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This is our Rogue's Gallery. I felt it would be best to call it Hall of Heroes, but this is just a cosmetic choice. Please post your chars here, guys!



Marius Soarscale
Human monk 5
[sblock=Rolled stats]
Ability scores: 4D6.HIGH(3) = [6, 2, 6, 2] = 14
4D6.HIGH(3) = [6, 1, 6, 2] = 14
4D6.HIGH(3) = [4, 4, 2, 6] = 14
4D6.HIGH(3) = [2, 1, 3, 4] = 9
4D6.HIGH(3) = [4, 6, 1, 6] = 16
4D6.HIGH(3) = [1, 1, 5, 4] = 10


Start: 5,000XP
After the Gardener, 1800XP

Level up to 4th skipped, continue from 9000
After Wyvern and the snakes, 6700XP
Total: 15 700 / 23 000

STR 10 (+0)
DEX 14 (+2)
CON 14 (+2)
INT 14 (+2)
WIS 17 +2 (+4) (+1@4th)
CHA 9 (-1)

AC: 10 + 2 (dex) +4 (wis) +1 (dodge) +1 (armor) +1 (spirits) +1(monk) = 20
Move: 40'
HP: 10 + (5+2) / lvl +1/lvl = 43

Init: +3 (+2 dex + 1 ioun stone)

Standard: +8 (1d6+6 / x2)
Flurry: +8/+8 (1d6+6 / x2)
Ranged: +3 / 1d2/x2 (10')
NOTE: +2 dmg on first unarmed attack

Saves: (+2 vs. Divination; +2 vs. sleep/paralysis/stun; +2 vs. Enchantment)
Fort: 4 + 2 + 0 = 6
Ref: 4 + 2 + 0 = 6
Will: 4 + 4 + 1 = 9

CMB = 5 (level) + 4 (Wis) = 9
CMD = 10 + 5 (level) + 4 (Wis) + 2 (Dex) +1 (monk) = 22

Dangerously Curious (+1 UMD and always class skill)
Carefully Hidden (Race) (+1 Will; +2 vs Divination)

Ki points: 5/2 + 4 = 6
Skill pointsAbilityRanksModMiscTotal
Appraise (b) Int0+2+2
*Acrobatics Dex5+2+10
*Bluff Cha0-1-1
*Climb Str0+0+0
*Craft (b) Int0+2+2
Diplomacy Cha0-1-1
Disable Device Dex1+2+3
Disguise Cha0-1-1
*Escape Artist Dex0+2+2
Fly Dex0+2+2
Handle Animal(b)Cha0-1-1
Heal Wis0+4+4
*Intimidate Cha0-1-1
Know(arcana) Int5+2+6
Know(dungeon) Int0+2+2
Kn(engineer)(b) Int0+2+2
*Kn(history)(b) Int1+2+6
Know (local) Int0+2+2
Know (nature) Int0+2+2
Kn(nobility)(b) Int1+2+2
Know (planes) Int1+2+3
*Know (religion)Int1+2+7
Linguistics (b) Int0+2+2
*Perception Wis5+4+12
*Perform (dance)(b)Cha2-1+4
*Profession (b)Wis0+4+4
*Ride Dex1+2+6
*Sense Motive Wis3+410
Sleight of Hand (b)Dex5+2+7
Spellcraft Int0+2+2
*Stealth Dex5+2+10
Survival Wis0+4+4
*Swim Str0+0+2
*UMD Cha5-1+1+8
* - class skill (monk)
(b) - background skill

Skill points total: (6 x 5) + (2 x 5) = 30 + 10

Monk 1: Dodge (+1 AC),
Monk 1: Elemental Fist
Monk 1: Improved Unarmed Strike
Human: Dragon Style
Level 1: Weapon Focus (unarmed)
Monk 2: Combat Reflexes
Level 3: Bodyguard
Level 5: Dragon Ferocity

[sblock=Dragon Style]
Prerequisites: Str 15, Improved Unarmed Strike, Acrobatics 3 ranks.
Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

[sblock=Dragon Ferocity]
Prerequisites: Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 5 ranks.

Benefit: While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1-1/2 times your Strength bonus on the other attacks.

When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.

[sblock=Monk Features]
Flurry of blows
Fast movement
Maneuver training
Still mind
Ki pool (magic)
Purity of body ( immunity to all diseases, including supernatural and magical diseases)

Slow fall Scorching ray
High jump Barkskin

[sblock=Racial traits]
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
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). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits

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.
Dimdweller (alternate racial: replaces skilled):
Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet. Source PPC:BoS

Bracers of armor +1 (1000gp)
Earthfire Shuriken x2 (800gp, 1lb)
This +1 flaming burst shuriken is etched with the image of an erupting volcano. Any creature damaged by an earthfire shuriken must make a DC 15 Reflex save or catch fire. Each round, burning creatures may attempt a Reflex save to quench the flames; failure results in another 1d6 points of fire damage.

