[RG] Return of the Runelords


Deuce Traveler playing Michael Tell the Human Fighter
Kaodi playing Shendra the Human Oracle
Scotley playing Teodor Kirila the Human Rogue
Neurotic playing Drâth Isidar the Dwarven Druid
NPC Teea Tell the Human Gunslinger
NPC Mei Ying the Human Arcanist

Paizo books are Core Rulebook, Advanced Class Guide, Advanced Player's Guide, Advanced Race Guide, Occult Adventures, Pathfinder Unchained, Ultimate Campaign, Ultimate Combat, Ultimate Equipment, Ultimate Magic, Pathfinder Player Companion: Champions of Corruption, Pathfinder Player Companion: Bastards of Golarion, Pathfinder Player Companion: Quests & Campaigns and Pathfinder Player Companion: Adventurer’s Armory 2.
Others possible. Just point me to them and I will make a determination.

Everyone gets three character tokens (henceforth tokens) to spend on any of the following when creating your character.

Step 1—Determine Ability Scores:
A. Free: 20 point buy
B. 1 token: 36 point buy

Step 2—Pick Your Race:
A. Free: Core Rulebook standard 7 (Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, Halflings, Humans).
B. 1 token: Any race from the Advanced Race Guide that is a Featured Race (Aasimars, Catfolk, Dhampirs, Drow, Fetchlings, Goblins, Hobgoblins, Ifrits, Kobolds, Orcs, Oreads, Ratfolk, Sylphs, Tengus, Tieflings, Undines).

Step 3—Pick Your Class:
A. Free: Core Rulebook standard 11 (Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard)
B. 1 token: Other classes from Advanced Player's Guide, Anvanced Class Guide, Ultimate Combat, Ultimate Magic or Occult Adventures (Alchemist, Cavalier, Inquisitor, Oracle, Summoner, Witch, Arcanist, Bloodrage, Brawler, Hunter, Investigator, Shaman, Skald, Slayer, Swashbuckler, Warpriest, Gunslinger, Ninja, Samurai, Magus, Kineticist, Medium, Mesmerist, Occultist, Psychic, Spiritualist)
C. Pathfinder Unchained: If you choose one of the classes that has an unchained version you can pick either version (Barbarian, Monk, Rogue, Summoner).

Step 4—Select Skills:
A. Free: Core Rulebook skills.
B. 1 token: Background skill system from Pathfinder Unchained added.

Step 5—Select Feats:
A. Free: Core Rulebook feats.
B. 1 token: Include feats from other Paizo books.

Step 6—Buy Equipment:
A. Free: Equipment from Core Rulebook and Ultimate Equipment.

Step 7—Other stuff:
A. All players need to select one campaign trait from the Player's Guide.
B. All players need to select a second trait from any Paizo books.
C. Max gold for your class.
D. First level; max hit points for your class; any non-evil alignment.
The Return of the Runelords Adventure Path follows the PCs from humble beginnings in the haunted town of Roderic’s Cove to an epic confrontation for the future of Varisia itself. The PCs should know each other and should begin in Roderic’s Cove; beyond that, your character’s history is up to you to decide.
The campaign assumes that each PC begins with one of the following campaign traits. In addition to giving you a minor boon for your character, these traits will also help to establish why your character is destined to take the role of one of Varisia’s newest heroes. In addition, these traits link to additional events that unfold as the adventure path progresses, and may unlock additional and unanticipated opportunities down the road. Your GM will have information about these opportunities as they present themselves in the adventures.

Adventuring has been in your blood for as long as you can remember, and this urge to go out and explore the world left you recently in over your head when you (foolishly or bravely, depending on how you look at it) decided to explore an old Thassilonian ruin near your home town. The adventure ended in tragedy when you set off a devastating trap while investigating a statue of a beautiful woman—someone you believed to be one of the ancient runelords of Thassilon. The trap slaughtered your entire party—including you.
You woke from death some time later, your memories intact but your body transformed. No longer did you resemble your previous self—you instead looked like the woman depicted in the statue. Now, you’ve joined up with a new group of adventurers; despite your tragic first attempt at dungeon delving, your thirst for adventure has returned stronger than ever. You’re sure that this time you’ll be able to keep your fellow explorers alive, and the strange dreams you’ve been having ever since you came back to life in your new body—a body that your research has revealed was originally intended to be a clone of none other than Sorshen, the Runelord of Lust—have only further solidified in your mind the fact that you and your companions are destined for greatness.
Your character must be human if you take this trait. Your ethnicity is Azlanti, but you are not pure-blooded—you have the standard human ability score adjustments. Your resemblance to Sorshen may have unexpected side effects as the campaign progresses, for good or for ill. In any event, you gain a +1 trait bonus on Bluff and Diplomacy checks, and these skills are always class skills for you.
Once per adventure, you can retroactively apply a +20 trait bonus to a saving throw against a mind-affecting effect after you learn the outcome of the roll. A saving throw result of a natural 1 still automatically fails, but if the +20 bonus adjusts the save so that it is successful, you treat the failed saving throw as a successful one.
While every PC should be at least passingly familiar with the elven gravedigger Audrahni, you are one of the few in town she counts as a true friend. Work with the GM to determine what sort of common ground you and Audrahni share. Perhaps you worship a deity whose teachings parallel her vocation (such as Ashava or Pharasma). Maybe you’re a Forlorn elf and you sense a kindred spirit within her. With the GM’s permission you may have known her in Magnimar before meeting her once again upon arriving in Roderic’s Cove. Or perhaps you merely share a similar passion for arcana, dancing, history, magic, or religion. More details about Audrahni appear in the adventures, but she’s a mysterious woman who’s close lipped about her past—and so you’ll need to work with your GM to have a stronger relationship at the campaign’s outset. Audrahni trusts you, and she’s shared one element of her past with you since befriending you. Choose one of the following questions. At the start of the campaign, the GM will give you a brief answer about Audrahni’s past. Once you know the answer, you should fashion a parallel event in your own PC’s history, creating a shared misery or memory with Audrahni. The fact that you’ve met someone else who had a similar event in their past has bolstered your own resolve, and has granted you a +1 trait bonus to the saving throw determined by the question you select. “What happened to your parents?”: Grants a +1 trait bonus to Fortitude saving throws. “Where did you grow up?”: Grants a +1 trait bonus to Reflex saving throws. “What historical figure inspired you the most?”: Grants a +1 trait bonus to Will saving throws. Once per adventure as a standard action, you may concentrate on the bond you and Audrahni share. The strong emotions brought on by these memories bolster your desire to forge ahead and remain alive, granting you the effects of one of the following spells at a caster level equal to your character level: calm emotions, cure moderate wounds, or lesser restoration.
Binder Fred & Deuce Traveler

You and another PC are close allies—relatives. Work with the other player to build a shared history—both you and the other player must choose Close Allies as a campaign trait, and both must agree to the nature of the relationship between the two characters. You and your close ally have always supported each other. You might have the tendency to complete each other’s sentences, dress similarly, share the same religion or faith, or have endured a dangerous event together in the past.
Whenever you are adjacent to your close ally, you gain a +1 trait bonus on all saving throws.
Once per adventure as an immediate action, you may grant your close ally a bonus equal to the result of 1d6 to a single d20 roll. You must have line of sight to your ally to use this ability. You may choose to grant this bonus after your ally has rolled, but must do so before the result of the roll is known.

