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Alchemist 1

Obsessed with transmutation, Damiel began to use his alchemical creations Alchemical Items Damiel has the following alchemical items.
on himself. Within him now lurks a mad and capricious second self. Acid Damiel’s acid deals 1d6+4 points of acid damage on a hit and 5
points of acid damage to all adjacent creatures.
DAMIEL Alchemist’s Fire Damiel’s alchemist’s fire deals 1d6+4 points of fire
Male elf alchemist 1 (Pathfinder RPG Advanced Player’s Guide 26) damage on a hit and 5 points of damage to adjacent creatures. The
N Medium humanoid (elf) next round, the target of a direct hit takes 1d6 more points of damage.
Init +3; Senses low-light vision; Perception +6 Alchemy Damiel can identify potions with a Craft (alchemy) check by
DEFENSE examining them for 1 round. He can brew extracts each day from his
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex) formula book (like preparing spells). Damiel can activate wands of
hp 10 (1d8+2) spells on the alchemist list.
Fort +3, Ref +5, Will +0 (+2 vs. charm, compulsion, and fear effects Elven Magic Damiel gains a +2 racial bonus on caster level checks to
created by humanoids other than elves); +2 vs. enchantments overcome spell resistance.
Immune sleep Mutagen Damiel can spend an hour to brew a special mutagen. He
OFFENSE can carry it as long as he wants, but after he drinks it, the mutagen’s
Speed 30 ft. effects last for 10 minutes. If anyone but Damiel (or another alchemist
Melee dagger +0 (1d4/19–20) or investigator) drinks the mutagen, the drinker gains no benefit and
Ranged bomb +4 (1d6+4 fire) is nauseated for 1 hour (Fort 14 negates). Damiel always starts play
Special Attacks bomb 7/day (1d6+4 fire, DC 14) with a Dexterity mutagen to make himself into a more capable ranged
Alchemist Extracts Prepared (CL 1st; concentration +5) combatant. This mutagen grants +4 Dexterity, +2 natural armor, and
1st—reduce person (DC 15), shield –2 Wisdom. He can also brew a mutagen that grants +4 Strength,
STATISTICS +2 natural armor, and –2 Intelligence or a mutagen that grants +4
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 10 Constitution, +2 natural armor, and –2 Charisma.
Base Atk +0; CMB +0; CMD 13 Point-Blank Shot Damiel receives a +1 bonus on attack and damage
Feats Extra BombsAPG,*, Point-Blank Shot, Throw Anything rolls with ranged attacks when he is within 30 feet of his target.
Traits InsularISR,*, WaryPOTR,* (Daggermark) Throw Anything Damiel gains a +1 circumstance bonus on attack rolls
Skills Craft (alchemy) +8 (+9 to create alchemical items), Disable Device and a +4 bonus on damage rolls with thrown splash weapons. He
+7, Knowledge (arcana, nature) +8, Perception +6 (+7 on opposed does not take any penalties when using improvised ranged weapons.
checks), Sense Motive +4 (+5 on opposed checks), Spellcraft +8 (+10 to Extracts and Gear Damiel’s extracts and gear are described below.
identify magic item properties), Use Magic Device +4; Racial Modifiers Ant Haul If Damiel prepares and drinks this extract, it triples his carrying
+2 Perception, +2 Spellcraft to identify magic item properties capacity for 2 hours.
Languages Common, Draconic, Elven, Gnome, Goblin, Orc Comprehend Languages If Damiel prepares and drinks this extract, it
SQ alchemy (alchemy crafting +1), elven magic, mutagen (+4/–2, grants him the ability to understand all languages he reads or hears
+2 natural armor, 10 minutes) for 10 minutes, though he can’t speak them.
Combat Gear potion of cure light wounds, acid, alchemist’s fire (3); Crafter’s Fortune If Damiel prepares this extract, it grants him a +5 luck
Other Gear leather armor, daggers (2), alchemy crafting kit APG, bonus on his next Craft check.
bandoliers (2), formula book (contains all prepared extracts plus ant Cure Light Wounds Damiel’s potion heals 1d8+1 points of damage to a
haulAPG, comprehend languages, crafter’s fortuneAPG, and cure light touched creature. If he prepares an extract, it heals the same amount.
wounds), ink, inkpen, sunrods (2), thieves’ tools, 4 gp Reduce Person Damiel becomes one size smaller for 1 minute. He gains +2
*The effects of these abilities are calculated into Damiel’s statistics. Dexterity, –2 Strength, a –1 size penalty to CMD and on combat maneuver
SPECIAL ABILITIES checks, a +1 size bonus on attack rolls and to AC, a +4 size bonus on
Bombs Damiel can mix 7 bombs each day. Bombs are unstable and go Stealth checks, and a +2 size bonus on Fly checks. Melee and projectile
inert if he does not throw them within one round. Damiel’s bombs weapons decrease in damage (Damiel’s dagger goes down to 1d3).
deal 1d6+4 points of fire damage to their target and 4 points of fire Shield Damiel gains a +4 shield bonus to AC for 1 minute and becomes
damage to creatures in all adjacent squares (Reflex DC 14 half). immune to magic missile. “Knowledge is the most addictive drug.”
ISR: Pathfinder Campaign Setting: Inner Sea Races ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
POTR :Pathfinder Player Companion: People of the River
Alchemist 4

Obsessed with transmutation, Damiel began to use his alchemical creations of resistance +1, alchemist’s lab, alchemy crafting kitAPG, bandoliers (2),
on himself. Within him now lurks a mad and capricious second self. formula book (contains all prepared extracts plus ant haulAPG,
comprehend languages, crafter’s fortuneAPG, cure light wounds, reduce
DAMIEL person, and identify), ink, inkpen, mwk thieves’ tools, sunrod, 5 gp
Male elf alchemist 4 (Pathfinder RPG Advanced Player’s Guide 26) *The effects of these abilities are calculated into Damiel’s statistics.
N Medium humanoid (elf) SPECIAL ABILITIES
Init +3; Senses low-light vision; Perception +9 Bombs Damiel can mix 10 bombs each day. Bombs are unstable and go
DEFENSE inert if he does not throw them within one round. Damiel’s bombs
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex) deal 2d6+4 points of fire damage to their target and 4 points of
hp 31 (4d8+8) fire damage to creatures in all adjacent squares (Reflex DC 16 half).
Fort +6, Ref +8, Will +2 (+2 vs. charm, compulsion, and fear effects Damiel can exclude up to 4 adjacent squares from this damage.
created by humanoids other than elves); +2 vs. enchantments, Alchemical Items Damiel has the following alchemical items.
+2 vs. poison Acid Damiel’s acid deals 1d6+4 points of acid damage on a hit and 5
Immune sleep points of acid damage to all adjacent creatures.
OFFENSE Alchemist’s Fire Damiel’s alchemist’s fire deals 1d6+4 points of
Speed 30 ft. fire damage on a hit and 5 points of fire damage to adjacent
Melee dagger +3 (1d4/19–20) creatures. The next round, the target of a direct hit takes another
Ranged bomb +7 (2d6+4 fire) 1d6 points of damage.
Special Attacks bomb 10/day (2d6+4 fire, DC 16) Antiplague Damiel’s antiplague grants the drinker a +5 alchemical
Alchemist Extracts Prepared (CL 4th; concentration +8) bonus against diseases for 1 hour or the ability to take the better of
2nd—barkskin, invisibility two rolls on the ongoing saving throw against disease for the day.
1st—expeditious retreat, reduce person (DC 15), shield (2) Antitoxin Damiel’s antitoxin grants the drinker a +5 alchemical
STATISTICS bonus against poison for 1 hour.
Str 10, Dex 16, Con 13, Int 18, Wis 10, Cha 10 Giant Wasp Poison This injury poison deals 1d2 points of Dexterity
Base Atk +3; CMB +3; CMD 16 damage to its target per round for 6 rounds (Fort DC 18 negates).
Feats Extra BombsAPG,*, Point-Blank Shot, Precise Shot, Throw Anything Large Scorpion Venom This injury poison deals 1d2 points of Strength
Traits InsularISR,*, WaryPOTR,* (Daggermark) damage to its target per round for 6 rounds (Fort DC 17 negates).
Skills Appraise +8, Craft (alchemy) +11 (+15 to create alchemical items), Smelling Salts Damiel’s smelling salts grant a new saving throw against
Disable Device +12, Fly +7, Heal +4, Knowledge (arcana, nature) +11, any effect that makes the smeller unconscious or staggered. They
Perception +9 (+10 on opposed checks), Sense Motive +5 (+6 on can wake a dying creature, which still must attempt stabilization
opposed checks), Spellcraft +9 (+11 to identify magic item properties), checks each round and which takes 1 damage, falling unconscious
Survival +4, Use Magic Device +7; Racial Modifiers +2 Perception, +2 if it takes a standard or other strenuous action.
Spellcraft to identify magic item properties Smokestick Damiel’s smokestick fills a 10-foot cube with smoke,
Languages Common, Draconic, Elven, Gnome, Goblin, Orc granting everything inside concealment (total concealment to
SQ alchemy (alchemy crafting +4), discoveries (infusion, precise bombs creatures and objects behind more than 5 feet of smoke).
[4 squares]), elven magic, mutagen (+4/–2, +2 natural armor, 40 Soothe Syrup Damiel’s soothe syrup grants the drinker a +5
minutes), poison use, swift alchemy alchemical bonus against nausea and sickening effects for 1 hour.
Combat Gear boro bead UE (1st level), elixir of hiding, elixir of tumbling, Twitch Tonic Damiel’s twitch tonic grants the drinker a +2 alchemical
elixir of vision, oil of daylight, potion of cure light wounds, potion bonus against sleep, paralysis, and staggering effects for 1 hour.
of fly, potion of neutralize poison, wand of cure light wounds (12 Once per day, drinking it can also grant a new saving throw
charges), wand of see invisibility (3 charges), acid, alchemist’s fire against any such effect that existed before drinking.
(2), antiplagueAPG (2), antitoxin (2), giant wasp poison, large scorpion Wismuth Salix Damiel’s wismuth salix grants the drinker a +2
venom (3), smelling saltsAPG, smokesticks (2), soothe syrupAPG, twitch alchemical bonus on Fortitude saving throws against effects
tonicUE, wismuth salixUE; Other Gear leather armor, daggers (2) , cloak that inflict the nauseated or sickened conditions. Once per day, “Knowledge is the most addictive drug.”
ISR: Pathfinder Campaign Setting: Inner Sea Races ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
POTR :Pathfinder Player Companion: People of the River
Alchemist 4

drinking it can also grant a new save with a +2 bonus against any Crafter’s Fortune If Damiel prepares this extract, it grants the drinker a
such effect that existed before drinking. +5 luck bonus on his next Craft check.
Alchemy Damiel can identify potions with a Craft (alchemy) check Cure Light Wounds Damiel’s wand heals 1d8+1 points of damage to a
by examining them for 1 round. He can brew extracts each day touched creature. If he prepares an extract, it heals 1d8+4 damage.
from his formula book (like preparing spells). Anyone can drink an Daylight When smeared on an object, Damiel’s oil creates bright light
extract to gain its benefit. Damiel can activate wands of spells on for 60 feet and raises the light by one level for the next 60 feet for
the alchemist list. 50 minutes. If there is magic darkness in that area, the overlapping
Elven Magic Damiel gains a +2 racial bonus on caster level checks to area is unaffected by either spell.
overcome spell resistance. Elixir of Hiding This elixir grants the drinker a +10 competence bonus
Infusion This discovery lets anyone (not just Damiel) benefit from on Stealth checks for 1 hour.
his extracts. Elixir of Tumbling This elixir grants the drinker a +10 competence
Mutagen Damiel can spend an hour to brew a special mutagen. He bonus on Acrobatics checks for 1 hour.
can carry it as long as he wants, but after drinking it, the mutagen’s Expeditious Retreat The drinker’s base speed increases by 30 feet for
effects last for 40 minutes. If anyone but Damiel (or another 4 minutes.
alchemist or investigator) drinks the mutagen, the drinker gains no Fly Damiel’s potion grants the drinker a 60-foot fly speed and a +6 bonus
benefit and is nauseated for 1 hour (Fort 16 negates). Damiel always on Fly checks (+16 total for Damiel himself) for 5 minutes.
starts play with a Dexterity mutagen to make himself into a more Identify If Damiel prepares this extract, the drinker can spend 2 rounds
capable ranged combatant. This mutagen grants +4 Dexterity, +2 focusing and then attempt to identify one item in his possession each
natural armor, and –2 Wisdom. He can also brew a mutagen that round for 10 rounds with a +10 bonus on Spellcraft checks.
grants +4 Strength, +2 natural armor, and –2 Intelligence or a mutagen Invisibility The drinker vanishes for 4 minutes or until the drinker attacks.
that grants +4 Constitution, +2 natural armor, and –2 Charisma. While invisible, the drinker gains +20 to Stealth (+40 if standing
Point-Blank Shot Damiel receives a +1 bonus on attack and damage perfectly still). The first attack before the drinker becomes visible gains
rolls with ranged attacks when he is within 30 feet of his target. a +2 to hit (and the enemy likely loses its Dexterity bonus to AC).
Poison Use Damiel doesn’t risk poisoning himself when applying Neutralize Poison Damiel’s potion allows the drinker to roll 1d20+5
poison to his weapon. against the saving throw DC of a poison affecting it. Success
Precise Bombs The effects of this discovery are included in bombs. neutralizes the poison.
Precise Shot Damiel does not take a penalty for firing into melee. Reduce Person The drinker becomes one size smaller for 4 minutes. A
Swift Alchemy Damiel can craft alchemical items twice as fast as Medium character becomes Small and gains +2 Dexterity, –2 Strength,
normal. He can also apply poison as a move action. a –1 size penalty to CMD and on combat maneuver checks, a +1 size
Throw Anything Damiel gains a +1 circumstance bonus on attack rolls bonus to AC and on attack rolls, a +4 size bonus on Stealth checks,
and a +4 bonus on damage rolls with thrown splash weapons. This and a +2 size bonus on Fly checks. Melee weapons and projectile
bonus damage also applies to splash damage. He does not take any weapons decrease in damage (Damiel’s dagger goes down to 1d3).
penalties when using improvised ranged weapons. See Invisibility Damiel’s wand lets the user see invisible and ethereal
Extracts and Gear Damiel’s extracts and gear are described below. creatures for 30 minutes.
Ant Haul If Damiel prepares this extract, it triples the drinker’s carrying Shield The drinker gains a +4 shield bonus to AC for 4 minutes and
capacity for 8 hours. becomes immune to magic missile.
Barkskin The drinker gains a +2 enhancement bonus to natural armor
for 40 minutes (this would increase Damiel’s natural armor to 2, or Damiel Morgethai is a man of two minds. The first repents for
to 4 with a mutagen, which also raises his flat-footed AC). the suffering he’s caused and tries to keep his darker urges in
Boro Bead (1st level) Once per day, Damiel can activate this bead as a check. The second exists only to feel the heat of an explosion
standard action to recreate a 1st-level extract he has already used. on his face. The latter comes forth primarily in combat, where
Comprehend Languages If Damiel prepares this extract, it grants the Damiel’s potions push his body faster than it has any right to
drinker the ability to understand all languages he reads or hears for move. He is unbalanced, unstable, unpredictable—and totally
40 minutes, though he can’t speak them. indispensable in a fight. “Knowledge is the most addictive drug.”
ISR: Pathfinder Campaign Setting: Inner Sea Races ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
POTR :Pathfinder Player Companion: People of the River
Alchemist 7

Obsessed with transmutation, Damiel began to use his alchemical creations elixir of tumbling, elixir of vision, oil of daylight, potion of cure
on himself. Within him now lurks a mad and capricious second self. moderate wounds, potion of fly, potion of lesser restoration, potion of
neutralize poison, wand of cure light wounds (12 charges), wand of
DAMIEL see invisibility (3 charges), wand of haste (4 charges), acid, alchemist’s
Male elf alchemist 7 (Pathfinder RPG Advanced Player’s Guide 26) fire (2), antiplagueAPG (2), antitoxin (2), giant wasp poison (3), shadow
N Medium humanoid (elf) essence (3), smelling saltsAPG, smokesticks (2), soothe syrupAPG, twitch
Init +4; Senses low-light vision; Perception +12 tonicUE, wismuth salixUE ; Other Gear +1 leather armor, daggers (2),
DEFENSE belt of incredible dexterity +2, cloak of resistance +2, headband of
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex) vast intelligence +2, alchemist’s lab, alchemy crafting kitAPG, bandoliers
hp 59 (7d8+21) (2), formula book (contains all prepared 1st-level extracts plus ant
Fort +8, Ref +11, Will +4 (+2 vs. charm, compulsion, and fear effects haulAPG, comprehend languages, crafter’s fortuneAPG, cure light wounds,
created by humanoids other than elves); +2 vs. enchantments, identify, and negate aromaAPG; all prepared 2nd-level extracts plus cure
+4 vs. poison moderate wounds; and all prepared 3rd-level extracts plus haste and
Immune sleep remove disease), ink, inkpen, mwk thieves’ tools, 8 gp
OFFENSE *The effects of these abilities are calculated into Damiel’s statistics.
Speed 30 ft. SPECIAL ABILITIES
Melee dagger +5 (1d4/19–20) Bombs Damiel can mix 14 bombs each day. Bombs are unstable and
Ranged bomb +10 (4d6+5 fire) or go inert if he does not throw them within one round. Damiel’s
frost bomb +10 (4d6+5 cold) bombs deal 4d6+5 points of cold or fire damage (his choice) to their
Special Attacks bomb 14/day (4d6+5 fire, DC 18) target and 5 points of damage of the same type to creatures in all
Alchemist Extracts Prepared (CL 7th; concentration +12) adjacent squares (Reflex DC 18 half). Damiel can exclude up to 5
3rd—displacement, heroism adjacent squares from this damage.
2nd—barkskin, false life, invisibility, resist energy Alchemical Items Damiel has the following alchemical items.
1st—cure light wounds, enlarge person (DC 16), expeditious retreat, Acid Damiel’s acid deals 1d6+5 points of acid damage on a hit and
reduce person (DC 16), shield (2) 6 points of acid damage to all adjacent creatures.
STATISTICS Alchemist’s Fire Damiel’s alchemist’s fire deals 1d6+5 points of
Str 10, Dex 18, Con 13, Int 20, Wis 10, Cha 10 fire damage on a hit and 6 points of fire damage to all adjacent
Base Atk +5; CMB +5; CMD 19 creatures. On the next round, the target of a direct hit takes
Feats Extra BombsAPG,*, Extra DiscoveryAPG,*, Point-Blank Shot, Precise another 1d6 points of damage.
Shot, Throw Anything, Toughness* Antiplague Damiel’s antiplague grants the drinker a +5 alchemical
Traits InsularISR,*, WaryPOTR,* (Daggermark) bonus against diseases for 1 hour or the ability to take the better of
Skills Appraise +9, Craft (alchemy) +15 (+22 to create alchemical two rolls on the ongoing saving throw against disease for the day.
items), Disable Device +16, Fly +10, Heal +4, Knowledge (arcana, Antitoxin Damiel’s antitoxin grants the drinker a +5 alchemical
nature) +15, Linguistics +12, Perception +12 (+13 on opposed checks), bonus against poison for 1 hour.
Sense Motive +5 (+6 on opposed checks), Sleight of Hand +8, Giant Wasp Poison This injury poison deals 1d2 points of Dexterity
Spellcraft +13 (+15 to identify magic item properties), Survival +4, damage to its target per round for 6 rounds (Fortitude DC 18 negates).
Use Magic Device +10; Racial Modifiers +2 Perception, +2 Spellcraft Shadow Essence This injury poison deals 1 Strength drain on the
to identify magic item properties first round of its effect, then 1d2 points of Strength damage for 5
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Elven, rounds (Fortitude DC 17 negates).
Gnome, Goblin, Orc, Sylvan, Thassilonian, Tien, Undercommon Smelling Salts Damiel’s smelling salts grant a new saving throw against
SQ alchemy (alchemy crafting +7), discoveries (frost bomb, infusion, any effect that makes the smeller unconscious or staggered. They
precise bombs [5 squares], sticky poison), elven magic, mutagen can wake a dying creature, which still must attempt stabilization
(+4/–2, +2 natural armor, 70 minutes), poison use, swift alchemy checks each round and which takes 1 point of damage, falling
Combat Gear boro bead UE (2nd level), elixir of hiding, elixir of swimming, unconscious, if it takes a standard action or other strenuous action. “Knowledge is the most addictive drug.”
ISR: Pathfinder Campaign Setting: Inner Sea Races ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
POTR :Pathfinder Player Companion: People of the River
Alchemist 7

Smokestick Damiel’s smokestick fills a 10-foot cube with smoke, This bonus damage also applies to splash damage. He does not take
granting everything inside concealment (total concealment to any penalties when using improvised ranged weapons.
creatures and objects behind more than 5 feet of smoke). Extracts and Gear Damiel’s extracts and gear are described below.
Soothe Syrup Damiel’s soothe syrup grants the drinker a +5 Ant Haul If Damiel prepares this extract, it triples the drinker’s carrying bonus on Fly checks (+16 total for Damiel) for 5 minutes.
alchemical bonus against nausea and sicken effects for 1 hour. capacity for 14 hours. Haste Damiel’s wand can grant to up to 5 targets within 35 feet of Damiel
Twitch Tonic Damiel’s twitch tonic grants the drinker a +2 alchemical Barkskin The drinker gains a +3 enhancement bonus to natural armor and all within 30 feet of each other a +30-foot enhancement bonus to
bonus against sleep, paralysis, and staggering effects for 1 hour. for 70 minutes (this would increase Damiel’s natural armor to 3, or movement speed, +1 on attack rolls, +1 on Reflex saving throws, a +1
Once per day, drinking it can also grant a new save against any to 5 with a mutagen, which also raises his flat-footed AC). dodge bonus to AC, and an extra attack at the highest bonus during any
such effect that existed before drinking. Boro Bead (2nd level) Once per day, Damiel can activate this bead as a full attack. These benefits last for 5 rounds. If Damiel prepares haste as
Wismuth Salix Damiel’s wismuth salix grants the drinker a +2 standard action to recreate a 2nd-level extract he has already used. an extract, the benefits affect only the drinker but last for 7 rounds.
alchemical bonus for 1 hour against effects that inflict the Comprehend Languages If Damiel prepares this extract, it grants the Heroism The drinker gains a +2 morale bonus on attack rolls, saving
nauseated and sickened effects. Once per day, drinking it can also drinker the ability to understand all languages he reads or hears for throws, and skill checks for 70 minutes.
grant a new saving throw with a +2 bonus against any such effect 70 minutes, though he can’t speak them. Identify If Damiel prepares this extract, the drinker can spend two rounds
that existed before drinking. Crafter’s Fortune If Damiel prepares this extract, it grants the drinker a focusing and then attempt to identify one item in his possession each
Alchemy Damiel can identify potions with a Craft (alchemy) check by +5 luck bonus on his next Craft check. round for 19 rounds with a +10 bonus on Spellcraft checks.
examining them for 1 round. He can brew extracts each day from his Cure Light Wounds Damiel’s wand restores 1d8+1 hit points to a touched Invisibility The drinker vanishes for 7 minutes or until the drinker attacks.
formula book (like preparing spells). Anyone can drink an extract to gain creature. If he prepares an extract, it restores 1d8+5 hit points. While invisible, the drinker gains +20 to Stealth (+40 if standing
its benefit. Damiel can activate wands of spells on the alchemist list. Cure Moderate Wounds Damiel’s potion heals 2d8+3 points of damage. perfectly still). The first attack before the drinker becomes visible gains
Elven Magic Damiel gains a +2 racial bonus on caster level checks to If he prepares an extract, it heals 2d8+7 points of damage. a +2 to hit (and the enemy likely loses its Dexterity bonus to AC).
overcome spell resistance. Daylight When smeared on an object, Damiel’s oil creates bright light Lesser Restoration Damiel’s potion cures 1d4 points of temporary
Frost Bombs The effects of this discovery are included in bombs. for 60 feet and raises the light by one level for the next 60 feet for Constitution damage and removes fatigue (or reduces the exhausted
Infusion This discovery lets anyone benefit from Damiel’s extracts. 50 minutes. If there is magic darkness in that area, the overlapping condition to fatigued).
Mutagen Damiel can spend an hour to brew a special mutagen. He area is unaffected by either spell. Negate Aroma For 7 hours, 7 creatures or objects Damiel touches lose
can carry it as long as he wants, but after drinking it, the mutagen’s Displacement The drinker appears to be in a slightly different spot from all natural and unnatural odors (Fort DC 16 negates if unwilling).
effects last for 70 minutes. If anyone but Damiel (or another alchemist where he actually is, gaining a 50% miss chance for 7 rounds. Neutralize Poison Damiel’s potion attempts to neutralize a poison affecting
or investigator) drinks the mutagen, the drinker gains no benefits Elixir of Hiding This elixir grants the drinker a +10 competence bonus its drinker. Its drinker rolls 1d20+5 against the poison’s save DC.
and is nauseated for 1 hour (Fort 18 negates). Damiel always starts on Stealth checks for 1 hour. Reduce Person The drinker becomes one size smaller for 7 minutes. A
play with a Dexterity mutagen to make himself into a more capable Elixir of Swimming This elixir grants the drinker a +10 competence Medium character like Damiel becomes Small and gains +2 Dexterity,
ranged combatant. This mutagen grants +4 Dexterity, +2 natural bonus on Swim checks for 1 hour. –2 Strength, a –1 size penalty to CMD and on combat maneuver checks,
armor, and –2 Wisdom. He can also brew a mutagen that grants +4 Elixir of Tumbling This elixir grants the drinker a +10 competence bonus a +1 size bonus on attack rolls and to AC, a +4 size bonus on Stealth
Strength, +2 natural armor, and –2 Intelligence or a mutagen that on Acrobatics checks for 1 hour. checks, and a +2 size bonus on Fly checks. Melee weapons and projectile
grants +4 Constitution, +2 natural armor, and –2 Charisma. Elixir of Vision This elixir grants the drinker a +10 competence bonus on weapons decrease in damage (Damiel’s dagger goes down to 1d3).
Point-Blank Shot Damiel receives a +1 bonus on attack and damage Perception checks for 1 hour. Remove Disease If Damiel prepares this extract, he can attempt a caster
rolls with ranged attacks when he is within 30 feet of his target. Enlarge Person The drinker becomes one size larger for 7 minutes. level check (1d20+7) against the DC of each disease affecting the
Poison Use Damiel doesn’t risk poisoning himself when applying A Medium character such as Damiel becomes Large and gains +2 drinker to cure the disease.
poison to his weapon. Strength, –2 Dexterity, reach, a +1 size bonus to CMD and on combat Resist Energy The drinker gains resistance 20 to his choice of acid, cold,
Precise Bombs The effects of this discovery are included in bombs. maneuver checks, a –1 size penalty on attack rolls and to AC, a –4 size electricity, fire, or sonic damage for 70 minutes.
Precise Shot Damiel does not take a penalty for firing into melee. penalty on Stealth checks, and a –2 size penalty on Fly checks. Melee See Invisibility Damiel’s wand lets the user see invisible and ethereal
Sticky Poison When Damiel applies poison to a weapon, it remains weapons’ damage increases (Damiel’s dagger deals 1d6). creatures for 30 minutes.
poisoned until he has struck a creature with it 5 times. Expeditious Retreat Increases drinker’s base speed by 30 ft. for 7 minutes. Shield The drinker gains a +4 shield bonus to AC for 7 minutes and
Swift Alchemy Damiel can craft alchemical items twice as fast as False Life The drinker gains 1d10+7 temporary hit points for 7 hours, becomes immune to magic missile.
normal. He can also apply poison as a move action. which can put him above his maximum hit points. He always loses
Throw Anything Damiel gains a +1 circumstance bonus on attack temporary hit points first before losing his regular hit points. Damiel is a man of two minds. The first tries to rein in his darker
rolls and a +5 bonus on damage rolls with thrown splash weapons. Fly Damiel’s potion grants the drinker a 60-foot fly speed and a +6 urges. The second is unbalanced, but indispensable in a fight.

ISR: Pathfinder Campaign Setting: Inner Sea Races ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
POTR :Pathfinder Player Companion: People of the River
Arcanist 1

Brainy and cheerful, Enora is relentless in her pursuit of forbidden arcane though she can fill it up to a maximum of 4 using consume spells. She
knowledge, and possesses enough lost cultures’ secrets to make her a force to can spend one point on a spell to increase the DC or caster level by 1.
be reckoned with. Consume Spells Enora can spend a move action to expend a 1st-level
spell slot and gain 1 point to her arcane reservoir.
ENORA Helpful When Enora uses the aid another action successfully, she
Female halfling arcanist 1 grants a +4 bonus to her ally.
LN Small humanoid (halfling) Magic Is Life As long as any spell is active on Enora, she gains a +2
Init +2; Senses Perception +1 bonus to saves against death effects and always stabilizes.
DEFENSE Color Spray Enora releases a 15-foot cone of beautiful colors. All
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size) creatures who can see the colors roll a Will save. If they have 1
hp 11 (1d6+5) or 2 hit dice, they are knocked unconscious for 2d4 rounds, then
Fort +2, Ref +3, Will +2; +2 vs. fear stunned and blinded for 1d4 rounds, then stunned for 1 round. If
OFFENSE they have 3 or 4 hit dice, they are stunned and blinded for 1d4
Speed 30 ft. rounds, then stunned for 1 round. Otherwise, they are stunned
Melee mwk quarterstaff +1 (1d4–1) for 1 round. This is a mind-affecting illusion, so it doesn’t work on
Ranged light crossbow +3 (1d6/19–20) some kinds of creatures.
Special Attacks arcane reservoir (3/day, max 4), consume spells Comprehend Languages Enora can understand all languages she reads
Arcanist Spells Prepared (CL 1st; concentration +4) or hears for 10 minutes, though she can’t speak in those languages.
1st (3/day)—color spray (DC 14), shield Detect Magic Enora can notice magic in a 60-foot-cone. If she
0 (at will)—detect magic, light, message, prestidigitation concentrates, she can find how many magic auras there are on the
STATISTICS next round. On the round after that, she can try to find out more
Str 8, Dex 14, Con 12, Int 17, Wis 8, Cha 16 about one aura.
Base Atk +0; CMB –2; CMD 10 Disguise Self Enora can use an illusion to make herself look like a
Feats Toughness different size Small humanoid for 10 minutes. This grants her a +10
Skills Knowledge (arcana) +7, Knowledge (religion) +7, Linguistics +7, bonus to Disguise checks.
Perception +1, Spellcraft +7, Use Magic Device +7; Armor Check Enlarge Person After 1 full round of casting, a medium humanoid
Penalty –0 target within 25 feet becomes Large for 1 minute, gaining +2
Traits helpfulHoG, magic is lifeACG Strength, –2 Dexterity, reach, +1 size bonus to CMB and CMD, –1 size
Languages Common, Goblin, Halfling, Jistkan, Osiriani, Polyglot penalty to hit and AC, –4 size penalty to Stealth, –2 size penalty to
SQ arcane exploits (bloodline development [arcane]), arcane bond Fly. If cast on Enora, she would become Medium and would not gain
(bonded item [mwk quarterstaff]), fearless, fleet of foot ARG, halfling reach, so it is better cast on a bigger ally.
luck, keen senses, weapon familiarity Expeditious Retreat Enora’s movement increases to 60 for 1 minute.
Combat Gear acid; Other Gear spell component pouch (2), wand of Grease Enora can grease a 10-foot-by-10-foot square of floor or an
mage armor (5 charges), backpack, waterskin, spellbook (contains item for 1 minute. If she greases the ground, creatures in the
all 0th-level spells; all prepared 1st-level spells plus comprehend area must make a DC 14 Reflex save or fall prone and creatures
languages, disguise self, enlarge person, expeditious retreat, walking through the area must make a DC 10 Acrobatics check or
grease, liberating commandUC, mount, protection from evil, and stop moving and be forced to make the same Reflex save (failing
unseen servant), 2 gp the Acrobatics check by 5 or more makes them fall without a
SPECIAL ABILITIES Reflex save). If she greases an object, if the object is attended, the
Arcane Bond Once per day while holding her quarterstaff, Enora can object’s possessor can attempt a Reflex save to make the grease
cast any spell in her spellbook that she is capable of casting. If she miss the item. Otherwise, if the possessor was holding the object,
doesn’t have her quarterstaff, she must make a DC 20 + spell level he drops it, and he must attempt a Reflex save each round to pick
concentration check to cast a spell or the spell is lost. up or use the item. If she greases someone’s clothing, they receive “Look, I don’t want to have to hurt you, but you’re
Arcane Reservoir Each day, Enora starts with 3 points in her reservoir, a +10 bonus to Escape Artist checks, CMB to escape grapple, and
standing between me and that artifact.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Arcanist 1

CMD vs. grapple. ancient Jistka Imperium. But years of study of even the most esoteric
Liberating Command As an immediate action, Enora can pick an ally and enigmatic of Jistkan relics wasn’t enough for Enora, and countless
within 25 feet. That ally can spend an immediate action to make hours in the Occularium’s library aroused in her an uncontrollable
an Escape Artist check with a +2 competence bonus to escape sense of wanderlust. She took a leave of absence, intending to research
restraints, bindings, or grapples. the ruins of Lirgen—one of the two nations completely subsumed by
Light An object Enora touches sheds light for 10 minutes. She can’t the Eye of Abendego just over a century earlier—where she hoped to
have more than one copy of this spell active at once. rediscover lost information about Lirgeni mastery of astrology.
Mage Armor Enora’s wand grants a touched target a +4 armor bonus Within a dank and moldering sanctuary, Enora uncovered a stone
to AC for 1 hour. tablet that radiated a magical aura unlike anything she had ever
Message Enora can whisper messages to the target for 10 minutes encountered before, even amid the most powerful of Jistkan artifacts
as long as they remain within 110 feet and aren’t obstructed, under her charge in the Occularium. Setting her hand upon the
and the target can respond each time Enora sends a whisper. arcane writing and reaching forth with her innate arcane abilities,
Nearby creatures might be able to overhear the messages (DC 25 Enora touched the very fabric of the magical energy that pulsed
Perception). through the artifact, unraveling it ever so slightly to better understand
Mount Enora can summon a basic light horse or pony for 1 hour. it. Immediately, her mind was f looded with magical revelations—
Prestidigitation Enora can perform simple magic tricks for 1 hour, such knowledge beyond her wildest dreams.
as cleaning her outfit, chilling her drink, or flavoring her meal. When she pulled her hand away, Enora had a new understanding
Protection from Evil A touched target gets a +2 resistance bonus to of the potential for learning that existed beyond the strictly secular
saves and a +2 deflection bonus to AC against evil creatures for 1 libraries and laboratories of Rahadoum. A combination of rage and
minute. The target cannot be touched by a nongood summoned sadness overwhelmed her as she realized that her own rejection of
creature and is immune to direct mental control and possession Nethys and other gods of magic had been holding her back from
from evil creatures. Casting the spell after direct mental control or attaining the knowledge she’d always yearned for. How could she
possession allows the target a new saving throw at a +2 bonus. return to Manaket and her governmental position knowing that so
Shield Enora gains a +4 shield bonus to AC for 1 minute and becomes much more information remained beyond her grasp, simply because
immune to magic missile. it was held in libraries dedicated to deities her nation had shunned?
Unseen Servant Enora can create an invisible force that follows her Enora traveled east into the Mwangi Expanse and found passage
around for 1 hour performing basic unskilled tasks exerting no more down one of the region’s many rivers to the Arcadian Ocean, the
than 20 lbs. of force (except it can drag 100 lbs.). Its speed is 15 ft. entire time assessing her options. In the end, she chose the pursuit
and though it can’t be targeted, it dissipates if it takes 6 or more of knowledge over the security of the life she’d known, and now lives
damage from area attacks. It also ceases to exist if it ever is more a life on the edge of two worlds. She works continually through
than 25 feet from Enora. It takes a move action to command the carefully worded letters to maintain her good standing with the
servant to perform a task. Occularium in order to preserve her access to its myriad magical and
academic resources, but is afraid to return home, lest her newfound
Like many half lings, Enora has always been driven by an unlikely respect for the power of the gods brings punishment upon her head.
pairing of curiosity and luck. She grew up in Rahadoum, where She travels the Inner Sea in search of a better understanding of the
religion is banned, and her parents—both professors at one of inner workings of magic and the secrets of lost empires whose magic
Rahadoum’s premier arcane institutions, the Occularium—fostered surpassed that of even the most powerful modern archmages.
in their only daughter a hunger for knowledge that was rivaled only Enora is singularly driven in her search for knowledge, but isn’t above
by her optimism and determination. Enora’s intuition, natural working with others in order to achieve common goals. She remains
understanding of the mystical inner workings of magic, and cheerful and optimistic about most things, yet holds deep-seated
fastidious research skills quickly took her to the top of her class. anxiety about the conf lict she will inevitably face should she return to
When she came of age, Enora came out atop a pool of nearly a Manaket and be outed as a follower of Nethys. She doesn’t talk much
hundred applicants for a coveted governmental position researching about where she came from, but knows that one day her travels will take “Look, I don’t want to have to hurt you, but you’re
some of the Occularium’s most valued magical treasures from the her back to Rahadoum, and she’ll be hard pressed to keep her secret.
standing between me and that artifact.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Arcanist 4

Brainy and cheerful, Enora is relentless in her pursuit of forbidden arcane and unseen servant; all prepared 2nd-level spells plus alter self,
knowledge, and possesses enough lost cultures’ secrets to make her a force to create pitAPG, false life, darkvision, invisibility, knock, mirror image,
be reckoned with. pyrotechnics), 112 gp
SPECIAL ABILITIES
ENORA Arcane Bond Once per day while holding her staff, Enora can cast any
Female halfling arcanist 4 spell in her spellbook that she is capable of casting. If she doesn’t
LN Small humanoid (halfling) have her staff, she must make a DC 20 + spell level concentration
Init +2; Senses Perception +1 check to cast a spell or the spell is lost.
DEFENSE Arcane Reservoir Each day, Enora starts with 5 points in her reservoir,
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size) though she can fill it up to a maximum of 7 using consume spells. She
hp 27 (4d6+9) can spend one point on a spell to increase the DC or caster level by 1.
Fort +4, Ref +5, Will +5; +2 vs. fear Consume Spells Enora can spend a move action to expend a spell slot
OFFENSE and gain a number of points to her arcane reservoir equal to the
Speed 30 ft. spell’s level.
Melee quarterstaff +2 (1d4–1) Helpful When Enora uses the aid another action successfully, she
Ranged light crossbow +5 (1d6/19–20) grants a +4 bonus to her ally.
Special Attacks arcane reservoir (5/day, max 7), consume spells, Magic Is Life As long as any spell is active on Enora, she gains a +2
prescience 6/day bonus to saves against death effects and always stabilizes.
Arcanist Spells Prepared (CL 4th; concentration +8) Prescience 6 times per day, at the beginning of her turn, Enora can roll
2nd (3/day)—glitterdust (DC 16) a d20 and then use that dice result instead of rolling any time until
1st (5/day)—burning hands, ear-piercing screamUM (DC 15), vanishAPG her next turn.
0 (at will)—acid splash, detect magic, ghost sound, light, message, Quick Study As a full-round action, Enora can spend one reservoir
prestidigitation point to study her spellbook and swap one of her prepared spells for
STATISTICS any other spell in her spellbook of equal level.
Str 8, Dex 14, Con 12, Int 18, Wis 8, Cha 16 School Understanding As a swift action, Enora gains a +2 bonus on
Base Atk +2; CMB +0; CMD 12 initiative checks for 3 rounds and always acts on the surprise round
Feats Extra Arcanist Exploit ACG, Toughness during that time.
Skills Appraise +8, Knowledge (arcana) +11, Knowledge (all others) +8, Staff of Minor Arcana Enora’s bonded staff starts the scenario with 10
Linguistics +9, Perception +1, Spellcraft +11, Use Magic Device +10; charges. She can use 1 charge to cast shield on herself for 8 minutes
Armor Check Penalty –0 or 2 charges to cast magic missile and shoot 4 missiles. Each day
Traits helpfulHoG, magic is lifeACG when preparing spells, she can sacrifice 1 of her 1st-level spell slots
Languages Ancient Osiriani, Common, Elven, Goblin, Halfling, Jistkan, to regain 1 charge.
Osiriani, Polyglot Acid Splash Enora makes a ranged attack at +5 to hit against touch AC.
SQ arcane exploits (bloodline development [arcane], quick study, If she hits, it deals 1d3 acid damage.
school understanding [divination (foresight)]), arcane bond (bonded Alter Self Enora can transform into any Small humanoid for 4 minutes,
item [staff of minor arcana]), fearless, fleet of foot, halfling luck, gaining a +2 size bonus to Dexterity, or any Medium humanoid,
keen senses, weapon familiarity gaining a –1 size penalty to attacks and AC, a +1 size bonus to CMB
Combat Gear acid, staff of minor arcana; Other Gear spell component and CMD, –4 size penalty to Stealth, –2 size penalty to Fly, and a
pouch (2), cloak of resistance +1, wand of cure light wounds (10 +2 size bonus to Strength. Either way, she gains low-light vision,
charges), wand of mage armor (5 charges), quarterstaff, backpack, darkvision, scent, or swim if the creature she chooses has those
waterskin, spellbook (contains all 0th-level spells; all prepared 1st- qualities, so good choices are a Small goblin for darkvision, a
level spells plus ant haulAPG, color spray, comprehend languages, Medium half-orc for darkvision, or a Medium gillman for swim.
disguise self, enlarge person, grease, liberating commandUC, Ant Haul A touched target gains a tripled carrying capacity for 8 hours. “Look, I don’t want to have to hurt you, but you’re
mount, obscuring mist, protection from evil, reduce person, shield, Burning Hands Enora sprays a 15-foot cone of fire that deals 4d4 fire
standing between me and that artifact.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Arcanist 4

damage to every creature in the area (DC 15 Reflex for half). Magic Missile Enora’s staff shoots out 4 missiles of force at up to 4
Create Pit Enora can create a 10-foot-by-10-foot hole in the ground targets all within 180 feet of Enora and no more than 15 feet from
within 140 feet that leads to another dimension consisting only of a each other. The missiles automatically hit and deal 1d4+1 damage
20-foot deep pit. All creatures standing on the hole must roll a DC 16 each, even to incorporeal creatures.
Reflex save to avoid falling in the pit. If they make the save, they can Message Enora can whisper messages to the target for 40 minutes
choose a spot next to the pit and move there automatically. Those as long as they remain within 140 feet and aren’t obstructed,
that fall into the pit take 2d6 falling damage and fall prone if they and the target can respond each time Enora sends a whisper.
don’t negate the damage. They can try to climb out of the pit, but Nearby creatures might be able to overhear the messages (DC 25
the DC is 25 so they’re probably stuck there (they can climb against a Perception).
corner for +5 or if they are Large they have leverage from both walls Mirror Image 1d4+1 copies of Enora weave around her for 4 minutes. Any
and get a +10). All creatures who end their turn next to the pit also attack requiring an attack roll has an equal chance to hit and destroy
need to roll a DC 16 Reflex save with a +2 bonus or fall in as well. The each image, missing Enora, as it does to hit Enora (so with 3 images,
pit lasts 5 rounds and then the creatures return harmlessly. there would be a 1 in 4 chance to hit Enora and a 3 in 4 chance of
Cure Light Wounds Enora’s wand heals a touched target for 1d8+1 damage. destroying an image). An attack that misses by 5 or less also destroys
Enora needs to roll a Use Magic Device check to activate her wand. an image. If the enemy can’t see the images, it is not fooled.
Darkvision The touched target gains darkvision 60 ft. for 4 hours. Obscuring Mist Enora calls forth a mist in a 20-foot-radius spread
Detect Magic Enora can notice magic in a 60-foot cone. If she concentrates, centered on her for 4 minutes or until a moderate or strong wind
she can find how many magic auras there are on the next round. On the blows it away or a fire spell burns it away. Until then, the mist
round after that, she can try to find out more about one aura. blocks vision (even darkvision). Attacks against adjacent creatures in
Ear-Piercing Scream Enora deals 2d6 sonic damage to a target within the mist suffer a 20% miss chance from concealment, and creatures
35 feet and dazes it for a round. If it makes its DC 15 Fortitude save, farther into the mist have total concealment (50% miss chance and
it takes half damage and avoids being dazed. can’t be targeted by sight).
False Life Enora gains 1d10+4 temporary hit points for 4 hours, which Prestidigitation Enora can perform simple magic tricks for 1 hour, such
can put her above her maximum. She always loses temporary hit as cleaning her outfit, chilling her drink, or flavoring her meal.
points first before losing her regular hit points. Pyrotechnics Enora can make a fire within 560 feet flare up into either
Ghost Sound Enora can make illusory noises as loud as up to sixteen fireworks or a cloud of smoke. The fireworks blind all creatures
humans in any spot within 35 feet for 4 rounds, but she can’t create within 120 feet of the fire who can see it for 1d4+1 rounds unless
discernible speech. they succeed at a DC 16 Will save. The smoke billows in a 20-foot
Glitterdust Creatures in a 10-foot radius take a –40 to Stealth and lose radius, blocking all sight for 4 rounds. Creatures within must make a
the benefit of invisibility and the like for 4 rounds. They are also DC 16 Fortitude save or take –4 penalties to Strength and Dexterity
blinded if they fail a DC 16 Will save, but at the end of each of their as long as they stay in the smoke and 1d4+1 rounds after.
turns, they can attempt the Will save again to end the blindness. Shield Using her staff, Enora gains a +4 shield bonus to AC for 8
Invisibility A touched target vanishes for 4 minutes or until the target minutes and becomes immune to magic missile. If she casts it
attacks. While invisible, the target gains +20 to Stealth (+40 if herself, it lasts only 4 minutes.
standing perfectly still). The first attack before becoming visible gains Vanish One target Enora touches becomes invisible for 4 rounds or
a +2 to hit (and the enemy likely loses its Dexterity bonus to AC). until the target attacks. See invisibility above for more details.
Knock Enora attempts to magically open something locked, rolling at
+14 against the Disable Device DC to remove up to two means of After touching a mysterious artifact that f looded her mind with magical
locking the door (such as a mundane lock and the arcane lock spell, revelations, Enora chose the pursuit of knowledge over the security of
though it only suppresses arcane lock for 10 minutes). the life she’d known in atheist Rahadoum. She travels the Inner Sea
Light An object Enora touches sheds light for 40 minutes. She can’t in search of the secrets of lost empires whose magic surpassed that
have more than one copy of this spell active at once. of even the most powerful modern archmages. Enora is cheerful and
Mage Armor Enora’s wand grants a touched target a +4 armor bonus optimistic, but holds deep-seated anxiety about returning home and “Look, I don’t want to have to hurt you, but you’re
to AC for 1 hour. being outed as a follower of the god Nethys.
standing between me and that artifact.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Arcanist 7

Brainy and cheerful, Enora is relentless in her pursuit of forbidden arcane knowledge, haulAPG, color spray, comprehend languages, disguise self, enlarge
and possesses enough lost cultures’ secrets to make her a force to be reckoned with. person, expeditious retreat, grease, mount, protection from evil,
reduce person, and unseen servant; all prepared 2nd-level spells plus
ENORA alter self, bear’s endurance, create pitAPG, false life, darkvision, knock,
Female halfling arcanist 7 pyrotechnics; all prepared 3rd-level spells plus daylight, dispel magic,
LN Small humanoid (halfling) fireball), 247 gp
Init +2; Senses Perception +1 SPECIAL ABILITIES
DEFENSE Arcane Barrier As a swift action, for 1 reservoir point, Enora can gain 10
AC 15, touch 15, flat-footed 12 (+1 deflection, +2 Dex, +1 dodge, +1 size) extra temporary hit points for 7 minutes. The second time each day she
hp 45 (7d6+15) uses this ability, it costs 2 reservoir points, then 3 points, and so on.
Fort +6, Ref +7, Will +7 (+9 vs. fear) Arcane Bond Once per day while holding her staff, Enora can cast any
OFFENSE spell in her spellbook that she is capable of casting. If she doesn’t
Speed 30 ft. have her staff, she must make a DC 20 + spell level concentration
Melee mwk quarterstaff +4 (1d4–1) check to cast a spell or the spell is lost.
Ranged light crossbow +6 (1d6/19–20) Arcane Reservoir Each day, Enora starts with 6 points in her reservoir,
Special Attacks arcane reservoir (6/day, max 10), consume spells, though she can fill it up to a maximum of 10 using consume spells. She
prescience 6/day can spend one point on a spell to increase the DC or caster level by 2.
Arcanist Spells Prepared (CL 7th; concentration +12) Consume Spells Enora can spend a move action to expend a spell slot and
3rd (4/day)—haste, fly gain a number of points to her arcane reservoir equal to the spell’s level.
2nd (5/day)—glitterdust (DC 17), invisibility, mirror image Dimensional Slide Enora can spend 1 reservoir point during a move
1st (6/day)— ear-piercing scream UM (DC 16), liberating commandUC , or withdraw action to step through a dimensional rift, essentially
obscuring mist, shield, vanishAPG spending 5 feet of movement to move dimensionally up to 70
0 (at will)—acid splash, detect magic, ghost sound, light, message, feet away. The dimensional movement doesn’t provoke attacks of
prestidigitation opportunity, though the rest of the move provokes as normal.
STATISTICS Helpful When Enora uses the aid another action successfully, she
Str 8, Dex 14, Con 13, Int 20, Wis 8, Cha 16 grants a +4 bonus to her ally.
Base Atk +3; CMB +1; CMD 14 Magic Is Life As long as any spell is active on Enora, she gains a +2
Feats Dodge, Extra Arcanist Exploit ACG (2), Reach SpellAPG, Toughness bonus to saves against death effects and always stabilizes.
Skills Appraise +9, Climb +2, Fly +13, Knowledge (arcana) +15, Prescience 6 times per day, at the beginning of her turn, Enora can roll
Knowledge (all others) +10, Linguistics +10, Perception +1, Spellcraft a d20 and then use that dice result instead of rolling any time until
+15, Use Magic Device +13; Armor Check Penalty –0 her next turn.
Traits helpfulHoG, magic is lifeACG Quick Study As a full-round action, Enora can spend one reservoir
Languages Ancient Osiriani, Common, Elven, Goblin, Halfling, Jistkan, point to study her spellbook and swap one of her prepared spells for
Osiriani, Polyglot any other spell in her spellbook of equal level.
SQ arcane exploits (arcane barrier, bloodline development [arcane], Reach Spell By casting a spell as a full-round action and using a spell slot
dimensional slide, potent magic, quick study, school understanding one level higher than necessary, Enora can cast a melee touch spell at a
[divination (foresight)]), arcane bond (bonded item [staff of embers]), range of 40 feet or a spell with a range of 40 feet at a range of 170 feet.
fearless, fleet of foot, halfling luck, keen senses, weapon familiarity Rod of Lesser Extend Metamagic By holding this rod in hand, Enora
Combat Gear acid, staff of embersACG; Other Gear spell component can double the duration of three spells she casts each day.
pouch (2), cloak of resistance +2, headband of vast intelligence School Understanding As a swift action, Enora gains a +3 bonus on
+2, ring of climbing, ring of protection +1, rod of lesser extend initiative checks for 3 rounds and always acts on the surprise round
metamagic, wand of cure light wounds (10 charges), wand of mage during that time.
armor (5 charges), backpack, waterskin, mwk quarterstaff, spellbook Staff of Embers Enora’s bonded staff starts the scenario with 10 “Look, I don’t want to have to hurt you, but you’re
(contains all 0th-level spells; all prepared 1st-level spells plus ant charges. She can use 1 charge to cast produce flame for 1d6+5
standing between me and that artifact.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Arcanist 7

damage, 2 charges to cast scorching ray to create two rays that Mage Armor Enora’s wand grants a touched target a +4 armor bonus
deal 4d6 fire damage each, or 4 charges to cast fireball for 8d6 fire to AC for 1 hour.
damage. Enora can recharge her staff once per day when preparing Message Enora can whisper messages to the target for 70 minutes
spells by expending a 3rd-level spells slot to regain 1 charge. as long as they remain within 170 feet and aren’t obstructed, and
Acid Splash Enora makes a ranged attack at +6 to hit against touch AC. the target can respond each time Enora sends a whisper. Nearby
If she hits, it deals 1d3 acid damage. creatures might be able to overhear the messages (DC 25 Perception).
Cure Light Wounds Enora’s wand heals a touched target for 1d8+1 Mirror Image 1d4+2 copies of Enora weave around her for 7 minutes. Any
damage. Enora needs Use Magic Device to activate her wand. attack requiring an attack roll has an equal chance to hit and destroy
Detect Magic Enora can notice magic in a 60-foot cone. If she concentrates, each image, missing Enora, as it does to hit Enora (so with 3 images,
she can find how many magic auras there are on the next round. On the there would be a 1 in 4 chance to hit Enora and a 3 in 4 chance of
round after that, she can try to find out more about one aura. destroying an image). An attack that misses by 5 or less also destroys
Ear-Piercing Scream Enora deals 3d6 sonic damage to a target within an image. If the enemy can’t see the images, it is not fooled.
40 feet and dazes it for a round. If it makes a DC 16 Fortitude save, it Obscuring Mist Enora calls forth a mist in a 20-foot-radius spread
takes half damage and avoids being dazed. centered on her for 7 minutes or until a moderate or strong wind
Fireball Enora’s staff can fire a small bead up to 720 feet away, at blows it away or a fire spell burns it away. Until then, the mist
which point it bursts into a 20-foot-radius spread of flame (if it blocks vision (even darkvision). Attacks against adjacent creatures in
passes through a narrow opening before that distance, she must the mist suffer a 20% miss chance from concealment, and creatures
roll a ranged touch attack at a +7 to avoid hitting the wall and farther into the mist have total concealment (50% miss chance and
detonating early). The fireball deals 8d6 fire damage to all creatures can’t be targeted by sight).
and objects in the area (Reflex save DC 18 for half). Produce Flame Enora’s staff can create a ball of fire in her hand, and
Fly A touched target gains a 60 foot fly speed and a +7 bonus to Fly the flames create light like a torch and last 8 minutes. In addition
checks (+20 total for Enora herself) for 7 minutes. to providing illumination, she can hurl the flames up to 120 feet (+7
Ghost Sound Enora can make illusory noises as loud as up to twenty- ranged touch) or touch enemies with them (+1 melee touch). Either
eight humans in any spot within 40 feet for 7 rounds, but she can’t method deals 1d6+5 damage. No sooner do you hurl the flames than
create discernible speech. a new set appears in her hand. Each attack she makes reduces the
Glitterdust Creatures in a 10-foot radius take a –40 to Stealth and lose remaining duration by 1 minute. If an attack reduces the remaining
the benefit of invisibility and the like for 7 rounds. They are also duration to 0 minutes or less, the spell ends after the attack resolves. To
blinded if they fail a DC 17 Will save, but at the end of each of their use this ability, Enora must succeed at a DC 20 Use Magic Device check.
turns, they can attempt the Will save again to end the blindness. Scorching Ray Enora’s staff can blast her enemies with two searing
Haste Enora can grants to up to 7 targets within 40 feet of Enora and beams of fire. The rays may be fired up to 45 feet at the same
all within 30 feet of each other a +30 ft. enhancement bonus to or different targets (+6 ranged touch), but they must be fired
movement speed, +1 to attack rolls, +1 to Reflex saves, a +1 dodge simultaneously. Each ray deals 4d6 points of fire damage.
bonus to AC, and an extra attack at the highest bonus during any Shield Enora gains a +4 shield bonus to AC for 7 minutes and becomes
full attack. These benefits lasts for 7 rounds. immune to magic missile.
Invisibility A touched target vanishes for 7 minutes or until the target Vanish One target Enora touches becomes invisible for 5 rounds or
attacks. While invisible, the target gains +20 to Stealth (+40 if until the target attacks. See invisibility above for more details.
standing perfectly still). The first attack before becoming visible gains
a +2 to hit (and the enemy likely loses its Dexterity bonus to AC). After touching a mysterious artifact that f looded her mind with magical
Liberating Command As an immediate action, Enora can pick an ally revelations, Enora chose the pursuit of knowledge over the security of
within 40 feet. That ally can spend an immediate action to make the life she’d known in atheist Rahadoum. She travels the Inner Sea
an Escape Artist check with a +14 competence bonus to escape in search of the secrets of lost empires whose magic surpassed that
restraints, bindings, or grapples. of even the most powerful modern archmages. Enora is cheerful and
Light An object Enora touches sheds light for 70 minutes. She can’t optimistic, but holds deep-seated anxiety about returning home and “Look, I don’t want to have to hurt you, but you’re
have more than one copy of this spell active at once. being outed as a follower of the god Nethys.
standing between me and that artifact.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Barbarian (L evel 1)
Competitive and brash, Amiri is imposing in armor covered in small trophies Killer When Amiri confirms a critical hit, she deals an additional
from her kills. She speaks little of her past, and only her giant-sized sword amount of damage equal to her weapon’s critical modifier (+2 with
gives any hint about her history. her Large bastard sword or +3 with her shortbow). This additional
damage is added to the final total and is not multiplied by the
AMIRI critical hit multiple itself.
Female human barbarian 1 Large Bastard Sword The sword Amiri carries is difficult for her to
CN Medium humanoid (human) wield because it was created to be swung by a giant. She takes a
Init +1; Senses Perception +5 –2 penalty on attack rolls with the sword (this is already calculated
DEFENSE into her attack bonus). Though a bastard sword can normally be
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) wielded in one hand, Amiri must use two hands because the
hp 15 (1d12+3) sword is sized for a Large creature. The sword deals 2d8 points of
Fort +4, Ref +1, Will +1; +2 vs. fear damage because of its Large size.
OFFENSE Power Attack Before attacking, Amiri may choose to take a –1 penalty
Speed 30 ft. on all melee attack rolls and combat maneuver checks until her next
Melee Large bastard sword +3 (2d8+6/19–20) turn and gains a +3 bonus on melee damage.
Ranged shortbow +2 (1d6/×3)
Special Attacks rage (6 rounds/day) Amiri never fit into the expected gender roles of her tribe, refusing to
STATISTICS be the docile, domestic sort of woman that the Six Bear tribe valued.
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 10 Instead, she insisted on competing with the male warriors of her
Base Atk +1; CMB +5; CMD 16 tribe, and constantly one-upped them. If another hunter brought
Feats Exotic Weapon Proficiency (bastard sword)*, Power Attack back a caribou to feed the tribe, she brought back two. If the man
Skills Climb +5, Handle Animal +4, Intimidate +4, Perception +5, considered the best warrior among them killed four orcs in a raid,
Survival +5; Armor Check Penalty –3 she killed six.
Traits courageous*, killer Though many were secretly impressed by her prowess, other tribes
Languages Common mocked the Six Bears, and the village elders knew that tradition could
SQ fast movement* not be dishonored in such a manner without grave consequences.
Combat Gear acid; Other Gear hide armor, Large bastard sword, Amiri had to die. When the tribe attempted to send her on a suicide
shortbow with 20 arrows, backpack, bedroll, caltrops, flint and mission, however, Amiri refused to fall. Instead, she returned with
steel, hemp rope (50 ft.), shovel, torches (5), trail rations (4), an enormous trophy: a frost giant’s sword. Her former comrades’
waterskin, 14 gp laughter—how could she possibly expect to wield such a huge blade—
* The effects of this ability have already been calculated into and the admission that she’d been sent out to die was too much for
Amiri’s statistics. Amiri. Rage overtook her, and in that blind bloodlust she found a
SPECIAL ABILITIES strength she’d never known she possessed. When the red mists
Rage As a free action, Amiri can go into a rage that makes her deadlier, cleared, the dead members of her hunting party surrounded her.
tougher, and dauntless—but easier to hit. When raging, Amiri’s stats While she was unrepentant for the deaths of the men who
are AC 13; hp 17; Fort +6, Will +3; Melee Large bastard sword +5 preferred to betray her rather than admit her skill, Amiri still
(2d8+9/19–20); Str 22, Con 18; CMB +7; Skills Climb +7. She can rage knew that kin-killing was a crime she could never live down. She
for a total of 6 rounds per day, and can end a rage as a free action. abandoned her people to the cold steppes and tundra and headed
When her rage ends, she loses the 2 hit points she gained from south toward more civilized lands, enjoying the heady rush of
raging, and if this brings her below 0 hit points, she falls unconscious f inally being free of blind tradition. Since then, she has taken to
and begins dying. Ending her rage also makes her fatigued (imparting traveling only with those adventurers and mercenary companies
a –2 penalty to her Strength and Dexterity) for 2 rounds for every who show her proper respect. She values her oversized sword (even
round she spent in a rage, and she can’t rage while fatigued or though she can only truly wield it properly when her blood rage
exhausted. While raging, she can’t use Charisma-, Dexterity-, or takes her), but never speaks of the circumstances that forced her to “Well, you’re a big one. I’ve killed bigger.”
Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride). f lee her homeland. Some things are better left unsaid.
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Barbarian (L evel 4)
Competitive and brash, Amiri is imposing in armor covered in small trophies for every round she spent in a rage, and she can’t rage while fatigued
from her kills. She speaks little of her past, and only her giant-sized sword or exhausted. While raging, she can’t use Charisma-, Dexterity-, or
gives any hint about her history. Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride).
Cleave As a standard action, Amiri can make a single melee attack.
AMIRI If she hits, she deals damage normally and makes another attack
Female human barbarian 4 against a foe that is adjacent to the first and within reach. She can
CN Medium humanoid (human) make only one additional attack per round with this feat, and takes
Init +2; Senses Perception +8 a –2 penalty to AC until the start of her next turn.
DEFENSE Killer When Amiri confirms a critical hit, she deals an additional
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural) amount of damage equal to her weapon’s critical modifier (+2 with
hp 45 (4d12+12) her +1 Large bastard sword or +3 with her longbow). This additional
Fort +6, Ref +3, Will +2; +2 vs. fear, +1 vs. traps damage is added to the final total and is not multiplied by the
Defensive Abilities uncanny dodge critical hit multiple itself.
OFFENSE Large Bastard Sword The sword Amiri carries is difficult for her to
Speed 30 ft. wield because it was created to be swung by a giant. She takes a
Melee +1 Large bastard sword +7 (2d8+7/19–20) –2 penalty on attack rolls with the sword (this is already calculated
Ranged longbow +6 (1d8/×3) into her attack bonus). Though a bastard sword can normally be
Special Attacks rage (12 rounds/day), rage powers (guarded stance, wielded in one hand, Amiri must use two hands because the
powerful blow +2) sword is sized for a Large creature. The sword deals 2d8 points of
STATISTICS damage because of its Large size.
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 10 Power Attack Before attacking, Amiri may choose to take a –2 penalty
Base Atk +4; CMB +8; CMD 20 on all melee attack rolls and combat maneuver checks until her next
Feats Cleave, Exotic Weapon Proficiency (bastard sword)*, Power Attack turn and gains a +6 bonus on melee damage.
Skills Climb +9, Handle Animal +5, Intimidate +7, Perception +8, Rage Powers Amiri gains the benefits of special abilities called rage
Survival +7, Swim +8; Armor Check Penalty –2 powers that affect her only while she’s raging.
Traits courageous*, killer Guarded Stance: As a move action that doesn’t provoke an
Languages Common attack of opportunity, Amiri can gain a +1 dodge bonus to AC
SQ fast movement*, trap sense +1* against melee attacks for a number of rounds equal to her current
Combat Gear potion of cure light wounds, potion of cure moderate Constitution modifier (typically 4 rounds).
wounds, acid; Other Gear +1 hide armor, +1 Large bastard sword, Powerful Blow: Once per rage as a swift action before rolling an
longbow with 20 arrows, amulet of natural armor +1, backpack, attack roll, Amiri can gain a +2 bonus on the damage roll if she hits
bedroll, caltrops, flint and steel, hemp rope (50 ft.), shovel, torches with that attack.
(5), trail rations (4), waterskin, 19 gp Uncanny Dodge Amiri cannot be caught flat-footed, nor does she
* The effects of this ability have already been calculated into lose her Dexterity bonus to AC if the attacker is invisible. She still
Amiri’s statistics. loses her Dexterity bonus to AC if immobilized or if an opponent
SPECIAL ABILITIES successfully uses the feint action against her. “Well, you’re a big one. I’ve killed bigger.”
Rage As a free action, Amiri can go into a rage that makes her deadlier,
tougher, and dauntless—but easier to hit. When raging, Amiri’s stats Amiri never f it into the expected gender roles of her tribe, refusing that blind bloodlust she found a strength she’d never known she
are AC 16; hp 52; Fort +8, Will +4; Melee +1 Large bastard sword to be the docile, domestic sort of woman that the Six Bear tribe possessed. When the red mists cleared, the dead members of her
+9 (2d8+10/19–20); Str 22, Con 18; CMB +10; Skills Climb +11, Swim valued. She competed with the male warriors, and constantly one- hunting party surrounded her. Amiri still knew that kin-killing
+10. She can rage for a total of 6 rounds per day, and can end a rage upped them. Other tribes began to mock the Six Bears, and the was a crime she could never live down. She abandoned her people
as a free action. When her rage ends, she loses the 8 hit points, she village elders decided Amiri had to die. When the tribe sent her to the cold steppes and tundra and headed toward more civilized
gained from raging, and if this brings her below 0 hit points she falls on a suicide mission, Amiri returned with an enormous trophy: lands where she would no longer be bound by tradition. She travels
unconscious and begins dying. Ending her rage also makes her fatigued a frost giant’s sword. Her former comrades laughed, and when only with those who show her proper respect, and never speaks of
(imparting a –2 penalty to her Strength and Dexterity) for 2 rounds she learned she’d been sent out to die, a rage overtook her. In the circumstances that forced her to f lee her homeland.
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Barbarian (L evel 7)
Competitive and brash, Amiri is imposing in armor covered in small trophies her rage ends, she loses the 14 hit points she gained from raging,
from her kills. She speaks little of her past, and only her giant-sized sword and if this brings her below 0 hit points, she falls unconscious and
gives any hint about her history. begins dying. Ending her rage also makes her fatigued (imparting a
–2 penalty to her Strength and Dexterity) for 2 rounds for every round
AMIRI she spent in a rage, and she can’t rage while fatigued or exhausted.
Female human barbarian 7 While raging, she can’t use Charisma-, Dexterity-, or Intelligence-
CN Medium humanoid (human) based skills (except Acrobatics, Fly, Intimidate, and Ride).
Init +2; Senses Perception +11 Cleave As a standard action, Amiri can make a single melee attack.
DEFENSE If she hits, she deals damage normally and makes another attack
AC 20, touch 13, flat-footed 18 (+6 armor, +1 deflection, +2 Dex, +1 natural) against a foe that is adjacent to the first and within reach. She can
hp 75 (7d12+21) make only one additional attack per round with this feat, and takes
Fort +7, Ref +4, Will +3; +2 vs. fear, +2 vs. traps a –2 penalty to AC until the start of her next turn.
Defensive Abilities improved uncanny dodge; DR 1/— Damage Reduction Subtract 1 point from the damage Amiri takes
OFFENSE each time she is dealt damage from a weapon or a natural attack.
Speed 30 ft. Improved Uncanny Dodge Amiri cannot be caught flat-footed, nor does
Melee +2 Large bastard sword +13/+8 (2d8+9/19–20) she lose her Dexterity bonus to AC if the attacker is invisible. She still
Ranged mwk longbow +10/+5 (1d8/×3) loses her Dex bonus to AC if immobilized or if an opponent successfully
Special Attacks rage (18 rounds/day), rage powers (guarded stance, uses the feint action against her. She also cannot be flanked, and a
powerful blow +2, surprise accuracy +2) rogue can’t sneak attack her unless the rogue is 11th level or higher.
STATISTICS Killer When Amiri confirms a critical hit, she deals an additional
Str 20, Dex 14, Con 14, Int 10, Wis 12, Cha 10 amount of damage equal to her weapon’s critical modifier (+2 with
Base Atk +7; CMB +12 (+14 bull rush); CMD 25 (27 vs. bull rush) her +2 Large bastard sword or +3 with her masterwork longbow).
Feats Cleave, Exotic Weapon Proficiency (bastard sword)*, Improved Bull This additional damage is added to the final total and is not
Rush*, Power Attack, Weapon Focus (Large bastard sword)* multiplied by the critical hit multiple itself.
Skills Acrobatics +0 (+5 when jumping), Climb +13, Handle Animal +7, Large Bastard Sword The sword Amiri carries is difficult for her to
Intimidate +10, Perception +11, Survival +9, Swim +11; Armor Check wield because it was created to be swung by a giant. She takes a –2
Penalty –2 penalty on attack rolls with the sword (this is already calculated into
Traits courageous*, killer her attack bonus). Though a bastard sword can normally be wielded
Languages Common in one hand, Amiri must use two hands because the sword is sized
SQ fast movement*, trap sense +2* for a Large creature. The sword deals 2d8 points of damage because
Combat Gear potions of cure serious wounds (2), potion of fly, potion of its Large size.
of lesser restoration, acid; Other Gear +2 hide armor, +2 Large Power Attack Before attacking, Amiri may choose to take a –2 penalty
bastard sword, mwk longbow with 20 arrows, amulet of natural on all melee attack rolls and combat maneuver checks until her next
armor +1, belt of giant strength +2, ring of protection +1, backpack, turn and gains a +6 bonus on melee damage.
bedroll, caltrops, flint and steel, hemp rope (50 ft.), shovel, torches Rage Powers Amiri gains the benefits of special abilities called rage
(5), trail rations (4), waterskin, 19 gp powers that affect her only while she’s raging.
* The effects of this ability have already been calculated into Guarded Stance: As a move action that doesn’t provoke an “Well, you’re a big one. I’ve killed bigger.”
Amiri’s statistics. attack of opportunity, Amiri can gain a +2 dodge bonus to AC
SPECIAL ABILITIES against melee attacks for a number of rounds equal to her current Amiri constantly one-upped the male warriors of her tribe. When sent
Rage As a free action, Amiri can go into a rage that makes her deadlier, Constitution modifier (typically 4 rounds). on a suicide mission, she returned with a trophy: a frost giant’s sword.
tougher, and dauntless—but easier to hit. When raging, Amiri’s stats Powerful Blow: Once per rage as a swift action before rolling an A rage overtook her when she learned she’d been sent to die. When the
are AC 19; hp 89; Fort +9, Will +5; Melee +2 Large bastard sword attack roll, Amiri can gain a +2 bonus on the damage roll if she hits red mists cleared, she found the dead members of her hunting party
+15/+10 (2d8+12/19–20); Str 24, Con 18; CMB +14 (+16 bull rush); CMD with that attack. surrounded her. She abandoned her people and headed toward more
27 (29 vs. bull rush); Skills Climb +15, Swim +13. She can rage for a Surprise Accuracy: Once per rage as a swift action before rolling an civilized lands where she would be no longer bound by tradition, and
total of 18 rounds per day, and can end a rage as a free action. When attack roll, Amiri can gain a +2 morale bonus on the attack roll. never speaks of the circumstances that forced her to f lee her homeland.
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Bard (L evel 1)
Short and well-dressed, Lem always seems to have a smile on his face and Countersong: Lem makes a Perform (wind) skill check. Any
a perfect joke for any situation. He always jumps to support people who are creature within 30 feet (including Lem) that is affected by a sonic
being stepped on. or language-dependent magical attack can use the result in place
of his saving throw. If already under the effect of such an attack, he
LEM gains a new saving throw against it each round, but must use the
Male halfling bard 1 Perform check result.
CG Small humanoid (halfling) Distraction: This works like countersong, but uses a Perform
Init +2; Senses Perception +2 (comedy) check and works against illusion (pattern) or illusion
DEFENSE (figment) magical attacks.
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size) Fascinate: Each creature within 90 feet that can see, hear, and
hp 11 (1d8+3) pay attention to Lem attempts a Will save (DC 14). If it fails, the
Fort +3, Ref +5, Will +3; +2 vs. fear creature sits quietly and observes the performance as long as
OFFENSE it lasts, taking a –4 penalty on skill checks made as reactions,
Speed 20 ft. including Perception checks. A potential threat gives the creature
Melee short sword +3 (1d4–1/19–20) a new saving throw, and an obvious threat automatically ends
Ranged sling +3 (1d3–1) the fascination.
Special Attacks bardic performance 8 rounds/day (countersong, Inspire Courage: Lem and his allies who can hear his performance
distraction, fascinate, inspire courage +1) gain a +1 morale bonus on saving throws against charm and fear
Bard Spells Known (CL 1st; concentration +5) effects and a +1 competence bonus on attack and damage rolls.
1st (2/day)—charm person (DC 15), sleep (DC 15) Spells Lem knows the following spells. For full spell descriptions, see
0 (at will)—dancing lights, detect magic, ghost sound (DC 14), Chapter 10 of the Core Rulebook.
prestidigitation Charm Person: Makes one person within 25 feet Lem’s friend for
STATISTICS 1 hour.
Str 8, Dex 14, Con 14, Int 13, Wis 10, Cha 18 Dancing Lights: Creates torches or other lights.
Base Atk +0; CMB –2; CMD 10 Detect Magic: Detects all spells and magic items within a 60-foot
Feats Weapon Finesse* cone.
Skills Acrobatics +8 (+4 when jumping), Bluff +9, Climb +1, Diplomacy +8, Ghost Sound: Create illusory sounds.
Knowledge (arcana) +6, Knowledge (nobility) +6, Perception +2, Prestidigitation: Perform minor magical tricks.
Perform (comedy) +4, Perform (wind) +8, Sense Motive +4 Sleep: Puts 4 HD of creatures into a magical slumber.
Traits fast talker*, freedom fighter Freedom Fighter Lem gains a +1 trait bonus on any skill check or
Languages Common, Elven, Halfling attack roll made during the process of escaping capture or in
SQ bardic knowledge +1* helping a slave escape bondage.
Combat Gear potion of expeditious retreat, scroll of cure light
wounds, caltrops, smokestick; Other Gear leather armor, short Although Lem was raised in a wealthy household, it was only because “No need to look so glum, everyone!
sword, sling with 10 bullets, backpack, bedroll, flute, hooded he was born a slave. He learned how to say what his superiors wanted I’d hardly call this certain death!”
lantern, scroll case, silk rope (50 ft.), spell component pouch, trail to hear, which secured him less onerous jobs—like playing the f lute
rations (2), waterskin, 2 gp at family gatherings. But when his kin were to be sacrif iced to a
* The effects of this ability have already been calculated into devil, Lem lit a few f ires in the manor and ensured that all of his
Lem’s statistics. half ling kin were safe in the slave’s quarters.
SPECIAL ABILITIES Lem was shocked to see them rush back in a hopeless attempt
Bardic Performance Lem can start a performance as a standard action to aid in extinguishing the f lames. As the place burnt and the
and maintain it each round as a free action. He can perform for half lings bemoaned the loss of their shelter, Lem slipped away,
a total of 8 rounds in a day, and can have only one performance bitter and distraught. Still quick to side with the underdog, Lem
in effect at a time. This ability is described on page 35 of the has learned that his most powerful traits are his optimism and his
Pathfinder RPG Core Rulebook. sense of humor.
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Bard (L evel 4)
Short and well-dressed, Lem always seems to have a smile on his face and SPECIAL ABILITIES
a perfect joke for any situation. He always jumps to support people who are Bardic Performance Lem can start a performance as a standard action
being stepped on. and maintain it each round as a free action. He can perform for a
total of 20 rounds in a day, and can have only one performance
LEM in effect at a time. This ability is described on page 35 of the
Male halfling bard 4 Pathfinder RPG Core Rulebook.
CG Small humanoid (halfling) Countersong: Lem makes a Perform (wind) skill check. Any
Init +2; Senses Perception +2 creature within 30 feet (including Lem) that is affected by a sonic
DEFENSE or language-dependent magical attack can use the result in place
AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size) of his saving throw. If already under the effect of such an attack, he
hp 35 (4d8+12) gains a new saving throw against it each round, but must use the
Fort +5, Ref +8, Will +6; +4 vs. bardic performance, language- Perform check result.
dependent, and sonic; +2 vs. fear Distraction: This works like countersong, but uses a Perform
OFFENSE (comedy) check and works against illusion (pattern) or illusion
Speed 20 ft. (figment) magical attacks.
Melee +1 short sword +7 (1d4/19–20) Fascinate: Each creature within 90 feet that can see, hear, and pay
Ranged sling +6 (1d3–1) attention to Lem attempts a Will save (DC 16). If it fails, the creature
Special Attacks bardic performance 20 rounds/day (countersong, sits quietly and observes the performance as long as it lasts, taking
distraction, fascinate, inspire competence +2, inspire courage +1) a –4 penalty on skill checks made as reactions, including Perception
Bard Spells Known (CL 4th; concentration +8) checks. A potential threat gives the creature a new saving throw, and
2nd (2/day)—heroism, invisibility an obvious threat automatically ends the fascination.
1st (4/day)—charm person (DC 15), grease, hideous laughter (DC 15), Inspire Competence: An ally within 30 feet who can hear Lem’s
sleep (DC 15) performance gains a +2 competence bonus on skill checks with a
0 (at will)—dancing lights, detect magic, ghost sound (DC 14), light, skill Lem chooses.
mage hand, prestidigitation Inspire Courage: Lem and his allies who can hear his performance
STATISTICS gain a +1 morale bonus on saving throws against charm and fear
Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 18 effects and a +1 competence bonus on attack and damage rolls.
Base Atk +3; CMB +1; CMD 13 Freedom Fighter Lem gains a +1 trait bonus on any skill check or
Feats Extra Performance*, Weapon Finesse* attack roll made during the process of escaping capture or in
Skills Acrobatics +9 (+5 when jumping), Bluff +12, Climb +1, Diplomacy helping a slave escape bondage.
+11, Knowledge (arcana) +10, Knowledge (nobility) +10, Perception Versatile Performance Lem can use his bonus for Perform (wind)
+2, Perform (comedy) +11, Perform (wind) +11, Sense Motive +7, in place of his normal bonus when making Diplomacy or Handle
Stealth +11 Animal checks.
Traits fast talker*, freedom fighter “No need to look so glum, everyone!
Languages Common, Elven, Halfling Although Lem was raised in a wealthy household, it was only because I’d hardly call this certain death!”
SQ bardic knowledge +2*, versatile performance (wind) he was born a slave. He learned how to say what his superiors wanted
Combat Gear potions of cure moderate wounds (2), scroll of silence, to hear, which secured him less onerous jobs—like playing the f lute
scroll of comprehend languages, scroll of glitterdust, wand of at family gatherings. But when his kin were to be sacrificed to a devil,
cure light wounds (19 charges), caltrops, smokestick; Other Gear Lem lit a few fires in the manor and ensured that all of his half ling
+1 studded leather, +1 short sword, sling with 10 bullets, cloak of kin were safe in the slave’s quarters. Lem was shocked to see them
resistance +1, universal solvent (2), backpack, bedroll, masterwork rush back in a hopeless attempt to aid in extinguishing the f lames.
flute, hooded lantern, scroll case, silk rope (50 ft.), spell component As the place burnt and the half lings bemoaned the loss of their
pouch, trail rations (2), waterskin, 7 gp shelter, Lem slipped away, bitter and distraught. Still quick to side
* The effects of this ability have already been calculated into with the underdog, Lem has learned that his most powerful traits are
Lem’s statistics. his optimism and his sense of humor.
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Bard (L evel 7)
Short and well-dressed, Lem always seems to have a smile on his face and light wounds (24 charges), wand of dispel magic (12 charges),
a perfect joke for any situation. He always jumps to support people who are universal solvent (2), caltrops, smokestick; Other Gear +2 studded
being stepped on. leather, +1 short sword, sling with 10 bullets, cloak of resistance
+1, headband of alluring charisma +2, ring of protection +1, ring
LEM of feather falling, backpack, bedroll, masterwork flute, hooded
Male halfling bard 7 lantern, scroll case, silk rope (50 ft.), spell component pouch, trail
CG Small humanoid (halfling) rations (2), waterskin, 7 gp
Init +2; Senses Perception +2 SPECIAL ABILITIES
DEFENSE Bardic Performance Lem can start a performance as a move action
AC 20, touch 15, flat-footed 17 (+5 armor, +1 deflection, +2 Dex, +1 and maintain it each round as a free action. He can perform for a
dodge, +1 size) total of 27 rounds in a day, and can have only one performance
hp 66 (7d8+28) in effect at a time. This ability is described on page 35 of the
Fort +6, Ref +9, Will +7; +4 vs. bardic performance, language- Pathfinder RPG Core Rulebook.
dependent, and sonic; +2 vs. fear Countersong: Lem makes a Perform (wind) skill check. Any
OFFENSE creature within 30 feet (including Lem) that is affected by a sonic
Speed 20 ft. or language-dependent magical attack can use the result in place
Melee +1 short sword +9 (1d4/19–20) of his saving throw. If already under the effect of such an attack, he
Ranged sling +8 (1d3–1) gains a new saving throw against it each round, but must use the
Special Attacks bardic performance 27 rounds/day (move action; Perform check result.
countersong, distraction, fascinate, inspire competence +3, inspire Distraction: This works like countersong, but uses a Perform
courage +2) (comedy) check and works against illusion (pattern) or illusion
Bard Spells Known (CL 7th; concentration +12) (figment) magical attacks.
3rd (2/day)—deep slumber (DC 18), haste Fascinate: Each creature within 90 feet that can see, hear, and
2nd (4/day)—heroism, invisibility, silence (DC 17), suggestion (DC 17) pay attention to Lem attempts a Will save (DC 18). If it fails, the
1st (6/day)—charm person (DC 16), grease, hideous laughter (DC creature sits quietly and observes the performance as long as
16), remove fear, silent image (DC 16) it lasts, taking a –4 penalty on skill checks made as reactions,
0 (at will)—dancing lights, detect magic, ghost sound (DC 15), light, including Perception checks. A potential threat gives the creature
mage hand, prestidigitation a new saving throw, and an obvious threat automatically ends
* The effects of this ability have already been calculated into the fascination.
Lem’s statistics. Inspire Competence: An ally within 30 feet who can hear Lem’s
STATISTICS performance gains a +3 competence bonus on skill checks with a
Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 20 skill Lem chooses. “No need to look so glum, everyone!
Base Atk +5; CMB +3; CMD 17 Inspire Courage: Lem and his allies who can hear his performance I’d hardly call this certain death!”
Feats Dodge*, Extra Performance*, Toughness*, Weapon Finesse* gain a +2 morale bonus on saving throws against charm and fear
Skills Acrobatics +10 (+6 when jumping), Bluff +16, Climb +1, effects and a +2 competence bonus on attack and damage rolls. Although Lem was raised in a wealthy household, it was only because
Diplomacy +15, Knowledge (arcana) +15, Knowledge (nobility) +15, Freedom Fighter Lem gains a +1 trait bonus on any skill check or he was born a slave. He learned how to say what his superiors wanted
Perception +2, Perform (comedy) +15, Perform (wind) +15, Sense attack roll made during the process of escaping capture or in to hear, which secured him less onerous jobs—like playing the f lute
Motive +10, Stealth +13 helping a slave escape bondage. at family gatherings. But when his kin were to be sacrificed to a devil,
Traits fast talker*, freedom fighter Lore Master Lem can take 10 on Knowledge (arcana) or Knowledge Lem lit a few fires in the manor and ensured that all of his half ling
Languages Common, Elven, Goblin, Halfling (nobility) checks. Once per day as a standard action, he can take 20 kin were safe in the slave’s quarters. Lem was shocked to see them
SQ bardic knowledge +3*, lore master 1/day, versatile performance on any Knowledge check. rush back in a hopeless attempt to aid in extinguishing the f lames.
(comedy, wind) Versatile Performance Lem can use his bonus for Perform (wind) As the place burnt and the half lings bemoaned the loss of their
Combat Gear lesser extend metamagic rod, potion of cure serious in place of his normal bonus when making Diplomacy or Handle shelter, Lem slipped away, bitter and distraught. Still quick to side
wounds, potion of expeditious retreat, scroll of charm monster, Animal checks, and Perform (comedy) when making Bluff or with the underdog, Lem has learned that his most powerful traits are
scroll of comprehend languages, scroll of glitterdust, wand of cure Intimidate checks. his optimism and his sense of humor.
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Bloodrager 1