Cracked Dusty Rose Prism - +1 competence bonus on initiative checks 500gp

15 normal shuriken (3gp, 1.5lbs)
5 silver shuriken (21gp, 0.5lbs)
10 cold iron shuriken (4gp, 1lb)

cold iron knuckles (2gp, 1lb)
silver knuckles (21gp, 1lb)

Sleeves of Many Garments (200gp, 1lb)

Healing potion x2 (100gp)
Copper dragon scales (1lb)

Hammock Source (1sp, 3 lbs)
Silk Rope (10 gp, 5lbs.)
This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check.
Coffee, exotic (3cp, 1/2 lb.)
Manacles, masterwork with good lock (50gp + 80gp,2 lbs. + 1lb)


Remaining: 200gp 80sp 10cp

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

Weapon +1 (2000)
Ring of protection +1 (2000)
Cure Light Wounds

Gloves of storing

Cloak of resistance +1 1,000 gp
Gloves of Reconnaissance 1,000 gp
Amulet of natural armor +1 2,000 gp
Bodywrap of mighty strikes +1 3,000 gp / Amulet of mighty fists +1 4,000 gp
Headband of inspired wisdom +2 4,000 gp

Belt of incredible dexterity +2 4,000 gp
Belt of physical might +2 10,000 gp
Monk's robe 13,000 gp

Necklace of serenity APG – increases the monks effective level by 4 when determining the size of their ki pool and
the level based effects of their ki pool such as what DR’s can be bypassed.

Ioun stones
Amethyst Pyramid strong abjuration hide from undead Constant hide from undead effect 8,000 gp
cracked — — +2 competence bonus on Knowledge (religion) checks to identify undead and their special abilities 150 gp

Dusty Rose Prism strong varied none +1 insight bonus to AC 5,000 gp
cracked — — +1 competence bonus on initiative checks 500 gp

Magenta Prism strong transmutation bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, owl's wisdom +2 enhancement bonus on any one ability score, can be changed once daily 16,000 gp
cracked — — +2 competence bonus on checks with any one skill you choose, can be changed once per day 800 gp
flawed — — +2 enhancement bonus to any one ability score, can be changed only 4 times 12,000 gp

Pale Ruby Trillian moderate transmutation cat's grace +5 competence bonus on Stealth checks 5,000 gp
cracked — — +1 competence bonus on Stealth checks 200 gp

Vermilion Rhomboid moderate transmutation bull's strength, cat's grace +5 competence bonus on Acrobatics and Swim checks 10,000 gp
cracked — — +1 competence bonus on Acrobatics and Swim checks 400 gp


[sblock=Image & History]

View attachment Temple of the dragon.doc
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Morgrym Irontongue, Dwarf Druid

Morgrym Irontongue


Morgrym is about as ugly a dwarf as they come. His craggy features, too big nose, and eyes of two different colors make him rather unnerving when he stares at you. His green hair and beard are unkempt and matted with sticks, dirt, and leaves…and probably other things. And the smell! Morgrym bathes only in a thunderstorm or if he happens to accidentally fall into the river. Despite this, he does keep his gear in good condition. His hide armor may not be too clean, but it is well-mended. He stutters and is anxious around people, especially large crowds.


Morgrym grew up in a hard working, but well-off farming family, the middle of three children. Despite being relatively intelligent, he had problems in school due to dyslexia. This led to constant mockery and abuse by his older brother. Morgrym got along fairly well with his younger sister.

But Morgrym never seemed to fit in. He was awkward and shy due to a stutter, which led to further abuse. He enjoyed it most when he was out alone in the fields, but the ways of people always eluded him.

When he was just a young man in dwarf terms, Morgrym was caught out in the fields in a severe thunderstorm. Lightning lanced down around him, wind and rain buffeted him, and finally a tornado swept him up. He landed out in the wilderness, lost and alone, but more or less unhurt. He found a circle of druids and decided the tornado and storm had been a calling from Gozreh and petitioned to join them. He was assigned as an apprentice and began to learn the druidic ways.

This was the life. Alone and unperturbed by other people. He set up a small home in a clearing with a small plot of land and a herd of goats, ministering to the wilderness and the animals around him, and even a few adventurers that wandered his way.