The rediscovery of Thassilon’s legacy several years ago was an eye-opener for many, including you. After living so long in the shadow of these enormous ruins, you were intrigued to find out that they were much older than anyone could have guessed and that the runelords who built them may still exist. You’ve made a promise to yourself to uncover all that you can about Thassilon, its runelords, and the mysterious history of that ancient civilization.
You gain Thassilonian as a bonus language, and at 1st level and every 2 levels thereafter, you gain a bonus skill rank that can only be applied to Knowledge (arcana), Knowledge (history), Linguistics, or Use Magic Device.
Once per adventure, you may either take 20 on a Use Magic Device check or activate a charged magic item without expending any charges.
Your character has a personal link or association with one of Varisia’s established heroes. This hero should be a PC you played in a previous campaign (and could be, but need not be, one of the Sihedron Heroes). Your character could be a younger sibling, younger cousin, or even an apprentice of the hero. If enough time has passed, you might be the hero’s child, or your character could have reincarnated from the soul of a hero that died before your character was born. Choose two skills for which your associated hero has skill ranks. You gain a +1 trait bonus on checks with both of those skills, and those two skills are class skills for you. Once per adventure as a free action, you can call upon a previously forgotten bit of advice or lore imparted to you by the hero to gain an insight bonus equal to your class level (minimum +10) to a skill check. You may choose to apply this bonus after you roll the skill check, but must do so before the result of the roll is known.
As a child, you were influenced by overwhelming emotional trauma associated with death or undeath, and that influence marked you for the rest of your life. You may have been possessed by a ghost, had strange dreams in a haunted house, or suffered from an affliction from an undead source. You might even have had a near-death experience, or actually died and been returned to life. Work with your GM to determine the details of how you became spirit touched; she may have suggestions for you to tie your experience more tightly into the themes of the Return of the Runelords Adventure Path. You gain a +2 trait bonus on all saving throws made against supernatural attacks, spells, or spell-like abilities from undead creatures. Once per adventure, you may automatically succeed at a Constitution check to stabilize or a saving throw to remove a negative level.

You’ve always felt separated from the era into which you were born. Perhaps you feel that you were born too late, and that you and your interests are better suited to a previous age. Maybe you have the conviction you were born too soon, and that your true destiny lies in some distant future. You might be suffering from missing time—whether a few hours, a few weeks, or even several months—for which you have no memories. You might instead receive brief visions of friends or enemies much older or younger than their actual age. You’ve long since grown used to this strange condition, but have not yet determined why you suffer from it. Your GM will be provided with additional information about this trait’s strange nature in the third adventure of Return of the Runelords.
You have a knack for knowing when to act a few instants in advance and gain a +2 trait bonus on Initiative checks.
Once per adventure as an immediate action, you may use your strange link to the flow of time to force the GM to reroll a single d20 roll. You must declare the use of this ability immediately after the GM rolls the d20, but you can choose to do so after learning the results of the roll.
This is for the character sheets for my "Return of the Runelords" game.

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Name: Lunysh "Shendra"
Race: Human
Class/Level: Oracle 1
Gender: Female

Strength (STR) 14
Dexterity (DEX) 14
Constitution (CON) 14
Intelligence (INT) 13
Wisdom (WIS) 11
Charisma (CHA) 20 (18 +2 racial)

Alignment: Neutral Good
AC: 15 (10 + 2 dex + 3 armor)
Hit Points: 14 (8 + 2 + 3 + 1)
Movement: 30'

Init: +2
BAB: +0
Melee Attack: +2
Ranged Attack: +2
Fort: +2
Reflex: +2
Will: +2 (+7 vs charms and compulsions)

Race Abilities
+2 Cha
Bonus Skill Point/Level
Bonus Feat
Favored Class: Oracle
- 1 +HP

Spells: 5 1st/day, CL 1, DC 15 + Spell Level

Spells Known
1 - Command, Comprehend Languages, Cure Light Wounds
0 - Detect Magic, Ghost Sound, Guidance, Light, Mage Hand, Mending, Resistance, Stabilize

Class Abilities:
Proficiencies - all Simple Weapons, Light and Medium Armour, Shields (except Tower Shields)
Mystery - Intrigue (adds Bluff, Disguise, Sleight of Hand, and Stealth to class skills)
Oracle's Curse - Haunted (retrieving stored item a standard action, dropped items land 10 ft away, + Mage Hand/Ghost Sound)
- Whispered Glimpses (add Cha instead of Wis to Perception and Sense Motive)

Skills: 6
Bluff: +10 (1 rank +3 t, +1 trait, +5 Cha)
Diplomacy: +10 (1 rank +3 t, +1 trait, +5 Cha)
Heal: +4 (1 rank +3t, +0 Wis)
K (Religion): +5 (1 rank +3 t, +1 Int)
Perception: +5 (0 ranks +5 Cha)
P (Barmaid): +4 (1 rank +3 t, +0 Wis)
Sense Motive: +9 (1 rank +3 t, +5 Cha)

- Accidental Clone (campaign trait)
- Irrepressible (add Cha instead of Wis to Will saves vs charms and compulsions)

H Toughness
1 Extra Orisons

Languages - Common, Varisian

Age: Lunysh 28, Sorshen Clone ?
Height: 5'9"
Weight: 120 lbs.

Money - 88 gp, 8 sp, 8 cp

Encumbrance - 46 1/2 lbs (58/116/175)

Weapons -
Spear, +2 atk, 1d8+3, 20/x3, 6 lbs, 2 gp
Light Crossbow, +2 atk, 1d8, 19-20/x2, 80', 4 lbs, 35 p
- 10 bolts, 1 lb, 1 gp
Dagger +2 atk, 1d4+2, 19-20/x2, 1 lb, 2 gp

Armour -
Studded Leather +3 AC, +5 max Dex, -1 ACP, 20 lbs, 25 gp

Gear -
Backpack 2 lbs, 2 gp
Belt Pouch 1/2 lb, 1 gp
Bedroll 5 lbs, 1 sp
Waterskin 4 lbs, 1 gp
Flint & Steel 0 lbs, 1 gp
Whetstone 1 lb, 2 cp
Grooming Kit 2 lbs, 1 gp
Explorers Outfit 0 (8) lbs, 0 gp

(-20 starting gp from remittance)

[sblock=Background]Lunysh was a vain girl. She had been the prettiest and then most beautiful in her small rural village on the outskirts of Magnimar's influence, and she had had the local farm boys (and maybe even a farm girl) wrapped around her little finger. But her vanity made her believe that she was greater than her humble beginnings, and so given the chance she decided to head to the big city where certainly wealth and riches awaited a girl like her.

Lunysh was only small town beautiful. Magnimar turned out to be a rude awakening. In the city there were many whose looks exceeded her own, and she had to eke out a living doing the sort of menial work she thought she had escaped from when she left home. But still she was vain and willful, and she prayed to the goddess of love and beauty, Shelyn, that someone would come and sweep her off her feet. And she mirrored, as best she could afford, the grooming habits of the wealthy elites shared by many of the Shelynites.

One day as she worked her serving job at the local tavern her wish appeared to come true. Lunesh caught the eye of a patron, a moderately handsome looking young nobleman who appeared to appeared to be carousing with friends. They had a short romance, but when Lunesh became with child the truth about the "nobleman" was revealed: he was, like her, of humble origins, and had taken on airs in the hopes that adjusting his ways would naturally be followed by a change in station.

While Lunysh's "prince" was not so churlish to leave her out in the cold to care for a baby herself, life was hard after that. She had a baby girl, and her days did not leave much room for worrying about her appearance between work and raising a child. Much of her vanity was worn out of her, but the longing for a scheme to get rich quick - not so much. So several years later when a motley group of folks who frequented one of the establishments she toiled at appeared to be discussing the treasures and riches of a local ruin they hoped to explore she jumped at a chance she feared might not come again: she volunteered as a torchbearer, pack carrier, and all around menial servant in exchange for a chance to get in on it.

The small fellowship was a bit taken aback. They said that bringing a hireling to carry your things was a bit old fashioned and that they were modern adventurers. Lunysh begged. Anything to get her out of this life. Eventually they acquiesced after it came to light than the ruin in question was in the area of her hometown. She tried to explain as best as possible to the father of her child was she was leaving their kid with him as she went cavorting in the wilderness. And she made it clear that she felt he owed her. Her daughter cried when she left, and Lunysh struggled to hold back her own tears. But she had to be strong! This was for both of them.

The adventuring career of the vain girl was short. Her party found the old ruin, Thassilonian, easily enough. There were dangers, and Lunysh even had to personally bop a couple of goblins on the head with her burning torch. But then the came on a wondrous state of an extraordinarily beautiful woman. Maybe the sculptor had been generous (you could never tell with such old things) but the woman appeared to be just as Lunysh had always believed herself to be in her heart: beautiful, strong, even enchanting. In fact the woman in the statue was quite enchanting, because Lunysh was suddenly overcome by such a strong attraction to the woman, an animal lust, that she felt she would kill rather than let another set a hand on her. Unfortunately, as she found out when the hand of the rogue slipped a hand in from behind her and slashed a dagger across her throat, so was everyone else.