A man of few words, Crowe keeps a tight hold on the storm that always rages Dex skill except Acrobatics, Fly, and Ride. Once his bloodrage ends,
inside him, letting it loose only on the battlefield. Crowe is fatigued for twice the number of rounds he just bloodraged,
and he can’t bloodrage again while fatigued or exhausted.
CROWE Elemental Strikes Three times per day as a swift action, Crowe can cause
Male human air elemental bloodrager 1 all his melee attacks to do 1d6 extra electricity damage for round.
CN Medium humanoid (human) Furious Focus Crowe’s first attack each round suffers no penalty from
Init +1; Senses Perception +4 Power Attack.
DEFENSE Power Attack Crowe can take a –1 penalty to hit with his earthbreaker
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) to do +3 damage.
hp 13 (1d10+3) Cure Light Wounds Crowe’s potion heals the drinker for 1d8+1 damage.
Fort +4, Ref +1, Will +0
OFFENSE When Crowe was a young man waiting to depart on his first horse
Speed 30 ft. gathering, he had the same dream every night for five weeks. Each
Melee earthbreakerUE +5 (2d6+6/×3) time the storm came. Each time the stampede thundered out
Ranged sling +2 (1d4+4) of the canyon to the south. Each time his body was trampled to
Special Attacks bloodline power (elemental strikes), bloodrage pulp before he woke up soaking with sweat.
(6 rounds/day) As Crowe grew stronger of frame, he trained
TACTICS with the weapons of his ancestors and learned how
Bloodraging Statistics When bloodraging, your statistics are to protect his people and their way of life. Crowe
AC 15, touch 9, flat-footed 14, hp 15, Fort +6, Will + 2; learned the klar, mastered the earthbreaker, and
Melee earthbreaker +7 (2d6+9/×3); Ranged sling +2 (1d4+6); also studied the natural world and the ways of
Str 22, Con 18; CMB +8 magic that his mother followed. Throughout
Fatigued Statistics When fatigued, your statistics are his tutelage, he challenged his elders and was
Init +0; AC 16, touch 10, flat-footed 15, Ref +0; challenged by his not-so-infrequent gaps in
Melee earthbreaker +4 (2d6+4/×3); Ranged sling +1 (1d4+3) memory, and many blamed his parents for his outbursts.
Str 16, Dex 10; CMB +5; CMD 14; Skills Acrobatics –1 Though Crowe was still considered to be too young for a
STATISTICS long outing, his father decided that taking his son on his first
Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 14 horse gathering would teach the boy discipline. In order to
Base Atk +1; CMB +6; CMD 16 test Crowe’s patience, his father sent the youth ahead to the
Feats Furious FocusAPG, Power Attack canyon’s mouth to capture a horse.
Skills Acrobatics +0, Intimidate +7, Perception +4, Survival +4; Armor Crowe crouched upon a flat umber rock, trembling with terror.
Check Penalty –5 All he could hear was the storm, a low, rolling rumble that thundered
Traits air-touched, bred for warHoG in his eardrums. The thunder beating in his ears changed. It wasn’t
Languages Common, Shoanti just internal; it was echoing through the canyon. Then the storm
SQ bloodline (elemental [air]), fast movement broke. Thunder rumbled and crashed through the canyon and
Combat Gear acid, potion of cure light wounds; Other Gear four- lightning bathed its rusty walls in flashes of white.
mirror armorUE, earth breaker, sling with 10 bullets, backpack, After the storm had passed, Crowe awoke to find his cousin sitting
waterskin, 1 gp, 9 sp on his chest and slapping his face, claiming that he was to blame for
SPECIAL ABILITIES the carnage spread all around him. More than a dozen horses lay dead,
Air Touched Crowe gains DR 1/- against all creatures and attacks with and half of the hunting party lay trampled in the riverbed. They said
the air subtype. Crowe was to blame. They said there was no storm. They said he had
Bloodrage Crowe can enter bloodrage for up to 6 rounds per day, using done it. Slick with blood, confused, and full of no uncertain amount
his bloodraging statistics. He can’t use abilities requiring patience or of shame, he stumbled through the night. The dawn broke on Crowe’s “Savor the lightning’s flash, for the thunder that
concentration, any Int skill, any Cha skill except Intimidate, and any new life—a life not burdened by tradition, a life that was numb to fear.
follows will be the last thing you hear.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Bloodrager 4

A man of few words, Crowe keeps a tight hold on the storm that always rages +1, ring of protection + 1, wand of cure light wounds (10 charges),
inside him, letting it loose only on the battlefield. sling with 10 bullets, backpack, waterskin, 56 gp 9 sp
SPECIAL ABILITIES
CROWE Air Touched Crowe gains DR 1/- against all creatures and attacks with
Male human air elemental bloodrager 4 the air subtype.
CN Medium humanoid (human) Blood Casting Crowe can cast his bloodrager spells while bloodraging.
Init +1; Senses Perception +7 He can even cast defensively and concentrate on these spells.
DEFENSE Blood Sanctuary Crowe receives a +2 bonus to saves against his own
AC 18, touch 12, flat-footed 17 (+6 armor, +1 deflection, +1 Dex) attacks and allies’ attacks.
hp 40 (4d10+12) Bloodrage Crowe can enter bloodrage for up to twelve rounds per
Fort +7, Ref +3, Will +2 day, using his bloodraging statistics. He can’t use abilities requiring
Defensive Abilities blood sanctuary, uncanny dodge patience or concentration, any Int skill, any Cha skill except
OFFENSE Intimidate, and any Dex skill except Acrobatics, Fly, and
Speed 30 ft. Ride. Once his bloodrage ends, Crowe is fatigued for twice
Melee +1 earthbreakerUE +9 (2d6+7/×3) the number of rounds he just bloodraged, and he can’t
Ranged sling +5 (1d4+4) bloodrage again while fatigued or exhausted.
Special Attacks bloodline power (elemental strikes), bloodrage Elemental Strikes Three times per day as a swift
(12 rounds/day) action, Crowe can cause all his melee attacks to do
Bloodrager Spells Known (CL 4th; concentration +6) 1d6 extra electricity damage for round.
1st (2/day)—enlarge person, shield Furious Focus Crowe’s first attack each round
TACTICS suffers no penalty from Power Attack.
Bloodraging Statistics When bloodraging, your statistics are Power Attack Crowe can take a –2 penalty to
AC 16, touch 10, flat-footed 15, hp 52, Fort +10, Will + 4; Resist hit with his earthbreaker to do +6 damage.
electricity 10; Raging Vitality Crowe can continue his
Melee +1 earthbreaker +11 (2d6+10/×3); Ranged sling +5 (1d4+6); bloodrage even when he is unconscious.
Str 22, Con 21; CMB +11; Skills Climb +7, Ride +1, Swim +7. Uncanny Dodge Crowe is not denied his Dex bonus before he
Fatigued Statistics When fatigued, your statistics are acts in combat or against invisible opponents.
Init +0; AC 17, touch 11, flat-footed 16, Ref +2;
Melee +1 earthbreaker +8 (2d6+5/×3); Ranged sling +4 (1d4+3) When Crowe was a young man waiting to depart on his first
Str 16, Dex 10; CMB +8; CMD 18; Skills Acrobatics +4, Climb +4, horse gathering, each night he dreamed of a storm, a storm he
Swim +4 heard during each of his violent outbursts. Some in the tribe thought
STATISTICS this was simply an excuse for misbehavior. In order to teach Crowe
Str 18, Dex 12, Con 15, Int 8, Wis 10, Cha 14 patience, his father took his son on a horse gathering and sent the
Base Atk +4; CMB +9; CMD 20 youth ahead to the canyon’s mouth to capture a horse. Crowe crouched
Feats Eschew Materials, Furious FocusAPG, Power Attack, upon a flat umber rock, trembling with terror. All he could hear was the
Raging VitalityAPG storm, a low, rolling rumble that thundered in his eardrums.
Skills Acrobatics +5, Climb +5, Handle Animal +6, Intimidate +7, After the storm had passed, Crowe awoke to find his cousin
Knowledge (arcana) +3, Perception +7, Ride +2, Spellcraft +3, sitting on his chest and slapping his face, claiming that he was to
Survival +4, Swim +5; Armor Check Penalty –3 blame for the carnage spread all around him—claiming there had
Traits air-touched, bred for warHoG been no storm. More than a dozen horses lay dead, and half of
Languages Common, Shoanti the hunting party lay trampled in the riverbed. Slick with blood,
SQ blood casting, bloodline (elemental [air]), fast movement confused, and full of no uncertain amount of shame, he stumbled
Combat Gear acid, alchemist’s fire (2), potion of cure light wounds; through the night. The dawn broke on Crowe’s new life—a life not “Savor the lightning’s flash, for the thunder that
Other Gear mwk breastplate, +1 earth breaker, cloak of resistance burdened by tradition, a life that was numb to fear.
follows will be the last thing you hear.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Bloodrager 7
A man of few words, Crowe keeps a tight hold on the storm that always rages
Traits air-touched, bred for warHoG
inside him, letting it loose only on the battlefield.
Languages Common, Shoanti
SQ blood casting, bloodline (elemental [air]), fast movement
CROWE Combat Gear acid, alchemist’s fire, oil of daylight, potion of cure
Male human air elemental bloodrager 7 light wounds, potion of fly, scroll of see invisibility; Other Gear +1
CN Medium humanoid (human) mithral breastplate, +1 furiousUE earth breaker, mwk composite
Init +1; Senses Perception +10 longbow, cloak of resistance +1, ring of protection + 1, belt of giant
DEFENSE strength +2, wand of cure light wounds (20 charges), sling with 10
AC 18, touch 12, flat-footed 17 (+6 armor, +1 deflection, +1 Dex) bullets, backpack, waterskin, 27 gp
hp 74 (7d10+28) SPECIAL ABILITIES
Fort +8, Ref +4, Will +5 Air Touched Crowe gains DR 1/- against all creatures and attacks with
Defensive Abilities blood sanctuary, improved uncanny dodge, the air subtype.
uncanny dodge; DR 1/-; Blood Casting Crowe can cast his bloodrager spells while
OFFENSE bloodraging. He can even cast defensively and concentrate
Speed 40 ft. on these spells.
Melee +1 furious earthbreaker +14/+9 (2d6+8/×3) Blood Sanctuary Crowe receives a +2 bonus to saves
Ranged mwk composite longbow +9 (1d8+5) against his own attacks and allies’ attacks.
Special Attacks bloodline power (elemental strikes), bloodrage Bloodrage Crowe can enter bloodrage for up to
(18 rounds/day) eighteen rounds per day, using his bloodraging
Bloodrager Spells Known (CL 7th; concentration +9) statistics. He can’t use abilities requiring
2nd (2/day)—glitterdust (DC 14), mirror image patience or concentration, any Int skill, any
1st (2/day)—burning hands (electric damage, DC 13), enlarge Cha skill except Intimidate, and any Dex
person, expeditious retreat, protection from evil, shield skill except Acrobatics, Fly, and Ride. Once
TACTICS his bloodrage ends, Crowe is fatigued for
Bloodraging Statistics When bloodraging, your statistics are twice the number of rounds he just bloodraged, and he
AC 16, touch 10, flat-footed 15, hp 95, Fort +11, Will + 7; Resist can’t bloodrage again while fatigued or exhausted.
electricity 10; Elemental Strikes Three times per day as a swift action,
Melee +1 furious earthbreakerUE +18/+13 (2d6+13/×3); Crowe can cause all his melee attacks to do 1d6 extra
Ranged mwk composite longbow +9 (1d8+5); electricity damage for round.
Str 24, Con 21; CMB +15; Skills Climb +10, Swim +10. Furious Focus Crowe’s first attack each round suffers no penalty
Fatigued Statistics When fatigued, your statistics are from Power Attack.
Init +0; AC 17, touch 11, flat-footed 16, Ref +3; Improved Uncanny Dodge Crowe cannot be flanked unless the
Melee +1 furious earthbreaker +13/+8 (2d6+7/×3); Ranged mwk flanker is an 11th-level rogue (or has 11 levels in another class that
composite longbow +6 (1d8+4) grants the sneak attack class feature).
Str 18, Dex 10; CMB +12; CMD 22; Skills Acrobatics +9, Climb +7, Power Attack Crowe can take a –2 penalty to hit with his earthbreaker
Ride +3, Swim +7 to do +6 damage.
STATISTICS Raging Vitality Crowe can continue his bloodrage even when unconscious.
Str 20, Dex 12, Con 15, Int 8, Wis 10, Cha 14 Uncanny Dodge Crowe is not denied his Dex bonus before he acts in
Base Atk +7; CMB +13; CMD 24 combat or against invisible opponents.
Feats Eschew Materials, Furious FocusAPG, Iron Will, Power Attack, Burning Hands Crowe deals 5d4 electricity damage to all targets in a
Raging VitalityAPG, Toughness, Weapon Focus (earthbreaker) 15-foot-cone (Reflex 13 for half damage)
Skills Acrobatics +10, Climb +8, Handle Animal +6, Intimidate +13, Cure Light Wounds Crowe’s wand heals a touched target for 1d8+1
Knowledge (arcana) +3, Perception +10, Ride +4, Spellcraft +3, damage. Crowe needs help to activate his wand, so he also has a “Savor the lightning’s flash, for the thunder that
Survival +4, Swim +8; Armor Check Penalty –1 potion for emergencies.
follows will be the last thing you hear.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Bloodrager 7

Daylight When smeared on an object, Crowe’s oil creates bright light from foretelling that he would one day become a significant force.
for 60 feet and raises the light by one level for the next 60 feet From a young age, Crowe was trained to be a perfect groom, and
for 50 minutes. If there is magic darkness in that area, instead the it was clear that in time he would become a good trainer. He learned
overlapping area is unaffected by either spell. from his mother and father, as well as from his aunts and uncles, for
Enlarge Person After 1 full round of casting, a humanoid target within even among the animal-loving Shriikirri-Quah, his family had a way
40 feet becomes Large for 7 minutes, gaining +2 Strength, –2 with horses. They supplied many a burn-rider of the Sklar-Quah with
Dexterity, reach, +1 size bonus to CMB and CMD, –1 size penalty to their signature steeds, and foreigners came from miles around seeking
hit and AC, –4 size penalty to Stealth, –2 size penalty to Fly. Melee to trade for the family’s fearless stallions.
weapons increase in damage (Crowe’s earthbreaker goes up to 3d6) As Crowe grew stronger of frame, he learned the traditional ways
Expeditious Retreat Crowe’s movement increases to 70 for 7 minutes. of Shoanti warfare. He trained with the weapons of his ancestors
Fly Crowe’s potion grants the drinker a 60 foot fly speed and a +6 and learned how to protect his people and their way of life. Crowe
bonus to Fly checks (+6 total for Crowe himself) for 5 minutes. learned the klar, mastered the earthbreaker, and also studied the
Glitterdust Creatures in a 10-foot radius take a –40 to Stealth and lose natural world and the ways of magic that his mother followed.
the benefit of invisibility and the like for 7 rounds. They are also Throughout his tutelage, he challenged his elders and was
blinded if they fail a DC 14 Will save, but at the end of each of their challenged by his not-so-infrequent gaps in memory. Some
turns, they can attempt the Will save again to end the blindness. in the tribe thought this was simply an excuse for his
Mirror Image 1d4+2 copies of Crowe weave around him for 7 misbehavior, and many blamed his parents for his
minutes. Any attack requiring an attack roll has an equal chance to violent outbursts.
hit and destroy each image, missing Crowe, as it does to hit Crowe Though Crowe was still considered to be too young
(so with 3 images, there would be a 1 in 4 chance to hit Crowe and for a long outing, his father decided that taking his
a 3 in 4 chance of destroying an image). An attack that misses by 5 son on his first horse gathering would teach the
or less also destroys an image. If the enemy can’t see the images, boy discipline. In order to test Crowe’s patience,
it is not fooled. his father sent the youth ahead to the canyon’s
Protection from Evil A touched target gains a +2 resistance bonus mouth to capture a horse of his own.
to saves and a +2 deflection bonus to AC against evil creatures Crowe crouched upon a flat umber rock, trembling with
for 7 minutes (in Crowe’s case, he already has +1, so each would terror. All he could hear was the storm in the distance, a low,
only increase by 1). The target cannot be touched by a nongood rolling rumble that thundered in his eardrums. He was sure
summoned creature and is immune to direct mental control and what he heard was his fear, his rage. This was the canyon.
possession from evil creatures. If Crowe casts this spell after direct This was the night he would die. The thunder beating in his
mental control or possession, instead the target can attempt a new ears changed. It wasn’t just internal; it was echoing through the
saving throw at a +2 bonus. canyon. The herd was coming. Crowe looked to the sky as dark clouds
See Invisibility Crowe’s scroll allows Crowe to see invisible and ethereal rolling in from the south obscured the setting sun. Crowe scrambled
things for 30 minutes. back to his designated post as hundreds of horses filled the canyon,
Shield Crowe gains a +4 shield bonus to AC for 7 minutes and becomes their hoofbeats driving a pounding echo off the canyon walls.
immune to magic missile. Then the storm broke. Thunder rumbled and crashed through the
canyon and lightning bathed its rusty walls in flashes of white.
When Crowe was a young man waiting to depart on his first horse After the storm had passed, Crowe awoke to find his cousin sitting
gathering, he had the same dream every night for five weeks. It always on his chest and slapping his face, claiming that he was to blame for the
started and ended the same way. Each time the storm came. Each time carnage spread all around him. More than a dozen horses lay dead, and
the stampede thundered out of the canyon to the south. Each time his half of the hunting party lay trampled in the riverbed. They said Crowe
body was trampled to pulp before he woke up soaking with sweat. was to blame. They said there was no storm. They said he had done it.
Crowe was born under an auspicious sign during a thunderstorm Slick with blood, confused, and full of no uncertain amount of
that scoured the Storval Plateau one burning autumn evening. The shame, he stumbled through the night. The dawn broke on Crowe’s “Savor the lightning’s flash, for the thunder that
holy ones were reluctant to predict much about the newborn aside new life—a life not burdened by tradition, a life that was numb to fear.
follows will be the last thing you hear.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Brawler 1

Kess wears her bruises and scars as proudly as she wears the medals adorning Martial Training Kess counts her brawler levels as both fighter levels
her outfit She isn’t afraid to say what’s on her mind, especially when facing and monk levels for the purpose of qualifying for combat feats.
authorities who try to tell others what to do. Snapping Turtle Style When in her stance (she can enter as a swift
action), Kess gains a +1 shield bonus to AC, included above.
KESS Strength’s Fanfare Whenever Kess is the subject of inspire courage
Female human brawler 1 (or other sonic effects that give competence bonuses to attack and
CG Medium humanoid (human) damage), she gets a +1 trait bonus Strength-based skill checks and
Init +2; Senses Perception +4 to CMB and CMD for bull rush, grapple, and reposition.
DEFENSE
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield) She was raised to be Lady Kessilandrie Anicia Vlastos, but the thousands
hp 11 (1d10+1) of cheering fans that fill the arena’s seats when she fights shout her
Fort +3, Ref +4, Will +0; +2 vs. charms and compulsions preferred name—Kess the Bull.
OFFENSE Using the ruse of attending fencing class, Kess made her way to the
Speed 30 ft. underground rings every chance she could get. It was there that she
Melee unarmed strike +5 (1d6+4) discovered real honor—not that bogus social contract she grew up
Ranged javelin +3 (1d6+4) under. In those pit fights, she learned focus and found her calling. The
Special Attacks martial flexibility 4/day roar of the crowd charged her, and she pushed her body, testing herself.
STATISTICS She learned a multitude of styles and forms from the various fighters
Str 19, Dex 14, Con 12, Int 8, Wis 10, Cha 12 and promoters that flowed through the ring, as well as the worship of
Base Atk +1; CMB +5 (+7 grapple); CMD 17 (20 grapple, 18 trip) Kurgess, god of bravery, competition, and sports.
Feats Improved Grapple, Improved Unarmed Strike, Snapping Turtle StyleUC For her own safety—and to quash a scandal—her parents threatened to
Skills Acrobatics +4, Intimidate +5, Perception +4, Perform (oratory) +2; send Kess off to their country estate, or even to a boarding school. In no
Armor Check –2 way eager to have her destiny decided for her by others, Kess set off for the
Traits Free AgentPotIS, Strength’s FanfareISG gladiator nation of Tymon. Once there, she fought enough bouts in the
Languages Common arena to get noticed by the masters of the Valknar Gladiatorial College,
SQ brawler’s cunning, martial training, unarmed strike and used the prize money from her Opparan fights to pay for tuition.
Combat Gear alchemist’s fire; Other Gear chain shirt, javelin (5), While still one win shy of being considered “bloodied,” she
backpack, waterskin, 22 gp was lured away from the city by the call of new arenas in distant
SPECIAL ABILITIES locations, taking up the life of an adventurer—not for treasure,
Brawler’s Cunning Kess counts as having 13 Intelligence for the but for the fun of it. Every so often, Kess attempts to alleviate
purpose of qualifying for combat feats. some of her mother’s worry by sending letters home telling of her
Favored Class Bonus Kess has used her favored class bonus to increase adventures, but has learned to obscure where they’re sent from, lest
her CMD against grapple and trip maneuvers (already included). her father send agents to track her down and try to bring her home.
Improved Grapple Kess does not provoke attacks of opportunity when Kess wears her bruises and scars as proudly as she wears the medals
initiating a grapple. adorning her outfit—prizes from various fights, as well as a short stint
Improved Unarmed Strike Kess does not provoke attacks of with a mercenary company. Even though she tries to be positive and
opportunity when she makes an unarmed strike and can deal her upbeat, she knows that she’s often aggressive and sarcastic. Kess isn’t
choice of lethal or nonlethal damage. afraid to say what’s on her mind, especially when facing authorities
Martial Flexibility Kess can spend a move action to gain any combat feat who try to tell others what to do. The only time Kess shows a strong
she doesn’t possess for 1 minute, as long as she meets the prerequisites. respect for rules is during a competition—she doesn’t tolerate cheaters.
If she uses the ability again before that time, she loses all the feats from Kess is competitive, though she encourages others in their own tasks.
the previous use. If the feat has a daily limit and she picks it more than She keeps her body fit, and trains every chance she gets—a crucial
once, it doesn’t reset the limit. Power Attack would be a pretty good counterbalance to her love of good food, strong drink, and long nights “Fencing is for dandies and duels are just ego
choice if you are fighting something you’d rather punch than grapple. of celebration after a fight.
dramas. I solve problems with a fist to the jaw.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Brawler 4

Kess wears her bruises and scars as proudly as she wears the medals adorning initiating a grapple.
her outfit She isn’t afraid to say what’s on her mind, especially when facing Improved Unarmed Strike Kess does not provoke attacks of
authorities who try to tell others what to do. opportunity when she makes an unarmed strike and can deal her
choice of lethal or nonlethal damage.
KESS Knockout Strike Kess can attempt a one-hit knockout, declaring her
Female human brawler 4 attempt before rolling her attack roll. If she hits and deals damage,
CG Medium humanoid (human) the target must succeed at a DC 17 Fortitude save or fall unconscious
Init +2; Senses Perception +7 for 1d6 rounds. It gets a new save each round to wake up. This doesn’t
DEFENSE work if the target is immune to critical hits or nonlethal damage.
AC 20, touch 15, flat-footed 17 (+5 armor, +1 deflection, +2 Dex, +1 Martial Flexibility Kess can spend a move action to gain any combat feat
dodge, +1 shield) she doesn’t possess for 1 minute, as long as she meets the prerequisites.
hp 32 (4d10+4) If she uses the ability again before that time, she loses all the feats from
Fort +5, Ref +6, Will +3; +5 vs. charms and compulsions the previous use. If the feat has a daily limit and she picks it more than
OFFENSE once, it doesn’t reset the limit. Power Attack is a pretty good choice if
Speed 30 ft. you’re fighting something you’d rather punch than grapple.
Melee unarmed strike +7/+7 (1d8+5) or Martial Training Kess counts her brawler levels as both fighter levels
unarmed strike +9 (1d8+5) and monk levels for the purpose of qualifying for combat feats.
Ranged cold iron javelin +6 (1d6+5) Snapping Turtle Clutch Kess’s snapping turtle shield bonus applies
Special Attacks knockout strike 1/day (DC 17), martial flexibility 5/day to touch AC and CMD (already included), and whenever an enemy
STATISTICS misses her, she can spend an immediate action to start a grapple
Str 20, Dex 14, Con 12, Int 8, Wis 10, Cha 12 with them at a –2 penalty.
Base Atk +4; CMB +9 (+13 grapple); CMD 24 (28 grapple) Snapping Turtle Style When in her stance (she can enter as a swift
Feats Iron Will, Improved Grapple, Improved Unarmed Strike, Snapping action), Kess gains a +1 shield bonus to AC, included above.
Turtle ClutchUC, Snapping Turtle StyleUC Strength’s Fanfare Whenever Kess is the subject of inspire courage
Skills Acrobatics +9, Climb +9, Intimidate +5, Knowledge (or other sonic effects that give competence bonuses to attack and
(dungeoneering) +3, Knowledge (local) +3, Perception +7, Perform damage), she gets a +1 trait bonus Strength-based skill checks and
(oratory) +2, Ride +6, Sense Motive +4, Swim +9; Armor Check –0 to CMB and CMD for bull rush, grapple, and reposition.
Traits Free AgentPotIS, Strength’s FanfareISG Cure Light Wounds Kess’s wand heals a touched target for 1d8+1
Languages Common damage. Kess needs help to activate her wand, so she also has a
SQ AC bonus +1, brawler’s cunning, brawler’s flurry, maneuver potion for emergencies.
training (grapple +1), martial training, unarmed strike Greater Magic Weapon This oil grants a weapon (even Kess’s unarmed
Combat Gear alchemist’s fire, oil of greater magic weapon, potions of strike) a +1 enhancement bonus on attack and damage rolls for 5 hours.
cure light wounds (3); Other Gear +1 mithral chain shirt, cold iron
javelins (5), armbands of the brawlerUE, ring of protection +1, wand She was raised to be Lady Kessilandrie Anicia Vlastos, but the
of cure light wounds (20 charges), backpack, waterskin, 168 gp 9 sp thousands of cheering fans that fill the arena’s seats when she fights
SPECIAL ABILITIES shout her preferred name—Kess the Bull.
Brawler’s Cunning Kess counts as having 13 Intelligence for the Kess is competitive, though she encourages others in their own tasks.
purpose of qualifying for combat feats. Even though she tries to be positive and upbeat, she knows that she’s
Brawler’s Flurry When Kess makes a full-attack, she has the Two-Weapon often aggressive and sarcastic. Kess isn’t afraid to say what’s on her
Fighting feat as long as she uses unarmed strikes, close weapons, and mind, especially when facing authorities who try to tell others what
monk weapons, and she adds her full Strength modifier to all attacks. to do. The only time Kess shows a strong respect for rules is during
Favored Class Bonus Kess has used her favored class bonus to increase a competition—she doesn’t tolerate cheaters. She keeps her body fit,
her CMD against grapple and trip maneuvers (already included). and trains every chance she gets—a crucial counterbalance to her love of “Fencing is for dandies and duels are just ego
Improved Grapple Kess does not provoke attacks of opportunity when good food, strong drink, and long nights of celebration after a fight.
dramas. I solve problems with a fist to the jaw.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Brawler 7
Kess wears her bruises and scars as proudly as she wears the medals Brawler’s Flurry When Kess makes a full-attack, she has the Two-
adorning her outfit—prizes from various fights, as well as a short stint with Weapon Fighting feat as long as she uses unarmed strikes, close
a mercenary company. She isn’t afraid to say what’s on her mind, especially weapons, and monk weapons, and she adds her full Strength
when facing authorities who try to tell others what to do. modifier to all attacks.
Brawler’s Strike Kess’s unarmed attacks count as magic.
Close Weapon Mastery Kess can deal 1d6 damage with any weapon
KESS
from the close weapon group (dagger, shield spikes, etc.) if she wants.
Female human brawler 7
Favored Class Bonus Kess has used her favored class bonus to increase
CG Medium humanoid (human)
her CMD against grapple and trip maneuvers (already included).
Init +2; Senses Perception +10
Greater Grapple If Kess begins the round in control of a grapple, she
DEFENSE
can make the check to maintain her grapple as a move action,
AC 21, touch 16, flat-footed 18 (+5 armor, +1 deflection, +2 Dex,
which means she has a standard action left. If she likes, she can
+1 dodge, +2 shield)
use that action to make a second check to maintain the grapple and
hp 60 (7d10+14)
perform a different effect on her grappled victim.
Fort +7, Ref +8, Will +5; +2 vs. charms and compulsions
Improved Grapple Kess does not provoke attacks of opportunity when
OFFENSE
initiating a grapple.
Speed 30 ft.
Improved Unarmed Strike Kess does not provoke attacks of
Melee unarmed strike +13/+13/+8 (1d8+8) or
opportunity when she makes an unarmed strike and can deal her
unarmed strike +15/+10 (1d8+8)
choice of lethal or nonlethal damage.
Ranged javelin +9 (1d6+6)
Knockout Strike Kess can attempt a one-hit knockout, declaring
Special Attacks knockout strike 1/day (DC 19), martial flexibility
her attempt before rolling her attack roll. If she hits and deals
(swift action) 6/day
damage, the target must succeed at a DC 17 Fortitude save or fall
STATISTICS
unconscious for 1d6 rounds. It gets a new save each round to wake
Str 22, Dex 14, Con 12, Int 8, Wis 10, Cha 12
up. This doesn’t work if the target is immune to critical hits or
Base Atk +7; CMB +13 (+22 grapple, +14 trip); CMD 29 (40 grapple, 37 trip)
nonlethal damage.
Feats Greater Grapple, Iron Will, Improved Grapple, Improved Unarmed
Martial Flexibility Kess can spend a move action to gain any two
Strike, Snapping Turtle ClutchUC, Snapping Turtle ShellUC, Snapping
combat feats she doesn’t possess, as long as she meets the
Turtle StyleUC, Toughness
prerequisites, or she can spend a swift action to gain any one
Skills Acrobatics +12, Climb +9, Intimidate +5, Knowledge
combat feat. She keeps the feat for 1 minute. If she uses the
(dungeoneering) +3, Knowledge (local) +3, Perception +10, Perform
ability again before that time, she loses all the feats from the
(oratory) +8, Ride +6, Sense Motive +4, Swim +9; Armor Check –0
previous use. If the feat has a daily limit and she picks it more
Traits Free AgentPotIS, Strength’s FanfareISG
than once, it doesn’t reset the limit. Power Attack would be a
Languages Common
pretty good choice for a swift action if you are fighting something
SQ AC bonus +1, brawler’s cunning, brawler’s flurry, brawler’s strike
you’d rather punch than grapple. For a move action, you could
(magic), close weapon mastery, maneuver training (grapple +2, trip
consider grabbing two feats in a chain like Combat Expertise and
+1), martial training, unarmed strike
either Improved Dirty Trick or Improved Trip.
Combat Gear alchemist’s fire, oil of daylight, potion of heroism, potion
Martial Training Kess counts her brawler levels as both fighter levels
of bear’s endurance, potion of fly; Other Gear +1 brawlingUE mithral
and monk levels for the purpose of qualifying for combat feats.
chain shirt, cold iron javelins (5), armbands of the brawlerUE, belt of
Shirt of Immolation Whenever Kess is in a grapple, her shirt
giant strength +2, cloak of resistance +1, ring of protection +1, shirt
automatically bursts into flames and deals 1d6+10 damage, continuing
of immolationUE, wand of cure light wounds (20 charges), backpack,
each round of the grapple. It can burn for 10 rounds each day.
waterskin, 16 gp 9 sp
Snapping Turtle Clutch Kess’s snapping turtle shield bonus applies
SPECIAL ABILITIES
to touch AC and CMD (already included), and whenever an enemy
Brawler’s Cunning Kess counts as having 13 Intelligence for the “Fencing is for dandies and duels are just ego
misses her, she can spend an immediate action to start a grapple
purpose of qualifying for combat feats.
with them at a –2 penalty. dramas. I solve problems with a fist to the jaw.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Brawler 7
Snapping Turtle Shell Kess’s snapping turtle shield bonus increases
underground fighting ring in a seedy part of the city.
to +2 (already included), and opponents take a –4 on all critical
Her first night in the pit was exhilarating. The organizers paired
confirmation rolls against her.
her up with a brawny farm boy whose jaw jutted out as far as his
Snapping Turtle Style When in her stance (she can enter as a swift
forehead sloped back. He hit hard, but he didn’t know a thing about
action), Kess gains a +1 shield bonus to AC, included above.
technique. Using her skill and rangy frame to her advantage, Kess
Strength’s Fanfare Whenever Kess is the subject of inspire courage
had him mewling on the ground in less than a minute.
(or other sonic effects that give competence bonuses to attack and
Using the ruse of attending fencing class, Kess made her way to
damage), she gets a +1 trait bonus Strength-based skill checks and
the underground rings every chance she could get. It was there that
to CMB and CMD for bull rush, grapple, and reposition.
she discovered real honor—not that bogus social contract she grew
Bear’s Endurance Kess’s potion grants the drinker +4 Constitution
up under. The roar of the crowd charged her, and she pushed her
for 3 minutes. In Kess’s case, this would give her 14 extra current
body, testing herself.
and maximum hp and a +2 to Fortitude saves. However, there is
Kess learned a multitude of styles and forms from the various
a hidden danger—when the potion wears off, Kess loses those 14
fighters and promoters that flowed through the ring, as well as
extra current and maximum hp, which could cause her to instantly
the worship of Kurgess, god of bravery, competition, and sports.
fall unconscious or die.
She also began to dream of bouts in the far-off nations, such as the
Cure Light Wounds Kess’s wand heals a touched target for 1d8+1
gladiator nation of Tymon in the River Kingdoms, from which her
damage. Kess needs help to activate her wand.
coach had won a medal.
Daylight When smeared on an object, Kess’s oil creates bright light
For her own safety—and to quash a scandal—her parents
for 60 feet and raises the light by one level for the next 60 feet
threatened to send her off to their country estate, or even to a
for 50 minutes. If there is magic darkness in that area, instead the
boarding school. In no way eager to have her destiny decided for
overlapping area is unaffected by either spell.
her by others, Kess beat her parents to the punch and she set off for
Heroism Kess’s potion grants the drinker a +2 morale bonus on attack
Tymon. Once there, she fought enough bouts in the arena to get
rolls, saving throws, and skill checks for 50 minutes.
noticed by the masters of the Valknar Gladiatorial College, and used
Fly Kess’s potion grants the drinker a 60 foot fly speed and a +6 bonus
the prize money from her Opparan fights to pay for tuition.
to Fly checks (+8 total for Kess herself) for 5 minutes.
Yet Kess is easily bored. While still one win shy of being considered
“bloodied,” she was lured away from the city by the call of new arenas in
She was raised to be Lady Kessilandrie Anicia Vlastos, but the distant locations, taking up the life of an adventurer—not for treasure,
thousands of cheering fans that fill the arena’s seats when she fights but for the fun of it. Every so often, Kess attempts to alleviate some of
shout her preferred name—Kess the Bull. her mother’s worry by sending letters home telling of her adventures,
Kess never squared herself with the life of pomp and nobility. As but has learned to obscure where they’re sent from, lest her father send
a kid growing up in an estate in the Westpark District of Oppara, agents to track her down and try to bring her home.
she spent her time in opulent gardens, tipping over rocks to look for Kess wears her bruises and scars as proudly as she wears the
bugs, climbing the massive oaks, coordinating mock battles against medals adorning her outfit—prizes from various fights, as well as
imaginary monsters with her sisters and brothers in the plum a short stint with a mercenary company. Even though she tries to
orchard, and generally getting into trouble. be positive and upbeat, she knows that she’s often aggressive and
It was during these pretend adventures that she started learning sarcastic. Kess isn’t afraid to say what’s on her mind, especially
how to fight. Her brothers and sisters were snobbish, bullying brats when facing authorities who try to tell others what to do. She doesn’t
that never left the awkward young girl alone. Never one to just take pay much mind to complicated bureaucracies and outdated social
abuse, Kess ended many of those make-believe bouts in flat-out mores, and tends to live her life the way she wants. The only time
fistfights. It wasn’t the wooden swords and staves the kids played with Kess shows a strong respect for rules is during a competition—she
that she mastered in these brawls, but rather a solid left jab, a well- doesn’t tolerate cheaters. Kess is competitive, though she encourages
placed kick, or a leg sweep. Her height gave her good reach, letting her others in their own tasks. She keeps her body fit, and trains every
even get in a good strike at her oldest brother to silence his bullying. chance she gets—a crucial counterbalance to her love of good food, “Fencing is for dandies and duels are just ego
An older fighter, sympathetic to her combat style, tipped her off to an strong drink, and long nights of celebration after a fight.
dramas. I solve problems with a fist to the jaw.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Cavalier 1

Thanks to Alain’s battlefield prowess, warriors are drawn to fight at his In addition, whenever he scores a critical hit against the flanked
side, and to Alain’s secret surprise, he’s developed a knack for leading them. creature, it provokes an attack of opportunity from his ally.
Order of the Cockatrice Alain deals additional damage against
ALAIN targets of his challenge ability that no one else threatens. He must
Human cavalier 1 (Pathfinder RPG Advanced Player’s Guide 32) act with self-interest, never refusing an opportunity to increase his
LN Medium humanoid (human) stature, prestige, and power. If he fails to uphold this edict, he loses
Init +1; Senses Perception –1 the order’s benefit to his challenge ability for 24 hours.
DEFENSE Ride-By Attack When Alain performs a charge while mounted, he can
AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 shield) move and attack as a standard charge, then continue his movement
hp 13 (1d10+3) past the attack target without provoking an attack of opportunity
Fort +4, Ref +1, Will –1 from that target. He can move up to twice his mounted speed.
OFFENSE Tactician Alain receives Outflank as a bonus feat. Once per day as a
Speed 30 ft. standard action, he can grant this feat to all allies within 30 feet
Melee lance +5 (1d8+6/×3) or who can see and hear him; this lasts for 3 rounds.
longsword +5 (1d8+4/19–20)
Ranged sling +2 (1d4+4) DONAHAN
Special Attacks challenge 1/day (+1 damage, +1 additional damage Horse
when only he and Donahan threaten), tactician 1/day (Outflank) N Large animal
STATISTICS Init +1; Senses low-light vision, scent; Perception +5
Str 18, Dex 12, Con 14, Int 10, Wis 8, Cha 14 DEFENSE
Base Atk +1; CMB +5; CMD 16 AC 16, touch 10, flat-footed 15 (+2 armor, +1 Dex, +4 natural, –1 size)
Feats Mounted Combat, Outflank APG, Ride-By Attack hp 16 (2d8+7)
Traits Armor Expert APG,*, CivilizedUCA,* Fort +5, Ref +4, Will +1
Skills Bluff +6, Diplomacy +6, Handle Animal +6, Intimidate +6, Ride +5; OFFENSE
Armor Check Penalty –2 Speed 50 ft. (35 ft. when encumbered)
Languages Common Melee bite +3 (1d4+3), 2 hooves –2 (1d6+1)
SQ mount (horse named Donahan), order of the cockatrice Space 10 ft.; Reach 5 ft.
Combat Gear alchemist’s fire; Other Gear studded leather, heavy STATISTICS
wooden shield, lance, longsword, sling with 20 bullets, backpack, Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
banner, bedroll, blanket, grappling hook, hemp rope (50 ft.), pitons Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
(4), sunrod, tabard, trail rations (3), waterskin, 1 gp Feats Toughness*
*The effects of this ability are calculated into Alain’s statistics. Skills Acrobatics +5 (+13 to jump), Perception +5
SPECIAL ABILITIES SQ link, tricks (attack [all creatures], combat riding, come,
Challenge Once per day as a swift action, Alain may challenge an defend, down, guard, heel)
enemy he sees. Until that enemy is slain, Alain gains a +1 damage Gear leather barding, feed (3), riding saddle, saddlebags
bonus against that enemy but takes a –2 AC penalty against any *The effects of this ability are calculated into Donahan’s statistics.
other enemies. As long as he is the only creature other than SPECIAL ABILITIES
Donahan who threatens the target of his challenge, he gains an Encumbered Donahan is encumbered when Alain is mounted. This
extra +1 morale bonus on melee damage rolls against that target. reduces his movement speed to 35 feet and gives him an additional
Mounted Combat Once per round when his mount is hit, Alain may –3 penalty on Strength and Dexterity-based skill checks.
attempt a Ride check as an immediate action to negate the hit. The Link Alain can use Handle Animal on Donahan as a free action or push
DC is equal to the opponent’s attack roll. him as a move action.
Outflank Whenever Alain and an ally with this feat are flanking the “I strive with every encounter to increase my own
same creature, his flanking bonus on attack rolls increases to +4. All Alain cares about is his reputation and his horse, Donahan.
legend, whether as scoundrel or saint.”
©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Cavalier 4

Alain wanders as he wills, taking commissions when they suit his fancy. SPECIAL ABILITIES
Thanks to his prowess on the battlefield, warriors are often drawn to fight Cavalier’s Charge Alain receives a +4 bonus on melee attack rolls
at his side, and to Alain’s secret surprise he’s developed quite a knack for when he charges while mounted (instead of the normal +2). He
leading them. does not take a penalty to AC when making mounted charges.
Challenge Two times per day as a swift action, Alain may challenge
ALAIN an enemy he sees. Until that enemy is slain, he gains a +4 damage
Human cavalier 4 (Pathfinder RPG Advanced Player’s Guide 32) bonus against that enemy but takes a –2 AC penalty against any
LN Medium humanoid (human) other enemies. As long as he is the only creature other than
Init +1; Senses Perception –1 Donahan who threatens the target of his challenge, he also gains a
DEFENSE +2 morale bonus on melee damage rolls against that target.
AC 22, touch 11, flat-footed 21 (+9 armor, +1 Dex, +2 shield) Dazzling Display As a full-round action, Alain can attempt an
hp 40 (4d10+12) Intimidate check to demoralize all foes within 30 feet.
Fort +7, Ref +3, Will +1 Mounted Combat Once per round when Donahan is hit, Alain may
OFFENSE attempt a Ride check as an immediate action to negate the hit. The
Speed 20 ft. DC is equal to the opponent’s attack roll.
Melee cold iron light flail +8 (1d8+4) or Outflank Whenever Alain and an ally with this feat are flanking the
mwk lance +9 (1d8+6/×3) or same creature, his flanking bonus on attack rolls increases to +4.
mwk longsword +9 (1d8+4/19–20) In addition, whenever he scores a critical hit against the flanked
Ranged mwk composite longbow +6 (1d8+4/×3) creature, it provokes an attack of opportunity from his ally.
Special Attacks braggart*, cavalier’s charge, challenge 2/day Order of the Cockatrice Alain gains a +2 morale bonus on melee
(+4 damage, +2 additional damage while only he and Donahan attack rolls against demoralized targets and receives Dazzling
threaten), tactician 1/day (Outflank) Display as a bonus feat. He deals additional damage against targets
STATISTICS of his challenge ability that no one else threatens. He must act with
Str 19, Dex 12, Con 14, Int 10, Wis 8, Cha 14 self-interest, never refusing an opportunity to increase his stature,
Base Atk +4; CMB +8; CMD 19 prestige, and power. If he fails to uphold this edict, he loses the
Feats Dazzling Display, Mounted Combat, Outflank APG, order’s benefit to his challenge ability for 24 hours.
Ride-By Attack, Skill Focus (Handle Animal)*, Spirited Charge Ride-By Attack When Alain performs a charge while mounted, he can
Traits Armor Expert APG,*, CivilizedUCA,* move and attack as a standard charge, then continue his movement
Skills Bluff +9, Climb +2, Diplomacy +6, Handle Animal +12, past the attack target without provoking an attack of opportunity
Intimidate +6, Knowledge (local) +5, Knowledge (nobility) +2, from that target. He can move up to twice his mounted speed.
Perform (oratory) +6, Ride +8, Sense Motive +3, Swim +2; Spirited Charge When Alain performs a charge while mounted, his
Armor Check Penalty –6 weapon deals double damage (his lance deals triple damage).
Languages Common Tactician Alain receives Outflank as a bonus feat. Once per day
SQ mount (horse named Donahan), order of the cockatrice as a standard action, he can grant this feat to all allies within
Combat Gear oil of daylight, oil of magic weapon (2), potion of ant 30 feet who can see and hear him; this lasts for 5 rounds.
haul, potion of cure light wounds, potions of endure elements (2), Combat Gear Alain’s combat gear is described below.
wand of cure light wounds (8 charges), alchemist’s fire (3); Ant Haul Alain’s potion triples the drinker’s carrying capacity
Other Gear mwk full plate, heavy wooden shield, cold iron light for two hours. If he gives it to Donahan, Donahan can carry him
flail, mwk composite longbow (+4 Str) with 20 arrows, mwk lance, without being encumbered.
mwk longsword, cloak of resistance +1, backpack, banner, bedroll, Cure Light Wounds Alain’s wand heals a touched creature for 1d8+1
blanket, courtier’s outfit, grappling hook, hemp rope (50 ft.), points of damage. He cannot activate the wand without assistance.
pitons (4), signet ring, sunrod, tabard, trail rations (3), waterskin, His potion heals the same amount.
collection of medals and accolades worth 50 gp, 5 gp Daylight When smeared on an object, Alain’s oil creates bright light “I strive with every encounter to increase my own
*The effects of this ability are calculated into Alain’s statistics. for 60 feet and raises the light by one level for the next 60 feet
legend, whether as scoundrel or saint.”
©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Cavalier 4

for 50 minutes. If there is magic darkness in that area, instead of courtly etiquette and intrigue. Though Alain dismissed such
the overlapping area is unaffected by either spell. noble studies as literature and linguistics, he could never get
Endure Elements Alain’s potion allows the drinker to withstand hot enough of bards’ tales of battle and bloodshed, often keeping the
and cold weather with no effects for 24 hours. minstrels at his favorite taverns playing late into the night. Excel
Magic Weapon Alain’s oil can grant a weapon +1 to attack and as he might at the joust or the ritualized combat of the nobility, he
damage rolls and the ability to count as magic for one minute. longed for the primal exultation of war, where his mastery would
The attack bonus does not stack with the masterwork bonus. not just be avowed or lauded, but proved undeniably by the blood
on his sword, as clear as the red-dripping talons of an eagle. He
DONAHAN had the nobility of society. Now he wanted the nobility of nature.
Horse Unfortunately for Alain, any serious clash of arms lay far beyond
N Large animal the borders of his father’s holdings, and neither his father nor his
Init +2; Senses low-light vision, scent; Perception +6 elder brothers showed the slightest desire to sustain a blood feud with
DEFENSE another house. All three men attempted to turn Alain to knighthood,
AC 21, touch 11, flat-footed 19 (+4 armor, +2 Dex, +6 natural, –1 size) a socially safe and proper outlet for his bloodlust, yet the idea of
hp 34 (4d8+16) serving as a squire for any length of time—of letting someone else
Fort +7, Ref +6, Will +2 give him orders!—was unthinkable to Alain. Eventually, he gathered
Defensive Abilities evasion what funds and personal affects he could carry and declared himself
OFFENSE a sellsword, setting off for the “crimson poetry of the fray.”
Speed 50 ft. (35 ft. when encumbered) In the clash of spears and the screams of horses, Alain became an
Melee bite +6 (1d4+4), 2 hooves +1 (1d6+2) elemental force of destruction, cutting down swaths of combatants
Space 10 ft.; Reach 5 ft. who were never his enemies, merely his opponents.
STATISTICS Today, he wanders as he wills, taking commissions when
Str 19, Dex 14, Con 17, Int 3, Wis 12, Cha 6 they suit his fancy and embarking on his own expeditions when
Base Atk +3; CMB +8; CMD 20 (24 vs. trip) they don’t. To his surprise, he has a talent for leadership. The
Feats Outflank APG, Toughness* companions he attracts are almost always cohorts rather than
Skills Acrobatics +6 (+14 when jumping), Perception +6; Armor Check friends—though Alain does a fine job of managing his troops and
Penalty –1 urging them on to ever greater feats, experience has taught him
SQ link, tricks (attack [all creatures], combat riding, come, defend, that soldiers are a short-lived lot.
down, guard, heel, track) As much as his life revolves around the battlefield, Alain
Gear mwk chain barding, feed (3), riding saddle, saddlebags still retains the social graces that made him popular in the
*The effects of this ability are calculated into Donahan’s statistics. courts of his upbringing. If greeting another warrior or
SPECIAL ABILITIES potential client, he may introduce himself as simply Alain,
Encumbered Donahan is encumbered when Alain is mounted. This comporting himself with a calculated aloofness designed to
reduces Donahan’s movement speed to 35 feet and gives him an increase others’ opinions of his abilities. Where an attractive lady
additional –3 penalty on Strength and Dexterity-based skill checks. is concerned, however, his rough edges smooth; many a highborn
Evasion If Donahan is subjected to an attack that normally allows a women has fallen prey to the “rogue knight” calling himself
Reflex save for half damage, he takes no damage if he succeeds at Alain Germande, Third Son of House Germande, Bearer of the
his saving throw. Shielding Spear—and any other honorifics that strike his fancy.
Link Alain can use Handle Animal on Donahan as a free action or push More than money, love, or lust, Alain cares about his reputation,
him as a move action. and he strives with every encounter to increase his own legend,
whether as scoundrel or saint. Perhaps the only creature he truly
Alain was born in Taldor, the son of a wealthy but relatively minor values is his horse, Donahan. Donahan represents everything
noble house. As a boy, he showed an affinity for both physical Alain looks for in a partner: absolute loyalty, absolute trust—and “I strive with every encounter to increase my own
activities—especially the martial pursuits—and the ins and outs absolute obedience.
legend, whether as scoundrel or saint.”
©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Cavalier 7

Alain wanders as he wills, taking commissions when they suit his fancy. *The effects of this ability are calculated into Alain’s statistics.
Thanks to his prowess on the battlefield, warriors are often drawn to fight SPECIAL ABILITIES
at his side, and to Alain’s secret surprise he’s developed quite a knack for Banner As long as Alain’s banner is visible, all his allies within 60
leading them. feet gain a +2 morale bonus on saves against fear and a +1 morale
bonus on attack rolls made as part of a charge. The banner must be
ALAIN carried by Alain or Donahan to function.
Human cavalier 7 (Pathfinder RPG Advanced Player’s Guide 32) Cavalier’s Charge Alain receives a +4 bonus on melee attack rolls
LN Medium humanoid (human) when he charges while mounted (instead of the normal +2). He
Init +1; Senses Perception –1 does not take a penalty to AC when making mounted charges.
DEFENSE Challenge Three times per day as a swift action, Alain may challenge
AC 24, touch 11, flat-footed 23 (+10 armor, +1 Dex, +3 shield) an enemy he sees. Until that enemy is slain, he gains a +7 damage
hp 67 (7d10+21) bonus against that enemy but takes a –2 AC penalty against any
Fort +9, Ref +5, Will +5 other enemies. As long as he is the only creature other than
OFFENSE Donahan who threatens the target of his challenge, he also gains a
Speed 20 ft. +2 morale bonus on melee damage rolls against that target.
Melee +1 adamantine longsword +13/+8 (1d8+6/19–20) or Combat Reflexes Alain can make two attacks of opportunity per
+1 lance +13/+8 (1d8+8/×3) or round and can make attacks of opportunity when flat-footed.
cold iron light flail +12/+7 (1d8+5) Dazzling Display As a full-round action, Alain can attempt an
Ranged mwk composite longbow +9/+4 (1d8+4/×3) Intimidate check to demoralize all foes within 30 feet.
Special Attacks banner +2, braggart*, cavalier’s charge, challenge Mounted Combat Once per round when Donahan is hit, Alain may
3/day (+7 damage, +2 additional damage while only he and attempt a Ride check as an immediate action to negate the hit. The
Donahan threaten), tactician 2/day (Outflank) DC is equal to the opponent’s attack roll.
STATISTICS Outflank Whenever Alain and an ally with this feat are flanking the
Str 21, Dex 12, Con 14, Int 10, Wis 8, Cha 14 same creature, his flanking bonus on attack rolls increases to +4.
Base Atk +7; CMB +12; CMD 23 In addition, whenever he scores a critical hit against the flanked
Feats Combat Reflexes, Dazzling Display, Iron Will*, Mounted Combat, creature, it provokes an attack of opportunity from his ally.
Outflank APG, Paired OpportunistsAPG, Ride-By Attack, Skill Focus Order of the Cockatrice Alain gains a +2 morale bonus on melee attack
(Handle Animal)*, Spirited Charge rolls against demoralized targets and receives Dazzling Display as
Traits Armor Expert APG,*, CivilizedUCA,* a bonus feat. He deals additional damage against targets of his
Skills Bluff +12, Climb +4, Diplomacy +6, Handle Animal +15, Intimidate challenge ability that no one else threatens. He must act with self-
+12, Knowledge (local) +5, Knowledge (nobility) +2, Perform (oratory) interest, never refusing an opportunity to increase his stature,
+6, Ride +11, Sense Motive +3, Swim +4; Armor Check Penalty –5 prestige, and power. If he fails to uphold this edict, he loses
Languages Common the order’s benefit to his challenge ability for 24 hours.
SQ mount (horse named Donahan), order of the cockatrice Paired Opportunists Whenever Alain is adjacent to an ally with this
Combat Gear oil of daylight, oil of magic weapon, potion of ant feat, he receives a +4 circumstance bonus on attacks of opportunity
haul, potions of endure elements (2), potion of fly, potion of against creatures that they both threaten. Enemies that provoke
heroism, wand of cure light wounds (8 charges), alchemist’s fire (3); attacks of opportunity from his ally also provoke attacks of
Other Gear +1 full plate, +1 heavy steel shield, +1 adamantine opportunity from him so long as he threatens them. This does not
longsword, +1 lance, cold iron light flail, mwk composite longbow allow him to take more than one attack of opportunity against a
(+4 Str) with 20 arrows, belt of giant strength +2, cloak of creature for a given action.
resistance +2, backpack, banner, bedroll, blanket, grappling hook, Ride-By Attack When Alain performs a charge while mounted, he can
hemp rope (50 ft.), noble’s outfit, pitons (4), signet ring, sunrod, move and attack as a standard charge, then continue his movement
tabard, trail rations (3), waterskin, ornamental collection of past the attack target without provoking an attack of opportunity “I strive with every encounter to increase my own
medals and accolades worth 100 gp, 146 gp from that target. He can move up to twice his mounted speed.
legend, whether as scoundrel or saint.”
©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Cavalier 7

