Damage 2d8 piercing.
• Canine Speed 40 feet; scent; jaws, Damage 2d8 piercing.
• Cat Speed 40 feet; scent; jaws, Damage 2d6 piercing; claw
(agile), Damage 1d10 slashing.
• Deer Speed 45 feet; scent; antler, Damage 2d6 piercing.
• Frog Speed 25 feet, swim, Speed 25 feet; scent; jaws, Damage 2d6
bludgeoning; tongue (reach 15 feet), Damage 2d4 bludgeoning.
• Shark swim Speed 35 feet; scent; jaws, Damage 2d8 piercing.
• Snake Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet;
scent; fangs, Damage 2d4 piercing plus 1d6 poison.

Humanoid Form (10 minutes)
You transform your appearance to look like a Small or Medium
humanoid, such as a drow, dwarf, elf, goblin, halfling, human, orc,
or lizardfolk. You count as a humanoid in addition to your normal
traits while in this form, as well as gaining any trait related to the
creature’s kind (such as goblin or human). If this transformation
reduces your size, it reduces your reach accordingly (using the
effects of the shrink spell). This transformation doesn’t change
your statistics in any way. You can still wear and use your gear,
and it changes size to match your new form if necessary. The
item’s size change ends immediately if the item leaves your person
You don’t gain the special abilities of the humanoid form you
assume. This spell grants you a +4 conditional bonus to Deception
checks to pass as a generic member of the chosen ancestry, but
you can’t make yourself to look like a specific person. If you want
to Impersonate an individual, you still need to create a disguise,
though the GM won’t factor in the difference in ancestry when
choosing the DC of your Deception check.

Pest form (10 minutes)
You transform into a Tiny nonthreatening animal, such as a cat,
rat, insect, or lizard. You count as an animal in addition to your
normal traits while in this form. You can choose the specific type
of animal you turn into (such as a rat or praying mantis). This
has no effect on your battle form’s size or statistics. Your gear
is absorbed into your form; the constant abilities of your gear
still function, but you can’t activate any item abilities. When you
transform, you gain the following abilities:
• AC 13 (TAC 13) and ignore your armor’s check penalty and
Speed reduction.
• One or more natural melee attacks, which are the only
types of attacks you can use. You’re trained with them.
When attacking with them, your attack modifier is +6
and your attacks deal 1 piercing damage (or another type
depending on your form, as the GM sees fit). These are
Dexterity-based attacks (for the purposes of the sluggish
condition, for example).
• Weakness 5 to all physical damage. (If you take physical
damage while in this form, you take 5 additional damage.)
• Speed 10 feet.
• Low-light vision, scent.
• Acrobatics +10 and Stealth +10 (unless your own total
modifiers are higher); Athletics –4.
The special statistics of your pest form can be adjusted only
by penalties, circumstance bonuses, and conditional bonuses.
Your pest form prevents you from casting spells, speaking, or
spending most actions with the manipulate trait that require
your hands (the GM determines which manipulate actions you
can spend if there’s doubt). You can dismiss this spell by using an
action (this action has the concentrate trait).

Wild Morph (1 minute)
You morph your body based on your wild order training, choosing one
of the following effects based on your wild order feats.
• If you have Wild Shape, you can morph your hands into wild
claws. Your hands transform into incredibly sharp claws.
These claws are an unarmed attack you’re trained in, dealing
1d6 slashing damage (agile, finesse). You can still hold and use
items with your hands while they’re transformed by this spell,
but you cannot hold an item while attacking. If you have Insect
Shape, you can instead transform your mouth into wild jaws, an
unarmed attack with the same damage and traits.
• If you have Elemental Shape, you can morph your body to be
partially composed of elemental matter, granting you resistance
5 to critical hits and precision damage.
• If you have Plant Shape, you can morph your arms into long
vines, increasing your reach to 10 feet (or 15 feet with a reach
• If you have Soaring Shape, you can grow wings from your back.
These wings allow you to fly with a fly Speed of 30 feet.
• Heightened (2nd) Your wild claws or wild jaws radiate primal energy.
They work like a +1 magic weapon, granting a +1 item bonus to attack
rolls and dealing another die of damage on a hit.

Summon Nature’s Ally
1st: Level 0: Bloodseeker, bobcat, dog, dire rat, fire beetle, pig,
pony, viper
2nd: Level 1: Constrictor snake, electric eel, goblin dog, horse,
hunting spider, hyena, leopard, mephit elemental, wolf[/sblock]
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Updated with Equipment, need to write background.