Some time later Lunysh came to. She was surprised to draw breath again, and surprised again when the mere act of breathing seemed strange and foreign to her. She thought she was supposed to be dead, so it seemed trifling at the time. Stumbling out of the bizarre looking room she had awoken in, she grabbed some ragged cloth to tie around herself. Why barely had time to dwell upon why she was undressed before she came upon the statue of the woman. There, scattered around it, were the bodies of her companions. And... and her own.

Breathe caught in her throat, Lunysh fell over and crawled over the floor sticky with blood to what appeared to be her own body. Frantically she ripped open the pack and found the small mirror she had brought with her. Holding it up in front of her face she gazed on her reflection, and who gazed back she was totally unprepared for. She looked up fearfully at the beautiful and formidable visage engraved in stone, a visage that was now her own. The mirror slipped from her fingers when it struck the floor its surface cracked and shattered. Lunysh poured out the rest of the contents of the pack and scooped up a keepsake her daughter had made for her before she left. And then she fled. Back home. A place no one knew her.

She had been a vain girl. But now she was a mysterious stranger in her own hometown, and the most beautiful woman that any of them had ever seen, or ever would see. More than one young man who, in their youth, had claimed there was no one else in the world for them as they pleaded for Lunysh's hand in marriage, stumbled over themselves to win her attention. Not one even mentioned the girl they used to know. It was all too much. And that was before she realized the weird instances of bad luck that were beginning to pile up were not going to stop.

Lunysh had strange dreams. In these dreams she seemed not herself, but rather the woman whose face she now wore. But then one night she had another dream. She gazed upon a beautiful statue. Not a large, imposing one. But one she recognized. Not from the ruins, but from a temple in Magnimar. It was a representation of the goddess Shelyn. And for the first since she woke up as another woman Lunysh felt at peace, like whatever had been plaguing her (the spirits of her dead companions) were gone. Nothing was said, but she understood: the goddess had chosen her. Lunysh blinked and the face on the statue changed. It was now her own. Her true face. The face of Lunysh, champion of Shelyn.

She was a vain woman. But her vanity had been tempered by motherhood, then by the divine. She had a new look, but more importantly she had a new sense of self; and a purpose. Her small misfortunes followed her back to Magnimar, but along the way she came to understand the goddess had given her new gifts as well, though she was as yet inexperienced with them. She consulted with a number of sages and came to understand her new body had been prepared as a clone for a figure of legend: the Runelord of Lust, Sorshen. Given the circumstances of her demise and rebirth, it made more than enough sense.

Hanging over this all though was an ache in her heart, one that would not go away. For all intents and purposes Lunysh was dead and her little girl was now motherless, in the hands of a father who had never been quite up for the task. She had watched them once, from far away. She had even caught her little girl's eye. But there was no recognition there. How could there be? Would she even want to try and make her baby understand that another woman's face adorned the love of her mother? She even had a new name to go along with her new face: Shendra. And so she fled again. Not to her hometown, but rather north, to Roderic's Cove, the gateway to Riddleport. In time, once she had gained a little more mastery over her powers, perhaps she could move onto that den of thieves and piracy. Or perhaps destiny would come looking for her once again.[/sblock]

Binder Fred

3 rings to bind them all!
Human (Tian-Varisian) Gunslinger 1 1 Token


Diminutive and slight of build, 4'4 inches in height, weights 71#
Long brunette hair hanging down to her thighs
17 years old
Mastered this expression

[sblock=Ban family history]
  • Long ago, Ban Tchell (probably a deformation of her true name) crafts her guns in faraway Tian. A prolific craftswoman, some say she made them to slay a dragon; some say she was mad with grief, or possibly possessed, or maybe both. Others say the 'dragon' was really the Warmaster of some great country of the time... Which might explain why they no longer live there
  • Tian expats, washed up on Vasirian shores, are one of the founding families of Roderick’s Cove (branch off Ameiko’s family (from Jade Regent) who settled in Sandpoint?)
  • Many generations later: Teea’s family are wheat farmers (rotation crop?) on the best land in Roderick’s Cove: between the river and the hills, where yearly flooding render the earth rich and dark.
  • Father marries mother, giving her the name Tell (and inheriting the farmlands of both families?)
  • Teea is born, child of a harsh winter
  • Two years shy of maturity, during a great rain, Teea gets bored and decides to go exploring. She finds the family’s ancestral cache, half-buried under the house (the ground has shifted for some reason). The cache includes strips of moldy lamellar armor, rotten bolts of silk, ripped and faded scrolls (with secret family histories and –drum roll - the Secret to Dragonpowder!tm), battered oil lamps, mud-filled barrels, and a few broken firearms! (a single one of which only she can (eventually) make work)
  • As she's down there, the ground rumbles and the hill slides; the lives of father, mother, brother and two sister are swept away, along with most of the house; buried in Audrahni’s cemetery (although little James' body was never found); Teea regularly goes to offer little tokens and burn offerings
  • Meanwhile Aunt Mirh, who never approved of her brother's wedding ("Too foreign-looking!"), now wants to take care of her, and Teea's inheritance just possibly might have something to do with it (the best farmland in the Cove, not "those foreign contraptions!")
  • Teea shows up with all her kit at uncle Michael's stool in Creekside Tavern, with a stubborn expression on her face -- he's father's youngest brother, a scarred ex-soldier
  • Now. One year shy of maturity.
[/sblock]1 Token - 36 points
Diminutive and slight of build, she's still a bit unsure of herself but has the grace of her grand ancestor
Str 8 (-2)
Dex 20 (17) +2 Racial
Con 9 (-1)
Int 12 (2)
Wis 16 (10)
Cha 16 (10)

Init +5
BAB +1
Hit points: 10/10
AC 17 (5 dex + 2 leather armor) Touch 15, FF 12
Fort +1 Ref +7 Will +3/+5 changing her mind (+1 adjacent with Michael)
Spd 35'

- Utility knife, 10' range, +0 atk, 1d4-1, 19-20/X2[sblock=- Battered musket, 40' range, +6 atk (vs touch at close range), 1d12 dmg, 20/x4, Misfire 1-3]Mv action to reload with paper cartridges, 1-3 Misfire (otherwise Standard action and 1-2 misfire)
10/10 paper cartridges

Broken (-2 tohit and damage, max 20/X2 on crit)

[/sblock][sblock=- Song short sword, +0 atk, 1d6-1, 19-20/x2]
[/sblock]Feats & Powers
Simple weapons, Martial weapons and Firearms
Light armor
Favored class: Gunslinger (+1 HP)
HUMAN: Fleet (+5' movement)
1st: Rapid Reload (reload firearms or crossbows one step quicker)
GUNSLINGER: Grit (Regain grit though I. Critical hits, II. Killing blows, III. Daring act)
GUNSLINGER: Gunsmithing (Make bullets and mix black powder 1/10 cost, alchemical bullets 1/2 cost, firearms 1/2 cost, 1 day/1000gp. Repair broken firearm 1h, 1/day)

Grit Deeds 3/3 Grit
- Deadeye: 1 grit/extra range increment where she can use touch AC
- Gunslinger's Dodge: 1 grit to move 5' and gain +2 AC as a reaction (Or drop prone, +4 AC)
- Quick Clear: Has at least 1 grit = Standard action removes the broken condition (1 grit = Mv action)

- Neutral good
- Close Ally: Uncle Michael (+1 all saves if adjacent. 1/adventure = grant Michael +1d6 to a d20 roll)
- Passionate Inertia (+2 Will saves to resist having to change her mind. -1 vs compulsions/temptations to do what she's already inclined to do)

1 Token - Background Skills
Skills 6 (4 + 1 human + 1 Int)
Acrobatics +9 (1 rk, class) Lithe
Alchemy 5 (1 rk, class) Learned from Scott's character? very useful for crafting dragon powder
Bluff 7 (1 rk, class) Hard to read
Diplomacy 4 (1 rk) Very Good Listener
Local knowledge 5 (1 rk, class) From being a native and from the Tian founder scrolls
Swim 3 (1 rk, class) Uncle Michael taught her
- Perform singing 4 (1 rk, background)
- Profession, (farmer's) wife to be 7 (1 rk, class, background)
- Speaks Common and Tianese (horribl-y cute accent ;)), a few words of Celestial for church and ceremonies