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Half-orc Alchemist

Hagadark Argentum,
Half-orc Alchemist (Trap-breaker) 5

STR: 16
DEX: 16
CON: 16 (+1@4th)
INT: 16+2
WIS: 12
CHA: 6

AC: 10 + 3 (dex) +4 (armor) +1 (buckler) = 18
Move: 30'

HP: 43
Init: +3 (+3 dex)

Falchion: +7 / 2d4+3 (18-20/x2)
Enlarged: +8 / 2d6+5
Mutagen (Str +4): +9 / 2d4+5
Enlarged: +10 / 2d6+7
Bomb (9/day): +7 / 3d6+6 (9 splash in 5') (19-20/x2) (+1 to hit and damage within 30')
Ranged: +6 / (dmg by weapon)

Fort: 4 + 2 + 2 (luck) = 8
Ref: 4 + 3 + 2 (luck) = 9
Will: 1 + 1 + 2 (luck) = 4

CMB = 3 (BAB) + 3 (Str) = 6
Enlarged = +9
Mutagen = +8
Enlarged = +10

CMD = 10 + 3 (BAB) + 3 (Str) + 3 (Dex) = 19
Enlarged = 20
Mutagen = 21
Enlarged = 22

Prepared extracts (5/5 uses)
Enlarge Person
Heightened Awareness
Vocal Alteration
1 unassigned (needs 1 minute to fill)

Prepared extracts (3/3 uses)
Alchemical Allocation

Fates Favored (luck bonuses increased by 1)
Pragmatic Activator (Use Magic Device based on Int)

Alchemist 1: Throw Anything
Alchemist 1: Brew Potion
Racial: Endurance
Level 1: Point Blank Shot
Level 3: Extra Discovery (Precise Bombs)
Level 5: Splash Weapon Mastery (includes Far Shot for bombs)

Skill Ranks per Level: 4 + Int modifier = 8 x 4
* = Class skill
Format: Skill name (ability) ranks (total = rank + ability +class +misc mods)
Bluff (Cha) 0 (-2), Acrobatics (Dex) 0 (+3-1), Climb (Str) 0 (+3-1), Alchemy (*Int) 4 (+14), Diplomacy (Cha) 4 (+3),
Disable Device (*Dex) 4 (+12-1), Disguise (Cha) 0 (-2), Escape Artist (Dex) 0 (+3-1), Fly (*Dex) 0 (+3-1), Heal (Wis) 0 (+1),
Intimidate (Cha) 0 (-2), Arcana (*Int) 3 (+10), Dungeoneering (Int) 2 (+6), Local (Int) 1 (+5), Nature (*Int) 1 (+8),
Planes (Int) 0 (+4), Religion (Int) 0 (+4), Perception (*Wis) 2 (+3 / +5 traps), Perform (Cha) 0 (-2), Ride (Dex) 0 (+3-1),
Sense Motive (Wis) 1 (-1), Spellcraft (*Int) 3 (+10), Stealth (Dex) 1 (+4-1), Survival (*Wis) 1 (+5), Swim (Str) 1 (+4-1),
Use Magic Device (*Int) 4 (+11)

Background skills: 6 points
Appraise (*Int) 0 (+4), Craft(*Int) 0 (+4), Handle Animal (Cha) 0 (-2), Engineering (Int) 0 (+4), Geography (Int) 1 (+5),
History (Int) 2 (+6), Nobility (Int) 1 (+5), Profession (Wis) 0 (+1), Sleight of Hand (Dex) 4 (+10-1)

[sblock=Racial traits]
Ability Score Racial Traits: Half-orc characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Medium
Base Speed: 30 feet.
Languages: Common, Orc. Extra: Abyssal, Draconic, Giant, Goblin

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature. replaced by Shamans Apprentice
Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. replaced by Sacred Tattoo
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

An alchemist can utilize spell-trigger items if the spell appears on his formulae list (STAFF, ROD, WAND), but not spell-completion items (SCROLLS)
Swift Alchemy: create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Trapfinding (as rogue) - replaces poison use and poison resistance
Explosive Disarm - disarm traps that can be reached by throwing a bomb

2nd level: Frost Bomb (Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude DC 16 save.)
Feat: Extra discovery: Precise Bombs
Bonus (book of secrets): Spontaneous Healing
4th level: Infusion

Tanglefoot Bomb
Tumor Familiar

https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/constructs/ioun-wyrd +1 AC
https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/animals/hedgehog +2 Will
https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/plants/petrifern +1 AC

Crafters Fortune
Cure Light Wounds
Detect Secret Doors
Enlarge Person
Heightened Awareness
Long arm
Monkey Fish
Vocal Alteration