Spirited Charge When Alain performs a charge while mounted, his SQ devotion*, link, tricks (attack [all creatures], combat riding, come,
weapon deals double damage (his lance deals triple damage). defend, down, guard, heel, seek, track)
Tactician Alain receives Outflank as a bonus feat. Twice per day as a Gear mwk chain barding, feed (3), riding saddle, saddlebags
standard action, he can grant this feat to all allies within 30 feet *The effects of this ability are calculated into Donahan’s statistics.
who can see and hear him; this lasts for 6 rounds. SPECIAL ABILITIES
Combat Gear Alain’s combat gear is described below. Encumbered Donahan is encumbered when Alain is mounted. This
Ant Haul Alain’s potion triples the drinker’s carrying capacity for two reduces Donahan’s movement speed to 35 feet and gives him an
hours. If he gives it to Donahan, Donahan can carry him without additional –3 penalty on Strength and Dexterity-based skill checks.
being encumbered. Evasion If Donahan is subjected to an attack that normally allows a
Cure Light Wounds Alain’s wand heals a touched creature for Reflex save for half damage, he takes no damage if he succeeds at
1d8+1 points of damage. He cannot activate the wand without his saving throw.
assistance. Link Alain can use Handle Animal on Donahan as a free action or push
Daylight When smeared on an object, Alain’s oil creates bright light him as a move action.
for 60 feet and raises the light by one level for the next 60 feet
for 50 minutes. If there is magic darkness in that area, instead Alain was born in Taldor, the son of a wealthy but relatively minor
the overlapping area is unaffected by either spell. noble house. As a boy, he showed remarkable affinity for both
Endure Elements Alain’s potion allows the drinker to withstand hot physical activities—especially the martial pursuits—and the ins
and cold weather with no effects for 24 hours. and outs of courtly etiquette and intrigue.
Fly Alain’s potion grants the drinker a 60-foot fly speed and a +6 Though Alain dismissed such noble studies as literature and
bonus on Fly checks (+6 total for Donahan) for 5 minutes. linguistics, he could never get enough of bards’ tales of battle and
Heroism Alain’s potion grants the drinker a +2 morale bonus on bloodshed. Excel as he might at the joust or the ritualized combat
attack rolls, saving throws, and skill checks for 50 minutes. of the nobility, he longed for war, where his mastery over his fellows
Magic Weapon Alain’s oil can grant a weapon +1 to attack and would be proved undeniably by the blood on his sword, as clear as
damage rolls and the ability to count as magic for one minute. the red-dripping talons of an eagle.
The attack bonus does not stack with the masterwork bonus. Unfortunately for Alain, any serious clash of arms lay far
beyond the borders of his father’s holdings, and neither his father
DONAHAN nor his two elder brothers showed the slightest desire to sustain
Horse a blood feud with another house. The young scion gathered what
N Large animal funds and personal effects he could carry and declared himself a
Init +2; Senses low-light vision, scent; Perception +7 sellsword, setting off for the “crimson poetry of the fray.”
DEFENSE In the clash of spears and the screams of horses, Alain became
AC 23, touch 11, flat-footed 21 (+4 armor, +2 Dex, +8 natural, –1 size) an elemental force of destruction, cutting down combatants
hp 51 (6d8+24) who were never his enemies, merely his opponents.
Fort +8, Ref +7, Will +3; +4 on Will saves vs. enchantments Today, Alain wanders as he wills, taking commissions when
Defensive Abilities evasion they suit his fancy and embarking on his own expeditions when
OFFENSE they don’t. As much as his life revolves around the battlefield,
Speed 50 ft. (35 ft. when encumbered) Alain still retains the social graces that made him so popular (for
Melee bite +8 (1d4+5), 2 hooves +3 (1d6+2) better or worse) in the courts of his upbringing.
Space 10 ft.; Reach 5 ft. More than money, love, or lust, Alain cares about his reputation,
STATISTICS and he strives with every encounter to increase his own legend,
Str 20, Dex 15, Con 17, Int 3, Wis 12, Cha 6 whether as scoundrel or saint. Perhaps the only creature he truly
Base Atk +4; CMB +10; CMD 22 (26 vs. trip) values is his horse, Donahan. Donahan represents everything
Feats Outflank APG, Paired OpportunistsAPG, Toughness* Alain looks for in a partner: absolute loyalty, absolute trust—and “I strive with every encounter to increase my own
Skills Acrobatics +7 (+15 jumping), Perception +7; Armor Check Penalty –1 absolute obedience.
legend, whether as scoundrel or saint.”
©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Cleric (L evel 1)
Kyra has sworn her life and sword arm to Sarenrae, vowing to protect the damage. Creatures healed by channeled energy cannot exceed
helpless and to not spare the blade when the time for redemption has passed. their maximum hit point total—all excess healing is lost. Kyra can
channel energy 5 times per day as a standard action that does not
KYRA provoke an attack of opportunity. Kyra can choose whether or not
Female human cleric of Sarenrae 1 to include herself in this effect. She must be able to present her
NG Medium humanoid (human) holy symbol to use this ability.
Init +0; Senses Perception +3 Flame of the Dawnflower When Kyra scores a critical hit with a
DEFENSE scimitar, she deals an additional 2 points of fire damage. Rebuke
AC 14, touch 10, flat-footed 14 (+4 armor) Death Five times per day, Kyra can touch a living creature as a
hp 13 (1d8+5) standard action, healing it 1d4+1 points of damage. She may only
Fort +3, Ref +1, Will +5 use this ability on a creature that is below 0 hit points.
OFFENSE Selective Channeling When Kyra channels positive energy, she can
Speed 30 ft. select up to two creatures within the area of the burst; these targets
Melee scimitar +2 (1d6+2/18–20) are not affected by her channeled energy.
Ranged sling +0 (1d4+2) Spells Kyra can cast the following spells she has memorized. For full
Special Attacks channel positive energy 5/day (DC 12, 1d6 [+1 spell descriptions for these and other spells she can prepare, see
vs. undead]) Chapter 10 of the Pathfinder RPG Core Rulebook.
Domain Spell-Like Abilities (CL 1st; concentration +4) Bless: Grants Kyra and all allies within 50 feet a +1 morale bonus
6/day—rebuke death (1d4) on attack rolls and on saving throws against fear effects.
Cleric Spells Prepared (CL 1st; concentration +4) Cure Light Wounds: Touch a living creature to heal 1d8+1 hit
1st—bless, cure light woundsD, shield of faith points of damage, or touch undead to deal 1d8+1 points of damage.
0 (at will)—detect magic, light, stabilize Detect magic: Detects all spells and magic items within a 60-
D Domain spell; Domains Healing, Sun foot cone.
STATISTICS Light: Touched object shines like a torch for 10 minutes.
Str 14, Dex 10, Con 12, Int 11, Wis 17, Cha 14 Shield of Faith: Touched creature gains a +2 defelction bonus to AC.
Base Atk +0; CMB +2; CMD 12 Stabilize: A living creature within 25 feet that has –1 or fewer hit
Feats Selective Channeling, Toughness* points stabilizes.
Skills Diplomacy +6, Heal +7, Knowledge (religion) +4; Armor Check Spontaneous Casting Kyra can exchange any prepared spell (other
Penalty –2 than an orison or a domain spell) for a cure spell of the same spell
Traits deft dodger*, flame of the Dawnflower level or lower as she casts the spell.
Languages Common, Kelish Sun’s Blessing When Kyra channels positive energy to harm
SQ aura (faint good), spontaneous casting undead creatures, she adds 1 point to the damage dealt (already
Combat Gear scroll of endure elements; Other Gear chain shirt, calculated into her statistics). Undead do not add their channel
scimitar, sling with 10 bullets, backpack, wooden holy symbol, resistance to their saves when she channels positive energy.
waterskin, 6 gp
* The effects of this ability have already been calculated into Kyra was one of the few to survive a brutal raid on her hometown,
Kyra’s statistics. and on the smoking ruins of her village she swore her life and sword
SPECIAL ABILITIES to Sarenrae—the goddess of the sun, redemption, honesty, and
Channel Positive Energy Kyra can release a wave of positive energy healing. Possessed of a fierce will, pride in her faith, and skill with
by channeling divine power through her holy symbol. This energy the scimitar, Kyra has traveled far since that time. Where another
can be used to cause damage to undead creatures or to heal might be consumed by anger and a thirst for revenge, she has instead
living creatures. Channeling energy causes a burst that affects all found peace in the Dawnf lower, and in the belief that if she can
creatures of one type (either undead or living) in a 30-foot radius prevent even one death at evil hands, her own losses will not have
centered on Kyra. Creatures that take damage from channeled been in vain. Though she takes great pleasure in ridding the world of “May the blessings of the Dawnflower shed light
energy may attempt a DC 12 Will saving throw to halve the evildoers, she takes even greater pleasure in redeeming them. on the dark corners of Golarion.”
©2013 Paizo Publishing, LLC. Permission given to photocopy for personal use only.
Cleric (L evel 4)
Kyra has sworn her life and sword arm to Sarenrae, vowing to protect the can be used to cause damage to undead creatures or to heal
helpless and to not spare the blade when the time for redemption has passed. living creatures. Channeling energy causes a burst that affects all
creatures of one type (either undead or living) in a 30-foot radius
KYRA centered on Kyra. Kyra can channel energy 5 times per day as a
Female human cleric of Sarenrae 4 standard action that does not provoke an attack of opportunity. Kyra
NG Medium humanoid (human) can choose whether or not to include herself in this effect. She must
Init +0; Senses Perception +4 be able to present her holy symbol to use this ability.
DEFENSE Flame of the Dawnflower When Kyra scores a critical hit with a
AC 17, touch 10, flat-footed 17 (+7 armor) scimitar, she deals an additional 2 points of fire damage.
hp 35 (4d8+12) Rebuke Death Seven times a day, Kyra can touch a living creature as
Fort +6, Ref +3, Will +9 a standard action, healing it 1d4+2 points of damage. She may only
OFFENSE use this ability on a creature that is below 0 hit points.
Speed 20 ft. Selective Channeling When Kyra channels positive energy, she can
Melee +1 scimitar +6 (1d6+3/18–20) select up to two creatures within the area of the burst; these targets
Ranged sling +3 (1d4+2) are not affected by her channeled energy.
Special Attacks channel positive energy 5/day (DC 16, 2d6 [+4 Spells Kyra can cast the following spells. For full spell descriptions,
vs. undead]) see Chapter 10 of the Pathfinder RPG Core Rulebook.
Domain Spell-Like Abilities (CL 4th; concentration +8) Bless: Grants Kyra and all allies within 50 feet a +1 morale bonus
7/day—rebuke death (1d4+2) on attack rolls and on saving throws against fear effects.
Cleric Spells Prepared (CL 4th; concentration +8) Bull’s Strength: Touched creature gets a +4 bonus to Strength.
2nd—bull’s strength, cure moderate woundsD, hold person (DC 16), Cure Light Wounds: Touch a living creature to heal 1d8+1 hit
spiritual weapon points of damage, or touch undead to deal 1d8+4 points of damage.
1st—bless, cure light wounds, divine favor, endure elementsD, shield Cure Moderate Wounds: As cure light wounds, but 2d8+4 points.
of faith Divine Favor: Gain a +1 bonus on attack and weapon damage rolls.
0 (at will)—detect magic, guidance, light, stabilize Endure Elements: Touched creature takes no harm from hot or
D Domain spell; Domains Healing, Sun cold environmental conditions.
STATISTICS Hold Person: Paralyzes one humanoid within 140 feet
Str 14, Dex 10, Con 12, Int 11, Wis 18, Cha 14 Shield of Faith: Touched creature gains a +2 deflection bonus to AC.
Base Atk +3; CMB +5; CMD 15 Spiritual Weapon: Creates a weapon of force that attacks at a
Feats Improved Channel*, Selective Channeling, Toughness* distance each round for 4 rounds.
Skills Diplomacy +9, Heal +11, Knowledge (religion) +7; Armor Check Spontaneous Casting Kyra can exchange any prepared spell (other
Penalty –3 than an orison or a domain spell) for a cure spell of the same spell
Traits deft dodger*, flame of the Dawnflower level or lower as she casts the spell.
Languages Common, Kelish Sun’s Blessing When Kyra channels positive energy to harm undead
SQ aura (moderate good), spontaneous casting creatures, she adds 4 points to the damage dealt (already
Combat Gear potion of eagle’s splendor, potion of protection from calculated into her statistics). Undead do not add their channel
evil, scroll of comprehend languages, scroll of lesser restoration, resistance to their saves when she channels positive energy.
wand of cure light wounds (50 charges); Other Gear +1 breastplate,
+1 scimitar, sling with 10 bullets, cloak of resistance +1, backpack, Kyra was one of the few to survive a brutal raid on her hometown,
silver holy symbol, waterskin, 32 gp and on the smoking ruins of her village she swore her life and sword
* The effects of this ability have already been calculated into to Sarenrae—the goddess of the sun, redemption, honesty, and
Kyra’s statistics. healing. Possessed of a fierce will, pride in her faith, and skill with the
SPECIAL ABILITIES scimitar, Kyra has traveled far since then. She has found peace in the
Channel Positive Energy Kyra can release a wave of positive energy Dawnf lower, and in the belief that if she can prevent even one death at “May the blessings of the Dawnflower shed light
by channeling divine power through her holy symbol. This energy evil hands, her own losses will not have been in vain. on the dark corners of Golarion.”
©2013 Paizo Publishing, LLC. Permission given to photocopy for personal use only.
Cleric (L evel 7)
Kyra has sworn her life and sword arm to Sarenrae, vowing to protect the +2 breastplate, +1 scimitar, sling with 10 bullets, ring of protection
helpless and to not spare the blade when the time for redemption has passed. +1, cloak of resistance +1, phylactery of positive channeling,
backpack, silver holy symbol, waterskin, 47 gp
KYRA * The effects of this ability have already been calculated into
Female human cleric of Sarenrae 7 Kyra’s statistics.
NG Medium humanoid (human) SPECIAL ABILITIES
Init +0; Senses Perception +4 Channel Positive Energy Kyra can release a wave of positive energy
DEFENSE by channeling the power of her faith through her holy symbol. This
AC 19, touch 11, flat-footed 19 (+8 armor, +1 deflection) energy can be used to cause damage to undead creatures or to heal
hp 59 (7d8+21) living creatures. Channeling energy causes a burst that affects all
Fort +7, Ref +4, Will +10 creatures of one type (either undead or living) in a 30-foot radius
OFFENSE centered on Kyra. Kyra can channel energy 5 times per day as a
Speed 20 ft. standard action that does not provoke an attack of opportunity. Kyra
Melee +1 scimitar +8 (1d6+3/18–20) can choose whether or not to include herself in this effect. She must
Ranged sling +5 (1d4+2) be able to present her holy symbol to use this ability.
Special Attacks channel positive energy 7/day (DC 17, 6d6 [+7 Flame of the Dawnflower When Kyra scores a critical hit with a
vs. undead]) scimitar, she deals an additional 2 points of fire damage.
Domain Spell-Like Abilities (CL 7th; concentration +11 [+15 to cast Healer’s Blessing Kyra’s cure spells are all treated as if they were
defensively]) empowered, increasing the amount of damage healed by half
7/day—rebuke death (1d4+3) (+50%). This does not apply to damage dealt to undead with a
Cleric Spells Prepared (CL 7th; concentration +11 [+15 to cast cure spell.
defensively]) Rebuke Death Seven times a day, Kyra can touch a living creature as
4th—cure critical wounds, fire shield D, holy smite (DC 18) a standard action, healing it 1d4+3 points of damage. She may only
3rd—cure serious wounds, dispel magic, invisibility purge, searing use this ability on a creature that is below 0 hit points.
lightD Selective Channeling When Kyra channels positive energy, she can
2nd—bull’s strength, cure moderate wounds, heat metalD (DC 16), select up to two creatures within the area of the burst; these targets
hold person (DC 16), spiritual weapon are not affected by her channeled energy.
1st—bless, command (DC 15), cure light wounds, divine favor, Spontaneous Casting Kyra can exchange any prepared spell (other
endure elementsD, shield of faith than an orison or a domain spell) for a cure spell of the same spell
0 (at will)—detect magic, guidance, light, stabilize level or lower as she casts the spell.
D Domain spell; Domains Healing, Sun Sun’s Blessing When Kyra channels positive energy to harm undead
STATISTICS creatures, she adds 7 points to the damage dealt (already
Str 14, Dex 10, Con 12, Int 11, Wis 18, Cha 14 calculated into her statistics). Undead do not add their channel
Base Atk +5; CMB +7; CMD 18 resistance to their saves when she channels positive energy.
Feats Combat Casting*, Extra Channel*, Improved Channel*, Selective
Channeling, Toughness* Kyra was one of the few to survive a brutal raid on her hometown,
Skills Diplomacy +12, Heal +14, Knowledge (religion) +10; Armor and on the smoking ruins of her village she swore her life and sword
Check Penalty –3 to Sarenrae—the goddess of the sun, redemption, honesty, and
Traits deft dodger*, flame of the Dawnflower healing. Possessed of a fierce will, pride in her faith, and skill with
Languages Common, Kelish the scimitar, Kyra has traveled far since that time. Where another
SQ aura (strong good), healer’s blessing, spontaneous casting might be consumed by anger and a thirst for revenge, she has instead
Combat Gear oil of align weapon, oil of daylight, potion of eagle’s found peace in the Dawnf lower, and in the belief that if she can
splendor, scroll of comprehend languages, scroll of lesser prevent even one death at evil hands, her own losses will not have
restoration, scroll of magic circle against evil, wand of cure light been in vain. Though she takes great pleasure in ridding the world of “May the blessings of the Dawnflower shed light
wounds (50 charges), antitoxin, thunderstones (2); Other Gear evildoers, she takes even greater pleasure in redeeming them. on the dark corners of Golarion.”
©2013 Paizo Publishing, LLC. Permission given to photocopy for personal use only.
Druid (L evel 1)
The gnome Lini has a way with wild creatures, but seems eccentric to Int 2, Wis 12, Cha 6; Feats Weapon Finesse; Skills Perception +5,
people—as evidenced by the bundle of sticks she guards closely. A faithful Stealth +13; SQ link, low-light vision, scent, share spells, tricks
snow leopard, Droogami, stalks near her. (attack [all creatures], come, defend, fetch, guard, heel)
Animal Friend Lini gains a +1 trait bonus on Will saving throws while
LINI an animal is within 30 feet.
Female gnome druid 1 Spell-Like Abilities Because she’s a gnome, Lini can use four spell-
N Small humanoid (gnome) like abilities, each once per day. For full spell descriptions, see
Init +1; Senses low-light vision; Perception +9 Chapter 10 of the Pathfinder RPG Core Rulebook.
DEFENSE Dancing Lights: Creates torches or other lights.
AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size); +4 dodge Ghost Sound: Create illusory sounds.
vs. giants Prestidigitation: Perform minor magical tricks.
hp 11 (1d8+3) Speak with Animals: Allows the caster to talk to animals for 1 minute.
Fort +5, Ref +1, Will +5; +2 vs. illusions Spells Lini can cast the following spells she has memorized. For full
OFFENSE spell descriptions for these and other spells she can prepare, see
Speed 20 ft. Chapter 10 of the Pathfinder RPG Core Rulebook.
Melee sickle –1 (1d4–2) Detect magic: Detects all spells and magic items within a 60-
Ranged sling +2 (1d3–2) foot cone.
Special Attacks +1 on attack rolls against goblinoid and reptilian Entangle: Plants in a 40-foot-radius area within 440 feet of Lini
humanoids entangle creatures that fail their Reflex saving throws (DC 14). This
Gnome Spell-Like Abilities (CL 1st) lasts for 1 minute, and makes the area difficult terrain. Any creature
1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak that moves into the area must immediately attempt a saving throw;
with animals any creature that succeeds at a saving throw against entangle but
Druid Spells Prepared (CL 1st; concentration +4) remains in the area must attempt another saving throw at the end
1st—entangle (DC 14), goodberry of each of Lini’s turns.
0 (at will)—detect magic, know direction, resistance Goodberry: This spell makes 2d4 fresh berries magical. When eaten,
STATISTICS they provide nourishment like a full meal and cure 1 point of damage.
Str 6, Dex 12, Con 16, Int 12, Wis 16, Cha 15 Know Direction: The caster instantly knows which direction is north.
Base Atk +0; CMB –3; CMD 8 Resistance: Grants one creatures touched a +1 bonus on saving throws.
Feats Self-Sufficient* Spontaneous Casting Lini can exchange any prepared spell that is not
Skills Craft (jewelry) +3, Handle Animal +6, Heal +9, Knowledge an orison for a summon nature’s ally spell of the same spell level or
(geography) +6, Knowledge (nature) +8, Perception +9, Spellcraft +5, lower as she casts the spell.
Survival +7; Racial Modifiers +2 Craft (jewelry), +2 Perception Wild Empathy Lini can improve the attitude of an animal using wild
Traits animal friend, devotee of the green* empathy (like how using Diplomacy works with people). Her bonus
Languages Common, Druidic, Gnome, Goblin, Sylvan on this check is +3. She can try influencing a magical beast with an
SQ nature bond (animal companion), nature sense*, wild empathy +3 Intelligence score of 1 or 2, but takes a –4 penalty.
Combat Gear scroll of cure light wounds, scroll of magic fang, acid;
Other Gear leather armor, sickle, sling with 10 bullets, antitoxin, Lini always had a way with wild creatures. More than once, her enclave “Yes, Droogami, they do seem friendly. But let me
belt pouch, mistletoe, spell component pouch, stick collection, was threatened by some great bear or razor-clawed cat, yet each know if you smell trouble.”
sunrods (2), trail rations (2), 13 gp time she soothed the beast and sent it on its way. The snow leopard
* The effects of this ability have already been calculated into Lini’s statistics. Droogami was the first animal to threaten her, but Lini beseeched
SPECIAL ABILITIES the cat to help her instead, and they quickly became companions. In
Animal Companion Lini’s snow leopard animal companion, Droogami, the years since her departure from the Lands of the Linnorm Kings,
has the following statistics: Lini has collected more than a dozen sticks—one from each forest
Size Small; AC 17; hp 11; Fort +4, Ref +8, Will +1; Speed 50 ft.; Melee she has visited. These sticks are a road map of her experiences, and
bite +7 (1d4+1 plus trip), 2 claws +7 (1d2+1); Str 12, Dex 21, Con 13, each holds a wealth of memories for the gnome druid.
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Druid (L evel 4)
The gnome Lini has a way with wild creatures, but seems eccentric to * The effects of this ability have already been calculated into Lini’s
people—as evidenced by the bundle of sticks she guards closely. A faithful statistics.
snow leopard, Droogami, stalks near her. SPECIAL ABILITIES
Wild Shape Once per day, Lini can turn herself into a Small or Medium
LINI animal and back again, like the beast shape I spell (Pathfinder RPG
Female gnome druid 4 Core Rulebook 247). This lasts 4 hours or until she changes back.
N Small humanoid (gnome) Changing to or back from an animal is a standard action that doesn’t
Init +1; Senses low-light vision; Perception +12 provoke attacks of opportunity. Lini can’t speak while using wild
DEFENSE shape, but can communicate with animals of the same general type.
AC 16, touch 13, flat-footed 15 (+3 armor, +1 deflection, +1 Dex, +1 size); Animal Companion Lini’s snow leopard animal companion, Droogami,
+4 dodge vs. giants has the following statistics:
hp 35 (4d8+12) Size Medium; AC 18; hp 26; Fort +6, Ref +9, Will +2; Defensive
Fort +8, Ref +3, Will +8; +4 vs. fey and plant–targeted effects, Abilities evasion; Speed 50 ft.; Melee bite +8 (1d6+3 plus trip), 2 claws
+2 vs. illusions +8 (1d3+3); Str 17, Dex 21, Con 15, Int 2, Wis 12, Cha 6; Feats Skill
OFFENSE Focus (Stealth), Weapon Finesse; Skills Acrobatics +9 (+17 when
Speed 20 ft. jumping), Climb +7, Perception +5, Stealth +12; SQ link, low-light
Melee mwk sickle +3 (1d4–2) vision, scent, share spells, sprint (move 500 feet when charging
Ranged sling +5 (1d3–2) 1/hour), tricks (attack [all creatures], come, defend, down, fetch,
Special Attacks +1 on attack rolls against goblinoid and reptilian guard, heel, stay)
humanoids, wild shape 1/day Animal Friend Lini gains a +1 trait bonus on Will saving throws while
Gnome Spell-Like Abilities (CL 1st) an animal is within 30 feet.
1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak Natural Spell While using wild shape, Lini can complete the verbal
with animals and somatic components of spells, and use material components or
Druid Spells Prepared (CL 4th; concentration +7) focuses that are melded into her form.
2nd—barkskin, bull’s strength, flaming sphere (DC 15) Spontaneous Casting Lini can exchange any prepared spell that is not
1st—entangle (2, DC 14), goodberry, speak with animals an orison for a summon nature’s ally spell of the same spell level or
0 (at will)—detect magic, know direction, light, resistance lower as she casts the spell.
STATISTICS Trackless Step Lini leaves no trail in natural surroundings and can’t
Str 6, Dex 12, Con 16, Int 12, Wis 16, Cha 16 be tracked.
Base Atk +3; CMB +0; CMD 12 Wild Empathy Lini can improve the attitude of an animal using wild
Feats Natural Spell, Self-Sufficient* empathy (like how using Diplomacy works with people). Her bonus
Skills Craft (jewelry) +3, Handle Animal +10, Heal +11, Knowledge on this check is +7. She can try influencing a magical beast with an
(geography) +9, Knowledge (nature) +11, Perception +12, Spellcraft +8, Intelligence score of 1 or 2, but takes a –4 penalty.
Survival +11; Racial Modifiers +2 Craft (jewelry), +2 Perception Woodland Stride Lini can move through nonmagical undergrowth at
Traits animal friend, devotee of the green* normal speed and without taking damage.
Languages Common, Druidic, Gnome, Goblin, Sylvan
SQ nature bond (animal companion), nature sense*, trackless step, wild Lini always had a way with wild creatures. More than once, her enclave “Yes, Droogami, they do seem friendly. But let me
empathy +7, woodland stride was threatened by some great bear or razor-clawed cat, yet each know if you smell trouble.”
Combat Gear scroll of barkskin, scrolls of owl’s wisdom (2), scroll time she soothed the beast and sent it on its way. The snow leopard
of spider climb, wand of cure light wounds (30 charges), wand of Droogami was the first animal to threaten her, but Lini beseeched
magic fang (7 charges), wand of produce flame (20 charges), acid; the cat to help her instead, and they quickly became companions. In
Other Gear +1 leather armor, mwk sickle, sling with 10 bullets, the years since her departure from the Lands of the Linnorm Kings,
cloak of resistance +1, ring of protection +1, antitoxin, belt pouch, Lini has collected more than a dozen sticks—one from each forest
mistletoe, spell component pouch, stick collection, sunrods (2), trail she has visited. These sticks are a road map of her experiences, and
rations (2), 8 gp each holds a wealth of memories for the gnome druid.
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Druid (L evel 7)
The gnome Lini has a way with wild creatures, but seems eccentric to cloak of resistance +1, headband of inspired wisdom +2, ring of
people—as evidenced by the bundle of sticks she guards closely. A faithful protection +1, druid’s vestment, antitoxin, belt pouch, mistletoe,
snow leopard, Droogami, stalks near her. spell component pouch, stick collection, sunrods (2), trail rations (2),
63 gp
LINI * The effects of this ability have already been calculated into Lini’s
Female gnome druid 7 statistics.
N Small humanoid (gnome) SPECIAL ABILITIES
Init +1; Senses low-light vision; Perception +16 Wild Shape Three times per day, Lini can turn herself into a Tiny,
DEFENSE Small, Medium, or Large animal and back again, like the beast
AC 17, touch 13, flat-footed 16 (+4 armor, +1 deflection, +1 Dex, +1 size); shape II spell (Pathfinder RPG Core Rulebook 247). She may
+4 dodge vs. giants instead use the wild shape ability to turn into a Small elemental as
hp 59 (7d8+21) the elemental body I spell. This lasts 7 hours or until she changes
Fort +9, Ref +4, Will +10; +4 vs. fey and plant–targeted effects, back. Changing to or back from an animal is a standard action
+2 vs. illusions that doesn’t provoke attacks of opportunity. Lini can’t speak while
OFFENSE using wild shape, but can communicate with animals of the same
Speed 20 ft. general type.
Melee +1 sickle +5 (1d4–1) Animal Companion Lini’s snow leopard animal companion, Droogami,
Ranged sling +7 (1d3–2) has the following statistics:
Special Attacks +1 on attack rolls against goblinoid and reptilian Size Medium; AC 21; hp 39; Fort +7, Ref +11, Will +13; saves +4 vs.
humanoids, wild shape 3/day enchantment; Defensive Abilities evasion; Speed 50 ft.; Melee
Gnome Spell-Like Abilities (CL 1st) bite +10 (1d6+4 plus trip), 2 claws +11 (1d3+4); Str 18, Dex 22, Con 15,
1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak Int 2, Wis 12, Cha 6; Feats Skill Focus (Stealth), Weapon Finesse,
with animals Weapon Focus (claws); Skills Acrobatics +10 (+18 when jumping),
Druid Spells Prepared (CL 7th; concentration +11) Climb +9, Perception +6, Stealth +13; SQ devotion, link, low-light
4th—dispel magic, ice storm vision, scent, share spells, sprint (move 500 feet when charging
3rd—daylight, neutralize poison, remove disease (DC 18) 1/hour), tricks (attack [all creatures], come, defend, down, fetch,
2nd—barkskin, bull’s strength, flaming sphere (DC 16), spider climb guard, heel, stay)
1st—entangle (2, DC 15), goodberry, speak with animals (2) Animal Friend Lini gains a +1 trait bonus on Will saving throws while
0 (at will)—detect magic, know direction, light, resistance an animal is within 30 feet.
STATISTICS Augment Summoning Each creature Lini conjures with any summon
Str 6, Dex 12, Con 16, Int 12, Wis 18, Cha 16 spell gains a +4 enhancement bonus to Strength and Constitution.
Base Atk +5; CMB +2; CMD 14 Natural Spell While using wild shape, Lini can complete the verbal
Feats Augment Summoning, Natural Spell, Self-Sufficient*, Spell Focus and somatic components of spells, and use material components or
(conjuration)* focuses that are melded into her form.
Skills Craft (jewelry) +3, Handle Animal +13, Heal +14, Knowledge Spontaneous Casting Lini can exchange any prepared spell that is not
(geography) +12, Knowledge (nature) +14, Perception +16, an orison for a summon nature’s ally spell of the same spell level or “Yes, Droogami, they do seem friendly. But let me
Spellcraft +11, Survival +13 lower as she casts the spell.
know if you smell trouble.”
Traits animal friend, devotee of the green* Trackless Step Lini leaves no trail in natural surroundings and can’t
Languages Common, Druidic, Gnome, Goblin, Sylvan be tracked. Lini always had a way with wild creatures. More than once, her
SQ nature bond (animal companion), nature sense, wild empathy +10, Wild Empathy Lini can improve the attitude of an animal using wild enclave was threatened by some great bear or razor-clawed cat, yet
woodland stride, trackless step empathy (like how using Diplomacy works with people). Her bonus each time she soothed the beast and sent it on its way. In the years
Combat Gear potion of eagle’s splendor, scrolls of call lightning (2), on this check is +10. She can try influencing a magical beast with an since her departure from the Lands of the Linnorm Kings, Lini has
wand of cure moderate wounds (32 charges), wand of greater Intelligence score of 1 or 2, but takes a –4 penalty. collected more than a dozen sticks—one from each forest she has
magic fang (7 charges), wand of produce flame (43 charges), Woodland Stride Lini can move through nonmagical undergrowth at visited. These sticks are a road map of her experiences, and each
acid; Other Gear +2 leather armor, +1 sickle, sling with 10 bullets, normal speed and without taking damage. holds a wealth of memories for the gnome druid.
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Fighter (L evel 1)
Noble at heart, and fiercely loyal to his friends, Valeros nevertheless hides longsword, granting him a +1 bonus on all attack rolls made with
such sentiments under a jaded and crass demeanor, frequently observing that this weapon. This bonus has already been added to his stats.
there’s nothing better than ending a day with an evening of hard drinking and Splash Weapons The acid and alchemist’s fire Valeros carries can
a night of soft company. be thrown as a ranged touch attack with a range increment of 10
feet that deals 1d6 points of damage and 1 point of damage to
VALEROS each creature within 5 feet of where the flask hits. This damage
Male human fighter 1 is acid or fire, respectively, and the alchemist’s fire deals another
NG Medium humanoid (human) 1d6 points of fire damage on the next round to a target it hits.
Init +2; Senses Perception +0 Armor Check Valeros’s armor weighs him down when he attempts
DEFENSE physical tasks. He takes a –4 penalty on skill checks with
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) Dexterity- and Strength-based skills. This penalty is already
hp 16 (1d10+6) included for the skills listed in his stat block.
Fort +4, Ref +2, Will +1
OFFENSE Valeros was born on a quiet farm, and grew up dreaming of
Speed 20 ft. adventure and exploration. Though this longing only increased
Melee longsword +3 (1d8+3/19–20), short sword +2 (1d6+1/19–20) or as he grew older, so did the responsibilities of agricultural life.
longsword +5 (1d8+3/19–20) or Finally, just a month before a marriage of convenience to a local
short sword +4 (1d6+3/19–20) farmer’s daughter could lock him into place, Valeros came to the
Ranged shortbow +3 (1d6/×3) realization that the door to a life of adventure was closing for
STATISTICS good. Seized by a desperate need for a larger life than tending to
Str 16, Dex 15, Con 14, Int 12, Wis 10, Cha 11 cattle and corn, Valeros quietly packed up his few possessions and
Base Atk +1; CMB +4; CMD 16 left in the middle of the night.
Feats Toughness, Two-Weapon Fighting, Weapon Focus (longsword) In the years since, Valeros has come a long way from the wide-
Skills Climb +3, Knowledge (dungeoneering) +5, Ride +2, Swim +3; eyed young man who sought only the joy of exploration (and maybe
Armor Check Penalty –4 a pretty girl or three). Life on the road is much harder than the
Traits dirty fighter, indomitable faith bards’ tales suggest, and the adult Valeros has the scars to prove
Languages Common, Varisian it. Discovering himself to be a deft hand with a sword, Valeros
Combat Gear acid, alchemist’s fire; Other Gear scale mail, quickly fell in with the mercenary crowd, learning the dirtier,
longsword, short sword, shortbow with 20 arrows, backpack, grittier facts of warfare. After acting as hired muscle for dozens of
bedroll, crowbar, grappling hook, hemp rope (50 ft.), tankard, different employers, Valeros f inally realized that it was time to go
torch (3), trail rations (2), waterskin, 6 gp into business for himself as an adventurer.
SPECIAL ABILITIES While admittedly not the best at following orders, Valeros is an
Dirty Fighter When Valeros hits while flanking, he deals 1 extremely talented two-blade f ighter, easily earning his keep in
additional point of damage. This damage is added to his base any group through the tenacity and absolute fearlessness—some
damage and is multiplied on a critical hit. might say thoughtlessness—with which he f lings himself into
Indomitable Faith Valeros’s faith in his god is strong, and he gains combat. Despite his reputation as a bruiser and scoff law, Valeros
a +1 bonus on Will saves, which has already been calculated into has picked up a fair bit of education during his travels, and can
his stats. even read (something his “respectable” parents never learned to
Toughness Valeros is particularly hardy and has 3 additional hit do). Valeros takes an easy-come, easy-go approach to life, wealth,
points, which have already been added to his total. and relationships.
Two-Weapon Fighting Valeros fights with a weapon wielded in Though a fan of f ine weapons and creature comforts, Valeros
each hand and can attack with both during the same round when is never without a tankard on his belt (after all, you never know
he makes a full attack. The first melee attack line listed for him when someone might offer you a drink). This vessel also symbolizes
includes all the attacks and appropriate bonuses. Valeros’s devotion to Cayden Cailean, the god of bravery, ale, “For the scar I’ll forgive you;
Weapon Focus Valeros has extensive training in fighting with a freedom, and wine—all things Valeros loves with great passion. for the spilt drink I’ll have your heart.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Fighter (L evel 4)
Noble at heart, and fiercely loyal to his friends, Valeros nevertheless hides Dirty Fighter When Valeros hits while flanking, he deals 1
such sentiments under a jaded and crass demeanor, frequently observing that additional point of damage. This damage is added to his base
there’s nothing better than ending a day with an evening of hard drinking and damage and is multiplied on a critical hit.
a night of soft company. Two-Weapon Fighting Valeros fights with a weapon wielded in
each hand and can attack with both during the same round when
VALEROS he makes a full attack. The first melee attack line listed for him
Male human fighter 4 includes all the attacks and appropriate bonuses.
NG Medium humanoid (human) Armor Check Valeros’s armor weighs him down when he attempts
Init +3; Senses Perception +0 physical tasks. He takes a –2 penalty on skill checks with
DEFENSE Dexterity- and Strength-based skills. This penalty is already
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex) included for the skills listed in his stat block.
hp 44 (4d10+16)
Fort +7, Ref +5, Will +3; +1 vs. fear Valeros was born on a quiet farm, and grew up dreaming of
Defensive Abilities bravery +1* adventure and exploration. Though this longing only increased
OFFENSE as he grew older, so did the responsibilities of agricultural life.
Speed 30 ft. Finally, just a month before a marriage of convenience to a local
Melee +1 longsword +7 (1d8+6/19–20), mwk short sword +6 farmer’s daughter could lock him into place, Valeros came to the
(1d6+3/19–20) or realization that the door to a life of adventure was closing for
+1 longsword +9 (1d8+6/19–20) or good. Seized by a desperate need for a larger life than tending to
mwk short sword +8 (1d6+3/19–20) cattle and corn, Valeros quietly packed up his few possessions and
Ranged shortbow +7 (1d6/×3) left in the middle of the night.
STATISTICS In the years since, Valeros has come a long way from the wide-
Str 16, Dex 16, Con 14, Int 12, Wis 10, Cha 11 eyed young man who sought only the joy of exploration (and maybe
Base Atk +4; CMB +7; CMD 20 a pretty girl or three). Life on the road is much harder than the
Feats Combat Reflexes, Double Slice*, Toughness*, Two-Weapon bards’ tales suggest, and the adult Valeros has the scars to prove
Fighting, Weapon Focus (longsword)*, Weapon Specialization it. Discovering himself to be a deft hand with a sword, Valeros
(longsword)* quickly fell in with the mercenary crowd, learning the dirtier,
Skills Climb +8, Knowledge (dungeoneering) +8, Ride +8, Swim +8; grittier facts of warfare. After acting as hired muscle for dozens of
Armor Check Penalty –2 different employers, Valeros f inally realized that it was time to go
Traits dirty fighter, indomitable faith* into business for himself as an adventurer.
Languages Common, Varisian While admittedly not the best at following orders, Valeros is an
SQ armor training 1* extremely talented two-blade f ighter, easily earning his keep in
Combat Gear potions of cure moderate wounds (2), potion of any group through the tenacity and absolute fearlessness—some
enlarge person, potion of protection from evil, acid, alchemist’s might say thoughtlessness—with which he f lings himself into
fire (2), antitoxin, holy water; Other Gear +1 breastplate, +1 combat. Despite his reputation as a bruiser and scoff law, Valeros
longsword, heavy mace, masterwork short sword, shortbow with has picked up a fair bit of education during his travels, and can
20 arrows, cloak of resistance +1, backpack, bedroll, crowbar, even read (something his “respectable” parents never learned to
everburning torch, grappling hook, hemp rope (50 ft.), tankard, do). Valeros takes an easy-come, easy-go approach to life, wealth,
trail rations (2), waterskin, 38 gp and relationships.
* The effects of this ability have already been calculated into Though a fan of f ine weapons and creature comforts, Valeros is
Valeros’s statistics. never without a tankard on his belt (after all, you never know when
SPECIAL ABILITIES someone might offer you a drink). This vessel also symbolizes
Combat Reflexes Valeros may make up to four attacks of Valeros’s devotion to Cayden Cailean, the god of bravery, ale,
opportunity in a round, and may make attacks of opportunity freedom, and wine—all things Valeros loves with great passion. “For the scar I’ll forgive you;
when flat-footed. for the spilt drink I’ll have your heart.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Fighter (L evel 7)
Noble at heart, and fiercely loyal to his friends, Valeros nevertheless hides SPECIAL ABILITIES
such sentiments under a jaded and crass demeanor, frequently observing that Combat Reflexes Valeros may make up to four attacks of opportunity
there’s nothing better than ending a day with an evening of hard drinking and in a round, and may make attacks of opportunity when flat-footed.
a night of soft company. Dirty Fighter When Valeros hits while flanking, he deals 1 additional
point of damage. This damage is added to his base damage and is
VALEROS multiplied on a critical hit.
Male human fighter 7 Two-Weapon Defense Valeros gains a +1 shield bonus to his AC
NG Medium humanoid (human) when wielding two weapons (already included in his stats). This
Init +7; Senses Perception +0 bonus increases to +2 when he fights defensively or uses the total
DEFENSE defense action.
AC 24, touch 15, flat-footed 20 (+7 armor, +1 deflection, +3 Dex, Two-Weapon Fighting Valeros fights with a weapon wielded in
+1 dodge, +1 natural, +1 shield) each hand and can attack with both during the same round when
hp 74 (7d10+28) he makes a full attack. The first melee attack line listed for him
Fort +8, Ref +6, Will +4; +2 vs. fear includes all the attacks and appropriate bonuses.
Defensive Abilities bravery +2*
OFFENSE Valeros was born on a quiet farm, and grew up dreaming of adventure
Speed 30 ft. and exploration. Though this longing only increased as he grew
Melee +2 longsword +13/+8 (1d8+9/19–20), +1 short sword +10 older, so did the responsibilities of agricultural life. Finally, just a
(1d6+5/19–20) or month before a marriage of convenience to a local farmer’s daughter
+2 longsword +15/+10 (1d8+9/19–20) or could lock him into place, Valeros came to the realization that the
+1 short sword +12/+7 (1d6+5/19–20) door to a life of adventure was closing for good. Seized by a desperate
Ranged mwk shortbow +11/+6 (1d6/×3) need for a larger life than tending to cattle and corn, Valeros quietly
Special Attacks weapon training (heavy blades +1)* packed up his few possessions and left in the middle of the night.
STATISTICS In the years since, Valeros has come a long way from the wide-
Str 18, Dex 16, Con 14, Int 12, Wis 10, Cha 11 eyed young man who sought only the joy of exploration (and maybe
Base Atk +7; CMB +11; CMD 26 a pretty girl or three). Life on the road is much harder than the
Feats Combat Reflexes, Dodge*, Double Slice*, Improved Initiative*, bards’ tales suggest, and the adult Valeros has the scars to prove
Toughness*, Two-Weapon Defense, Two-Weapon Fighting, it. Having found himself to be a deft hand with a sword, Valeros
Weapon Focus (longsword)*, Weapon Specialization (longsword)* quickly fell in with the mercenary crowd, learning the dirtier,
Skills Climb +13, Knowledge (dungeoneering) +11, Ride +12, Swim +13; grittier facts of warfare. After acting as hired muscle for dozens of
Armor Check Penalty –1 different employers, Valeros f inally realized that it was time to go
Traits dirty fighter, indomitable faith* into business for himself as an adventurer.
Languages Common, Varisian Though he’s admittedly not the best at following orders, Valeros is
SQ armor training 2* an extremely talented two-blade fighter, easily earning his keep in any
Combat Gear potion of cure moderate wounds, potion of cure group through the tenacity and absolute fearlessness—some might say
serious wounds, potion of enlarge person, potion of fly, thoughtlessness—with which he f lings himself into combat. Despite
acid, alchemist’s fire (2), antitoxin, holy water; Other Gear his reputation as a bruiser and scoff law, Valeros has picked up a fair
+1 breastplate, +2 longsword, +1 short sword, heavy mace, amount of education during his travels, and can even read (something
masterwork shortbow with 20 arrows, amulet of natural armor his “respectable” parents never learned to do). Valeros takes an easy-
+1, cloak of resistance +1, belt of giant strength +2, ring of come, easy-go approach to life, wealth, and relationships.
protection +1, backpack, bedroll, crowbar, everburning torch, Though a fan of f ine weapons and creature comforts, Valeros is
grappling hook, hemp rope (50 ft.), tankard, trail rations (2), never without a tankard on his belt (after all, you never know when
waterskin, 88 gp someone might offer you a drink). This vessel also symbolizes
* The effects of this ability have already been calculated into Valeros’s devotion to Cayden Cailean, the god of bravery, ale, “For the scar I’ll forgive you;
Valeros’s statistics. freedom, and wine—all things Valeros loves with great passion. for the spilt drink I’ll have your heart.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Gunslinger (L evel 1)
Lirianne has set her sights on a life of adventure and faces any problems the increment beyond the first when she performs this deed.
world throws at her with both barrels blazing. Gunslinger’s Dodge: Lirianne can spend 1 grit point to avoid a
ranged attack by moving 5 feet as an immediate action, granting
LIRIANNE her a +2 bonus to AC against the attack. This is not a 5-foot step, and
Female half-elf gunslinger 1 (Ultimate Combat 9) provokes attacks of opportunity. Alternatively, she can drop prone to
CG Medium humanoid (elf, human) gain a +4 bonus to AC against the attack.
Init +5; Senses low-light vision; Perception +7 Quick Clear: As long as Lirianne has 1 grit point, she can, as a
DEFENSE standard action, remove the broken condition from her pistol, if the
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) condition resulted from a misfire. If she instead spends 1 grit point,
hp 13 (1d10+3) she can perform quick clear as a move-equivalent action.
Fort +4, Ref +5, Will +2; +2 vs. enchantment Gunsmith Lirianne’s pistol is battered, and only she knows how to use
Immune sleep it properly. All other creatures treat her gun as if it had the broken
OFFENSE condition. If the weapon already has the broken condition, it does
Speed 30 ft. not work at all for anyone else trying to use it.
Melee longsword +2 (1d8+1/19–20) Killer When Lirianne confirms a critical hit, she deals an additional
Ranged pistol +5 (1d8/×4) amount of damage equal to her weapon’s critical modifier (+2
STATISTICS with her longsword or +4 with her pistol). This additional damage
Str 12, Dex 16, Con 14, Int 10, Wis 15, Cha 11 is added to the final total and is not multiplied by the critical hit
Base Atk +1; CMB +2; CMD 15 multiplier itself.
Feats Gunsmithing*, Skill Focus (Perception), Weapon Focus (pistol)* Pistol Lirianne’s pistol attacks resolve against the target’s touch AC
Skills Craft (alchemy) +4, Intimidate +4, Knowledge (engineering) +4, when the target is within the first range increment of the weapon
Perception +7, Sleight of Hand +7; Racial Modifiers +2 Perception; (20 ft.) and have a maximum range of five range increments.
Armor Check Penalty –1 The gun can hold a single bullet at a time, and reloading it is a
Traits elven reflexes*, killer standard action that provokes attacks of opportunity. If a pistol
Languages Common, Elven attack is ever a natural 1, the firearm misfires and gains the broken
SQ deeds (deadeye, gunslinger’s dodge, quick clear), elf blood*, grit (2), condition. While it has the broken condition, it suffers the normal
gunsmith disadvantages that broken weapons do, and its misfire value
Combat Gear alchemist’s fire; Other Gear studded leather, longsword, increases to a range of 1–5. If her broken pistol misfires again, it
pistol with 30 bullets, backpack, dagger, gunsmith’s kit, hemp rope explodes, destroying the weapon and creating a 5-ft. burst from one
(50 ft.), paper cartridges (5), powder horn with 10 doses of black randomly determined corner of her square, dealing damage to any
powder, sunrods (2), waterskin, 19 gp creature in the burst (including Lirianne) as if it had been damaged
* This ability has already been calculated into Lirianne’s stats. by the weapon—a DC 12 Reflex save halves this damage.
SPECIAL ABILITIES
Grit Lirianne begins each day with 2 grit points. Her grit goes up or Lirianne always dreamed of living the adventures she read about
down throughout the day, but cannot go higher than this maximum. in fairy tales and penny dreadfuls. But such things appeared only
Lirianne can spend grit to accomplish deeds (see below), and in faraway lands, so she aspired to find adventure by following in
regains 1 point of grit each time she confirms a critical hit with a her father’s footsteps and becoming a shield marshal, protecting
firearm or when she reduces a creature to 0 or fewer hit points with Alkenstar from the hostile giants and hideous mutations of the Mana
a firearm. Wastes. She overcame a long series of difficult challenges her father
Deeds Lirianne can spend grit points (see above) to accomplish the put in her path so she could join the service. When a storm of primal
following deeds: magic sent the dutiful shield marshal to the distant land of Avistan,
Deadeye: Lirianne can resolve an attack against touch AC instead Lirianne found herself in an adventure just like those she’d grown up
of normal AC when firing beyond her firearm’s first range increment reading. She now struggles to balance her resurgence of childhood
for a cost of 1 grit point per range increment beyond the first. wonder and adult dedication to justice, all while confronting her “I’d be obliged if you stood down, friend.
Lirianne still takes the –2 penalty on attack rolls for each range long-ignored elven blood. I got no stomach for killing this early”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Gunslinger (L evel 4)
Lirianne has set her sights on a life of adventure and faces any problems the for a cost of 1 grit point per range increment beyond the first.
world throws at her with both barrels blazing. Lirianne still takes the –2 penalty on attack rolls for each range
increment beyond the first when she performs this deed.
LIRIANNE Gunslinger Initiative: As long as she has at least 1 grit point,
Female half-elf gunslinger 4 (Ultimate Combat 9) Lirianne gains a +2 bonus on initiative checks.
CG Medium humanoid (elf, human) Gunslinger’s Dodge: Lirianne can spend 1 grit point to avoid a
Init +5; Senses low-light vision; Perception +8 ranged attack by moving 5 feet as an immediate action, granting
DEFENSE her a +2 bonus to AC against the attack. This is not a 5-foot step, and
AC 19, touch 15, flat-footed 15 (+4 armor, +1 deflection, +3 Dex, +1 provokes attacks of opportunity. Alternatively, she can drop prone to
dodge) gain a +4 bonus to AC against the attack.
hp 40 (4d10+12) Pistol-Whip: Lirianne can make a surprise melee attack with the
Fort +6, Ref +7, Will +4; +2 vs. enchantment handle of her pistols as a standard action costing 1 grit point (+7
Immune sleep [1d6]). If the attack hits, she can make a combat maneuver check to
OFFENSE knock the target prone as a free action.
Speed 30 ft. Quick Clear: As long as Lirianne has 1 grit point, she can, as a
Melee longsword +5 (1d8+1/19–20) standard action, remove the broken condition from her pistol, if the
Ranged mwk pistol +9 (1d8/×4) condition resulted from a misfire. If she instead spends 1 grit point,
STATISTICS she can perform quick clear as a move-equivalent action.
Str 12, Dex 16, Con 14, Int 10, Wis 16, Cha 11 Utility Shot: If Lirianne has at least 1 grit point, she can perform a
Base Atk +4; CMB +5; CMD 20 number of utility shots as described on page 11 of Ultimate Combat.
Feats Gunsmithing*, Point Blank Shot, Precise Shot, Skill Focus Each utility shot can be applied to any single attack
(Perception)*, Weapon Focus (pistol)* with a firearm, but Lirianne must declare the utility shot she is using
Skills Craft (alchemy) +7, Intimidate +7, Knowledge (engineering) +7, before firing the shot.
Perception +8, Sleight of Hand +10 Killer When Lirianne confirms a critical hit, she deals an additional
Traits elven reflexes*, killer amount of damage equal to her weapon’s critical modifier (+2 with her
Languages Common, Elven longsword or +4 with her pistol). This additional damage is added to
SQ deeds (deadeye, gunslinger initiative, gunslinger’s dodge, pistol-whip, the final total and is not multiplied by the critical hit multiplier itself.
quick clear, utility shot), elf blood*, grit (3), gunsmith*, nimble +1* Pistol Lirianne’s pistol attacks resolve against the target’s touch AC
Combat Gear oil of silence, potion of cat’s grace, potion of cure light when the target is within the first range increment of the weapon
wounds, alchemist’s fire; Other Gear +1 studded leather, longsword, (20 ft.) and have a maximum range of five range increments. The
mwk pistols (2) with 30 bullets, ring of protection +1, adamantine guns can each hold a single bullet at a time, and reloading one
bullets (5), backpack, dagger, gunsmith’s kit, hemp rope (50 ft.), of them is a standard action that provokes attacks of opportunity.
paper cartridges (15), powder horn with 10 doses of black powder, If a pistol attack is ever a natural 1, the firearm misfires and gains
silver bullets (5), sunrods (2), waterskin, 29 gp the broken condition. While it has the broken condition, it suffers
* This ability has already been calculated into Lirianne’s stats. the normal disadvantages that broken weapons do, and its misfire
SPECIAL ABILITIES value increases to a range of 1–5. If her broken pistol misfires
Grit Lirianne begins each day with 3 grit points. Her grit goes up or again, it explodes, destroying the weapon and creating a 5-ft. “I’d be obliged if you stood down, friend.
down throughout the day, but cannot go higher than this maximum. burst from one randomly determined corner of her square, I got no stomach for killing this early”
Lirianne can spend grit to accomplish deeds (see below), and regains dealing damage to any creature in the burst (including Lirianne)
1 point of grit each time she confirms a critical hit with a firearm or as if it had been damaged by the weapon—a DC 12 Reflex save Lirianne always dreamed of living the adventures she read about in
when she reduces a creature to 0 or fewer hit points with a firearm. halves this damage. fairy tales and penny dreadfuls. When a storm of primal magic sent
Deeds Lirianne can spend grit points (see above) to accomplish the Point-Blank Shot When Liriane shoots at a target within a range of 30 the dutiful Alkenstar shield marshal to the distant land of Avistan,
following deeds: ft., she adds +1 to her attack and damage rolls. Lirianne found herself in just such an adventure. She now struggles
Deadeye: Lirianne can resolve an attack against touch AC instead Precise Shot Lirianne can shoot at a target engaged in melee to balance her resurgence of childhood wonder and adult dedication
of normal AC when firing beyond her firearm’s first range increment without taking the standard –4 penalty on the attack. to justice, all while confronting her long-ignored elven blood.
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Gunslinger (L evel 7) Requires a copy of the 4th-level gunslinger for a description of all abilities
Lirianne has set her sights on a life of adventure and faces any problems the Dead Shot: As a full-round action costing 1 grit point, Lirianne can
world throws at her with both barrels blazing. shoot a single shot at a target, making two attack rolls at +14/+8.
If either attack roll hits, Lirianne’s single attack is considered to
LIRIANNE have hit. For each additional successful attack roll beyond the
Female half-elf gunslinger 7 (Ultimate Combat 9) first, she increases the damage of the shot by 1d8. Precision
CG Medium humanoid (elf, human) damage is added with damage modifiers and is not increased by
Init +6; Senses low-light vision; Perception +8 this deed. If either attack roll is a critical threat, she confirms the
DEFENSE critical once at +8. If both rolls are critical threats, she rolls the
AC 22, touch 17, flat-footed 16 (+5 armor, +1 deflection, +4 Dex, confirmation at +9 instead. Lirianne only misfires on a dead shot
+2 dodge) if both attack rolls are misfires.
hp 67 (7d10+21) Startling Shot: As long as she has at least 1 grit point, Lirianne can
Fort +8, Ref +10, Will +6; +2 vs. enchantment spend a standard action to purposely miss a creature that she
Immune sleep could normally hit with a pistol, making that creature flat-footed
OFFENSE until the start of its next turn.
Speed 30 ft. Targeting: As a full-round action costing 1 grit point, Lirianne can
Melee longsword +8/+3 (1d8+1/19–20) make a single firearm attack targetting a specific part of the
Ranged +2 reliable pistol +14 (1d8+5/×4), mwk pistol +8 (1d6+4/×4) target creature’s body, gaining a special effect depending on
STATISTICS the part of the body targeted (see page 11 of Ultimate Combat).
Str 12, Dex 18, Con 14, Int 10, Wis 16, Cha 11 Creatures that are immune to sneak attacks are immune to
Base Atk +7; CMB +8; CMD 25 these effects.
Feats Extra Grit*, Gunsmithing*, Point Blank Shot, Precise Shot, Rapid Killer When Lirianne confirms a critical hit, she deals an additional
Reload*, Skill Focus (Perception)*, Weapon Focus (pistol)* amount of damage equal to her weapon’s critical modifier (+2
Skills Craft (alchemy) +10, Intimidate +10, Knowledge (engineering) +10, with her longsword or +4 with her pistol). This additional damage
Perception +8, Sleight of Hand +14 is added to the final total and is not multiplied by the critical hit
Traits elven reflexes*, killer multiplier itself.
Languages Common, Elven Pistol Lirianne’s pistol attacks resolve against the target’s touch AC
SQ deeds (dead shot, deadeye, gunslinger initiative, gunslinger’s dodge, when the target is within the first range increment of the weapon
pistol-whip, quick clear, startling shot, targeting, utility shot), grit (5), (20 ft.) and have a maximum range of five range increments. The
elf blood*, gunsmith*, gun training (pistol +4)*, nimble +2* guns can each hold a single bullet at a time, and reloading one of
Combat Gear potion of owl’s wisdom, potions of cure serious wounds them is a move action that provokes attacks of opportunity. If a
(2), oil of silence, alchemist’s fire; Other Gear +2 studded leather, pistol attack is ever a natural 1, the firearm misfires and gains the
longsword, +2 reliable pistol, mwk pistol with 30 bullets, ring broken condition. While it has the broken condition, it suffers the
of protection +1, cloak of resistance +1, adamantine bullets (5), normal disadvantages that broken weapons do, and its misfire value
backpack, belt of incredible dexterity +2, dagger, gunsmith’s kit, increases to a range of 1–3. If her broken pistol misfires again, it
hemp rope (50 ft.), paper cartridges (15), powder horn with 10 doses explodes, destroying the weapon and creating a 5-ft. burst from
of black powder, silver bullets (5), sunrods (2), waterskin, 79 gp one randomly determined corner of her square, dealing damage
* This ability has already been calculated into Lirianne’s stats. to any creature in the burst (including Lirianne) as if it had been “I’d be obliged if you stood down, friend.
SPECIAL ABILITIES damaged by the weapon—a DC 12 Reflex save halves this damage. I got no stomach for killing this early”
Grit Lirianne begins each day with 5 grit points. Her grit goes up or Her reliable pistol has no misfire chance unless it gains the broken
down throughout the day, but cannot go higher than this maximum. condition through another means, in which case it’s misfire range Lirianne always dreamed of living the adventures she read about in
Lirianne can spend grit to accomplish deeds (see below), and regains becomes 1–2. fairy tales and penny dreadfuls. When a storm of primal magic sent the
1 point of grit each time she confirms a critical hit with a firearm or Point-Blank Shot When Liriane shoots at a target within a range of 30 dutiful Alkenstar shield marshal to the distant land of Avistan, Lirianne
when she reduces a creature to 0 or fewer hit points with a firearm. ft., she adds +1 to her attack and damage rolls. found herself in just such an adventure. She now struggles to balance
Deeds Lirianne can spend grit points (see above) to accomplish the Precise Shot Lirianne can shoot at a target engaged in melee without her resurgence of childhood wonder and adult dedication to justice, all
following deeds and those listed on the 4th-level version of her stats: taking the standard –4 penalty on the attack. while confronting her long-ignored elven blood.
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Hunter 1

Adowyn wanders the Inner Sea as a bounty hunter, with her wolf, Leryn, at her Strength, Falcon: +4 competence bonus on Perception checks, Frog: +4
side. She is quiet around people, but often engages in animated conversations competence bonus on Swim checks and on Acrobatics checks to jump,
with Leryn as the two of them track their prey. Monkey: +4 competence bonus on Climb checks, Mouse: evasion, as
the rogue class feature, Owl: +4 competence bonus on Stealth checks,
ADOWYN Snake: +2 bonus on attack rolls when making attacks of opportunity
Female human hunter of Erastil 1 and a +2 dodge bonus to AC against attacks of opportunity, Stag: 5-foot
NG Medium humanoid (human) enhancement bonus to its base land speed, Tiger: +2 enhancement
Init +4; Senses Perception +6 bonus to Dexterity, Wolf: scent ability with a range of 10 feet.
DEFENSE Deadeye Bowman When a single creature provides soft cover to
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex) Adowyn’s target, the target does not receive the +4 bonus to AC.
hp 11 (1d8+3) Point-Blank Shot Adowyn receives a +1 to hit and damage with her
Fort +4, Ref +6, Will +2 bow when she is within 30 feet of her target.
OFFENSE Killer Adowyn deals an additional 3 damage one a critical hit with her
Speed 30 ft. bow or an additional 2 damage on a critical hit with her club.
Melee club +0 (1d6) Wild Empathy Adowyn can attempt to influence animals with a +1
Ranged composite longbow +2/+2 (1d8/×3) or bonus as if using Diplomacy.
composite longbow +4 (1d8/×3) Create Water Adowyn creates 2 gallons of water within 25 feet. It lasts a
Special Attacks animal focus (1 minute / day) day if no one drinks it.
Hunter Spells Known (CL 1st; concentration +3) Feather Step For 10 minutes, a target Adowyn touches can ignore
1st (2/day)—feather stepAPG, resist energy difficult terrain.
0 (at will)—create water, light, mending, purify food and drink Light An object Adowyn touches sheds light for 10 minutes. She can’t
STATISTICS have more than one copy of this spell active at once.
Str 10, Dex 18, Con 14, Int 10, Wis 14, Cha 10 Mending Adowyn can spend 10 minutes to repair 1d4 points of
Base Atk +0; CMB +0; CMD 14 damage to an object that weighs 1 lb. or less.
Feats Point-Blank Shot, Rapid Shot Purify Food and Drink Adowyn can remove disease, poison,
Skills Climb +3, Handle Animal +4 (+8 for Leryn), Knowledge (nature) and contamination from 1 cubic foot of food or water.
+5, Perception +6, Stealth +7, Survival +6, Swim +3; Armor Check –1 Resist Energy For 10 minutes, a target Adowyn touches
Traits deadeye bowmanISG , killerAPG gains 10 resistance to her choice of acid, cold, electricity,
Languages Common fire, or sonic.
SQ animal companion (wolf named Leryn), nature training, wild
empathy +1 LERYN
Combat Gear acid; Other Gear composite longbow with 50 cold iron N Medium animal
arrows, club, studded leather armor, backpack, waterskin, spell Init +2; Senses low-light vision, scent; Perception +5
component pouch, 2 gp DEFENSE
SPECIAL ABILITIES AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
Animal Focus As a swift action, Adowyn can apply one of the following hp 13 (2d8+4)
aspects to herself for one minute once per day. Leryn always has Fort +5, Ref +5, Will +1
one of the aspects active (bull by default, included in the statblock), OFFENSE
and if Leryn dies (or if you don’t want to bring Leryn to this scenario), Speed 50 ft.
Adowyn can always have one aspect active in addition to a second Melee bite +4 (1d6+3 plus trip)
aspect for one minute per day. Bat: The creature gains darkvision to a Special Attacks trip
range of 60 feet. At 8th level, the range increases by 30 feet. At 15th STATISTICS
level, the creature also gains blindsense to a range of 10 feet. Bear: +2 Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
enhancement bonus to Constitution. Bull: +2 enhancement bonus to Base Atk +1; CMB +3 (+4 with bite); CMD 15 “No quarry escapes my arrows—or Leryn’s jaws.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Hunter 1

Feats Weapon Focus (bite) Years passed, and the two became an inseparable team, learning to
Skills Perception +5, Stealth +6; Armor Check –0 anticipate each other’s moves and hunting together as one. Now the
SQ animal focus (bull), link, share spells, tricks (attack [2], defend, whole of the forest was their prey, but still they could not escape the
detect, down, heel, track) Blight. For months the tension grew. Adowyn and Leryn slept in shifts,
SPECIAL ABILITIES keeping watch over their small hovel. Finally, in the dead of night,
Link Adowyn can handle Leryn as a free action or push Leryn as a their mysterious watcher revealed itself, smashing the side of their
move action. home while unleashing a terrifying howl. Rolling out of the debris,
Share Spells Adowyn can cast spells with a range of Personal on Leryn Adowyn and Leryn rose to face the threat.
by touch. A gigantic bear rose up before them. Like the beast that killed her
Trip Whenever Leryn hits with a bite attack, Leryn can make a free father, this one too was poxed, but it was far larger, with a sickly green
trip attempt against that target without provoking any attack of foam spilling from its lips. Leryn leapt upon it, clawing and biting at
opportunity. Even if Leryn fails by 10 or more, Leryn is never tripped its f lank while Adowyn drew forth her bow. Taking aim, she sunk a
by this attempt. shaft deep into its left eye. With an agonizing growl, the bear shook
loose the wolf and tore off into the woods, with Adowyn and her
There’s always a need for a skilled hunter, someone who can track down a friend in hot pursuit.
threat and put an end to it. And when a quarry is particularly dangerous The chase lasted until dawn, when Leryn’s fangs finally managed to
or elusive, there’s only one hunter the people seek: Adowyn. sink into the bear’s throat, bringing it down. The pair stopped over
Born to a pair of skilled woodworkers in the quiet town of Crowstump their kill to admire their work, and it was only then that they realized
on the northern border of Nirmathas, Adowyn was always a wild child, they were no longer in the Blight.
more comfortable sneaking around in the mud chasing the town rooster It was by sheer chance that they found their way to Crystalhurst, a
than practicing her letters or learning to carve. She grew up surrounded community of druids in the southern Fangwood. Yet while Adowyn
by peoples from far-away lands, merchants and traders who had come learned a great deal in her short time there, Crystalhurst was
to make deals with her parents. Fascinated by their stories, Adowyn was not a place she meant to stay. Soon, she and Leryn set out to
eager to see the world beyond, and when a journey with her father finally return home to see Adowyn’s mother and sister.
gave her that chance at the age of 14, she was overjoyed. The young woman who returned to Crowstump was nothing
That joy was short-lived, however. Not a day after Adowyn and her like the girl that had left. She found only strangers there. It
father left home for the dark forest trails of the Fangwood, a diseased seems that her mother and sister, heartbroken after the loss
bear charged into their camp, savaging Adowyn’s father before she could of Adowyn and her father, had left years ago to start a new
even cry out. Using the bow her father had carved for her, she sank arrow life somewhere less troubled by painful memories.
after arrow into the beast, tears streaming down her cheeks. At last the In the years since that day, Adowyn has wandered the Inner Sea
bear fell. The creature was dead—but so was her father. with Leryn at her side, working as bounty hunter. She’s stalked a naga
Lost in the woods, Adowyn found herself in the Blight, an area of through the bleak wastes of Osirion, brought back a master thief from
the Fangwood where the trees grew thick with disease and rot. She the sewers of Oppara, and even managed to recover the tail feathers of
spent six months alone there, scavenging what food she could find and the elusive Jade Hawk without harming the reclusive bird. The only
honing her skills at the hunt. The beasts of the Blight were cunning quarry she hasn’t managed to track down is her own family, but that
and deadly, making her the prey nearly as often as she was the predator. search never ends—one day, she’ll be reunited with her loved ones.
Yet all of that changed when she found Leryn. To others, she is quiet and brooding, but she can frequently
Wounded by a fight with a rotting treant, the lean gray wolf was be found having animated conversations with her wolf, as if he
limping through a clearing when Adowyn chanced upon him. Over was responding in kind. She wears the armor and garb of the rangers
the following month, she nursed the wolf back to health and named of Nirmathas, a gift she was given after hunting down a patrol of
him Leryn, after her father. She soon found that she could sense his Molthuni soldiers that were stalking behind the lines terrorizing
mood, knowing instinctively when he was hungry, angry, or excited. small villages. The bow she carries is her father’s, a weapon she treats
She exulted in his feral appetites and his thrill of the hunt, and he with reverence. In battle, Adowyn and Leryn single out their foes
learned to calm his urges, gaining her patience and determination. with grim determination. “No quarry escapes my arrows—or Leryn’s jaws.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Hunter 4

Adowyn wanders the Inner Sea as a bounty hunter, with her wolf, Leryn, at her SPECIAL ABILITIES
side. She is quiet around people, but often engages in animated conversations Animal Focus As a swift action, Adowyn can apply one of the following
with Leryn as the two of them track their prey. aspects to herself for 4 minutes per day in 1 minute increments.
Leryn always has one of the aspects active (bull by default, included
ADOWYN in the statblock), and if Leryn dies (or if you don’t want to bring
Female human hunter of Erastil 4 Leryn to this scenario), Adowyn can always have one aspect active
NG Medium humanoid (human) in addition to a second aspect for one minute per day. Bat: The
Init +5; Senses Perception +9 creature gains darkvision to a range of 60 feet. At 8th level, the range
DEFENSE increases by 30 feet. At 15th level, the creature also gains blindsense
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex) to a range of 10 feet. Bear: +2 enhancement bonus to Constitution.
hp 31 (4d8+8) Bull: +2 enhancement bonus to Strength, Falcon: +4 competence
Fort +7, Ref +10, Will +4 bonus on Perception checks, Frog: +4 competence bonus on Swim
OFFENSE checks and on Acrobatics checks to jump, Monkey: +4 competence
Speed 30 ft. bonus on Climb checks, Mouse: evasion, as the rogue class feature,
Melee longsword +3 (1d8/19–20) Owl: +4 competence bonus on Stealth checks, Snake: +2 bonus on
Ranged mwk composite longbow +7/+7 (1d8/×3) or attack rolls when making attacks of opportunity and a +2 dodge
mwk composite longbow +9 (1d8/×3) bonus to AC against attacks of opportunity, Stag: 5-foot enhancement
Special Attacks animal focus (4 minutes/day) bonus to its base land speed, Tiger: +2 enhancement bonus to
Hunter Spells Known (CL 4th; concentration +6) Dexterity, Wolf: scent ability with a range of 10 feet.
2nd (2/day)—spike growth (DC 14), wind wall Coordinated Shot Adowyn receives a +1 bonus to ranged attacks against
1st (4/day)—aspect of the falconAPG, feather stepAPG, gravity bowAPG, opponents Leryn threatens. When Leryn flanks that opponent
resist energy (with any ally), Adowyn instead receives a +2 bonus.
0 (at will)—create water, detect magic, guidance, light, mending, Deadeye Bowman When a single creature provides soft cover
purify food and drink to Adowyn’s target, the target does not receive the +4
STATISTICS bonus to AC.
Str 10, Dex 21, Con 14, Int 10, Wis 14, Cha 10 Deadly Aim Adowyn can take a –1 penalty to hit with her
Base Atk +3; CMB +3; CMD 18 bow to add +2 damage.
Feats Coordinated Shot ACG, Deadly Aim, Point-Blank Shot, Precise Shot, Improved Empathic Link As a swift action, Adowyn can
Rapid Shot see through Leryn’s eyes instead of her own as long as Leryn
Skills Climb +5, Craft (bows) +4, Handle Animal +7 (+11 for Leryn), Heal remains within one mile, ending this as a free action.
+6, Intimidate +4, Knowledge (geography) +4, Knowledge (nature) Killer Adowyn deals an additional 3 damage one a critical hit with her
+5, Perception +9, Spellcraft +4, Stealth +11, Survival +9 (+11 following bow or an additional 2 damage on a critical hit with her longsword.
tracks), Swim +5; Armor Check –1 Point-Blank Shot Adowyn receives a +1 to hit and damage with her
Traits deadeye bowmanISG , killerAPG bow when she is within 30 feet of her target.
Languages Common Precise Shot Adowyn does not take a penalty for firing into melee.
SQ animal companion (wolf named Leryn), hunter tactics, improved Weapon Blanch Adowyn’s adamantine blanched arrows count
empathic link, nature training, track, wild empathy +4 as adamantine, and her ghost salt blanched arrows deal full
Combat Gear acid, potions of mage armor (2); Other Gear mwk damage to incorporeal creatures.
composite longbow with 20 blunt arrows, 30 cold iron arrows (10 Wild Empathy Adowyn can attempt to influence animals with a +4
with ghost salt weapon blanch, 10 with adamantine weapon blanch), bonus as if using Diplomacy.
and 5 alchemical silver arrows, longsword, studded leather armor, Aspect of the Falcon For 4 minutes, Adowyn gets a +3 competence
belt of incredible dexterity +2, cloak of resistance + 1, wand of cure bonus to Perception and a +1 competence bonus to ranged attacks,
light wounds (5 charges), wand of faerie fire (5 charges), backpack, and she threatens a critical on a 19 or 20 (which doesn’t stack with
waterskin, spell component pouch, 1 gp 5 sp other similar effects). “No quarry escapes my arrows—or Leryn’s jaws.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Hunter 4

Create Water Adowyn creates 8 gallons of water within 35 feet. It lasts a AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
day if no one drinks it. hp 26 (4d8+8)
Cure Light Wounds Adowyn’s wand heals 1d8+1 damage by touch. Fort +6, Ref +7, Will +2
Detect Magic Adowyn can notice magic in a 60-foot cone. If she OFFENSE
concentrates, she can find how many magic auras there are on the Speed 50 ft.
next round and then attempt to find out more on the round after that. Melee bite +7 (1d6+4 plus trip)
Faerie Fire Adowyn’s wand creates colorful light, outlining creatures in Special Attacks trip
a 5-foot radius for 1 minute. They gain no benefit from being blurred, STATISTICS
invisible, or displaced, and suffer –20 to Stealth. Str 16, Dex 16, Con 15, Int 3, Wis 12, Cha 6
Feather Step For 40 minutes, a target Adowyn touches can ignore Base Atk +3; CMB +6 (+7 with bite); CMD 19
difficult terrain. Feats Coordinated ShotB,ACG, Power Attack, Weapon Focus (bite)
Gravity Bow For 4 minutes, Adowyn’s bow deals 2d6 damage Skills Acrobatics +7, Perception +6, Stealth +6; Armor Check –0
instead of 1d8. SQ animal focus (bull), evasion, link, share spells, tricks (attack [2],
Guidance Adowyn can give a touched target a +1 competence bonus defend, detect, down, get help, heel, hunt, seek, sneak, track)
that the target can use on any attack roll, saving throw, or skill check SPECIAL ABILITIES
in the next minute. Evasion When Leryn succeeds at a Reflex save, there is no effect, even if
Light An object Adowyn touches sheds light for 40 minutes. She can’t it would normally have a partial effect.
have more than one copy of this spell active at once. Link Adowyn can handle Leryn as a free action or push Leryn as a
Mage Armor This potion gives Leryn a +4 armor bonus to AC for 1 hour, move action.
but Adowyn must take the time to feed it to the wolf. Power Attack Leryn can take a –1 penalty to hit with bite attacks to gain
Mending Adowyn can spend 10 minutes to repair 1d4 points of damage a +3 bonus to damage.
to an object that weighs 4 lbs. or less. Share Spells Adowyn can cast spells with a range of Personal
Purify Food and Drink Adowyn can remove disease, poison, and on Leryn by touch.
contamination from 1 cubic foot of food or water. Trip Whenever Leryn hits with a bite attack, Leryn can make a
Resist Energy For 40 minutes, a target Adowyn touches gains 10 free trip attempt against that target without provoking any
resistance to her choice of acid, cold, electricity, fire, or sonic. attack of opportunity. Even if Leryn fails by 10 or more,
Spike Growth Adowyn can set a trap that lasts 4 hours in 4 20-foot-by- Leryn is never tripped by this attempt.
20-foot squares of any outdoor environment that has plants or even
roots. Any creature that walks through the area takes 1d4 points of There’s always a need for a skilled hunter, someone who
damage for every 5 feet, and if it takes damage, it must succeed at can track down a threat and put an end to it. And when a quarry
a DC 14 Reflex save or be reduced to half speed. Rogues (only) can is particularly dangerous or elusive, there’s only one hunter people
notice this with a DC 27 Perception check. seek out: Adowyn. Adowyn wanders the Inner Sea with her wolf,
Wind Wall Adowyn can create a vertical wall of wind up to 40 feet Leryn, at her side, working as bounty hunter. She’s stalked a naga
long and 20 feet high, shaped in whatever way she wants. Small or through the bleak wastes of Osirion, brought back a master thief
smaller flying creatures cannot pass through the walls, and neither from the sewers of Oppara, and even managed to recover the
can gases or very small projectiles like arrows and bolts. Other tail feathers of the elusive Jade Hawk without harming the
ranged weapons like spears have a 30% chance to miss when passing reclusive bird. To others, she is quiet and brooding, but she
through the wall, and enormous weapons like boulders and ballista can frequently be found having animated conversations with
bolts automatically pass. The wall lasts for 4 rounds. her wolf, as if he was responding in kind. She wears the armor and
garb of the rangers of Nirmathas, a gift she was given after hunting
LERYN down a patrol of Molthuni soldiers that were stalking behind the
N Medium animal lines terrorizing small villages. The bow she carries is her father’s,
Init +3; Senses low-light vision, scent; Perception +6 a weapon she treats with reverence. In battle, Adowyn and Leryn
DEFENSE single out their foes with grim determination. “No quarry escapes my arrows—or Leryn’s jaws.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Hunter 7

Adowyn wanders the Inner Sea as a bounty hunter, with her wolf, Leryn, at her arrows, 30 cold iron arrows (10 with ghost salt weapon blanch, 10
side. She is quiet around people, but often engages in animated conversations with adamantine weapon blanch), 5 alchemical silver arrows, +1
with Leryn as the two of them track their prey. holy arrow, +1 human bane arrow, +1 evil outsider bane arrow,
longsword, masterwork studded leather armor, belt of incredible
ADOWYN dexterity +2, headband of inspired wisdom +2, cloak of resistance +2,
Female human hunter of Erastil 7 swarmbane claspUE, wand of cure light wounds (25 charges), wand of
NG Medium humanoid (human) faerie fire (15 charges), wand of greater magic fang (CL8; 3 charges),
Init +5; Senses Perception +13 wand of negate aromaAPG (10 charges), wand of pass without trace
DEFENSE (10 charges), backpack, waterskin, spell component pouch, 33 gp
AC 19, touch 16, flat-footed 14 (+3 armor, +1 deflection, +5 Dex) SPECIAL ABILITIES
hp 52 (7d8+14) Animal Focus As a swift action, Adowyn can apply one of the following
Fort +9, Ref +12, Will +7 aspects to herself for 7 minutes per day in 1 minute increments.
OFFENSE Leryn always has one of the aspects active (bull by default, included
Speed 30 ft. in the statblock), and if Leryn dies (or if you don’t want to bring
Melee lonsword +5 (1d8/19–20) Leryn to this scenario), Adowyn can always have one aspect
Ranged mwk composite longbow +10/+10 (1d8+1/×3) or active in addition to a second aspect for one minute per
mwk composite longbow +12 (1d8+1/×3) day. Bat: The creature gains darkvision to a range of 60 feet.
Special Attacks animal focus (7 minutes / day) At 8th level, the range increases by 30 feet. At 15th level,
Hunter Spells Known (CL 7th; concentration +10) the creature also gains blindsense to a range of 10 feet.
3rd (2/day)—life bubbleAPG, strong jawAPG Bear: +2 enhancement bonus to Constitution. Bull: +2
2nd (4/day)—barkskin, spike growth (DC 15), versatile weaponAPG, enhancement bonus to Strength, Falcon: +4 competence
wind wall bonus on Perception checks, Frog: +4 competence bonus
1st (5/day)—aspect of the falconAPG, feather stepAPG, gravity bowAPG, on Swim checks and on Acrobatics checks to jump, Monkey: +4
liberating commandUC, resist energy competence bonus on Climb checks, Mouse: evasion, as the rogue
0 (at will)—create water, detect magic, guidance, light, mending, class feature, Owl: +4 competence bonus on Stealth checks, Snake:
purify food and drink +2 bonus on attack rolls when making attacks of opportunity and a
STATISTICS +2 dodge bonus to AC against attacks of opportunity, Stag: 5-foot
Str 10, Dex 21, Con 14, Int 10, Wis 16, Cha 10 enhancement bonus to its base land speed, Tiger: +2 enhancement
Base Atk +5; CMB +5; CMD 21 bonus to Dexterity, Wolf: scent ability with a range of 10 feet.
Feats Broken Wing GambitUC, Coordinated ShotB,ACG, Deadly Aim, Point- Coordinated Shot Adowyn receives a +1 bonus to ranged
Blank Shot, Precise ShotB, Rapid Shot, Weapon Focus (composite attacks against opponents Leryn threatens. If Leryn is flanking
longbow), Wounded Paw GambitB,ACG that opponent (with any ally), Adowyn instead receives a +2 bonus.
Skills Bluff +5, Climb +6, Craft (bows) +4, Handle Animal +10 (+14 for Deadeye Bowman When a single creature provides soft cover to
Leryn), Heal +7, Intimidate +6, Knowledge (dungeoneering) +4, Adowyn’s target, the target does not receive the +4 bonus to AC.
Knowledge (geography) +4, Knowledge (nature) +5, Perception Deadly Aim Adowyn can take a –2 penalty to hit with her bow to add
+13, Ride +9, Spellcraft +4, Stealth +15, Survival +13 (+16 following +4 damage.
tracks), Swim +6; Armor Check –0 Improved Empathic Link As a swift action, Adowyn can see through
“No quarry escapes my arrows—or Leryn’s jaws.”
Traits deadeye bowmanISG , killerAPG Leryn’s eyes instead of her own as long as Leryn remains within one
Languages Common mile, ending this as a free action.
SQ animal companion (wolf named Leryn), hunter tactics, improved Killer Adowyn deals an additional 3 damage one a critical hit with her Swarmbane Clasp Adowyn’s weapon attacks deal full damage to
empathic link, nature training, track, wild empathy +7, bow or an additional 2 damage on a critical hit with her longsword. swarms.
woodland stride Point-Blank Shot Adowyn receives a +1 to hit and damage with her Weapon Blanch Adowyn’s adamantine blanched arrows count as
Combat Gear acid, oil of daylight, oil of magic weapon, potions of bow when she is within 30 feet of her target. adamantine, and her ghost salt blanched arrows deal full damage to
mage armor (2); Other Gear mwk composite longbow with 20 blunt Precise Shot Adowyn does not take a penalty for firing into melee. incorporeal creatures.

©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Hunter 7

Wild Empathy Adowyn can attempt to influence animals with a +7 Strong Jaw For 7 minutes, Leryn’s bite attack does 4d6 damage. Adowyn
bonus as if using Diplomacy. can also use this spell on allied monks or those with natural attacks,
Wounded Paw Gambit Whenever Leryn hits a foe, Leryn can choose increasing the character’s effective size by two categories.
to give that foe a +2 to hit and damage against Leryn for the foe’s Versatile Weapon For 7 minutes, Adowyn temporarily enhances one Power Attack Leryn can take a –2 penalty to hit with bite attacks to
next attack within one turn. If the foe attacks Leryn with that bonus weapon (or up to 50 arrows) to +1 while allowing it to bypass DR as gain a +6 bonus to damage.
and Adowyn is within 30 feet, Adowyn can spend an immediate if it were one of the following (in addition to magic): bludgeoning, Share Spells Adowyn can cast spells with a range of Personal on Leryn
action to make a ranged attack against that foe. cold iron, piercing, silver, or slashing. by touch.
Aspect of the Falcon For 7 minutes, Adowyn gets a +3 competence Wind Wall Adowyn can create a vertical wall of wind up to 70 feet Trip Whenever Leryn hits with a bite attack, Leryn can make a free
bonus to Perception and a +1 competence bonus to ranged attacks, long and 35 feet high, shaped in whatever way she wants. Small trip attempt against that target without provoking any attack of
and she threatens a critical on a 19 or 20 (which doesn’t stack with or smaller flying creatures cannot pass through the walls, and opportunity. Even if Leryn fails by 10 or more, Leryn is never tripped
other similar effects). neither can gases or very small projectiles like arrows and bolts. by this attempt.
Cure Light Wounds Adowyn’s wand heals 1d8+1 damage by touch. Other ranged weapons like spears have a 30% chance to miss when
Faerie Fire Adowyn’s wand creates colorful light, outlining creatures passing through the wall, and enormous weapons like boulders and There’s always a need for a skilled hunter, someone who can track
in a 5-foot radius for 1 minute. They gain no benefit from being ballista bolts automatically pass. The wall lasts for 7 rounds. down a threat and put an end to it. And when a quarry is particularly
blurred, invisible, or displaced, and suffer –20 to Stealth. dangerous or elusive, there’s only one hunter people seek out: Adowyn.
Feather Step For 70 minutes, a target Adowyn touches can ignore LERYN Born to a pair of skilled woodworkers in the quiet town of
difficult terrain. N Large animal Crowstump on the northern border of Nirmathas, Adowyn was always
Gravity Bow For 7 minutes, Adowyn’s bow deals 2d6 damage instead Init +2; Senses low-light vision, scent; Perception +7 a wild child, more comfortable sneaking around in the mud chasing
of 1d8. DEFENSE the town rooster than practicing her letters or learning to carve.
Liberating Command As an immediate action, Adowyn can pick an ally AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size) At age 14, lost in the woods, Adowyn found herself in the Blight,
within 40 feet. That ally can spend an immediate action to make hp 51 (6d8+24) an area of the Fangwood where the trees grew thick with disease
an Escape Artist check with a +14 competence bonus to escape Fort +9, Ref +7, Will +3 (+7 vs. enchantment) and rot. She spent six months alone there, honing her skills at the
restraints, bindings, or grapples. OFFENSE hunt. The beasts of the Blight were cunning and deadly, making
Life Bubble Adowyn can divide fourteen hours of effect among up Speed 50 ft. her the prey nearly as often as she was the predator. Yet all of that
to 7 touched targets. During that time, a thin shell of tolerable Melee bite +11 (2d6+10 plus trip) changed when she found Leryn. She soon found that she could
conditions surrounds each target’s body, protecting from lack of air, Special Attacks trip sense the wolf ’s mood, knowing instinctively when he was hungry,
extreme temperatures, and all harmful gases and inhaled threats. STATISTICS angry, or excited. Years passed, and the two became an inseparable
Greater Magic Fang Adowyn’s wand grants Leryn’s bite a +2 to attack Str 25, Dex 15, Con 19, Int 3, Wis 12, Cha 6 team, learning to anticipate each other’s moves and hunting
and damage and the ability to count as magic for 8 hours. Base Atk +4; CMB +12 (+13 with bite); CMD 24 together as one.
Mage Armor This potion gives Leryn a +4 armor bonus to AC for 1 hour, Feats Broken Wing GambitB, Coordinated ShotB, Improved Natural Attack Adowyn now wanders the Inner Sea with Leryn at her side,
but Adowyn must take the time to feed it to the wolf. (Bite), Power Attack, Weapon Focus (bite), Wounded Paw GambitB,ACG working as bounty hunter. She’s stalked a naga through the bleak
Magic Weapon Adowyn’s oil can grant her bow +1 to damage and the Skills Acrobatics +7, Perception +7, Stealth +3; wastes of Osirion, brought back a master thief from the sewers of
ability to count as magic for 1 minute. Armor Check –0 Oppara, and even managed to recover the tail feathers of the elusive
Negate Aroma Any target touched by Adowyn’s wand no longer emits SQ animal focus (bull), devotion, evasion, link, share spells, tricks (attack Jade Hawk without harming the reclusive bird. The only quarry she
any odor for 1 hour. It can attempt a DC 11 Fortitude save if it wants [2], defend, detect, down, flank, get help, heel, hunt, menace, seek, hasn’t managed to track down is her own family, but that search
to stink. sneak, track), woodland stride never ends—one day, she’ll be reunited with her loved ones.
Resist Energy For 70 minutes, a target Adowyn touches gains 20 Other Gear amulet of mighty fists (menacingUE) To others, she is quiet and brooding, but she can frequently be
resistance to her choice of acid, cold, electricity, fire, or sonic. SPECIAL ABILITIES found having animated conversations with her wolf, as if he was
Spike Growth Adowyn can set a trap that lasts 7 hours in 7 20-foot-by- Evasion When Leryn succeeds at a Reflex save, there is no effect, even responding in kind. She wears the armor and garb of the rangers
20-foot squares of any outdoor environment that has plants or even if it would normally have a partial effect. of Nirmathas, a gift she was given after hunting down a patrol of
roots. Any creature that walks through the area takes 1d4 points of Link Adowyn can handle Leryn as a free action or push Leryn as a Molthuni soldiers that were stalking behind the lines terrorizing
damage for every 5 feet, and if it takes damage, it must succeed at move action. small villages. The bow she carries is her father’s, a weapon she
a DC 15 Reflex save or be reduced to half speed. Rogues (only) can Menacing Whenever Leryn is adjacent to a foe, all flanking bonuses treats with reverence. In battle, Adowyn and Leryn single out their
notice this with a DC 27 Perception check. against that foe increase by 2. foes with grim determination.

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Inquisitor 1

Imrijka serves the church of the death goddess Pharasma and acts as a foes as a swift action, granting her one of the benefits listed below.
consultant on religious antiquities at the University of Lepidstadt. As a swift action, she can change any of the benefits to a different
option. Once activated, this ability lasts until combat ends, at which
IMRIJKA point all of the bonuses immediately end. Imrijka must participate
Female half-orc inquisitor of Pharasma 1 (Pathfinder RPG Advanced in the combat to gain these bonuses. If she is frightened, panicked,
Player’s Guide 38) paralyzed, stunned, unconscious, or otherwise prevented from
NG Medium humanoid (human, orc) participating in the combat, the ability does not end, but the bonuses
Init +4; Senses darkvision 60 ft.; Perception +6 do not resume until she can participate in the combat again.
DEFENSE Destruction: Imrijka gains a +1 sacred bonus on weapon damage rolls.
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex) Healing: Imrijka gains fast healing 1.
hp 10 (1d8+2) Justice: Imrijka gains a +1 sacred bonus on attack rolls.
Fort +3, Ref +4, Will +4 Piercing: Imrijka gains a +1 sacred bonus on concentration checks
Defensive Abilities orc ferocity and caster level checks to overcome a target’s spell resistance.
OFFENSE Protection: Imrijka gains a +1 sacred bonus to AC.
Speed 30 ft. Purity: Imrijka gains a +1 sacred bonus on saving throws.
Melee dagger +2 (1d4+2/19–20) Resiliency: Imrijka gains DR 1/magic.
Ranged longbow +4 (1d8/×3) Resistance: Imrijka gains acid, cold, electricity, fire, or sonic resistance 2.
Special Attacks judgment 1/day Smiting: Imrijka’s weapons overcome damage reduction as if they
Domain Spell-Like Abilities (CL 1st; concentration +3) were magic and good.
5/day—gentle rest Monster Lore Imrijka gains a +2 bonus on Knowledge checks
Inquisitor Spells Known (CL 1st; concentration +3) to identify creatures’ abilities and weaknesses.
1st (2/day)—divine favor, litany of slothUC (DC 13) Orc Blood Imrijka counts as both an orc and a human.
0 (at will)—disrupt undead, guidance, siftAPG, stabilize Orc Ferocity Once per day, when Imrijka is brought below 0 hit points but
Domain Repose not killed, she can fight on for 1 more round. She moves at half speed
STATISTICS and can either take a move action or take standard action. Doing either
Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 8 deals 1 point of damage to her. Unless brought above 0 hit points, she
Base Atk +0; CMB +2; CMD 16 falls unconscious and begins dying at the end of her next turn.
Feats Point-Blank Shot Point-Blank Shot Imrijka receives a +1 bonus on attack and damage
Traits Child of the TempleAPG,*, Undead SlayerAPG rolls with her bow when she is within 30 feet of her target.
Skills Intimidate +6, Knowledge (religion) +5, Linguistics +1, Perception Undead Slayer Imrijka gains a +1 trait bonus on weapon damage rolls
+6, Sense Motive +7, Survival +6; Racial Modifiers +2 Intimidate against undead.
Languages Common, Orc, Varisian Spells and Gear Imrijka has access to the following spells and gear.
SQ monster lore +2, orc blood, stern gaze +1* Cure Light Wounds Imrijka’s scroll heals a touched creature for 1d8+1
Combat Gear scroll of cure light wounds, acid; Other Gear studded points of damage.
leather, dagger, longbow with 50 cold iron arrows, backpack, spell Disrupt Undead Imrijka can make a ranged touch attack at +4 against an
component pouch, wooden holy symbol of Pharasma undead target within 35 feet. She deals 1d6 points of damage on a hit.
*The effects of this ability are calculated into Imrijka’s statistics. Divine Favor Imrijka grants herself a +1 luck bonus on attack and “I bring judgment to all who would violate
SPECIAL ABILITIES damage rolls for 1 minute. the laws of life and death.”
Gentle Rest Five times per day as a melee touch attack, Imrijka can Guidance Imrijka can give a touched target a +1 competence bonus
fill a creature with lethargy, causing a living creature to become that the target can use on any attack roll, saving throw, or skill Sift Imrijka can search one 10-foot cube within 30 feet, attempting a
staggered for 1 round. If she touches a staggered living creature, check in the next minute. Perception check with a –5 penalty (total +1) to notice any secret
that creature falls asleep for 1 round instead. Undead creatures she Litany of Sloth As a swift action, Imrijka can cause a target creature doors, traps, or hidden treasure. She must be able to see the area.
touches are staggered for 3 rounds. within 35 feet who fails a DC 13 Will saving throw to become unable Stabilize Imrijka can target a living creature at –1 hit points or lower
Judgment Once per day, Imrijka can pronounce judgment upon her to take attacks of opportunity or cast spells defensively for 1 round. within 35 feet. The creature automatically stabilizes.

©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Inquisitor 4

Imrijka serves the church of the death goddess Pharasma. She also assists wand of cure light wounds (9 charges), acid, alchemist’s fire, antitoxin,
her adopted grandfather with his work consulting on religious antiquities . holy water (2), smokestick, weapon blanchAPG (adamantine); Other
Gear mwk chain shirt, +1 composite longbow (+2 Str) with 20 bluntAPG
IMRIJKA arrows, 50 cold iron arrows, and 20 silver arrows, mwk dagger, cloak
Female half-orc inquisitor of Pharasma 4 (Pathfinder RPG Advanced of resistance +1, backpack, bedroll, belt pouch, candles (10), flint and
Player’s Guide 38) steel, hemp rope (50 ft.), holy text of Pharasma, manacles, mess kit,
NG Medium humanoid (human, orc) pot, scroll case, soap, spell component pouch, torches (2), trail rations
Init +6; Senses darkvision 60 ft.; Perception +9 (2), waterskin, silver holy symbol of Pharasma, 18 gp
DEFENSE *The effects of this ability are calculated into Imrijka’s statistics.
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) SPECIAL ABILITIES
hp 28 (4d8+5) Detect Alignment Imrijka can cast detect chaos, detect evil, detect
Fort +6, Ref +6, Will +7 good, or detect law as a spell-like ability at will. She detects the
Defensive Abilities orc ferocity presence of her chosen alignment and can concentrate on the spell
OFFENSE for additional rounds to learn more.
Speed 30 ft. Escape Route Imrijka does not provoke attacks of opportunity for
Melee mwk dagger +6 (1d4+2/19–20) moving through squares adjacent to allies or through their spaces.
Ranged +1 composite longbow +8 (1d8+3/×3) Gentle Rest Five times per day as a melee touch attack, Imrijka can fill a
Special Attacks judgment 2/day, teamwork feat creature with lethargy, causing a living creature to become staggered
Domain Spell-Like Abilities (CL 4th; concentration +6) for 1 round. If she touches a staggered living creature, that creature
5/day—gentle rest falls asleep for 1 round instead. Undead creatures she touches are
Inquisitor Spell-Like Abilities (CL 4th; concentration +6) staggered for 3 rounds.
At will—detect alignment Judgment Twice per day, Imrijka can pronounce judgment upon her
Inquisitor Spells Known (CL 4th; concentration +6) foes as a swift action, granting her one of the benefits listed below.
2nd (2/day)—flames of the faithfulAPG (DC 14), resist energy As a swift action, she can change any of the benefits to a different
1st (4/day)—divine favor, expeditious retreat, litany of slothUC (DC 13), option. Once activated, this ability lasts until combat ends,
remove fear at which point all of the bonuses immediately end. Imrijka
0 (at will)—create water, detect magic, disrupt undead, guidance, must participate in the combat to gain these bonuses. If she is
siftAPG, stabilize frightened, panicked, paralyzed, stunned, unconscious, or otherwise
Domain Repose unable to participate in the combat, the ability does not end, but the
STATISTICS bonuses do not resume until she can participate in the combat again.
Str 14, Dex 18, Con 12, Int 10, Wis 15, Cha 8 Destruction: Imrijka gains a +2 sacred bonus on weapon damage rolls.
Base Atk +3; CMB +5; CMD 19 Healing: Imrijka gains fast healing 2.
Feats Escape RouteUC, Point-Blank Shot, Precise Shot Justice: Imrijka gains a +1 sacred bonus on attack rolls.
Traits Child of the TempleAPG,*, Undead SlayerAPG Piercing: Imrijka gains a +2 sacred bonus on concentration checks
Skills Bluff +3, Diplomacy +3, Heal +6, Intimidate +8, Knowledge and caster level checks to overcome a target’s spell resistance.
(arcana) +4, Knowledge (dungeoneering) +4, Knowledge (local) Protection: Imrijka gains a +1 sacred bonus to AC.
+1, Knowledge (nature) +4, Knowledge (nobility) +5, Knowledge Purity: Imrijka gains a +1 sacred bonus on saving throws.
(planes) +4, Knowledge (religion) +8, Linguistics +1, Perception Resiliency: Imrijka gains DR 1/magic.
+9, Ride +7, Sense Motive +8, Spellcraft +4, Stealth +7, Survival +6; Resistance: Imrijka gains acid, cold, electricity, fire or sonic resistance 4.
Racial Modifiers +2 Intimidate Smiting: Imrijka’s weapons overcome damage reduction as if they
Languages Common, Orc, Varisian were magic and good.
SQ monster lore +3, orc blood, solo tactics, stern gaze +2*, track +2 Monster Lore Imrijka gains a +3 bonus on Knowledge checks to
Combat Gear +1 holy arrow, +1 limning arrowUE, +1 seeking arrows (2), identify creatures’ abilities and weaknesses. This bonus includes an “I bring judgment to all who would violate
scroll of align weapon, scroll of consecrate, scroll of see invisibility, extra benefit from her favored class bonus.
the laws of life and death.”
©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Inquisitor 4

Orc Blood Imrijka counts as both an orc and a human. Expeditious Retreat Imrijka’s speed increases to 60 feet for 4 minutes.
Orc Ferocity Once per day, when Imrijka is brought below 0 hit points Flames of the Faithful Imrijka’s weapon deals an extra 1d6 points of
but not killed, she can fight on for 1 more round. She moves at half fire damage for 4 rounds. The effect ends if she drops the weapon.
speed and can either take a move action at no cost or a standard Guidance Imrijka can give a touched target a +1 competence bonus
action. Doing either deals 1 point of damage to her. Unless brought that the target can use on any attack roll, saving throw, or skill
above 0 hit points, she immediately falls unconscious and begins check in the next minute.
dying at the end of her next turn. Litany of Sloth As a swift action, Imrijka can cause a target creature
Point-Blank Shot Imrijka receives a +1 bonus on hit and damage rolls within 35 feet who fails a DC 13 Will saving throw to become unable
with her bow when she is within 30 feet of her target. to take attacks of opportunity or cast spells defensively for 1 round.
Precise Shot Imrijka does not take a penalty for firing into melee. Remove Fear Imrijka selects two creatures within 40 feet that are
Solo Tactics Imrijka benefits from Escape Route as though her allies within 30 feet of each other. She suppresses all current fear effects
also had that feat. on those creatures for 10 minutes. During that time, the creatures
Teamwork Feat Imrijka can switch her Escape Route feat to another gain a +4 morale bonus on saves against further fear effects.
teamwork feat up to 3 times per day. A good choice is Enfilading Fire, Resist Energy Imrijka or a touched creature gains resist energy 10
which grants a +2 bonus on ranged attack rolls against flanked foes. against her choice of acid, cold, electricity, fire, or sonic.
Track Imrijka gains a +3 bonus on Survival checks to track creatures. See Invisibility Imrijka’s scroll allows her to see any objects or beings
Undead Slayer Imrijka gains a +1 trait bonus on weapon damage rolls within her sight range that are invisible or ethereal for 30 minutes.
against undead. They appear as translucent outlines.
Spells and Gear Imrijka has access to the following spells and gear. Sift Imrijka can search one 10-foot cube within 30 feet, attempting a
+1 holy arrow This arrow deals +2d6 points of damage to evil creatures. Perception check with a –5 penalty (total +4) to notice any secret
+1 limning arrow This arrow outlines a magically concealed creature for doors, traps, or hidden treasure. She must be able to see the area.
1 round, suppressing effects like blur, displacement, and invisibility. Stabilize Imrijka can target a living creature at –1 hit points or lower
+1 seeking arrow This arrow negates any mischance that would apply on within 35 feet. The creature automatically stabilizes.
Imrijka’s attack roll as long as she targets the correct square. Weapon Blanch (adamantine) Imrijka can coat one weapon or 10
Align Weapon Imrijka’s scroll causes a weapon to become chaotic, evil, pieces of ammunition by pouring the coating on and then
good, or lawful for the purposes of bypassing damage reduction. exposing the weapon to flame for 1 round. The weapon’s
Blunt Arrows These arrows deal bludgeoning damage. If Imrijka takes next successful hit penetrates DR/adamantine.
a –4 penalty on her attack roll, they deal nonlethal damage.
Consecrate This scroll creates a 20-foot-radius area for 6 hours that Imrijka has traveled much of Ustalav and beyond—she has guarded
grants a +3 sacred bonus to the DC to resist positive channeled an expedition to the bony towers of Kalexcourt, spent a night in
energy. Undead in the area take a –1 penalty on attack rolls, the haunted hotel known as House Beumhal, been shouted off the
damage rolls, and saving throws. Undead may not be created or porch of retired monster hunter Ailson Kindler (but not before
summoned into the area. getting her copy of Hunter’s Moon signed), and had numerous other
Create Water Imrijka creates 8 gallons of water within 35 feet. It lasts a adventures. Increasingly, though, her interests and research send
day if no one drinks it. her beyond Ustalav’s borders, where she treads with her goddess’s
Cure Light Wounds Imrijka’s wand heals a touched creature for 1d8+1 blessing, bringing judgment to all who would violate the laws
points of damage. of life and death. In her travels she’s faced significant prejudice,
Detect Magic Imrijka can notice magic in a 60-foot cone. If she concentrates, but tales of Pharasma’s “monster monster-hunter” and Imrijka’s
she can find how many magic auras there are on the next round. On ever-present arsenal convince most bigots to keep their fool
the round after that, she can try to find out more about one aura. mouths firmly shut, especially when they’re in her presence. She
Disrupt Undead Imrijka can make a ranged touch attack at +7 against still pursues the mystery of the unnamed man in white who may
an undead target within 35 feet. If she hits, she deals 1d6 damage. be her father, but for now, the future holds far greater promises
Divine Favor Imrijka grants herself a +2 luck bonus on attack and for Imrijka. Her focus clear, she strides into tomorrow boldly, “I bring judgment to all who would violate
damage rolls for 1 minute. confident in her faith, her direction, and her identity.
the laws of life and death.”
©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Inquisitor 7

Imrijka serves the church of the death goddess Pharasma. She assists the SQ monster lore +6, orc blood, solo tactics, stern gaze +3*, track +3
man she adopted as her grandfather in his more scholarly pursuits as a Combat Gear +1 holy arrow, +1 limning arrow, +1 seeking arrow (2), oil
consultant on religious antiquities at the University of Lepidstadt. of daylight, scroll of align weapon, scroll of consecrate, scroll of see
invisibility, scroll of weapon of awe, wand of cure light wounds (9
IMRIJKA charges), wand of heroism (3 charges), alchemist’s fire (2), antitoxin,
Female half-orc inquisitor of Pharasma 7 (Pathfinder RPG Advanced holy water, smokestick, weapon blanch (adamantine)APG; Other Gear
Player’s Guide 38) +1 mithral breastplate, +1 composite longbow (+2 Str) with 20 bluntAPG
NG Medium humanoid (human, orc) arrows, 50 cold iron arrows, and 20 silver arrows, mwk dagger, belt of
Init +8; Senses darkvision 60 ft.; Perception +13 incredible dexterity +2, cloak of resistance +2, headband of inspired
DEFENSE wisdom +2, backpack, bedroll, belt pouch, flint and steel, hemp rope
AC 22, touch 15, flat-footed 17 (+7 armor, +5 Dex) (50 ft.), holy text of Pharasma (The Bones Land in a Spiral), manacles,
hp 46 (7d8+8) mess kit, pot, scroll case, soap, spell component pouch, torches (2), trail
Fort +8, Ref +9, Will +10 rations (2), waterskin, silver holy symbol of Pharasma, 13 gp
Defensive Abilities orc ferocity *The effects of this ability are calculated into Imrijka’s statistics.
OFFENSE SPECIAL ABILITIES
Speed 30 ft. Bane Imrijka can imbue one of her weapons with the bane weapon
Melee mwk dagger +8 (1d4+2/19–20) special ability as a swift action. She must select one creature type
Ranged +1 composite longbow +11 (1d8+3/×3) when she uses this ability (and a subtype if she selects humanoid or
Special Attacks bane (7 rounds/day), judgment 3/day, teamwork feat outsider). She can change the type as a swift action. This ability only
Domain Spell-Like Abilities (CL 7th; concentration +10) functions while Imrijka wields the weapon, and she can use it for up
6/day—gentle rest to 7 rounds per day. These rounds do not need to be consecutive.
Inquisitor Spell-Like Abilities (CL 7th; concentration +10) Deadly Aim Imrijka can take a –2 penalty on attack rolls with her bow
At will—detect alignment, discern lies (7 rounds/day) to add 4 points of damage.
Inquisitor Spells Known (CL 7th; concentration +10) Detect Alignment Imrijka can cast detect chaos, detect evil, detect
3rd (2/day)—dispel magic, magic circle against evil good, or detect law as a spell-like ability at will. She detects
2nd (4/day)—flames of the faithfulAPG (DC 15), ghostbane dirgeAPG the presence of her chosen alignment and can concentrate
(DC 15), resist energy, silence (DC 15) on the spell for additional rounds to learn more.
1st (5/day)—divine favor, expeditious retreat, litany of slothUC (DC 14), Discern Lies Imrijka can use discern lies, as per the spell, for 7 rounds
remove fear, shield of faith per day. These rounds do not need to be consecutive. Activating
0 (at will)—create water, detect magic, disrupt undead, guidance, this ability is an immediate action. She can target up to 7 creatures
siftAPG, stabilize within 40 feet of her and 30 feet of each other with this ability. If a
Domain Repose target fails a DC 17 Will save, she knows if they are lying.
STATISTICS Escape Route Imrijka does not provoke attacks of opportunity for
Str 14, Dex 20, Con 12, Int 10, Wis 17, Cha 8 moving through squares adjacent to allies or through their spaces.
Base Atk +5; CMB +7; CMD 22 Gentle Rest Six times per day as a melee touch attack, Imrijka can
Feats Deadly Aim, Escape RouteUC, Lookout APG, Point-Blank Shot, Precise fill a creature with lethargy, causing a living creature to become
Shot, Rapid Shot* staggered for 1 round. If she touches a staggered living creature,
Traits Child of the TempleAPG,­­­*, Undead SlayerAPG that creature falls asleep for 1 round instead. Undead creatures she
Skills Bluff +3, Diplomacy +3, Heal +7, Intimidate +17, Knowledge (arcana) touches are staggered for 3 rounds.
+4, Knowledge (dungeoneering) +4, Knowledge (local) +1, Knowledge Judgment Three times per day, Imrijka can pronounce judgment upon
(nature) +4, Knowledge (nobility) +5, Knowledge (planes) +4, Knowledge her foes as a swift action, granting her one of the benefits listed on
(religion) +11, Linguistics +1, Perception +13, Ride +8, Sense Motive +16, the next page. As a swift action, she can change any of the benefits
Spellcraft +4, Stealth +8, Survival +7; Racial Modifiers +2 Intimidate to a different option. Once activated, this ability lasts until combat “I bring judgment to all who would violate
Languages Common, Orc, Varisian ends, at which point all of the bonuses immediately end. Imrijka must
the laws of life and death.”
©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Inquisitor 7

participate in the combat to gain these bonuses. If she is frightened, Spells and Gear Imrijka has access to the following spells and gear.
panicked, paralyzed, stunned, unconscious, or otherwise prevented +1 holy arrow This arrow deals +2d6 damage to evil creatures.
from participating in the combat, the ability does not end, but the +1 limning arrow This arrow outlines a magically concealed creature for
bonuses do not resume until she can participate in the combat again. 1 round, suppressing effects like blur, displacement, and invisibility. that the target can use on any attack roll, saving throw, or skill
Destruction: Imrijka gains a +3 sacred bonus on weapon damage rolls. +1 seeking arrow This arrow negates any mischance that would apply on check in the next minute.
Healing: Imrijka gains fast healing 3. Imrijka’s attack roll as long as she target the correct square. Litany of Sloth As a swift action, Imrijka can cause a target creature
Justice: Imrijka gains a +2 sacred bonus on attack rolls. Blunt Arrows These arrows deal bludgeoning damage. If Imrijka takes within 40 feet who fails a DC 14 Will saving throw to become unable
Piercing: Imrijka gains a +3 sacred bonus on concentration checks a –4 penalty on her attack roll, they deal nonlethal damage. to take attacks of opportunity or cast spells defensively for 1 round.
and caster level checks to overcome a target’s spell resistance. Oil of Daylight When smeared on an object, this oil creates bright Magic Circle against Evil Imrijka can touch a creature, causing it to
Protection: Imrijka gains a +2 sacred bonus to AC. light for 60 feet and raises the light by one step for the next 60 radiate an aura of protection from evil in a 10-foot radius. All
Purity: Imrijka gains a +2 sacred bonus on saving throws. feet for 50 minutes. If there is magical darkness in that area, the creatures inside the area gain a +2 resistance bonus on saves and
Resiliency: Imrijka gains DR 2/magic. overlapping area is unaffected by either spell. a +2 deflection bonus to AC against evil creatures for 70 minutes.
Resistance: Imrijka gains acid, cold, electricity, fire or sonic resistance 6. Align Weapon This scroll causes a targeted weapon to become chaotic, They cannot be touched by a nongood summoned creature, are
Smiting: Imrijka’s weapons overcome damage reduction as if they evil, good, or lawful for the purposes of bypassing damage reduction. immune to mental control and possession by evil creatures, and
were magic and good. Consecrate This scroll creates a 20-foot-radius area for 6 hours that grants receive one additional saving throw to suppress ongoing effects
Lookout Whenever Imrijka is adjacent to an ally, she may act in the a +3 sacred bonus to the DC to resist positive channeled energy. controlling them.
surprise round as long as the ally would normally be able to act in Undead in the area take a –1 penalty on attack rolls, damage rolls, and Remove Fear Imrijka selects two creatures within 40 feet that are
the surprise round. If she would normally be denied the ability to saving throws. Undead can’t be created or summoned into the area. within 30 feet of each other. She suppresses all current fear effects
act in the surprise round, her initiative is equal to her initiative roll Create Water Imrijka creates 14 gallons of water within 40 feet. It lasts on those creatures for 10 minutes. During that time, the creatures
or the roll of the ally –1, whichever is lower. If both she and her ally a day if no one drinks it. gain a +4 morale bonus on saves against further fear effects.
would be able to act in the surprise round without the aid of this Cure Light Wounds Imrijka’s wand heals a touched creature for 1d8+1 Resist Energy Imrijka or a touched creature gains resist energy 20
feat, she may take both a standard and a move action (or a full- points of damage. against her choice of acid, cold, electricity, fire, or sonic.
round action) during the surprise round. Detect Magic Imrijka can notice magic in a 60-foot cone. If she concentrates, See Invisibility Imrijka’s scroll allows her to see any objects or beings
Monster Lore Imrijka gains a +6 bonus on Knowledge checks to she can find how many magic auras there are on the next round. On the within her sight range that are invisible or ethereal for 30 minutes.
identify creatures’ abilities and weaknesses. This bonus includes an round after that, she can try to find out more about one aura. They appear as translucent outlines.
extra benefit from her favored class bonus. Dispel Magic Imrijka can end one ongoing spell cast on a creature or Shield of Faith Imrijka can give a touched target a +3 deflection bonus to
Orc Blood Imrijka counts as both an orc and a human. object, suppress a magic item, or counter another spellcaster’s spell. AC for 7 minutes, which increases touch, flat-footed, and CMD as well.
Orc Ferocity Once per day, when Imrijka is brought below 0 hit points If a spell is affecting a target or area, dispelling it requires Imrijka Sift Imrijka can search one 10-foot cube within 30 feet, attempting a
but not killed, she can fight on for 1 more round. She moves at half to succeed at a dispel check (1d20+7) that is higher than 11 + the Perception check with a –5 penalty (total +8) to notice any secret
speed and can either take a move action at no cost or a standard spell’s or item’s caster level, or higher than the spell’s DC. doors, traps, or hidden treasure. She must be able to see the area.
action. Doing either deals 1 point of damage to her. Unless brought Disrupt Undead Imrijka can make a ranged touch attack at +10 against Silence Imrijka can target a person, object, or point in space to cause it to
above 0 hit points, she immediately falls unconscious and begins an undead target within 40 feet. If she hits, she deals 1d6 damage. radiate silence—no sound can enter or leave the space. If she targets
dying at the end of her next turn. Divine Favor Imrijka grants herself a +2 luck bonus on attack and a creature, it can negate the effect with a DC 15 Will saving throw. The
Point-Blank Shot Imrijka receives a +1 bonus on attack and damage damage rolls for 1 minute. effect moves with the creature or object and lasts 7 rounds.
rolls with her bow when she is within 30 feet of her target. Expeditious Retreat Imrijka’s speed increases to 60 feet for 7 minutes. Stabilize Imrijka can target a living creature at –1 hit points or lower
Precise Shot Imrijka does not take a penalty for firing into melee. Heroism Imrijka can use her wand to grant a touched creature a +2 within 40 feet. The creature automatically stabilizes.
Solo Tactics Imrijka benefits from her teamwork feats (Escape Route morale bonus on attack rolls, saves, and skill checks for 30 minutes. Weapon of Awe Imrijka can use her scroll to grant a weapon a +2
and Lookout) as though her allies also had those feats. Flames of the Faithful Imrijka’s weapon deals an extra 1d6 points of sacred bonus on damage rolls for 3 minutes. During this time, if the
Teamwork Feat Imrijka can switch her Lookout feat into another fire damage for 7 rounds. The effect ends if she drops the weapon. weapon deals a critical hit, the target of the critical hit becomes
teamwork feat up to 3 times per day. A good choice is Enfilading Fire, Ghostbane Dirge Imrijka can target an incorporeal creature within 40 feet. shaken for 1 round.
which grants a +2 bonus on ranged attack rolls against flanked foes. If the creature fails a Will saving throw (DC 15) it takes 50% damage Weapon Blanch (adamantine) Imrijka can coat one weapon or 10
Track Imrijka gains a +3 bonus on Survival checks to track creatures. from normal weapons and full damage from magical weapons, spells, pieces of ammunition by pouring the coating on and then exposing
Undead Slayer Imrijka gains a +1 trait bonus on weapon damage rolls spell-like effects, and supernatural effects for 7 rounds. the weapon to flame for 1 round. The weapon’s next successful hit
against undead. Guidance Imrijka can give a touched target a +1 competence bonus penetrates DR/adamantine.