Equipment for market
Purse: 4 gp 12 sp spending money
Loose dress, cinched at the waist, slits on the side for mobility
  1. Leggings beneath
  2. Small holy symbols of Erastil (bow + sheaf of wheat) and Shizuru (golden dragon) hanging from a red chord at her waist (20gp, 0#) Iron from a plow, golden tin with jade eyes
Short utility knife on left hip (2gp, 1#)
Basket (4sp, 1#) For shopping
  • 5 pounds of venison, 2 pounds of vegetables
  • 10 Paper cartridge, her first batch (60gp, -) to show either Brogan or Scott's character
168 gp, in uncle Michael's keeping?
Pieces of leather armor being worked on (10gp, 15#) and,
Lamellar fauld skirt (Kusazuri) over, from cache (part of the leather armor)
Snake-skin scabbard, to be on her left hip
  • Song short sword, from cache (10gp, 2#)
To be held or slung on her back: Short-barreled ornate musket, from cache (9#)
Battered gunsmithing kit, partially from cache (15gp, 2#)
Belt pouch (1gp, 1/2#)
Powder horn (3gp, 1#)
  • 4 dose of dragon powder (4gp, -) AKA gun powder
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
place holder

male half elf alchemist.png

[sblock=Mad jeenyuss' lab: {{{TOP SECRET!! KEEP OUT!!!}}} work in progress]

Professor Randolf Smarz - Mycologist Ability Scores:

STR -12 +1 [2 pt] .....
DEX - 15* +2 [7 pt] .....
CON - 12 +1 [2 pt] .....
INT - 16* +3 [10 pt] +2 [race] to 18 +4 .....
WIS - 16* +3 [10 pt] .....
CHA - 14* +2 [5 pt]

Fort: +2 [class] +1 [con] = +3
Ref: +2 [class] +2 [dex] = +4
Will: +0 [class] +3 [wis] = +3
immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects

Common, Elvin, Dwarvin, Merfolk, Orc, Oread

Armour class: +x [armor] +3 [dex] = + 3

initiative: +3 [dex] +2 [trait] = +5

Weapon           bab  dam     crit    ammo
Light crossbow   +3   1d8       *2     10 bolts 
quarterstaff     +1   1d6+1     *2
silver dagger    +1   1d4-1+1 19-20/*2

BAB  [melee]: +0 [class] + 1 [str] = +1
BAB  [range]: +0 [class] + 3 [dex] = +3
Race: Half-Elves

Standard traits
Age: 30
Height: 6' 2"
Weight: 160 lbs

immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and skills:
Skill Focus as a bonus feat at 1st level.
+2 racial bonus on Perception

Low-Light Vision

count as both elves and humans for any effect related to race;
two favored classes at first level and gain +1 hit point or +1 skill point

- bab +0; Fort, Refl +2; Will +0; Alchemy, bomb 1d6, brew potion, mutagen, throw anything
- Extracts: 1st: 1

Character level 1: EXTRA BOMBS ! ! !

Step 5—Buy Equipment: see trait

1. Time Lost
[sblock] You’ve always felt separated from the era into which you were born. You might be suffering from missing time—whether a few hours, a few weeks, or even several months—for which you have no memories. You might instead receive brief visions of friends or enemies much older or younger than their actual age. You’ve long since grown used to this strange condition, but have not yet determined why you suffer from it. Your GM will be provided with additional information about this trait’s strange nature in the third adventure of Return of the Runelords.

You have a knack for knowing when to act a few instants in advance and gain a +2 trait bonus on Initiative checks. Once per adventure as an immediate action, you may use your strange link to the flow of time to force the GM to reroll a single d20 roll. You must declare the use of this ability immediately after the GM rolls the d20, but you can choose to do so after learning the results of the roll. [/sblock] .....

2. Lost time:
was experimenting with a potion given to him by a new client to identify, only to discover it was cursed to activate upon divination magic of any sort: time freeze, teleportation and forget magics were cast upon it to cause the victim to forget where they are from, to be transported to a specific city and to put them in a suspended state for an unknown time.

He woke in a wizard's school assembly hall, in a town of no idea and body frozen in time. The wizards did what they could do, but nothing worked, so when he spontaneously awoke 6 months later, he restarted with a new life with his alchemy skills, teaching. His knowledge of fungi and their use as reagent made him popular, despite his youthful age, however after a couple of years of life in academia, his wanderlust kicked in and the need to explore the fauna and mycology of this new land got him to point of needing a sabbatical.

With journal and travel gear in hand he settled on Rodrick's cove with an assistant from the academy to act as messenger and research assistant. There was supposedly a coastal algae that was to be used in a special tattoo ink for inducing a spell into one's skin .. .. ..

suggestion to @Tailspinner: The new client was actually the intended target of the curse, but he, the client, suspected something was amiss.

Well Provisioned Aadventurer [lore seeker package]
The lore seeker has the equipment necessary to delve into ancient ruins searching for lost knowledge

Weapons: Light crossbow with 10 bolts, quarterstaff, silver dagger.
Combat Gear: Alchemist’s fire (3), antitoxin, oil of erase, potions of cure light wounds (2), potion of protection from evil, tanglefoot bag, thunderstone.
Other Gear: Backpack, bedroll, belt pouch, candles (5), chalk (5 pieces), compass, crowbar, everburning torch, flint and steel, grappling hook, ink, inkpens (2), journals (2), magnifying glass, mapmaker’s kit, mess kit, sack, signal whistle, silk rope (50 ft.), trail rations (5 days), traveler’s any-tool, waterskin, 8 gp.
Total Weight: 44 lbs. (27-3/4 lbs. for a Small character).

Max gold for your class. 3d6 × 10 gp In addition, each character begins play with an outfit worth 10 gp or less.
[this is moot as it is covered by the trait] [/sblock]

Skill points: 4 [class] + 4/lv [int] + 1/ lv [fav class]

 Skill                 ranks  attrib  race  magic  other  class  total [URL="https://www.d20pfsrd.com/skills/appraise"]
[/URL][URL="https://www.d20pfsrd.com/skills/appraise"][COLOR=red]Appraise[/COLOR][/URL][COLOR=red] (Int)         +1     +4     +0     +0     +0     +3     +8 [/COLOR] [URL="https://www.d20pfsrd.com/skills/craft"][COLOR=red]
Craft[/COLOR][/URL][COLOR=red] (any) (Int)      +1     +4     +x     +0     +0     +3     +8 [alchemy] 
[/COLOR][URL="https://www.d20pfsrd.com/skills/disable-device"][COLOR=red]Disable Device[/COLOR][/URL][COLOR=red] (Dex)   [COLOR=#ff0000]+0  [/COLOR]   +2     +0     +0     +0     +3     +2 
[/COLOR][URL="https://www.d20pfsrd.com/skills/fly"][COLOR=red]Fly[/COLOR][/URL][COLOR=red] (Dex)              +0     +2     +0     +0     +0     +3     +x [/COLOR] [URL="https://www.d20pfsrd.com/skills/heal"][COLOR=red]
Heal[/COLOR][/URL][COLOR=red] (Wis)             [COLOR=#ff0000]+1[/COLOR]     +3     +0     +0     +0     +3     +7 
[/COLOR][URL="https://www.d20pfsrd.com/skills/knowledge"][COLOR=red]Knowledge[/COLOR][/URL][COLOR=red]  (Int)       +1     +4     +0     +0     +3     +3     +121(arcana) [feat] 
[/COLOR][URL="https://www.d20pfsrd.com/skills/knowledge"][COLOR=red]Knowledge[/COLOR][/URL][COLOR=red]  (Int)       +1     +4     +0     +0     +      +3     +8 (nature) 
[/COLOR][URL="https://www.d20pfsrd.com/skills/perception"][COLOR=red]Perception[/COLOR][/URL][COLOR=red] (Wis)       +1     +3     +2     +0     +0     +3     +9 [1/2 elf] 
[/COLOR][URL="https://www.d20pfsrd.com/skills/profession"][COLOR=red]Profession[/COLOR][/URL][COLOR=red] (Wis)       +0     +3     +0     +0     +0     +3     +3 
[/COLOR][URL="https://www.d20pfsrd.com/skills/sleight-of-hand"][COLOR=red]Sleight of Hand[/COLOR][/URL][COLOR=red] (Dex)  [COLOR=#ff0000]+0[/COLOR]     +3     +0     +0     +0     +3     +3 
[/COLOR][URL="https://www.d20pfsrd.com/skills/spellcraft"][COLOR=red]Spellcraft[/COLOR][/URL][COLOR=red] (Int)       +1     +4     +0     +0     +0     +3     +8 
[/COLOR][URL="https://www.d20pfsrd.com/skills/survival"][COLOR=red]Survival[/COLOR][/URL][COLOR=red] (Wis)         +1     +3     +0     +0     +0     +3     +7 [/COLOR] [URL="https://www.d20pfsrd.com/skills/use-magic-device"][COLOR=red]
Use Magic Device[/COLOR][/URL][COLOR=red] (Cha) +1     +2     +0     +0     +0     +3     +6 [/COLOR]