Alchemical Allocation


[sblock=Weapons and Armor]
MW Falchion 375 gp 8 lbs.
MW Chain Shirt 250 gp +4 AC +4 Max Dex -1 ACP 25lbs
MW Buckler 155 +1 AC, no ACP
Spring loaded wrist-sheet x2 10gp

[sblock=Equipment ]
Pink and Green Ioun Stone (cracked) 200gp +1 competence bonus on diplomacy

MW Thieves Tools 100gp
Glass-cutter 5gp
Journal + Ink x2 26gp
Pathfinders kit 12
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone​
Mirror 10gp
Rope 1gp


[sblock=Alchemical weapons]
Acid flask(s) x 10 100gp
Alcali flask x2 30gp
Alchemist Fire x5 100gp
Burst Jar x2 70gp
Flash Powder x1 50gp
Ghast Retch Flask x1 50gp
Holy Water x2 50gp
Liquid Ice x2 80gp
Shard gel x1 25gp
Tanglefoot bag x2 100gp
Tangleburn bag x1 150gp - used here

[sblock=Potions, oils and stuff]
Anti-plague x2 100gp
Anti-toxin x2 100gp

Healing potion x2 100gp

Smelling salts x1 (12 doses) 25gp
Tindertwig x10 10gp
Vermin repellent x5 25gp


[sblock=Alchemical equipment]
Alchemist lab (portable) x1 75gp
Hybridization funnel x1 200gp
Formula Alembic x1 200gp
Iron vial x10 1gp (reuseable)
Bomb Launcher x10 100gp (NOT reusable)

Thieves guild token (from far away, generally useless here, a memento)


Remaining: 175gp

Carrying capacity:
Light: < 76lbs. (< 133 w/ mutagen)
Medium: < 153lbs. (< 266 w/ mutagen)
Heavy: < 230lbs. (< 400 w/ mutagen)

Jingasa of the Fortunate Soldier
+Int item
+Dex item

[sblock=Image & Backstory]
View attachment Hagadark Backstory.txt

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Human Draconic Sorceror 5

Str 9 -1
Dex 18 +4 (+1 lvl)
Con 15 +2
Int 13 +1
Wis 8 -1
Cha 20 +5 (+2 race)

BAB +2
HP: 32
AC: 15 (10 + 4 dex + 1 natural)
Init: +4
Fort: +3, Ref +5, Will +4

Human Race Traits
+2 Cha
Bonus Feat
Bonus skill points

Favored Class: Sorceror
1 - 3: +1 skill point/lvl
4: 1st lvl spell known
5: 1st lvl spell known

Sorceror Features
Eschew Materials
Bloodline: Red Draconic
- Arcana: +1 dmg/die of bloodline energy damage spells
- Bonus Spells: Mage Armor
- Powers
* Claws: 2x 1d4dmg, magic
* Fire resist 5, +1 natural armor

- Magical Lineage: Scorching Ray
- Trustworthy +1 Bluff to fool, +1 Diplomacy, Diplomacy is a class skill

- B Point Blank Shot
- 1 Precise shot
- 3 Weapon Finesse
- 5 Empower Spell

Skills (19)
Bluff +12 (4 + 5 + 3) +1 to fool
Diplomacy +14 (5 + 5 + 3 + 1)
Intimidate +9 (1 + 5 + 3)
Knowledge (Arcana) +8 (4 + 1 + 3)
Perception +5 (3 -1 +3)
Spellcraft +9 (5 + 1 + 3)
Use Magic Device +9 (1 + 5 + 3)

Languages: Common, Draconic

Spellcasting CL 5, Base DC 15)
Slots: 1 - 8/8, 2 - 5/5

0 - Acid Splash, Mage Hand, Dancing Lights, Detect Magic, Resistance, Message
1 - Shield, Color Spray, Mage Armor, Burning Hands, Glue Seal, Feather Fall, Windy Escape (imm action)
2 - Scorching Ray, Resist Energy, Glitterdust

Money: 131gp

Light Mace, +6 atk, 1d6-1 dmg B, 4lbs, 5gp
Light Crossbow, +6 atk, 1d8 dmg P, 4lbs, 35gp
20 bolts, 2gp


Cloak of Resistance +1, 1000gp
Ring of Spell Knowledge 1 (Identify), 1500gp
Sleeves of Many Garments, 200gp
2 Potions of CLW, 100gp
Backpack, 2lbs, 2gp
2x Belt Pouches, 1lb, 2gp
50' Silk rope, 5lbs, 10gp
Mirror, 1lb, 10gp
Waterskin, 4lbs, 1gp
2x Scroll cases, 1lb, 2gp
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