©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Investigator 1

Urbane, comfortable in both high society and low, and quick with a joke, each round and takes 1 damage, falling unconscious, if it takes a
Quinn was chased from his homeland for exposing the corruption in its legal standard action or other strenuous action.
system, but still works tirelessly to uphold the law and defend the innocent. Smokestick Quinn’s smokestick fills a 10-foot cube with smoke,
granting everything inside concealment (total concealment to
QUINN creatures and objects more than 5 feet through the smoke).
Male human investigator 1 Alchemy Quinn can identify potions with a Craft (alchemy) check by
LG Medium humanoid (human) examining them for 1 round. He can brew extracts each day from
Init +1; Senses Perception +5 his book (like preparing spells), but only he can gain their benefit.
DEFENSE Inspiration Quinn can spend 1 use of inspiration to add 1d6 to a skill
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex) check after rolling. For Linguistics and any Knowledge listed in his
hp 10 (1d8+2) Skills section, he can add the 1d6 for free. He can also spend two
Fort +1, Ref +3, Will +3; +1 vs. charms and compulsions and reroll at +2 uses to add to an attack roll or saving throw after rolling. For saving
if they force him to break the law throws, this takes an immediate action.
OFFENSE Tireless Logic Once per day, Quinn can roll an Intelligence check or
Speed 30 ft. Intelligence-based skill check twice and take the better result.
Melee sword caneUE +3 (1d6+2) Trapfinding Quinn can disarm magical traps and can spot the few
Ranged dagger +1 (1d4+2) traps in the game that explicitly can only be found by characters
Extracts Prepared (CL 1st) with trapfinding (like symbol traps).
1st—enlarge person, shield Enlarge Person On drinking, Quinn becomes Large for 1 minute,
STATISTICS gaining +2 Strength, –2 Dexterity, reach, +1 size bonus to CMB and
Str 14, Dex 12, Con 12, Int 17, Wis 12, Cha 12 CMD, –1 size penalty to hit and AC, –4 size penalty to Stealth, –2 size
Base Atk +0; CMB +2 (+3 with sword cane); CMD 13 penalty to Fly. Melee weapons increase in damage (Quinn’s sword
Feats Extra Inspiration, Weapon Focus (sword cane) cane goes up to 1d8).
Skills Craft (alchemy) +7 (+8 crafting), Diplomacy +5, Disable Device Shield On drinking, Quinn gains a +4 shield bonus to AC for 1 minute
+5, Knowledge (history) +7, Knowledge (local) +7, Linguistics +7, and becomes immune to magic missile.
Perception +5 (+6 vs. traps), Sense Motive +5, Stealth +4, Use Magic Formula Book:
Device +5; Armor Check Penalty –1 Comprehend Languages On drinking, Quinn can understand all languages
Traits lover of the lawISG, tireless logicUCA he reads or hears for 10 minutes, though he can’t speak them.
Languages Ancient Osiriani, Common, Kelish, Osiriani, Polyglot, Varisian Crafter’s Fortune On drinking, Quinn gains a +5 luck bonus to his next
SQ alchemy, inspiration (6/day), trapfinding Craft check within 24 hours.
Combat Gear acid, alchemist’s fire, smokestick; Other Gear studded Detect Secret Doors On drinking, Quinn can concentrate for up to 1
leather armor, sword cane, dagger (2), backpack, waterskin, minute to detect secret doors and compartments in a 60-foot cone.
thieves’ tools, smelling salts, formula book containing (all prepared Expeditious Retreat On drinking, Quinn’s base speed increases to 60 ft.
1st-level extracts plus comprehend languages, crafter’s fortuneAPG , for 1 minute.
detect secret doors, and expeditious retreat), 9 gp 66 cp
ALCHEMICAL ITEMS Roaming the nations of the Inner Sea, Quinn constantly keeps an
Acid Quinn’s acid deals 1d6 acid damage on a hit and 1 damage to all ear out for allegations of unjust accusations or abuses of power.
adjacent creatures (a “splash”). When he f inds one, he investigates the case himself, using a lifetime
Alchemist’s Fire Quinn’s alchemist’s fire deals 1d6 fire damage on a of association with law enforcement agents and detective agencies
hit and 1 damage to all adjacent creatures (a “splash”). On the next to help him ferret out the truth. If the legal system seems fair, he
round, the target of a direct hit takes another 1d6 damage. often shows up unexpectedly at the court proceedings, presenting
Smelling Salts Quinn’s smelling salts grant a new save against any sworn evidence and acting as defending counsel for the accused.
effect that makes the smeller unconscious or staggered, and they If he f inds a court to be corrupt, he takes a more direct hand in “A man needs only three things to change the world:
can wake a dying creature. It still must make stabilization checks protecting the innocent.
a quick wit, a righteous heart, and a stylish coat.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Investigator 4

Urbane, comfortable in both high society and low, and quick with a joke, touch of the seaAPG; all prepared 2nd-level extracts), 3 gp
Quinn was chased from his homeland for exposing the corruption in its legal ALCHEMICAL ITEMS
system, but still works tirelessly to uphold the law and defend the innocent. Acid Quinn’s acid deals 1d6 acid damage on a hit and 1 damage to all
adjacent creatures (a “splash”).
QUINN Alchemist’s Fire Quinn’s alchemist’s fire deals 1d6 fire damage on a
Male human investigator 4 hit and 1 damage to all adjacent creatures (a “splash”). On the next
LG Medium humanoid (human) round, the target of a direct hit takes another 1d6 damage.
Init +1; Senses Perception +8 Antiplague Quinn’s antiplague grants the drinker a +5 alchemical bonus
DEFENSE against diseases for an hour or the ability to take the better of two
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) rolls on the ongoing saving throw against disease for the day.
hp 31 (4d8+8) Antitoxin Quinn’s antitoxin grants the drinker a +5 alchemical bonus
Fort +3, Ref +6, Will +6; +2 vs. poisons, +1 vs. charms and compulsions against poison for an hour.
and reroll at +2 if they force him to break the law Meditation Tea Quinn’s meditation tea grants the drinker a +2
OFFENSE alchemical bonus against mind-affecting effects for 10 minutes.
Speed 30 ft. Once per day, drinking it can also grant a new save against a mind-
Melee mwk sword caneUE +6 (1d6+2) affecting effect that existed before drinking.
Ranged dagger +4 (1d4+2) Smelling Salts Quinn’s smelling salts grant a new save against any
Extracts Prepared (CL 4th) effect that makes the smeller unconscious or staggered, and they
2nd—barkskin, bull’s strength can wake a dying creature. It still must make stabilization checks
1st—enlarge person, expeditious retreat, shield (2) each round and takes 1 damage, falling unconscious, if it takes a
STATISTICS standard action or other strenuous action.
Str 14, Dex 12, Con 12, Int 18, Wis 12, Cha 12 Smokestick Quinn’s smokestick fills a 10-foot cube with smoke,
Base Atk +3; CMB +5 (+7 with sword cane); CMD 16 granting everything inside concealment (total concealment to
Feats Extra Inspiration, Extra Investigator Talent, Weapon Focus (sword cane) creatures and objects more than 5 feet through the smoke).
Skills Acrobatics +5, Appraise +8, Bluff +5, Climb +6, Craft Soothe Syrup Quinn’s soothe syrup grants the drinker a +5 alchemical
(alchemy) +8 (+12 crafting), Diplomacy +8, Disable Device +12, bonus against nausea and sicken effects for 1 hour.
Disguise +5, Escape Artist +5, Heal +6, Intimidate +5, Knowledge Twitch Tonic Quinn’s twitch tonic grants the drinker a +2 alchemical
(all) +8, Linguistics +8, Perception +8 (+10 vs. traps), Sense bonus against sleep, paralysis, and staggered. Once per day,
Motive +8, Sleight of Hand +5, Spellcraft +8, Stealth +5, Use drinking it can also grant a new save against any such effect that
Magic Device +8; Armor Check Penalty –0 existed before drinking.
Traits lover of the lawISG, tireless logicUCA Alchemy Quinn can identify potions with a Craft (alchemy) check by
Languages Ancient Osiriani, Common, Kelish, Osiriani, Polyglot, examining them for 1 round. He can brew extracts each day from
Skald, Varisian his book (like preparing spells). Anyone can gain their benefit.
SQ alchemy, keen recollection, inspiration (9/day), investigator talents Inspiration Quinn can spend 1 use of inspiration to add 1d6 to a skill
(infusion, mutagen), poison lore, poison resistance +2, studied check after rolling. For Knowledge, Linguistics, Spellcraft he can add
combat, studied strike +1d6, swift alchemy, trap sense +1, trapfinding the 1d6 for free. He can also spend two uses to add to an attack
Combat Gear acid (2), alchemist’s fire (2), antiplague, antitoxin, roll or saving throw after rolling. For saving throws, this takes an
meditation tea, smokestick, potion of countless eyesUM, potion of fly, immediate action.
potion of heroism, soothe syrup, twitch tonic; Other Gear +1 mithral Mutagen Quinn can spend an hour to brew a special mutagen. He can
chain shirt, mwk sword cane, dagger (2), cloak of resistance +1, carry it as long as he wants, but after drinking it, the mutagen’s
wand of cure light wounds (2 charges), backpack, waterskin, mwk effects last for 40 minutes. If anyone but Quinn (or another
thieves’ tools, smelling salts, formula book containing (all prepared investigator or alchemist) drinks the mutagen, they gain no benefit
1st-level extracts plus ant haulAPG , comprehend languages, crafter’s and are nauseated for 1 hour (Fort 16 negates). He always starts “A man needs only three things to change the world:
fortuneAPG, detect secret doors, keen sensesAPG , negate aromaAPG , play with a Strength mutagen to make himself into a more capable
a quick wit, a righteous heart, and a stylish coat.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Investigator 4

melee combatant. This mutagen grants +4 Strength +2 natural Expeditious Retreat The drinker’s base speed increases by 30 ft. for
armor, and –2 Intelligence. He can also brew a mutagen that grants 4 minutes.
+4 Dexterity, +2 natural armor, and –2 Wisdom or a mutagen that Fly Quinn’s potion grants the drinker a 60 foot fly speed and a +6
grants +4 Constitution, +2 natural armor, and –2 Charisma. bonus to Fly checks (+7 total for Quinn himself) for 5 minutes.
Poison Lore Quinn never poisons himself when putting poison on Heroism Quinn’s potion grants the drinker a +2 morale bonus on attack
a weapon. He can identify poisons with 1 minute of study by rolls, saving throws, and skill checks for 50 minutes.
succeeding at a Knowledge (nature) check for natural poisons or Shield The drinker gains a +4 shield bonus to AC for 4 minutes and
Knowledge (arcana) check for magical poisons (DC = the poison’s becomes immune to magic missile.
save DC). If he succeeds, he can spend another minute to attempt a Formula Book:
Craft (alchemy) check at the same DC to neutralize it. Ant Haul The drinker gains triple carrying capacity for 8 hours.
Studied Combat Quinn can use a move action to study his enemy’s Comprehend Languages The drinker can understands all languages he
moves and gain a +2 insight bonus to melee attack and damage reads or hears for 40 minutes, though he can’t speak them.
rolls against that enemy for 4 rounds or until he ends it with Crafter’s Fortune The drinker gains a +5 luck bonus to his next Craft
a studied strike. The damage is precision damage, and it isn’t check within 4 days.
multiplied on critical hits. Quinn can only have one enemy studied Detect Secret Doors The drinker can concentrate for up to 4 minutes to
at a time, and if he wants to study an enemy he already studied detect secret doors and compartments in a 60-foot cone.
that day, he must spend 1 use of inspiration. Keen Senses The drinker gains a +2 competence bonus to Perception
Studied Strike Quinn can end his studied combat early to add 1d6 extra and low-light vision for 4 minutes.
precision damage to a successful melee attack against his target. He Negate Aroma The drinker no longer emits any odor for 4 hours.
must be able to see the target well, and the damage doesn’t multiply Touch of the Sea The drinker gains a 30 ft. swim speed for 4 minutes.
on a critical hit or affect creatures immune to sneak attacks. This grants a +8 bonus to Swim checks, allows the drinker to
Swift Alchemy Quinn can craft alchemical items in half the time and always Take 10 on them, and lets the drinker use the run action
apply poison to a weapon as a move action. while swimming.
Tireless Logic Once per day, Quinn can roll an Intelligence check or
Intelligence-based skill check twice and take the better result. Roaming the nations of the Inner Sea, Quinn constantly keeps an ear
Trap Sense Quinn receives a +1 dodge bonus to AC and a +1 to Reflex out for allegations of unjust accusations or abuses of power. When
saves against traps. he finds one, he investigates the case himself, using a lifetime of
Trapfinding Quinn can disarm magical traps and can spot the few association with law enforcement agents and detective agencies to
traps in the game that explicitly can only be found by characters help him ferret out the truth. If the legal system seems fair, he often
with trapfinding (like symbol traps). shows up unexpectedly at the court proceedings, presenting sworn
Barkskin The drinker gains a +2 enhancement bonus to natural armor evidence and acting as defending counsel for the accused. If he finds
for 40 minutes (this increases Quinn’s natural armor to 2, or to 4 a court to be corrupt, he takes a more direct hand in protecting the
with mutagen, which also raises his flat-footed AC). innocent. While he respects the law, he also knows that people are
Bull’s Strength The drinker gains a +4 enhancement bonus to Strength. imperfect, and that breaking local laws is sometimes necessary in
For most creatures, this increases its melee attack bonus and melee order to uphold more universal ones. Quinn generally moves along as
damage bonus by 2. soon as he’s seen justice done and taken steps to ensure that the victim
Countless Eyes Quinn’s potion grants the drinker all-around vision for 5 won’t suffer further abuses.
hours, so the drinker can’t be flanked. Quinn is a genial, gentlemanly sort, quick with a joke and able to fit
Cure Light Wounds Quinn’s wand heals a touched target for 1d8+1 damage. easily into both high society and low. His well-honed analytical mind
Enlarge Person The drinker becomes Large for 4 minutes, gaining +2 is capable of astounding feats of logic and deduction, and he’s fond of
Strength, –2 Dexterity, reach, +1 size bonus to CMB and CMD, –1 size sharpening it still further with alchemical extracts learned from his
penalty to hit and AC, –4 size penalty to Stealth, –2 size penalty to parents and his own personal studies. While formidable in combat, he
Fly. Melee weapons increase in damage (Quinn’s sword cane goes uses a sword cane so as not to unduly tip off his enemies to his abilities, “A man needs only three things to change the world:
up to 1d8). believing that the best weapon is the one your foe never sees coming.
a quick wit, a righteous heart, and a stylish coat.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Investigator 7

Urbane, comfortable in both high society and low, and quick with a joke, cane, cold iron sword cane, silver sword cane, dagger (2), cloak of
Quinn was chased from his homeland for exposing the corruption in its legal resistance +2, ring of protection +1, eyes of the eagle, headband
system, but still works tirelessly to uphold the law and defend the innocent. of vast intelligence +2, wand of cure light wounds (15 charges),
wand of darkvision (6 charges), wand of see invisibility (4 charges),
QUINN backpack, waterskin, MW thieves’ tools, smelling salts, formula
Male human investigator 7 book containing (all prepared 1st-level extracts plus ant haulAPG ,
LG Medium humanoid (human) comprehend languages, crafter’s fortuneAPG, detect secret doors,
Init +1; Senses Perception +16 keen sensesAPG , touch of the seaAPG; all prepared 2nd-level extracts
DEFENSE plus alter self, false life, invisibility, resist energy; all prepared 3rd
AC 17, touch 12, flat-footed 16 (+5 armor, +1 deflection, +1 Dex) level extracts), 88 gp
hp 52 (7d8+14) ALCHEMICAL ITEMS
Fort +5, Ref +8, Will +8; +4 vs. poison, +1 vs charms and compulsions Acid Quinn’s acid deals 1d6 acid damage on a hit and 1 damage to all
and reroll at +2 if they force him to break the law adjacent creatures (a “splash”).
OFFENSE Alchemist’s Fire Quinn’s alchemist’s fire deals 1d6 fire damage on a
Speed 30 ft. hit and 1 damage to all adjacent creatures (a “splash”). On the next
Melee +1 sword caneUE +9 (1d6+3) round, the target of a direct hit takes another 1d6 damage.
Ranged dagger +6 (1d4+2) Antiplague Quinn’s antiplague grants the drinker a +5 alchemical bonus
Extracts Prepared (CL 7th) against diseases for an hour or the ability to take the better of two
3rd—resinous skinUC, displacement rolls on the ongoing saving throw against disease for the day.
2nd—barkskin (2), bull’s strength, lesser restoration Antitoxin Quinn’s antitoxin grants the drinker a +5 alchemical bonus
1st—enlarge person, expeditious retreat, negate aromaAPG, shield (3) against poison for an hour.
STATISTICS Meditation Tea Quinn’s meditation tea grants the drinker a +2
Str 14, Dex 12, Con 12, Int 20, Wis 12, Cha 12 alchemical bonus against mind-affecting effects for 10 minutes.
Base Atk +5; CMB +7 (+9 with sword cane); CMD 19 Once per day, drinking it can also grant a new save against a mind-
Feats Extra Inspiration, Extra Investigator Talent (3), Weapon Focus affecting effect that existed before drinking.
(sword cane) Smelling Salts Quinn’s smelling salts grant a new save against any
Skills Acrobatics +11, Appraise +9, Bluff +5, Climb +6, Craft (alchemy) effect that makes the smeller unconscious or staggered, and they
+9 (+16 crafting), Diplomacy +11, Disable Device +16, Disguise +5, can wake a dying creature. It still must make stabilization checks
Escape Artist +5, Heal +6, Intimidate +5, Knowledge (local) +15, each round and takes 1 damage, falling unconscious, if it takes a
Knowledge (all other) +9, Linguistics +9, Perception +16 (+19 vs. standard action or other strenuous action.
traps), Sense Motive +11, Sleight of Hand +5, Spellcraft +9, Stealth Smokestick Quinn’s smokestick fills a 10-foot cube with smoke,
+11, Use Magic Device +11; Armor Check Penalty –0 granting everything inside concealment (total concealment to
Traits lover of the lawISG, tireless logic creatures and objects more than 5 feet through the smoke).
Languages Ancient Osiriani, Common, Kelish, Osiriani, Polyglot, Soothe Syrup Quinn’s soothe syrup grants the drinker a +5 alchemical
Skald, Varisian bonus against nausea and sicken effects for 1 hour.
SQ alchemy, keen recollection, inspiration (11/day), investigator talents Twitch Tonic Quinn’s twitch tonic grants the drinker a +2 alchemical
(effortless aid, infusion, inspirational expertise, mutagen, sickening bonus against sleep, paralysis, and staggered. Once per day,
offensive, trap spotter), poison lore, poison resistance +4, studied drinking it can also grant a new save against any such effect that
combat, studied strike +2d6, swift alchemy, trap sense +2, trapfinding existed before drinking.
Combat Gear wand of scorching ray (CL 7th; 8 charges), acid Alchemy Quinn can identify potions with a Craft (alchemy) check by
(2), alchemist’s fire (2), antiplague, antitoxin, meditation tea, examining them for 1 round. He can brew extracts each day from
smokestick, potion of countless eyesUM, potion of fly, potion of his book (like preparing spells). Anyone can gain their benefit.
heroism, potion of bloodhoundAPG, potion of invisibility, soothe Effortless Aid Quinn can aid another as a move action or spend a use “A man needs only three things to change the world:
syrup, twitch tonic; Other Gear +1 mithral chain shirt, +1 sword of inspiration to aid another as a swift action.
a quick wit, a righteous heart, and a stylish coat.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Investigator 7

Inspiration Quinn can spend 1 use of inspiration to add 1d6 to a skill saves against traps.
check after rolling. For Knowledge, Linguistics, Spellcraft he can add Trap Spotter Quinn automatically receives a Perception check against
the 1d6 for free. He can also spend two uses to add to an attack a trap when he comes within 10 feet (ask your GM to roll it for you
roll or saving throw after rolling. For saving throws, this takes an and tell her your bonus is +19). grappling. Enemies get –2 to escape his grapple. Enemies who hit
immediate action. Barkskin The drinker gains a +3 enhancement bonus to natural armor him with a weapon must succeed at a DC 18 Reflex save or their
Inspirational Expertise When Quinn identifies a monster, he can for 70 minutes (this increases Quinn’s natural armor to 3, or to 5 weapon becomes stuck to Quinn until they succeed at a DC 18
spend a swift action and a use of inspiration to give all allies in 30 with mutagen, which also raises his flat-footed AC). Strength check to pull it off.
feet who can hear him a +4 insight bonus to attacks against that Bloodhound Quinn’s potion grants the drinker scent for 4 hours. They Scorching Ray Quinn’s wand can blast his enemies with two searing
type of monster for 1 round. get a +8 to Perception using smell and +4 to Survival to track using beams of fire. The rays may be fired up to 45 feet at the same
Mutagen Quinn can spend an hour to brew a special mutagen. He can smell, a –4 penalty to saving throws against odors, and the ability to or different targets (+6 ranged touch), but they must be fired
carry it as long as he wants, but after drinking it, the mutagen’s smell poison with a DC 20 Perception check. simultaneously. Each ray deals 4d6 points of fire damage. Quinn must
effects last for 70 minutes. If anyone but Quinn (or another Bull’s Strength The drinker gains a +4 enhancement bonus to Strength. succeed at a DC 20 Use MAgic Device check to activate the wand.
investigator or alchemist) drinks the mutagen, they gain no benefit For most creatures, this increases its melee attack bonus and melee See Invisibility Quinn’s wand lets the user see invisible and ethereal
and are nauseated for 1 hour (Fort 18 negates). He always starts damage bonus by 2. creatures for 30 minutes.
play with a Strength mutagen to make himself into a more capable Countless Eyes Quinn’s potion grants the drinker all-around vision for 5 Shield The drinker gains a +4 shield bonus to AC for 7 minutes and
melee combatant. This mutagen grants +4 Strength +2 natural hours, so the drinker can’t be flanked. becomes immune to magic missile.
armor, and –2 Intelligence. He can also brew a mutagen that grants Cure Light Wounds Quinn’s wand heals a touched target for
+4 Dexterity, +2 natural armor, and –2 Wisdom or a mutagen that 1d8+1 damage. The rule of law is only as strong as the people who uphold it, and few
grants +4 Constitution, +2 natural armor, and –2 Charisma. Darkvision Quinn’s wand grants a touched target darkvision 60 ft. for know this fact better than Quinn.
Poison Lore Quinn never poisons himself when putting poison on 3 hours. The child of a former noble family of Galt, Quinn was raised to
a weapon. He can identify poisons with 1 minute of study by Displacement The drinker appears slightly away from where they despise the chaos that had robbed his parents of their proper name
succeeding at a Knowledge (nature) check for natural poisons or actually are, gaining a 50% miss chance for 7 rounds. and station, forcing them to hide as middle-class apothecaries. Yet for
Knowledge (arcana) check for magical poisons (DC = the poison’s Enlarge Person The drinker becomes Large for 7 minutes, gaining +2 Quinn himself, trained as a legal clerk and never having personally
save DC). If he succeeds, he can spend another minute to attempt a Strength, –2 Dexterity, reach, +1 size bonus to CMB and CMD, –1 size known the aristocratic comforts his parents mourned, this was no
Craft (alchemy) check at the same DC to neutralize it. penalty to hit and AC, –4 size penalty to Stealth, –2 size penalty to true inconvenience. What frustrated him about his nation was not that
Sickening Offensive When Quinn damages a studied target, that Fly. Melee weapons increase in damage (Quinn’s sword cane goes power resided with the people, but rather that it was wielded in such a
target is sickened for 1 round. up to 1d8). capricious fashion. His fellow citizens’ constant false accusations and
Studied Combat Quinn can use a move action to study his enemy’s Expeditious Retreat The drinker’s base speed increases by 30 ft. for refusal to abide by court rulings—not to mention the Gray Gardeners’
moves and gain a +3 insight bonus to melee attack and damage 7 minutes. tendency to pronounce sentences completely outside the system—
rolls against that enemy for 5 rounds or until he ends it with Fly Quinn’s potion grants the drinker a 60 foot fly speed and a +6 drove young Quinn to distraction.
a studied strike. The damage is precision damage, and it isn’t bonus to Fly checks (+7 total for Quinn himself) for 5 minutes. Now, he roams the nations of the Inner Sea, constantly keeping
multiplied on critical hits. Quinn can only have one enemy studied Heroism Quinn’s potion grants the drinker a +2 morale bonus on attack an ear out for allegations of unjust accusations or abuses of power.
at a time, and if he wants to study an enemy he already studied rolls, saving throws, and skill checks for 50 minutes. When he finds one, he investigates the case himself, using a lifetime
that day, he must spend 1 use of inspiration. Invisibility Quinn’s potion makes the drinker vanish for 3 minutes or until of association with law enforcement agents and detective agencies
Studied Strike Quinn can end his studied combat early to add 2d6 the drinker attacks. While invisible, the drinker gains +20 to Stealth (+40 like The Sleepless to help him ferret out the truth. If the legal system
extra precision damage to a successful melee attack against his if standing perfectly still). The first attack before becoming visible gains seems fair, he often shows up unexpectedly at the court proceedings,
target. He must be able to see the target well, and the damage a +2 to hit (and the enemy likely loses its Dexterity bonus to AC). presenting sworn evidence and acting as defending counsel for the
doesn’t multiply on a critical hit or affect creatures immune to Lesser Restoration The drinker recovers 1d4 damage to any ability accused. If he finds a court to be corrupt, he takes a more direct hand
sneak attacks. score or removes most magical effects reducing ability scores. The in protecting the innocent. While he respects the law, he also knows
Swift Alchemy Quinn can craft alchemical items in half the time and drinker is no longer fatigued, and reduces exhausted to fatigued. that people are imperfect, and that breaking local laws is sometimes
apply poison to a weapon as a move action. Negate Aroma For 7 hours, 7 creatures or objects Quinn touches lose necessary in order to uphold more universal ones. Of course, his
Tireless Logic Once per day, Quinn can roll an Intelligence check or all natural and unnatural odors (Fort DC 16 negates if unwilling). meddling is rarely popular with the opposition, and so Quinn
Intelligence-based skill check twice and take the better result. Resinous Skin The drinker becomes sticky, gaining DR 5/piercing, +4 generally moves along as soon as he’s seen justice done and taken
Trap Sense Quinn receives a +2 dodge bonus to AC and a +2 to Reflex CMD vs. disarm, +2 to saves against dropping things, and +2 to steps to ensure that the victim won’t suffer further abuses.

©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Kineticist 1

Prone to fits of giggling and goofiness, Yoon is a joyful child despite the flames wild talent to 0 (as long as she uses fan of flames in the
terrible tragedies she’s endured. With the help of Gom-Gom, her stuffed same round). If Yoon takes damage during or after gathering power
owlbear, she plans to become a brave adventurer just like her late mother. but before she releases her fan of flames, she must succeed at a
concentration check (1d20+4) or lose the gathered energy. The DC
YOON is equal to 11 + the amount of damage Yoon took. If she fails, Yoon
Female human pyrokineticist 1 must accept 1 point of burn.
CG Small humanoid (human) Infusions The following infusion alters Yoon’s fire blast.
Init +3; Senses Perception +5 Fan of Flames: If she accepts 1 point of burn, Yoon’s fire blast
DEFENSE damages all creatures in a 15-foot cone (Reflex DC 13 half). This
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size) does not require an attack roll.
hp 15 (1d8+7) Kinetic Blast As a ranged touch attack, Yoon can unleash a fire blast
Fort +5, Ref +5, Will +1; +2 vs. fear at a single target up to a range of 30 feet. She must have one
OFFENSE hand free to aim the blast. The blast is considered magical for the
Speed 20 ft. purposes of overcoming damage reduction.
Melee club +0 (1d4–1) Small Because of Yoon’s age, she is Small, and her statistics reflect the
Ranged light crossbow +4 (1d6/19-20) appropriate size adjustments.
Special Attacks kinetic blast Spell Penetration Yoon gains a +2 bonus on caster level checks
Kineticist Wild Talents Known (1d20+3 total) to overcome a creature’s spell resistance. Yoon’s
Infusions—fan of flames (DC 13) kinetic blasts are subject to spell resistance.
Kinetic Blasts—fire blast +4 (1d6+1) Trustworthy Yoon gains a +1 bonus on Bluff checks to fool someone.
Utility—basic pyrokinesis Utility Yoon has the following utility wild talent.
STATISTICS Basic Pyrokinesis: Yoon can reproduce the effects of flare, light, and
Str 8, Dex 16, Con 17, Int 12, Wis 13, Cha 10 spark (Pathfinder RPG Core Rulebook 284 and 304, Pathfinder RPG
Base Atk +0; CMB –2; CMD 11 Advanced Player’s Guide 246); light creates heat like a normal flame.
Feats Spell Penetration, Toughness* Combat Gear Yoon’s combat gear is described below.
Skills Acrobatics +7, Diplomacy +5, Intimidate +4, Knowledge (nature) +2, Potion of Cure Light Wounds: Yoon’s potion heals the drinker of
Perception +5, Stealth +11 1d8+1 points of damage.
Traits courageousUCA, *, trustworthyUCA
Languages Common, Hwan, Tien Yoon’s short life has been filled with tragedy and adventure. Hailing
SQ burn (1 point/round, maximum 6), gather power from Minkai’s Oda province in distance Tian Xia, Yoon lost her
Combat Gear potion of cure light wounds, thunderstone; Other adventurer mother at the age of five to a battle with an aquatic threat.
Gear leather armor, club, light crossbow with 10 bolts, backpack, Then, just before her eighth birthday, Yoon’s father and grandmother
Gom-Gom (owlbear doll), inkpen, ink (2 vials), sheet paper, sunrod, took her to Oda for a fireworks festival that honored Desna. As the
trail rations (2), waterskin, 10 gp fireworks faded, though, Yoon saw f lames shooting from the building
* The effects of this ability have already been calculated into Yoon’s statistics. where her father had gone to meet with fellow Desnan dissidents,
SPECIAL ABILITIES who were unhappy with Minkai’s harsh imperial regency. Just when
Burn Yoon can accept 1 point of burn to use her fan of flames infusion the imperial soldiers moved to cut them down, Yoon’s grandmother
wild talent, which modifies her fire blast. She can accept only 1 point unleashed her pyrokinetic power to allow Yoon to escape. Yoon f led
of burn per round (maximum 6 points total). For each point of burn she the city, intent on reaching Hwanggot, her mother’s homeland. Along
accepts, Yoon takes 1 point of nonlethal damage. This damage can be the way, Yoon met a kind traveler, who helped her unlock her own
healed only by a full night’s rest, and it can’t be reduced or redirected. pyrokinetic abilities. Yoon still hopes to one day reach Hwanggot—
Gather Power If she has both hands free, Yoon can gather power as a via an overland route, of course, since she despises water. However,
move action. This creates a loud display in a 20-foot radius centered she is also eager to see the world and use her newfound abilities to “Gom-Gom likes it when the fire burns.
on Yoon, and it allows her to reduce the burn cost of her fan of help those in need.
Don’tcha, Gom?”
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Kineticist 4

Prone to fits of giggling and goofiness, Yoon is a joyful child despite the This damage can be healed only by a full night’s rest, and it can’t be
terrible tragedies she’s endured. With the help of Gom-Gom, her stuffed reduced or redirected.
owlbear, she plans to become a brave adventurer just like her late mother. Defense Yoon has the following defense wild talent.
Searing Flesh: A creature that strikes Yoon with a natural attack or
YOON unarmed strike takes 1 point of fire damage. A creature grappling Yoon
Female human pyrokineticist 4 takes 2 points of fire damage. Seven times per day, Yoon can accept 1
CG Small humanoid (human) point of burn to increase the damage by 1 point (2 points for grappling
Init +3; Senses Perception +8 creatures) until the next time she heals her nonlethal damage from
DEFENSE burn. When Yoon accepts burn while using a fire wild talent, her
AC 18, touch 15, flat-footed 15 (+3 armor, +1 deflection, +3 Dex, +1 size) searing flesh talent deals double the normal damage for 1 round (or
hp 47 (4d8+24) a total of four times the normal damage to creatures grappling Yoon).
Fort +9, Ref +8, Will +3; +2 vs. fear Searing flesh can be dismissed or restored as an immediate action.
OFFENSE Elemental Overflow When Yoon accepts burn, she glows with a fiery
Speed 20 ft. nimbus. She receives a bonus on attack rolls equal to the amount of
Melee club +3 (1d4–1) burn she has accepted (maximum +1). She also receives double that
Ranged light crossbow +4 (1d6/19-20) bonus on her fire blast’s damage rolls.
Special Attacks elemental overflow +1, kinetic blast Gather Power If she has both hands free, Yoon can gather power as a
Kineticist Wild Talents Known move action. This creates a loud, visible display in a 20-foot radius
Defense—searing flesh (1 point) centered on Yoon, and it allows her to reduce the burn cost of her
Infusions—burning infusion (DC 16), fan of flames (DC 15) infusion wild talents by 1 point (as long as she uses the talent in the
Kinetic Blasts—fire blast +8 (2d6+2) same round). If she gathers power for a full round, she can reduce the
Utility—basic pyrokinesis, fire’s fury, searing flame (2 rounds) cost by 2 points (minimum 0). If she does this, she can also gather
STATISTICS power as a move action during her next turn to reduce the cost by 3.
Str 8, Dex 16, Con 18, Int 12, Wis 13, Cha 10 If Yoon takes damage during or after gathering power but
Base Atk +3; CMB 1; CMD 14 before she releases her infused fire blasts, she must succeed at a
Feats Greater Spell Penetration, Spell Penetration, Toughness* concentration check (1d20+8) or lose the gathered energy. The DC
“Gom-Gom likes it when the fire burns.
Skills Acrobatics +10, Diplomacy +8, Intimidate +4, Knowledge (nature) is equal to 11 + the amount of damage Yoon took. If she fails this Don’tcha, Gom?”
+5, Linguistics +2, Perception +8, Stealth +12, Use Magic Device +7 check, Yoon must accept 1 point of burn.
Traits courageousUCA, *, trustworthyUCA Greater Spell Penetration Yoon gains a bonus on caster level checks hand free to aim the blast. The blast is considered magical for the
Languages Common, Hwan, Ignan, Tien (1d20+8 total) to overcome a creature’s spell resistance. Yoon’s purposes of overcoming damage reduction.
SQ burn (1 point/round, maximum 7), gather power kinetic blasts are subject to spell resistance. Small Because of Yoon’s age, she is Small, and her statistics reflect the
Combat Gear oil of daylight, potions of cure light wounds (2), potion Infusions The following infusions alter Yoon’s fire blast. Yoon can apply appropriate size adjustments.
of lesser restoration (Str), silversheen, wand of cure light wounds (9 at most 1 form infusion and 1 substance infusion to her fire blast. Trustworthy Yoon gains a +1 bonus on Bluff checks to fool someone.
charges), wand of magic missile (CL 3rd, 4 charges), thunderstone; Burning Infusion (substance): If she accepts 1 point of burn, Yoon’s Utility Yoon has the following utility wild talents.
Other Gear masterwork studded leather armor, club, light crossbow fire blast can cause creatures to catch fire (Reflex DC 16 negates). Basic Pyrokinesis: Yoon can reproduce the effects of the flare,
with 10 bolts, cloak of resistance +1, ring of protection +1, universal Foes on fire take 1d6 points of fire damage each round until the fire is light, and spark cantrips (Pathfinder RPG Core Rulebook 284 and 304,
solvent, backpack, Gom-Gom (owlbear doll), inkpen, ink (2 vials), extinguished. Yoon receives a +2 bonus on attack rolls, to the DCs of Pathfinder RPG Advanced Player’s Guide 246); light creates heat like a
sheet paper, sunrod, trail rations (2), waterskin, 10 gp her abilities, and on caster level checks to overcome spell resistance normal flame.
* The effects of this ability have already been calculated into Yoon’s statistics. against creatures on fire from this infusion. Fire’s Fury: Yoon adds her elemental overflow bonus to her fire
SPECIAL ABILITIES Fan of Flames (form): If she accepts 1 point of burn, Yoon’s fire blast’s damage.
Burn Yoon can accept 1 point of burn to use her infusion wild talents, blast damages all creatures in a 15-foot cone (Reflex DC 15 half). Searing Flame: When a creature is on fire because of Yoon’s
which modify her fire blast. She can accept only 1 point of burn This does not require an attack roll. burning infusion, its fire resistance decreases for 2 rounds. The
per round and a maximum of 7 points of burn total. For each point Kinetic Blasts As a ranged touch attack, Yoon can unleash a fire blast decrease is equal to the unmodified amount of fire damage Yoon
of burn she accepts, Yoon takes 4 points of nonlethal damage. at a single target up to a range of 30 feet. She must have one initially rolled when the creature caught fire.

©2015 Paizo Inc. Permission granted to photocopy for personal use only.
Kineticist 4

Combat Gear Yoon’s combat gear is described below. Yoon was watching the f ireworks in the city in honor of the Lady
Oil of Daylight: When smeared on an object, Yoon’s oil creates of the North Star. At f irst Yoon was curious about the bonf ire just
bright light for 60 feet and raises the light by one step for the next after the f ireworks, so she leapt from roof to roof to get closer. But
60 feet for 50 minutes. If there is magical darkness in that area, the it wasn’t a bonf ire. The place where Appa and his friends were
overlapping area is unaffected by either spell. meeting had gone up in f lames! And it was surrounded by soldiers.
Potion of Cure Light Wounds: Yoon’s potion heals the drinker of “In the name of Nigankona-taishou, come out now and we will show
1d8+1 points of damage. you mercy,” their words said, but their blades said something else,
Potion of Lesser Restoration: This potion heals 1d4 points of as they cut down a pair of men who f led the burning building.
ability damage to any ability score or eliminates most magical Yoon was full of fear for Appa, and she was thinking of climbing
effects reducing ability scores. The imbiber is no longer fatigued, into the building to f ind him, but Halmoni found her f irst. “Child,
and if she was exhausted, she is fatigued instead. you must go,” Halmoni said, “If you ever listen to me once in your
Silversheen: This shimmering substance can be applied to a life, you beautiful stubborn girl, you must go—and go now!” Yoon
weapon as a standard action. It gives the weapon the properties thought about it. Halmoni was always strange, but Yoon had always
of alchemical silver for 1 hour, replacing the properties of any thought the old woman was weak. She was a only servant, not a
other special material it might have. One vial coats a single melee warrior like Eomma.
weapon or 20 units of ammunition. A few soldiers began to advance, and others drew bows. “Run!”
Wand of Cure Light Wounds: Yoon’s wand heals 1d8+1 points of Halmoni shouted, and then waves of black f lame shot forth from the
damage by touch. She must succeed at a DC 20 Use Magic Device old woman’s hands and engulfed the soldiers. After Yoon was out of
check to use the wand herself. the city limits, something inside her broke like a f loodgate. Her fear,
Wand of Magic Missile: Yoon’s wand shoots two missiles at a her sorrow, her anger—it all spilled out of her in black f lame, a fire
target or targets within 130 feet. The missiles each deal 1d4+1 she couldn’t control. It hurt her. Yoon always loved the fire. But this
points of force damage. time, it was cold. It frightened her.
She wouldn’t have survived if she hadn’t met the traveler. The
Yoon always loved fire—its warmth, its color, its brilliant blaze. Fire traveler took Yoon as an apprentice of sorts. He didn’t mind the
is always changing, and so is everything around it. But Yoon never black f lame. Yoon and Gom-Gom joined the traveler and his bat for
liked the water. Not long after she could walk, she learned to climb, a long journey to the north. As they reached the summit of the great
so she could climb up to the rooftops of Oda. Once, when she was mountain, the traveler called upon the kami of the mountain, a kami
climbing, Yoon fell off and into the water, and Appa had to fish her who could bring about an eruption if he was angered. Fire leapt out
out. Yoon coughed out water, and later she got sick. at her. The mountain’s fire surged within her, into her body and
Then the water took Eomma away. Eomma was a brave warrior, her very being. The dark f lame blasted out. Not just a little, but an
like normal for a Tian-Hwan woman, and she used to tell Yoon tales enormous black plume of f lame. She lost consciousness.
of adventure. One time, Eomma brought back a stuffed owlbear When she woke up, the traveler was gone. But he had left behind
named Gom-Gom. But then Eomma went up to Hiyosai to fight plenty of food, a nocked wooden walking stick sized just right for
the siyokoys. The money was good, and Appa needed it to continue Yoon, and maps Yoon had never seen before that showed the way to
training to become a court painter, so he wouldn’t have to be a farmer Hwanggot. The fire inside her distracted her. She realized it wasn’t
like most immigrants in Oda province. But that time, Eomma never the black f lame any more. The volcano had purged her, and she was
came back. Even the money stopped coming, and Appa had to go back born anew. As pure red fire danced from her hand, she truly smiled
to farming. for the first time in weeks. She could barely control it, but it wasn’t
Yoon locked herself in her room. She wouldn’t answer to anything killing her; it was part of her. She was one with the fire. They were
but Eomma’s name, her family name, Yoon. Yoon had another name changing together.
before that, but she doesn’t any more. Gom-Gom was the first to accept Yoon descended the mountain and began a new life, just her and
Yoon’s new name. Things were never the same without Eomma, but Gom-Gom. She would reach Hwanggot, and she would become an
at least they could be happy for a time. Until the day Yoon’s world adventurer. Eomma had been Yoon the adventurer, a brave warrior. “Gom-Gom likes it when the fire burns.
changed again, like the tinder darkening within the fire. And so was she.
Don’tcha, Gom?”
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Kineticist 7
Prone to fits of giggling and goofiness, Yoon is a joyful child despite the * The effects of this ability have already been calculated into Yoon’s
terrible tragedies she’s endured. With the help of Gom-Gom, her stuffed statistics.
owlbear, she plans to become a brave adventurer just like her late mother. SPECIAL ABILITIES
Burn Yoon can choose to accept 1 point of burn to use her infusion wild
YOON talents, which can modify her fire blast or blue flame blast. She can
Female human pyrokineticist 7 accept only 2 points of burn per round and a maximum of 8 points of
CG Small humanoid (human) burn total. For each point of burn she accepts, Yoon takes 7 points of
Init +4; Senses Perception +11 nonlethal damage. This damage can be healed only by a full night’s
DEFENSE rest, and it can’t be reduced or redirected.
AC 21, touch 16, flat-footed 17 (+4 armor, +1 deflection, +4 Dex, Defense Yoon has the following defense wild talent.
+1 natural, +1 size) Searing Flesh: A creature that strikes Yoon with a natural attack
hp 87 (7d8+49) or unarmed strike takes 1 point of fire damage. A creature grappling
Fort +11, Ref +10, Will +5; +2 vs. fear Yoon takes 2 points of fire damage. Seven times per day, Yoon can
OFFENSE accept 1 point of burn to increase the damage by 1 point (2 points
Speed 20 ft. for grappling creatures) until the next time she heals her nonlethal
Melee club +10 (1d4–1) damage from burn. When Yoon accepts burn while using a fire wild
Ranged light crossbow +10 (1d6/19-20) talent, her searing flesh talent deals double the normal damage for
Special Attacks elemental overflow +2, kinetic blast, metakinesis 1 round (or a total of four times the normal damage to creatures
(empower) grappling Yoon). Searing flesh can be dismissed or restored as an
Kineticist Wild Talents Known immediate action.
Defense—searing flesh (1 point) Elemental Overflow When Yoon accepts burn, she glows with a fiery
Infusions—burning infusion (DC 18), eruption (DC 17), extended nimbus. She receives a bonus on attack rolls equal to the amount of
range, fan of flames (DC 17), kinetic blade burn she has accepted (maximum +2). She also receives double that
Kinetic Blasts—fire blast +8 (4d6+2), blue flame blast +10 (8d6+2) bonus on her fire blast’s damage rolls. Whenever Yoon has at least
Utility—basic pyrokinesis, fire’s fury, flame jet, heat adaptation, 3 points of burn, she gains a +2 size bonus to two physical ability
searing flame (3 rounds) scores of her choice. She also gains a chance to ignore the effects “Gom-Gom likes it when the fire burns.
STATISTICS of a critical hit or sneak attack equal to 5% × her current number of Don’tcha, Gom?”
Str 8, Dex 18, Con 20 Int 12, Wis 13, Cha 10 points of burn.
Base Atk +5; CMB 3; CMD 17 Gather Power If she has both hands free, Yoon can gather power as a Infusions The following infusions alter Yoon’s fire blast. Yoon can apply
Feats Extra Wild TalentOA, *, Greater Spell Penetration, Spell Penetration, move action. This creates a loud, visible display in a 20-foot radius at most to 1 form infusion and 1 substance infusion to her fire blast
Toughness*, Weapon Finesse* centered on Yoon, and it allows her to reduce the burn cost of her or blue flame blast.
Skills Acrobatics +13, Diplomacy +8, Intimidate +4, Knowledge (nature) +8, infusion wild talents by 1 point (as long as she uses the talent in the Burning Infusion (substance): If Yoon accepts 1 point of burn,
Linguistics +4, Perception +11, Stealth +16, Use Magic Device +10 same round). If she gathers power for a full round, she can reduce the her fire blast can cause creatures to catch fire (Reflex DC 18
Traits courageousUCA, *, trustworthyUCA cost by 2 points (minimum 0). If she does this, she can also gather negates). Foes on fire take 1d6 points of fire damage each round
Languages Common, Hwan, Ignan, Minkaian, Senzar, Tien power as a move action during her next turn to reduce the cost by 3. until the fire is extinguished. Yoon receives a +2 bonus on attack
SQ basic pyrokinesis, burn (2 points/round, maximum 8), expanded If Yoon takes damage during or after gathering power but rolls, to the DCs of her abilities, and on caster level checks to
element* (fire), gather power, infusion specialization, internal buffer 1 before she releases her infused fire blasts, she must succeed at a overcome spell resistance against creatures that are on fire from
Combat Gear oil of daylight, potions of cure light wounds (2), potion of concentration check (1d20+12) or lose the gathered energy. The DC this infusion.
cure serious wounds, potion of lesser restoration (Str), scroll of see is equal to 11 + the amount of damage Yoon took. If she fails this Eruption (form): If Yoon accepts 2 points of burn, her fire blast
invisibility, silversheen, wand of haste (2 charges), wand of magic check, Yoon must accept 1 point of burn. or blue flame blast erupts from the ground in a pillar centered
missile (CL 5th, 5 charges); Other Gear +1 studded leather armor, Greater Spell Penetration Yoon gains a +4 bonus on caster level anywhere within 120 feet of her, affecting all creatures and objects
club, light crossbow with 10 bolts, amulet of natural armor +1, belt checks (1d20+11 total) to overcome a creature’s spell resistance. in a 10-foot-radius cylinder that extends 40 feet above the ground
of physical might +2 (Dex and Con), cloak of resistance +2, ring of Yoon’s kinetic blasts are subject to spell resistance. (Reflex DC 17 half).
protection +1, universal solvent, backpack, Gom-Gom (owlbear doll), Infusion Specialization Whenever Yoon uses one or more infusions Extended Range (form): If Yoon accepts 1 point of burn, her fire
inkpen, ink (2 vials), sheet paper, sunrod, trail rations (2), waterskin with her fire blast, she reduces their combined burn cost by 1. blast can strike any target within 120 feet.
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Kineticist 7
Fan of Flames (form): If Yoon accepts 1 point of burn, her fire Combat Gear Yoon’s combat gear is described below.
blast or blue flame blast damages all creatures in a 15-foot cone Oil of Daylight: When smeared on an object, Yoon’s oil creates
(Reflex DC 17 half). This does not require an attack roll. bright light for 60 feet and raises the light by one step for the next
Kinetic Blade (form): As part of an attack action, a charge action, 60 feet for 50 minutes. If there is magical darkness in that area, the
or a full-attack action, Yoon can accept 1 point of burn to form a non- overlapping area is unaffected by either spell.
reach, light or one-handed weapon of pure fire. The blade deals the Potion of Cure Light Wounds: Yoon’s potion heals the drinker of
same amount of fire damage as her fire blast or blue flame blast. 1d8+1 points of damage.
Holding a kinetic blade does not prevent Yoon from gathering power. Potion of Cure Serious Wounds: Yoon’s potion heals the drinker of
The blade disappears at the end of Yoon’s turn. Yoon does not add her 3d8+5 points of damage.
elemental overflow to damage rolls with her kinetic blade. Potion of Lesser Restoration: This potion heals 1d4 points of
Internal Buffer As a full-round action, Yoon can accept 1 point of ability damage to any ability score or eliminates most magical
burn to add 1 point to her buffer. When she would otherwise accept effects reducing ability scores. The imbiber is no longer fatigued,
burn, she can spend this point to avoid accepting 1 point of burn. and if she was exhausted, she is fatigued instead.
Points spent from Yoon’s buffer do not activate or augment her Scroll of See Invisibility: Yoon’s scroll allows her to see any
elemental overflow. objects or beings within her sight range that are invisible or
Kinetic Blast As a ranged touch attack, Yoon can unleash a fire blast ethereal. They appear as translucent shapes. Yoon must make a
at a single target up to a range of 30 feet. If she accepts 2 points successful DC 23 Use Magic Device check to activate this scroll.
of burn, she can unleash a blue flame blast. She must have one Silversheen: This shimmering substance can be applied to a
hand free to aim the blast. The blast is considered magical for the weapon as a standard action. It gives the weapon the properties
purposes of overcoming damage reduction. of alchemical silver for 1 hour, replacing the properties of any
Metakinesis By accepting 1 point of burn, Yoon can increase the other special material it might have. One vial coats a single melee
damage her fire blast deals by half (as per the Empower Spell weapon or 20 units of ammunition.
metamagic feat). Wand of Haste: Yoon’s wand casts haste on up to five creatures,
Small Because of Yoon’s age, she is Small, and her statistics reflect the allowing them to make one extra attack, granting them a +1 bonus
appropriate size adjustments. on attack rolls and a +1 dodge bonus to AC and on Reflex saves, and
Trustworthy Yoon gains a +1 bonus on Bluff checks to fool someone. increasing their movement speeds by up to 30 feet (maximum twice “Gom-Gom likes it when the fire burns.
Utility Yoon has the following utility wild talents. normal speed). This effect lasts for 5 rounds. Don’tcha, Gom?”
Basic Pyrokinesis: Yoon can reproduce the effects of the flare, Wand of Magic Missile: Yoon’s wand shoots three missiles at
light, and spark cantrips (Pathfinder RPG Core Rulebook 284 and a target or targets within 150 feet. The missiles each deal 1d4+1 to meet with fellow Desnan dissidents, who were unhappy
304, Pathfinder RPG Advanced Player’s Guide 246); light creates points of force damage. with Minkai’s harsh imperial regency. Just when the imperial
heat like a normal flame. soldiers moved to cut Yoon and her grandmother down, Yoon’s
Fire’s Fury: Yoon adds her elemental overflow bonus to her fire Yoon’s short life has been f illed with tragedy and adventure. grandmother unleashed her pyrokinetic power to allow Yoon to
blast’s damage. Hailing from Minkai’s Oda province in distance Tian Xia, Yoon escape. Haunted by her family’s deaths and unable to control the
Flame Jet: As a standard action, Yoon can shoot a flame burst loved f ire from a young age. She was fascinated by its ever- cold, black f ire that burst from her hands whenever she was in
behind her that propels her 60 feet in a straight line, including into changing colors, its eternal hunger, and its warmth. She hated the grip of strong emotion, Yoon f led the city, intent on reaching
the air. Upward movement costs double. If she ends her turn in water almost as much as she loved f ire, especially after she almost Hwanggot, her mother’s homeland. Along the way, she met a kind
midair, Yoon falls on her next turn unless she uses flame jet again. drowned after falling off a roof while climbing. Though the traveler who believed the black f lame was a curse that struck the
Heat Adaptation: Yoon is constantly protected by endure plunge didn’t kill her, the water in her lungs made her very sick. survivors of the palace massacre—including Yoon’s grandmother.
elements against hot temperatures only (Core Rulebook 277). She Her dislike of water proved prophetic when she lost her adventurer The traveler took her to the top of a volcano to beseech the spirit
has an amount of fire resistance equal to twice her current amount mother at the age of f ive to a battle with an aquatic threat. It took there to help her. The volcano spirit bathed Yoon in renewing
of burn. some time for the family to recover, but they were able to f ind f lame and taught her to unlock her own pyrokinetic abilities. Still
Searing Flame: When a creature is on fire because of Yoon’s happiness again. Then, just before her eighth birthday, Yoon’s accompanied by her stuffed owlbear, Gom-Gom, Yoon hopes to
burning infusion, its fire resistance decreases for 3 rounds. The father and grandmother took her to Oda for a f ireworks festival one day reach Hwanggot—via an overland route, of course, since
decrease is equal to the unmodified amount of fire damage Yoon that honored Desna. As the f ireworks faded, though, Yoon saw she despises water. However, she is also eager to see the world and
initially rolled when the creature caught fire. f lames shooting from the building where her father had gone use her newfound abilities to help those in need.
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Magus 1

For years, Seltyiel sat rotting in a dungeon, listening to the dark whispers Elf Blood As a half-elf, Seltyiel counts as both an elf and a human for
that fanned his sense of anger and betrayal. Now released, he wields the any effect related to race.
magic he has learned in a quest for vengeance. Spell Combat Seltyiel can cast spells and wield his scimitar at the
same time. As a full-round action, he can make his weapon attacks
SELTYIEL and can also cast any spell he has prepared. If he does so, he takes
Male half-elf magus 1 (Pathfinder RPG Ultimate Magic 9) a –2 penalty on all attack rolls during his turn. If he casts the spell
LN Medium humanoid (elf, human) defensively, he can choose to take an additional penalty of up to –3
Init +4; Senses low-light vision; Perception +2 on his attack rolls to add the same amount as a circumstance bonus
DEFENSE on his concentration check.
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) Spellstrike Whenever Seltyiel casts a spell with a range of touch,
hp 13 (1d8+5) he can deliver the spell through his scimitar as a part of a melee
Fort +3, Ref +2, Will +2; +2 vs. enchantments attack. Instead of the free melee touch attack normally allowed to
Immune sleep deliver a spell, he can make a free melee attack with his scimitar at
OFFENSE his full attack bonus as a part of casting the spell. If successful, this
Speed 30 ft. melee attack inflicts its normal damage as well as the effects of the
Melee scimitar +3 (1d6+3/18–20) spell. The spell uses the scimitar’s critical range (18–20). Seltyiel’s
Ranged sling +2 (1d4+3) prepared touch spells are marked with a superscript “T.”
Special Attacks arcane pool (4 points, +1), spell combat, spellstrike Spells and Gear Seltyiel’s spells and fear are described below.
Magus Spells Prepared (CL 1st; concentration +6) Arcane MarkT Seltyiel marks a touched target with his rune.
1st—color spray (DC 14), shocking grasp Color Spray Seltyiel releases a 15-foot cone of beautiful colors.
0 (at will)—arcane mark, detect magic, light All creatures that can see it attempt a Will save. If they fail and
STATISTICS have 1 or 2 Hit Dice, they are knocked unconscious for 2d4 rounds,
Str 16, Dex 14, Con 12, Int 16, Wis 10, Cha 8 then stunned and blinded for 1d4 rounds, then stunned for 1 round. If
Base Atk +0; CMB +3; CMD 15 they have 3 or 4 HD, they are stunned and blinded for 1d4 rounds, then
Feats Skill Focus (Use Magic Device)*, Toughness* stunned for 1 round. Otherwise, they are stunned for 1 round. This is a
Traits Focused MindAPG,*, ReactionaryAPG,* mind-affecting illusion, so it doesn’t work on all creatures.
Skills Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Detect Magic Seltyiel can notice magic in a 60-foot cone.
Knowledge (planes) +7, Perception +2, Spellcraft +7, Use Magic If he concentrates, he can find how many magic auras
Device +6; Racial Modifiers +2 Perception; Armor Check Penalty –2 there are on the next round. On the round after that,
Languages Common, Draconic, Elven, Ignan, Infernal he can try to find out more about one aura.
SQ elf blood Light An object Seltyiel touches sheds light for 10 minutes. He
Combat Gear scroll of shield; Other Gear chain shirt, scimitar, sling can’t have more than one copy of this spell active at once.
with 10 bullets, backpack, spellbook (contains all prepared spells and Shocking GraspT A touched target takes 1d6 points of electricity
all 0-level spells plus the following 1st-level spells—burning hands, damage. Seltyiel gains a +3 bonus on his attack roll with this
enlarge person, grease, shield), spell component pouch, sunrod, 9 sp spell if the target is wearing metal armor.
* The effects of these abilities are calculated into Seltyiel’s statistics. Shield Seltyiel’s scroll grants him a +4 shield bonus to AC for 1
SPECIAL ABILITIES minute.
Alignment As a precondition for joining the Pathfinder Society, Seltyiel
had to reform some of his crueler tendencies. For the purposes of the Born from a dead mother amid screams and disgrace, this sickly
organized play campaign, he is lawful neutral rather than lawful evil. half-elf is haunted by whispers. They remind him of his fear, his
Arcane Pool Seltyiel has a reservoir of mystic arcane energy that violent youth, his betrayal, and his loathing. They led him to a
he can draw upon in battle. He can spend 1 point from his arcane great discovery: a tattered book of magic. He learned its runes
pool as a swift action to enhance his scimitar, granting it a +1 and gained a measure of control over the cantrips within. He swore “I will have riches and influence. I will have respect
enhancement bonus on attack and damage rolls for 1 minute. he’d have riches, inf luence, respect, fear—and revenge.
and fear. But most of all, I will have revenge.”
©2016 Paizo Inc . Permission granted to photocopy for personal use only.
Magus 4

For years, Seltyiel rotted in a dungeon, listening to dark whispers. Now free, had to reform some of his crueler tendencies. For the purposes of the
he wields the magic he has learned in a quest for vengeance. organized play campaign, he is lawful neutral rather than lawful evil.
Arcane Pool Seltyiel has a reservoir of mystic arcane energy that he
SELTYIEL can draw upon in battle. He can spend 1 point from his arcane pool
Male half-elf magus 4 (Pathfinder RPG Ultimate Magic 9) as a swift action to enhance his scimitar, granting it an additional +1
LN Medium humanoid (elf, human) enhancement bonus on attack and damage rolls for 1 minute.
Init +4; Senses low-light vision; Perception +2 Spell Recall As a swift action, Seltyiel can recall one spell he has
DEFENSE already cast today by expending a number of points from his
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) arcane pool equal to the spell’s level. The spell is prepared again,
hp 32 (4d8+9) as if he had never cast it.
Fort +6, Ref +4, Will +5; +2 vs. enchantments Spell Shield Seltyiel can spend one point from his arcane pool as an
Immune sleep immediate action to grant himself a +3 shield bonus to AC until the
OFFENSE end of his next turn.
Speed 30 ft. Combat Casting Seltyiel gains a +4 bonus on concentration checks to
Melee +1 scimitar +7 (1d6+4/18–20) cast spells on the defensive or while grappled.
Ranged mwk composite longbow +6 (1d8+3/×3) Elf Blood As a half-elf, Seltyiel counts as both an elf and a human for
Special Attacks arcane pool (5 points, +1), magus arcana (spell shield), any effect related to race.
spell combat, spell recall, spellstrike Spell Combat Seltyiel can cast spells and wield his scimitar at
Magus Spells Prepared (CL 4th; concentration +9) the same time. As a full-round action, he can make all of his
2nd—glitterdust (DC 15), mirror image weapon attacks and also cast any spell he has prepared. If
1st—enlarge person (DC 14), grease, shocking grasp (2) he does so, he takes a –2 penalty on all attack rolls during
0 (at will)—arcane mark, detect magic, light, prestidigitation his turn. If he casts the spell defensively, he can choose to take
STATISTICS an additional penalty of up to –3 on his attack rolls to add the same
Str 16, Dex 14, Con 12, Int 17, Wis 10, Cha 8 amount as a circumstance bonus on his concentration check.
Base Atk +3; CMB +6; CMD 18 Spellstrike Whenever Seltyiel casts a spell with a range of touch, he
Feats Combat Casting, Skill Focus (Use Magic Device)*, Toughness* can deliver the spell through his scimitar as a part of a melee attack.
Traits Focused MindAPG,*, ReactionaryAPG,* Instead of the free melee touch attack normally allowed
Skills Climb +6, Intimidate +3, Knowledge (arcana) +10, Knowledge to deliver a spell, he can make a free melee attack with
(dungeoneering) +7, Knowledge (history) +4, Knowledge (local) +4, his scimitar at his full attack bonus as a part of casting
Knowledge (nature) +4, Knowledge (planes) +7, Knowledge the spell. If successful, this melee attack inflicts its normal
(religion) +4, Perception +2, Spellcraft +10, Use Magic Device +9; damage as well as the effects of the spell. The spell uses
Racial Modifiers +2 Perception; Armor Check Penalty –1 the scimitar’s critical range (18–20). Seltyiel’s prepared
Languages Common, Draconic, Elven, Ignan, Infernal touch spells are marked with a superscript “T.”
SQ elf blood Spells and Gear Seltyiel’s spells and gear are described below.
Combat Gear pearl of power (1st level), scroll of fly, scroll of true strike, Arcane MarkT Seltyiel marks a touched target with his personal rune.
wand of cure light wounds (8 charges); Other Gear mwk chain shirt, Cure Light Wounds Seltyiel’s wand heals a touched target for
+1 scimitar, mwk composite longbow (+3 Str) with 50 cold iron arrows, 1d8+1 points of damage. He needs Use Magic Device to
cloak of resistance +1, backpack, spellbook (contains all prepared spells activate this wand (DC 20).
and all 0-level spells plus the following: 1st—burning hands, color spray, Detect Magic Seltyiel can notice magic in a 60-foot cone. If he
magic weapon, shield, true strike, unseen servant 2nd— invisibility, concentrates, he can find how many magic auras there are on the
pyrotechnics, web), spell component pouches (2), sunrod, 16 gp next round. On the round after that, he can try to find out more
*The effects of these abilities are calculated into Seltyiel’s statistics. about one aura.
SPECIAL ABILITIES Enlarge Person After 1 full round of casting, Seltyiel can make a “I will have riches and influence. I will have respect
Alignment As a precondition for joining the Pathfinder Society, Seltyiel humanoid target within 40 feet become one size larger for 4 minutes,
and fear. But most of all, I will have revenge.”
©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Magus 4

gaining +2 Strength, –2 Dexterity, a +1 size bonus to CMD and on Born from a dead mother amid screams and disgrace, this sickly
combat maneuver checks, a –1 size penalty to hit and to AC, a –4 half-elf—bastard son of the duped Lady Phiaura Bhrostra and the
size penalty on Stealth checks, and a –2 size penalty on Fly checks. brigand-sorcerer Lairsaph, the so-called Feign Prince of Cheliax’s
Medium creatures such as Seltyiel become Large and gain reach. Whisperwood—Seltyiel would never have lived had he remained
Melee weapons increase in damage (Seltyiel’s scimitar’s damage die in his stepfather’s clutches. Through guile and illusion, he was
goes up to 1d8). conceived as a living disgrace to the sonless Bhrostra family, who
Fly Seltyiel’s scroll grants the target a 60-foot fly speed and a +6 bonus had long hunted the woodland bandits. Two weeks before Seltyiel’s
on Fly checks (+7 total for Seltyiel himself) for 5 minutes. thirteenth birthday, with the bedridden youth already nursing a
Glitterdust Creatures in a 10-foot radius take a –40 penalty on Stealth thrice-broken arm, a drunk and enraged Lord Bhrostra rampaged
checks and lose the benefit of invisibility and the like for 4 rounds. into the bastard’s attic room. Catching the unsuspecting lord below
They are also blinded if they fail a DC 16 Will saving throw, but at the the waist, the boy’s blow sent him tumbling down the steep attic
end of each of their turns, they can attempt the Will saving throw stairs. Seltyiel stared down at his stepfather’s unconscious body in
again to end the blindness. terror. Without a word to his sister, the bloodied and crippled half-
Grease Seltyiel can grease a 10-foot-by-10-foot square of floor or an elf f led into the Whisperwood that night.
item within a range of 35 feet for 4 minutes. If he greases the ground, Three brigands found the youth. Terrified, Seltyiel repeated
creatures in the area must succeed at a DC 14 Reflex saving throw or the name he’d heard Lord Bhrostra curse a thousand times—
fall prone, and creatures walking through the area must succeed at Lairsaph—and as luck would have, Lairsaph was the bandits
a DC 10 Acrobatics check or stop moving and be forced to attempt master. The Feign Prince gave the boy the name Seltyiel—a
the same Reflex saving throw (failing the Acrobatics check by 5 or corruption of the elven word for malicious humor—and
more makes them fall with no Reflex saving throw). If he greases an sought a use for the youth.
attended object, the object’s possessor can attempt a Reflex saving Gradually, as the boy grew into a young man, he cultivated
throw to make the grease miss the item. Otherwise, if the possessor a quiet intellect and began collecting the merchants’ letters,
was holding the object, she drops it and must attempt a Reflex saving ledgers, and books, which the bandits discarded. Slowly he taught
throw each round to pick up or use the item. If he greases clothing, himself to read, first Taldane, then other languages. As he neared
the wearer gains a +10 bonus on Escape Artist checks, on combat his twentieth birthday, he made his greatest discovery in a treasure-
maneuver checks to escape grapples, and to CMD against grapples. stripped caravan wagon: a book of simple magic. Seltyiel became
Light An object Seltyiel touches sheds light for 40 minutes. He can’t obsessed. For years, the bastard read the tome over and
have more than one copy of this spell active at once. over, learning its runes and memorizing its symbols.
Mirror Image Seltyiel’s spell causes 1d4+1 copies of Seltyiel to weave In the half-elf ’s twenty-third year, Lairsaph and his
around him for 4 minutes. Any attack requiring an attack roll has thugs made a daring robbery, stealing a fully loaded tax
an equal chance to hit and destroy each image, missing Seltyiel, wagon headed to Egorian. Seltyiel was captured and left
as it does to hit Seltyiel (so with 3 images, there would be a 1 in 4 to rot in a dank Chelish dungeon for nearly 5 years.
chance to hit Seltyiel and a 3 in 4 chance of destroying an image). During Seltyiel’s imprisonment, the whispers came.
An attack that misses by 5 or less also destroys an image. If the They reminded him of his fear, his violent youth, his
enemy can’t see the images, it is not fooled. loathing, and his betrayal. They told him much: tales
Pearl of Power Seltyiel can activate the pearl as a standard action to of ancient magic, paths to lost treasures with feckless
recall a 1st-level spell he cast earlier in the day as if he hadn’t cast it. guardians, and the names of beings who could teach him
Prestidigitation Seltyiel can perform simple magic tricks for 1 hour, such forbidden secrets. For years he listened, and his soul turned to
as cleaning his outfit or flavoring his meal. steel. He knew that if he were to ever have anything, he needed
Shocking GraspT A touched target takes 4d6 points of electricity damage. to take it himself.
Seltyiel gains a +3 bonus on his attack roll with this spell if the target In 4707 ar, Seltyiel was released. He walked from Egorian to
is wearing metal armor. Westcrown, murdering two thieves along the way, then bought
True Strike Seltyiel’s scroll grants him a +20 insight bonus on his next passage on a ship, not caring about its destination. He decided to “I will have riches and influence. I will have respect
attack roll, as long as he makes it before the end of next round. kill his fathers—but first, he would have power.
and fear. But most of all, I will have revenge.”
©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Magus 7

For years, Seltyiel sat rotting in a dungeon, listening to the dark whispers invisibility (3 charges); Other Gear +1 glamered mithral breastplate,
that fanned his sense of anger and betrayal. Now released, he wields the +1 scimitar, mwk composite longbow (+4 Str) with 50 cold iron arrows,
magic he has learned in a quest for vengeance. belt of giant strength +2, cloak of resistance +1, headband of vast
intelligence +2, backpack, spellbook (contains all prepared spells and all
SELTYIEL 0-level spells plus the following: 1st—burning hands, color spray, magic
Male half-elf magus 7 (Pathfinder RPG Ultimate Magic 9) weapon, obscuring mist, shield, true strike, unseen servant; 2nd—
LN Medium humanoid (elf, human) bear’s endurance, invisibility, minor image, mirror image, pyrotechnics,
Init +4; Senses low-light vision; Perception +2 web), scroll cases (2), spell component pouches (2), sunrod, 86 gp
DEFENSE *The effects of these abilities are calculated into Seltyiel’s statistics.
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex) SPECIAL ABILITIES
hp 53 (7d8+15) +1 Glamered Mithral Breastplate Seltyiel can make his armor appear
Fort +7, Ref +5, Will +6; +2 vs. enchantments as any normal set of clothing on command.
Immune sleep Alignment As a precondition for joining the Pathfinder Society, Seltyiel
OFFENSE had to reform some of his crueler tendencies. For the purposes of
Speed 30 ft. organized play, he is lawful neutral rather than lawful evil.
Melee +1 scimitar +11 (1d6+5/18–20) Arcane Pool Seltyiel has a reservoir of mystic arcane energy that he
Ranged mwk composite longbow +8 (1d8+4/×3) can draw upon in battle. He can spend 1 point from his arcane
Special Attacks arcane pool (7 points, +2), magus arcana (arcane pool as a swift action to enhance his scimitar, granting it an
accuracy, empowered magic, spell shield), spell combat, spell additional +2 enhancement bonus for 1 minute. He can grant
recall, spellstrike his scimitar any of the frost, keen, or shock weapon properties
Magus Spells Prepared (CL 7th; concentration +13) in place of 1 point of enhancement bonus each. Alternatively,
3rd—daylight, dispel magic he can grant his scimitar the icy burst or shocking burst property
2nd—intensified corrosive touchUM, frigid touchUM, glitterdust (DC 16), in place of both points of enhancement bonus.
intensified shocking grasp Arcane Accuracy Seltyiel can spend 1 point from his arcane pool as a
1st—corrosive touch UM, enlarge person (DC 15), grease, shocking swift action to grant himself a +4 insight bonus on all attack rolls
grasp (2) until the end of his next turn.
0 (at will)—arcane mark, detect magic, light, prestidigitation, Knowledge Pool When Seltyiel prepares his spells, he
sparkAPG (DC 14) can spent up to 4 points from his arcane pool. For
STATISTICS each point he spends, he may treat one magus
Str 18, Dex 14, Con 12, Int 19, Wis 10, Cha 8 spell that is not in his spellbook as if it were in his
Base Atk +5; CMB +9; CMD 21 spellbook—this allows him to prepare the spell.
Feats Combat Casting, Intensified SpellAPG, Power Attack, Skill Focus Spell Recall As a swift action, Seltyiel can recall one spell
(Use Magic Device)*, Toughness*, Weapon Focus (scimitar)* he has already cast today by expending a number of
Traits Focused MindAPG,*, ReactionaryAPG,* points from his arcane pool equal to the spell’s level. The
Skills Climb +7, Fly +11, Intimidate +3, Knowledge (arcana) +14, spell is prepared again, as if he had never cast it.
Knowledge (dungeoneering) +8, Knowledge (history) +5, Knowledge Spell Shield Seltyiel can spend one point from his arcane
(local) +5, Knowledge (nature) +5, Knowledge (planes) +14, pool as an immediate action to grant himself a +4 shield
Knowledge (religion) +5, Perception +2, Spellcraft +14, Use Magic bonus to AC until the end of his next turn.
Device +12; Racial Modifiers +2 Perception; Armor Check Penalty –1 Combat Casting Seltyiel gains a +4 bonus on concentration checks to
Languages Common, Draconic, Elven, Ignan, Infernal cast spells on the defensive or while grappled.
SQ elf blood, knowledge pool, medium armor* Elf Blood As a half-elf, Seltyiel counts as both an elf and a human for
Combat Gear pearl of power (1st level), scroll of bear’s endurance, any effect related to race.
scroll of fly, scroll of mirror image (CL 6th), scroll of wind wall, wand Empowered Magic Seltyiel can cast one spell per day as if it were “I will have riches and influence. I will have respect
of cure light wounds (8 charges), wand of haste (3 charges), wand of modified by the Empower Spell feat, causing it to deal one and a
and fear. But most of all, I will have revenge.”
©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Magus 7

half times as much damage as normal. This does not increase the it requires him to succeed at a dispel check (1d20+7) against a DC
casting time or level of the spell. equal to 11 + the spell’s or item’s caster level, or the spell’s DC.
Intensified Spell Seltyiel can cast intensified spells, increasing their Enlarge Person After 1 full round of casting, Seltyiel can make a
maximum number of damage dice by 5 levels. An intensified spell humanoid target within 40 feet become one size larger for 7 minutes, Mirror Image Seltyiel’s scroll causes 1d4+2 copies of Seltyiel to weave
takes up a spell slot one level higher than a standard spell. gaining +2 Strength, –2 Dexterity, a +1 size bonus to CMD and on around him for 6 minutes. Any attack requiring an attack roll has
Knowledge Pool This ability is listed under arcane pool. combat maneuver checks, a –1 size penalty to hit and to AC, a –4 an equal chance to hit and destroy each image, missing Seltyiel,
Power Attack Seltyiel can take a –2 penalty on attack rolls with his size penalty on Stealth checks, and a –2 size penalty on Fly checks. as it does to hit Seltyiel (so with 3 images, there would be a 1 in 4
scimitar to deal 4 additional points of damage. Medium creatures such as Seltyiel become Large and gain reach. chance to hit Seltyiel and a 3 in 4 chance of destroying an image).
Spell Combat Seltyiel can cast spells and wield his scimitar at the Melee weapons increase in damage (Seltyiel’s scimitar’s damage die An attack that misses by 5 or less also destroys an image. If the
same time. As a full-round action, he can make all of his weapon goes up to 1d8). enemy can’t see the images, it is not fooled.
attacks and also cast any spell he has prepared. If he does so, he Fly Seltyiel’s scroll grants the target a 60-foot fly speed and a +6 bonus Pearl of Power Seltyiel can activate his pearl as a standard action to
takes a –2 penalty on all attack rolls during his turn. If he casts the on Fly checks (+7 total for Seltyiel himself) for 5 minutes. recall a 1st-level spell he cast earlier in the day as if he hadn’t cast it.
spell defensively, he can choose to take an additional penalty of up Frigid TouchT A touched target takes 4d6 points of cold damage and is Prestidigitation Seltyiel can perform simple magic tricks for 1 hour, such
to –4 on his attack rolls to add the same amount as a circumstance staggered for 1 round (or 1 minute if the attack is a critical hit). as cleaning his outfit or flavoring his meal.
bonus on his concentration check. Glitterdust Creatures in a 10-foot radius take a –40 penalty on Stealth Shocking GraspT A touched target takes 5d6 points of electricity damage
Spellstrike Whenever Seltyiel casts a spell with a range of touch, checks and lose the benefit of invisibility and the like for 7 rounds. (or 7d6, for the intensified version). Seltyiel gains a +3 bonus on his
he can deliver the spell through his scimitar as a part of a melee They are also blinded if they fail a DC 16 Will saving throw, but at the attack roll with this spell if the target is wearing metal armor.
attack. Instead of the free melee touch attack normally allowed to end of each of their turns, they can attempt the Will save again to end Spark Seltyiel can set an unattended object within 40 feet on fire. The
deliver a spell, he can make a free melee attack with his scimitar at the blindness. object must be Fine (roughly the size of a coin).
his full attack bonus as a part of casting the spell. If successful, this Grease Seltyiel can grease a 10-foot-by-10-foot square of floor or Wind Wall Seltyiel’s scroll can create a vertical wall of wind up to 50
melee attack inflicts its normal damage as well as the effects of the an item within a range of 40 feet for 7 minutes. If he greases the feet long and 25 feet high, shaped in whatever way he wants.
spell. The spell uses the scimitar’s critical range (18–20). Seltyiel’s ground, creatures in the area must succeed at a DC 15 Reflex saving The wall must be within 150 feet of him. Small or smaller flying
prepared touch spells are marked with a superscript “T.” throw or fall prone, and creatures walking through the area must creatures cannot pass through the wall, and neither can gases or
Spells and Gear Seltyiel’s spells and gear are described below. succeed at a DC 10 Acrobatics check or stop moving and be forced to very small projectiles like arrows and bolts. Other ranged weapons
Arcane MarkT A touched target is marked with Seltyiel’s personal rune. attempt the same Reflex saving throw (failing the Acrobatics check such as spears have a 30% chance to miss when passing through
Bear’s Endurance Seltyiel’s scroll grants its target a +4 enhancement by 5 or more makes them fall with no Reflex save). If he greases an the wall, and enormous weapons such as boulders and ballista bolts
bonus to Constitution for 3 minutes, temporarily increasing its hit attended object, the object’s possessor can attempt a Reflex saving automatically pass. The wall lasts for 5 rounds.
points by 2 per level and its Fortitude save bonus by +2. throw to make the grease miss the item. Otherwise, if the possessor
Corrosive TouchT A touched target takes 5d4 points of acid damage was holding the object, she drops it and must attempt a Reflex saving Born from a dead mother amid screams and disgrace, this sickly
(7d4 for the intensified version). throw each round to pick up or use the item. If he greases clothing, half-elf is haunted by whispers. They remind him of his fear, his
Cure Light Wounds Seltyiel’s wand heals a touched target for 1d8+1 the wearer receives a +10 bonus on Escape Artist checks, on combat violent youth, his loathing, and his betrayal. They also tell him
points of damage. He needs Use Magic Device to activate this wand maneuver checks to escape grapples, and to CMD against grapples. tales of ancient magic more than the gods, paths to lost treasures
(DC 20). Haste Seltyiel’s wand can grant to up to 5 targets within 35 feet of with feckless guardians, and the names of beings who could teach
Daylight Seltyiel’s spell creates bright light for 60 feet and raises the Seltyiel and all within 30 feet of each other a 30-foot enhancement him forbidden secrets. Long ago, he realized that if he were to ever
light by one level for the next 60 feet for 70 minutes. If there is bonus to movement speed, +1 on attack rolls, +1 on Reflex saving have anything, he would need to take it himself.
magic darkness in that area, the overlapping area is unaffected by throws, a +1 dodge bonus to AC, and an extra attack at the highest The bastard son of the duped Lady Phiaura Bhrostra and the
either spell. bonus during any full attack. The benefits last for 5 rounds. brigand-sorcerer Lairsaph—the so-called Feign Prince of Cheliax’s
Detect Magic Seltyiel can notice magic in a 60-foot cone. If he Invisibility Seltyiel’s wand causes a touched target to vanish for 3 minutes Whisperwood—Seltyiel was a living disgrace to the sonless Bhrostra
concentrates, he can find how many magic auras there are on the or until the target attacks. While the target is invisible, it gains a +20 family, who had long hunted the woodland bandits. After his adoptive
next round. On the round after that, he can try to find out more bonus on Stealth checks (+40 if standing perfectly still). It also gains father nearly killed him, he fled to the forest to find his real father,
about one aura. a +2 bonus on the attack roll for any attack it makes before becoming who proved just as cruel. Framed for a crime and imprisoned, he
Dispel Magic Seltyiel can attempt to end one ongoing spell cast on visible, and the enemy likely loses its Dexterity bonus to AC. learned to wield magic while locked away in prison. Now released,
a creature or object, suppress a magic item, or counter another Light An object Seltyiel touches sheds light for 70 minutes. He can’t the cold and determined magus roams the world, seeking the power
spellcaster’s spell. If a spell is affecting a target or area, dispelling have more than one copy of this spell active at once. he must seize before he can take revenge on both his fathers.