 9  used; available :  9 [lv 1]+?
2 [lv 1] +4 [int]
Formula book:

Body Capacitance Store electricity attacks used against you and release the energy as a touch attack.
Cure Light Wounds Cures 1d8 damage + 1/level (max +5).
Firebelly A magical fire warms your belly, granting you fire resistance 5 and as a standard action, you can breathe a 15-foot cone of flame that deals 1d4 fire damage (Ref half, SR applies).
Targeted Bomb Admixture Empowers bombs you throw to deal more damage to a single creature
Tears to Wine This spell turns non-magic liquids—including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids—into mead or wine of average quality
True Strike +20 on your next attack roll.

[sblock=Alchemist extract list]
Adhesive Spittle
you spit a tanglefoot bag at a creature.
Adjuring Step You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Ant Haul Triples carrying capacity of a creature.
Anticipate Peril Target gains a bonus on one initiative check.
Blend Gain a bonus to Stealth and make checks without cover or concealment. Elf only
Blurred Movement As blur, but only while you are moving.
Body Capacitance Store electricity attacks used against you and release the energy as a touch attack.
Bomber’s Eye Increases thrown weapon range; +1 attack.
Bouncy Body The target’s flesh becomes flexible and rubbery.
Comprehend Languages You understand all spoken and written languages.
Crafter’s Fortune Subject gains +5 on next Craft check.
Cure Light Wounds Cures 1d8 damage + 1/level (max +5).
Detect Metal You detect any metal objects or creatures within a 60-foot cone.
Detect Secret Doors Reveals hidden doors within 60 ft.
Detect Undead
Reveals undead within 60 ft.
Disguise Self Changes your appearance.
Endure Elements
Exist comfortably in hot or cold regions.
Enlarge Person Humanoid creature doubles in size
Expeditious Retreat Your base speed increases by 30 ft
Fabricate Disguise Create a disguise in an instant.
Firebelly A magical fire warms your belly, granting you fire resistance 5 and as a standard action, you can breathe a 15-foot cone of flame that deals 1d4 fire damage (Ref half, SR applies).
Fool’s Gold Those who possess gold pieces you have cast this spell on are more vulnerable to your magics.
Heightened Awareness Your recall and ability to process information improve.
Illusion of Calm You appear to be standing still, even when you take some actions.
Identify Gives +10 bonus to identify magic items.
Invisibility Alarm As alarm, but reacting only to invisible creatures.
Jump Subject gets bonus on Acrobatics checks.
Keen Senses Gain +2 Perception and low-light vision.
Line breaker Gain +20 foot bonus to speed when charging and a +2 bonus to bull rush or overrun.
Long Arm Your arms lengthen, giving you extra reach.
Longshot Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Monkey Fish Gain a climb speed and a swim speed of 10 ft. for a time.
Negate Aroma Subject cannot be tracked by scent
Obscure Poison Make it harder to detect a poison or a venomous creature.
Phantom Blood Gain temporary hp if Con loss would knock you out or kill you
Polypurpose Panacea Gain a relaxing or entertaining effect.
Recharge Innate Magic Regain one use of all 0 and 1st-level spell-like abilities of a racial trait.
Reduce Person Humanoid creature halves in size.
See Alignment Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.
Shield Invisible disc gives +4 to AC, blocks magic missiles.
Shock Shield A shield of force protects you until you dismiss it in an explosion of electricity
Stone Fist Your unarmed strikes are lethal.
Targeted Bomb Admixture Empowers bombs you throw to deal more damage to a single creature
Tears to Wine This spell turns non-magic liquids—including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids—into mead or wine of average quality
Touch of the Sea Swim speed becomes 30 ft.
True Strike +20 on your next attack roll.
Vocal Alteration Disguise target’s voice.
Wizened Appearance Make a target appear as an older version of itself.
Youthful Appearance Target appears younger. [/sblock] .

[sblock= feat wish list]
point blank shot
- Far shot
associate with wizard's guild - looking for rare algae or mushroom needed to make magical tattoo ink
- guild partner
Cat's fall
eagle-eyes keen senses from half elf

splash wpnmastery

ricochet splash wpn
magical aptitude
field repair
point blank shotdirect hits only

eagle-eyedrequires 3 ranks in perception
dilettante requires 2 ranks in 5 knowledge skills
xenoglossy requires 3 ranks in liguistics
splintering weapon requires BAB +1
remote bomb requires delayed bomb discovery - 2nd lvl
Master Alchemist requires 5 ranks in craft alchemy
inspired alchemy Ability to create 2nd-level extracts
implant bomb requires heal 5 ranks; discovery: delayed bomb . [/sblock][/
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Teodor Kirila

Human Rogue, Unchained Level 1

Str: 13
Dex: 20
Con: 12
Int: 14
Wis: 12
Cha: 15
HP: 10 (favored class bonus level 1)
AC: 18 (19 two weapons) Touch: 15 FF: 13
BAB: +0 CMB: +1 CMD: 16
Fort: +1 Reflex: +7 Will: +1
Initiative: +7
Age: 21
Alignment: NG
Height: 5'11"
Weight: 160#

[sblock=Tokens] 36 point buy, background skills, feats[/sblock]

[sblock=Human Abilities]
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (Dex)
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

[sblock=Rogue Abilities]
Proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow as well as Light Armor.

Sneak Attack +1d6

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll.

Pending 2nd Level Evasion and 1st Rogue Talent

Weapon Finesse--Short Sword (Class Bonus)
Two-Weapon Fighting (Human Bonus)
Two-Weapon De fence (1st Level0

[sblock=Time Lost]
You’ve always felt separated from the era into which you were born. Perhaps you feel that you were born too late, and that you and your interests are better suited to a previous age. Maybe you have the conviction you were born too soon, and that your true destiny lies in some distant future. You might be suffering from missing time—whether a few hours, a few weeks, or even several months—for which you have no memories. You might instead receive brief visions of friends or enemies much older or younger than their actual age. You’ve long since grown used to this strange condition, but have not yet determined why you suffer from it. Your GM will be provided with additional information about this trait’s strange nature in the third adventure of Return of the Runelords.
You have a knack for knowing when to act a few instants in advance and gain a +2 trait bonus on Initiative checks.
Once per adventure as an immediate action, you may use your strange link to the flow of time to force the GM to reroll a single d20 roll. You must declare the use of this ability immediately after the GM rolls the d20, but you can choose to do so after learning the results of the roll.

You are always on the lookout for reward and danger.

Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

8+1race+2Intx1 level=11 and 2x1 level Background skills
Class Skills all with ranks add 3
Acrobatics (Dex+5) 1 rank
Appraise (Int+2) (1 rank as background)
Bluff (Cha+2) 1 rank
Climb (Str+1) 1 rank
Craft (Int+2)
Diplomacy (Cha+2) 1 rank
Disable Device (Dex+5) 1 rank
Disguise (Cha+2)
Escape Artist (Dex+5)
Intimidate (Cha+2)
Knowledge (dungeoneering) (Int+1) 1 rank
Knowledge (local) (Int+1) +1 rank
Linguistics (Int) (1 rank as background) Common, Varisian, Thessalonian, Goblin
Perception (Wis+1) 1 rank (+1 Trait Bonus)
Perform (Cha+2)
Profession (Wis+1)
Sense Motive (Wis+1) 1 rank
Sleight of Hand (Dex+5) 1 rank
Stealth (Dex+5) 1 rank
Swim (Str+1)
Use Magic Device (Cha+2)

Non-Class Skills
Heal (Wis+1)
Ride (Dex+5)
Survival (Wis+1)

Starting Cash 240 gp
Current funds 28 gp 11 sp 8 cp

Explorer's Outfit
Studded Leather 25 gp 20 #

2 Short Swords (1 is cold iron) 30 gp 4 #
8 Daggers 16 gp 8 #
Sap 1 gp 2 #
Light mace (alchemical silver) 25 gp 4#

Backpack common 2 gp 2#
Backpack MW (used) purchased for 5 gp in the market.
Bandolier 5 sp
Belt Pouch 1 gp .5#
Canteen 1 gp 1 #

MW Thieves’ Tools 100 gp 2#
Mess Kit 2 sp 1 #
Bedroll 1 sp 5#
Flint and Steel 1 gp
2 Torches 2 cp 2 #
4 Rations Trail 2 gp 4#

Teodor Kirila is a lanky young man with the mixed heritage of Varisan history--his ancestry contains all the major human stock to have lived in the regions. His hair and eyes are dark and he has very little facial hair. His skin is naturally fair, but he has spent a good deal of his life on the road and has the tan to prove it. He's a naturally inquisitive boy with a tendency to ask so many questions he can be bothersome. He likes to take mechanical things apart and put them back together. He enjoys trying to pick locks for the sport of it.

He has long felt that he is a person out of his time. This has led him to study ruins and the traces of ancient Thessalonian peoples. He has even learned the language.

As the child of traveling merchants he has a keen eye for quality goods and it shows in the choice of his own gear.

Teodor is the son of traveling merchants and has seen much of the region from the seat of a wagon. His sense of self as someone out of time has left him looking for something new. He dreams of a life as an adventurer exploring ancient ruins and perhaps finding out why he feels the pull of another time. He has come to Roderick's cove in search of lost ruins. He had a tip that Audrahni might know something and has been flirting with her trying to learn what she knows.


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Mei Ying
Neutral Good Human (Tian) Arcanist 1

Age: 20
Height 5'3"
Weight 122lbs

Str 9 (-1)
Dex 16 (10)
Con 14 (5)
Int 18 (10) +2 racial
Wis 12 (2)
Cha 16 (10)

AC 13
Hit points: 8
Fort +2 Ref +3 Will +3
Init +3
Spd 30

Human subtype
+2 Intelligence
Bonus feat
Bonus skill point
Favored: Arcanist
1 - +1 Skill Point

Arcane Reservoir: 3/4
Arcanist Exploits
- Consume Item (replenish reservoir from scrolls/potions)
- Quick Study (1 AR to swap prepped spell with another of equal or lesser level)
- Flame Arc (1 AR to do 1d6+3 fire dmg in 30' line, Ref save DC 14 for 1/2)
Consume Spells (spend spell slots to regain (spell lvl) Reservoir points as mv action)

- Intrigued by Thassilon (gain Thassilonian language, bonus ranks towards Knowledge: Arcana, History, Linguistics, UMD)
- Spell Duel Prodigy (+2 to ID and counter)

B Extra Exploit: Quick Study
1 Extra Exploit: Flame Arc

Skills 9
Appraise +8 (1 rnk)
Craft Alchemy +8 (1 rnk)
Knowledge: Arcana +8 (1 rnk)
Knowledge: History +9 (2 rnks)
Knowledge: Geography +8 (1 rnk)
Linguistics +8 (1 rnk)
Spellcraft +8 (1 rnk)
Use Magic Device +7 (1 rnk)

Languages: Common, Tianese, Thassalonian, Draconic, Elvish, Celestial, Sylvan

Spellcasting Arcanist CL 1 (conc +, vs SR +1), Base DC 14)
1 - 3/3

Spells Prepared
0 - Dancing Lights, Detect Magic, Mage Hand, Jolt
1 - Mage Armor, Windy Escape

0 - All sorc/wiz
1 - Mage Armor, Comprehend Languages, Burning Disarm, Color Spray, Floating Disk, Monkey Fish, Windy Escape

Cash: 3gp 5sp

Light Crossbow, +3 atk, 1d8 dmg, 19-20/x2, 80', 35gp, 4lbs
20 bolts, 2gp, 2lbs
Dagger, -1 atk, 1d4-1, 19-20x2, 10', 2gp, 1lb


Backpack, 2gp, 2lbs
Belt pouch, 1gp, 1/2lb
Scroll case, 1gp, 1/2lb
Journal, 10gp, 1lb
Ink vial, 8gp
Inkpens (5), 5sp
Waterskin, 1gp, 4lbs
Sunrod (2), 4gp, 2lbs
Potion of Cure Light Wounds (1), 50gp, 1lb
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Deuce Traveler

Character Name: Michael Tell

Favored Class: Fighter (+1 to HPs/level)
Alignment: Neutral Good
Race: Human (+2 to Strength, 1 extra feat, 1 bonus skill point at first than additional/level)
Class: Fighter (Two-Handed Fighter)
Deity: Desna
Size: Medium
Gender: Male
Age: 34
Height: 5’10
Weight: 190
Hair: Brown
Eyes: Brown
Homeland: Roderick Cove

(1 token, 36 point buy, 17pts to strength, 17pts to Constitution, 2pts to dexterity)
Strength: 20 (+5)
Intelligence: 10
Wisdom: 10
Dexterity: 12 (+1)
Constitution: (+4) 18
Charisma: 10

Hit Points: 10 of 15 (10 max first level, +4 Con, +1 FC)
Armor Class: 17
-Flat Footed: 16
-Touch: 11
CMD: 10+BAB (1)+Str bonus (5)+Dex bonus (1)=17
Max Dex Bonus: +2
Arcane Spell Failure: 45%
Initiative: +7 (+1 Dex, +4 feat, +2 trait)
Movement: 20ft

Fortitude: +6 (2 from class, 4 from Con) [+7 when near Teall]
Reflex: +1 (1 from Dex) [+2 when near Teall]
Will: +0 [+1 when near Teall]

- Melee (Masterwork Greatsword)
– Attack: +8 (1 from BAB, 5 from Str bonus, 1 from Weapon Focus feat, 1 from Masterwork)
-Ranged (Shortbow)
--Attack: +2 (1 from BAB, 1 from Dex bonus)

- Masterwork Greatsword (35gp [traded in older Greatsword for it], 8 pnds) 2d6 damage+7, 19-20/x2 critical, Slashing
- Shortbow (30gp, 2 pnds) 1d6 damage, x3 critical, piercing
- 20 common arrows (1gp 3 pnds)

- Breast Plate (50 gp, weight 30 pnds), +6 AC, +3 max dex bonus, -4 armor check, 25% arcane fail)

Equipment: 9 gp

Feats (1 token for other books): (1 human, 1 new character, 1 class bonus)
- Improved Initiative (+4 to initiative)
- Weapon Focus, Greatsword (+1 to attack)
- Power Attack

- Close Allies (when near Teall): Whenever you are adjacent to your close ally, you gain a +1 trait bonus on all saving throws. Once per adventure as an immediate action, you may grant your close ally a bonus equal to the result of 1d6 to a single d20 roll. You must have line of sight to your ally to use this ability. You may choose to grant this bonus after your ally has rolled, but must do so before the result of the roll is known.
- Reactionary: +2 to Initiative

Skills: 3 pnts (2 from class, 1 from human bonus) [1 token, he can choose from other books in future]
- Swim +6 (1 pt, 5 from Str)
- Climb +6 (1pt, 5 from Str)
- Intimidate +1 (1pt)

Description: Michael was the youngest child from a family of farmers along the Varisian coast, but he grew up the strongest and most adventurous. Upon adulthood, the bright-eyed youth left for the city of Magnimar with dreams of making his mark on the world. A couple of years later, a battle-scarred Michael showed up in Roderick Cove, with worn armor and a chipped longsword as his sole possessions. Bitter and silent and taking up work as a laborer for the various taverns and brewmasters, spending the money he earned on a simple flat to stay and alcohol. The physical wounds eventually healed, but the emotional ones were deeper. Every so often, veterans would come to visit him, and during those rare and increasingly sporadic visits, the people of Roderick Cove would notice Michael’s dark demeanor would brighten as he and his visitor would drink late into night and share old stories. From these rare moments, small snippets would fuel rumors that went around town. Michael had become trained by a famous swordsman. Michael was once a member of the Magnimar guard. No, he was a caravan guard. He was in a war. He was a protector of the powerful. He made enemies of the powerful. He failed a woman of virtue. He saved her, but was greatly wounded. He failed to save her, and was banished. The truth behind the rumors are unknown, and Michael won’t talk about his time in Magnimar, even when deep in drink.