Jayesh Sangeer
Human (Vudrani) Nomad Monk 4
Align: LN, Deity:
Languages: Common, Vudrani
Perception: +5 (T)
AC: 20 TAC: 20
HP: 60/60, Resonance: 2/4
Speed: 35 ft, Hero Points: 1

STR 12 +1, DEX 18 +4, CON 14 +2
INT 10 +0, WIS 14 +2, CHA 10 +0

FORT +7 (E), REF +9 (E), WILL +7 (E)

Melee Strike Tiger claw +9 1d8+1 S Brawling Agile, finesse, nonlethal, unarmed
Melee Strike Fist +9 1d6+1 B Agile, finesse, nonlethal, unarmed
Range Strike Dart +8 1d4+1 P Agile, Thrown

Acrobatics +9 (E)
Arcana +0 (U)
Athletics +9 (E)
Crafting +0 (U)
Deception +0 (U)
Diplomacy +0 (U)
Intimidation +0 (U)
Lore: Mountains +4 (T)
Medicine +1 (U)
Nature +1 (U)
Occultism +1 (U)
Performance +1 (U)
Religion +5 (T)
Society +0 (U)
Stealth +8 (T)
Survival +5 (T)
Thievery +4 (U)

Untrained in all armor

Trained in all unarmed attacks, monk weapons and simple weapons

Skilled Heritage
Natural Ambition (Ancestry - 1)
Assurance (Survival) (Background - 1)
Tiger Stance (Monk - 1)
Ki Strike (Monk - 1)
Stunning Fist (Monk - 1)
Cat Fall (Skill - 1)
Toughness (General - 1)
Deflect Arrow (Monk - 4)
Steady Balance (Skill - 1)

Class Features
Flurry of Blows
Graceful Expertise
Powerful Fist
Incredible Movement
Magic Strikes

Equipment (Bulk 1 L 2)
(2nd lvl) Bracers of Armor (1st) L
(2nd lvl) Handwraps Of Mighty Fists (Expert) -

Dart 10 -

Belt Pouch: (Bulk L 4)
Elixir of Life, Minor x 3 L
(3rd lvl) Lesser healing potion L

Belt Pouch: (Bulk L 1)
Caltrops L

Backpack: (Bulk 2, L 6)
Bedroll L
Waterskin L
Tent , Pup L
Rations (4 days) L
Rope 50' Silk L
Fishing Tackle 1
Sunrod x3 L
(1st lvl) Minor Healing Potion L
Darkvision Elixir x 3 L
Flint and Steel

18 gp
16 sp
6 cp


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Antony Doss, the Lightning Rider
Male Versatile Human Scholar Sorcerer 4
AC: 16 TAC: 16
HP: 32, Resonance: 8, Hero Points: 1
Speed: 25 ft, Perception: +6 (E)
Align: LN, Deity: Erastil
Languages: Common, Elven, Gnome

STR 10 +0, DEX 12 +1, CON 10 +0
INT 16 +3, WIS 12 +1, CHA 18 +4

FORT +4 (T), REF +5 (T), WILL +6 (E)

Melee Strike Lesser Staff of Fire +5 1d4 B, Two-hand 1d8
Melee Strike Dagger +5 1d4 P, Agile, Finesse, Thrown 10 ft., Versatile S

Skills: Academia Lore +7 (T), Acrobatics +5 (T), Athetics +4 (T), Arcana +7 (T), Crafting +7 (T), Intimidation +8 (T), Medicine +5 (T), Nature +6 (E), Society +7 (T), Survival +5 (T)
Ride (Heritage-1)
Natural Ambition (Reach Spell) (Ancestry-1)
Assurance (Nature) (Background-1)
Cavalier Dedication (Order of the Dragon) (Sorcerer-2)
Cat Fall (Skill-2)
Alertness (General-3)
Arcane Evolution (Sorcerer-4)
Intimidating Glare (Skill-4)

Class Features
Trained in All Simple Weapons
Imperious Bloodline (4 Spell Points, Ancestral Surge)
Arcane Spellcasting (w/ Detect Magic, Fear, Invisibility added to Spell Repetoire)
Spell Repetoire
Spontaneous Heightening

Spells (+8, DC 18)
Cantrips: Detect Magic, Electric Arc, Light, Prestidigitation, Read Magic, Shield
3 1st-Level: Fear, Magic Missile, Shocking Grasp, Summon Monster
3 2nd-Level: Endure Elements, False Life, Invisibility, Pest Form

Equipment (Bulk 2 L 0)
Lesser Staff of Fire, 1st Bracers of Armour, Hand of the Mage, Scroll of Mending, Scroll of Command, Scroll of Phantom Steed, Scroll of Create Water, Scroll of Create Food, Dagger, Material Component Pouch, Backpack, Belt Pouch, Ordinary Clothing, Compass, Flint & Steel, Satchel, Scroll Case, Waterskin

Saddlebags (Bulk 4 L 1)
Bedroll, Basic Crafter's Book, Ordinary Clothing, Cookware, Hooded Lantern, 3 Pints of Oil, 7 Days Rations, 50 ft Hemp Rope

Money 31 sp 7 cp

Bolt the Colt
Male Horse Young Animal Companion
AC: 17 TAC: 16
HP: 36
Speed: 40 ft, Perception: +6 (E), Scent

STR +3, DEX +2, CON +1
INT -4, WIS +1, CHA -1

FORT +5 (T), REF +5 (T), WILL +5 (T)

Melee Strike Hoof +7 1d6+3 B, Agile
Work Together: Charge

Skills: Survival +5 (T)
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