©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Medium 1

Once tormented by the voices in his head, Erasmus has come to realize that mazes, taverns, and trap-filled locations, his statistics are Fort +1,
they are the spirits of his murdered family, and now seeks to avenge them. Ref +6, Melee starknife +4 (1d4/×3), Ranged starknife +4 (1d4/×3),
+2 Dexterity checks, CMB +0 (+4 trip, disarm, sunder); Skills +2
ERASMUS Dexterity-based skill checks, +1 to one skill and it becomes a class
Male human medium 1 skill, SQ remove champion’s prowess (bolas), add trickster’s edge:
N Medium humanoid (human) choose any two skills to become class skills, and treat them as if
Init +4; Senses Perception +4 Erasmus had 1 extra rank in them.
DEFENSE Additionally, if the trickster spirit gains at least 3 points of
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex) influence, Erasmus never counts as an ally for purposes of gaining
hp 10 (1d8+2) benefits from another’s abilities, and he is not a willing target
Fort +3, Ref +4, Will +2; +1 against charms and compulsions for spells. All touch spells require a melee touch attack (although
OFFENSE Erasmus can forgo his saving throws against harmless spells).
Speed 30 ft. Erasmus cannot benefit from aid another attempts.
Melee silver starknife +6 (1d4+4/×3) For a list of all spirits Erasmus can channel, see Pathfinder RPG
Ranged silver starknife +6 (1d4+4/×3) Occult Adventures 33–36.
Medium Spells Known (CL 1st; concentration +3) Spells Erasmus can cast the following spells. For full spell descriptions,
0—detect magic, grave wordsOA see Chapter 10 of the Pathfinder RPG Core Rulebook or Chapter 4 of
STATISTICS Pathfinder RPG Occult Adventures, as indicated.
Str 10, Dex 18, Con 13, Int 12, Wis 10, Cha 14 Detect Magic: Erasmus can notice magic in a 60-foot cone. If he
Base Atk +0; CMB +2 (+6 disarm, sunder, trip); CMD 14 concentrates, he can find how many magic auras there are on the
Feats Spirit Focus (champion)*, Weapon Finesse* next round. On the round after that, he can try to find out more about
Skills Bluff +6, Diplomacy +6, Linguistics +5, Perception +4, Sense one aura.
Motive +4, Spellcraft +5; Armor Check Penalty –1 Grave Words: Erasmus can cause a touched corpse to begin babbling
Traits Varisian tattoo*, vengeful for one round. There is a 10% chance the corpse’s ramblings are useful
Languages Abyssal, Celestial, Common, Varisian in some way (determined by the GM). Once a corpse has been targeted
SQ champion’s prowess (bolas), spirit (champion)*, spirit bonus +2*, by this spell, it is immune to it forever.
spirit surge 1d6 Spirit Once per day, Erasmus can invite a spirit into his body after
Combat Gear potion of cure light wounds, acid; Other Gear silver conducting a seance that takes 1 hour and requires his concentration.
starknife, studded leather, backpack, bolas, candles (10), incense The spirit must be channeled in an appropriate location, and it grants
(10), spell component pouch, sunrod, waterskin, wooden holy Erasmus a seance boon and lesser seance power for 24 hours.
symbol of Pharasma, 3 gp In addition to granting Erasmus power, a channeled spirit can
* The effects of this ability have already been calculated into influence him. By channeling a spirit, Erasmus allows it to gain 1
Erasmus’s statistics. point of influence. If this point is lost, Erasmus loses contact with the
SPECIAL ABILITIES spirit, and he is unable to perform a new seance until the normal
Champion’s Prowess Erasmus’s champion spirit grants him proficiency 24-hour period has elapsed since his last seance. When the spirit
in all martial weapons and the bolas (he can gain proficiency in a leaves after the 24-hour duration and before the next seance, its
different exotic weapon when he channels the champion again). His influence resets to 0. If the spirit gains at least 3 points of influence,
Varisian tattoo trait grants him proficiency with the starknife. Erasmus takes a –2 penalty on initiative checks and a specific “I may look fragile, but the spirits who follow me
Champion Spirit Erasmus’ statistics above assume he has channeled penalty tied to the spirit. However, he also gains a +4 bonus against are not. Consider yourself warned.”
a champion spirit, which favors arenas, battlefields, practice yards, possession effects and a +2 bonus to saving throws against mind-
and other places of violence. If the spirit gains at least 3 points of affecting effects not related to possession. If the spirit ever gains Spirit Bonus When Erasmus channels a spirit, he gains a +2 bonus to
influence, Erasmus takes a –2 penalty to Intelligence checks and 5 or more influence, it takes over Erasmus, who becomes an NPC certain things, depending on the spirit. While the champion spirit
Intelligence-based skill checks, and he cannot cast his spells. under the GM’s control until the next day, when he awakens with inhabits him, this bonus applies to attack rolls, non-spell damage
If he instead channels a trickster spirit, which favors alleys, the spirit gone. rolls, Strength checks, Strength-based skill checks, and Fortitude

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Medium 1

saves. The champion’s seance boon also grants Erasmus a +2 to all the ghostly mutterings as best he could, quietly writing them off as the
non-spell damage rolls. lunacy of grief. But, with his suspicions aroused, he began to investigate
Spirit Surge After failing a d20 roll that was modified by his spirit the whispers’ claims. Erasmus told no one of the subtly altered
bonus (see above), Erasmus can allow his spirit to gain 1 additional summoning circle he found in his uncle’s chambers, or of the oily residue
point of influence to add 1d6 to the check’s result without taking an that hadn’t been washed from his father’s used silverware. The more he
action. Erasmus must be conscious and aware to use this ability and discovered, the more intense the chorus of voices grew in his crowded
can only do so once per round. mind. Servants concealed Erasmus’s late-night wanderings as best they
Vengeful When Erasmus strikes a creature that damaged him in the could, or dismissed his mutterings and ravings as overwhelming grief.
past 24 hours, he gains a +1 trait bonus on damage rolls against It all came to a head when one of Erasmus’s episodes interrupted
that creature. his own father’s funeral. Snapping his head back and forth, Erasmus
Combat Gear Erasmus’s combat gear is described below. railed against a chorus of unseen phantoms. Amid the outburst, he
Acid: Erasmus can throw a flask of acid as a splash weapon with a howled that his family was victim of his eldest brother’s deceit.
+4 attack bonus (+6 if the champion spirit inhabits him) and a range None who heard truly listened, though, all convinced that grief
increment of 10 feet. A direct hit deals 1d6 points of acid damage. had pushed Erasmus past the brink of insanity. Vinn, Erasmus’s
Every creature within 5 feet of the point where the acid hits takes 1 only remaining family member, committed him to Havenguard
point of acid damage from the splash Lunatic Asylum.
Potion of Cure Light Wounds: Erasmus’s potion heals the For nearly a year, Erasmus languished at the asylum, baff ling his
drinker for 1d8+1 points of damage. well-intentioned wardens as they sought to heal the man’s troubled
mind. But on the anniversary of his father’s death, another voice
Erasmus was born the youngest scion of a minor noble house in called through the darkness. From a neighboring cell, a new prisoner
Caliphas, Ustalav’s capital. Along with his five older siblings, he calling himself “the King” counseled the troubled man. With gruff
enjoyed the benefits of a fine education and practice in horsemanship, kindness, the stranger with the accent of a northern barbarian taught
swordplay, and tutelage in the arcane arts. Yet he understood he had Erasmus not to fight the chorus, but rather to accept and welcome it,
little hope of ever claiming ancestral holdings or heirship. He spent opening his mind and body to its words. Erasmus gradually identified
his early life in the cosmopolitan pursuits of the idle rich, and he each mysterious voice in turn, and finally understood they were the
seemed destined for some opportune marriage to secure his family’s shades of his family—the spirits of his deceased brothers, father, and
comfort, with the resulting life likely to be one of bored leisure. uncle—who endlessly dwelled upon the circumstances of their deaths.
As Erasmus left his teenage years behind, though, the heirs of his Over time, he learned to sit in quiet communion with the voices, and to
family began to mysteriously die. Authorities discovered Nissa, his allow them to exercise their inf luence upon his mortal shell.
eldest sister—a cunning duelist—slain in some underground fighting With the aid of his uncle’s mastery of magic, Erasmus easily
pit by an opponent she severely outmatched. His uncle, a skilled magic- retrieved the keys to his cell to secure his escape. Under the control
user, was torn apart by a summoned creature in his own occult library, of his battle-eager eldest sister, the asylum’s guards had no hope of
while the corpse of his son was found broken below his high tower. His restraining him. But when he gratefully burst open the King’s cell, he
second sister, Veldira, choked to death on porridge in the Pharasmin found it empty. Too harried to ponder the implications of his friend’s
cathedral where she served. Erasmus’s closest confidant, his sly older disappearance, Erasmus f led, relying on the inf luence of his roguish
brother Baylock, was found hanged in a dark alley in what authorities brother Baylock to slip through the shadows to freedom.
ruled a suicide. Amid the turmoil of the deaths, Erasmus’s father began Yet, the world had not changed for the better during Erasmus’s
to waste away in his council chamber, while the family’s eldest surviving absence. Vinn had used his brother’s madness to legally disown
heir, Erasmus’s brother Vinn, took control of the family affairs. him from any claim to his family’s titles or lands. His murderous
It wasn’t long before the voices started. brother had also married into a prestigious noble family, solidifying
At first they were the faintest whispers, which Erasmus dismissed his holdings and winning him considerable inf luence in Caliphas’s
as sleep-deprived hallucinations or echoes bouncing through the royal court. Seeing little chance at justice, Erasmus knew he’d need
corridors of his family’s estate. But with each new death, the whispers living allies to retake his birthright. He boarded a ship crossing Lake “I may look fragile, but the spirits who follow me
grew stronger and their message clearer: “Murder.” Erasmus ignored Encarthan, the restless spirits of his ancestors following close behind.
are not. Consider yourself warned.”
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Medium 4

Once tormented by the voices in his head, Erasmus has come to realize that Champion Spirit Erasmus’ statistics above assume he has channeled
they are the spirits of his murdered family, and now seeks to avenge them. a champion spirit, which favors arenas, battlefields, practice yards,
and other places of violence. If the spirit gains at least 3 points of
ERASMUS influence, Erasmus takes a –2 penalty to Intelligence checks and
Male human medium 4 Intelligence-based skill checks, and he can only cast his 0-level
N Medium humanoid (human) spells (at caster level 2).
Init +4; Senses Perception +7 If he instead channels a trickster spirit, which favors alleys,
DEFENSE mazes, taverns, and trap-filled locations, his statistics are Fort +4,
AC 20, touch 14, flat-footed 16 (+5 armor, +4 Dex, +1 natural) Ref +8, Melee mwk starknife +9 (1d4+4/×3), Ranged mwk starknife
hp 35 (4d8+12) +9 (1d4/×3), +2 Dexterity checks, CMB +3 (+9 trip, disarm, sunder);
Fort +6, Ref +6, Will +5; +1 against charms and compulsions Skills +2 Dexterity-based skill checks, +1 to one skill and it becomes
Weaknesses taboo a class skill, SQ remove champion’s prowess (bolas), add trickster’s
OFFENSE edge: choose any two skills to become class skills, and treat them as
Speed 30 ft. if Erasmus had 4 extra ranks in them.
Melee mwk starknife +11 (1d4+8/×3) Additionally, if the trickster spirit gains at least 3 points of
Ranged mwk starknife +11 (1d4+4/×3) influence, Erasmus never counts as an ally for purposes of gaining
Special Attacks haunt channeler, shared seance benefits from another’s abilities, and he is not a willing target
Medium Spells Known (CL 4th; concentration +6) for spells. All touch spells require a melee touch attack (although
1st (2/day)—detect undead, oneiric horrorOA (DC 13) Erasmus can forgo his saving throws against harmless spells).
0—detect magic, grave wordsOA, light, prestidigitation Erasmus cannot benefit from aid another attempts.
STATISTICS For a list of all spirits Erasmus can channel, see Pathfinder RPG
Str 10, Dex 18, Con 14, Int 12, Wis 10, Cha 14 Occult Adventures 33–36.
Base Atk +3; CMB +5 (+11 trip, disarm, sunder); CMD 17 Haunt Channeler Erasmus can always act on the surprise round against
Feats Slashing Grace (starknife), Weapon Finesse*, Weapon Focus haunts. His touch deals 2d6 points of damage to the haunt and he
(starknife)* can ask it a single question (the haunt can answer as it chooses). If
Skills Bluff +6, Diplomacy +9, Knowledge (arcana) +8, Knowledge Erasmus forgoes his saving throw against a haunt’s effects, he suffers
(religion) +5, Linguistics +5, Perception +7, Sense Motive +4, its full effects, but it doesn’t affect anyone else. The haunt then gains
Spellcraft +5, Use Magic Device +9; Armor Check Penalty –1 possession of Erasmus’s body (once per minute, he can attempt a DC 22
Traits Varisian tattoo*, vengeful Will saving throw to end this possession).
Languages Abyssal, Celestial, Common, Varisian Shared Seance Erasmus’s allies can participate in his seance to gain
SQ champion’s prowess (bolas), spirit (champion)*, spirit bonus +2*, its seance boon for 24 hours. For the champion, the boon is +2 on all
spirit surge 1d6 non-spell damage rolls. For the trickster, the boon allows each ally
Combat Gear scroll of fly, wand of cure light wounds (5 charges), acid; to choose a skill to become a class skill and gain a +1 bonus. Only
Other Gear +1 mithral chain shirt, amulet of natural armor +1, cloak creatures with an Intelligence score of at least 3 can participate.
of resistance +1, masterwork starknife, backpack, bolas, candles (10), Unlike Erasmus, other participants can take other actions during
cold iron starknife, incense (10), silver starknife, spell component the seance, but a participant must maintain physical contact with
pouch, waterskin, wooden holy symbol of Pharasma, 5 gp another participant the whole time.
* The effects of this ability have already been calculated into Erasmus’s Spells Erasmus can cast the following spells. For full spell “I may look fragile, but the spirits who follow me
statistics descriptions, see the Pathfinder RPG Core Rulebook or Pathfinder are not. Consider yourself warned.”
SPECIAL ABILITIES RPG Occult Adventures.
Champion’s Prowess Erasmus’s champion spirit grants him proficiency Detect Magic: Erasmus can notice magic in a 60-foot cone. If he Detect Undead: Erasmus can detect undead creatures in a 60-foot
in all martial weapons and the bolas (he can gain proficiency in a concentrates, he can find how many magic auras there are on the cone. If he concentrates, he can find out how many undead and the
different exotic weapon when he channels the champion again). His next round. On the round after that, he can try to find out more strength of the strongest undead aura. On the round after that, he
Varisian tattoo trait grants him proficiency with the starknife. about one aura. can determine the strength and location of each undead aura.

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Medium 4

Grave Words: Erasmus can cause a touched corpse to begin incurring influence. Erasmus can only accept a single taboo, and
babbling for one round. There is a 10% chance the corpse’s if he breaks it, he takes a –2 penalty on attack rolls, damage rolls,
ramblings are useful in some way (determined by the GM). Once a ability checks, skill checks, and saving throws for 1 hour, and his
corpse has been targeted by this spell, it is immune to it forever. spirit gains 1 influence point. Continuing to violate the taboo extends
Light: An object Erasmus touches sheds light for 10 minutes. He the penalties but does not add influence. If a spirit gains 5 points of
can’t have more than one copy of this spell active at once. influence because of a violated taboo, it leaves Erasmus immediately,
Oneiric Horror: As a standard action, Erasmus can target 1 living and Erasmus cannot channel spirits of that legend for 1 week.
creature within 140 feet to believe it is being attacked for up to The champion spirit’s taboos are: Erasmus cannot be the willing
4 rounds. Each round, the target makes a full attack against the target of arcane spells or abilities; Erasmus cannot make a weapon
illusionary creature. A successful DC 13 Will save negates this spell, attack unless it’s a specific weapon he chooses; Erasmus must accept all
and the target receives a new saving throw at the end of each round. challenges to prove his prowess in battle (and abide by all their rules).
The target is fatigued for 1 minute after the spell ends. The trickster spirit’s taboos are: Erasmus can’t reveal his true
Prestidigitation: Erasmus can perform simple magic tricks for 1 hour, identity to anyone; he can never tell the truth; he can never pass up a
such as cleaning his outfit, chilling his drink, or flavoring his meal. more lucrative offer, even if it requires changing sides.
Spirit Once per day, Erasmus can invite a spirit into his body after Vengeful When Erasmus strikes a creature that damaged him in the past 24
conducting a seance that takes 1 hour and requires his concentration. hours, he gains a +1 trait bonus on damage rolls against that creature.
The spirit must be channeled in an appropriate location, and it grants Combat Gear Erasmus’s combat gear is described below.
Erasmus a seance boon and lesser seance power for 24 hours. Acid: Erasmus can throw a flask of acid as a splash weapon with a
In addition to granting Erasmus power, a channeled spirit can +4 attack bonus (+6 if the champion spirit inhabits him) and a range
influence him. By channeling a spirit, Erasmus allows it to gain 1 point increment of 10 feet. A direct hit deals 1d6 points of acid damage.
of influence. If this point is lost, Erasmus loses contact with the spirit, Every creature within 5 feet of the point where the acid hits takes 1
and he is unable to perform a new seance until the normal 24-hour point of acid damage from the splash
period has elapsed since his last seance. When the spirit leaves after Scroll of Fly: A touched target gains a 60-foot fly speed and a +7
the 24-hour duration and before the next seance, its influence resets bonus to Fly checks for 7 minutes. Erasmus must succeed on a DC 25
to 0. If the spirit gains at least 3 points of influence, Erasmus takes a Use Magic Device check to use this scroll.
–2 penalty on initiative checks and a specific penalty tied to the spirit. Wand of Cure Light Wounds: Erasmus’s wand heals 1d8+1 points
However, he also gains a +4 bonus against possession effects and a of damage by touch. He must succeed at a DC 20 Use Magic Device
+2 bonus to saving throws against mind-affecting effects not related check to use the wand himself.
to possession. If the spirit ever gains 5 or more influence, it takes over
Erasmus, who becomes an NPC under the GM’s control until the next The youngest son of a minor noble house in Caliphas, Ustalav’s
day, when he awakens with the spirit gone. capital, Erasmus enjoyed the benefits of his station along with his five
Spirit Bonus When Erasmus channels a spirit, he gains a +2 bonus to older siblings. He had an excellent education and his pursuits were
certain things, depending on the spirit. While the champion spirit predictably cosmopolitan, but he had none of the promise of an heir.
inhabits him, this bonus applies to attack rolls, non-spell damage However, as Erasmus left his teenage years behind him, his family’s
rolls, Strength checks, Strength-based skill checks, and Fortitude heirs began dying mysteriously. In the turmoil of the deaths, the mind
saves. The champion’s seance boon also grants Erasmus a +2 to all and body of Erasmus’s father wasted away. The eldest surviving heir,
non-spell damage rolls. Erasmus’s brother Vinn, took control of the family’s affairs. “I may look fragile, but the spirits who follow me
Spirit Surge After failing a d20 roll that was modified by his spirit Soon afterward, Erasmus began to hear voices that spoke of murder.
are not. Consider yourself warned.”
bonus (see above), Erasmus can allow his spirit to gain 1 additional At his father’s funeral, Erasmus howled that his family was victim of
point of influence to add 1d6 to the check’s result without taking an his brother’s deceit—and Vinn, now a count, had him committed to
action. Erasmus must be conscious and aware to use this ability and Havenguard Lunatic Asylum. With the advice of a fellow inmate called any claim to his family’s holdings, and the King, though Erasmus tried
can only do so once per round. the King, Erasmus realized that the voices in his head were the spirits of to rescue him, had seemingly vanished. Erasmus now travels widely, as
Taboo During his daily seance, Erasmus can accept a taboo to appease his slain relatives, and with their help, he escaped the asylum. However, much to learn about the world—and how to better commune with the
his spirit. If he does, he can use his spirit surge ability twice without while Erasmus was locked away, Vinn had legally disowned him from spirits who follow him—as to escape his terrible past.

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Medium 7

Once tormented by the voices in his head, Erasmus has come to realize that SPECIAL ABILITIES
they are the spirits of his murdered family, and now seeks to avenge them. Champion’s Prowess Erasmus’s champion spirit grants him proficiency
in all martial weapons and the bolas (he can gain proficiency in a
ERASMUS different exotic weapon when he channels the champion again). His
Male human medium 7 Varisian tattoo trait grants him proficiency with the starknife.
N Medium humanoid (human) Champion Spirit Erasmus’ statistics above assume he has channeled
Init +5; Senses Perception +13 a champion spirit, which favors arenas, battlefields, practice yards,
DEFENSE and other places of violence. If the spirit gains at least 3 points of
AC 21, touch 15, flat-footed 16 (+5 armor, +5 Dex, +1 natural) influence, Erasmus takes a –3 penalty to Intelligence checks and
hp 59 (7d8+21) Intelligence-based skill checks, and he can only cast his 0-level
Fort +9, Ref +9, Will +7; +1 against charms and compulsions spells, detect undead, and oneiric horrorOA (at caster level 4).
Weaknesses taboo If he instead channels a trickster spirit, which favors alleys,
OFFENSE mazes, taverns, and trap-filled locations, his statistics are Fort +6,
Speed 30 ft. Ref +12, Melee +1 human-bane starknife +12 (1d4+6/×3), Ranged
Melee +1 human-bane starknife +15 (1d4+11/×3) +1 human-bane starknife +12 (1d4+1/×3), +3 Dexterity checks, CMB
Ranged +1 human-bane starknife +15 (1d4+6/×3) +5 (+12 disarm, trip, sunder); Skills +3 Dexterity-based skill checks,
Special Attacks haunt channeler, shared seance, sudden attack +1 to one skill and it becomes a class skill, SQ remove champion’s
Medium Spells Known (CL 7th; concentration +9) prowess (bolas) and sudden attack; add trickster’s edge: choose any
2nd (2/day)—haste, heroism two skills to become class skills, and treat them as if Erasmus had 7
1st (2/day)—detect undead, oneiric horrorOA (DC 13), remove fear, extra ranks in them; add surprise strike: when Erasmus attacks an
true strike opponent that’s denied its Dexterity bonus to AC, he deals 2d6 points
0—detect magic, grave wordsOA, light, prestidigitation of extra precision damage, and the target always counts as flat-footed
STATISTICS against the first attack he makes against it in a day (the target is then
Str 10, Dex 20, Con 14, Int 12, Wis 10, Cha 14 immune to being made flat-footed by this ability for 24 hours).
Base Atk +5; CMB +8 (+15 trip, disarm, sunder); CMD 20 Additionally, if the trickster spirit gains at least 3 points of
Feats Skill Focus (Perception)*, Spirit Focus (champion)*, Slashing Grace influence, Erasmus never counts as an ally for purposes of gaining
(starknife), Weapon Finesse*, Weapon Focus (starknife)* benefits from another’s abilities, and he is not a willing target
Skills Appraise +2, Bluff +8, Diplomacy +12, Heal +1, Knowledge for spells. All touch spells require a melee touch attack (although
(arcana) +8, Knowledge (planes) 5, Knowledge (religion) +5, Erasmus can forgo his saving throws against harmless spells).
Linguistics +5, Perception +13, Sense Motive +4, Spellcraft +8, Erasmus cannot benefit from aid another attempts.
Survival +1, Use Magic Device +12; Armor Check Penalty –1 For a list of all spirits Erasmus can channel, see Pathfinder RPG
Traits Varisian tattoo*, vengeful Occult Adventures 33–36.
Languages Abyssal, Celestial, Common, Varisian Haunt Channeler Erasmus can always act on the surprise round against
SQ champion’s prowess (bolas), connection channel, location channel haunts. His touch deals 3d6 points of damage to the haunt and he
(7 rounds), spirit (champion)*, spirit bonus +3*, spirit surge 1d6 can ask it a single question (the haunt can answer as it chooses). If
Combat Gear oil of daylight, potion of lesser restoration, scroll of align Erasmus forgoes his saving throw against a haunt’s effects, he suffers
weapon, scroll of fly, wand of cure moderate wounds (6 charges), its full affects, but it doesn’t affect anyone else. The haunt then gains
acid; Other Gear +1 mithral chain shirt, +1 human-bane starknife, possession of Erasmus’s body (once per minute, he can attempt a DC “I may look fragile, but the spirits who follow me
amulet of natural armor +1, belt of incredible dexterity +2, cloak 23 Will saving throw to end this possession). are not. Consider yourself warned.”
of resistance +2, backpack, bolas, candles (10), cold iron starknife, Location Channel Erasmus can perform a special seance at the site of
incense (10), silver starknife, spell component pouch, waterskin, a person’s death, a site that was precious to them, or anywhere else except the duration is 7 rounds. An unwilling spirit can attempt a Will
wooden holy symbol of Pharasma, 35 gp as long as he possesses some connection to the deceased. When he save based on the medium’s knowledge of and connection to the
* The effects of this ability have already been calculated into does, he calls forth that person’s spirit into his body so his allies can spirit (see Pathfinder RPG Occult Adventures 160); on a successful
Erasmus’s statistics. ask one question per round. The effects are similar to call spiritOA , save, a malevolent trickster spirit possesses Erasmus, and either way,

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Medium 7

the spirit can refuse to answer questions or attempt to bluff. such as cleaning his outfit, chilling his drink, or flavoring his meal.
The seance’s other participants must ask the questions, but Erasmus Remove Fear: Erasmus selects two creatures within 40 feet that are
can substitute an ally’s familiarity with the deceased for his own (this within 30 feet of each other. He suppresses all current fear effects on
affect’s the spirit’s Will save for call spiritOA). Erasmus can only call the those creatures for 10 minutes. During that time, the creatures gain a spirit gains 1 influence point. Continuing to violate the taboo extends
same spirit once every 24 hours. Once per round, he can attempt to +4 morale bonus against further fear effects. the penalties but does not add influence. If a spirit gains 5 points of
end the seance early by making a successful DC 24 Will saving throw. True Strike: Erasmus’s next single attack roll gains a +20 insight influence because of a violated taboo, it leaves Erasmus immediately,
Shared Seance Erasmus’s allies can participate in his seance to gain its bonus. The attack must be made before the end of the next round, and Erasmus cannot channel spirits of that legend for 1 week.
seance boon for 24 hours. For the champion, the boon is +2 on all non- and he ignores the miss chance when attacking concealed opponents. The champion spirit’s taboos are: Erasmus cannot be the willing
spell damage rolls. For the trickster, the boon allows each ally to choose Spirit Once per day, Erasmus can invite a spirit into his body after target of arcane spells or abilities; Erasmus cannot make a weapon
a skill to become a class skill and gain a +1 bonus. Only creatures with conducting a seance that takes 1 hour and requires his concentration. attack unless it’s a specific weapon he chooses; Erasmus must accept all
an Intelligence score of at least 3 can participate. Unlike Erasmus, The spirit must be channeled in an appropriate location, and it grants challenges to prove his prowess in battle (and abide by all their rules).
other participants can take other actions during the seance, but must Erasmus a seance boon and lesser seance power for 24 hours. The trickster spirit’s taboos are: Erasmus can’t reveal his true
maintain physical contact with another participant the whole time. In addition to granting Erasmus power, a channeled spirit can identity to anyone; he can never tell the truth; he can never pass up a
Spells Erasmus can cast the following spells. For full spell descriptions, influence him. By channeling a spirit, Erasmus allows it to gain 1 point more lucrative offer, even if it requires changing sides.
see Chapter 10 of the Pathfinder RPG Core Rulebook or Chapter 4 of of influence. If this point is lost, Erasmus loses contact with the spirit, Vengeful When Erasmus hits a creature that damaged him in the past 24
Pathfinder RPG Occult Adventures, as indicated. and he is unable to perform a new seance until the normal 24-hour hours, he gains a +1 trait bonus on damage rolls against that creature.
Detect Magic: Erasmus can notice magic in a 60-foot cone. If he period has elapsed since his last seance. When the spirit leaves after Combat Gear Erasmus’s combat gear is described below.
concentrates, he can find how many magic auras there are on the the 24-hour duration and before the next seance, its influence resets Acid: Erasmus can throw a flask of acid as a splash weapon with a
next round. On the round after that, he can try to find out more to 0. If the spirit gains at least 3 points of influence, Erasmus takes a +5 attack bonus (+8 if the champion spirit inhabits him) and a range
about one aura. –2 penalty on initiative checks and a specific penalty tied to the spirit. increment of 10 feet. A direct hit deals 1d6 points of acid damage.
Detect Undead: Erasmus can detect undead creatures in a 60-foot However, he also gains a +4 bonus against possession effects and a Every creature within 5 feet of the point where the acid hits takes 1
cone. If he concentrates, he can find out how many undead and the +2 bonus to saving throws against mind-affecting effects not related point of acid damage from the splash.
strength of the strongest undead aura. On the round after that, he can to possession. If the spirit ever gains 5 or more influence, it takes over Oil of Daylight: When smeared on an object, Erasmus’s oil creates
determine the strength and location of each undead aura. Erasmus, who becomes an NPC under the GM’s control until the next bright light for 60 feet and raises the light by one level for the next
Grave Words : Erasmus can cause a touched corpse to begin day, when he awakens with the spirit gone. 60 feet for 50 minutes. If there is magical darkness in that area,
babbling for one round. There is a 10% chance the corpse’s Spirit Bonus When Erasmus channels a spirit, he gains a +3 bonus to instead the overlapping area is unaffected by either spell.
ramblings are useful in some way (determined by the GM). Once a certain things, depending on the spirit. While the champion spirit Potion of Lesser Restoration: The drinker recovers 1d4 damage
corpse has been targeted by this spell, it is immune to it forever. inhabits him, this bonus applies to attack rolls, non-spell damage rolls, to Strength or removes most magical effects reducing Strength.
Haste: Erasmus can grant up to 7 targets within 40 feet of him (and Strength checks, Strength-based skill checks, and Fortitude saves. The drinker is no longer fatigued, and the potion reduces
all within 30 feet of each other) a +30-foot enhancement bonus to The champion’s seance boon also grants Erasmus a +2 to all non-spell exhausted to fatigued.
movement speed, +1 to attack rolls, +1 to Reflex saves, a +1 dodge damage rolls. Scroll of Align Weapon: A targeted weapon becomes chaotic,
bonus to AC, and an extra attack at the highest bonus during any full Spirit Surge After failing a d20 roll that was modified by his spirit evil, good, or lawful for the purposes of bypassing damage
attack. These benefits lasts for 7 rounds. bonus (see above), Erasmus can allow his spirit to gain 1 additional reduction. Erasmus must succeed at a DC 23 Use Magic Device
Heroism: Erasmus can give a touched target a +2 morale bonus point of influence to add 1d6 to the check’s result without taking an check to use this scroll.
on attack rolls, saving throws, and skill checks for 70 minutes. action. Erasmus must be conscious and aware to use this ability and Scroll of Fly: A touched target gains a 60-foot fly speed and a +7
Light: An object Erasmus touches sheds light for 10 minutes. He can only do so once per round. bonus to Fly checks for 7 minutes. Erasmus must succeed on a DC 25
can’t have more than one copy of this spell active at once. Sudden Attack Erasmus’s champion spirit grants him an additional Use Magic Device check to use this scroll.
Oneiric Horror: As a standard action, Erasmus can target 1 living attack at his highest bonus whenever he takes a full-attack action. Wand of Cure Moderate Wounds: Erasmus’s wand heals 2d8+2
creature within 170 feet to believe it is being attacked for up to This ability stacks with haste. points of damage by touch. He must succeed at a DC 20 Use Magic
7 rounds. Each round, the target makes a full attack against the Taboo During his daily seance, Erasmus can accept a taboo to appease Device check to use the wand himself.
illusionary creature. A successful DC 13 Will save negates this spell, his spirit. If he does, he can use his spirit surge ability twice without
and the target receives a new saving throw at the end of each round. incurring influence. Erasmus can only accept a single taboo, and The youngest son of a minor noble house in Ustalav, Erasmus has
The target is fatigued for 1 minute after the spell ends. if he breaks it, he takes a –2 penalty on attack rolls, damage rolls, developed the ability to channel the restless spirits of his murdered
Prestidigitation: Erasmus can perform simple magic tricks for 1 hour, ability checks, skill checks, and saving throws for 1 hour, and his family in his quest to escape the same fate.