However, recently he’s had a new visitor. A niece named Teall, who lost her parents in some sort of accident. Michael often backslides, but he has made a point to reduce his drinking and clean up his act so he can buy her a decent bed and clothes. He has taken to exercise again, and though a shell of his former self, the townsfolk cannot help but notice he walks with more purpose and holds his head a bit higher.
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Old Doom
Drâth Isidar (Tree Rose), locally known as Dark Rose (twisted translation), Old Grumble, Old Doom or "that dwarven a$$" or when absolutely formal Envoy of the Janderhoff, Your Eminence and similar :)

NG Dwarf Druid 1 Cleric of Torag, 200 years old

4'4'' and 200 lbs

(1 token, 36 pts)
STR     10 (+0) (3pts 11 -3 old)
DEX     12 (+1) (7pts 15 -3 old)
CON     14 (+2) (7pts 15 +2 racial -3 old)
INT     14 (+2) (2pts 12 +2 old)
WIS     22 (+6) (17pts 18 +2 racial +2 old)
CHA     10 (+0) (0pts 10 -2 racial +2 old)
AC: 10 + 1 (dex) + 4 (armor) = 15
Flat-footed: 14
Touch: 11
AC +4 vs giants

Move: 20'
HP: 8 + 2 (CON) +1 (favorite) = 11
Init: +1
Languages: Common, Dwarven, Terran, Undercommon

Standard: quarterstaff +0 / 1d6
Shillelagh: quarterstaff +1 / 2d6+1
Ranged: sling +1 / 1d4+1 50' range

Saves: (+2 vs. Spells; +2 vs. poison)
Fort: 2 + 2 + 1(trait) = +5
Ref: 0 + 1 + 0 = +1
Will: 2 + 6 + 0 = +8

CMB = 0 (BAB) + 0 (Str) = +0
CMD = 10 + 0 (BAB) + 0 (Str) + 1 (Dex) = 11

Audrahni’s Ally (+1 Fort)
Strength of the Land - +1 CL while standing on the ground

Skill            Ability        Mod        Ranks    Misc    Total
Acrobatics        Dex            +1                  -3      -2
Bluff             Cha            +0                           0
*Climb            Str            +0                  -3      -3
*Diplomacy        Cha            +0        +1        +2      +6
Disable Device    Dex            +1                  -3      -2
Disguise          Cha            +0                           0
Escape Artist     Dex            +1                  -3      -2
*Fly              Dex            +1                  -3      -2
*Heal             Wis            +6        +1               +10
Intimidate        Cha            +0                           0
Know(arcana)      Int            +2                          +2
Know(dungeon)     Int            +2                          +2
Know (local)      Int            +2                          +2
*Know (nature)    Int            +2        +1                +6
Know (planes)     Int            +2                          +2
Know (religion)   Int            +2                          +2
*Perception       Wis            +6        +1               +10
*Ride             Dex            +1        +1        -3      +2
*Sense Motive     Wis            +6        +1        +2     +12
*Spellcraft       Int            +2                          +2
Stealth           Dex            +1                  -3      -2
*Survival         Wis            +6                          +6
*Swim             Str            +0                  -3      -3
*UMD              Cha            +0                          +0

Background skills
Appraise          Int            +2                          +2
*Craft            Int            +2                          +2
*Handle Animal    Cha            +0        +1                +4
Kn(engineer)      Int            +2                          +2
*Kn(geography     Int            +2                          +2
*Kn(history)      Int            +2        +1        (+2)    +3 (+5)
Kn(nobility)      Int            +2                          +2
Linguistics       Int            +2                          +2
Perform           Cha            +0                          +0
*Profession       Wis            +6                          +6
Sleight of Hand   Dex            +1                   -3     -2
* - class skill (druid)
Skill points total: 4 +2 = 6

Spell Focus (Conjuration) +1 DC on conjuration spells

Nature bond: DOMAIN

Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Domain Spells:
1st: magic stone,
2nd: create pit,
3rd: spiked pit,
4th: spike stones,
5th: wall of stone,
6th: hungry pit,
7th: elemental body IV (earth only),
8th: earthquake,
9th: elemental swarm (earth spell only).

Spirit Sense (Sp)
At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind. (This ability replaces nature sense and wild empathy.)

Deity: At 1st level, she must select a deity TORAG within one alignment step of her own. She gains the cleric’s aura, bonus languages, code of conduct, and restriction from casting spells of opposed alignments. She also gains the cleric’s spontaneous casting ability, which she can use with any prepared casting classes that have the appropriate spells on their spell lists.

Place Magic (Su)
At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus.

Resist Death’s Touch (Ex)
At 4th level, a reincarnated druid gains a +4 bonus on saving throws against death effects, energy drain, and necromancy effects, and on stabilization checks when dying.

Many Lives (Ex)
At 5th level, if a reincarnated druid is killed, she may automatically reincarnate (as the spell) 1 day later. The reincarnated druid appears in a safe location within 1 mile of her previous body. At will for the next 7 days, she can sense the presence of her remains as if using locate object as a spell-like ability. If she is killed during these 7 days, she remains dead and does not reincarnate. The many lives ability does not function if the reincarnated druid is slain by a death effect. A reincarnated druid cannot be raised from the dead or resurrected, though she can be reincarnated.

Wild Shape (Su)
A reincarnated druid gains this ability at 6th level, and it functions at her druid level – 2.

Cheat Death (Ex)
At 9th level, once per day, a reincarnated druid may reroll a save against a death effect, energy drain, or necromancy effect before the result of the roll is revealed, or reroll a failed stabilization check while dying. She must take the result of the second roll, even if it is worse than the original roll.

Walk the Lines (Su)
At 9th level, a menhir savant can use her connection to ley lines to cast transport via plants a number of times per day equal to her Wisdom bonus.

Empty Body (Su)
At 13th level, a menhir savant can become ethereal as a standard action, as if using ethereal jaunt. She can remain ethereal for a number of rounds per day equal to her druid level. These rounds do not need to be consecutive.

Tongue of the Sun and Moon (Ex)
At 15th level, a reincarnated druid can speak with any living creature.

Spell DC 16 +spell level
- +1 for conjuration spells

Caster Level
- +1 standing on the ground (trait)

0: 3/day
1: 3/day

0: Detect Magic, Mending, Stabilize
1: Aspect of the Nightingale, Mudball (Ref DC 17), Rite of Centered Mind

Combat suite:
Ice Armor, Stone Shield, Entangle/Mudball

Casting setup:
Spirit Call, Call Animal, Charm Animal / or divinations or whatever

Burning Sands
Expeditious Construction
Heightened Awareness
Ice Armor
Spirit Call
Stone Shield
Summon NA 1 - goblin mite, eagle, centipede
Summon Minor Ally

Domain: At 3rd level, she selects one domain her deity grants, gaining that domain’s 1st-level granted power, treating her character level as her effective cleric level.
Channel: At 7th level, she gains the ability to channel energy as a cleric of her character level – 6 a number of times per day equal to her Charisma modifier + 1.
Improved Channel: At 11th level, her ability to channel energy improves to that of a cleric of her character level – 4.
Improved Domain: At 15th level, she gains the additional domain power of her chosen domain, treating her character level as her effective cleric level.
Greater Channel: At 19th level, her channel energy ability improves to that of a cleric of her character level – 2.

+2 CON, +2 WIS -2 Cha
Medium, 20' speed
Common, Dwarven, Terran, Undercommon

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. replaced by
Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. replaced by
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. replaced by
Stonesinger: Some dwarves’ affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Hatred:Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. replaced by
Fey Thoughts: gain Sense Motive and Use Magic Device as class skills
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Q-staff       -       4 lbs
Sling         -       -
Hide        15gp     25 lbs

Warpony     30gp    800 lbs
Dog         25gp     90 lbs
Raven        2gp      3 lbs
            72gp    29 lbs

Start: 120gp - 72gp

Remaining: 45gp 20sp 20cp

Carrying capacity:
Light: 33 lbs. or less
Medium: 34–66 lbs.
Heavy: 67–100 lbs.

Healers Kit 50gp 1 lbs

Init +3
Low-light, Scent, Medium
AC 11, Touch 11, Flat 10
HP 17
Fort +7 / Ref +6 / Will +2
Speed 40'
Melee 2 x hoves +4 / 1d3+3
CMB +4 / CMD 17 (21 vs trip)
Str 17, Dex 17, Con 18, Int 2, Wis 15, Cha 8
Feats: Endurance, Run
Perception +5

Tricks: Attack, Come, Down, Heel, Exclusive, Throw Rider

Init +1
Low-light, Scent, Medium
AC 13, Touch 12, Flat 12
HP 6
Fort +4 / Ref +3 / Will +1
Speed 40'
Melee bite +2 / 1d4+1
CMB +0 / CMD 11 (15 vs trip)
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Feats: Skill Focus (Perception)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Tricks: Come, Deliver, Detect, Fetch, Heel, Seek, Track

Init +2
Low-light, Tiny
AC 14, Touch 14, Flat 12
HP 3
Fort +1 / Ref +4 / Will +2
Speed 10' 40' fly average
Melee bite +4 / 1d3-4
CMB +0 / CMD 6
Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
Feats: Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +5

Tricks: Come, Flee, Fetch, Get Help, Heel, Sneak, Watch

Carrying black staff and a great book, dressed in black armor and long robes, riding black pony, black and white dog following him and more often than not, a raven sitting on his shoulder, Drâth presents ominous figure. His damaged eye, wrinkled face, and dour disposition can make him look daunting. He can be abrupt, gruff even, but the years of interaction with various people of Varisia softened him some. Dry humor and wordplays are his way of lightening his life. For example, his pony is a mare. And he calls her Night. She is Night mare. The dog is called Snow despite his not-even-half-white fur. And the raven responds to Poe.

A second son of a miner and a priestess, Drâth had a sheltered, ordered existence. As a second child, he got into mining simply because Durmag, his older brother, chose the cloth. Drâth was generally good within the tunnels but just didn't seem to have that instinctive feel for the stone-like most of the other dwarves did. What he did have was an interest in theory. In the knowledge of the tunnels, metals, traditions, if something came up in the conversation, he wanted to know all about it. The rich history of his people was fascinating and when Durmag visited, the brothers spent hours discussing various events and heroes of old.

At one point, Durmag cast a spell and Drâth heard/felt the thrum of power echoing from the cavern walls around them. Durmah knew enough to have his brother brought first to their mother and then into proper testing which showed his potential for the divine connection. Soon afterward, Drâth was an acolyte and Durmag, dissatisfied with sedentary life of a temple acolyte, joined to temple guard, martial branch of the city and principal defenders of everything dwarven. Watching over miners initially, patrolling the surrounding area, leading patrols and punitive expeditions against humanoids, eventually becoming a captain of a small fort guarding a pass in the mountain, Durmag made a good life for himself in barely a century.

At the same time, over the course of 30 years, Drâth got to know the tunnels surrounding Janderhoff, mountains in which it sat and its inhabitants. He learned of magic, of gods and traditions. And when he tried his first calling under the supervision of a mentor, he got a bat as big as himself. On another occasion, he got a whole swarm of normal bats. Finally, when a centipede bigger than one their mountain ponies showed up and his mentors had to intervene he was advised not to call animals until his control improved. He got the power, just not the skills needed.

As the year flew by, he joined patrols with soldiers, druids helping and guiding miners, excursions into the wilderness...but as with miners, he didn't quite fit with the druids. He was the one that talked to the occasional trapper. He was the one that guided, warned away and otherwise interacted with adventurous parties or human expeditions. And city walls and, more importantly, their libraries and temples, still held too much fascination for the young druid. The family instilled deep reverence of The Creator, Torag and while his power was drawn from the earth itself, he learned how to let Torag into this flow of power, to combine the rituals of druids and prayers to his family patron.

He never managed to bond with an animal he called, but that wasn't that rare among the dwarves where cramped living quarters or narrow passages inhibited didn't mesh well with large animals.

About a hundred years ago, he was established druid and occasional emissary to various settlements around Janderhoff. He was one of the guardians of Varisia, known to the dwarves of Mindspin mountains. The trouble was, the wild tribes of humanoids of the mountains started to look more organized by the day and the diviners and druids worked together to find the one organizing them. As always, they expected powerful warlord, but instead...they found nothing. Slight corruption noticed by druids was deemed the consequence of Fire Giants technology. But nothing could be found about the cause except that darkness was coming. Drâth was dispatched to the fort guarding a pass toward the giant territory to prepare them to receive an expedition. The same one his now middle-aged brother was captain of. Drâth warned them to strengthen the wards, to increase the patrols and always have the priests with them until the expedition arrives. The darkness was gathering.

And that faithful day...shadows, wraiths, and other insubstantial things broke through the wards in the border citadel. The priests channeled what they could, druids burned and hacked and buffed, but one by one everyone fell. But they held long enough. The help arrived, undead driven away or destroyed, dwarven paladins and priests, warriors and engineers, runecasters and sorcerers all went out and destroyed the source - an orc shaman in possession of a dark book full of rituals. And holding several depictions of the rune of sloth, ancient Thassilon curse, rearing its head once again.

But...not everyone perished. The dwarves are hardy and even those drained by the wraiths can recover. Sometimes. Drâth Isidar, Tree rose in common, was one such. Blessed by Torag, he recovered just as the first rays of the morning sun hit his body, moments before turning him into one of the undead. Some others were revived, some turned, most bodies were burned.

As he awoke, Drâth remembered. He was there the first time Thassilon was corrupted. And again when the evil magics made their way into the civilization. And again. And again. That first memory nearly overwhelmed him and his mind shut down. He never recovered his power or consciously remembered his former lives. Now with barely a power of an apprentice and at the eve of his middle age, Drâth was selected as an aide to envoy to the human land, to Magnimar, biggest city of Varisia.
He was also tasked, by both druids and the religious authorities to watch for the influence of the Sin Runes. There was a whole order of rune keepers dedicated through centuries to tracking the evil of the runes and destroying them or their corrupt practitioners and followers. And somehow, it all felt familiar to Drâth.

Time passed in Magnimar and Varisia and nothing more emerged.
(Meetup of Drâth and Audrahni)
The old envoy retired and Drâth was now official envoy of the dwarves. He visited places around Varisia, known and yet unknown. He grew dispirited as he grew older, short-tempered and withdrawn. He spent more and more time in Magnimar. But the dreams and half-remembered memories held him from retiring. Something was brewing and was here and he needed to be ready. Snapping from his funk, he resumed his travels across Varisia. His job in Magnimar was taken over by urbanite aide, youth who considered his superiors constant traveling an oddity at best and madness at worst. He enjoyed the fruits of civilization. Why would anyone willingly go into primitive villages of the humans?

A whole human generation went by as Drâth employed his diplomatic skills, druidic powers and knowledge of the land to build better relations with local humans. While not exactly welcomed, he was known, he was always helpful, if mysterious, figure in rural Varisia.

At Roderic’s Cove /second meeting of Drâth and Audrahni/
Some more years pass.

He received the summons from Audrahni, something was happening at Roderic’s Cove. And his blood was stirring. Finally, it was happening. And he was really too old for that now.


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