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Mesmerist 1
Raised as a slave in Cheliax, Meligaster learned how to channel his natural 30 feet that then takes a –2 penalty on Will saves. He can maintain
persuasive powers into powerful magical inf luence over others, making him a this effect against only one creature at a time, and it ends if the
master manipulator with a cruel sense of humor. target moves out of range, Meligaster uses this ability against a new
target, or he falls unconscious or dies. Meligaster’s target is not even
MELIGASTER aware that he is using this ability unless he wills it. Penalties from
Male halfling mesmerist 1 multiple hypnotic stares do not stack. This is a mind-affecting effect.
N Small humanoid (halfling) Improved Feint Meligaster can attempt a Bluff check to feint in
Init +2; Senses Perception +7 combat as a move action.
DEFENSE Mesmerist Tricks Meligaster can implant a hypnotic suggestion in an
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size) ally’s mind up to four times per day. Doing so requires him to touch
hp 11 (1d8+3) the ally as a standard action, and a creature can be the subject of only
Fort +3, Ref +5, Will +4; +2 vs. fear one mesmerist trick at a time. Meligaster can trigger an implanted
OFFENSE trick as an immediate action so long as the subject is within 110 feet.
Speed 20 ft. Mesmeric Mirror: This trick creates a decoy duplicate of the subject
Melee sword cane +0 (1d4–1) or when the subject is attacked or becomes the target of a spell that
cold iron dagger +0 (1d3–1/19–20) requires an attack roll. The triggering attack has a 50% chance of
Ranged dart +3 (1d3–1) striking the decoy rather than the intended target. Once hit, the
Special Attacks hypnotic stare (–2), mesmerist trick 4/day image disappears; otherwise, it lasts for 1 minute. This is an illusion
(mesmeric mirror) (figment) effect.
Mesmerist Spells Known (CL 1st; concentration +6) Painful Stare Once per round, when an attack that deals damage hits the
1st (2/day)—charm person (DC 14), mental blockOA (DC 14) target of Meligaster’s hypnotic stare, he can cause the creature to take
0 (at will)—dancing lights, detect magic, prestidigitation, unwitting 1 additional point of damage. If Meligaster uses this ability to increase
allyAPG (DC 13) his own damage, it instead takes 1d6 extra points of damage.
STATISTICS Spells Meligaster can cast the following spells.
Str 9, Dex 14, Con 14, Int 13, Wis 12, Cha 17 Charm Person: Meligaster is able to magically make one humanoid
Base Atk +0; CMB -2; CMD 10 creature within 25 feet believe that it is his friend (Will DC 14
Feats Improved Feint negates); a target threatened or attacked by Meligaster or his allies
Skills Acrobatics +4, Bluff +8, Climb +1, Diplomacy +7, Escape Artist +6, receives a +5 bonus on its saving throw. A creature under this effect
Intimidate +8, Perception +7, Sleight of Hand +6, Stealth +10 is not under Meligaster’s complete control, but views his actions and
Traits bullyUCA, *, focused mindUCA, * suggestions in the most favorable way. This is a mind-affecting effect.
Languages Common, Halfling, Vudrani Dancing Lights: Meligaster can create up to four illusory torches or lights.
SQ consummate liar*, fearless*, halfling luck*, keen senses*, sure- Detect Magic: Meligaster notices magic in a 60-foot cone. If he
footed*, weapon familiarity* concentrates, he learns how many magic auras there are on the next
Combat Gear potion of cure light wounds; Other Gear padded armor, round. The round after that, he can try to find out more about one aura.
cold iron dagger, darts (6), sword cane, 21 gp Mental Block: Meligaster can prevent a creature from using “Look deep into my eyes. Everything will be so
* The effects of this ability are calculated into Meligaster’s statistics. its skill ranks, spells, feats, and abilities for 1 round (Will DC 14 much easier when I am in complete control.”
SPECIAL ABILITIES negates). This is a mind-affecting effect.
Alignment As a precondition for joining the Pathfinder Society, Prestidigitation: Meligaster can perform simple magic tricks for 1 A former slave in a minor Chelish noble house, Meligaster used his
Meligaster had to reform some of his crueler tendencies. For the hour, such as cleaning his outfit, chilling his drink, or flavoring his meal. mental powers to dominate the masters who had treated him so
purposes of the organized play campaign, he is neutral rather than Unwitting Ally: The target of this spell is considered an ally for cruelly. He didn’t stop there, though—he tyrannized the household’s
neutral evil. 1 round for the purposes of flanking enemies (Will DC 13 negates). other half ling slaves. It was only when Meligaster’s brother, the
Consummate Liar Meligaster gains a +1 bonus on all Bluff checks. In This is a mind-affecting effect. cheerful bard named Lem, found him that the slaves broke their
addition, he qualifies for Improved Feint even if he doesn’t have Combat Gear Meligaster has the following items. psychic bonds and prompted a Hellknight investigation at the house.
Combat Expertise. Potion of Cure Light Wounds: Meligaster’s potion heals 1d8+1 Meligaster f led and began an adventuring career in which he always
Hypnotic Stare As swift action, Meligaster can target a creature within points of damage. seeks the easy route to wealth and the finer rewards of success.
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Mesmerist 4
Raised as a slave in Cheliax, Meligaster learned how to channel his natural Bold Stare This ability improves Meligaster’s hypnotic stare ability,
persuasive powers into powerful magical inf luence over others, making him a allowing him to use the following ability with it.
master manipulator with a cruel sense of humor. Disorientation: Meligaster’s hypnotic stare penalty also applies on
attack rolls and damage rolls.
MELIGASTER Consummate Liar Meligaster gains a +2 bonus on all Bluff checks. In
Male halfling mesmerist 4 addition, he qualifies for Improved Feint even if he doesn’t have
N Small humanoid (halfling) Combat Expertise.
Init +2; Senses Perception +8 Hypnotic Stare As swift action, Meligaster can target creature within 30
DEFENSE feet that then takes a –2 penalty on Will saves. He can maintain this
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size) effect against only one creature at a time, and it ends if the target
hp 35 (4d8+12) moves out of range, Meligaster uses this ability against a new target,
Fort +5, Ref +8, Will +11; +2 vs. fear or he falls unconscious or dies. Meligaster’s target is not even aware
OFFENSE that he is using this ability unless he wills it. Penalties from multiple
Speed 20 ft. hypnotic stares do not stack. This is a mind-affecting effect.
Melee +1 sword cane +4 (1d4) or Improved Feint Meligaster can attempt a Bluff check to feint in
cold iron dagger +3 (1d3–1/19–20) combat as a move action.
Ranged dart +6 (1d3–1) Mesmerist Tricks Meligaster can implant a hypnotic suggestion in
Special Attacks bold stare (disorientation), hypnotic stare (–2), an ally’s mind up to eight times per day. Doing so requires him
mesmerist tricks 8/day (mesmeric mirror, psychosomatic surge, to touch the ally as a standard action, and a creature can be the
vanish arrow) subject of only one mesmerist trick at a time. Meligaster can trigger
Mesmerist Spells Known (CL 4th; concentration +10) an implanted trick as an immediate action so long as the subject is
2nd (2/day)—aversionOA (DC 16), suggestion (DC 16) within 140 feet.
1st (4/day)—charm person (DC 15), demand offeringOA (DC 15), Mesmeric Mirror: This trick creates a decoy duplicate of the
mental blockOA (DC 15), vanishAPG (DC 15) subject when the subject is attacked or becomes the target of a
0 (at will)—dancing lights, detect magic, mage hand, open/close spell that requires an attack roll. The triggering attack has a 50%
(DC 14), prestidigitation, unwitting allyAPG (DC 14) chance of striking the decoy rather than the intended target. Once
STATISTICS hit, the image disappears; otherwise, it lasts for 1 minute. This is an
Str 9, Dex 14, Con 14, Int 13, Wis 12, Cha 18 illusion (figment) effect.
Base Atk +3; CMB +1; CMD 13 Psychosomatic Surge: When the subject of this trick takes
Feats Extra Mesmerist TricksOA, *, Improved Feint damage, it gains 1d8+2 temporary hit points that last for 1 hour or
Skills Acrobatics +3, Bluff +13, Climb +0, Diplomacy +11, Escape Artist until discharged. If the damage would have reduced the subject to
+5, Intimidate +12, Perception +8, Sense Motive +8, Sleight of Hand 0 or fewer hit points, the trick grants an additional 1d8 temporary
+5, Stealth +12, Use Magic Device +11 hit points.
Traits bullyUCA, *, focused mindUCA, * Vanish Arrow: When the subject of this trick is targeted with a
Languages Common, Halfling, Vudrani ranged weapon attack, Meligaster can attempt a Sleight of Hand “Look deep into my eyes. Everything will be so
SQ consummate liar*, fearless*, halfling luck*, keen senses*, sure- check opposed by the attacker’s Perception to snatch the projectile much easier when I am in complete control.”
footed*, touch treatment 7/day (minor), weapon familiarity* before it’s even fired, causing the attack to automatically miss.
Combat Gear potions of cure moderate wounds (2), potions of Painful Stare Once per round, when an attack that deals damage Spells Meligaster can cast the following spells.
invisibility (2), scroll of glitterdust; Other Gear +1 chain shirt, +1 hits the target of Meligaster’s hypnotic stare, he can cause the Aversion: A creature within 35 feet completely avoids an
sword cane, cold iron dagger, darts (6), cloak of resistance +1, 48 gp creature to take 2 additional points of damage. If Meligaster uses object or area measuring up to 50 feet to a side designated by
* The effects of this ability are calculated into Meligaster’s statistics. this ability to increase his own damage, it instead takes 1d6 extra Meligaster (Will DC 16 negates).
SPECIAL ABILITIES points of damage. Charm Person: Meligaster magically makes one humanoid
Alignment As a precondition for joining the Pathfinder Society, Meligaster Touch Treatment Seven times per day as a standard action, Meligaster creature within 35 feet his friend (Will DC 15 negates); a target
had to reform some of his crueler tendencies. For the purposes of the can touch a creature and remove the fascinated or shaken condition. threatened or attacked by him or his allies receives a +5 bonus
organized play campaign, he is neutral rather than neutral evil. This ability is a swift action if he uses it on himself. on its saving throw. A creature under this effect is not under
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Mesmerist 4
Meligaster’s complete control, but views his actions and suggestions but at the end of each of their turns, they can attempt new Will
in the most favorable way. This is a mind-affecting effect. saves to end the blindness.
Dancing Lights: Meligaster can create up to four illusory torches
or lights. Born a slave, Meligaster spent his childhood as a plaything for
Demand Offering: A creature within 5 feet uses an immediate the children of Lord Maskelyne, a minor noble in devil-obsessed
action to give Meligaster an object it is holding (Will DC 15 negates). Cheliax. While his aging mother toiled in the manor’s laundry,
If it is holding more than one object, it gives Meligaster one of the Meligaster sat at tea in luscious gardens, a living doll dressed in
items at random. This is a mind-affecting effect. stylish suits of silk and velvet. The young half ling soon found
Detect Magic: Meligaster notices magic in a 60-foot cone. If he that his natural charm and wit engendered an especial affection
concentrates, he learns how many magic auras there are on the next in his masters, who offered him special privileges, and even in
round. The round after that, he can try to find out more about one aura. the household’s other half ling slaves, who at f irst resented his
Mage Hand: Meligaster can move a nonmagical unattended object luxurious treatment.
of 5 pounds or less up to 15 feet as a move action. While moving it in As the children became older, though, tea parties evolved into
this way, the object must remain within 35 feet of Meligaster. wrestling and rough play, and Meligaster’s small stature became
Open/Close: Meligaster can open or close an object weighing no a liability. No longer did he receive a handsome new suit every
more than 30 pounds or a portal that can be opened or closed from fortnight, and no longer was he welcome at the feasting table. The
a distance of 35 feet. loss of his beloved finery and his subtle change in status darkened
Mental Block: Meligaster can prevent a creature within 35 feet Meligaster’s good humor, further alienating him from his masters.
from using its skill ranks, spells, feats, and abilities for 4 rounds At the same time, Lord Maskelyne’s political affairs grew dire
(Will DC 15 negates). This is a mind-affecting effect. and the family’s fortunes diminished. One day, while sitting at his
Prestidigitation: Meligaster can perform simple magic tricks for ailing mother’s bedside, a half-dozen half lings accosted Meligaster.
1 hour, such as cleaning his outfit, chilling his drink, or flavoring That morning, the Maskelyne children had given three slaves in
his meal. sacrifice to the archdevil Mammon in hopes that the family’s luck
Suggestion: Meligaster can influence the actions of a target within would improve, and the half lings planned to retaliate by torturing
140 feet that fails its saving throw by suggesting a course of action Meligaster. When desperate pleas did nothing, Meligaster looked
that is limited to a sentence or two (Will DC 16 negates). Asking deep into the interlopers’ eyes and ordered them to leave him alone.
the creature to perform some obviously harmful act automatically To his surprise, they did.
negates the spell’s effect. This is a mind-affecting effect. Baff led, Meligaster delved deeper into this unexpected power.
Unwitting Ally: A creature within 35 feet is considered an ally for Eventually, he commanded the slaves who had threatened him to
1 round for the purposes of flanking enemies (Will DC 14 negates). serve as his personal protectors; when this raised the ire of the
This is a mind-affecting effect. house’s taskmasters, Meligaster dominated them, too. He then bent
Vanish: One target Meligaster touches becomes invisible for 4 his former playmates as well as the lord and lady of the house to his
rounds or until the target attacks. See potion of invisibility below for will. Meligaster took up residence in the manor with his mother,
more details. forcing nobles and half lings alike to serve him. He soon became a
Combat Gear Meligaster has the following items. harsher taskmaster than the Maskelynes had ever been; to def lect “Look deep into my eyes. Everything will be so
Potion of Cure Moderate Wounds: This potion heals the creature any scrutiny, Meligaster closed the manor to the outside world. much easier when I am in complete control.”
that drinks it of 2d8+3 points of damage. It came as a surprise, then, when Meligaster found himself
Potion of Invisibility: A creature that drinks this potion vanishes visited by Lem, a charming half ling bard who claimed to be born half ling slaves complacent. Angered at months of mistreatment,
for 4 minutes or until the target attacks. While invisible, the target to the same mother. Though initially excited to f inally meet his the slaves set fire to the house, bringing a squad of Hellknights to
gains +20 to Stealth (+40 if standing perfectly still). The first attack brother, Lem was horrif ied by the vacant stares of the manor’s investigate. Meligaster was forced to f lee, and in the years since, Lord
before becoming visible gains a +2 to hit (and the enemy likely half lings and humans, and begged Meligaster to run away with Maskelyne’s agents have kept him always on the move. Meligaster
loses its Dexterity bonus to AC). him to Absalom. Stubbornly, in the presence of their dying mother, has now turned to a career in adventuring, in which he always seeks
Scroll of Glitterdust: Creatures in a 10-foot radius take a –40 Meligaster commanded Lem to leave the estate and never return. the finer comforts of success. When he finally finds Lem again,
penalty on Stealth checks and lose the benefit of invisibility and the The following morning, Meligaster awoke to find Lem gone— Meligaster plans to show his brother the folly of underestimating one
like for 3 rounds. If they fail DC 14 Will saves, they are also blinded, along with their mother and the mental bonds that had kept the who has total control over the minds of others.
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Mesmerist 7
Raised as a slave in Cheliax, Meligaster learned how to channel his natural headband of alluring charisma +2, lesser talisman of beneficial
persuasive powers into powerful magical inf luence over others, making him a winds, ring of protection +1, everburning torch, 73 gp
master manipulator with a cruel sense of humor. * The effects of this ability are calculated into Meligaster’s statistics.
SPECIAL ABILITIES
MELIGASTER Alignment As a precondition for joining the Pathfinder Society, Meligaster
Male halfling mesmerist 7 had to reform some of his crueler tendencies. For the purposes of the
N Small humanoid (halfling) organized play campaign, he is neutral rather than neutral evil.
Init +2; Senses Perception +10 Bold Stare This ability improves Meligaster’s hypnotic stare ability,
DEFENSE allowing him to use the following ability with it.
AC 20, touch 14, flat-footed 18 (+6 armor, +1 deflection, +2 Dex, Disorientation: Meligaster’s hypnotic stare penalty also applies on
+1 size) attack rolls and damage rolls.
hp 59 (7d8+21) Psychic Inception: Meligaster’s hypnotic stare can affect mindless
Fort +7, Ref +10, Will +14; +2 vs. fear creatures and creatures immune to mind-affecting effects. He can
OFFENSE also partially affect such a creature with mind-affecting spells
Speed 20 ft. and abilities when it’s under the effects of his stare; it gains a +2
Melee +1 sword cane +6 (1d4) or bonus on its saving throw and still has a 50% chance each round of
cold iron dagger +5 (1d3–1/19–20) ignoring the effect for 1 round.
Ranged dart +8 (1d3–1) Consummate Liar Meligaster gains a +3 bonus on Bluff checks. He also
Special Attacks bold stare (disorientation, psychic inception), hypnotic qualifies for Improved Feint even if he doesn’t have Combat Expertise.
stare (–2), mental potency (+1), mesmerist tricks 10/day (levitation Extra Mesmerist Tricks Meligaster can use his mesmerist tricks 2
buffer, mesmeric mirror, psychosomatic surge, vanish arrow) additional times per day.
Mesmerist Spells Known (CL 7th; concentration +14) Hypnotic Stare As swift action, Meligaster can target a creature within
3rd (2/day)—dispel magic, synaptic pulseOA (DC 19) 30 feet that then takes a –2 penalty on Will saves. He can maintain
2nd (4/day)—aversionOA (DC 18), babbleOA (DC 18), invisibility, this effect against only one creature at a time, and it ends if the
suggestion (DC 18) target moves out of range, Meligaster uses this ability against a new
1st (6/day)—charm person (DC 17), demand offeringOA (DC 17), target, or he falls unconscious or dies. Meligaster’s target is not even
mental blockOA (DC 16), paranoiaOA (DC 16), vanishAPG (DC 16) aware that he is using this ability unless he wills it. Penalties from
0 (at will)—dancing lights, detect magic, mage hand, open/close multiple hypnotic stares do not stack. This is a mind-affecting effect.
(DC 15), prestidigitation, unwitting allyAPG (DC 16) Improved Feint Meligaster can attempt a Bluff check to feint in
STATISTICS combat as a move action.
Str 9, Dex 14, Con 14, Int 13, Wis 12, Cha 20 Mental Potency Meligaster can increase the Hit Dice limit and total Hit
Base Atk +5; CMB +3; CMD 16 Dice of his enchantment or illusion spells by 1.
Feats Extra Mesmerist TricksOA*, Improved Feint, Mesmerizing Feint, Mesmerist Tricks Meligaster can implant a hypnotic suggestion in an
Spell Focus (enchantment)* ally’s mind up to 10 times per day. Doing so requires him to touch the
Skills Acrobatics +3 (-1 to jump), Bluff +18, Climb +0, Diplomacy +15, ally as a standard action, and a creature can be the subject of only
“Look deep into my eyes. Everything will be so
Escape Artist +7, Intimidate +15, Perception +10, Sense Motive +8, one mesmerist trick at a time. Meligaster can trigger an implanted much easier when I am in complete control.”
Sleight of Hand +7, Stealth +15, Use Magic Device +15 trick as an immediate action so long as the subject is within 170 feet.
Traits bullyUCA, *, focused mindUCA, * Levitation Buffer: When the subject of this trick begins its turn with when the subject is attacked or is targeted by a spell that requires
Languages Common, Halfling, Vudrani one or more enemies adjacent to it or an enemy moves adjacent to an attack roll. The triggering attack has a 50% chance of striking
SQ consummate liar*, fearless*, halfling luck*, keen senses*, sure- it, Meligaster can either lift the enemies in the air causing them to the decoy rather than the subject. Once hit, the image disappears;
footed*, touch treatment 8/day (moderate), weapon familiarity* move at half speed and take a –4 penalty to their CMDs against bull otherwise it lasts for 1 minute. This is an illusion (figment) effect.
Combat Gear potion of cure moderate wounds, potion of cure rush, drag, or reposition combat maneuver checks for 1 round (Will DC Psychosomatic Surge: When the subject of this trick takes damage, it
serious wounds, potion of fly, potion of lesser restoration, scroll of 18 negates), or he can perform a bull rush combat maneuver against gains 1d8+2 temporary hit points that last for 1 hour or until discharged.
glitterdust, wand of slow (13 charges); Other Gear +2 chain shirt, them with an effective Combat Maneuver Bonus of +12. If the damage would have reduced the subject to 0 or fewer hit points,
+1 sword cane, cold iron dagger, darts (6), cloak of resistance +2, Mesmeric Mirror: This trick creates a decoy duplicate of the subject the trick grants an additional 1d8 temporary hit points.
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Mesmerist 7
Vanish Arrow: When the subject of this trick is targeted with a Mental Block: Meligaster prevents a creature within 40 feet from
ranged weapon attack, Meligaster can attempt a Sleight of Hand using its skill ranks, spells, feats, and abilities for 7 rounds (Will DC 17
check opposed by the attacker’s Perception to snatch the projectile negates). This is a mind-affecting effect.
before it’s even fired, causing the attack to automatically miss. Open/Close: Meligaster can open or close an object weighing 30 pounds
Mesmerizing Feint Instead of taking a –4 penalty when feinting or less or a portal that can be opened or closed from a distance of 40 feet.
against non-humanoid creatures, Meligaster takes only a –2 penalty. Paranoia: One target within 40 feet treats all other creatures as
Painful Stare Once per round, when an attack that deals damage hits the enemies (Will DC 17 negates). The target must attempt attacks of
target of Meligaster’s hypnotic stare, he can cause the creature to take opportunity whenever a creature provokes it, and when the target is
3 extra points of damage. If Meligaster uses this ability to increase his adjacent to two or more creatures, it takes a –2 penalty on attack rolls,
own damage, the creature instead takes 2d6 extra points of damage. weapon damage rolls, ability checks, skill checks, and saving throws.
Touch Treatment Eight times per day as a standard action, Meligaster Prestidigitation: Meligaster performs simple magic tricks for 1
can touch a creature and remove the confused, dazed, fascinated, hour, such as cleaning his outfit, chilling drinks, or flavoring meals.
frightened, shaken, or sickened condition. This ability is a swift Suggestion: Meligaster influences the actions of a target within 170
action if he uses it on himself. feet that fails its saving throw by suggesting a course of action that is
Spells Meligaster can cast the following spells. limited to a sentence or two (Will DC 18 negates). Asking the creature
Aversion: A creature within 40 feet avoids an object or area up to to perform some obviously harmful act automatically negates the
50 feet to a side designated by Meligaster (Will DC 18 negates). spell’s effect. This is a mind-affecting effect.
Babble: One target within 40 feet that fails a DC 18 Will save Synaptic Pulse: Meligaster emits a mental blast that stuns creatures in
babbles incoherently and is nauseated for 7 rounds. Other creatures a 30-foot-radius spread centered on him for 1 round (Will DC 19 negates).
within 30 feet of the babbling creature must succeed at Will saves or Unwitting Ally A creature within 40 feet is considered an ally for 1
become fascinated for as long as the babbling persists. round for the purposes of flanking enemies (Will DC 16 negates). This
Charm Person: Meligaster magically makes one humanoid creature is a mind-affecting effect.
within 40 feet his friend (Will DC 17 negates); a target threatened Vanish: One target Meligaster touches becomes invisible for 7 rounds
or attacked by him or his allies receives a +5 bonus on its saving or until the target attacks. See invisibility above for more details.
throw. A creature under this effect is not under Meligaster’s complete Gear Meligaster has the following items.
control, but views his actions and suggestions in the most favorable Lesser Talisman of Beneficial Winds: The first time Meligaster
way. This is a mind-affecting effect. falls at least 5 feet, he is automatically affected by feather fall. The
Dancing Lights: Meligaster creates up to 4 illusory torches or lights. talisman crumbles to dust after it is activated.
Demand Offering: A creature within 5 feet uses an immediate Potion of Cure Moderate Wounds: The potion heals 2d8+3 points
action to give Meligaster an object it is holding (Will DC 17 negates). of damage.
If it is holding more than one object, it gives Meligaster one of the Potion of Cure Serious Wounds: The potion heals 3d8+5 points of
items at random. This is a mind-affecting effect. damage.
Detect Magic: Meligaster notices magic in a 60-foot cone. If he Potion of Fly: A touched target gains a 60 foot fly speed and a +7
concentrates, he learns how many magic auras there are on the next bonus on Fly checks for 7 minutes.
round. The round after that, he can try to find out more about one aura. Potion of Lesser Restoration: This potion heals 1d4 points of “Look deep into my eyes. Everything will be so
Dispel Magic: Meligaster can attempt a caster level check (+7 total) ability damage to any ability score or eliminates most magical much easier when I am in complete control.”
to shut down a spell or magical effect within 170 feet. effects reducing ability scores. The imbiber is no longer fatigued,
Invisibility: A touched target vanishes for 4 minutes or until the and if exhausted, she is fatigued instead. save can take only a single move action or standard action each turn,
target attacks. While the target is invisible, it gains a +20 bonus on Scroll of Glitterdust: Creatures in a 10-foot radius take a –40 and take a –1 penalty on attack rolls, to AC, and on Reflex saves. A
Stealth checks (+40 if standing perfectly still), it gains a gains a +2 penalty on Stealth checks and lose the benefit of invisibility and the slowed creature moves at half its normal movement speed.
bonus on the attack roll for any attack it makes before becoming like for 3 rounds. If they fail DC 14 Will saves, they are also blinded,
visible, and the enemy likely loses its Dexterity bonus to AC. but at the end of each of their turns, they can attempt new Will Meligaster used his mental powers to dominate both his cruel slave
Mage Hand: Meligaster can move a nonmagical unattended object saves to end the blindness. masters and other half ling slaves until his brother, Lem, found
weighing 5 pounds or less up to 15 feet as a move action. The object Wand of Slow: Meligaster can affect up to 7 targets, no two of him and helped the slaves break their psychic bonds. Meligaster
must remain within 40 feet of Meligaster. which can be more than 30 feet apart. Creatures that fail a DC 14 Will f led and began an adventuring career, seeking wealth and comfort.
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Monk (Level 1)
Dutiful and dedicated to the arts of battle, Sajan is precise in both combat and in a round, and may make attacks of opportunity even when he
interaction. His search for his sister Sajni defines his life. is flat-footed.
Improved Unarmed Strike Sajan’s unarmed strikes don’t provoke
SAJAN attacks of opportunity, and can deal lethal or nonlethal damage
Male human monk 1 as he chooses.
LN Medium humanoid (human) Mobility Sajan gets a +4 dodge bonus to AC against attacks of
Init +2; Senses Perception +5 opportunity caused by his movement.
DEFENSE
AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1 Wis) Born into the padaprajna caste of warriors in beautiful Vudra, Sajan
hp 11 (1d8+3) Gadadvara and his twin sister Sajni learned to hold a temple sword
Fort +4, Ref +5, Will +3 before they could walk. Strict padaprajna discipline forged a tight
OFFENSE bond between the twins, who spent even their infrequent times of
Speed 30 ft. rest together, practicing the latest martial techniques taught to them.
Melee flurry of blows +2/+2 (1d6+3) or On their twelfth birthday, the twins were forcefully separated: Sajan
unarmed strike +3 (1d6+4) or went to live with the fighting men of the ghana padaprajna, while
temple sword +3 (1d8+4/19–20) Sajni joined the battling women of the sastra padaprajna. Despite
Ranged shuriken +2 (1d2+3) their separation, the twins continued to meet when they could,
Special Attacks flurry of blows, stunning fist (1/day, DC 11) sparring and joking as they had in childhood.
STATISTICS As the insightful narrative of the Vigrahin Patitraka states, “A
Str 16, Dex 15, Con 14, Int 10, Wis 13, Cha 10 warrior’s life is to war.” Thus it was that Sajan’s lord embroiled himself
Base Atk +0; CMB +3; CMD 17 in a conf lict with a neighbor. Most of the army fielded by Sajan’s
Feats Combat Reflexes, Dodge*, Improved Unarmed Strike, Mobility, lord consisted of conscripts wielding tools of their trades, while the
Stunning Fist valuable padaprajna watched in reserve. The warriors deduced that
Skills Acrobatics +6, Climb +7, Knowledge (nobility) +1, Knowledge they stood on the losing side, but they were duty-bound to fight to the
(religion) +1, Perception +5, Sense Motive +5, Stealth +6 death when instructed. Instead, their lord stole from them the glory
Traits child of the temple*, deft dodger* of battle-death when he sued for peace after his conscripts f led the
Languages Common, Vudrani field. As part of his surrender, the lord gave over half of his sastra
Combat Gear potion of magic fang, potion of mage armor; Other padapranja—including young Sajni.
Gear temple sword, shuriken (35), belt pouch, silk rope (50 ft.), Sajan vowed to be reunited with his sister, and slipped
trail rations (2), wooden holy symbol stealthily into the city of Sumadhadra just in time to see his sister
* The effects of this ability have already been calculated into pass out through the gates. He soon discovered that the traded sastra
Sajan’s statistics. padapranja were loaded onto ships bound for distant Jalmeray.
SPECIAL ABILITIES When he reached Jalmeray’s docks. Sajan learned that his sister
Flurry of Blows Sajan can make a flurry of blows as a full attack. He had signed on as a guard aboard a trading ship bound for a place
can make one additional attack, and takes a –2 penalty on all his called Absalom.
attacks during this round. These attacks can be any combination The desperate young padapranja gained passage to Absalom and,
of unarmed strikes and attacks with monk special weapons. Sajan upon arrival, stared in wonder at the city’s size and splendor. It seemed
uses his monk level as his base attack bonus for these attacks. to him that the strange western barbarians he found himself among
Stunning Fist Once per day before making an attack roll with an could be capable of creating a place so grand. By the time he found his
unarmed strike, Sajan can use this feat. If a foe is damaged bearings, he found himself without leads, for the sheer size of the city
by the attack, it takes damage as normal and must attempt a that so impressed him also made finding his sister nearly impossible.
Fortitude save (DC 11). If it fails, it’s stunned for 1 round (it drops Sajan knows he cannot return to Vudra, for the padapranja there
what it holds, can’t take actions, loses its Dexterity bonus to AC, would execute him as a deserter. He cares not for his home country,
and takes a –2 penalty to AC). however, and continues to seek out any clue that might point him “We could deny this challenge; we could bypass it.
Combat Reflexes Sajan may make up to two attacks of opportunity toward his sister. But by facing the challenge, we grow.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Monk (Level 4)
Dutiful and dedicated to the arts of battle, Sajan is precise in both combat and unarmed strike, Sajan can use this feat. If a foe is damaged by the
interaction. His search for his sister Sajni defines his life. attack, it takes damage as normal and must attempt a Fortitude save
(DC 13). If it fails, it’s stunned for 1 round (it drops what it holds, can’t
SAJAN take actions, loses its Dexterity bonus to AC, and takes a –2 penalty
Male human monk 4 to AC).
LN Medium humanoid (human) Combat Reflexes Sajan may make up to three attacks of opportunity
Init +3; Senses Perception +8 in a round, and may make attacks of opportunity when flat-footed.
DEFENSE Deflect Arrows Once per round when a ranged weapon attack would hit
AC 18, touch 17, flat-footed 14 (+1 armor, +1 deflection, +3 Dex, +1 dodge, him, Sajan can deflect it if he has one hand free. He takes no damage
+1 monk, +1 Wis) from the attack. He must be aware of the attack and not flat-footed.
hp 35 (4d8+12) Evasion If Sajan makes a successful Reflex saving throw against an
Fort +6, Ref +8, Will +5; +2 vs. enchantments effect that would normally deal half damage on a successful save,
Defensive Abilities evasion he instead takes no damage. If he is helpless, he does not gain the
OFFENSE benefit of evasion.
Speed 40 ft. Improved Unarmed Strike Sajan’s unarmed strikes don’t provoke
Melee flurry of blows +5/+5 (1d8+3) or attacks of opportunity, and can deal lethal or nonlethal damage as
unarmed strike +6 (1d8+4) or he chooses.
+1 temple sword +7 (1d8+5/19–20) Ki Pool While Sajan has at least 1 point in his ki pool, he can make
Ranged shuriken +6 (1d2+3) a ki strike, treating his unarmed strike as a magic weapon for the
Special Attacks flurry of blows, stunning fist (4/day, DC 13) purpose of overcoming damage reduction. As a swift action, he can
STATISTICS spend 1 point from his ki pool for one of the following to: make one
Str 16, Dex 16, Con 14, Int 10, Wis 13, Cha 10 additional attack at his highest attack bonus when making a flurry
Base Atk +3; CMB +7; CMD 23 of blows, increase his speed by 20 feet for 1 round, or gain a +4
Feats Combat Reflexes, Deflect Arrows, Dodge*, Improved Unarmed dodge bonus to AC for 1 round.
Strike, Mobility, Spring Attack, Stunning Fist Mobility Sajan gets a +4 dodge bonus to AC against attacks of
Skills Acrobatics +10 (+14 when jumping), Climb +10, Knowledge opportunity caused by his movement.
(nobility) +1, Knowledge (religion) +1, Perception +8, Sense Motive +8, Slow Fall When within arm’s reach of a wall, Sajan can treat a fall as
Stealth +10 20 feet shorter than it actually was.
Traits child of the temple*, deft dodger* Spring Attack As a full-round action, Sajan can move up to his
Languages Common, Vudrani speed and make one melee attack without provoking attacks of
SQ fast movement*, maneuver training*, ki pool (3 points, magic), opportunity from the target. He can move both before and after the
slow fall 20 ft. attack, but must move at least 10 feet before the attack and can’t
Combat Gear potion of cure light wounds, potion of cure moderate attack a foe he is adjacent to at the start of his turn.
wounds, potion of bull’s strength; Other Gear +1 temple sword,
shuriken (35), bracers of armor +1, ring of protection +1, belt pouch, In the land of Vudra, Sajan and his twin sister Sajni were born into
silk rope (50 ft.), trail rations (2), wooden holy symbol the padaprajna warrior caste. The siblings trained and served as
* The effects of this ability have already been calculated into partners, each complementing the other’s technique, and became
Sajan’s statistics. talented martial artists. The siblings were separated when their
SPECIAL ABILITIES lord was forced to cede half his army to the victor—among them
Flurry of Blows Sajan can make a flurry of blows as a full attack. He Sajan’s sister. Sajni was taken away from Vudra by her new master
can make one additional attack, and takes a –2 penalty on all his and placed upon a ship as tribute to a distant lord. Daring disgrace
attacks during this round. These attacks can be any combination of or even death, Sajan abandoned his responsibilities to follow. He
unarmed strikes and attacks with monk special weapons. Sajan uses continues to seek any clue that might point him toward his sister,
his monk level as his base attack bonus for these attacks. and has traveled far and performed many heroic deeds in return for “We could deny this challenge; we could bypass it.
Stunning Fist Four times per day before making an attack roll with an even the barest of rumors. But by facing the challenge, we grow.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Monk (Level 7)
Dutiful and dedicated to the arts of battle, Sajan is precise in both combat and Stunning Fist Four times per day before making an attack roll with
interaction. His search for his sister Sajni defines his life. an unarmed strike, Sajan can use this feat. If a foe is damaged
by the attack, it takes damage as normal and must attempt a
SAJAN Fortitude save (DC 13). If it fails, it’s stunned for 1 round (it drops
Male human monk 7 what it holds, can’t take actions, loses its Dexterity bonus to AC,
LN Medium humanoid (human) and takes a –2 penalty to AC).
Init +3; Senses Perception +11 Combat Reflexes Sajan may make up to three attacks of
DEFENSE opportunity in a round, and may make attacks of opportunity
AC 20, touch 17, flat-footed 16 (+3 armor, +1 deflection, +3 Dex, +1 dodge, when flat-footed.
+1 monk, +1 Wis) Deflect Arrows Once per round when a ranged weapon attack
hp 59 (7d8+21) would hit him, Sajan can deflect it if he has one hand free. He
Fort +9, Ref +11, Will +8; +2 vs. enchantments takes no damage from the attack. He must be aware of the
Defensive Abilities evasion; Immune disease attack and not flat-footed.
OFFENSE Evasion If Sajan makes a successful Reflex saving throw against an
Speed 50 ft. effect that would normally deal half damage on a successful save,
Melee flurry of blows +8/+8/+3 (1d8+3) or he instead takes no damage. If he is helpless, he does not gain the
unarmed strike +8 (1d8+4) or benefit of evasion.
+2 temple sword +10 (1d8+6/19–20) High Jump Sajan always counts as having a running start when
Ranged shuriken +8 (1d2+3) jumping, and can spend 1 point from his ki pool as a swift action to
Special Attacks flurry of blows, stunning fist (7/day, DC 14) gain a +20 bonus on Acrobatics checks made to jump for 1 round.
STATISTICS Improved Unarmed Strike Sajan’s unarmed strikes don’t provoke
Str 16, Dex 16, Con 14, Int 10, Wis 13, Cha 10 attacks of opportunity, and can deal lethal or nonlethal damage as
Base Atk +5; CMB +10 (+12 grapple, +12 trip); CMD 25 (27 vs. grapple, he chooses.
27 vs. trip) Ki Pool While Sajan has at least 1 point in his ki pool, he can
Feats Combat Reflexes, Deflect Arrows, Dodge*, Improved Grapple*, make a ki strike, treating his unarmed strike as a magic
Improved Trip*, Improved Unarmed Strike, Mobility, Scorpion Style, weapon for the purpose of overcoming damage reduction. As
Spring Attack, Stunning Fist a swift action, he can spend 1 point from his ki pool for one of the
Skills Acrobatics +13 (+28 when jumping), Climb +13, Knowledge following to: make one additional attack at his highest attack bonus
(nobility) +1, Knowledge (religion) +1, Perception +11, Sense Motive when making a flurry of blows, increase his speed by 20 feet for 1
+11, Stealth +13 round, or gain a +4 dodge bonus to AC for 1 round.
Traits child of the temple*, deft dodger* Mobility Sajan gets a +4 dodge bonus to AC against attacks of
Languages Common, Vudrani opportunity caused by his movement.
SQ fast movement*, high jump, maneuver training*, ki pool (4 points, Scorpion Style Sajan can use this feat to make an unarmed strike as
magic), purity of body*, slow fall 30 ft., wholeness of body a standard action. If it hits, he deals damage normally and reduces
Combat Gear potions of cure light wounds (2); Other Gear +2 temple the target’s land speed to 5 feet for 1 round unless it succeeds at a
sword, shuriken (50), bracers of armor +3, cloak of resistance +2, DC 14 Fortitude save. “We could deny this challenge; we could bypass it.
ring of protection +1, belt pouch, silk rope (50 ft.), trail rations (2), Slow Fall When within arm’s reach of a wall, Sajan can treat a fall as
But by facing the challenge, we grow.”
wooden holy symbol, 47 gp 30 feet shorter than it actually was.
* The effects of this ability are already calculated into Sajan’s statistics. Spring Attack As a full-round action, Sajan can move up to his In the land of Vudra, Sajan and his twin sister Sajni were born into
SPECIAL ABILITIES speed and make one melee attack without provoking attacks the padaprajna warrior caste. The siblings were separated when
Flurry of Blows Sajan can make a flurry of blows as a full attack. He of opportunity from the target. He can move both before and after their lord was forced to cede half his army to the victor—among
can make one additional attack, and takes a –2 penalty on all his the attack, but must move at least 10 feet before the attack and them Sajan’s sister. Sajni was taken away from Vudra and placed
attacks during this round. These attacks can be any combination of can’t attack a foe he is adjacent to at the start of his turn. upon a ship as tribute to a distant lord. Sajan abandoned his
unarmed strikes and attacks with monk special weapons. Sajan uses Wholeness of Body As a standard action, Sajan can spend 2 points responsibilities to follow. He continues to seek any clue that might
his monk level as his base attack bonus for these attacks. from his ki pool to heal himself of 7 points of damage. point him toward his sister.
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Ninja (Level 1)
Unassuming when she wishes to be, Reiko is a master of disguise and subtlety, Flash Powder This coarse gray powder ignites and burns almost
and absolutely deadly when she strikes. instantly if exposed to flame, significant friction, or even a
force such as throwing it against a floor (as a standard action).
REIKO Creatures within the 10-foot-radius burst are blinded for 1 round
Female human ninja 1 (Pathfinder RPG Ultimate Combat 11) (Fortitude DC 13 negates).
N Medium humanoid (human) Kusarigama This impressive double weapon has a single sickle
Init +6; Senses Perception +5 held in the off-hand attached by 10 feet of fine chain to a
DEFENSE weighted metal ball, and has the grapple, monk, reach, and trip
AC 15, touch 14, flat-footed 11 (+1 armor, +4 Dex) weapon qualities.
hp 8 (1d8) Poison Use Reiko is trained in the use of poison and cannot
Fort +0, Ref +6, Will +1 accidentally poison herself when applying poison to a weapon.
OFFENSE Smoke Pellet This small clay sphere contains two alchemical
Speed 30 ft. substances separated by a thin barrier. When you break the
Melee wakizashi +4 (1d6/18–20) or sphere, the substances mingle and fill a 5-foot square with a
kusarigama +0 (1d3/1d6) cloud of foul but harmless yellow smoke. The smoke pellet acts
Ranged shuriken +4 (1d2) as a smokestick, except the smoke only lasts for 1 round before
Special Attacks sneak attack +1d6 dispersing. Reiko may throw a smoke pellet as a ranged touch
STATISTICS attack with a range increment of 10 feet.
Str 10, Dex 18, Con 10, Int 13, Wis 12, Cha 14 Wakizashi Reiko’s blade has the deadly weapon quality. When
Base Atk +0; CMB +0; CMD 14 delivering a coup de grace, she adds +4 to damage when
Feats Deceitful*, Weapon Finesse* calculating the DC of the Fortitude saving throw to see whether
Skills Acrobatics +8, Bluff +8, Climb +4, Disguise +8, Escape Artist the target of the coup de grace dies from the attack. The bonus is
+8, Knowledge (religion) +2, Perception +5, Sense Motive +5 (+10 not added to the actual damage of the coup de grace attack.
to intercept secret messages), Sleight of Hand +8, Stealth +8, Use
Magic Device +6 Reiko’s mother had grown up in the mountains as a member of a clan
Traits canter, reactionary* of ninja who could trace their history back hundreds of years, but she
Languages Common, Giant, Tien had no wish for her only daughter to follow the same shadowed path.
SQ poison use Reiko was pulled into the way of the ninja anyway after their lands
Combat Gear caltrops, flash powder, smoke pellet; Other Gear were overtaken by a cruel lord and her mother began to fight back
haramaki, kusarigama, shuriken (10), wakizashi, backpack, against his control in secret. Both Reiko’s father and mother were
belt pouch, disguise kit, grappling hook, silk rope (50 ft.), 3 gp killed by the evil lord’s soldiers not long after Reiko’s training began.
* The effects of this ability are already included in Reiko’s stats. As she ran for her life, Reiko found that the rest of her mother’s
SPECIAL ABILITIES family had also been slaughtered.
Sneak Attack If Reiko can catch an opponent when it is unable to Burning her enemies’ faces into her mind, Reiko has followed
defend itself effectively from her attack, she can strike a vital spot many trails to seek her revenge, a path that has brought her over
for extra damage. Her attack deals an additional 1d6 points of the northern snows of the Crown of the World. Finding herself in
damage anytime her target would be denied a Dexterity bonus to strange new lands, She has yet to pick up the trail again—but if
AC (whether the target actually has a Dexterity bonus or not), or there is one thing she is, it’s patient.
when she flanks her target. Should Reiko score a critical hit with a Now a grown woman, cool and aloof, her caution and stealth serve
sneak attack, this extra damage is not multiplied. Ranged attacks her well among her new allies in the Pathfinder Society. With her
can count as sneak attacks only if the target is within 30 feet. great skill, she has gotten along for 10 years in a land where her
Canter Reiko has been trained to read people’s true intentions. homeland of Minkai is just a legend, and ninja little more than exotic
Anyone who attempts to use Bluff to deliver a secret message to fairy tales. She often journeys in the guise of a poverty-stricken priest
Reiko gains a +5 bonus. When she uses Sense Motive to attempt to find information denied to the Pathfinders through normal “The spider waits for its prey to come to its web.”
intercept a secret message, she gains a +5 trait bonus. routes, and is ever watchful for her family’s killers.
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Ninja (Level 4)
Unassuming when she wishes to be, Reiko is a master of disguise and subtlety, Canter Reiko has been trained to read people’s true intentions.
and absolutely deadly when she strikes. Anyone who attempts to use Bluff to deliver a secret message to
Reiko gains a +5 bonus on his Bluff check. When Reiko attempts to
REIKO intercept a secret message using Sense Motive, she gains a +5 trait
Female human ninja 4 (Pathfinder RPG Ultimate Combat 11) bonus on the attempt.
N Medium humanoid (human) Flash Powder This coarse gray powder ignites and burns almost
Init +6; Senses Perception +8 instantly if exposed to flame, significant friction, or even a force
DEFENSE such as throwing it against a floor (as a standard action). Creatures
AC 17, touch 15, flat-footed 12 (+2 armor, +4 Dex, +1 dodge) within the 10-foot-radius burst are blinded for 1 round (Fortitude
hp 23 (4d8) DC 13 negates).
Fort +1, Ref +8, Will +2 Ki Pool By spending 1 point from her ki pool, Reiko can make one
Defensive Abilities uncanny dodge additional attack at her highest attack bonus, but she can do so only
OFFENSE when making a full attack. In addition, she can spend 1 point to
Speed 30 ft. increase her speed by 20 feet for 1 round. Finally, she can spend 1
Melee +1 wakizashi +8 (1d6+1/18–20) or point from her ki pool to give herself a +4 insight bonus on Stealth
mwk kusarigama +4 (1d3/1d6) checks for 1 round. Each of these powers is activated as a swift action.
Ranged shuriken +7 (1d2) Kusarigama This double weapon has a single sickle held in the off-hand
Special Attacks sneak attack +2d6 attached by 10 feet of fine chain to a weighted metal ball, and has
STATISTICS the grapple, monk, reach, and trip weapon qualities.
Str 10, Dex 19, Con 10, Int 13, Wis 12, Cha 14 No Trace The DC to track a ninja using the Survival skill increases by 1.
Base Atk +3; CMB +3; CMD 18 In addition, her training gives her a +1 insight bonus on Disguise skill
Feats Deceitful*, Dodge*, Mobility, Weapon Finesse* checks and on opposed Stealth checks whenever she is stationary and
Skills Acrobatics +11, Bluff +11, Climb +7, Disguise +11, Escape Artist does not take any action for at least 1 round.
+11, Knowledge (religion) +5, Perception +8, Sense Motive +8 (+13 Smoke Pellet This small clay sphere contains two alchemical
to intercept secret messages), Sleight of Hand +11, Stealth +11, substances separated by a thin barrier. When you break the sphere,
Use Magic Device +9 the substances mingle and fill a 5-foot square with a cloud of foul
Traits canter, reactionary* but harmless yellow smoke. The smoke pellet acts as a smokestick,
Languages Common, Giant, Tien except the smoke only lasts for 1 round before dispersing. Reiko
SQ ki pool (4), ninja tricks (combat trick, vanishing trick), no trace +1, may throw a smoke pellet as a ranged touch attack with a range
poison use increment of 10 feet.
Combat Gear potions of cure light wounds (3), potion of jump, potion Vanishing Trick As a swift action, Reiko can spend 1 point from her ki
of pass without trace, potion of protection from evil, caltrops, flash pool to disappear (as invisibility) for 4 rounds.
powder, smoke pellet; Other Gear +1 haramaki, mwk kusarigama, Wakizashi Reiko’s blade has the deadly weapon quality. When
+1 wakizashi, shuriken (10), hat of disguise, backpack, belt pouch, delivering a coup de grace, she adds +4 to damage when calculating
grappling hook, silk rope (50 ft.), 3 gp the DC of the Fortitude saving throw to see whether the target of the
* The effects of this ability are already included in Reiko’s stats. coup de grace dies from the attack. The bonus is not added to the
SPECIAL ABILITIES actual damage of the coup de grace attack.
Sneak Attack If Reiko can catch an opponent when it is unable to
defend itself effectively from her attack, she can strike a vital spot for Reiko’s mother had no wish for her only daughter to follow the path
extra damage. Her attack deals an additional 2d6 points of damage of a ninja, but Reiko was pulled into it after their home was overrun.
anytime her target would be denied a Dexterity bonus to AC (whether The two sought the truth behind the assaults, but Reiko’s mother
the target actually has a Dexterity bonus or not), or when she flanks died not long after Reiko’s training began. Reiko has followed many
her target. Should Reiko score a critical hit with a sneak attack, this trails to seek her revenge, even passing through the northern snows
extra damage is not multiplied. Ranged attacks can count as sneak of the Crown of the World to strange new lands. Reiko has yet to pick “The spider waits for its prey to come to its web.”
attacks only if the target is within 30 feet. up the trail again—but if there is one thing Reiko is, it’s patient.
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Ninja (Level 7)
Unassuming when she wishes to be, Reiko is a master of disguise and subtlety, Canter Reiko has been trained to read people’s true intentions.
and absolutely deadly when she strikes. Anyone who attempts to use Bluff to deliver a secret message to
Reiko gains a +5 bonus on his Bluff check. When Reiko attempts to
REIKO intercept a secret message using Sense Motive, she gains a +5 trait
Female human ninja 7 (Pathfinder RPG Ultimate Combat 11) bonus on the attempt.
N Medium humanoid (human) Flash Powder This coarse gray powder ignites and burns almost instantly
Init +6; Senses Perception +11 if exposed to flame, significant friction, or even a force such as
DEFENSE throwing it against a floor (as a standard action). Creatures within the
AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge) 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates).
hp 38 (7d8) Ki Pool By spending 1 point from her ki pool, Reiko can make one
Fort +4, Ref +11, Will +5 additional attack at her highest attack bonus, but she can do so only
Defensive Abilities uncanny dodge when making a full attack. In addition, she can spend 1 point to
OFFENSE increase her speed by 20 feet for 1 round. Finally, she can spend 1 point
Speed 30 ft. from her ki pool to give herself a +4 insight bonus on Stealth checks
Melee +2 wakizashi +11 (1d6+2/18–20), or for 1 round. Each of these powers is activated as a swift action.
mwk kusarigama +6 (1d3/1d6) Kusarigama This double weapon has a single sickle held in the off-
Ranged shuriken +9 (1d2) hand attached by 10 feet of fine chain to a weighted metal ball, and
Special Attacks sneak attack +4d6 has the grapple, monk, reach, and trip weapon qualities.
STATISTICS Light Steps As a full-round action, Reiko can move up to twice her speed
Str 10, Dex 19, Con 10, Int 13, Wis 12, Cha 14 across any surface (ignoring difficult terrain), no matter how much
Base Atk +5; CMB +5; CMD 20 she weighs; she must end her move on a surface that can support her
Feats Deceitful*, Dodge, Mobility, Spring Attack, Stealthy*, Weapon Finesse normally. When moving in this way, Reiko ignores any mechanical
Skills Acrobatics +14, Bluff +14, Climb +10, Craft (alchemy) +7, traps that use a location-based trigger, does not take damage from
Disguise +14, Escape Artist +16, Knowledge (religion) +5, surfaces or hazards that react to being touched, nor needs to make
Perception +11, Sense Motive +11 (+16 to intercept secret messages), Acrobatics checks to avoid falling on slippery or rough surfaces.
Sleight of Hand +14, Stealth +21, Use Magic Device +12 No Trace The DC to track a ninja using the Survival skill increases by 2.
Traits canter, reactionary* In addition, her training gives her a +2 insight bonus on Disguise skill
Languages Common, Giant, Tien checks and on opposed Stealth checks whenever she is stationary and
SQ ki pool (5), light steps, ninja tricks (combat trick, shadow clone, does not take any action for at least 1 round.
vanishing trick), no trace +2, poison use Shadow Clone As a standard action, Reiko can spend 1 point from
Combat Gear potion of cure light wounds, potions of cure moderate her ki piil to create 1d4 shadowy duplicates of herself, as the mirror
wounds (3), potion of pass without trace, potion of protection image spell (CL 7th).
from evil, caltrops, flash powder, smoke pellet; Other Gear +2 Smoke Pellet This small clay sphere contains two alchemical substances
shadow studded leather, mwk kusarigama, +2 wakizashi, shuriken separated by a thin barrier. When you break the sphere, the substances
(10), cloak of resistance +2, hat of disguise, backpack, belt pouch, mingle and fill a 5-foot square with a cloud of foul but harmless yellow
grappling hook, silk rope (50 ft.), 3 gp smoke. The smoke pellet acts as a smokestick, except the smoke only
* The effects of this ability are already included in Reiko’s stats. lasts for 1 round before dispersing. Reiko may throw a smoke pellet
“The spider waits for its prey to come to its web.”
SPECIAL ABILITIES as a ranged touch attack with a range increment of 10 feet.
Sneak Attack If Reiko can catch an opponent when it is unable to Vanishing Trick As a swift action, Reiko can spend 1 point from her ki Reiko’s mother had no wish for her only daughter to follow the path
defend itself effectively, she can strike a vital spot. Her attack deals an pool to disappear (as invisibility) for 7 rounds. of a ninja, but Reiko was pulled into it after their home was overrun.
additional 4d6 points of damage anytime her target would be denied Wakizashi Reiko’s blade has the deadly weapon quality. When The two sought the truth behind the assaults, but Reiko’s mother
a Dexterity bonus to AC (whether the target has a Dexterity bonus delivering a coup de grace, she adds +4 to damage when calculating died not long after Reiko’s training began. Reiko has followed many
or not), or when she flanks her target. Should Reiko score a critical the DC of the Fortitude saving throw to see whether the target of the trails to seek her revenge, even passing through the northern snows
hit with a sneak attack, this extra damage is not multiplied. Ranged coup de grace dies from the attack. The bonus is not added to the of the Crown of the World to strange new lands. Reiko has yet to pick
attacks can count as sneak attacks only if the target is within 30 feet. actual damage of the coup de grace attack. up the trail again—but if there is one thing Reiko is, it’s patient.
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Occultist 1
Quick with his strange but fascinating stories, Mavaro knows much about the SPECIAL ABILITIES
world but speaks little of his past. His obsession with finding esoteric relics Implements Mavaro can access the necromancy school of magic
makes him invaluable to the Pathfinder Society. through Mother Wren’s skull and the transmutation school of
magic through his one-eyed sword. If these items are not in his
MAVARO possession, he must succeed at a DC 21 concentration (1d20+4)
Male human occultist 1 check to cast inflict light wounds (without the skull) or lead blades
N Medium humanoid (human) (without the sword), or a DC 20 concentration check to cast mage
Init +1; Senses Perception +4 hand (without the sword) or touch of fatigue (without the skull).
DEFENSE Legacy Weapon If Mavaro expends 1 point of mental focus from his
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) one-eyed sword, as a standard action he can touch a weapon and
hp 11 (1d8+3) grant it a +1 enhancement bonus. The bonus lasts for 1 minute.
Fort +4, Ref +1, Will +4; +2 vs. emotions Mental Focus Mavaro has 6 points of mental focus, which he can
OFFENSE invest into his implements at the beginning of the day to access his
Speed 30 ft. implement schools’ resonant and focus powers. He can divide the
Melee one-eyed sword +3 (1d8+3/19-20) focus in any way he desires. It takes 1 hour for Mavaro to invest his
Ranged sling +1 (1d4+3) implements with mental focus.
Implement Schools Once Mavaro invests mental focus in an implement, the
Necromancy (Mother Wren’s skull, 3 points)—Resonant necromantic implement gains its school’s resonant power, and Mavaro can
focus; Focus mind fear (DC 13) spend mental focus stored in the implement to access its focus
Transmutation (one-eyed sword, 3 points)—Resonant physical powers. The implement grants its resonant power to whoever
enhancement (+2 Str); Focus legacy weapon (+1), philosopher’s possesses it (allowing Mavaro to aid allies, but making his spells
touch (1 minute) more difficult to cast; see Implements above). Mavaro must be
Occultist Spells Known (CL 1st; concentration +4) holding his implements to expend their focus powers.
1st (2/day)—inflict light wounds (DC 14), lead blades APG Mavaro can choose to save generic mental focus inside his
0—mage hand, touch of fatigue (DC 13) own body instead of investing it. He can expend generic focus
TACTICS on any focus power he knows, but doing so costs twice as many
Base Statistics If Mavaro’s mental focus points are unassigned, his points of mental focus, and an implement into which he did
statistics are Melee one-eyed sword +2 (1d8+2/19–20); Ranged not invest mental focus grants no resonant power. If one of his
sling +1 (1d4+2); Str 15; CMD +2; CMD 13. implements is lost or destroyed, the invested mental focus is
STATISTICS lost. Mental focus refreshes once each day after Mavaro sleeps
Str 17, Dex 12, Con 14, Int 16, Wis 10, Cha 11 for at least 8 hours.
Base Atk +0; CMB +3; CMD 14 In the statistics above, Mavaro has invested 3 points of mental
Feats Extra Mental FocusOA*, Iron Will* focus in Mother Wren’s skull and 3 points in his one-eyed sword.
Skills Appraise +7, Diplomacy +4, Knowledge (history) +7, Knowledge Mind Fear As a standard action, Mavaro can expend 1 point of mental
(religion) +7, Linguistics +7, Perception +4, Spellcraft +7, Use Magic focus from Mother Wren’s skull to cause creatures within 30 feet
Device +4; Armor Check Penalty –2 with 1 Hit Die to become frightened for 1d4 rounds (DC 13 Will
Traits grief-filledUCA, *, spirit sense save negates). A frightened creature flees; if unable to flee, it may
Languages Abyssal, Celestial, Common, Infernal, Thassilonian, Varisian fight. A frightened creature takes a –2 penalty on all attack rolls, “All objects tell stories, friend. You just need to
SQ implements 2, mental focus (6) saving throws, skill checks, and ability checks. Creatures with more listen when they speak.”
Combat Gear acid (2); Other Gear chain shirt, one-eyed sword than 1 Hit Die affected by this ability are instead shaken (shaken
(longsword), sling with 10 bullets, backpack, dagger, hemp rope creatures simply take the penalties, but do not flee). This is a mind- mental focus in it. Additionally, the bearer can control an additional
(50 ft.), grappling hook, Mother Wren’s skull, torches (5), trail affecting fear effect. 2 Hit Dice of undead for every point of mental focus invested
rations (4), waterskin, 4 gp. Necromantic Focus If Mavaro invested mental focus into Mother (maximum 4). A spellcaster who uses the skull as an additional
* The effects of this ability have already been calculated into Wren’s skull, undead take a –1 penalty on saving throws against focus for a necromancy spell to create undead can create an
Mavaro’s statistics. the skull’s bearer long as Mavaro invested at least 4 points of additional 4 Hit Dice of undead.
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Occultist 1
Philosopher’s Touch If Mavaro expends 1 point of mental focus Of all the rituals he saw, the most baff ling one involved the nuns’
from his one-eyed sword, as a standard action he can touch a participation in a period of severe fasting and meditation. After
weapon and cause it to gain the properties of cold iron or silver their bodies wasted, the nuns gathered in a hushed chamber, where
for 1 minute. novices unveiled the yellowed, sigil-scripted skull of the order’s
Physical Enhancement When Mavaro invests mental focus into his founding abbess, Mother Wren. A ghostly whisper emanated from
one-eyed sword, he can select Strength, Dexterity, or Constitution. the skull, indicating a worthy candidate. The nuns then adorned
The sword grants a +2 temporary enhancement bonus to that score the chosen sister’s body with strange sigils and specially cast
for every 3 points of mental focus invested (maximum +2). Mavaro silver talismans, wrapped her in fresh linens, and carried her into
has chosen Strength in the statistics above. a hidden catacomb to place her among generations of similarly
Spells Mavaro can cast the following spells. For the full descriptions mummif ied worshipers.
of the spells listed below, see Chapter 10 of the Pathfinder RPG In Mavaro’s twenty-second year, Varisian traders arrived at the
Core Rulebook or Chapter 5 of the Pathfinder RPG Advanced abbey. The nuns took the opportunity to restock their food stores
Player’s Guide. and other essentials, but Mavaro was fascinated by the traders’ other
Inflict Light Wounds: Creature touched takes 1d8+1 points of goods—relics that represented cultures Mavaro had only read about.
damage (Will DC 14 half). This spell heals undead creatures instead He coveted these esoteric items, particularly a strange sword with a
of damaging them. carved face and red gems for eyes. Lacking any money, Mavaro stole
Lead Blades: For 1 minute, Mavaro’s sword deals 2d6+2 points of into the forbidden catacombs and took the silver talismans from the
damage. His dagger deals 1d6+2 points of damage. Mavaro must be sisters’ starved bodies. He bought his sword, but little did Mavaro
wielding the weapons for them to deal this amount of damage. know that disturbing the nuns’ bodies unraveled the binding magic
Mage Hand: Mavaro can point at one object up to 25 feet away that had long kept an evil force at bay. As the caravan trundled away
that weighs up to 5 pounds and move it as far as 15 feet in any with the convent’s traded relics, the entity’s spiritual corruption
direction. The spell ends if the object travels more than 25 feet leaked forth.
away from Mavaro. The deaths began slowly, secretly, but soon the evil being began
Touch of Fatigue: A creature touched becomes fatigued (it openly murdering the nuns. The prioress finally realized Mavaro’s
cannot run or charge and take a –2 penalty to Strength and folly, but it was too late, and the malevolent presence possessed her.
Dexterity). Anything that would cause the creature to become Wrenching back control of her body for a brief moment, the prioress
fatigued instead makes it exhausted. A successful DC 13 Reflex set fire to the convent in hopes of destroying the entity of rust and
save negates this spell. chains, which Mavaro came to call the Thorn Priest.
Spirit Sense Mavaro gains a +2 bonus on Perception checks to avoid It and Mavaro survived, though, and as it stalked toward him
being surprised and to detect invisible or incorporeal creatures. viciously, its vestments of razor wire glowing red, Mavaro tried to
Combat Gear Mavaro’s combat gear is detailed below. gather any relics he could find to defend himself. He would have
Acid: Mavaro can throw a flask of acid as a splash weapon with died, but Mavaro heard the skull of Mother Wren whisper to him
a +1 attack bonus and a range increment of 10 feet. A direct hit in the ashes; the ancient holy woman commanded him to open his
deals 1d6 points of acid damage, and every creature within 5 soul to the power of the items he had collected. Trembling, but full of
feet of where the acid hits takes 1 point of acid damage from strange power, Mavaro struck. A red gem shattered in the sword’s hilt
the splash. and the dark thing shrieked, f lailing jangling fetters as it retreated
through the ruins.
Mavaro spent his youth and young adulthood with his mother, Twenty years have passed, and Mavaro is now a man of many
in the silent seclusion of a Pharasmin convent deep in Varisia’s indulgences, making up for his modest childhood with good food
Mindspin Mountains. Quiet and reserved, Mavaro quickly learned and raucous company. He def lects questions about his youth with
that the esoteric books and scrolls in the convent’s great library inconsistent yet entertaining tales about his collection of strange
were his only friends. As he grew older, he began to secretly objects. Quietly, though, he seeks the relics he traded away long
navigate the convent’s forbidden halls, ignoring the tales of ago, and this mission has led him to join the Pathfinder Society.
horrors stalking them. There, he regularly bore witness to the Ultimately, Mavaro seeks to undo the folly of his youth and to finally “All objects tell stories, friend. You just need to
nuns’ strange ceremonies. face the Thorn Priest, which stalks him still. listen when they speak.”
©2015 Paizo Inc. Permission granted to photocopy for personal use only.
Occultist 4
Quick with his strange but fascinating stories, Mavaro knows much about the protection +1, sling with 10 bullets, backpack, dagger, hemp rope
world but speaks little of his past. His obsession with finding esoteric relics (50 ft.), grappling hook, talisman clasp, torches (5), trail rations (4),
makes him invaluable to the Pathfinder Society. waterskin, 5 gp
* This ability’s effects have been calculated into Mavaro’s statistics.
MAVARO SPECIAL ABILITIES
Male human occultist 4 Favored Class Mavaro gains 1/6 of a new focus power for each
N Medium humanoid (human) occultist level he has past 1st.
Init +1; Senses Perception +6 Implements Mavaro can access the abjuration school of magic through
DEFENSE his talisman clasp, the necromancy school of magic through Mother
AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) Wren’s skull, and the transmutation school of magic through his +1 one-
hp 32 (4d8+9) eyed sword. If these items are not in his possession, he must succeed
Fort +8, Ref +4, Will +8; +2 vs. emotions at a DC 22 concentration check (1d20+7) to cast false life (without the
OFFENSE skull), levitate (without the sword), or resist energy (without the clasp);
Speed 20 ft. a DC 21 concentration check to cast inflict light wounds (without the
Melee +1 one-eyed sword +9 (1d8+5/19-20) skull), lead blades (without the sword), or shield (without the clasp);
Ranged sling +4 (1d4+4) or a DC 20 concentration check to cast mage hand (without the sword),
Implement Schools resistance (without the clasp), or touch of fatigue (wihout the skull).
Abjuration (talisman clasp, 4 points)—Resonant warding talisman; Legacy Weapon If Mavaro expends 1 point of mental focus from his
Focus mind barrier (8 points) one-eyed sword, as a standard action he can touch a weapon and
Necromancy (Mother Wren’s skull, 2 points)—Resonant necromantic grant it a +1 enhancement bonus, or he can give it any +1 weapon
focus; Focus mind fear (DC 15) special ability (for a list, see page 469 of the Pathfinder RPG Core
Transmutation (one-eyed sword, 3 points)—Resonant physical Rulebook). The bonus lasts for 1 minute.
enhancement (+2); Focus legacy weapon (+1), philosopher’s touch Mental Focus Mavaro has 9 points of mental focus, which he can
(2 weapons, 4 minutes), sudden speed invest into his implements at the beginning of the day to access his
Occultist Spells Known (CL 4th; concentration +7) implement schools’ resonant and focus powers. He can divide the
2nd (2/day)—false life, levitate, resist energy focus in any way he desires. It takes 1 hour for Mavaro to invest his
1st (4/day)—inflict light wounds (DC 14), lead bladesAPG, shield implements with mental focus.
0—mage hand, resistance, touch of fatigue (DC 13) Once Mavaro invests mental focus in an implement, the
TACTICS implement gains its school’s resonant power, and Mavaro can spend
Base Statistics If Mavaro’s mental focus points are unassigned, his mental focus stored in the implement to access its focus powers.
statistics are Fort +6, Ref +2, Will +6; Melee +1 one-eyed sword +8 The implement grants its resonant power to whoever possesses it
(1d8+4/19-20); Ranged sling +4 (1d4+3); Str 16; CMD +6; CMD 18. (allowing Mavaro to aid allies, but making his spells more difficult
STATISTICS to cast; see Implements above). Mavaro must be holding his
Str 18, Dex 12, Con 14, Int 16, Wis 10, Cha 11 implements to expend their focus powers.
Base Atk +3; CMB +7; CMD 19 Mavaro can choose to save generic mental focus inside his own
Feats Extra Mental FocusOA*, Iron Will*, Weapon Focus (longsword)* body instead of investing it. He can expend generic focus on any
Skills Appraise +8, Diplomacy +7, Knowledge (arcana) +10, Knowledge focus power he knows, but doing so costs twice as many points
(history) +10, Knowledge (planes) +10, Knowledge (religion) +10, of mental focus, and an implement into which he did not invest “All objects tell stories, friend. You just need to
Linguistics +7, Perception +7, Spellcraft +7, Use Magic Device +9; mental focus grants no resonant power. If one of his implements listen when they speak.”
Armor Check Penalty –3 is lost or destroyed, the invested mental focus is lost. Mental focus
Traits grief-filledUCA, *, spirit sense refreshes once each day after Mavaro sleeps for at least 8 hours. focus to create a shield of mental energy that protects him. The
Languages Abyssal, Celestial, Common, Infernal, Thassilonian, Varisian In the statistics above, Mavaro has invested 4 points of mental shield prevents a total of 8 points of damage, and lasts until the
SQ implements 3, magic item skill*, mental focus (9), object reading focus in his talisman clasp, 2 points in Mother Wren’s skull and 3 start of Mavaro’s next turn or until exhausted. Mavaro can activate
Combat Gear wand of cure light wounds (6 charges), acid (2); Other points in his one-eyed sword. this as an immediate action if he spends 2 points of mental focus.
Gear +1 breastplate, +1 one-eyed sword (longsword), ring of Mind Barrier As a swift action, Mavaro can expend 1 point of mental Mind Fear As a standard action, Mavaro can expend 1 point of mental
©2015 Paizo Inc. Permission granted to photocopy for personal use only.
Occultist 4
focus from Mother Wren’s skull to cause creatures within 30 feet object within 40 feet. As a move action, he can move the target up
with 4 Hit Die to become frightened for 1d4 rounds (Will DC 15 to 20 feet up or down each round for 7 minutes.
negates). A frightened creature flees; if unable to flee, it may fight. Mage Hand: Mavaro can point at one nonmagical object up to 35
A frightened creature takes a –2 penalty on all attack rolls, saving feet away that weighs up to 5 pounds and move it as far as 15 feet
throws, skill checks, and ability checks. Creatures with more than in any direction. The spell ends if the object travels more than 25
1 Hit Die are instead shaken (shaken creatures simply take the feet away from Mavaro.
penalties). This is a mind-affecting fear effect. Resist Energy: Mavaro or a touched creature gains resist energy
Necromantic Focus If Mavaro invested mental focus into Mother 10 against acid, cold, electricity, fire, or sonic.
Wren’s skull, undead take a –1 penalty on saving throws against the Resistance: Mavaro or a touched creature gains a +1 resistance
skull’s bearer for every 4 points of mental focus Mavaro invested bonus on saves.
in it. Additionally, the bearer can control an additional 2 Hit Dice Shield: Mavaro gains a +4 shield bonus to AC for 7 minutes and
of undead for every point of mental focus invested (maximum becomes immune to magic missile.
16). A spellcaster who uses the skull as an additional focus for a Touch of Fatigue: Creature touched becomes fatigued (it cannot
necromancy spell to create undead can create an additional 16 Hit run or charge and it takes a –2 penalty to Strength and Dexterity).
Dice of undead. Anything that would cause the creature to become fatigued instead
Object Reading Mavaro can learn about items by spending 1 minute makes it exhausted. A successful DC 13 Reflex save negates this spell.
handling them. If it’s a magic item, he learns its properties and Spirit Sense Mavaro gains a +2 bonus on Perception checks to avoid
command word as if he had used detect magic and made a successful being surprised and to detect invisible or incorporeal creatures.
Spellcraft check (Core Rulebook 267). If the item has historical Warding Talisman When Mavaro invests mental focus into his
significance, Mavaro learns one piece of information about its past. If talisman clasp, it grants its holder a +1 resistance bonus on saves for
the item was last used no longer than 4 days ago, Mavaro learns one every 2 points of mental focus invested (maximum +2).
piece of information about its previous user. Mavaro does not learn if Combat Gear Mavaro’s combat gear is detailed below.
an item is cursed unless its caster level is 3rd or lower. Acid: Mavaro can throw a flask of acid as a splash weapon with a
Philosopher’s Touch If Mavaro expends 1 point of mental focus from his +1 attack bonus and a range increment of 10 feet. A direct hit deals
one-eyed sword, as a standard action he can touch up to two weapons 1d6 points of acid damage. Every creature within 5 feet of where
to give them the properties of cold iron or silver for 4 minutes. the acid hits takes 1 point of acid damage from the splash.
Physical Enhancement When Mavaro invests mental focus into his Wand of Cure Light Wounds: Mavaro’s wand heals 1d8+1 points
one-eyed sword, he can select Strength, Dexterity, or Constitution. of damage by touch. He must succeed at a DC 20 Use Magic Device
The sword grants a +2 temporary enhancement bonus to that check to use the wand himself.
score if he invests at least 3 points in it (maximum +2). Mavaro has
chosen Strength in the statistics above. Mavaro spent his youth in a Pharasmin convent deep in Varisia’s
Sudden Speed As a swift action, Mavaro can expend 1 point of mental Mindspin Mountains, where esoteric books were his only friends.
focus to increase his land speed by 30 feet for 1 minute. This ability When he was 22, knowing that the nuns kept a collection of specially
does not stack with itself. cast silver talismans on bodies interred in a hidden catacomb, Mavaro
Spells Mavaro can cast the following spells. For the full descriptions of stole the relics to pay for a strange sword with a carved face and red
the spells below, see Chapter 10 of the Core Rulebook or Chapter 5 gems for eyes. Little did he know, however, that his pilfering had
of the Pathfinder RPG Advanced Player’s Guide. broken the bonds of an ancient evil held captive under the convent
False Life: Mavaro gains 1d10+4 temporary hit points for 4 hours. for thousands of years. Called the Thorn Priest, the entity murdered “All objects tell stories, friend. You just need to
Inflict Light Wounds: Creature touched takes 1d8+4 point of the nuns and possessed the prioress, who in a brief moment of clarity
listen when they speak.”
damage (Will DC 14 save half). This spell heals undead creatures set fire to the convent. The evil entity and Mavaro survived, though,
instead of damaging them. and as it stalked toward him, Mavaro heard the skull of Mother Wren indulgences. He def lects questions about his youth with inconsistent
Lead Blade: For 4 minutes, Mavaro’s sword deals 2d6+4 points of whisper from the ashes; the ancient holy woman commanded him to yet entertaining tales about his collection of strange objects, yet quietly
damage. His dagger deals 1d6+3 points of damage. Mavaro must be open his soul to the power of the items he had collected. He struck seeks the relics he traded away long ago. This mission has led him to
wielding the weapons for them to deal this amount of damage. the entity with his ruby-eyed blade, and the dark thing shrieked and join the Pathfinder Society, where he seeks to undo the folly of his
Levitate: Mavaro can choose himself or a willing creature or f led. Twenty years have passed, and Mavaro is now a man of many youth and to finally face the Thorn Priest.
©2015 Paizo Inc. Permission granted to photocopy for personal use only.
Occultist 7
Quick with his strange but fascinating stories, Mavaro knows much about the Feats Extra Focus Power OA*, Extra Mental FocusOA* (2), Iron Will*,
world but speaks little of his past. His obsession with finding esoteric relics Weapon Focus (longsword)*
makes him invaluable to the Pathfinder Society. Skills Appraise +9, Diplomacy +7, Disable Device +5, Fly +7, Knowledge
(arcana) +14, Knowledge (dungeoneering) +6, Knowledge
MAVARO (engineering) +8, Knowledge (history) +11, Knowledge (local) +7,
Male human occultist 7 Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +10,
N Medium humanoid (human) Perception +14, Spellcraft +11, Use Magic Device +13; Armor Check
Init +1; Senses aura sight, darkvision 60 ft., low-light vision, see Penalty –0
invisibility, Perception +14 Traits grief-filledUCA, *, spirit sense
DEFENSE Languages Abyssal, Aklo, Azlanti, Celestial, Common, Infernal,
AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) Thassilonian, Varisian
hp 53 (7d8+15) SQ implements 4, magic item skill*, mental focus (15), object reading
Fort +8, Ref +4, Will +8; +2 vs. emotions Combat Gear oil of daylight, potions of cure serious wounds (2), scroll
OFFENSE of align weapon, wand of cure moderate wounds (4 charges),
Speed 30 ft. acid (2); Other Gear +1 mithral breastplate, +2 one-eyed sword
Melee +2 one-eyed sword +11 (1d8+6/19–20) (longsword), masterwork composite longbow (+4), headband
Ranged masterwork composite longbow +7 (1d8+4/×3) of vast intelligence +2, ring of protection +1, backpack, dagger,
Implement Schools headband, hemp rope (50 ft.), grappling hook, talisman clasp,
Abjuration (talisman clasp, 2 points)—Resonant warding talisman; torches (5), trail rations (4), waterskin, 60 gp
Focus mind barrier (14 points) * This ability’s effects have been calculated into Mavaro’s statistics.
Divination (headband, 9 points)—Resonant third eye; Focus mind SPECIAL ABILITIES
eye (7 minutes), sudden insight (+3) Aura Sight As a standard action, Mavaro can read the alignment auras
Necromancy (Mother Wren’s skull, 1 point)—Resonant necromantic of creatures around him as the aura sight spell (Pathfinder RPG
focus; Focus mind fear (DC 17), pain wave (DC 17), spirit shroud Advanced Class Guide 174). When he does so, he knows the location
(7 minutes) and power of all chaotic, evil, good, and lawful auras within his sight.
Transmutation (one-eyed sword, 3 points)—Resonant physical Favored Class Mavaro gains a new focus power from his favored class.
enhancement (+2 Str); Focus legacy weapon (+2), mind over Implements Mavaro can access the abjuration school of magic through
gravity (7 minutes), philosopher’s touch (2 weapons, 7 minutes), his talisman clasp, the divination school of magic through his headband
sudden speed of vast intelligence +2, the necromancy school of magic through Mother
Occultist Spells Known (CL 7th; concentration +11) Wren’s skull, and the transmutation school of magic through his +2
3rd (2/day)—dispel magic, haste, retrocognitionOA , riding one-eyed sword. If these items are not in his possession, he must
possessionOA (DC 17) succeed at a DC 23 concentration check (1d20+11) to cast dispel magic
2nd (4/day)—false life, find traps, levitate, resist energy (without the talisman clasp), gaseous form (without the sword),
1st (6/day)—inflict light wounds (DC 15), lead bladesAPG, psychic retrocognition (without the headband), or riding possession (without
readingOA , shield the skull); a DC 22 concentration check to cast false life (without the
0—detect magic, mage hand, resistance, touch of fatigue (DC 14) skull), find traps (wihout the headband), levitate (without the sword),
TACTICS or resist energy (without the clasp); a DC 21 concentration check to
Base Statistics If Mavaro’s mental focus points are unassigned, his cast inflict light wounds (without the skull), lead blades (without the “All objects tell stories, friend. You just need to
statistics are Senses aura sight; Fort +7, Ref +3, Will +7; Melee sword), psychic reading (without the headband), or shield (without the listen when they speak.”
+2 one-eyed sword +10 (1d8+5/19–20); Ranged masterwork clasp); or a DC 20 concentration check to cast detect magic (without
composite longbow +7 (1d8+3/×3); Str 16; CMD +8; CMD 20; the headband), mage hand (without the sword), resistance (without +2 weapon special ability (for a list, see page 469 of the Pathfinder
Skills Perception +10. the clasp), or touch of fatigue (without the skull). RPG Core Rulebook). The bonus lasts for 1 minute.
STATISTICS Legacy Weapon If Mavaro expends 1 point of mental focus from his Mental Focus Mavaro has 15 points of mental focus, which he can
Str 18, Dex 12, Con 14, Int 18, Wis 10, Cha 11 +2 one-eyed sword, as a standard action he can touch a weapon invest into his implements at the beginning of the day to access his
Base Atk +5; CMB +9; CMD 21 and grant it a +2 enhancement bonus, or he can give it any +1 or implement schools’ resonant and focus powers. He can divide the
©2015 Paizo Inc. Permission granted to photocopy for personal use only.
Occultist 7
mental focus in any way he desires. It takes 1 hour for Mavaro to Necromantic Focus If Mavaro invested mental focus into Mother Wren’s
invest his implements with mental focus. skull, undead take a –1 penalty on saving throws against the skull’s
Once Mavaro invests mental focus in an implement, the bearer for every 4 points of mental focus Mavaro invested in it.
implement gains its school’s resonant power, and Mavaro can spend Additionally, the bearer can control an additional 2 Hit Dice of undead
mental focus stored in the implement to access its focus powers. for every point of mental focus invested (maximum 28). A spellcaster
The implement grants its resonant power to whoever possesses it who uses the skull as an additional focus for a necromancy spell to
(allowing Mavaro to aid allies, but making his spells more difficult create undead can create an additional 28 Hit Dice of undead.
to cast; see Implements above). Mavaro must be holding his Object Reading Mavaro can learn about items by spending 1 minute
implements to expend their focus powers. handling them. If it’s a magic item, he learns its properties and
Mavaro can choose to save generic mental focus inside his own command word as if he had used detect magic and made a
body instead of investing it. He can expend generic focus on any successful Spellcraft check. If the item has historical significance,
focus power he knows, but doing so costs twice as many points Mavaro learns one piece of information about its past. If the item
of mental focus, and an implement into which he did not invest was last used no longer than 4 days ago, Mavaro learns one piece
mental focus grants no resonant power. If one of his implements of information about its previous user. Mavaro does not learn if an
is lost or destroyed, the invested mental focus is lost. Mental focus item is cursed unless its caster level is 3rd or lower.
refreshes once each day after Mavaro sleeps for at least 8 hours. Pain Wave If Mavaro expends 1 point of mental focus from his
In the statistics above, Mavaro has invested 2 points of mental headband, as a standard action he can release a wave of pain in
focus in his talisman clasp, 9 points in his headband, 1 point in a 20-foot-radius burst centered on a designated point within 100
Mother Wren’s skull, and 3 points in his +2 one-eyed sword. feet. All living creatures in the area are sickened for 7 rounds. A
Mind Barrier As a swift action, Mavaro can expend 1 point of mental successful DC 17 Will save reduces the duration to 1 round. This is a
focus to create a shield of mental energy that protects him. The mind-affecting pain effect.
shield prevents a total of 14 points of damage, and lasts until the Philosopher’s Touch If Mavaro expends 1 point of mental focus from
start of Mavaro’s next turn or until exhausted. Mavaro can activate his +2 one-eyed sword, as a standard action he can touch up to two
this as an immediate action if he spends 2 points of mental focus. weapons and cause them to gain the properties of cold iron or silver
Mind Eye If Mavaro expends 1 point of mental focus from his for 7 minutes.
headband, as a standard action he can create a magical sensor Physical Enhancement When Mavaro invests mental focus into his
through which he can see and hear. The mind eye is invisible and +2 one-eyed sword, he can select Strength, Dexterity, or Constitution.
Fine in size, with AC 18, and any amount of damage destroys it. The sword grants a +2 temporary enhancement bonus to that score
Only magic weapons or spells can harm it. It has a fly speed of for every 3 points of mental focus invested (maximum +4). Mavaro
60 feet with perfect maneuverability and can travel up to 1 mile has chosen Strength for his +2 bonus in the statistics above.
away from Mavaro. Mavaro must concentrate as a standard action Spirit Shroud If Mavaro expends 1 point of mental focus from Mother
to direct the eye and see sensory images through it, but it sees as Wren’s skull, as a standard action he can gain 1d6+7 temporary hit
his eye sees, including any additional senses he has. The mind eye points. This stacks with other temporary hit points, but not from
lasts for 7 minutes. multiple uses of this ability. He also gains a +2 resistance bonus
Mind Fear As a standard action, Mavaro can expend 1 point of mental against death effects, fear effects, and any effects that bestow
focus from Mother Wren’s skull to cause creatures within 30 feet negative levels or deal negative energy damage (as long as the
with 7 Hit Die to become frightened for 1d4 rounds (Will DC 17 spells or effects allow a save). These effects last for 7 minutes.
negates). A frightened creature flees; if unable to flee, it may fight. Sudden Insight As a swift action, Mavaro can expend 1 point of “All objects tell stories, friend. You just need to
A frightened creature takes a –2 penalty on all attack rolls, saving mental focus to gain a +3 insight bonus to any ability check, attack
listen when they speak.”
throws, skill checks, and ability checks. Creatures with more than roll, or skill check.
1 Hit Die are instead shaken (shaken creatures simply take the Sudden Speed As a swift action, Mavaro can expend 1 point of mental Chapter 5 of the Pathfinder RPG Advanced Player’s Guide.
penalties). This is a mind-affecting fear effect. focus to increase his land speed by 30 feet for 1 minute. This ability Detect Magic: Mavaro can notice magic in a 60-foot cone. If he
Mind Over Gravity If Mavaro expends 1 point of mental focus from does not stack with itself. concentrates, he can find how many magic auras there are on the
his sword, as a standard action he can give himself a fly speed of 60 Spells Mavaro can cast the following spells. For full descriptions of the next round. On the round after that, he can try to find out more
feet with perfect maneuverability for 7 minutes. spells below, see Chapter 10 of the Pathfinder RPG Core Rulebook or about one aura.
©2015 Paizo Inc. Permission granted to photocopy for personal use only.
Occultist 7
Dispel Magic: This spell ends one ongoing spell cast on a creature Shield: Mavaro gains a +4 shield bonus to AC for 7 minutes and
or object, suppresses a magic item, or counters another spellcaster’s becomes immune to magic missile.
spell. If a spell is affecting a target or area, dispelling it requires Touch of Fatigue: Creature touched becomes fatigued (cannot
Mavaro to succeed at a dispel check (1d20+7) that’s higher than 11 + run or charge and takes a –2 penalty to Strength and Dexterity;
the spell’s or item’s caster level, or higher than the spell’s DC. Reflex DC 14 negates). Anything that would cause the creature to
False Life: Mavaro gains 1d10+7 temporary hit points for 7 hours. become fatigued instead makes it exhausted.
Find Traps: Mavaro gains a +3 bonus on Perception checks to Spirit Sense Mavaro gains a +2 bonus on Perception checks to avoid
find traps for 7 minutes. He receives a check to notice traps within being surprised and to detect invisible or incorporeal creatures.
10 feet, even if he is not looking for them. Third Eye If Mavaro invests mental focus into his headband, it
Haste: Mavaro can grant to up to 7 targets within 40 feet of grants the bearer a +1 insight bonus to Perception for every 2
him (and all within 30 feet of each other) a +30-foot enhancement points invested (maximum +7). If Mavaro invests at least 3 points
bonus to movement speed, +1 on attack rolls, +1 on Reflex saves, in it, it grants low-light vision. If he invests at least 6 points,
a +1 dodge bonus to AC, and an extra attack at the highest bonus it grants darkvision 60 feet (or increases existing darkvision’s
during any full attack. These benefits lasts for 7 rounds. range by 30 feet). If he invests at least 9 points, it grants the
Inflict Light Wounds: A creature touched takes 1d8+5 point of effects of see invisibility.
damage (Will DC 15 half). This spell heals undead creatures instead Warding Talisman When Mavaro invests mental focus into his
of damaging them. talisman clasp, it grants its holder a +1 resistance bonus on saves
Lead Blades: For 7 minutes, Mavaro’s sword deals 2d6+5 points of for every 2 points of mental focus invested (maximum +2).
damage. His dagger deals 1d6+3 points of damage. Mavaro must be Combat Gear: Mavaro’s combat gear is detailed below.
wielding the weapons for them to deal this amount of damage. Acid: Mavaro can throw a flask of acid as a splash weapon with a
Levitate: Mavaro can choose himself or a willing creature or +1 attack bonus and a range increment of 10 feet. A direct hit deals
object within 40 feet. As a move action, he can move the target up 1d6 points of acid damage. Every creature within 5 feet of where
to 20 feet up or down each round for 7 minutes. the acid hits takes 1 point of acid damage from the splash.
Mage Hand: Mavaro can point at one nonmagical object up to 40 Align Weapon: Makes a weapon chaotic, evil, good, or lawful for
feet away that weighs up to 5 pounds and move it as far as 15 feet the purposes of bypassing damage reduction.
in any direction. Oil of Daylight: When smeared on an object, Mavaro’s oil creates
Psychic Reading: Mavaro can read a person’s surface thoughts bright light for 60 feet and increases the light level by one step for
and learn about him or her. the next 60 feet for 50 minutes. If there is magical darkness in that
Resist Energy: Mavaro or a touched creature gains resist energy area, the overlapping area is instead unaffected by either spell.
20 against acid, cold, electricity, fire, or sonic. Potion of Cure Serious Wounds: This potion heals 3d8+5 points
Resistance: Mavaro or a touched creature gains a +1 resistance of damage.
bonus on saves for 1 minute. Wand of Cure Moderate Wounds: Mavaro’s wand heals 2d8+2
Retrocognition: While he concentrates or up to 7 minutes, Mavaro points of damage by touch. He must succeed at a DC 20 Use Magic
gains psychic impressions from past events in his current location. Device check to use the wand himself.
He receives impressions of the previous hour for the first minute he
concentrates, of the hour before that for the second minute, and so Mavaro is a man of many indulgences, making up for a modest
on. If a psychically turbulent event happened, he must succeed at a childhood and young adulthood spent deep in Varisia’s Mindspin
DC 20, 30, or 40 concentration check (1d20+11), depending on the Mountains, where he lived in a Pharasmin convent. When he was 22, “All objects tell stories, friend. You just need to
event’s severity, or the spell ends. Mavaro pilfered and sold the convent’s specially cast silver talismans
listen when they speak.”
Riding Possession: Mavaro projects his soul into a creature’s body to pay for a strange sword with a carved face and red gems for eyes.
as an observer for up to 7 hours unless it succeeds at a DC 17 Will Little did he know, however, that the talismans had been keeping an him harness the power of the convent’s remaining relics and expel
save. Mavaro can’t communicate with the creature directly, but he ancient evil entity at bay. Newly loosed, the entity called the Thorn the Thorn Priest. For the past 20 years, Mavaro has quietly sought the
can cast mind-affecting spells on the host as long as casting is a Priest murdered the nuns and possessed the prioress. Mavaro himself relics he traded away long ago, and this mission has led him to join
purely mental action. If the spell would normally affect multiple only survived by listening to the ghostly whispers that emanated from the Pathfinder Society. Ultimately, Mavaro seeks to undo the folly of
creatures, it only affects the host. the skull of Mother Wren, the convent’s founding abbess, who helped his youth and to finally face the Thorn Priest, which stalks him still.
©2015 Paizo Inc. Permission granted to photocopy for personal use only.
Oracle 1

While her detractors call her cold, in battle Alahazra’s rage—especially Create Water Alahazra creates 2 gallons of water within 25 feet. It lasts
toward injustice and intolerance—flares out in a wall of divine flame. a day if no one drinks it.
Cure Light Wounds Alahazra’s scroll and spell heal a touched target for
ALAHAZRA 1d8+1 points of damage.
Female human oracle 1 (Pathfinder RPG Advanced Player’s Guide 42) Detect Magic Alahazra can notice magic in a 60-foot cone. If she
LG Medium humanoid (human) concentrates, she can determine how many magic auras there are
Init +2; Senses darkvision 30 ft.; Perception +1 on the next round. On the round after that, she can try to find out
DEFENSE more about one aura.
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge) Light An object Alahazra touches sheds light for 10 minutes. She can’t
hp 10 (1d8+2) have more than one copy of this spell active at once.
Fort +1, Ref +2, Will +3 Mage Armor Alahazra’s potion grants the drinker a +4 armor bonus to
OFFENSE AC for 1 hour.
Speed 40 ft. Spark Alahazra can catch an unattended object within 25 feet on
Melee quarterstaff +0 (1d6) fire. The object must be Fine (roughly the size of a coin).
Ranged light crossbow +2 (1d8/19–20)
Oracle Spells Known (CL 1st; concentration +5) The daughter of a wealthy, widowed wainwright in the atheist
1st (4/day)—bless, command (DC 15), cure light wounds nation of Rahadoum, Alahazra wanted for nothing growing up. She
0 (at will)—create water, detect magic, light, sparkAPG (DC 14) had the best tutors money could buy, all the time being groomed
Mystery flame for a potentially lucrative marriage or perhaps even induction into
STATISTICS the Occularium, Manaket’s prestigious wizard’s college.
Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 18 All of that changed on the morning when 16-year-old Alahazra woke
Base Atk +0; CMB +0; CMD 13 to find herself suddenly and inexplicably blind, her eyes clouded by
Feats Dodge*, Extra RevelationAPG,* a white mist that gave her only vague outlines of her surroundings.
Traits Dangerously CuriousAPG,*, Tongue of Many TownsHOG,* Beside himself with grief, her father called in the best healers in the
Skills Acrobatics +2 (+6 to jump), Diplomacy +9, Heal +5, Linguistics +2, godless land, only to discover that the situation was worse than he
Spellcraft +4, Use Magic Device +9 could have imagined. For when the bards with the healing touch
Languages Common, Osiriani, Polyglot reached out to the fevered child, they were suddenly cast back by a
SQ oracle’s curse (clouded vision), revelations (cinder dance*, fire breath) blast of flames that burned the girl’s sickbed but left her magically
Combat Gear potion of mage armor, scroll of cure light wounds, unharmed. Yet, even this might have been bearable had the fleeing
alchemist’s fire; Other Gear light crossbow with 10 bolts, quarterstaff, bards not revealed the rest of their discovery: the girl’s flames bore no
backpack, spell component pouch, trail rations (4), waterskin, 9 gp hint of sorcery or arcana. Though Alahazra’s staunchly atheist father
*These abilities have already been factored into Alahazra’s statistics. could scarcely believe it, his proper Rahadoumi household harbored
SPECIAL ABILITIES a burgeoning cleric. Blind, weak, and weeping, Alahazra stumbled
Clouded Vision Alahazra cannot see anything beyond 30 feet, but she southeast into the desert badlands.
has darkvision within 30 feet. It was there, staring up through milky cataracts at the burning
Fire Breath Once per day as a standard action, Alahazra can unleash a ball of the sun and letting the wind slowly bury her in the dunes,
15-foot cone of flame that deals 1d4 points of fire damage (Reflex that Alahazra had her first revelation. A vision of debilitating color
DC 14 half). suddenly exploded. In it, Alahazra saw herself not as she was, but as
Spells and Gear Alahazra has access to the following spells and gear. she one day would be—strong, proud, and fierce. In that moment,
Bless Alahazra can give all allies in a 50-foot-radius burst a +1 morale Alahazra understood that she was more than a girl. She was a force
bonus to attack rolls and saves against fear for 1 minute. of the desert—a voice of sun, sand, and flame—and she would bring
Command One creature within 25 feet must succeed at a DC 15 Will its truth to the people. Baking in the hot coals of the great Garundi
saving throw or perform Alahazra’s choice of the following actions: desert, Alahazra came to know herself, and in doing so harnessed the “I am the bride of the sun and
approach, drop an object, fall prone, run away, or stand in place. magical flames that had been building inside her.
the prophet of the burning sands.”
HOG: Pathfinder Player Companion: Humans of Golarion ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Oracle 4

While her detractors call her cold, in battle Alahazra’s rage—especially Fire Breath Once per day as a standard action, Alahazra can unleash a
toward injustice and intolerance—flares out in a wall of divine flame. 15-foot cone of flame that deals 4d4 points of fire damage (Reflex
DC 16 half).
ALAHAZRA Heat Aura Once per day as a swift action, Alahazra can surround
Female human oracle 4 (Pathfinder RPG Advanced Player’s Guide 42) herself in an aura of heat that deals 2d4 points of fire damage to all
LG Medium humanoid (human) creatures within 10 feet (Reflex DC 16 half). The aura also grants her
Init +2; Senses darkvision 30 ft.; Perception +1 20% concealment until the beginning of her next turn.
DEFENSE Spells and Gear Alahazra has access to the following spells and gear.
AC 14, touch 14, flat-footed 11 (+1 deflection, +2 Dex, +1 dodge) Bless Alahazra can give all allies in a 50-foot-radius burst a +1 morale
hp 31 (4d8+8) bonus to attack rolls and saves against fear for 4 minutes.
Fort +3, Ref +4, Will +6 Burning Hands Alahazra creates a 15-foot cone of fire that deals 4d4
OFFENSE points of fire damage to all creatures in the area (Reflex DC 16 half).
Speed 40 ft. Command One creature within 30 feet must succeed at a DC 15 Will
Melee mwk quarterstaff +4 (1d6) saving throw or perform Alahazra’s choice of the following actions:
Ranged mwk light crossbow +6 (1d8/19–20) approach, drop an object, fall prone, run away, or stand in place.
Oracle Spells Known (CL 4th; concentration +8) Create Water Alahazra creates 8 gallons of water within 35 feet. It lasts
2nd (4/day)—cure moderate wounds, resist energy, sound burst (DC 17) a day if no one drinks it.
1st (7/day)—bless, burning hands (DC 16), command (DC 15), cure Cure Light Wounds Alahazra’s wand heals a touched target for 1d8+1
light wounds, obscuring mist points of damage. If she casts the spell, it heals 1d8+4 points instead.
0 (at will)—create water, detect magic, guidance, light, spark APG Cure Moderate Wounds Alahazra heals a touched target for 2d8+4 points
(DC 15), stabilize of damage.
Mystery Flame Daylight Alahazra’s scroll creates bright light for 60 feet, increasing
STATISTICS the light level by one for the next 60 feet for 50 minutes. If there is
Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 19 magic darkness in that area, the overlapping area is unaffected by
Base Atk +3; CMB +3; CMD 17 either spell.
Feats Dodge*, Extra RevelationAPG,*, Spell Focus (evocation)* Detect Magic Alahazra can notice magic in a 60-foot cone. If she
Traits Dangerously CuriousAPG, Tongue of Many TownsHOG concentrates, she can determine how many magic auras there are
Skills Acrobatics +7 (+11 to jump), Diplomacy +12, Heal +7, Knowledge on the next round. On the round after that, she can try to learn
(history) +4, Knowledge (planes) +4, Knowledge (religion) +4, more about one aura.
Linguistics +2, Sense Motive +5, Spellcraft +7, Use Magic Device +12 Guidance Alahazra can give a touched target a +1 competence bonus
Languages Common, Osiriani, Polyglot that the target can use on any attack roll, saving throw, or skill
SQ oracle’s curse (clouded vision), revelations (cinder dance*, fire check in the next minute.
breath, heat aura) Invisibility Purge Alahazra’s scroll negates all invisibility within 25 feet of
Combat Gear potion of mage armor, scroll of daylight, scroll of the caster. The effect moves along with the caster for 5 minutes.
invisibility purge, scroll of lesser restoration, wand of cure light Lesser Restoration After 3 full rounds of casting, Alahazra’s scroll cures a
wounds (15 charges), wand of mage armor (12 charges), wand of touched target of 1d4 points of damage to any ability score or causes
scorching ray (5 charges), alchemist’s fire, antitoxin (2), healer’s kit; it to lose most magical effects reducing its ability scores. The target is
Other Gear mwk light crossbow with 10 bolts, mwk quarterstaff, no longer fatigued, and the scroll reduces exhausted to fatigued.
cloak of resistance +1, ring of protection +1, backpack, scroll case, Light An object Alahazra touches sheds light for 40 minutes. She can’t
spell component pouch, trail rations (4), waterskin, 78 gp have more than one copy of this spell active at once.
*The effects of this ability are included in Alahazra’s statistics. Mage Armor Alahazra’s wand and potion grant a touched target a
SPECIAL ABILITIES +4 armor bonus to AC for 1 hour. She must succeed at a DC 20 Use
Clouded Vision Alahazra cannot see anything beyond 30 feet, but she Magic Device check to activate her wand. “I am the bride of the sun and
has darkvision within 30 feet. Obscuring Mist Alahazra calls forth a mist in a 20-foot-radius spread
the prophet of the burning sands.”
HOG: Pathfinder Player Companion: Humans of Golarion ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Oracle 4

centered on her for 4 minutes or until a moderate or strong wind innocence loud and long, but to no avail. Sickened by what he saw as
blows it away or a fire spell burns it away. Until then, the mist a betrayal of both his trust and his national pride, Alahazra’s father
blocks vision (even darkvision). Attacks against adjacent creatures in did his daughter a final kindness and cast her out with no more
the mist suffer a 20% miss chance from concealment, and creatures than the clothes on her back, instructing her to run before the Pure
farther into the mist have total concealment (50% miss chance, and Legion arrived to take her into custody—and let her gods be her new
they can’t be targeted by sight). family, for she no longer had one in Rahadoum.
Resist Energy For 40 minutes, a target Alahazra touches gains 10 Blind, weak, and weeping with frustration and rage, Alahazra
resistance to her choice of acid, cold, electricity, fire, or sonic. stumbled southeast into the desert, seeking what meager shade and
Scorching Ray Alahazra’s wand can blast an enemy with a searing water the badlands had to offer. For days she wandered, desiring only
beam of fire that deals 4d6 points of fire damage. She can fire the to put distance between herself and any pursuers who might still
ray up to 30 feet (+5 ranged touch to hit). She must succeed at a DC want revenge for her presumed heresy until at last she collapsed in
20 Use Magic Device check to activate her wand. the lee of a dune, dehydrated and dying.
Sound Burst Alahazra sends a 10-foot-radius blast of sound to a location Staring up through milky cataracts at the burning ball of the
within 35 feet. All creatures in the area take 1d8 points of sonic sun and letting the wind slowly bury her in the hot sand of the
damage and must succeed a DC 17 Fortitude save or be stunned for dunes, Alahazra had her first revelation. Behind her ruined eyes, a
1 round. vision of debilitating color suddenly exploded. In it, Alahazra saw
Spark Alahazra can catch an unattended object within 35 feet on fire. herself not as she was, but as she one day would be—strong, proud,
The object must be Fine (roughly the size of a coin). and fierce. In that moment, Alahazra understood that she was more
Stabilize Alahazra can stabilize any target within 35 feet. The target than just a girl. She was a force of the desert—a voice of sun, sand,
stops dying but remains unconscious. and flame—and she would bring its truth to the people, whether
they were ready for it or not. Baking slowly in the hot coals of the
Alahazra was born in a small Rahadoumi town east of Manaket. great Garundi desert, Alahazra came to know herself, and in doing
Her hometown is one of the many way stations on the caravan so harnessed the magical flames that had been building inside her.
route known as the Path of Salt, which leads from Azir to distant With the aid of her newfound abilities, Alahazra moved steadily
Sothis and takes its name from the waves of the Inner Sea and the east, crossing into Thuvia and following the Path of Salt until she
dried tears of the slave chains that march along it. The daughter of finally came to Osirion. There she roamed as she willed through the
a wealthy and widowed wainwright, Alahazra wanted for nothing great cities and barren plains, offering wisdom and healing to the
growing up. She had the best tutors money could buy, all the time righteous and cleansing fire to the wicked. In time, her notoriety
being groomed for a lucrative marriage or, potentially, induction grew, affording her access to higher social circles, and it’s whispered
into the Occularium, Manaket’s prestigious wizard’s college. that she made consorts and admirers of powerful men, possibly
All of that changed the day when 16-year-old Alahazra woke to even among the court of the Ruby Prince. Alahazra herself, however,
find herself suddenly and inexplicably blind, her eyes clouded by a speaks little of her past. Only the future concerns her, and her duty is
white mist that gave her only vague outlines of her surroundings. to defend it with a clarity of vision that disdains sight.
Her father called in the best healers in the godless land, only to Now a grown woman of arresting beauty, Alahazra is kind but
discover that the situation was worse than he could have imagined. distant, often letting conversation drop in favor of taking in the
For when the bards with the healing touch reached out to the fevered sounds and smells of her environment. When she does speak, in
child, they were suddenly cast back by a blast of flames that burned her low, throaty voice, her words have the weight of command.
the girl’s sickbed but left her unharmed. Yet, even this might have Though she maintains that she has never worshiped a god—the
been bearable had the fleeing bards not revealed the rest of their cornerstone of her bitterness toward both her father and her
discovery: the girl’s flames bore no hint of sorcery or arcana. Though homeland—she has come to respect a wide variety of deities, whom
Alahazra’s staunchly atheist father could scarcely believe it, his proper she refers to as “powerful and strategic allies.” Alahazra has little
Rahadoumi household harbored a burgeoning cleric. patience for fools, but has a soft spot for orphans and victims of
Confronted by her enraged father and frightened by the new injustice and in her own stern way, considers herself a mother “I am the bride of the sun and
abilities that she felt burning inside her skin, Alahazra protested her figure to her adventuring companions.
the prophet of the burning sands.”
HOG: Pathfinder Player Companion: Humans of Golarion ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Oracle 7

In battle, Alahazra’s rage toward injustice flares in a wall of divine flame. headband of alluring charisma +2, ring of protection +1, backpack,
scroll case, spell component pouch, trail rations (4), waterskin, 268 gp
ALAHAZRA *These abilities are already included in Alahazra’s statistics.
Female human oracle 7 (Pathfinder RPG Advanced Player’s Guide 42) SPECIAL ABILITIES
LG Medium humanoid (human) Clouded Vision Alahazra cannot see anything beyond 60 feet, but she
Init +2; Senses darkvision 60 ft.; Perception +1 has darkvision within 60 feet.
DEFENSE Elemental Metamagic Rod Alahazra can modify three of her spells
AC 15, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 dodge, +1 natural) each day so that they deal cold damage instead of their normal
hp 59 (7d8+21) damage type, or half cold damage and half their normal type.
Fort +5, Ref +6, Will +8 Fire Breath As a standard action up to twice per day, Alahazra can
OFFENSE unleash a 15-foot cone of flame that deals 7d4 points of fire damage
Speed 40 ft. (Reflex DC 18 half).
Melee mwk quarterstaff +6 (1d6) Heat Aura Up to twice per day as a swift action, Alahazra can
Ranged mwk light crossbow +8 (1d8/19–20) surround herself in an aura of heat that deals 3d4 points of fire
Oracle Spells Known (CL 7th; concentration +12) damage to all creatures within 10 feet (Reflex DC 18 half). The aura
3rd (5/day)—cure serious wounds, dispel magic, fireball (DC 20), also grants her 20% concealment until the beginning of her next turn.
searing light Nimble Moves Alahazra can ignore 5 feet of difficult terrain when she
2nd (7/day)—align weapon, bear’s endurance, cure moderate moves, allowing her to take 5-foot steps.
wounds, resist energy, sound burst (DC 19) Wings of Fire As a swift action, Alahazra can manifest a pair of fiery
1st (8/day)—bless, burning hands (DC 18), command (DC 16), cure wings that grant her a fly speed of 60 feet. She can use these wings
light wounds, obscuring mist, protection from evil, shield of faith for up to 7 minutes a day, in 1-minute increments.
0 (at will)—create water, detect magic, guidance, light, mending, Spells and Gear Alahazra has access to the following spells and gear.
sparkAPG (DC 17), stabilize Air Walk Alahazra’s scroll grants a touched target the ability to walk on
Mystery flame air at its normal speed for 70 minutes. The target’s maximum angle
STATISTICS of ascent or descent is 45 degrees (but walking uphill causes them
Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 21 to move at half speed). Heavy winds or stronger can blow the target
Base Atk +5; CMB +5; CMD 19 in the direction of the wind or have more drastic effects.
Feats Dodge*, Extra RevelationAPG,*, Greater Spell Focus (evocation)*, Align Weapon Alahazra can make a weapon (or 50 pieces of
Nimble Moves, Spell Focus (evocation)*, Toughness* ammunition) count as her choice of chaotic, good, evil, or lawful for
Traits Dangerously CuriousAPG,*, Tongue of Many TownsHOG,* the purpose of bypassing damage reduction for 7 minutes.
Skills Acrobatics +11 (+15 to jump), Diplomacy +16, Heal +7, Intimidate +9, Bear’s Endurance Alahazra grants a touched target a +4 enhancement
Knowledge (history) +4, Knowledge (planes) +5, Knowledge (religion) bonus to Constitution for 7 minutes. This temporarily increases its
+4, Linguistics +2, Sense Motive +5, Spellcraft +10, Use Magic Device +16 hit points by 2 per level and its Fortitude save bonus by +2.
Languages Common, Osiriani, Polyglot Bless Alahazra can give all allies in a 50-foot-radius burst a +1 morale
SQ oracle’s curse (clouded vision), revelations (cinder dance*, fire bonus to attack rolls and saves against fear for 7 minutes.
breath, heat aura, wings of fire) Blessing of Fervor Alahazra’s scroll can affect up to 7 creatures within
Combat Gear elemental metamagic rod (lesser, cold)APG, oil of 40 feet and all within 30 feet of each other. Each target choses one of
daylight, potion of mage armor, scroll of air walk, scroll of blessing the following five effects at the beginning of its turn for 7 rounds.
of fervor, scroll of breath of life, scroll of freedom of movement, • Increase its speed by 30 feet.
scroll of invisibility purge, wand of cure light wounds (15 charges), • Stand up as a swift action without provoking attacks of opportunity.
wand of lesser restoration (7 charges), wand of mage armor • Make one extra attack as part of a full attack action, using its
(12 charges), wand of scorching ray (CL 7th, 8 charges), alchemist’s fire, highest base attack bonus.
antitoxin (2), healer’s kit; Other Gear mwk light crossbow with 10 bolts, • Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and “I am the bride of the sun and
mwk quarterstaff, amulet of natural armor +1, cloak of resistance +2, on Reflex saves.
the prophet of the burning sands.”
HOG: Pathfinder Player Companion: Humans of Golarion ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Oracle 7

• Cast a single spell of 2nd level or lower as if it were an enlarged, Guidance Alahazra can give a touched target a +1 competence bonus
extended, silent, or still spell. that the target can use on any attack roll, saving throw, or skill
Breath of Life Alahazra’s scroll heals a touched creature 5d8+9 hit check in the next minute.
points. It even works on creatures that died in the last round, Invisibility Purge Alahazra’s scroll negates all invisibility within 25 feet of Sound Burst Alahazra sends a 10-foot-radius blast of sound to a
bringing them back to life if their total hit points become greater the caster. The effect moves along with the caster for 5 minutes. location within 40 feet. All creatures in the area take 1d8 points
than their negative Constitution score. It doesn’t work if they died Lesser Restoration After 3 full rounds of casting, Alahazra’s wand cures a of sonic damage and must succeed a DC 19 Fortitude save or be
from a death effect or became undead. If it brings someone back to touched target of 1d4 points of damage to any ability score or dispels stunned for 1 round.
life, the target suffers 1 negative level for 24 hours. most magical effects reducing its ability scores. The target is no Spark Alahazra can catch an unattended object within 40 feet on fire.
Burning Hands Alahazra creates a 15-foot cone of fire that deals 5d4 longer fatigued, and an exhausted target instead becomes fatigued. The object must be Fine (roughly the size of a coin).
points of fire damage to all creatures in the area (Reflex DC 18 half). Light An object Alahazra touches sheds light for 70 minutes. She can’t Stabilize Alahazra can stabilize any target within 40 feet. The target
Command One creature within 40 feet must succeed at a DC 16 Will have more than one copy of this spell active at once. stops dying but remains unconscious.
saving throw or perform Alahazra’s choice of the following actions: Mage Armor Alahazra’s wand and potion grant a touched target a
approach, drop an object, fall prone, run away, or stand in place. +4 armor bonus to AC for 1 hour. She must succeed at a DC 20 Use Alahazra was born in a small Rahadoumi town east of Manaket.
Create Water Alahazra creates 14 gallons of water within 40 feet. It Magic Device check to activate her wand. Her hometown is one of the many way stations on the caravan
lasts a day if no one drinks it. Mending Alahazra heals 1d4 points of damage to an object within 10 route known as the Path of Salt, which leads from Azir all the way
Cure Light Wounds Alahazra’s wand heals a touched target for 1d8+1 feet that weighs at most 7 pounds. She can repair broken (but not to distant Sothis and takes its name from the waves of the Inner
points of damage. If she casts the spell, it heals 1d8+5 points instead. destroyed) magic items whose caster level is 7 or less. Sea and the dried tears of the slave chains that march along it. The
Cure Moderate Wounds Alahazra heals a touched target for 2d8+7 Obscuring Mist Alahazra calls forth a mist in a 20-foot-radius spread daughter of a wealthy and widowed wainwright, Alahazra wanted
points of damage. centered on her for 7 minutes or until a moderate or strong wind for nothing growing up. She had the best tutors money could buy,
Cure Serious Wounds Alahazra heals a touched target for 3d8+7 points blows it away or a fire spell burns it away. Until then, the mist and was groomed for a lucrative marriage or, potentially, induction
of damage. blocks vision (even darkvision). Attacks against adjacent creatures in into the Occularium, Manaket’s prestigious wizard’s college.
Daylight When smeared on an object, Alahazra’s oil creates bright light the mist suffer a 20% miss chance from concealment, and creatures All of that changed the day 16-year-old Alahazra woke to find
for 60 feet and raises the light by one level for the next 60 feet for farther into the mist have total concealment (50% miss chance, and herself suddenly and inexplicably blind, her eyes clouded by a white
50 minutes. If there is magic darkness in that area, the overlapping they can’t be targeted by sight). mist that gave her only vague outlines of her surroundings. Beside
area is unaffected by either spell. Protection From Evil A touched target gets a +2 resistance bonus to himself with grief, her father called in the best healers to be found in
Detect Magic Alahazra can notice magic in a 60-foot cone. If she saving throws and a +2 deflection bonus to AC against evil creatures the godless land, only to discover that the situation was worse than
concentrates, she can determine how many magic auras there are for 7 minutes. The target cannot be touched by a nongood summoned he could have imagined. For when the bards with the healing touch
on the next round. On the round after that, she can try to find out creature and is immune to direct mental control and possession reached out to the fevered child, they were suddenly cast back by a
more about one aura. by evil creatures. Casting the spell after direct mental control or blast of flames that burned the girl’s sickbed but left her magically
Dispel Magic Alahazra can attempt to end a magical effect within 170 possession allows the target a new saving throw at a +2 bonus. unharmed. Yet, even this might have been bearable had the fleeing
feet. To do so, she must roll 1d20+7, and the result must equal or Resist Energy For 70 minutes, a target Alahazra touches gains 20 bards not revealed the rest of their discovery: the girl’s flames bore no
exceed 11 + the target effect’s caster level. If successful, the magical resistance to her choice of acid, cold, electricity, fire, or sonic. hint of sorcery or arcana. Though Alahazra’s staunchly atheist father
effect ends immediately. Alternatively, she can ready an action to Scorching Ray Alahazra’s wand can blast her enemies with two searing could scarcely believe it, his proper Rahadoumi household harbored
counter an enemy spellcaster’s spellcasting. This works in much the beams of fire. She can fire the rays up to 40 feet at the same target a burgeoning cleric. Blind, weak, and weeping , Alahazra stumbled
same way, but if successful, she causes the enemy’s spell to fail. or at different targets (+7 ranged touch to hit). Each ray does 4d6 southeast into the desert badlands.
Fireball Alahazra can fire a small bead up to 680 feet away, at which points of fire damage. She must succeed at a DC 20 Use Magic Staring up through milky cataracts at the burning ball of the sun
point it bursts into a 20-foot-radius spread of flame. (If it passes Device check to activate her wand. and letting the wind slowly bury her in the dunes, Alahazra had her
through a narrow opening before that distance, she must roll a Searing Light Alahazra sends a ray of light at a target within 170 feet as first revelation. A vision of debilitating color suddenly exploded. In
ranged touch attack with +7 to hit to avoid hitting the wall and a ranged touch attack (+7 to hit). If it hits, the target takes 3d8 points it, Alahazra saw herself not as she was, but as she one day would be—
detonating early.) The fireball deals 7d6 points of fire damage to all of damage (7d6 points if it is undead, or 7d8 points if it is both undead strong, proud, and fierce. In that moment, she understood that she
creatures and objects in the area (Reflex DC 20 half). and vulnerable to light). Constructs and objects take 4d6 damage. was a force of the desert—a voice of sun, sand, and flame—and she
Freedom of Movement Alahazra’s scroll allows a target to move freely Shield of Faith Alahazra can give a touched target a +3 deflection would bring its truth to the people. Baking in the hot coals of the
for 70 minutes, rendering it immune to most effects that would bonus to AC for 7 minutes, which increases its touch AC, flat-footed great Garundi desert, Alahazra came to know herself, and in doing so
impede its movement, such being grappled, slowed, or paralyzed. AC, and CMD as well. harnessed the magical flames inside her.

HOG: Pathfinder Player Companion: Humans of Golarion ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Paladin (L evel 1)
A young paladin, Seelah believes she allowed the knight Acemi to die, and Detect Evil As a standard action as often as she wants, Seelah can
wears her hair in the same style in tribute. She hopes to carry on the good detect the presence of evil in a 60-foot cone.
work that Acemi might have done. Power Attack Before attacking, Seelah may choose to take a –1
penalty on all melee attack rolls and combat maneuver checks
SEELAH until her next turn and gain a +3 bonus on melee damage rolls.
Female human paladin of Iomedae 1 Armor Check Penalty Seelah’s armor weighs her down when she
LG Medium humanoid (human) attempts physical tasks. She takes a –5 penalty on skill checks
Init +0; Senses Perception +1 with Dexterity- and Strength-based skills. This penalty is
DEFENSE lower than most characters would take because Seelah has
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) the armor expert trait.
hp 13 (1d10+3) Aura Seelah has an aura of good equal to her paladin level. It can
Fort +4, Ref +0, Will +3 be detected with the detect good spell.
OFFENSE Code of Conduct If Seelah willingly commits an evil act, she loses
Speed 20 ft. all class features except proficiencies.
Melee longsword +5 (1d8+3/19–20)
Ranged shortbow +1 (1d6/×3) Seelah faced numerous tragedies in her young life. The loss of her
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage) home brought her family to the city of Solku in Katapesh, and there
Paladin Spell-Like Abilities (CL 1st; concentration +3) she lost her family to gnoll raids. At 14, she was orphaned and poor
At will—detect evil on the streets of a strange town, doing what she had to in order to
STATISTICS survive—stealing, mugging, conning travelers, even attempting
Str 16, Dex 10, Con 14, Int 10, Wis 13, Cha 15 to make her way as a young mercenary. Eventually, a band of
Base Atk +1; CMB +4; CMD 14 Iomedaean paladins came to Solku to help defend it against the
Feats Power Attack, Weapon Focus (longsword)* gnoll hordes. Immediately enamored with the shining steel of the
Skills Diplomacy +6, Knowledge (religion) +4, Sense Motive +5, foreign defenders, Seelah stole one of their helmets, a great helm
Survival +2; Armor Check Penalty –5 emblazoned with the image of a golden bird.
Traits armor expert*, poverty-stricken* During the Battle of Red Hail, Seelah realized that one
Languages Common, Osiriani of the bravest knights, a woman named Acemi, fought the
SQ aura (faint good), code of conduct battle without her helm. While holding Solku’s gates, the
Combat Gear holy water; Other Gear scale mail, heavy wooden knight took a mortal wound to the skull, winning the day but
shield, longsword, shortbow, with 20 arrows, sunrod (2), dying of her wound that evening.
backpack, wooden holy symbol, trail rations (4), 13 gp Wracked with guilt, Seelah approached Acemi’s body as
* The effects of this ability have already been calculated into her companions prepared her pyre. They watched silently as
Seelah’s statistics. Seelah placed the stolen helm over the dead woman’s head,
SPECIAL ABILITIES and then climbed onto the pyre beside her. The paladins had
Smite Evil Once per day as a swift action, Seelah can choose one known from the start that Seelah stole the helm, but Acemi had
target in sight to smite. If it’s evil, she adds her Charisma bonus forbidden them from collecting it, hoping the helm would
to her attack rolls and paladin level to damage rolls against it. win the desperate orphan coin enough for a few meals. That
If it’s an outsider with the evil subtype, an evil-aligned dragon, night, the knights of Iomedae took Seelah in. Although she has
or an undead creature, the bonus on the damage roll on the come to terms with Acemi’s death, Seelah still regrets the theft that
first attack increases to 2 points per paladin level. The smite brought her into Iomedae’s arms. As the years passed, Seelah’s guilt
also bypasses the creature’s DR. Seelah also gains a deflection has transformed into a powerful love and faith in her goddess.
bonus to AC equal to her Charisma modifier against the target’s The young paladin wears her hair in Acemi’s style and trains
attacks. The smite lasts until the target is dead or Seelah rests relentlessly in the use of the longsword. In so doing, she hopes to carry
and regains the use of this ability. If Seelah attempts to smite a on the good work that Acemi might have done had she not fallen. It’s “Iomedae is my sight and my strength. She will
nonevil creature, the smite is wasted. the least Seelah feels she can do to make up for the death she caused. guide my sword into the heart of evil!”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Paladin (L evel 4)
A young paladin, Seelah believes she allowed the knight Acemi to die, and paladin level. The smite also bypasses the creature’s DR. Seelah also
wears her hair in the same style in tribute. She hopes to carry on the good gains a deflection bonus to AC equal to her Charisma modifier against
work that Acemi might have done. the target’s attacks. The smite lasts until the target is dead or Seelah
rests and regains the use of this ability. If Seelah attempts to
SEELAH smite a nonevil creature, the smite is wasted.
Female human paladin of Iomedae 4 Aura of Courage While Seelah is conscious, each ally within 10 feet of
LG Medium humanoid (human) her gains a +4 morale bonus on saving throws against fear effects.
Init +0; Senses Perception +1 Channel Positive Energy Seelah can spend two uses of lay on hands
Aura courage (10 ft.) to release a wave of positive energy. This energy can be used to deal
DEFENSE damage to undead creatures or to heal living creatures. Channeling
AC 22, touch 10, flat-footed 22 (+10 armor, +2 shield) energy causes a burst that affects all creatures of one type (either
hp 40 (4d10+12) undead or living) in a 30-foot radius centered on Seelah. This is a
Fort +9, Ref +4, Will +8 standard action that does not provoke an attack of opportunity.
Immune disease, fear Seelah can choose whether or not to include herself in this effect. She
OFFENSE must be able to present her holy symbol to use this ability.
Speed 20 ft. Detect Evil As a standard action as often as she wants, Seelah can
Melee +1 longsword +9 (1d8+4/19–20) detect the presence of evil in a 60-foot cone.
Ranged mwk composite longbow +5 (1d8+3/×3) Lay on Hands Seelah can heal 2d6 points of damage with a touch
Special Attacks channel positive energy (DC 15, 2d6), smite evil 2/day seven times per day as a standard action (or a swift action if she
(+3 attack and AC, +4 damage) heals herself). She can use this ability to damage undead by
Paladin Spell-Like Abilities (CL 4th; concentration +7) making a melee touch attack that doesn’t provoke attacks of
At will—detect evil opportunity.
Paladin Spells Prepared (CL 1st; concentration +4) Mercy When Seelah uses lay on hands to heal damage, the
1st—lesser restoration target also loses the sickened condition.
STATISTICS Power Attack Before attacking, Seelah may choose to take a
Str 16, Dex 10, Con 14, Int 10, Wis 13, Cha 16 –2 penalty on all melee attack rolls and combat maneuver
Base Atk +4; CMB +7; CMD 17 checks until her next turn and gain a +6 bonus on melee
Feats Extra Lay on Hands*, Power Attack, Weapon Focus (longsword)* damage rolls.
Skills Diplomacy +10, Knowledge (religion) +7, Sense Motive +8, Spells Seelah can cast the following spell. For a full spell
Survival +2; Armor Check Penalty –6 description, see page 334 of the Pathfinder RPG Core Rulebook.
Traits armor expert*, poverty-stricken* Lesser Restoration: This spell dispels magical effects
Languages Common, Osiriani reducing one of a creature’s ability scores or heals 1d4 points
SQ aura (moderate good), code of conduct, lay on hands (2d6, 7/day), of temporary ability damage to one of its ability scores. It
mercy (sickened) also removes fatigue or improves exhausted to fatigued.
Combat Gear wand of cure light wounds (15 charges), holy water; Aura Seelah has an aura of good equal to her paladin level. It can be
Other Gear +1 full plate, heavy wooden shield, +1 longsword, mwk detected with the detect good spell.
composite longbow with 20 arrows, backpack, silver holy symbol, Code of Conduct If she willingly commits an evil act, she loses all class “Iomedae is my sight and my strength. She will
sunrod (2), trail rations (4), 44 gp features except proficiencies. guide my sword into the heart of evil!”
* The effects of this ability are already calculated into Seelah’s statistics.
SPECIAL ABILITIES By the age of 14, Seelah was orphaned and poor on the streets of Solku a mortal wound to the skull, winning the day but dying that evening.
Smite Evil Twice per day as a swift action, Seelah can choose one target after her family was killed in gnoll raids. She resorted to stealing and Wracked with guilt, Seelah approached Acemi’s body as her companions
in sight to smite. If it’s evil, she adds her Charisma bonus to her attack mugging in order to survive. When Iomedaean paladins came to defend prepared her pyre, placed the stolen helm over the dead woman’s head,
rolls and paladin level to damage rolls against it. If it’s an outsider against the gnoll hordes, Seelah stole one of their helmets. During the and then climbed onto the pyre beside her. That night, the knights of
with the evil subtype, an evil-aligned dragon, or an undead creature, Battle of Red Hail, Seelah realized the bravest knight—Acemi—fought Iomedae took Seelah in. She still regrets the theft that brought her into
the bonus to damage on the first attack increases to 2 points per the battle without her helm. While holding Solku’s gates, Acemi took Iomedae’s arms, though her guilt has transformed into a powerful love.
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Paladin (L evel 7)
A young paladin, Seelah believes she allowed the knight Acemi to die, and target in sight to smite. If it’s evil, she adds her Charisma bonus to
wears her hair in the same style in tribute. She hopes to carry on the good her attack rolls and paladin level to damage rolls against it. If it’s an
work that Acemi might have done. outsider with the evil subtype, an evil-aligned dragon, or an undead
creature, the bonus to damage on the first attack increases to 2
SEELAH points per paladin level. The smite also bypasses the creature’s
Female human paladin of Iomedae 7 DR. Seelah also gains a deflection bonus to AC equal to her Charisma
LG Medium humanoid (human) modifier against the target’s attacks. The smite lasts until the target
Init +0; Senses Perception +1 is dead or Seelah rests and regains the use of this ability. If Seelah
Aura courage (10 ft.) attempts to smite a nonevil creature, the smite is wasted.
DEFENSE Aura of Courage While Seelah is conscious, each ally within 10 feet of
AC 25, touch 10, flat-footed 25 (+11 armor, +4 shield) her gains a +4 morale bonus on saving throws against fear effects.
hp 67 (7d10+21) Channel Positive Energy Seelah can spend two uses of lay on hands
Fort +11, Ref +6, Will +10 to release a wave of positive energy. This energy can be used to deal
Immune disease, fear damage to undead creatures or to heal living creatures. Channeling
OFFENSE energy causes a burst that affects all creatures of one type (either
Speed 20 ft. undead or living) in a 30-foot radius centered on Seelah. This is a
Melee +1 longsword +13/+8 (1d8+5/19–20) standard action that does not provoke an attack of opportunity.
Ranged +1 composite longbow +8/+3 (1d8+5/×3) Seelah can choose whether or not to include herself in this effect.
Special Attacks channel positive energy (DC 16, 4d6), smite evil 3/day She must be able to present her holy symbol to use this ability.
(+3 attack and AC, +7 damage) Cleave As a standard action, Seelah can make a single melee attack.
Paladin Spell-Like Abilities (CL 7th; concentration +10) If she hits, she deals damage normally and makes another
At will—detect evil attack against a foe that is adjacent to the first and within
Paladin Spells Prepared (CL 4th; concentration +7) reach. She can make only one additional attack per round
2nd—eagle’s splendor with this feat, and takes a –2 penalty to AC until her next
1st—divine favor, lesser restoration turn when she uses it.
STATISTICS Detect Evil As a standard action as often as she wants, Seelah
Str 18, Dex 10, Con 14, Int 10, Wis 13, Cha 16 can detect the presence of evil in a 60-foot cone.
Base Atk +7; CMB +11; CMD 21 Lay on Hands Seelah can heal 3d6 points of damage with
Feats Cleave, Extra Lay on Hands*, Power Attack, Vital Strike, Weapon a touch eight times per day as a standard action (or a
Focus (longsword)* swift action if she heals herself). She can use this ability to
Skills Diplomacy +13, Knowledge (religion) +10, Sense Motive +11, damage undead by making a melee touch attack that doesn’t
Survival +2; Armor Check Penalty –5 provoke attacks of opportunity.
Traits armor expert*, poverty-stricken* Mercy When Seelah uses lay on hands to heal damage, the
Languages Common, Osiriani target also loses the diseased and sickened conditions.
SQ aura (strong good), code of conduct, divine bond (weapon +1, 1/day), Power Attack Before attacking, Seelah may choose to take a –2
lay on hands (3d6, 8/day), mercies (diseased, sickened) penalty on all melee attack rolls and combat maneuver checks until “Iomedae is my sight and my strength. She will
Combat Gear wand of cure moderate wounds (38 charges), holy her next turn and gain a +6 bonus on melee damage rolls. guide my sword into the heart of evil!”
water; Other Gear +2 full plate, +2 heavy wooden shield, +1 Vital Strike When using the attack action, Seelah can make one attack
longsword, +1 composite longbow (+5 Str) with 20 arrows, belt at her highest base attack bonus that deals additional damage. She Orphaned and poor on the streets of Solku after her family was killed
of giant strength +2, cloak of resistance +1, backpack, silver holy rolls the damage dice twice and adds them together before adding in gnoll raids, Seelah stole and mugged in order to survive. Iomedaean
symbol, sunrod (2), trail rations (4), 99 gp other bonuses. These dice aren’t multiplied on a critical hit. paladins came to defend against the gnoll hordes, and Seelah stole one of
* The effects of this ability have already been calculated into Aura Seelah has an aura of good equal to her paladin level. It can be their helmets. The knight Acemi fought the battle without her helm, and
Seelah’s statistics. detected with the detect good spell. took a mortal wound to the skull, winning the day but dying that evening.
SPECIAL ABILITIES Code of Conduct If she willingly commits an evil act, she loses all Wracked with guilt, Seelah approached Acemi’s body and climbed onto
Smite Evil Three times per day as a swift action, Seelah can choose one class features except proficiencies. the pyre beside her. The knights of Iomedae took Seelah in.
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Psychic 1
Rivani is studious but imaginative, and she sees it as her duty to experience life of speech word-for-word. She can attempt to mentally disable written
and develop a mature philosophy by using her psychic gifts to help others grow. magical traps as if she had a total Disable Device bonus of +8.
Phrenic Amplification Rivani has the following phrenic amplification.
RIVANI Mindtouch: Rivani can spend 1 point from her phrenic pool while
Human psychic 1 casting a spell to read the surface thoughts of her spell’s target. If
LN Medium humanoid (human) the target successfully saves against her spell, Rivani cannot read its
Init +1; Senses Perception +6 thoughts. If the spell does not already require a saving throw or an
DEFENSE attack roll, a successful DC 14 Will save negates this effect.
AC 11, touch 11, flat-footed 10 (+1 Dex) Spells Rivani can cast the following spells. For the full descriptions of
hp 8 (1d6+2) the spells listed below, see the Pathfinder RPG Core Rulebook or
Fort +3, Ref +3, Will +4 Pathfinder RPG Occult Adventures.
OFFENSE Burst of Adrenaline: As an immediate action, Rivani gains a +8
Speed 30 ft. enhancement bonus to her Strength, Dexterity, or Constitution score
Melee dagger +0 (1d4/19–20) for 1 roll (equivalent to a +4 bonus on the roll), but she is fatigued
Ranged light crossbow +1 (1d8/19–20) the next round.
Special Attacks phrenic amplification (mindtouch), phrenic pool (2) Comprehend Languages: Rivani can understand all languages she
Psychic Spells Known (CL 1st; concentration +5) reads or hears for 10 minutes, though she can’t speak those languages.
1st (4/day)—burst of adrenalineOA, comprehend languages, mind Detect Magic: Rivani notices magic in a 60-foot cone. If she
thrust IOA (DC 15) concentrates, the next round she can learn how many magic auras there
0 (at will)—detect magic, mage hand, message, telekinetic projectileOA are. The round after that, she can try to learn more about one aura.
Psychic Discipline Lore Mage Hand: Rivani can move an object up to 25 feet away and
STATISTICS weighing up to 5 pounds with her mind.
Str 10, Dex 12, Con 13, Int 18, Wis 14, Cha 10 Message: Rivani can whisper messages to the target for 10 minutes
Base Atk +0; CMB +0; CMD 11 as long as it remains within 110 feet and isn’t obstructed, and
Feats Great Fortitude, Lightning Reflexes the target can respond each time Rivani sends a whisper. Nearby
Traits inspiredUCA, mentoredUCA creatures might be able to overhear the messages (Perception DC 25).
Skills Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Mind Thrust I: Rivani deals 1d6 points of damage (Will half) to
Knowledge (history) +8, Knowledge (religion) +8, Perception +6, one creature within 25 feet. This is a mind-affecting spell.
Profession (scribe) +7, Spellcraft +8 Telekinetic Projectile: Rivani flings a tiny object at a single target
Languages Celestial, Common, Garuda, Kelish, Vudrani within 25 feet as a ranged attack with a +1 bonus, dealing 1d6
SQ illuminating answers, mnemonic cache (10 pages/30 minutes), points of bludgeoning damage.
psychic discipline (lore) Combat Gear Rivani’s combat gear is described below.
Combat Gear potion of cure light wounds, scroll of cause fear, scroll of Potion of Cure Light Wounds: Rivani’s potion heals 1d8+1 points
mage armor; Other Gear dagger, light crossbow with 10 bolts and of damage.
5 alchemical silver bolts, backpack, bedroll, belt pouch, flint and Scroll of Cause Fear: One creature within 25 feet becomes
steel, ink, inkpen, parchment (5 sheets), torches (10), trail rations (5 frightened for 1d4 rounds. If it succeeds at a DC 11 Will save, it is
days), waterskin, 2 gp instead shaken for 1 round.
SPECIAL ABILITIES Scroll of Mage Armor: Rivani can touch a creature to grant it a “We are all one. The pain you bring others,
Illuminating Answers Twice per day, if Rivani casts a spell that grants +4 armor bonus to AC for 4 hours. you bring yourself.”
her answers to questions (such as augury, blood biography, contact
other planes), she regains 1 point in her phrenic pool. The path of the initiate is long and fraught with danger. For Proclaimed a great scholar reborn, Rivani was shuff led off to the
Inspired Once per day before attempting a skill check, Rivani can Rivani, the journey began as a young girl in Vudra, when she took distant lands of the Inner Sea to teach and learn what she could. A
choose to roll twice and take the better result. the Trial of the White Lotus, a test to determine a child’s psychic life f illed with travel has only fed Rivani’s wanderlust, and while
Mentored Rivani gains a +1 bonus on skill checks to aid another. aptitudes. Rivani passed the trial, but her unexpected foray into the she’s kind and generous to all, she avoids forming long-lasting
Mnemonic Cache Rivani can memorize 10 pages of text or 30 minutes consciousness of the court’s members revealed dangerous secrets. connections, knowing that her path is one of constant exploration.
©2015 Paizo Inc. Permission granted to photocopy for personal use only.
Psychic 4
Rivani is studious but imaginative, and she sees it as her duty to experience life SPECIAL ABILITIES
and develop a mature philosophy by using her psychic gifts to help others grow. Illuminating Answers Twice per day, if Rivani casts a spell that grants
her answers to questions (such as augury, blood biography, contact
RIVANI other planes), she regains 1 point in her phrenic pool.
Human psychic 4 Inspired Once per day before attempting a skill check, Rivani can
LN Medium humanoid (human) choose to roll twice and take the better result.
Init +1; Senses Perception +9 Mentored Rivani gains a +1 bonus on skill checks to aid another.
DEFENSE Mnemonic Cache Rivani can memorize 10 pages of text or 30 minutes
AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex) of speech word-for-word. She can attempt to mentally disable written
hp 30 (4d6+12) magical traps as if she had a total Disable Device bonus of +11.
Fort +5, Ref +4, Will +6 Phrenic Amplifications Rivani has the following phrenic amplifications.
OFFENSE Mindtouch: Rivani can spend 1 point from her phrenic pool while
Speed 30 ft. casting a spell to read the surface thoughts of her spell’s target. If
Melee dagger +2 (1d4/19–20) the target successfully saves against her spell, Rivani cannot read its
Ranged mwk light crossbow +4 (1d8/19–20) thoughts. If the spell does not already require a saving throw or an
Special Attacks phrenic amplifications (mindtouch, will of the dead), attack roll, a successful DC 16 Will save negates this effect.
phrenic pool (4) Will of the Dead: Rivani can spend 2 points from her phrenic
Psychic Spell-like Abilities (CL 4th; concentration +8) pool as she casts a spell to overcome an undead creature’s normal
1/day—detect thoughts (DC 15) immunity to mind-affecting effects.
Psychic Spells Known (CL 4th; concentration +8) Spells and Spell-Like Abilities Rivani can cast the following spells.
2nd (4/day)—hypercognitionOA, id insinuationOA (DC 16) For the full descriptions of the spells below, see the Pathfinder
1st (7/day)—burst of adrenalineOA, command (DC 15), comprehend RPG Core Rulebook or Pathfinder RPG Occult Adventures.
languages, mage armor, mind thrust IOA (DC 15), remove fear Burst of Adrenaline: As an immediate action, Rivani gains a +8
0 (at will)—detect magic, detect psychic significanceOA, mage hand, enhancement bonus to her Strength, Dexterity, or Constitution score
message, read magic, telekinetic projectileOA for 1 roll (equivalent to a +4 bonus on the roll), but she is fatigued
Psychic Discipline Lore the next round.
STATISTICS Command: Rivani can order a target within 35 feet to use its next
Str 10, Dex 12, Con 14, Int 18, Wis 14, Cha 10 action to either approach her, drop whatever it is holding, fall to the
Base Atk +2; CMB +2; CMD 14 ground, flee, or stand in place and take no action (Will DC 15). This is
Feats Expanded ArcanaAPG, Great Fortitude, Lightning Reflexes a mind-affecting spell.
Traits inspiredUCA, mentoredUCA Comprehend Languages: Rivani can understand all languages she
Skills Knowledge (arcana) +11, Knowledge (dungeoneering) +11 reads or hears for 40 minutes, though she can’t speak those languages.
(+13 to navigate underground), Knowledge (history) +11, Knowledge Detect Magic: Rivani notices magic in a 60-foot-cone. If she
(religion) +11, Perception +9, Profession (scribe) +7, Sense Motive +8, concentrates, she can find how many magic auras there are on the next
Spellcraft +11, Survival +2 (+4 to avoid becoming lost) round. The round after that, she can try to find out more about one aura.
Languages Celestial, Common, Garuda, Kelish, Vudrani Detect Psychic Significance: Rivani can sense the presence of all
SQ detect thoughts, illuminating answers, mnemonic cache psychically charged objects within 40 feet.
(25 pages/45 minutes) Detect Thoughts: Rivani can sense the presence or absence of “We are all one. The pain you bring others,
Combat Gear +1 bolts (10), potion of cure light wounds (2), potion thoughts in a 60-foot cone. If she concentrates as a standard action, you bring yourself.”
of lesser restoration, runestone of powerACG (1st), scroll of augury, she learns how many thinking minds there are (and what their
scroll of bull’s strength, scroll of darkvision, scroll of fox’s cunning, Intelligence scores are) on the next round. The round after that, she 3 rounds or less to complete, she does so instantly. Either way, she
silver crossbow bolts (20); Other Gear dagger, mwk light crossbow can try to listen to a creature’s surface thoughts (Will DC 15 negates). gets a +4 bonus on the check, but the result cannot exceed what
with 20 bolts, ring of protection +1, backpack, bedroll, belt pouch, Hypercognition: Rivani can accomplish a single mental task— she could have accomplished if she had rolled a natural 20.
compass, flint and steel, ink, inkpen, oil (2 flasks), oil lamp, such as a Knowledge check, Linguistics check to decipher script, or Id Insinuation: A single creature within 35 feet of Rivani must
parchment (5 sheets), trail rations (5 days), waterskin, 57 gp Intelligence check­­—in one-fifth the normal time. If it would take succeed at a DC 16 Will save, or it becomes confused and remains
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Psychic 4
confused so long as Rivani spends a standard action each round to based spellcasters like Rivani also increase the DCs of all of their
concentrate, plus 1 round longer. This is a mind-affecting spell. spells by 2 while under the spell’s effects.
Mage Armor: Rivani can touch a creature to grant it a +4 armor
bonus to AC for 4 hours. Always a precocious child, Rivani began life studying to become a civil
Mage Hand: Rivani can move an object up to 25 feet away and servant in Vudra. She spent hours in the library studying complex
weighing up to 5 pounds with her mind. tomes, favoring lavishly illustrated accounts of fantastic creatures and
Message: Rivani can whisper messages to the target for 10 minutes far-off lands. Rivani thrilled at imagining herself traveling to those
as long as it remains within 110 feet and isn’t obstructed, and the distant lands as a questing hero, and soon these whimsical idylls
target can respond each time Rivani sends a whisper. Nearby creatures consumed her every thought.
might be able to overhear the messages (Perception DC 25). The rishis at court saw promise in the young girl’s whimsy, and
Mind Thrust I: Rivani deals 4d6 points of damage (Will DC 15 half) to implored the rajah to put Rivani to the Trial of the White Lotus, a
one creature within 35 feet. This is a mind-affecting spell. simple test to determine a child’s mental aptitudes. Following a few
Read Magic: Rivani can read scrolls and other magical writings. minor challenges and exams, the rishis brought Rivani to a secret
Remove Fear: Rivani selects two creatures within 40 feet of her room within the rajah’s highest tower, and there revealed a lush
and within 30 feet of each other. She suppresses all current fear garden. At the center of the room lay a pedestal, and on that pedestal
effects on those creatures for 10 minutes. During that time, the a simple white lotus—Rivani’s final challenge.
creatures gain a +4 morale bonus against further fear effects. Rivani closed her eyes and concentrated, relying on techniques
Telekinetic Projectile: Rivani can fling a tiny object at a single she’d read in an archaic manuscript. With each exhalation, she
target within 35 feet as a ranged attack with a +3 bonus, dealing pushed her consciousness deeper beyond her physical body, and a
1d6 points of bludgeoning damage. beatif ic calm overcame her. In her mind’s eye, Rivani stepped further
Combat Gear Rivani’s combat gear is described below. and further into the light until she could no longer distinguish
Potion of Cure Light Wounds: Rivani’s potion heals 1d8+1 points herself from the f lower. But she felt other presences, too. The poets
of damage. of the court were also part of the fabric of life, and Rivani brushed
Potion of Lesser Restoration: This potion heals 1d4 points of against their innermost thoughts. She saw their anticipation, their
ability damage to any ability score or eliminates most magical pride, their amazement at her unexpected power—and also their
effects reducing ability scores. The imbiber is no longer fatigued, betrayals, scandals, and ambitions.
and if she was exhausted, she is fatigued instead. Rivani had passed the Trial of the White Lotus, but none of the
Runestone of Power: Once per day, Rivani can cast a 1st-level rajah’s rishis celebrated her victory.
spell without expending one of her 1st-level spell slots. Certain that her unexpected foray into their consciousness had
Scroll of Augury: Over the course of 1 minute, Rivani determines revealed their own secrets, the rishis proclaimed Rivani a mahatma
whether a particular action taken in the next 30 minutes would result reborn, a precious scholar and teacher returned to Golarion to
in a good outcome (“weal”), a bad outcome (“woe”), a combination guide the people into a new age. Just not in Vudra.
of the two (“weal and woe”), or an outcome that is neither good With the blessings of the rajah, the rishis dispatched their student
nor bad (“nothing”). There is a 73% chance that Rivani receives a to the Isle of Jalmeray, but the masters of that nation’s Houses of
meaningful reply, and a failure automatically indicates “nothing.” Perfection denied her tutelage as well. “Go out into the world and
Scroll of Bull’s Strength: Rivani can give a touched target a +4 learn to live,” they said. “Once you know something for yourself,
enhancement bonus to Strength for 3 minutes, which gives most come back to Jalmeray and teach us what you have learned.”
creatures a +2 bonus on melee attack rolls, melee damage rolls, and A life filled with so much travel has filled Rivani with wanderlust.
Strength-based skill checks. Her relationships burn intensely but brief ly, as she constantly
Scroll of Darkvision: Rivani can give a touched creature the ability guards against delving too deeply—accidentally or otherwise—into
to see in the dark up to 60 feet for 30 minutes. This vision is in the minds of her friends and lovers. She’s always fixated on the next
black-and-white. stop on her journey, and while generally kind and friendly, avoids
Scroll of Fox’s Cunning: Rivani can give a touched target a +4 deep connections with others. Through all of this she’s begun to
enhancement bonus to Intelligence for 3 minutes, which gives most develop her own philosophy, but it will be many years, and many “We are all one. The pain you bring others,
creatures a +2 bonus on Intelligence-based skill checks. Intelligence- more adventures, before she’ll be ready to share it with the world. you bring yourself.”
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Psychic 7

RIVANI SPECIAL ABILITIES


Human psychic 7 Illuminating Answers Twice per day, if Rivani casts a spell that grants
LN Medium humanoid (human) her answers to questions (such as augury, blood biography, contact
Init +1; Senses Perception +12 other planes), she regains 1 point in her phrenic pool.
DEFENSE Inspired Once per day before attempting a skill check, Rivani can
AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex) choose to roll twice and take the better result.
hp 51 (7d6+21) Mentored Rivani gains a +1 bonus on skill checks to aid another.
Fort +8, Ref +7, Will +9 Mnemonic Cache Rivani can memorize 40 pages of text or 70 minutes
OFFENSE of speech word-for-word. She can attempt to mentally disable written
Speed 30 ft. magical traps as if she had a total Disable Device bonus of +14.
Melee mwk cold iron dagger +4 (1d4/19–20) Phrenic Amplifications Rivani has the following phrenic amplifications.
Ranged +1 light crossbow +5 (1d8+1/19–20) Mindtouch: Rivani can spend 1 point from her phrenic pool while
Special Attacks phrenic amplifications (mindtouch, overpowering casting a spell to read the surface thoughts of her spell’s target. If
mind, will of the dead), phrenic pool (5) the target successfully saves against her spell, Rivani cannot read
Psychic Spell-like Abilities (CL 7th; concentration +11) its thoughts. If the spell does not already require a saving throw or
1/day—detect thoughts (DC 16) attack roll, a successful DC 18 Will save negates this effect.
Psychic Spells Known (CL 7th; concentration +11) Overpowering Mind: Rivani can spend 2 points from her phrenic
3rd (5/day)—dispel magic, fly, mind thrust III (DC 18) pool to increase the Will save DC of a spell she is casting by 1.
2nd (7/day)—augury, hypercognitionOA, id insinuationOA (DC 17), levitate Will of the Dead: Rivani can spend 2 points from her phrenic
1st (8/day)—burst of adrenalineOA, command (DC 16), comprehend pool as she casts a spell to overcome an undead creature’s normal
languages, endure elements, mage armor, magic missile, immunity to mind-affecting effects.
remove fear, shield Spells and Spell-Like Abilities Rivani can cast the following spells.
0 (at will)—detect magic, detect psychic significanceOA, mage hand, For the full descriptions of the spells listed below, see the Pathfinder
message, read magic, telekinetic projectileOA RPG Core Rulebook or Pathfinder RPG Occult Adventures.
Psychic Discipline Lore Augury: Over the course of 1 minute, Rivani determines whether
STATISTICS a particular action taken in the next 30 minutes would result in a
Str 10, Dex 12, Con 14, Int 20, Wis 14, Cha 10 good outcome (“weal”), a bad outcome (“woe”), a combination
Base Atk +3; CMB +3; CMD 15 of the two (“weal and woe”), or an outcome that is neither good
Feats Combat Casting, Expanded ArcanaAPG, Great Fortitude, Lightning nor bad (“nothing”). There is a 77% chance that Rivani receives a
Reflexes, Third EyeOA meaningful reply, and a failure automatically indicates “nothing.”
Traits inspiredUCA, mentoredUCA Burst of Adrenaline: As an immediate action, Rivani gains a +8
Skills Appraise +12, Knowledge (arcana) +15, Knowledge enhancement bonus to her Strength, Dexterity, or Constitution score
(dungeoneering) +15 (+17 to navigate underground), Knowledge for 1 roll (equivalent to a +4 bonus on the roll), but she is fatigued
(history) +15, Knowledge (religion) +15, Perception +12, Profession the next round.
(scribe) +7, Sense Motive +11, Spellcraft +15 Command: Rivani can order a target within 40 feet to use its next
Languages Celestial, Common, Garuda, Kelish, Vudrani action to either approach her, drop whatever it is holding, fall to the
SQ detect thoughts, illuminating answers, mnemonic cache (40 ground, flee, or stand in place and take no action (Will DC 16). This is
pages/70 minutes), superior automatic writing a mind-affecting spell. “We are all one. The pain you bring others,
Combat Gear potion of lesser restoration, runestone of powerACG (1st), Comprehend Languages: Rivani can understand all languages she you bring yourself.”
scroll of bull’s strength, wand of cure light wounds (7 charges), wand reads or hears for 70 minutes, though she can’t speak those languages.
of resist energy (5 charges), alchemist’s fire (3); Other Gear +1 light Detect Thoughts: Rivani can sense the presence or absence of Dispel Magic: Rivani can attempt to end a magical effect within
crossbow, mwk cold iron dagger, cloak of resistance +2, headband thoughts in a 60-foot cone. If she concentrates as a standard action, she 170 feet. To do so, she must roll 1d20+7, and the result must equal
of vast intellect +2, ring of protection +1, backpack, bedroll, belt learns how many thinking minds there are (and what their Intelligence or exceed 11 + the target effect’s caster level. If successful, the
pouch, compass, flint and steel, ink, inkpen, oil (2 flasks), oil lamp, scores are) on the next round. The round after that, she can try to listen magical effect ends immediately. Alternatively, Rivani can ready an
parchment (5 sheets), trail rations (5 days), waterskin, 58 gp to a creature’s surface thoughts (Will DC 16 negates). action to counter an enemy spellcaster’s spellcasting. This works in
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Psychic 7
much the same way, but if successful, she causes the enemy’s spell Superior Automatic Writing Once per week, Rivani can spend an hour
to fail. writing at random, then attempt a DC 20 check with a total bonus
Endure Elements: One touched creature withstands hot and cold of +9. If she succeeds, she learns whether an upcoming choice will
weather with no ill effects for 24 hours. cause her weal, woe, both, or neither.
Fly: A touched target gains a 60 foot fly speed and a +3 bonus on Third Eye Rivani can open her third up for up to 7 minutes each day,
Fly checks (+4 if Rivani targets herself) for 7 minutes. gaining a +8 bonus on Perception checks to notice invisible creatures
Hypercognition: Rivani can accomplish a single mental task— and see through magic disguises. While her third eye is open, Rivani
such as a Knowledge check, Linguistics check to decipher script, or can read a creature’s aura with 1 minute of concentration instead of
Intelligence check­­—in one-fifth the normal time. If it would take 3 10 minutes, and gains a +4 bonus on Perception checks to read auras.
rounds or less to complete, she does so instantly. Either way, she Combat Gear Rivani’s combat gear is described below.
gets a +7 bonus on the check, but the result cannot exceed what Potion of Lesser Restoration: This potion heals 1d4 points of
she could have accomplished if she had rolled a natural 20. ability damage to any ability score or eliminates most magical
Id Insinuation: A single creature within 35 feet of Rivani must effects reducing ability scores. The imbiber is no longer fatigued,
succeed at a DC 17 Will save, or it becomes confused and remains and if exhausted, she is fatigued instead.
confused so long as Rivani spends a standard action each round to Runestone of Power: Once per day, Rivani can cast a 1st-level
concentrate, plus 1 round longer. This is a mind-affecting spell. spell without expending one of her 1st-level spell slots.
Levitate: For 7 minutes, Rivani can move one creature or object Scroll of Bull’s Strength: Rivani can give a touched target a +4
(up to 700 pounds) up or down 20 feet each round as a move action. enhancement bonus to Strength for 3 minutes, which gives most
The creature must be willing, and any object must be unattended or creatures a +2 bonus on melee attack rolls, melee damage rolls, and
not in another creature’s possession. Strength-based skill checks.
Mage Armor: Rivani can touch a creature to grant it a +4 armor Wand of Cure Light Wounds: Rivani’s wand heals a touched
bonus to AC for 7 hours. creature of 1d8+1 points of damage.
Mage Hand: Rivani can move an object up to 40 feet away and Wand of Resist Energy: For 30 minutes, a touched creature gains
weighing up to 5 pounds with her mind. resistance 10 to her choice of acid, cold, electricity, fire, or sonic damage.
Magic Missile: Rivani fires 4 missiles at up to 4 targets, all within
170 feet of her and no more than 15 feet from each other. The missiles Born in Vudra, Rivani spent her childhood studying to become a
automatically hit, and each deals 1d4+1 points of force damage. civil servant, until the rishis at the rajah’s court saw promise and
Message: Rivani can whisper messages to up to seven targets for 70 implored the rajah to put Rivani to the Trial of the White Lotus.
minutes as long as they remain within 170 feet and aren’t obstructed, They brought the girl to a secret room within the rajah’s highest
and the target can respond each time Rivani sends a whisper. Nearby tower, at the center of which lay a pedestal and a simple white lotus.
creatures might be able to overhear the messages (Perception DC 25). Relying on techniques she’d read in an archaic manuscript, Rivani
Mind Thrust III: Rivani deals 7d8 points of damage (Will DC 18 closed her eyes and concentrated, pushing her consciousness beyond
half) to one creature within 40 feet. She can instead use a 1st-level her physical body. In her mind’s eye, Rivani stepped further and
spell slot to undercast this spell, reducing the damage to 5d6 (Will further into the light until she could no longer distinguish herself
DC 16 half). This is a mind-affecting spell. from the f lower. Yet her psychic gifts also pressed out into the world,
Read Magic: Rivani can read scrolls and other magical writings. revealing the minds of court advisors and the rishis’ own secrets.
Remove Fear: Rivani selects two creatures within 40 feet of her Certain that her unexpected foray had revealed scandals, the rishis
and within 30 feet of each other. She suppresses all current fear proclaimed Rivani a great scholar reborn to guide the people into a
effects on those creatures for 10 minutes. During that time, the new age—just not in Vudra. In short order, Rivani was ushered off to
creatures gain a +4 morale bonus against further fear effects. the Inner Sea, to learn and teach what she could.
Shield: Rivani gains a +4 shield bonus to AC for 7 minutes and A life f illed with travel has only heightened Rivani’s wanderlust.
becomes immune to magic missile. Always f ixated on the next stop on her journey, she’s kind and
Telekinetic Projectile: Rivani can fling a tiny object at a single friendly, yet avoids deep connections with others. Through all of
target within 40 feet as a ranged attack with a +4 bonus, dealing this, she’s begun to develop her own philosophy, yet knows it will “We are all one. The pain you bring others,
1d6 points of bludgeoning damage. take many more adventures before she’s ready to share it. you bring yourself.”
©2015 Paizo Inc. Permission granted to photocopy for personal use only.
Ranger (L evel 1)
A gruff, taciturn loner, Harsk is atypical for a dwarf in that he prefers plains Rapid Reload Harsk can reload his heavy crossbow as a move action.
and forests over dark tunnels in the mountains. Wild Empathy Harsk can improve the attitude of an animal using
wild empathy (like using Diplomacy works with people). His
HARSK bonus for this check is +0. He can try influencing a magical beast
Male dwarf ranger 1 with an Intelligence of 1 or 2, but takes a –4 penalty.
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +6 Harsk is an uncommon dwarf. He enjoys the wide skies of the open
DEFENSE plains more than claustrophobic tunnels, prefers the taste of tea to
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex); +4 dodge vs. giants alcohol, and handles his battles at range rather than in melee. As a
hp 12 (1d10+2) young dwarf, he eschewed the company of his fellows, f inding that
Fort +5, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities few things made him happier than crouching in a tree stand with
OFFENSE his bow, listening to the wind through the forest leaves and waiting
Speed 20 ft. for prey to wander by.
Melee battleaxe +3 (1d8+2/×3) That all changed 20 years ago when his elder brother, a captain
Ranged heavy crossbow +4 (1d10/19–20) named Sigur, led a dwarven war band from Janderhoff against
Special Attacks +1 on attack rolls against goblinoid and orc a small party of raiding giants. Out of affection, Sigur offered
humanoids, favored enemy (giants +2) his less-experienced sibling the chance to come and prove
STATISTICS himself as chief scout and second-in-command. Calm and
Str 14, Dex 16, Con 15, Int 10, Wis 14, Cha 8 peaceful by nature, Harsk turned him down, failing to see
Base Atk +1; CMB +3; CMD 16 (20 vs. bull rush, 20 vs. trip) the honor his brother was doing him until several days
Feats Rapid Reload (heavy crossbow) after the company had departed. Traveling light and fast,
Skills Appraise +0 (+2 to assess nonmagical metals or gemstones), Harsk caught up with his brother quickly—but not quickly
Handle Animal +3, Heal +6, Knowledge (geography) +4, enough. Misjudging the size and skill of the raiding party,
Knowledge (nature) +4, Perception +6 (+8 to notice unusual Sigur had led his band into an ambush, where it was slaughtered
stonework), Stealth +6, Survival +6 (+7 to follow tracks); to the last dwarf.
Racial Modifiers +2 Appraise to assess nonmagical metals or With his brother’s blood still fresh on his hands, Harsk went
gemstones, +2 Perception to notice unusual stonework; Armor mad with rage. That night, he stalked through the giants’ camp
Check Penalty –1 like a vengeful wraith, slaughtering giant after giant with his
Traits killer, resilient* crossbow before melting back into the forest, only to reappear
Languages Common, Dwarven elsewhere and take another victim. When the last giant was left
SQ track +1*, wild empathy +0 gurgling in the dust, Harsk took up his brother’s axe and slipped
Other Gear studded leather, battleaxe, heavy crossbow with 30 bolts, off into the trees, vowing to forever be the voice of justice in
antitoxin, backpack, signal whistle, teapot, trail rations (4), 7 gp the wild places, to keep balance and prevent the sacrif ices of
* The effects of this ability are already calculated into Harsk’s statistics. noble warriors like his brother.
SPECIAL ABILITIES Harsk, like many of his kind, speaks little and has little time
Favored Enemy Against giants, Harsk gets a +2 bonus on weapon for niceties, but there ends most of his connection to dwarven
attack rolls and weapon damage rolls. He also gains a +2 bonus society. Since he was a child, he’s been inclined to keep his own
on Bluff, Knowledge, Perception, Sense Motive, and Survival company, and he prefers to spend his time outdoors, communing
skill checks against giants, and can make Knowledge skill checks with nature, though he occasionally travels alongside others
untrained when identifying giants. whose goals match his own. Uninterested in the beer and ale so
Killer When Harsk confirms a critical hit, he deals an additional strongly associated with dwarves in the minds of human society,
amount of damage equal to his weapon’s critical modifier (+3 Harsk instead drinks pot after pot of strong tea to keep his senses
with his battleaxe or +2 with his heavy crossbow). This additional sharp. While he never lets his brother’s axe out of his sight, he
damage is added to the final total and is not multiplied by the wields it only as a last resort, knowing his true skills lie in the “Gold’s fine, but give me a good hunt and a cup of
critical hit multiplier itself. hunt and striking from darkness. strong tea afterward, and I’m content.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Ranger (L evel 4)
A gruff, taciturn loner, Harsk is atypical for a dwarf in that he prefers plains untrained when identifying giants.
and forests over dark tunnels in the mountains. Animal Companion Harsk’s badger animal companion, Biter, possesses
the following statistics: Size Small; AC 16; hp 15; Fort +5, Ref +6,
HARSK Will +1; Speed 30 ft., burrow 10 ft., climb 10 ft.; Melee bite +2 (1d4),
Male dwarf ranger 4 2 claws +2 (1d3); Special Attacks rage 6 rounds/day; Str 10, Dex
LN Medium humanoid (dwarf) 17, Con 15, Int 2, Wis 12, Cha 10; Feats Toughness; Skills Climb +8,
Init +3; Senses darkvision 60 ft.; Perception +9 Perception +6; SQ link, low-light vision, scent, share spells, tricks
DEFENSE (attack [all creatures], come, defend, guard, heel, stay)
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex); +4 dodge vs. giants Endurance Harsk can sleep in light or medium armor without becoming
hp 40 (4d10+12) fatigued, and gets a +4 bonus on checks related to his endurance,
Fort +9, Ref +8, Will +4; +2 vs. poison, spells, and spell-like abilities described in detail on page 122 of the Pathfinder RPG Core Rulebook.
OFFENSE Favored Terrain When in mountains, Harsk can’t be tracked and
Speed 20 ft. gains a +2 bonus on initiative checks and Knowledge (geography),
Melee mwk battleaxe +7 (1d8+2/×3) Perception, Stealth, and Survival skill checks.
Ranged +1 heavy crossbow +8 (1d10+1/19–20) Killer When Harsk confirms a critical hit, he deals an additional amount
Special Attacks +1 on attack rolls against goblinoid and orc of damage equal to his weapon’s critical modifier (+3 with his
humanoids, favored enemy (giants +2) battleaxe or +2 with his heavy crossbow). This additional
Ranger Spells Prepared (CL 1st; concentration +3) damage is added to the final total and is not multiplied by
1st—entangle (DC 13) the critical hit multiplier itself.
STATISTICS Point-Blank Shot Harsk gets a +1 bonus on attack and damage
Str 14, Dex 16, Con 16, Int 10, Wis 14, Cha 8 rolls with ranged weapons at ranges up to 30 feet.
Base Atk +4; CMB +6; CMD 19 (23 vs. bull rush, 23 vs. trip) Precise Shot Harsk can make ranged weapon attacks against
Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Reload targets engaged in melee without taking the normal –4 penalty
(heavy crossbow) to the attack roll.
Skills Appraise +0 (+2 to assess nonmagical metals or gemstones), Rapid Reload Harsk can reload his heavy crossbow as a move action.
Handle Animal +6, Heal +9, Knowledge (geography) +7, Knowledge Wild Empathy Harsk can improve the attitude of an animal using
(nature) +7, Perception +9 (+11 to notice unusual stonework), wild empathy (like using Diplomacy works with people). His bonus
Stealth +10, Survival +9 (+11 to follow tracks); Racial Modifiers +2 for this check is +3. He can try influencing a magical beast with an
Appraise to assess nonmagical metals or gemstones, +2 Perception Intelligence of 1 or 2, but takes a –4 penalty.
to notice unusual stonework
Traits killer, resilient* As a young dwarf, Harsk eschewed the company of his fellows,
Languages Common, Dwarven f inding that few things made him happier than crouching in
SQ favored terrain (mountain +2), hunter’s bond (animal companion), a tree stand with his bow, waiting for prey to wander by. His
track +2*, wild empathy +3 elder brother, a captain named Sigur, led a dwarven war band
Combat Gear potions of cure light wounds (3), potions of pass without from Janderhoff against a small party of raiding giants. Sigur
trace (2), +2 screaming bolts (3), smokestick; Other Gear +1 offered his less-experienced sibling the chance to prove himself
studded leather, mwk battleaxe, +1 heavy crossbow with 30 bolts, as second-in-command. Harsk turned him down, failing to see
cloak of resistance +1, antitoxin, backpack, signal whistle, teapot, the honor his brother was doing him until after the company had
trail rations (4), 36 gp departed. Harsk caught up quickly—but not quickly enough. Sigur
* The effects of this ability are already calculated into Harsk’s statistics. had led his band into an ambush, where it was slaughtered. Harsk
SPECIAL ABILITIES went mad with rage. That night, he stalked through the giants’
Favored Enemy Against giants, Harsk gets a +2 bonus on weapon camp, slaughtering giant after giant before melting back into the
attack rolls and weapon damage rolls. He also gains a +2 bonus forest. When the last giant was left gurgling in the dust, Harsk took
on Bluff, Knowledge, Perception, Sense Motive, and Survival up his brother’s axe and slipped off into the trees, vowing to prevent “Gold’s fine, but give me a good hunt and a cup of
skill checks against giants, and can make Knowledge skill checks any more sacrif ices of noble warriors like his brother. strong tea afterward, and I’m content.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Ranger (L evel 7)
A gruff, taciturn loner, Harsk is atypical for a dwarf in that he prefers plains attack rolls and weapon damage rolls. He also gains a +2 bonus
and forests over dark tunnels in the mountains. on Bluff, Knowledge, Perception, Sense Motive, and Survival
skill checks against giants, and can make Knowledge skill checks
HARSK untrained when identifying giants. He gains similar benefits
Male dwarf ranger 7 against fey, but with only a +2 bonus.
LN Medium humanoid (dwarf) Animal Companion Harsk’s badger animal companion, Biter,
Init +3; Senses darkvision 60 ft.; Perception +12 possesses the following statistics: Size Medium; AC 17; hp 34;
DEFENSE Fort +7, Ref +7, Will +2; Speed 30 ft., burrow 10 ft., climb 10 ft.;
AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 natural); +4 Melee bite +7 (1d6+3), 2 claws +6 (1d4+3); Special Attacks rage
dodge vs. giants 6 rounds/day; Str 16, Dex 16, Con 17, Int 2, Wis 12, Cha 10; Feats
hp 67 (7d10+21) Toughness, Weapon Focus (bite); Skills Climb +11, Perception +8;
Fort +11, Ref +10, Will +8; +2 vs. poison, spells, and spell-like abilities SQ link, low-light vision, scent, share spells, tricks (attack [all
OFFENSE creatures], come, defend, fetch, guard, heel, stay)
Speed 20 ft. Endurance Harsk can sleep in light or medium armor without
Melee +1 battleaxe +10/+5 (1d8+3/×3) becoming fatigued, and gets a +4 bonus on checks
Ranged +2 heavy crossbow +12 (1d10+2/19–20) related to his endurance, described in detail on page 122
Special Attacks +1 on attack rolls against goblinoid and orc of the Pathfinder RPG Core Rulebook.
humanoids, favored enemy (fey +2, giants +4) Far Shot Harsk takes only a –1 penalty per range increment
Ranger Spells Prepared (CL 4th; concentration +6) between him and his target on ranged attacks.
2nd—barkskin Favored Terrain When in mountains, Harsk can’t be tracked and
1st—entangle (DC 13), resist energy gains a +2 bonus on initiative checks and Knowledge (geography),
STATISTICS Perception, Stealth, and Survival skill checks.
Str 14, Dex 16, Con 16, Int 10, Wis 14, Cha 8 Improved Precise Shot Harsk’s ranged attacks ignore the AC bonus
Base Atk +7; CMB +9; CMD 22 (26 vs. bull rush, 26 vs. trip) targets get from anything less than total cover, and also ignore the
Feats Endurance, Far Shot, Improved Precise Shot, Iron Will*, Point- miss chance granted by anything less than total concealment.
Blank Shot, Precise Shot, Rapid Reload (heavy crossbow) Killer When Harsk confirms a critical hit, he deals an additional
Skills Appraise +0 (+2 to assess nonmagical metals or gemstones), amount of damage equal to his weapon’s critical modifier (+3 with
Handle Animal +9, Heal +12, Knowledge (geography) +10, his battleaxe or +2 with his heavy crossbow). This additional
Knowledge (nature) +10, Perception +12 (+14 to notice unusual damage is added to the final total and is not multiplied by the
stonework), Stealth +13, Survival +12 (+15 to follow tracks); Racial critical hit multiplier itself.
Modifiers +2 Appraise to assess nonmagical metals or gemstones, Point-Blank Shot Harsk gets a +1 bonus on attack and damage
+2 Perception to notice unusual stonework rolls with ranged weapons at ranges up to 30 feet.
Traits killer, resilient* Precise Shot Harsk can make ranged weapon attacks against targets
Languages Common, Dwarven engaged in melee without taking the normal –4 penalty to the
SQ favored terrain (mountain +2), hunter’s bond (animal companion), attack roll.
track +3*, wild empathy +6, woodland stride Rapid Reload Harsk can reload his heavy crossbow as a move action. “Gold’s fine, but give me a good hunt and a cup of
Combat Gear potions of cure moderate wounds (4), potions of pass Wild Empathy Harsk can improve the attitude of an animal using strong tea afterward, and I’m content.”
without trace (2), +2 screaming bolts (4), smokestick, tanglefoot wild empathy (like using Diplomacy works with people). His bonus
bag; Other Gear +2 studded leather, +1 battleaxe, +2 heavy for this check is +6. He can try influencing a magical beast with an dwarven war band against raiding giants, he offered Harsk the
crossbow with 30 bolts, amulet of natural armor +1, cloak of Intelligence of 1 or 2, but takes a –4 penalty. chance to prove himself, but Harsk turned him down. Sigur led
resistance +2, antitoxin, backpack, signal whistle, teapot, trail Woodland Stride Harsk can move through nonmagical undergrowth When Harsk later found his dear brother’s party all slain, he went
rations (4), 169 gp at normal speed and without taking damage. man, slaughtering giant after giant before melting back into the
* The effects of this ability are already calculated into Harsk’s statistics. forest. When the last giant was left gurgling in the dust, Harsk took
SPECIAL ABILITIES As a young dwarf, Harsk found that few things made him happier up his brother’s axe and slipped off into the trees, vowing to prevent
Favored Enemy Against giants, Harsk gets a +4 bonus on weapon than hunting game with his bow. When his brother Sigur led a any more sacrif ices of noble warriors like his brother.
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Rogue (L evel 1)
Never the sharpest knife in the drawer, Merisiel makes up for this by carrying unforgiving of the weak. She gains a +1 trait bonus on Fortitude
at least a dozen of them on her person at any given time. saving throws.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
MERISIEL Low-Light Vision As an elf, Merisiel can see twice as far as humans
Female elf rogue 1 in conditions of dim light.
CN Medium humanoid (elf) Reactionary Merisiel is quick on her feet, and gains a +2 trait bonus
Init +6; Senses low-light vision; Perception +7 on initiative checks.
DEFENSE Trapfinding Merisiel gains a +1 bonus on Perception checks to
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex) locate traps and on Disable Device checks. She can use Disable
hp 10 (1d8+2) Device to disarm magic traps.
Fort +2, Ref +6, Will +1; +2 vs. enchantment Weapon Familiarity Elves are proficient with longbows,
Immune sleep longswords, rapiers, and shortbows, and treat any weapon with
OFFENSE the word “elven” in its name as a martial weapon.
Speed 30 ft. Weapon Finesse With a light weapon, rapier, whip, or spiked chain,
Melee rapier +4 (1d6+2/18–20) Merisiel uses her Dexterity modifier instead of her Strength
Ranged dagger +4 (1d4+2/19–20) modifier on attack rolls.
Special Attacks sneak attack +1d6 Armor Check Penalty Merisiel’s armor weighs her down when she
STATISTICS attempts physical tasks. She takes a –1 penalty on skill checks
Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 10 with Dexterity- and Strength-based skills. This penalty is already
Base Atk +0; CMB +2; CMD 16 calculated into the skills listed in her statistics.
Feats Weapon Finesse*
Skills Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, The elves have a name for elven children unfortunate enough to
Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of be born and raised in human society—the Forlorn. Merisiel is
Hand +8, Stealth +7; Armor Check Penalty –1 one of these. Her parents left her in the care of Varisia’s temple
Traits forlorn*, reactionary* to Calistria. The priests raised her, but she had little patience for
Languages Common, Elven teachers and prayer. Eventually, she left and spent years on the
SQ elven magic*, keen senses*, trapfinding* +1, weapon familiarity streets of Magnimar, earning a living as a freelance thief. When her
Combat Gear acid, alchemist’s fire; Other Gear studded leather, growing reputation as a pincher became inconvenient, she decided
daggers (6), rapier, backpack, hooded lantern, oil (5), silk rope (50 ft.), to seek out new settlements to explore and enjoy.
thieves’ tools, 13 gp Merisiel became a master at stowing away on ships, talking her
* The effects of this ability are already calculated into Merisiel’s statistics. way out of trouble, and f inding her way in new societies. She’s
SPECIAL ABILITIES called dozens of cities home, leaving one for another when her
Sneak Attack If Merisiel can catch an opponent when it is unable companions have outgrown her or she’s outlived them. Faced often
to defend itself effectively from her attack, she can strike a vital with situations where a quick tongue or stealth won’t suff ice to
spot for extra damage. Her attack deals an additional 1d6 points keep her out of trouble, Merisiel has taken to carrying a dozen
of damage anytime her target would be denied a Dexterity knives. When things go wrong with her carefully laid plans (as
bonus to AC (whether the target actually has a Dexterity bonus they almost always seem to do), the knives come out. To date,
or not), or when she flanks her target. Should Merisiel score Merisiel hasn’t met a problem that can’t, in one way or another, be
a critical hit with a sneak attack, this extra damage is not solved with a blade.
multiplied. Ranged attacks can count as sneak attacks only if the Merisiel’s life experiences have taught her to enjoy things to
target is within 30 feet. their fullest as they occur—it’s impossible to tell when the good
Elven Immunities Elves are immune to magic sleep effects and get a +2 times might end. She’s open and expressive, always on the move and
racial saving throw bonus against enchantment spells and effects. working on her latest batch of plots to make easy money. In the end, it
Forlorn Having lived outside of traditional elf society for much of comes down to being faster than everyone else—either on her feet or “If I’ve got a big problem, I cut it into smaller
her life, Merisiel knows the world can be cruel, dangerous, and with her beloved blades. She wouldn’t have it any other way. pieces and most of the time that solves it!”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Rogue (L evel 4)
Never the sharpest knife in the drawer, Merisiel makes up for this by carrying Evasion If Merisiel makes a successful Reflex saving throw against
at least a dozen of them on her person at any given time. an effect that would normally deal half damage on a successful
save, she instead takes no damage. If she is helpless, she does
MERISIEL not gain the benefit of evasion.
Female elf rogue 4 Point-Blank Shot Merisiel gains a +1 bonus on attack and damage
CN Medium humanoid (elf) rolls on ranged attacks against targets up to 30 feet away.
Init +6; Senses low-light vision; Perception +10 Trap Sense Merisiel gains a +1 bonus on Reflex saving throws to
DEFENSE avoid the effects of traps and a +1 dodge bonus to AC against
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge) attacks made by traps.
hp 35 (4d8+12) Trapfinding Merisiel gains a +2 bonus on Perception checks to
Fort +4, Ref +9, Will +3; +2 vs. enchantment locate traps and on Disable Device checks. She can use Disable
Defensive Abilities evasion, trap sense +1, uncanny dodge; Device to disarm magic traps.
Immune sleep Uncanny Dodge Merisiel cannot be caught flat-footed, nor does
OFFENSE she lose her Dexterity bonus to AC if the attacker is invisible. She
Speed 30 ft. still loses her Dexterity bonus to AC if she is immobilized or if an
Melee +1 rapier +8 (1d6+3/18–20) opponent successfully uses the feint action against her.
Ranged dagger +7 (1d4+2/19–20)
Special Attacks sneak attack +2d6 The elves have a name for elven children unfortunate enough to
STATISTICS be born and raised in human society—the Forlorn. Merisiel is one
Str 15, Dex 18, Con 12, Int 10, Wis 12, Cha 10 of these, born in the Varisian city of Magnimar to elven parents
Base Atk +3; CMB +5; CMD 20 who were either unable or unwilling to raise a child on their
Feats Dodge*, Point-Blank Shot, Toughness*, Weapon Finesse* own. Merisiel’s parents left her in the care of the city’s temple to
Skills Acrobatics +11, Climb +9, Disable Device +13, Escape Artist +11, Calistria. The priests raised her as a ward of the temple, but she
Knowledge (local) +7, Perception +10 (+12 to locate traps), Sleight had little patience for teachers and prayer. Eventually, she left and
of Hand +11, Stealth +11 spent many years on the streets of Magnimar, earning a living as a
Traits forlorn*, reactionary* freelance thief. When her growing reputation as a pincher became
Languages Common, Elven inconvenient, she decided to seek out new settlements to explore
SQ elven magic*, rogue talents (combat trick*, finesse rogue*), and enjoy.
trapfinding* +2, weapon familiarity* Merisiel became a master at stowing away on ships, talking her
Combat Gear oil of keen edge, potions of cure light wounds (2), way out of trouble, and finding her way in new societies. She’s called
potion of invisibility, potion of jump, acid flask, alchemist’s dozens of cities home, leaving one for another when her companions
fire, tanglefoot bag; Other Gear +1 studded leather, +1 rapier, have outgrown her or she’s outlived them. Life has been hard for
daggers (12), cloak of resistance +1, universal solvent, backpack, Merisiel, made more so by the fact that she’s always found it difficult
hooded lantern, oil (5), masterwork thieves’ tools, silk rope (50 ft.), to master skills that come easily to her companions. Faced often with
31 gp situations where a quick tongue or stealth won’t suffice to keep her
* The effects of this ability are already calculated into Merisiel’s statistics. out of trouble, Merisiel has taken to carrying a dozen knives. When
SPECIAL ABILITIES things go wrong with her carefully laid plans (as they almost always
Sneak Attack: If Merisiel can catch an opponent when it is unable seem to do), the knives come out. To date, Merisiel hasn’t met a
to defend itself effectively from her attack, she can strike a vital problem that can’t, in one way or another, be solved with a blade.
spot for extra damage. Her attack deals an additional 2d6 points Merisiel’s life experiences have taught her to enjoy things to
of damage anytime her target would be denied a Dexterity their fullest as they occur—it’s impossible to tell when the good
bonus to AC, or when she flanks her target. Should Merisiel times might end. She’s open and expressive, always on the move and
score a critical hit with a sneak attack, this extra damage is not working on her latest batch of plots to make easy money. In the end, it
multiplied. Ranged attacks can count as sneak attacks only if the comes down to being faster than everyone else—either on her feet or “If I’ve got a big problem, I cut it into smaller
target is within 30 feet. with her beloved blades. She wouldn’t have it any other way. pieces and most of the time that solves it!”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Rogue (L evel 7)
Never the sharpest knife in the drawer, Merisiel makes up for this by carrying score a critical hit with a sneak attack, this extra damage is not
at least a dozen of them on her person at any given time. multiplied. Ranged attacks can count as sneak attacks only if the
target is within 30 feet.
MERISIEL Evasion If Merisiel makes a successful Reflex saving throw against
Female elf rogue 7 an effect that would normally deal half damage on a successful
CN Medium humanoid (elf) save, she instead takes no damage. If she is helpless, she does
Init +11; Senses low-light vision; Perception +13 not gain the benefit of evasion.
DEFENSE Fast Stealth Merisiel can move at full speed without penalty when
AC 23, touch 17, flat-footed 17 (+5 armor, +1 deflection, +5 Dex, using Stealth.
+1 dodge, +1 shield) Point-Blank Shot Merisiel gains a +1 bonus on attack and damage
hp 59 (7d8+21) rolls on ranged attacks against targets up to 30 feet away.
Fort +5, Ref +11, Will +4; +2 vs. enchantment Trap Sense Merisiel gains a +2 bonus on Reflex saving throws to
Defensive Abilities evasion, trap sense +2, uncanny dodge; avoid the effects of traps and a +2 dodge bonus to AC against
Immune sleep attacks made by traps.
OFFENSE Trapfinding Merisiel gains a +3 bonus on Perception checks to
Speed 30 ft. locate traps and on Disable Device checks. She can use Disable
Melee +1 keen rapier +11 (1d6+3/15–20) Device to disarm magic traps.
Ranged dagger +10 (1d4+2/19–20) Uncanny Dodge Merisiel cannot be caught flat-footed, nor does she
Special Attacks sneak attack +4d6 lose her Dex bonus to AC if the attacker is invisible. She still loses
STATISTICS her Dexterity bonus to AC if she is immobilized or if an opponent
Str 15, Dex 20, Con 12, Int 10, Wis 12, Cha 10 successfully uses the feint action against her.
Base Atk +5; CMB +7; CMD 24
Feats Dodge*, Improved Initiative*, Mobility, Point-Blank Shot, The elves have a name for elven children unfortunate enough to
Toughness*, Weapon Finesse* be born and raised in human society—the Forlorn. Merisiel is
Skills Acrobatics +20, Climb +12, Disable Device +17, Escape Artist +15, one of these. Her parents left her in the care of Varisia’s temple
Knowledge (local) +10, Perception +13 (+16 to locate traps), Sleight to Calistria. The priests raised her, but she had little patience for
of Hand +15, Stealth +15 teachers and prayer. Eventually, she left and spent years on the
Traits forlorn*, reactionary* streets of Magnimar, earning a living as a freelance thief. When her
Languages Common, Elven growing reputation as a pincher became inconvenient, she decided
SQ rogue talents (combat trick*, fast stealth, finesse rogue*), to seek out new settlements to explore and enjoy.
trapfinding* +3, elven magic*, weapon familiarity* Merisiel became a master at stowing away on ships, talking her
Combat Gear potion of cure serious wounds, potion of invisibility, way out of trouble, and f inding her way in new societies. She’s
acid flask, alchemist’s fire, tanglefoot bag; Other Gear +2 called dozens of cities home, leaving one for another when her
studded leather, masterwork buckler, +1 keen rapier, daggers companions have outgrown her or she’s outlived them. Faced often
(12), cloak of resistance +1, belt of incredible dexterity +2, boots with situations where a quick tongue or stealth won’t suff ice to keep
of elvenkind, ring of protection +1, universal solvent, backpack, her out of trouble, Merisiel has taken to carrying a dozen knives.
hooded lantern, oil (5), masterwork thieves’ tools, silk rope (50 ft.), To date, Merisiel hasn’t met a problem that can’t, in one way or
14 gp another, be solved with a blade.
* The effects of this ability are already calculated into Merisiel’s statistics. Merisiel’s life experiences have taught her to enjoy things to
SPECIAL ABILITIES their fullest as they occur—it’s impossible to tell when the good
Sneak Attack: If Merisiel can catch an opponent when it is unable times might end. She’s open and expressive, always on the move
to defend itself effectively from her attack, she can strike a vital and working on her latest batch of plots to make easy money. In
spot for extra damage. Her attack deals an additional 4d6 points the end, it comes down to being faster than everyone else—either
of damage anytime her target would be denied a Dexterity on her feet or with her beloved blades. She wouldn’t have it any “If I’ve got a big problem, I cut it into smaller
bonus to AC, or when she flanks her target. Should Merisiel other way. pieces and most of the time that solves it!”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Samurai (L evel 1)
Hayato cuts a stern and silent figure. Exiled for avenging his master’s 2 hooves –2 (1d6+1); Feats Alertness; Skills Perception +8; Str 16,
murder, he now travels as a ronin, serving whatever cause seems noble. Dex 13, Con 15, Int 2, Wis 12, Cha 6; SQ low-light vision, scent
Mounted Combat Once per round when his mount is hit, Hayato
HAYATO may make a Ride check as an immediate action to negate the hit.
Male human samurai 1 (Ultimate Combat 18) The DC is equal to the opponent’s attack roll.
LG Medium humanoid (human) Naginata This traditional samurai weapon has the reach quality.
Init +1; Senses Perception +3 Resolve Once per day, Hayato can muster his resolve to perform
DEFENSE one of the following actions:
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) Determined: As a standard action, Hayato removes the fatigued,
hp 13 (1d10+3) shaken, or sickened condition from himself.
Fort +4, Ref +1, Will +2 Resolute: Before making a Will or Fortitude save, Hayato may
OFFENSE decide to roll two dice and use the best result.
Speed 20 ft. Unstoppable: If reduced below 0 hit points but not killed, Hayato
Melee katana +4 (1d8+2/18–20) or can remain conscious and upright, though he can only take a single
naginata +3 (1d8+3/×4) move or standard action each round. He falls unconscious if he takes
Ranged shortbow +2 (1d6/×3) any more damage.
Special Attacks challenge (+1, 1/day) If Hayato defeats the target of his challenge ability, he regains
STATISTICS one spent resolve.
Str 15, Dex 13, Con 15, Int 10, Wis 14, Cha 12
Base Atk +1; CMB +3; CMD 14 Honor is strength. It is a maxim that Nakayama
Feats Mounted Combat, Weapon Focus (katana)* Hayato has known since birth, and one whose barbs
Skills Diplomacy +5, Linguistics +1, Perception +3, Perform (string) +2, he still feels deep in his f lesh. Yet Hayato also
Ride +3, Sense Motive +3; Armor Check Penalty –2 knows a deeper truth: that just as a sword must bend
Traits armor expert*, suspicious* to avoid breaking, so too must honor. And the more rigid the
Languages Common, Tien steel, the easier it shatters.
SQ challenge +1, mount (Jinfu [horse]), resolve, ronin In distant Minkai where he was born, Hayato grew up to be
Gear kikko armor, katana, naginata, shortbow with 20 arrows, a trusted and valued servant—head samurai of his master’s
backpack, waterskin, 1 gp holdings. He was so close to his master that he was even allowed
* The effects of this ability are already calculated into Hayato’s stats. to take his family name.
SPECIAL ABILITIES Hayato’s master was slain by a petty and treacherous
Challenge Once per day as a swift action, Hayato may challenge rival, who laid claim to the Nakayama holdings. Hayato
an enemy he sees. Until that enemy is slain, Hayato gains a +1 avenged his master’s death, seeing the usurper’s outright
bonus on damage rolls against that enemy, but takes a –2 AC thievery for what it was, no matter what the law said. After the
penalty against any other enemies. If Hayato is the target of a slaying, he was prepared to commit seppuku to maintain his honor
challenge or smite made by the target of his challenge, he also until the grateful Lady Nakayama entreated him to instead f ind
gains a +1 morale bonus on attack rolls and a +1 dodge bonus to a land where he could make a good life for himself. Effectively
AC against his opponent. banished from his homeland, the samurai came to the Inner Sea
Katana Hayato’s blade has the deadly quality. When used to deliver region.
a coup de grace, the katana gains a +4 bonus on damage when Now in his mid-thirties, Hayato is a hard man who keeps to
calculating the DC of the Fortitude saving throw to see whether himself. Though he has long since learned to speak Taldane, he
the target of the coup de grace dies from the attack. The bonus is remains terse by nature, feeling that everyone in his new home
not added to the actual damage of the coup de grace attack. speaks too much but says too little. He operates as a fearless and
Mount Hayato’s horse, Jinfu, is extraordinarily skilled and loyal for talented mercenary—or ronin, as he terms it—for those whose
a riding animal. His statistics are as follows: Size Large; Speed 50 causes seem righteous, yet refuses to bow to anyone regardless of “My soul feeds upon honor, and my blade on flesh.
ft.; AC 14; hp 13; Fort +5, Ref +4, Will +1; Melee bite +3 (1d4+3), status, saying only that he has had his f ill of masters. We will both gorge this day.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Samurai (L evel 4)
Hayato cuts a stern and silent figure. Exiled for avenging his master’s Mount Hayato’s horse, Jinfu, is extraordinarily skilled and loyal.
murder, he now travels as a ronin, serving whatever cause seems noble. He obeys without fear or hesitation, even in combat. His
statistics are as follows: Size Large; Speed 50 ft.; AC 17; hp 30;
HAYATO Fort +7, Ref +6, Will +4; Melee bite +7 (1d4+5), 2 hooves +2
Male human samurai 4 (Ultimate Combat 18) (1d6+2); Feats Alertness, Iron Will; Skills Perception +11; Str 20,
LG Medium humanoid (human) Dex 14, Con 17, Int 2, Wis 12, Cha 6; SQ low-light vision, scent,
Init +1; Senses Perception +6 war-trained
DEFENSE Mounted Archer Hayato only takes a –2 penalty for firing ranged
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex) weapons while mounted, or a –4 penalty at full gallop.
hp 40 (4d10+12) Mounted Combat Once per round when his mount is hit, Hayato
Fort +6, Ref +2, Will +3 may make a Ride check as an immediate action to negate the hit.
OFFENSE The DC is equal to the opponent’s attack roll.
Speed 20 ft. Naginata This traditional samurai weapon has the reach quality.
Melee +1 katana +9 (1d8+4/18–20) or Power Attack Before attacking, Hayato may choose to take a –2
naginata +7 (1d8+4/×4) penalty on all attack rolls and combat maneuver checks until his
Ranged mwk longbow +6 (1d8/×3) next turn and gain a +4 bonus on damage.
Special Attacks challenge (+4, 2/day) Resolve Twice per day, Hayato can muster his resolve to perform
STATISTICS one of the following actions:
Str 16, Dex 13, Con 15, Int 10, Wis 14, Cha 12 Determined: As a standard action, Hayato removes the
Base Atk +4; CMB +7; CMD 18 fatigued, shaken, or sickened condition from himself.
Feats Mounted Combat, Power Attack, Weapon Focus (katana)* Resolute: Before making a Will or Fortitude
Skills Diplomacy +7, Handle Animal +7, Linguistics +1, Perception +6, save, Hayato may decide to roll twice and use the
Perform (string) +2, Ride +4, Sense Motive +10; Armor Check Penalty –4 best result.
Traits armor expert*, suspicious* Unstoppable: If reduced below 0 hit points but not killed,
Languages Common, Tien Hayato can remain conscious and upright, though he can
SQ challenge +2, mount (Jinfu [horse]), mounted archer, order abilities only take a single move or standard action each round. He falls
(self-reliant), resolve, ronin, weapon expertise (katana) unconscious if he takes any more damage.
Combat Gear potion of cure moderate wounds, potion of remove If Hayato defeats the target of his challenge ability, he
fear; Other Gear +1 o-yoroi armor, +1 katana, naginata, mwk regains one spent resolve.
longbow with 20 arrows, backpack, koto (stringed instrument), Self-Reliant If Hayato fails a Will save, he may make a
waterskin, 31 gp second save against the same effect at the end of his
* The effects of this ability are already calculated into Hayato’s stats. next turn. Whenever Hayato is reduced to 0 hit points, he
SPECIAL ABILITIES may roll to stabilize twice on his next round.
Challenge Two times per day as a swift action, Hayato may Weapon Expertise Hayato may draw his katana as a free action.
challenge an enemy he sees. Until that enemy is slain, he gains Whenever he threatens a critical with a katana, he gains a +2
a +4 bonus on damage rolls against that enemy, but takes a –2 bonus to confirm.
AC penalty against any other enemies. If Hayato is the target of
a challenge or smite made by the target of his challenge, he also Honor is strength. It is a maxim that Nakayama Hayato has
gains a +2 morale bonus on attack rolls and a +2 dodge bonus to known since birth, and one whose barbs he still feels deep in his
AC against his opponent. f lesh. After his banishment from distant Minkai for avenging
Katana Hayato’s blade has the deadly quality. When used to deliver his master’s murder by a rival noble, the samurai came to rest
a coup de grace, the katana gains a +4 bonus on damage when in the Inner Sea region. He operates as a fearless and talented
calculating the DC of the Fortitude saving throw to see whether mercenary—or ronin, as he terms it—for those whose causes seem
the target of the coup de grace dies from the attack. The bonus is righteous, yet refuses to bow to anyone regardless of status, saying “My soul feeds upon honor, and my blade on flesh.
not added to the actual damage of the coup de grace attack. only that he has had his f ill of masters. We will both gorge this day.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Samurai (L evel 7)
Hayato cuts a stern and silent figure. Exiled for avenging his master’s murder, Mount Hayato’s horse, Jinfu, is extraordinarily skilled and loyal. He
he now travels as a ronin, serving whatever cause seems noble. obeys without fear or hesitation, even in combat. His statistics are
as follows: Size Large; Speed 50 ft.; AC 19; hp 45; Fort +8, Ref
HAYATO +7, Will +5; Melee bite +8 (1d4+5), 2 hooves +6 (1d6+2); Feats
Male human samurai 7 (Ultimate Combat 18) Alertness, Iron Will, Multiattack; Skills Perception +13; Str 21, Dex
LG Medium humanoid (human) 15, Con 17, Int 2, Wis 12, Cha 6; SQ devotion, evasion, low-light
Init +1; Senses Perception +11 vision, scent, war-trained
DEFENSE Mounted Archer Hayato only takes a –2 penalty for firing ranged
AC 22, touch 12, flat-footed 21 (+10 armor, +1 deflection, +1 Dex) weapons while mounted, or a –4 penalty at full gallop.
hp 67 (7d10+21) Mounted Combat Once per round when his mount is hit, Hayato may
Fort +9, Ref +5, Will +8 make a Ride check as an immediate action to negate the hit. The DC
OFFENSE is equal to the opponent’s attack roll.
Speed 20 ft. Power Attack Before attacking, Hayato may choose to take a –2
Melee +2 katana +14/+9 (1d8+5/18–20) or penalty on all attack rolls and combat maneuver checks until his
naginata +10/+5 (1d8+4/×4) next turn and gain a +4 bonus on damage.
Ranged +1 longbow +9/+4 (1d8+1/×3) Resolve Four times per day, Hayato can muster his resolve to perform
Special Attacks challenge (+7, 3/day) one of the following actions:
STATISTICS Determined: As a standard action, Hayato removes the
Str 16, Dex 13, Con 15, Int 10, Wis 14, Cha 12 fatigued, shaken, or sickened condition from himself.
Base Atk +7; CMB +10; CMD 22 Resolute: Before making a Will or Fortitude save,
Feats Alertness*, Greater Weapon Focus (katana)*, Iron Will*, Mounted Hayato may decide to roll twice and use the best
Combat, Power Attack, Weapon Focus (katana)* result.
Skills Diplomacy +10, Handle Animal +10, Linguistics +1, Perception Unstoppable: If reduced below 0 hit points but
+11, Perform (string) +2, Ride +6, Sense Motive +15; Armor Check not killed, Hayato can remain conscious and upright, though
Penalty –4 he can only take a single move or standard action each round.
Traits armor expert*, suspicious* He falls unconscious if he takes any more damage.
Languages Common, Tien If Hayato defeats the target of his challenge ability, he regains
SQ banner +2, challenge +2, mount (Jinfu [horse]), mounted archer, order one spent resolve.
abilities (self-reliant), resolve (4), ronin, weapon expertise (katana) Self-Reliant If Hayato fails a Will save, he may make a second
Combat Gear potion of cure moderate wounds (2), potion of remove save against the same effect at the end of his next turn.
fear; Other Gear +2 o-yoroi armor, +2 katana, naginata, +1 longbow Whenever Hayato is reduced to 0 hit points, he may roll to
with 20 arrows, cloak of resistance +2, ring of protection +1, stabilize twice on his next round.
backpack, masterwork koto (stringed instrument), waterskin, 104 gp Weapon Expertise Hayato may draw his katana as a free action.
* The effects of this ability are already calculated into Hayato’s stats. Whenever he threatens a critical with a katana, he gains a +2
SPECIAL ABILITIES bonus to confirm.
Challenge Three times per day as a swift action, Hayato may challenge
an enemy he sees. Until that enemy is slain, he gains a +7 damage Honor is strength. It is a maxim that Nakayama Hayato has
bonus against that enemy, but takes a –2 AC penalty against any known since birth, and one whose barbs he still feels deep in his
other enemies. If Hayato is the target of a challenge or smite made by f lesh. After his banishment from distant Minkai for avenging his
the target of his challenge, he also gains a +2 morale bonus on attack master’s murder by a rival noble, the samurai came to rest in the
rolls and a +2 dodge bonus to AC against his opponent. Inner Sea region. Though he has long since learned Taldane, he
Banner As long as Hayato’s banner is visible, all his allies within remains stoic and reluctant to talk. He operates as a fearless and
60 feet gain a +2 morale bonus on saves against fear and a talented mercenary—or ronin, as he terms it—for those whose
+1 morale bonus on attack rolls made as part of a charge. The causes seem righteous, yet refuses to bow to anyone regardless of “My soul feeds upon honor, and my blade on flesh.
banner must be carried by Hayato or Jinfu to function. status, saying only that he has had his f ill of masters. We will both gorge this day.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Shaman 1

Shardra travels the world, guarded but curious, uncovering lost treasure and initiative checks and a +4 on Stealth checks. As a deep crag tuatara,
listening to the tales it has to tell. Permanent bonds chafe her, but her heart he gains a +4 racial bonus on Stealth checks to blend with rocky
softens toward any who wander. terrain, as well as the other abilities of a normal tuatara.
Stability Shardra gains a +4 bonus to CMD to resist bull rush and trip
SHARDRA attempts when standing on the ground.
Female dwarf shaman 1 Stonecunning Shardra gains a +2 to Perception to notice unusual
N Medium humanoid (dwarf) stonework (already included) and receives an automatic check to
Init +1; Senses darkvision; Perception +4 notice such features when she passes within 10 feet, even if she
DEFENSE isn’t actively looking.
AC 15, touch 9, flat-footed 15 (+6 armor, –1 Dex) Cure Light Wounds Shardra’s scroll heals a touched target for
hp 11 (1d8+3) 1d8+1 damage.
Fort +2, Ref –1, Will +5; +3 vs. poison, +5 vs. spells and spell-like abilities Daze Shardra dazes one humanoid creature within 25, causing it to
OFFENSE lose its next turn (Will DC 13 negates). Once a creature is dazed by
Speed 20 ft. this spell, it is immune to it for 1 minute.
Melee morningstar –1 (1d8–1) Guidance Shardra can give a touched target a +1 competence bonus
Ranged light crossbow –1 (1d8/19–20) that the target can use on any attack roll, saving throw, or skill
Special Attacks spirit ability (monstrous insight 5/day) check in the next minute.
Shaman Spells Prepared (CL 1st; concentration +4) Heightened Awareness Shardra gains a +2 competence bonus on
1st —heightened awarenessACG, obscuring mist; identifyS, Perception and Knowledge checks for 10 minutes. She can end the
0 (at will)—daze (DC 13), guidance, light spell early to gain +4 on an initiative check.
S spirit spell; Spirit (lore) Identify Shardra can spend three rounds focusing on a magic item in
STATISTICS her possession in order to roll Spellcraft at a +16 to identify it.
Str 8, Dex 8, Con 14, Int 14, Wis 17, Cha 14 Light An object Shardra touches sheds light for 10 minutes. She
Base Atk +0; CMB –1; CMD 8 can’t have more than one copy of this spell active at once.
Feats Steel SoulAPG Obscuring Mist Shardra calls forth a mist in a 20-foot-radius
Skills Diplomacy +6, Heal +7, Knowledge (history) +2 (+4 on dwarves spread centered on her for 1 minute or until a moderate or
and their enemies, and can roll those untrained), Knowledge strong wind blows it away or a fire spell burns it away. Until then,
(nature) +6, Knowledge (religion) +6, Perception +4 (+6 stone), the mist blocks vision (even darkvision). Attacks against adjacent
Spellcraft +6; Armor Check Penalty –5 creatures in the mist suffer a 20% miss chance from concealment,
Traits glory of oldDoG, reactionaryAPG and creatures farther into the mist have total concealment (50% miss
Languages Common, Dwarven, Terran, Undercommon chance and can’t be targeted by sight).
SQ defensive training, hatred, lore keeper, hardy, spirit animal (deep
crag tuatara named Kolo), spirit magic, stability, stonecunning Raised in the dwarven city of Xolgrit, Shardra reached the
Combat Gear alchemist’s fire, scroll of cure light wounds; Other Gear surface a guarded but curious woman, more interested in
four-mirror armorUC, morningstar, light crossbow with 10 bolts, spell stories of the long dead and the stones and artifacts that whispered
component pouch, backpack, waterskin, 13 gp secrets to her than the bickering of the living. With Kolo the crag
SPECIAL ABILITIES tuatara at her shoulder, Shardra now wanders the world, uncovering
Defensive Training Shardra gains a +4 dodge bonus to AC against lost treasure and listening to the tales it has to tell. Permanent ties
giants, which also applies to CMD. still chafe, even ones as shallow as a favor owed or an unpaid tavern
Monstrous Insight As a standard action 5 times per day, Shardra can bill, but her heart softens toward any who wander. Despite her love
attempt to identify a creature with a +1 bonus to her Knowledge of the world’s vast mysteries, a small part of the shaman yearns for
check. Whether or not she succeeds, she gains a +2 insight bonus to the joy and companionship she once felt with her sisters, and Shardra
attack rolls and AC against that creature for 1 minute. corresponds with her family often, ever watchful for any discovery that “The spirits of the stones and my ancestors whisper
Spirit Animal Kolo looks particularly unassuming and gains a +2 on might provide an excuse to write or visit her distant, glittering home.
secrets to me, and their power flows through me.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Shaman 4
either heal allies or damage undead for 2d6 damage (Will DC 14 for
Shardra travels the world, guarded but curious, uncovering lost treasure and
half damage for undead) in a 30-foot-burst.
listening to the tales it has to tell. Permanent bonds chafe her, but her heart
Chant As a move action, Shardra can chant aloud and extend her evil
softens toward any who wander.
eye and misfortune hexes by 1 round for all targets within 30 feet.
Defensive Training Shardra gains a +4 dodge bonus to AC against
SHARDRA
giants, which also applies to CMD.
Female dwarf shaman 4
Evil Eye As a standard action, Shardra can give an enemy with
N Medium humanoid (dwarf)
a mind within 30 feet a –2 penalty on attack rolls, AC, saving
Init +1; Senses darkvision; Perception +8
throws, or skill checks for 7 rounds (Will DC 16 reduces the
DEFENSE
duration to 1 round).
AC 17, touch 10, flat-footed 17 (+7 armor, +1 deflection, –1 Dex)
Misfortune As a standard action, Shardra can force an enemy within
hp 35 (4d8+12)
30 feet to roll twice on all ability checks, attack rolls, saving
Fort +4, Ref +2, Will +9; +3 vs. poison, +5 vs. spells and spell-like abilities
throws, and skill checks and take the lower roll for 1 round (Will
OFFENSE
DC 16 negates). She can’t use misfortune on the same target again
Speed 20 ft.
for 24 hours.
Melee morningstar +2 (1d8–1)
Monstrous Insight As a standard action 5 times per day, Shardra can
Ranged light crossbow +2 (1d8/19–20)
attempt to identify a creature with a +4 bonus to her Knowledge
Special Attacks channel positive energy 2d6 3/day (DC 14), hexes
check. Whether or not she succeeds, she gains a +2 insight bonus
(chant, evil eye, misfortune), spirit ability (monstrous insight 5/day)
to attack rolls and AC against that creature for 1 minute.
Shaman Spells Prepared (CL 4th; concentration +8)
Spirit Animal Kolo looks particularly unassuming and gains a +2 on
2nd—barkskin, false life; tonguesS or lesser restorationS
initiative checks and a +4 on Stealth checks. As a deep crag tuatara,
1st —entangle (DC 15), heightened awarenessACG, obscuring mist,
he gains a +4 racial bonus on Stealth checks to blend with rocky
remove fear; identifyS or detect undeadS
terrain, as well as the other abilities of a normal tuatara.
0 (at will)—create water, detect magic, guidance, light
Stability Shardra gains a +4 bonus to CMD to resist bull rush
S spirit magic spell; Spirit lore; Wandering Spirit life
and trip attempts when standing on the ground.
STATISTICS
Stonecunning Shardra gains a +2 to Perception to notice
Str 8, Dex 8, Con 14, Int 14, Wis 18, Cha 14
unusual stonework (already included) and receives an
Base Atk +3; CMB +2; CMD 12
automatic check to notice such features when she passes within
Feats Extra Hex APG, Steel SoulAPG
10 feet, even if she isn’t actively looking.
Skills Diplomacy +9, Handle Animal +6, Heal +8, Knowledge (history)
Wandering Spirit Shardra can switch out her second spirit each
+2 (+4 on dwarves and their enemies, and can roll those untrained),
day. If she does so, she loses Channel Energy and the ability to
Knowledge (nature) +8, Knowledge (planes) +6, Knowledge
cast detect undead and lesser restoration as choices
(religion) +8, Perception +8 (+10 stone), Ride +1, Spellcraft +7,
for her extra bonus spell (marked with an S) from her
Survival +11; Armor Check Penalty –3
life wandering spirit, and she gains the new powers and
Traits glory of oldDoG, reactionaryAPG
spells of the other spirit.
Languages Common, Dwarven, Terran, Undercommon
Barkskin Shardra can touch a target and grant a +2 enhancement
SQ defensive training, hatred, lore keeper, hardy, spirit animal (deep
bonus to natural armor for 40 minutes (if she targets herself, this
crag tuatara named Kolo), spirit magic, stability, stonecunning
increases Shardra’s natural armor to 2, which also raises her flat-
Combat Gear alchemist’s fire, scroll of cure serious wounds (2), scroll
footed AC).
of fly; Other Gear +1 breastplate, morningstar, light crossbow
Create Water Shardra creates 8 gallons of water within 35 feet. It lasts
with 10 bolts, cloak of resistance +1, ring of protection +1, wand of
a day if no one drinks it.
cure light wounds (15 charges), spell component pouch, backpack,
waterskin, 233 gp Cure Light Wounds Shardra’s wand heals a touched target for
SPECIAL ABILITIES 1d8+1 damage. “The spirits of the stones and my ancestors whisper
Channel Positive Energy As a standard action, Shardra can choose to Detect Magic Shardra can notice magic in a 60-foot-cone. If she
secrets to me, and their power flows through me.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Shaman 4

concentrates, she can find how many magic auras there are on the blocks vision (even darkvision). Attacks against adjacent creatures in
next round and then attempt to find out more on the round after that. the mist suffer a 20% miss chance from concealment, and creatures
Detect Undead Shardra can notice undead just like with detect magic farther into the mist have total concealment (50% miss chance and
above, but she can only concentrate up to at most 4 minutes before can’t be targeted by sight).
the spell ends. Remove Fear Shardra selects two creatures within 35 feet of
Entangle Shardra can cause plants in a 40-foot radius within 560 Shardra and within 30 feet of each other. Shardra suppresses all
feet of her to grab at every creature in that area for 4 minutes. current fear effects on those creatures for 10 minutes. During
Those creatures must succeed at a DC 15 Reflex save or they that time, the creatures gain a +4 morale bonus against further
take a –2 to attack rolls and a –4 Dexterity, need to make a fear effects.
concentration check to cast their spells, and are stuck to that Tongues Shardra grants a touched target the ability to understand and
spot. They can spend a standard action to attempt a DC 15 speak the languages of all intelligent creatures (but not animals) for
Strength or Escape Artist check to break free. Even if they are 40 minutes. The target can understand all languages simultaneously
free, the entire area is difficult terrain, and if they remain in the but can only speak in one language at a time.
area, they must save again each round at the end of your turn.
Any creature entering the area must save immediately. If the It’s a sorry lot for a proud dwarven daughter to be raised a miserable
plants are particularly thorny, entangled creatures take 1 damage dwarven son, but everyone receives one lot in life, and Shardra Geltl
per round, and other effects up to your GM might occur in areas never knew to expect better. But the mines and refinery of Xolgrit fed
with other sorts of exotic plants. the war machine of Rolgrimmdur far above, and militant efficiency
False Life Shardra gains 1d10+4 temporary hit points for 4 hours, demanded all citizen-soldiers accept and excel in their roles, no matter
which can put her above her maximum. She always loses how miserable.
temporary hit points first before losing her regular hit points. One day, during her explorations, a stone crumbled beneath
Fly Shardra has to roll 1d20+4 against DC 6 to use this scroll. Shardra’s feet and she dropped into the darkness, breaking her
. If she fails, she rolls another d20, and on a 1, the scroll is arm. A single tuatara waddled forward as she cradled her limb. It
destroyed. Shardra’s scroll grants a touched target a 60 foot borrowed a tongue from the whispers and spoke.
fly speed and a +6 bonus to Fly checks (+3 total for Shardra From that day on, the whispers poured themselves
herself) for 5 minutes. through Shardra’s reptilian friend, speaking louder and
Guidance Shardra can give a touched target a +1 competence bonus more clearly with a mouth to form the words. She soon
that the target can use on any attack roll, saving throw, or skill named the creature Kolo, and he taught her how to speak to spirits
check in the next minute. and borrow their favor to mend her broken bones, and of dwarven
Heightened Awareness Shardra gains a +2 competence bonus on faith from long before they mingled their worship with the deities
Perception and Knowledge checks for 40 minutes. She can end the of the surface world. Most precious of all, Kolo taught her of the
spell early to gain +4 on an initiative check. rivethun—dwarves who drew great power by embracing
Identify Shardra can spend two rounds focusing and then attempt to the disjunction between their bodies and souls—and she
identify one item in her possession each round for up to 10 rounds. learned to brew the alchemical tinctures her past sisters had
She rolls Spellcraft at a +17 to identify each item. used to quiet the rages of adolescence and bring their minds and
Lesser Restoration After 3 full rounds of casting, a touched target bodies into harmony.
recovers 1d4 damage to any ability score or loses most magical She left Xolgrit—and her tutors, childhood friends, and family—by
effects reducing ability scores. The target is no longer fatigued, and paths only the stones remembered. Shardra reached the surface a
reduces exhausted to fatigued. guarded but curious woman, more interested in stories of the long-
Light An object Shardra touches sheds light for 40 minutes. She can’t dead than the bickering of the living. With Kolo the crag tuatara at her
have more than one copy of this spell active at once. shoulder, Shardra now wanders the world, uncovering lost treasure
Obscuring Mist Shardra calls forth a mist in a 20-foot-radius spread and listening to the tales it has to tell. Permanent ties still chafe, even
centered on her for 4 minutes or until a moderate or strong wind ones as shallow as a favor owed or an unpaid tavern bill, but her heart “The spirits of the stones and my ancestors whisper
blows it away or a fire spell burns it away. Until then, the mist softens toward any who wander.
secrets to me, and their power flows through me.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Shaman 7

Shardra travels the world, guarded but curious, uncovering lost treasure and breath of life, scroll of fly; Other Gear +1 full plate, morningstar,
listening to the tales it has to tell. Permanent bonds chafe her, but her heart light crossbow with 10 bolts, cloak of resistance +1, ring of protection
softens toward any who wander. +1, headband of mental prowess +2 (Cha, Wis), belt of mighty
constitution +2, pearl of power (1st), wand of cure light wounds (10
SHARDRA charges), spell component pouch, backpack, waterskin, 8 gp
Female dwarf shaman 7 SPECIAL ABILITIES
N Medium humanoid (dwarf) Channel Positive Energy As a standard action, Shardra can choose to
Init +1; Senses darkvision; Perception +12 either heal allies or damage undead for 4d6 damage (Will DC 16 for
DEFENSE half damage for undead) in a 30-foot burst.
AC 20, touch 10, flat-footed 20 (+10 armor, +1 deflection, –1 Dex) Chant As a move action, Shardra can chant aloud and extend her evil
hp 73 (7d8+35) eye and misfortune hexes by 1 round for all targets within 30 feet.
Fort +6, Ref +3, Will +11; +3 vs. poison, +5 vs. spells and spell-like abilities Defensive Training Shardra gains a +4 dodge bonus to AC against
OFFENSE giants, which also applies to CMD.
Speed 20 ft. Evil Eye As a standard action, Shardra can give an enemy with a mind
Melee morningstar +4 (1d8–1) within 30 feet a –2 penalty on attack rolls, AC, saving throws, or skill
Ranged light crossbow +4 (1d8/19–20) checks for 8 rounds (Will DC 18 reduces the duration to 1 round).
Special Attacks channel positive energy 4d6 4/day (DC 16), hexes Misfortune As a standard action, Shardra can force an enemy within 30
(chant, evil eye, misfortune), spirit ability (monstrous insight 6/day) feet to roll twice on all ability checks, attack rolls, saving throws, and
Shaman Spells Prepared (CL 7th; concentration +12) skill checks and take the lower roll for 1 round (Will DC 18 negates).
4th—dimension door, enervation; legend loreS or restorationS She can’t use misfortune on the same target again for 24 hours.
3rd—daylight, haste, fly; locate objectS or neutralize poisonS Monstrous Insight As a standard action 6 times per day, Shardra can
2nd—barkskin, false life, resist energy, sickening entanglementACG attempt to identify a creature with a +7 bonus to her Knowledge
(DC 17); tonguesS or lesser restorationS check. Whether or not she succeeds, she gains a +2 insight
1st —entangle (DC 16), heightened awarenessACG, obscuring mist, bonus to attack rolls and AC against that creature for 1 minute.
protection from evil, remove fear, wave shieldACG; identifyS or Pearl of Power Shardra can use her pearl as a standard action
detect undeadS to recover one of her expended 1st-level spells.
0 (at will)—create water, detect magic, guidance, light Spirit Animal Kolo looks particularly unassuming and gains a
S spirit magic spell; Spirit lore Wandering Spirit life +2 on initiative checks and a +4 on Stealth checks. As a deep crag
STATISTICS tuatara, he gains a +4 racial bonus on Stealth checks to blend with
Str 7, Dex 10, Con 16, Int 14, Wis 20, Cha 16 rocky terrain, as well as the other abilities of a normal tuatara.
Base Atk +5; CMB +3; CMD 15 Stability Shardra gains a +4 bonus to CMD to resist bull rush and trip
Feats Extra Hex ACG, Heavy Armor Proficiency, Steel SoulAPG, Toughness attempts when standing on the ground.
Skills Acrobatics –6 (–4 balance), Diplomacy +13, Handle Animal +7, Stonecunning Shardra gains a +2 to Perception to notice
Heal +9, Knowledge (history) +2 (+4 on dwarves and their enemies, unusual stonework (already included) and receives an
and can roll those untrained), Knowledge (nature) +10, Knowledge automatic check to notice such features when she passes within 10
(planes) +6, Knowledge (religion) +10, Perception +12 (+14 stone), feet, even if she isn’t actively looking.
Ride –2, Spellcraft +12, Survival +15; Armor Check Penalty –6 Wandering Hex Shardra can switch out this hex each day for any Lore
Traits glory of oldDoG, reactionaryAPG or Life hex (or the hex of another spirit if she replaces Life).
Languages Common, Dwarven, Terran, Undercommon Wandering Spirit Shardra can switch out her second spirit each day. If
SQ defensive training, hatred, lore keeper, hardy, spirit animal (deep she does so, she loses Channel Energy and the ability to cast detect
crag tuatara named Kolo), spirit magic, stability, stonecunning, undead, lesser restoration, neutralize poison, and restoration as
wandering hex (currently arcane enlightenment [dimension door, choices for her extra bonus spell (marked with an S) from her life
enervation, haste]) spirit, and she gains the new powers and spells of the other spirit. “The spirits of the stones and my ancestors whisper
Combat Gear alchemist’s fire, scroll of break enchantment, scroll of Barkskin Shardra can touch a target and grant a +3 enhancement
secrets to me, and their power flows through me.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Shaman 7

bonus to natural armor for 70 minutes (if she targets herself, this 1d10 days to cast it with detailed information, Shardra probably
increases Shardra’s natural armor to 3, which also raises her flat- needs to have the subject present, in which case it takes 1d4 ×
footed AC). 10 minutes to cast. Afterwards, Shardra learns legends about the
Break Enchantment Shardra has to roll 1d20+7 against DC 10 to use subject, possibly facts that were forgotten or never generally
this scroll. If she fails, she rolls another d20, and on a 1, the scroll known. If she casts without the subject present, this information is
is destroyed. After one full minute of casting, Shardra can remove less complete.
many negative effects from to up to 9 targets within 45 feet of Locate Object Shardra envisions a unique object she has seen in person
Shardra and all within 30 feet of each other. For each enchantment, or a type of object and knows the direction towards that object for 7
transmutation, and curse on the victim that can be removed by minutes if it is within 680 feet and not blocked by lead. If she picks
dispel magic or stone to flesh or that is spell level 5 or lower, a type of object, she learns the direction to the closest of them if
Shardra rolls 1d20+9 against a DC of 11 + the effect’s caster level. there are more than 1 in range.
For each success, that effect is removed. Neutralize Poison Shardra can touch one creature and roll 1d20+7
Breath of Life Shardra’s scroll heals a touched creature 5d8+9 hit against the DC of each poison in the creature’s system, negating
points. It even works on creatures that died in the last round, all poisons whose DC she beats. She can also touch a poisonous
bringing them back to life if their total hit points become greater creature (which gets a DC 18 Will save to negate) or a poisonous
than their negative Constitution score. It doesn’t work if they died object of 7 cubic feet or less and remove its poison for 70 minutes.
from a death effect or became undead. If it brings someone back to Protection from Evil A touched target gets a +2 resistance bonus to
life, they suffer 1 negative level for 24 hours. saves and a +2 deflection bonus to AC against evil creatures for 7
Cure Light Wounds Shardra’s wand heals a touched target for minutes (in Shardra’s case, she already has a +1 to both of those,
1d8+1 damage. so this would only increase her saves and AC by 1 vs. evil). The
Daylight A touched object creates bright light for 60 feet and raises target cannot be touched by a nongood summoned creature and is
the light by one level for the next 60 feet for 70 minutes. If there immune to direct mental control and possession from evil creatures.
is magic darkness in that area, instead the overlapping area is Casting the spell after direct mental control or possession
unaffected by either spell. allows the target a new saving throw at a +2 bonus.
Dimension Door Shardra and up to 2 touched allies (or one Large ally) Resist Energy For 70 minutes, a target Shardra touches gains 20
suddenly teleport up to 680 feet in whatever direction she specifies. resistance to her choice of acid, cold, electricity, fire, or sonic.
Shardra cannot take any more actions this turn. Restoration After casting for 3 rounds, Shardra cures all ability
Enervation Shardra fires a ray makes a ranged touch attack at +5 damage from a touch target, as well as all ability drain to
against a target within 40 feet. If it hits, the target takes 1d4 a single ability score of her choice, fatigue and exhaustion, and all
negative levels, debuffing most d20 rolls and potentially preventing temporary negative levels. This costs 100 gp of diamonds, which
them from casting their best spells. Shardra doesn’t have. Instead of removing all temporary negative
Fly Shardra grants a touched target a 60 foot fly speed and a +7 bonus levels, by spending 1000 gp of diamonds, she could remove a
to Fly checks (+2 total for Shardra herself) for 7 minutes. Her scroll permanent negative level.
lasts 7 minutes and grants a +6 bonus to Fly. Sickening Entanglement This works the same as Shardra’s
Haste Shardra can grant to up to 7 targets within 40 feet of Shardra entangle spell except that all the DCs are 17 and the
and all within 30 feet of each other a +30 foot enhancement bonus poisonous sap forces every creature that enters the area or ends its
to movement speed, +1 to attack rolls, +1 to Reflex saves, a +1 turn there to attempt a DC 17 Fortitude save or become sickened for
dodge bonus to AC, and an extra attack at the highest bonus during as long as they remain in the area and for 1d4 rounds afterwards.
any full attack. These benefits lasts for 7 rounds. Wave Shield As an immediate action, Shardra can create a wave shield
Heightened Awareness Shardra gains a +2 competence bonus on to reduce physical or fire damage from a single attack by 3.
Perception and Knowledge checks for 70 minutes. She can end the
spell early to gain +4 on an initiative check. Shardra is a guarded but curious woman, more interested in stories
Legend Lore Shardra finds out more about an important person, place, of the long-dead and the stones and artifacts that whispered secrets “The spirits of the stones and my ancestors whisper
or thing. Since it takes 2d6 weeks to cast this spell from rumors or to her than the bickering of the living.
secrets to me, and their power flows through me.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Skald 1

To keep the tales of heroes he hopes to emulate fresh in his mind, Hakon ability for 11 total rounds each day, which need not be consecutive.
embroiders representations of their stories into cloth badges sewn along the hem Allies who have their own rage or bloodrage can use their own
of his long coat. His retellings fill his companions with unparalleled battle spirit bonuses and penalties if they choose, but they can’t use any of their
and combat prowess, further cementing Hakon’s own growing legend. other abilities like rage powers or blood casting.
Warrior Poet Hakon gets a +1 to Fortitude saves while performing
HAKON (already included).
Male human skald 1 Detect Magic Hakon can notice magic in a 60-foot cone. If he
NG Medium humanoid (human) concentrates, he can find how many magic auras there are on the
Init +2; Senses Perception +3 next round and then attempt to find out more on the round after that.
DEFENSE Guidance Hakon can give a touched target a +1 competence bonus that
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) the target can use on any attack roll, saving throw, or skill check in
hp 10 (1d8+2) the next minute.
Fort +3 (+4 while performing), Ref +2, Will +1 Light An object Hakon touches sheds light for 10 minutes. He can’t
OFFENSE have more than one copy of this spell active at once.
Speed 30 ft. Prestidigitation Hakon can perform simple magic tricks for 1 hour, such
Melee handaxe +2 (1d6+3/×3) and handaxe +2 (1d6+1/×3) or as cleaning his outfit, chilling his ale, or flavoring his meat.
handaxe +4 (1d6+3/×3) Saving Finale Hakon can spend an immediate action and end his
Ranged sling +2 (1d4+3) inspired rage to allow an ally who was affected by inspired rage to
Special Attacks raging song (inspired rage +1 [+2 Str/Con] ), 11 rounds /day reroll a failed saving throw.
Skald Spells Known (CL 1st; concentration +3) Timely Inspiration Hakon can spend an immediate action to add a +1
1st (2/day)—saving finaleAPG, timely inspirationAPG competence bonus to a failed attack roll or skill check, which may
0 (at will)—detect magic, guidance, light, prestidigitation allow it to succeed retroactively.
STATISTICS
Str 16, Dex 15, Con 13, Int 12, Wis 8, Cha 14 Past the Ironbound Archipelago, across the Steaming Sea, lies the
Base Atk +0; CMB +3; CMD 15 Broken Bay, haven of scoundrels, raiders, cutthroats, and killers in
Feats Extra Performance, Two-Weapon Fighting, Weapon Focus (handaxe) the bloodiest viking traditions of the Lands of the Linnorm Kings.
Skills Bluff +6 (+7 vs. Ulfen), Intimidate +8, Knowledge (all) +2 (+3 As a youth, Hakon waited impatiently to come of age and join the
about dwarves), Perception +3, Perform (wind) +6 (+7 vs. Ulfen), seasonal southern raids of his countrymen, eagerly absorbing
Profession (sailor) +3, Use Magic Device +6; Armor Check –2 the tales of distant lands they brought back with the plunder. The
Traits glint-tonguedPotN, warrior poetDoG proud raiders boasted of desperate battles at sea, of ceaseless storms
Languages Common, Dwarven, Skald and sea monsters and foreign towns cloaked in sheets of cascading
SQ bardic knowledge f lames. Hakon committed these stories to memory, adding his own
Combat Gear alchemist’s fire; Other Gear chain shirt, handaxe (2), spell embellishments to create an oral history for his people—vowing to
component pouch, sling with 10 bullets, backpack, horn, 5 gp 9 sp one day make a place for himself within it.
SPECIAL ABILITIES The skald’s journeys have brought him his own measure of renown.
Inspired Rage As a standard action, Hakon can give all allies who In Nisroch he slew the dark druid Roverud. His twin axes—Hagrum’s
accept it a +2 morale bonus to Strength and Constitution, a +1 Keel and Limbrender—struck down the marsh giant Fogulnur, gaining
morale bonus to Will saves, and a –1 penalty to AC. Allies can accept Hakon the legendary Horn of Valenhall. Tales of these victories fill his
the bonuses and penalties on a round by round basis, but while companions with unparalleled battle spirit and combat prowess, further
accepting the song, they can’t cast spells, use abilities requiring cementing Hakon’s growing legend. Now the badges of Hakon’s own
concentration, or use Intelligence-based skills, Dexterity-based skills exploits stand beside those of the true heroes of the Broken Bay, but the
(except Acrobatics, Fly, and Ride), or Charisma-based skills (except skald knows that his journeys must continue until all know of his deeds.
Intimidate). Once this song is active, he doesn’t need to spend any Only then will the Saga of Hakon be complete, daring those who come “The dance of my axes and your blood will provide
action to maintain it but can end it at any time. He can use this after him to even greater feats of bravery and legend. excellent material for the next verse of my saga.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Skald 4

To keep the tales of heroes he hopes to emulate fresh in his mind, Hakon light wounds (15 charges), mwk handaxes (2), cold iron handaxe,
embroiders representations of their stories into cloth badges sewn along the hem throwing axe, sling with 10 bullets, spell component pouch,
of his long coat. His retellings fill his companions with unparalleled battle spirit backpack, waterskin, mwk horn, 14 gp 9 sp
and combat prowess, further cementing Hakon’s own growing legend. SPECIAL ABILITIES
Inspired Rage As a standard action, Hakon can give all allies who
HAKON accept it a +2 morale bonus to Strength and Constitution, a +2
Male human skald 4 NG Medium humanoid (human) morale bonus to Will saves, and a –1 penalty to AC. Allies can accept
Init +3; Senses Perception +4 the bonuses and penalties on a round by round basis, but while
DEFENSE accepting the song, they can’t cast spells, use abilities requiring
AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex) concentration, or use Intelligence-based skills, Dexterity-based skills
hp 31 (4d8+8) (except Acrobatics, Fly, and Ride), or Charisma-based skills (except
Fort +6 (+7 while performing), Ref +5, Will +4; +4 vs. bardic Intimidate). Once this song is active, he doesn’t need to spend any
performance, language-dependent, and sonic action to maintain it but can end it at any time. He can use this
OFFENSE ability for 17 total rounds each day, which need not be consecutive.
Speed 30 ft. Allies who have their own rage or bloodrage can use their own
Melee mwk handaxe +6 (1d6+3/×3) and mwk handaxe +6 (1d6+3/×3) bonuses and penalties if they choose, but they can’t use any of their
or mwk handaxe +8 (1d6+3/×3) other abilities like rage powers or blood casting.
Ranged throwing axe +6 (1d6+3) or Rage Powers When activating his inspired rage song, Hakon may
sling +6 (1d4+3) choose to give all allies who accept the song’s effects a +3 morale
Special Attacks raging song (inspired rage +2 [+2 Str/Con], song of bonus on saving throws against spells, spell-like abilities, and
marching) 17 rounds / day supernatural abilities. If he does, they can’t be a willing target of
Skald Spells Known (CL 4th; concentration +6) any spell and must attempt saving throws to resist all spells, even
2nd (2/day)—glitterdust (DC 14), heroism those cast by allies.
1st (4/day)—liberating commandUC, remove fear, saving finaleAPG, Song of Marching Hakon can perform for an hour (spending one of
timely inspirationAPG the raging song rounds he normally uses for inspired rage) in order
0 (at will)—detect magic, guidance, light, mage hand, message, to allow all allies within 60 feet to hustle while it counts as a walk.
prestidigitation Uncanny Dodge Hakon is not denied his Dex bonus before he acts in
STATISTICS combat or against invisible opponents.
Str 16, Dex 16, Con 13, Int 12, Wis 8, Cha 14 Warrior Poet Hakon gets a +1 to Fortitude saves while performing
Base Atk +3; CMB +6; CMD 20 (already included).
Feats Double Slice, Extra Performance, Two-Weapon Fighting, Weapon Cure Light Wounds Hakon’s wand heals 1d8+1 damage by touch.
Focus (handaxe) Detect Magic Hakon can notice magic in a 60-foot cone. If he
Skills Acrobatics +6, Bluff +9 (versatile performance, +10 vs. Ulfen), concentrates, he can find how many magic auras there are on the
Diplomacy +6 (+7 vs. Ulfen), Intimidate +8, Knowledge +7 (+8 about next round and then attempt to find out more on the round after
dwarves), Linguistics +5, Perception +4, Perform (sing) +9 (+10 that.
vs. Ulfen), Perform (wind) +8 (+9 vs. Ulfen), Profession (sailor) +3, Glitterdust Creatures in a 10-foot radius take a –40 to Stealth and lose
Sense Motive +9 (versatile performance, +10 vs. Ulfen), Spellcraft the benefit of invisibility and the like for 4 rounds. They are also
+5, Use Magic Device +6; Armor Check –1 blinded if they fail a DC 14 Will save, but at the end of each of their
Traits glint-tonguedPotN, warrior poetDoG turns, they can attempt the Will save again to end the blindness.
Languages Common, Dwarven, Hallit, Skald Guidance Hakon can give a touched target a +1 competence bonus that
SQ bardic knowledge, rage power (superstition), uncanny dodge, the target can use on any attack roll, saving throw, or skill check in
versatile performance the next minute.
Combat Gear alchemist’s fire, potion of fly; Other Gear +1 chain Heroism Hakon can give a touched target a +2 morale bonus on attack “The dance of my axes and your blood will provide
shirt, cloak of resistance +1, ring of protection +1, wand of cure rolls, saving throws, and skill checks for 40 minutes.
excellent material for the next verse of my saga.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Skald 4

Liberating Command As an immediate action, Hakon can pick an ally whom he joined forces on a legendary run through a blockade at the
within 35 feet. That ally can spend an immediate action to make Arch of Aroden.
an Escape Artist check with a +8 competence bonus to escape To keep the memories fresh in his mind, Hakon embroidered
restraints, bindings, or grapples. representations of the stories into cloth badges sewn along the hem of
Light An object Hakon touches sheds light for 40 minutes. He can’t his long coat. As he moved from badge to badge, Hakon added to the
have more than one copy of this spell active at once. legend of his shipmates, who looked on in excitement with each of his
Mage Hand After casting this spell, Hakon can move a nonmagical tellings. The smiles and encouragement stung Hakon’s heart, however,
unattended object of 5 lbs. or less up to 15 feet as a move action. While and what should have been pride was instead replaced with regret and
moving it in this way, the object must remain within 35 feet of Hakon. shame­—for Hrolf Harfargr intended that his personal skald would
Message Hakon can whisper messages to the target for 40 minutes survive to tell his legend, and thus kept Hakon as far from danger as
as long as they remain within 140 feet and aren’t obstructed, possible, always a witness, and never the participant he yearned to be.
and the target can respond each time Hakon sends a whisper. Upon their return to the Lands of the Linnorm Kings from the
Nearby creatures might be able to overhear the messages (DC 25 extended Absalom expedition, the king ordered Harfargr to sea
Perception). without his official lorekeeper and recorder of his legendary deeds.
Prestidigitation Hakon can perform simple magic tricks for 1 hour, such Instead, Ingimundr assigned Hakon’s younger brother, Ostog, to take
as cleaning his outfit, chilling his ale, or flavoring his meat. the skald’s place at the oars.
Remove Fear Hakon selects two creatures within 35 feet of Hakon Hrolf Harfargr, Ostog, and Hakon’s old companions Bolgi and
and within 30 feet of each other. Hakon suppresses all current fear Bjarni set out on Girt Bearwearer’s ship among a great armada of
effects on those creatures for 10 minutes. During that time, the raiders with hungry eyes on the rich lands of the distant south.
creatures gain a +4 morale bonus against further fear effects. They never returned to the Broken Bay, but soon stories made their
Saving Finale Hakon can spend an immediate action and end his way to Hakon of a mutiny at sea in which Hrolf Harfargr and his
current song to allow an ally who was affected by the song to reroll allies attempted to take the longship from its wicked captain. Other
a failed saving throw. stories made their way back to Bildt, too. Tales of a brash young
Timely Inspiration Hakon can spend an immediate action to add a +1 warrior named Ostog the Unslain, a survivor of treachery at sea who
competence bonus to a failed attack roll or skill check, which may somehow washed ashore in the Varisian town of Sandpoint and who
allow it to succeed retroactively. immediately set about creating a legend of his own. Hakon had to
know if the tales of Ostog’s distant deeds were true, so he set off on a
Past the Ironbound Archipelago, across the Steaming Sea, lies the ship of his own to Sandpoint in an attempt to reunite with his brother.
Broken Bay, haven of scoundrels, raiders, cutthroats, and killers in Hakon and a band of companions followed Ostog all the way down
the bloodiest viking traditions of the Lands of the Linnorm Kings. Avistan’s western coast, tracing his brother’s footsteps in the drying
As a youth, Hakon waited impatiently to come of age and join the blood of the young barbarian’s dismembered enemies. Though Hakon
seasonal southern raids of his countrymen, eagerly absorbing has not yet caught up with Ostog, the skald’s journeys have brought
the tales of distant lands they brought back with the plunder. The him his own measure of renown. In Nisroch he slew the dark druid
proud raiders boasted of desperate battles at sea, of ceaseless storms Roverud. His twin axes—Hagrum’s Keel and Limbrender—struck
and sea monsters and foreign towns cloaked in sheets of cascading down the marsh giant Fogulnur, gaining Hakon the legendary Horn
f lames. Hakon committed these stories to memory, adding his own of Valenhall, a mystical artifact he only partially understands. Tales of
embellishments to create an oral history for his people—vowing to these victories fill his companions with unparalleled battle spirit and
one day make a place for himself within it. combat prowess, further cementing Hakon’s growing legend. Now
Key to Hakon’s youthful mythology was Hrolf Harfargr, one of the the badges of Hakon’s own exploits stand beside those of the true
few honorable huscarls of Broken Bay’s despicable King Ingimundr heroes of the Broken Bay, but the skald knows that his journeys must
the Unruly. Hakon was Hrolf ’s personal lorekeeper, and composed continue until his deeds shine like those of Hrolf Harfargr, White
epic poems of the huscarl’s encounter with the brine dragon Kelizar, Estrid, and Ostog the Unslain. Only then will the Saga of Hakon be
his crushing victory at sea over Styrbjorn Threefingers, and his complete, daring those who come after him to even greater feats of “The dance of my axes and your blood will provide
romance with his greatest rival, the viking hero White Estrid, with bravery and legend.
excellent material for the next verse of my saga.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Skald 7

To keep the tales of heroes he hopes to emulate fresh in his mind, Hakon superstition, witch hunterAPG), uncanny dodge, versatile performance
embroiders representations of their stories into cloth badges sewn along the hem Combat Gear alchemist’s fire, oil of daylight, potion of fly; Other Gear
of his long coat. His retellings fill his companions with unparalleled battle spirit +1 chain shirt, cloak of resistance +1, ring of protection +1, belt of
and combat prowess, further cementing Hakon’s own growing legend. giant strength +2, circlet of persuasion, headband of alluring charisma
+2, wand of cure light wounds (35 charges), +1 handaxes (2), cold
HAKON iron handaxe, silver handaxe, throwing axe (2), sling with 10 bullets,
Male human skald 7 NG Medium humanoid (human) backpack, spell component pouch, waterskin, mwk horn, 10 gp 9 sp
Init +3; Senses Perception +9 SPECIAL ABILITIES
DEFENSE Inspired Rage As a move action, Hakon can give all allies who accept
AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex) it a +2 morale bonus to Strength and Constitution, a +2 morale
hp 52 (7d8+14) bonus to Will saves, and a –1 penalty to AC. Allies can accept
Fort +7 (+8 while performing), Ref +6, Will +5; 4 vs. bardic the bonuses and penalties on a round by round basis, but while
performance, language-dependent, and sonic accepting the song, they can’t cast spells, use abilities requiring
OFFENSE concentration, or use Intelligence-based skills, Dexterity-based skills
Speed 30 ft. (except Acrobatics, Fly, and Ride), or Charisma-based skills (except
Melee +1 handaxe +9 (1d6+5/×3) and +1 handaxe +9 (1d6+5/×3) or Intimidate). Once this song is active, he doesn’t need to spend any
+1 handaxe +11 (1d6+5/×3) action to maintain it but can end it at any time. He can use this
Ranged throwing axe +8 (1d6+4) or ability for 23 total rounds each day, which need not be consecutive.
sling +6 (1d4+4) Allies who have their own rage or bloodrage can use their own
Special Attacks raging song (inspired rage +2 [+2 Str/Con], song of bonuses and penalties if they choose, but they can’t use any of their
marching, song of strength) 23 rounds/day, spell kenning 1/day other abilities like rage powers or blood casting.
Skald Spells Known (CL 7th; concentration +13) Lingering Performance Hakon’s raging songs (inspired rage, song
3rd (2/day)—good hope, haste of marching, and song of strength) last for 2 rounds after he stops
2nd (2/day)—gallant inspirationAPG, glitterdust (DC 15), heroism, spending rounds for them.
mirror image Lore Master Hakon can always take 10 on Knowledge checks and can
1st (4/day)—grease (DC 14), liberating commandUC, remove fear, take 20 on a Knowledge check once per day.
saving finaleAPG, timely inspirationAPG Rage Powers When activating his inspired rage song, Hakon may
0 (at will)—detect magic, guidance, light, mage hand, message, choose to give all allies who accept the song’s effects a +3 morale
prestidigitation bonus on saving throws against spells, spell-like abilities, and
STATISTICS supernatural abilities. They also gain +3 to their touch AC (to a
Str 18, Dex 16, Con 13, Int 12, Wis 8, Cha 16 maximum of their full AC) and their attacks deal full damage to
Base Atk +5; CMB +9; CMD 23 incorporeal creatures. If he does, they can’t be a willing target of
Feats Double Slice, Extra Performance, Extra Rage Power, Lingering any spell and must attempt saving throws to resist all spells, even
PerformanceAPG, Two-Weapon Fighting, Weapon Focus (handaxe) those cast by allies. Hakon also gains a +2 to damage against foes
Skills Acrobatics +6, Bluff +16 (versatile performance, +17 vs. Ulfen), with spells or spell-like abilities, but his other allies do not.
Diplomacy +18 (versatile performance, +19 vs. Ulfen), Handle Song of Marching Hakon can perform for an hour (spending one of his
Animal +18 (versatile performance), Intimidate +12, Knowledge (all) raging song rounds that he normally uses for inspired rage) in order
+7 (+8 about dwarves), Linguistics +5, Perception +9, Perform (sing) to allow all allies within 60 feet to hustle while it counts as a walk.
+16 (+17 vs. Ulfen), Perform (wind) +18 (+19 vs. Ulfen), Profession Song of Strength As a move action, Hakon can allow all allies to add
(sailor) +6, Sense Motive +16 (versatile performance, +17 vs. Ulfen), +3 to their Strength checks and Strength-based skill checks. This
Spellcraft +5, Use Magic Device +10; Armor Check –1 ability spends the same raging song rounds as inspired rage, and
Traits glint-tonguedPotN, warrior poetDoG like inspired rage, once he activates this ability, Hakon doesn’t need
Languages Common, Dwarven, Hallit, Skald to spend any actions to keep it active and can end it at any time. “The dance of my axes and your blood will provide
SQ bardic knowledge, lore master 1/day, rage power (ghost ragerUC, Spell Kenning Hakon can cast any bard, cleric, or sorcerer/wizard spell
excellent material for the next verse of my saga.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Skald 7
by spending a full round (or more if the spell he picks has a longer movement speed, +1 to attack rolls, +1 to Reflex saves, a +1 dodge
casting time) and expending a spell slot of the appropriate level bonus to AC, and an extra attack at the highest bonus during any
once per day. full attack. These benefits lasts for 7 rounds.
Uncanny Dodge Hakon is not denied his Dex bonus before he acts in Heroism Hakon can give a touched target a +2 morale bonus on attack
combat or against invisible opponents. rolls, saving throws, and skill checks for 70 minutes.
Warrior Poet Hakon gets a +1 to Fortitude saves while performing Liberating Command As an immediate action, Hakon can pick an ally
(already included). within 40 feet. That ally can spend an immediate action to make
Cure Light Wounds Hakon’s wand heals 1d8+1 damage by touch. an Escape Artist check with a +14 competence bonus to escape
Daylight When smeared on an object, Hakon’s oil creates bright light restraints, bindings, or grapples.
for 60 feet and raises the light by one level for the next 60 ft for Light An object Hakon touches sheds light for 70 minutes. He can’t
50 minutes. If there is magic darkness in that area, instead the have more than one copy of this spell active at once.
overlapping area is unaffected by either spell. Mage Hand After casting this spell, Hakon can move a nonmagical
Detect Magic Hakon can notice magic in a 60-foot cone. If he unattended object of 5 lbs. or less up to 15 feet as a move action.
concentrates, he can find how many magic auras there are on the While moving it in this way, the object must remain within 40 feet
next round and then attempt to find out more on the round after that. of Hakon.
Fly Hakon’s potion grants the drinker a 60 foot fly speed and a +6 Message Hakon can whisper messages to the target for 70 minutes
bonus to Fly checks (+9 total for Hakon himself) for 5 minutes. as long as they remain within 170 feet and aren’t obstructed,
Gallant Inspiration Hakon can spend an immediate action to add a and the target can respond each time Hakon sends a whisper.
+2d4 competence bonus to a failed attack roll or skill check, which Nearby creatures might be able to overhear the messages (DC 25
may allow it to succeed retroactively. Perception).
Glitterdust Creatures in a 10-foot radius take a –40 to Stealth and lose Mirror Image 1d4+2 copies of Hakon weave around him for 7 minutes. Any
the benefit of invisibility and the like for 7 rounds. They are also attack requiring an attack roll has an equal chance to hit and destroy
blinded if they fail a DC 15 Will save, but at the end of each of their each image, missing Hakon, as it does to hit Hakon (so with 3 images,
turns, they can attempt the Will save again to end the blindness. there would be a 1 in 4 chance to hit Hakon and a 3 in 4 chance of
Good Hope Hakon can grant a +2 morale bonus to attack rolls, damage destroying an image). An attack that misses by 5 or less also destroys
rolls, saving throws, ability checks, and skill checks to up to 7 an image. If the enemy can’t see the images, it is not fooled.
targets within 170 feet of Hakon and all within 30 feet of each Prestidigitation Hakon can perform simple magic tricks for 1 hour, such
other. This bonus lasts for 7 minutes. as cleaning his outfit, chilling his ale, or flavoring his meat.
Grease Hakon can grease a 10-foot-by-10-foot square of floor or an item Remove Fear Hakon selects two creatures within 40 feet of Hakon
for 7 minutes. If he greases the ground, creatures in the area must and within 30 feet of each other. Hakon suppresses all current fear
make a DC 15 Reflex save or fall prone and creatures walking through effects on those creatures for 10 minutes. During that time, the
the area must make a DC 10 Acrobatics check or stop moving and be creatures gain a +4 morale bonus against further fear effects.
forced to make the same Reflex save (failing the Acrobatics check by Saving Finale Hakon can spend an immediate action and end his
5 or more makes them fall without a Reflex save). If he greases an current song to allow an ally who was affected by the song to reroll
object, if the object is attended, the object’s possessor can attempt a failed saving throw.
a Reflex save to make the grease miss the item. Otherwise, if the Timely Inspiration Hakon can spend an immediate action to add a +2
possessor was holding the object, she drops it, and she must attempt competence bonus to a failed attack roll or skill check, which may
a Reflex save each round to pick up or use the item. If he greases allow it to succeed retroactively.
someone’s clothing, they receive a +10 bonus to Escape Artist checks,
CMB to escape grapple, and CMD vs. grapple.
Tales of Hakon’s victories fill his companions with unparalleled battle
Guidance Hakon can give a touched target a +1 competence bonus that
spirit and combat prowess, further cementing his growing legend. But
the target can use on any attack roll, saving throw, or skill check in
the skald knows that his journeys must continue until his deeds rival
the next minute.
Haste Hakon can grants to up to 7 targets within 40 feet of Hakon and
those of the greatest heroes, and the Saga of Hakon is complete, daring “The dance of my axes and your blood will provide
those who come after him to even greater feats of bravery and legend.
all within 30 feet of each other a +30 ft. enhancement bonus to excellent material for the next verse of my saga.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Slayer 1

Zadim provides his church with deadly solutions to problems that cannot be schemes continue to the present. Often these intrigues take the
solved through diplomacy and forgiveness. He has trained for years to be a killer, form of economic inf luence or political stratagems, but occasionally,
and kill he must, whether in the name of his goddess, his homeland, or his church. when the stakes are high enough, they extend to outright atrocities.
Triggering these strikes (or answering them in kind) without sparking
ZADIM an open war requires an agent with particular expertise. The world of
Male human slayer 1 Golarion teems with misguided folk who can be turned from darkness,
N Medium humanoid (human) but it also contains multitudes who are beyond redemption, who revel
Init +2; Senses Perception +4 in evil, wickedness, and selfishness.
DEFENSE Zadim is one answer to their depravities, and his response comes
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) with an unmistakable air of finality. Zadim was born into Qadira’s
hp 14 (1d10+4) influential Cult of the Dawnflower, a militant sect devoted to
Fort +3, Ref +4, Will +2 rooting out evil and spreading Sarenrae’s light throughout foreign
OFFENSE lands cloaked in the darkness of ignorance. He excelled in battle
Speed 30 ft. training, easily besting his young peers in combat. He also proved
Melee kukri +5 (1d4+4/18–20) himself an expert in observation and understanding, often taking
Ranged sling +3 (1d4+4) advantage of personality quirks and tells among his fellows that
Special Attacks 1st studied target they weren’t even aware they had. The cult’s leaders knew exactly
STATISTICS what they had in Zadim—a weapon to strike killing blows against
Str 19, Dex 14, Con 12, Int 12, Wis 10, Cha 8 their enemies.
Base Atk +1; CMB +5; CMD 17 Zadim’s masters revealed the scope of their designs not just on
Feats Iron Will, Toughness familiar foes like the creaking “empire” of Taldor to the north,
Skills Acrobatics +4, Disguise +3, Heal +4, Knowledge (local) +5, but also on places like Osirion, Katapesh, and Absalom. Zadim
Knowledge (religion) +6, Perception +4, Sense Motive +4, Stealth +4, was trained to stand in the shadowy vanguard of their efforts
Survival +4 (+5 to follow tracks); Armor Check –2 throughout the Inner Sea region, clearing away enemies with
Traits child of the templeAPG, pride of the diamond empirePotS blade and garrote long before the more visible elements of the
Languages Celestial, Common, Kelish Dawnf lower Cult made their presence known.
SQ track As the depth of the cult’s plan became clear to him, Zadim began
Combat Gear alchemist’s fire; Other Gear chain shirt, kukri (2), sling to realize that his masters were just as interested in spreading
with 10 bullets, backpack, waterskin, 15 gp 9 sp the political inf luence of Qadira—and its distant puppetmasters
SPECIAL ABILITIES in the Padishah Empire of Kelesh far to the east—as they were in
Child of the Temple Zadim gains a +1 trait bonus on Knowledge spreading the doctrine of the Everlight, but the revelation came too
(nobility) and Knowledge (religion) checks. late to inspire a change in Zadim’s direction. He had trained for
Pride of the Diamond Empire If Zadim succeeds at a Will saving years to become a killer, and kill he must, in the name of Qadira,
throw against a fear effect, it has no effect on him. Kelesh, or the cult. Sarenrae had blessed him with unique talents,
Studied Target Zadim can study a target as a move action to get +1 to and he intended to put them to use in the field.
attack, damage, Bluff, Knowledge, Perception, Sense Motive, and A chance encounter with a fellow servant of Sarenrae, an earnest
Survival against that target. If Zadim deals sneak attack damage to young cleric named Kyra, triggered a crisis of faith in Zadim. Kyra
a target, he can study that target as an immediate action (and he reminded him that Sarenrae herself valued goodness, redemption,
gains the +1 to damage on that same damage roll). If he studies and healing over murderous tactics, no matter the quarry. He assured
another target, he loses the oldest target. Kyra that he would not strike against a target until he could look him
Track Zadim adds 1 on Survival skill checks made to follow tracks. in the eye and judge the quality of his character for himself. The so-
called “Shadow of Sarenrae” now travels the lands of the Inner Sea as an
Open hostilities between the kingdoms of Taldor and Qadira associate of Sarenrae’s church, providing deadly solutions to problems “I am judgment made flesh. I am justice visited
ceased more than 200 years ago, but subtle squabbles and sub-rosa the religion cannot resolve through diplomacy and forgiveness.
upon those who are beyond redemption.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Slayer 4
Zadim can only use Sneak Attack if he can see his opponent clearly
Zadim provides his church with deadly solutions to problems that cannot be
(no concealment).
solved through diplomacy and forgiveness. He has trained for years to be a
Step Up When an enemy 5-foot-steps away from Zadim, Zadim can
killer, and kill he must, whether in the name of his goddess, his homeland,
instantly follow. If he does, he loses his 5-foot step on his next turn
or his church.
(or 5 feet of movement if he moves).
Studied Target Zadim can study a target as a move action to get +1 to
ZADIM
attack, damage, Bluff, Knowledge, Perception, Sense Motive, and
Male human slayer 4
Survival against that target. If Zadim deals sneak attack damage to
N Medium humanoid (human)
a target, he can study that target as an immediate action (and he
Init +2; Senses Perception +7
gains the +1 to damage on that same damage roll). If he studies
DEFENSE
another target, he loses the oldest target
AC 17, touch 12, flat-footed 14 (+5 armor, +2 Dex)
Track Zadim adds 2 on Survival skill checks made to follow tracks.
hp 36 (4d10+8)
Cure Light Wounds Zadim’s wand heals a touched target for 1d8+1
Fort +6, Ref +7, Will +4
damage. Zadim needs help to activate his wand, so he also has a
OFFENSE
potion for emergencies.
Speed 30 ft.
Fly Zadim’s potion grants the drinker a 60 foot fly speed and a +6
Melee mwk kukri +9 (1d4+5/18–20) and mwk kukri +9 (1d4+2/18–20) or
bonus to Fly checks (+8 total for Zadim himself) for 5 minutes.
mwk kukri +11 (1d4+5/18–20)
Invisibility Zadim’s potion makes the drinker vanish for 3 minutes
Ranged mwk composite longbow +7 (1d8+5)
or until the drinker attacks. While invisible, the drinker gains +20
Special Attacks 1st studied target, sneak attack +1d6
to Stealth (+40 if standing perfectly still). The first attack before
STATISTICS
becoming visible gains a +2 to hit (and the enemy likely loses its
Str 20, Dex 14, Con 12, Int 12, Wis 10, Cha 8
Dexterity bonus to AC, granting Zadim a sneak attack).
Base Atk +4; CMB +9; CMD 21
Feats Iron Will, Step Up, Toughness, Two-Weapon Fighting, Weapon
Focus (kukri) Open hostilities between the kingdoms of Taldor and Qadira
Skills Acrobatics +9, Bluff +3, Climb +9, Disguise +3, Heal +4, ceased more than 200 years ago, but subtle squabbles and sub-
Intimidate +3 (+4 during the day), Knowledge (dungeoneering) rosa schemes continue to the present. Often these intrigues
+5, Knowledge (geography) +5, Knowledge (local) +8, Knowledge take the form of economic inf luence or political stratagems,
(religion) +6, Perception +7, Ride +6, Sense Motive +7, Stealth +9, but occasionally, when the stakes are high enough, they extend
Survival +6 (+8 to follow tracks), Swim +9; Armor Check –0 to outright atrocities. Triggering these strikes (or answering
Traits child of the templeAPG, pride of the diamond empirePotS them in kind) without sparking an open war requires an agent
Languages Celestial, Common, Kelish with particular expertise. The world of Golarion teems with
SQ slayer talents (ranger combat style, weapon training), track misguided folk who can be turned from darkness, but it also
Combat Gear alchemist’s fire, potion of cure light wounds, potion of contains multitudes who are beyond redemption, who revel in
fly, potion of invisibility, smokestick, tanglefoot bag; Other Gear +1 evil, wickedness, and self ishness.
mithral chain shirt, mwk kukris (2), cold iron kukri, mwk composite Zadim is one answer to their depravities, and his response comes
bow with 20 arrows, cloak of resistance +1, wand of cure light with an unmistakable air of finality. Zadim was born into Qadira’s
wounds (10 charges), backpack, waterskin, 29 gp influential Cult of the Dawnflower, a militant sect devoted to
SPECIAL ABILITIES rooting out evil and spreading Sarenrae’s light throughout foreign
Pride of the Diamond Empire If Zadim succeeds at a Will saving lands cloaked in the darkness of ignorance. The cult’s leaders knew
throw against a fear effect, it has no effect on him. exactly what they had in Zadim—a weapon to strike killing blows
Sneak Attack If Zadim hits an enemy that is denied its Dexterity against their enemies. Now, the so-called “Shadow of Sarenrae”
bonus to AC or that he is flanking, he adds 1d6 extra precision travels the lands of the Inner Sea as an associate of Sarenrae’s
damage, which doesn’t multiply on a critical hit. Some creatures church, providing deadly solutions to problems the religion “I am judgment made flesh. I am justice visited
with no anatomy or weak points are immune to sneak attack, and cannot resolve through diplomacy and forgiveness.
upon those who are beyond redemption.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Slayer 7
Sneak Attack If Zadim hits an enemy that is denied its Dexterity
Zadim provides his church with deadly solutions to problems that cannot be
bonus to AC or that he is flanking, he adds 2d6 extra precision
solved through diplomacy and forgiveness. He has trained for years to be a
damage, which doesn’t multiply on a critical hit. Some creatures
killer, and kill he must, whether in the name of his goddess, his homeland,
with no anatomy or weak points are immune to sneak attack, and
or his church.
Zadim can only use Sneak Attack if he can see his opponent clearly
(no concealment).
ZADIM
Step Up and Strike When an enemy 5-foot-steps away from Zadim,
Male human slayer 7
Zadim can instantly follow. He can move up to 10 feet without
N Medium humanoid (human)
reducing his movement or costing his 5-foot-step on his next turn. If
Init +3; Senses Perception +10
he does so, he can make an attack of opportunity.
DEFENSE
Studied Target Zadim can study a target as a swift action to get +2 to
AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1
attack, damage, Bluff, Disguise, Intimidate, Knowledge, Perception,
natural)
Sense Motive, Stealth, and Survival against that target. If Zadim
hp 60 (7d10+14)
deals sneak attack damage to a target, he can study that target as
Fort +7, Ref +9, Will +5
an immediate action (and he gains the +2 to damage on that same
OFFENSE
damage roll). He can study up to two targets, but if he studies a
Speed 30 ft.
third target, he loses the oldest target.
Melee +1 kukri +13/+8 (1d4+7/18–20) and +1 kukri +13/+8 (1d4+7/18–20) or
Track Zadim adds 3 on Survival skill checks made to follow tracks.
+1 kukri +15 (1d4+7/18–20)
Cure Light Wounds Zadim’s wand heals a touched target for 1d8+1
Ranged mwk composite longbow +11/+6 (1d8+5)
damage. Zadim needs help to activate his wand.
Special Attacks 2nd studied target, sneak attack +2d6
Fly Zadim’s potion grants the drinker a 60 foot fly speed and a +6
STATISTICS
bonus to Fly checks (+9 total for Zadim himself) for 5 minutes.
Str 22, Dex 16, Con 12, Int 12, Wis 10, Cha 8
Base Atk +7; CMB +13; CMD 26
Feats Double Slice, Following StepAPG, Improved Two-Weapon Fighting, Open hostilities between the kingdoms of Taldor and Qadira
Iron Will, Step Up, Step Up And StrikeAPG, Toughness, Two-Weapon ceased more than 200 years ago, but subtle squabbles and sub-
Fighting, Weapon Focus (kukri) rosa schemes continue to the present. Often these intrigues
Skills Acrobatics +13, Bluff +3, Climb +10, Disguise +8, Heal +4, take the form of economic inf luence or political stratagems,
Intimidate +3 (+4 during the day), Knowledge (dungeoneering) but occasionally, when the stakes are high enough, they extend
+5, Knowledge (geography) +5, Knowledge (local) +11, to outright atrocities. Triggering these strikes (or answering
Knowledge (religion) +6, Perception +10, Ride +7, Sense Motive them in kind) without sparking an open war requires an agent
+10, Stealth +13, Survival +10 (+13 to follow tracks), Swim +10; with particular expertise. The world of Golarion teems with
Armor Check –0 misguided folk who can be turned from darkness, but it also
Traits child of the templeAPG, pride of the diamond empirePotS contains multitudes who are beyond redemption, who revel in
Languages Celestial, Common, Kelish evil, wickedness, and self ishness.
SQ slayer talents (combat trick, ranger combat style (2), weapon Zadim is one answer to their depravities, and his response comes
training), stalker, track with an unmistakable air of finality. Zadim was born into Qadira’s
Combat Gear alchemist’s fire, potion of fly; Other Gear +1 mithral influential Cult of the Dawnflower, a militant sect devoted to
chain shirt, +1 kukris (2), cold iron kukri, mwk composite bow rooting out evil and spreading Sarenrae’s light throughout foreign
with 20 arrows, belt of physical might +2 (Dex and Str), cloak of lands cloaked in the darkness of ignorance. The cult’s leaders knew
resistance +1, amulet of natural armor +1, ring of protection +1, exactly what they had in Zadim—a weapon to strike killing blows
wand of cure light wounds (5 charges), backpack, waterskin, 24 gp against their enemies. Now, the so-called “Shadow of Sarenrae”
SPECIAL ABILITIES travels the lands of the Inner Sea as an associate of Sarenrae’s
Pride of the Diamond Empire If Zadim succeeds at a Will saving church, providing deadly solutions to problems the religion “I am judgment made flesh. I am justice visited
throw against a fear effect, it has no effect on him. cannot resolve through diplomacy and forgiveness.
upon those who are beyond redemption.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Sorcerer (L evel 1)
Seoni is meticulous, with many long-term plans in mind at all times. She’s Burning Hands: 15-foot cone of fire that deals 1d4 fire damage
bound by codes she doesn’t reveal, and keeps her emotions tightly bottled. to all within (Reflex half).
Color Spray: Stuns creatures within a 15-foot cone, possibly
SEONI also making them blinded or unconscious (Will negates).
Female human sorcerer 1 Detect Magic: Detects all spells and magic items within a
LN Medium humanoid (human) 60-foot cone.
Init +2; Senses Perception +3 Flare: Dazzles a creature within 25 feet (Fortitude negates).
DEFENSE Mage Armor: Gives subject +4 armor bonus for 1 hour.
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge) Magic Missile: Dart of force automatically hits target within
hp 8 (1d6+2) 110 feet, dealing 1d4+1 damage.
Fort +1, Ref +2, Will +3; +2 vs. fear Read Magic: Deciphers magical writing.
OFFENSE
Speed 30 ft. A member of the wanderers known as Varisians, Seoni wears
Melee quarterstaff +0 (1d6) the magical markings of her culture in the elaborate tattoos that
Ranged dagger +2 (1d4/19–20) crisscross her body. But her path wasn’t to be the path of tradition. As
Sorcerer Spells Known (CL 1st; concentration +5) a caravan master’s daughter, she spent much of her youth traveling,
1st (4/day)—mage armor, magic missile and was expected to one day either lead her own caravan or perhaps
0 (at will)—acid splash, detect magic, flare (DC 15), read magic develop a talent for reading the harrow, the fortune-telling cards
Bloodline arcane of her people. One night, while her family camped at the edge of
STATISTICS the mysterious Lurkwood, young Seoni wandered out of sight of her
Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 18 people’s cooking fires. There she found a great white tree, its ancient
Base Atk +0; CMB +0; CMD 13 roots twisted around a ring of rune-carved stone. As she investigated,
Feats Alertness*, Dodge*, Eschew Materials, Spell Focus (evocation)* the tree’s bark fell away, revealing elaborate symbols and images that
Skills Bluff +8, Climb +3, Knowledge (planes) +4, Perception +3, related a brief tale—that of her own short life. Seoni f led, but
Sense Motive +4, Spellcraft +4 returned with her kin soon after to find nothing more than a
Traits courageous*, world traveler* normal old tree and a strange rock.
Languages Common, Varisian Seoni’s runic tattoos play a large role in her identity.
SQ arcane bond* (familiar) Coming from a people where tattoo magic maintains a strong
Combat Gear potion of cure light wounds, scroll of color spray, following, hers are simultaneously a manifestation of her power
scroll of burning hands, smokestick; Other Gear quarterstaff, and a tool to aid in her castings. The sheer number adorning her
dagger, sunrod (5), backpack, trail rations (4) skin, as well as the similar patterns woven into her clothes, are
* The effects of these abilities are already calculated into a mark of status among her tribe—though many of the so-
Seoni’s statistics. called “civilized” residents of Varisia look upon such body
SPECIAL ABILITIES modif ication with distaste.
Arcane Bond Seoni has a familiar—a blue-tailed skink named Despite being a consummate adventurer, Seoni is an enigma
Dragon. Most of its effects are already calculated into her to her compatriots. Quietly neutral on most matters, bound by
statistics. As long as Dragon is within arm’s reach, Seoni gains codes and mandates that she rarely feels compelled to explain,
the Alertness feat (already calculated into her statistics). the sorceress keeps her emotions tightly bottled. Extremely detail
Eschew Materials Seoni can cast any spell with a material component oriented—what the more pugnacious members of her party call
costing 1 gp or less without needing that component. a “control freak”—Seoni is a careful and meticulous planner, a
Spells Seoni knows the following spells or has them as scrolls. For schemer who frequently becomes frustrated by the improvised
full spell descriptions, see Chapter 10 of the Pathfinder RPG Core plans of her more impulsive companions. Despite all of this, Seoni
Rulebook. has stuck by her comrades through numerous tight spots. As with
Acid Splash: Ranged touch attack (+2 to hit, range 25 feet) that so many things, however, if Seoni understands her motivations, “We all choose our paths in life. See to it that
deals 1d3 points of acid damage. she’s keeping that knowledge to herself. yours doesn’t cross mine again.”
©2013 Paizo Publishing, LLC. Permission given to photocopy for personal use only.
Sorcerer (L evel 4)
Seoni is meticulous, with many long-term plans in mind at all times. She’s Combat Casting Seoni gets a +4 bonus on concentration checks
bound by codes she doesn’t reveal, and keeps her emotions tightly bottled. made to cast a spell or use a spell-like ability when casting
defensively or while grappled.
SEONI Eschew Materials Seoni can cast any spell with a material
Female human sorcerer 4 component costing 1 gp or less without needing that component.
LN Medium humanoid (human) Spells Seoni knows the following spells 1st- and 2nd-level spells or
Init +2; Senses Perception +3 has them as scrolls. For full spell descriptions, see Chapter 10 of
DEFENSE the Pathfinder RPG Core Rulebook.
AC 15, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 dodge, +1 Burning Hands: 15-foot cone of fire deals 4d4 fire damage to
natural) all within (Reflex half).
hp 26 (4d6+8) Glitterdust: Golden particles cover everything in a 10-foot-
Fort +2, Ref +3, Will +5; +2 vs. fear radius spread, blinding creatures (Will negates) and outlining
OFFENSE invisible things.
Speed 30 ft. Identify: Detect magic and more easily identify the properties of
Melee quarterstaff +2 (1d6) an item.
Ranged dagger +4 (1d4/19–20) Invisibility: Turn a creature or object invisible for 4 minutes or
Sorcerer Spells Known (CL 4th; concentration +8 [+12 to cast until it attacks.
defensively]) Mage Armor: Gives subject +4 armor bonus for 1 hour.
2nd (4/day)—scorching ray Magic Missile: Dart of force automatically hits target within
1st (7/day)—burning hands (DC 16), identify, mage armor, magic 110 feet, dealing 1d4+1 damage.
missile Scorching Ray: Ranged touch attack (+4 to hit, range 35 feet)
0 (at will)—acid splash, detect magic, disrupt undead, flare (DC 15), deals 4d6 points of fire damage.
light, read magic
Bloodline arcane A member of the wanderers known as Varisians, Seoni wears the
STATISTICS magical markings of her culture in the elaborate tattoos that
Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 19 crisscross her body. She was a caravan master’s daughter
Base Atk +2; CMB +2; CMD 16 who spent much of her youth traveling. One night, while her
Feats Alertness*, Combat Casting*, Dodge*, Eschew Materials, family camped at the edge of the mysterious Lurkwood, young Seoni
Spell Focus (evocation)* wandered out of sight of her people’s cooking fires. There she found
Skills Bluff +11, Climb +3, Knowledge (planes) +7, Perception +3, a great white tree, its ancient roots twisted around a ring of rune-
Sense Motive +4, Spellcraft +7 carved stone. As she investigated, the tree’s bark fell away, revealing
Traits courageous*, world traveler* elaborate symbols and images that related a brief tale—that of
Languages Common, Varisian her own short life. Seoni f led, but returned with her kin soon after
SQ arcane bond* (familiar) to find nothing more than a normal old tree and a strange rock.
Combat Gear potions of cure light wounds (3), scroll of glitterdust, scroll Seoni’s runic tattoos play a large role in her identity. Coming from
of invisibility, wand of magic missile (CL 3rd, 33 charges), smokestick; a people where tattoo magic maintains a strong following, hers are
Other Gear quarterstaff, dagger, amulet of natural armor +1, ring of both a manifestation of her power and a tool to aid in her castings.
protection +1, sunrod (5), backpack, trail rations (4), 29 gp The sheer number adorning her skin, as well as the similar patterns
* The effects of these abilities are already calculated into woven into her clothes, are a mark of status among her tribe.
Seoni’s statistics. Despite being a consummate adventurer, Seoni is an enigma to her
SPECIAL ABILITIES compatriots. Quietly neutral on most matters, bound by codes and
Arcane Bond Seoni has a familiar, a blue-tailed skink named mandates that she rarely feels compelled to explain, the sorceress
Dragon. Most of its effects are already calculated into her keeps her emotions tightly bottled. Extremely detail oriented, Seoni is
statistics. As long as Dragon is within arm’s reach, Seoni gains a careful and meticulous planner who frequently becomes frustrated “We all choose our paths in life. See to it that
the Alertness feat (already calculated into her statistics). by the improvised plans of her more impulsive companions. yours doesn’t cross mine again.”
©2013 Paizo Publishing, LLC. Permission given to photocopy for personal use only.
Sorcerer (L evel 7)
Seoni is meticulous, with many long-term plans in mind at all times. She’s statistics. As long as Dragon is within arm’s reach, Seoni gains
bound by codes she doesn’t reveal, and keeps her emotions tightly bottled. the Alertness feat (already calculated into her statistics).
Bloodline Arcana When Seoni uses a metamagic feat (like Extend
SEONI Spell) that increases a spell’s level, that spell’s DC increases by 1.
Female human sorcerer 7 Eschew Materials Seoni can cast any spell with a material
LN Medium humanoid (human) component costing 1 gp or less without needing that component.
Init +6; Senses Perception +3 Extend Spell (Metamagic) By using up a spell slot one level higher
DEFENSE than a spell’s actual level, Seoni can make a spell last twice as
AC 17, touch 15, flat-footed 14 (+2 deflection, +2 Dex, +1 dodge, +2 long. The time it takes to cast the spell if it’s normally a standard
natural) action increases to a full-round action. If its casting time is
hp 44 (7d6+14) longer than a standard action, it takes an extra full-round action
Fort +3, Ref +4, Will +6; +2 vs. fear to cast it.
OFFENSE Metamagic Adept Twice per day, Seoni can apply one metamagic
Speed 30 ft. feat she knows (normally Extend Spell) without increasing the
Melee quarterstaff +3 (1d6) spell’s casting time.
Ranged dagger +5 (1d4/19–20)
Sorcerer Spells Known (CL 7th; concentration +12) A member of the wanderers known as Varisians, Seoni wears the
3rd (5/day)—dispel magic, haste, lightning bolt (DC 20) magical markings of her culture in the elaborate tattoos that
2nd (7/day)—glitterdust (DC 17), invisibility, scorching ray, web (DC 17) crisscross her body. But her path was not to be the path of tradition.
1st (8/day)—burning hands (DC 18), enlarge person (DC 16), A caravan master’s daughter who spent much of her youth traveling,
identify, mage armor, magic missile, shield she was expected to one day either lead her own caravan or perhaps
0 (at will)—acid splash, detect magic, disrupt undead, flare (DC 17), develop a talent for reading the harrow, the fortune-telling cards of
light, prestidigitation (DC 15), read magic her people. One night, while her family camped at the edge of the
Bloodline arcane mysterious Lurkwood, young Seoni wandered out of sight of her
STATISTICS people’s cooking fires. There she found a great white tree, its
Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 21 ancient roots twisted around a ring of rune-carved stone. As
Base Atk +3; CMB +3; CMD 18 she investigated, the tree’s bark fell away, revealing elaborate
Feats Alertness*, Combat Casting*, Dodge*, Eschew Materials, symbols and images that related a brief tale—that of her own short
Extend Spell, Greater Spell Focus (evocation)*, Improved Initiative*, life. Seoni f led, but returned with her kin soon after to find nothing
Spell Focus (evocation)* more than a normal old tree and a strange rock.
Skills Bluff +15, Climb +3, Knowledge (planes) +10, Perception +3, Seoni’s runic tattoos play a large role in her identity. Coming
Sense Motive +4, Spellcraft +10 from a people where tattoo magic maintains a strong following,
Traits courageous*, world traveler* hers are simultaneously a manifestation of her power and a tool
Languages Common, Varisian to aid in her castings. The sheer number adorning her skin, as well
SQ arcane bond* (familiar), bloodline arcana (+1 DC for metamagic as the similar patterns woven into her clothes, are a mark of status
spells that increase spell level), metamagic adept (2/day) among her tribe.
Combat Gear potions of cure light wounds (3), potion of cat’s grace, Despite being a consummate adventurer, Seoni is something of
scroll of fireball, scroll of fly, wand of magic missile (CL 3rd, an enigma to her compatriots. Quietly neutral on most matters,
50 charges); Other Gear quarterstaff, dagger, amulet of natural bound by codes and mandates that she rarely feels compelled to
armor +2, headband of alluring charisma +2, ring of protection +2, explain, the sorceress keeps her emotions tightly bottled. Extremely
backpack, trail rations (4), 44 gp detail oriented—what the more pugnacious members of her party
* The effects of these abilities are already calculated into Seoni’s statistics. call a “control freak”—Seoni is a careful and meticulous planner, a
SPECIAL ABILITIES schemer who frequently becomes frustrated by the improvised plans
Arcane Bond Seoni has a familiar—a blue-tailed skink named of her more impulsive companions. “We all choose our paths in life. See to it that
Dragon. Most of its effects are already calculated into her yours doesn’t cross mine again.”
©2013 Paizo Publishing, LLC. Permission given to photocopy for personal use only.
Spiritualist 1

Caring but a touch mischievous, Estra learned a great deal about empathy effect for longer than 1 round, he returns to the Ethereal Plane.
upon the death of her beloved husband, Honaire. She now uses her psychic Phantom Estra’s dedication phantom, Honaire, may dwell inside
magic and Honaire’s loyal spirit to guide others. her mind, or manifest fully as an incorporeal or ectoplasmic creature
with a 1-minute ritual. When Honaire manifests as ectoplasmic
ESTRA creature, he may interact with the material world and gains DR 5/
Female human spiritualist 1 slashing. When he manifests as an incorporeal creature, he gains
NG Medium humanoid (human) the incorporeal ability (making him immune to physical attacks,
Init –1; Senses Perception +4 and reducing damage from magical attacks by half) and can attack
DEFENSE incorporeal creatures, but cannot affect material creatures.
AC 12, touch 9, flat-footed 12 (+3 armor, –1 Dex) Shared Consciousness When Honaire isn’t manifested, Estra gains
hp 10 (1d8+2) a +4 bonus on saving throws against mind-affecting effects and
Fort +3, Ref +1, Will +6; +2 vs. illusions gains the following bonus feats: Iron Will, Skill Focus (Diplomacy),
OFFENSE Skill Focus (Sense Motive); these grant her a +2 bonus on Will
Speed 30 ft. saves and a +3 bonus on Diplomacy and Sense Motive checks.
Melee silver dagger +0 (1d4–1) or Once per day, she can reroll a failed saving throw against a
sap +0 (1d6) mind-affecting effect, but doing so removes her other shared
Ranged sling –1 (1d4) consciousness bonuses for the spell’s durations.
Spiritualist Spells Known (CL 1st; concentration +4) Skeptic Estra gains a +2 bonus on all saving throws against illusions.
1st (2/day)—mindlinkOA, shield Spiritualist’s Call For 10 minutes after he is first summoned, Honaire
0 (at will)—daze (DC 14), grave wordsOA, guidance, light gains a +2 bonus to his Strength, Dexterity or Charisma for 10 minutes.
STATISTICS Trustworthy Estra gains a +1 bonus on Bluff skill checks to fool others
Str 10, Dex 8, Con 12, Int 13, Wis 18, Cha 15 and a +1 bonus on Diplomacy checks.
Base Atk +0; CMB +0; CMD 9 Spells Estra can cast the following spells. For full descriptions of
Feats Lightning Reflexes*, Spiritualist’s CallOA the spells listed below, see the Pathfinder RPG Core Rulebook or
Skills Bluff +6 (+7 to fool others), Diplomacy +7, Linguistics +5, Sense Pathfinder RPG Occult Adventures.
Motive +8, Spellcraft +5, Use Magic Device +6; Armor Check Daze: Estra dazes one humanoid creature within 25 feet, causing
Penalty –1 it to lose its next turn (Will DC 14 negates). Once a creature is dazed
Traits skeptic APG, trustworthyUCA by this spell, it is immune to it for 1 minute.
Languages Common, Halfling, Varisian Grave Words: Estra can cause a corpse she touches to begin
SQ etheric tether, phantom (Honaire, dedication), shared consciousness babbling for 1 round. There is a 10% chance the corpse’s ramblings
Combat Gear scroll of comprehend languages, scroll of cure light are useful in some way (determined by the GM). Once a corpse has
wounds, scroll of obscuring mist, acid; Other Gear studded leather been targeted by this spell, it is immune to it forever.
armor, sap, silver dagger, sling with 10 bullets, backpack, bedroll, Guidance: Estra can give a target she touches a +1 competence
belt pouch, censer, flint and steel, incense (10 sticks), torches (2), bonus that the target can use on any attack roll, saving throw, or
trail rations (5 days), waterskin, 12 gp skill check in the next minute.
* The effects of this ability have been calculated into Estra’s statistics. Light: An object Estra touches sheds light for 10 minutes. She
SPECIAL ABILITIES can’t have more than one copy of this spell active at a time.
Etheric Tether Estra can sacrifice any number of hit points to prevent Mindlink: Estra can communicate large amounts of information “Respect your elders, child. I’m a forgiving sort,
the same amount of damage to Honaire, but only if an attack to a creature she touches, as if she’d spent 10 minutes in discussion. but my husband not so much...”
would send him back to the Astral Plane. Honaire can travel up to She and her target do not need to share a language.
50 feet away from Estra. If he travels farther, she must succeed a Shield: Estra gains a +4 shield bonus to AC for 1 minute and languages she reads or hears for 10 minutes, but she can’t speak
concentration check (DC = 10 + 1 per 10 feet between them) as a full- becomes immune to magic missile. those languages.
round action each round or Honaire transports to the Ethereal Plane Combat Gear Estra has the following combat gear. Scroll of Cure Light Wounds: A touched creature regains 1d8+1
and cannot return for 24 hours. If Honaire is outside Estra’s line of Scroll of Comprehend Languages: Estra can understand all hit points.

©2015 Paizo Inc. Permission granted to photocopy for personal use only.
Spiritualist 1

Scroll of Obscuring Mist: Estra causes a cloud of mist to form full-form “manifestation” of a bereaved subject’s lost relative: actually
around her in a 20-foot radius, blocking all sight beyond 5 feet. a confederate dressed in luminous robes and clumsy disguises.
Creatures 5 feet away have concealment, and those farther away The arrival of a handsome knight named Honaire changed all that.
have total concealment. Fire or a strong wind can disperse this fog. Stationed in Elidir, Honaire had left behind an ailing mother, and in
his absence she had passed. Honaire sought some comfort in his loss,
HONAIRE and turned toward the seances of Estra’s troupe for assurance that
N Medium outside (phantom) his mother rested in peace. Relieved of his grief by the assurances of
Init +1; Senses darkvision 60 ft. the spirit-seer, the young knight became smitten with Estra’s quick
DEFENSE wit and streetwise charm. Estra, for her part, found the knight’s
AC 14, touch 12, flat-footed 12 or AC 15, touch 15, flat-footed 11 in combination of physical strength and gentle courtesy enchanting,
incorporeal form even as his strict code of honor made her regret her own life of lies.
hp 9 (1d10+4) When at last she confessed the truth—that she’d never contacted
Fort +1, Ref +3, Will +5 Honaire’s mother at all—she expected him to f ly into a rage. Instead,
OFFENSE he thanked her for her courage and proposed marriage. Accepting
Speed 30 ft. his proposal, Estra left behind the life of a charlatan, and the two
Melee 2 slams +2 (1d6+1) spent several happy decades together.
Special Attacks dutiful strike Yet this life, too, came to an abrupt end when rumors of a rising alliance
STATISTICS of goblin tribes reached the capital. Seeing her husband’s frustration
Str 12 Dex 14 Con 13, Int 7, Wis 10, Cha 13 at the government’s slow response, Estra urged him to volunteer to
Base Atk +1; CMB +2 (ectoplasmic), +3 (incorporeal); CMD 14 investigate, with no way of knowing that the goblin assemblies were the
(ectoplasmic), 16 (incorporeal) precursor to the deadly Goblinblood Wars. There in the dark expanse
Skills Diplomacy +5, Intimidate +5, Perception +4, Sense Motive +4 of the Chitterwood, Honaire and his unit were unexpectedly ambushed
Feats Iron WillB, Toughness by a horde of maniacal goblins and their green dragon ally. Though he
SQ link, share spells fought bravely and saved the lives of many comrades in their retreat,
SPECIAL ABILITIES Honaire was bathed in the dragon’s toxic breath.
Dutiful Strike Honaire gains a +2 bonus on attack rolls against Wracked by guilt and loss, Estra turned to her old means of
creatures that have attacked Estra in the past minute, and his slam supporting herself, training several new associates in the tricks of
attack deals 1d8+1 points of damage to those creatures. the faux spiritualist trade. Yet during the group’s first performance,
Link Estra can direct Honaire as a free action. Estra’s fake trance became something more. A wispy, greenish vapor
Share Spells Estra can cast spells with a range of personal on Honaire coalesced from her mouth, eyes, and nostrils. To the wonderment of
as if it had a range of touch. those assembled, a spectral figure emerged through the curtain of
ectoplasmic mists. The ghostly apparition was not a confederate but
Estra never wanted to commune with spirits: she only wished for rather the very real specter of her fallen husband. Comforted and
others to believe she did, and profit from that belief. shamed, the burgeoning spiritualist pledged again to never allow
Born the daughter of a poor miner in Isger, Estra fell in with a small deceit to rule her life.
gang of faux spiritualists who needed a convincing actress to play the role Though age stoops her body, Estra has learned to strengthen her
of their spirit-channeling medium. The group engaged in fraudulent spiritual bond with Honaire so that his ectoplasmic form might
seances targeting grieving mourners, who paid dearly for confirmation walk the world again. She uses her strange powers to provide
of the smooth passing of their loved ones into the hereafter. comfort and consolation—for real this time—to those who’ve lost
Within darkened chambers and ramshackle theaters, Estra and her loved ones to the ceaseless violence of the world. Yet all the while,
confederates spent nearly 10 years bilking the grief-stricken. Estra doubt plagues her. She wonders if her phantom husband’s presence
proved a talented actress, falling into convincing trances to channel the is the result of the depth of their love, some god’s attempt to
dead and dispense the carefully gathered information her associates shepherd her toward righteousness, or a manifestation of her own “Respect your elders, child. I’m a forgiving sort,
had gleaned on their targets. Sessions typically culminated with the guilty conscience.
but my husband not so much...”
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Spiritualist 4

Caring but a touch mischievous, Estra learned a great deal about empathy Automatic Writing Once per week, Estra may scribble on paper for
upon the death of her beloved husband, Honaire. She now uses her psychic 1 hour, then attempt a DC 20 Linguistics check to determine if a
magic and Honaire’s loyal spirit to guide others. specific action will benefit her, harm her, or both. There is a 60%
chance her reading is accurate, plus 5% for every point by which
ESTRA she exceeds the Linguistics check’s DC (to a maximum of 90%). This
Female human spiritualist 4 increases by 5% if she uses a sheet of her magnetized paper.
N Medium humanoid (human) Bonded Manifestation While Honaire is within Estra’s mind, as a
Init –1; Senses Perception +4 swift action she can grant herself either a +4 shield bonus to AC or
DEFENSE concealment against ranged attacks. She may use this ability for up
AC 14, touch 10, flat-footed 14 (+4 armor, +1 deflection, –1 Dex) to 7 rounds per day.
hp 31 (4d8+8) Bonded Senses As a standard action, Estra can see, hear, smell, taste,
Fort +6, Ref +3, Will +9; +2 vs. illusions and touch with Honaire’s senses for up to 4 rounds per day.
OFFENSE Etheric Tether Estra can sacrifice any number of hit points to prevent
Speed 30 ft. the same amount of damage to Honaire, but only if an attack
Melee mwk silver dagger +4 (1d4–1) or would send him back to the Astral Plane. Honaire can travel up to
sap +3 (1d6) 50 feet away from Estra. If he travels farther, she must succeed a
Ranged mwk sling +4 (1d4) concentration check (DC = 10 + 1 per 10 feet between them) as a full-
Spiritualist Spells Known (CL 4th; concentration +8) round action each round or Honaire transports to the Ethereal Plane
2nd (2/day)—ghoul touch (DC 16), resist energy, spiritual weapon and cannot return for 24 hours. If Honaire is outside Estra’s line of
1st (4/day)—detect evil, invisibility alarmACG, mindlinkOA, remove effect for longer than 4 rounds, he returns to the Ethereal Plane.
fear, shield Phantom Estra’s dedication phantom, Honaire, may dwell inside her
0 (at will)—daze (DC 14), mage hand, grave wordsOA, guidance, mind, or manifest fully as an incorporeal or ectoplasmic creature
light, message with a 1-minute ritual. When Honaire manifests as ectoplasmic
STATISTICS creature, he may interact with the material world and gains DR 5/
Str 10, Dex 8, Con 12, Int 13, Wis 18, Cha 16 slashing. When he manifests as an incorporeal creature, he gains
Base Atk +3; CMB +3; CMD 12 the incorporeal ability (making him immune to physical attacks,
Feats Emotional ConduitOA, *, Lightning Reflexes*, Spiritualist’s CallOA and reducing damage from magical attacks by half) and can attack
Skills Bluff +10 (+11 to fool others), Diplomacy +11, Linguistics +8, incorporeal creatures, but cannot affect material creatures.
Sense Motive +11, Spellcraft +8, Use Magic Device +10; Armor Check Shared Consciousness When Honaire isn’t manifested, Estra gains a
Penalty –1 +4 bonus on saving throws against mind-affecting effects, +2 bonus
Traits skeptic APG, trustworthyUCA on Will saves, and a +3 bonus on Diplomacy and Sense Motive
Languages Azlanti, Common, Gnome, Halfling, Skald, Varisian checks. Once per day, she may reroll a failed saving throw against
SQ bonded manifestation (7 rounds/day, ectoplasmic shield), a mind-affecting effect, but doing so removes her other shared
bonded senses (4 rounds/day), etheric tether, phantom (Honaire, consciousness bonuses for the spell’s durations.
dedication), shared consciousness, spiritual interference Skeptic Estra gains a +2 bonus on all saving throws against illusions.
Combat Gear +1 cold iron bullets (10), potion of lesser restoration, scroll Spiritual Interference Whenever Estra is adjacent to ectoplasmic
of faerie fire, scroll of ghostbane dirgeAPG, scroll of scare, wand of cure Honaire, she gains a+2 shield bonus to AC and a +2 bonus on
light wounds (7 charges), acid; Other Gear +1 studded leather armor, saving throws. Whenever she is within 30 feet of incorporeal “Respect your elders, child. I’m a forgiving sort,
mwk silver dagger, mwk sling with 10 bullets, sap, cloak of resistance Honaire she gains a +2 bonus to saving throws against mind- but my husband not so much...”
+1, ring of protection +1, backpack, bedroll, belt pouch, censer, flint affecting effects instead.
and steel, incense (10 sticks), magnetized paperOA (7 sheets), torches Spiritualist’s Call For 10 minutes after he is first summoned, Honaire Spells Estra can cast the following spells. For full descriptions of
(2), trail rations (5 days), waterskin 3 gp, 5 sp gains a +2 bonus to his Strength, Dexterity or Charisma for 10 minutes. the spells listed below, see the Pathfinder RPG Core Rulebook or
* The effects of this ability have been calculated into Estra’s statistics. Trustworthy Estra gains a +1 bonus on Bluff skill checks to fool others Pathfinder RPG Occult Adventures.
SPECIAL ABILITIES and a +1 bonus on Diplomacy checks. Daze: Estra dazes one humanoid creature within 35 feet, causing

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Spiritualist 4
Scroll of Ghostbane Dirge: Estra causes one incorporeal creature
it to lose its next turn (Will DC 14 negates). Once a creature is
within 30 feet to become semi-physical for 3 rounds (Will DC 13
dazed by this spell, it is immune to it for 1 minute.
negates). While affected, the creature takes half damage from
Ghoul Touch: One humanoid touched by Estra is paralyzed for
nonmagical attacks and full damage from magical, supernatural and
1d6+2 rounds. All creatures vulnerable to poison within 10 feet of the
spell-like effects.
paralyzed creature are sickened. Fortitude DC 16 negates for both.
Scroll of Scare: Estra causes one living creature (with 6 or fewer Hit
Grave Words: Estra can cause a touched corpse to begin babbling
Dice) within 130 feet to become frightened for 3 rounds. If the creature
for 1 round. There is a 10% chance the corpse’s ramblings are useful
succeeds at a DC 13 Will save, it is instead shaken for 1 round.
in some way (determined by the GM). Once a corpse has been
Wand of Cure Light Wounds: A touched creature regains 1d8+1 hp.
targeted by this spell, it is immune to it forever.
Guidance: Estra can give a touched target a +1 competence bonus
on any attack roll, saving throw, or skill check in the next minute. HONAIRE
Invisibility Alarm: Estra wards a 20-foot-radius area within 35 N Medium outside (phantom)
feet. If an invisible creature enters this ward, an alarm sounds or Init +1; Senses darkvision 60 ft.
Estra receives a silent notification. The ward lasts 8 hours. DEFENSE
Light: An object Estra touches sheds light for 40 minutes. She AC 16, touch 12, flat-footed 14 (+4 natural, +2 Dex) or AC 18 touch 18,
can’t have more than one copy of this spell active at a time. flat-footed 14 (+4 deflection, +2 dodge, +2 Dex) in incorporeal form
Message: Estra can whisper messages to a target for 40 minutes as hp 22 (3d10+6)
long as it is within 140 feet and isn’t obstructed, and the target can Fort +2, Ref +5, Will +7
respond each time Estra sends a whisper. Nearby creatures might be OFFENSE
able to overhear the messages (Perception DC 25). Speed 30 ft.
Mindlink: Estra can communicate large amounts of information to Melee 2 slams +4 (1d6+1)
a touched creature, as if she’d spent 10 minutes in discussion. She Special Attack dutiful strike, magic attacks
and her target do not need to share a language. STATISTICS
Remove Fear: Estra selects two creatures within 35 feet of herself Str 12 (— in incorporeal form) Dex 15 Con 13, Int 7, Wis 10, Cha 14
and within 30 feet of each other. Estra suppresses all current fear Base Atk +3; CMB +4 (ectoplasmic), +3 (incorporeal); CMD 16
effects on those creatures for 10 minutes. During that time, the (ectoplasmic), 15 (incorporeal)
creatures gain a +4 morale bonus against fear effects. Skills Diplomacy +8, Intimidate +8, Perception +6, Sense Motive +6
Resist Energy: For 40 minutes, a target Estra touches gains resistance Feats Combat Reflexes, Iron WillB, Toughness
10 to her choice of acid, cold, electricity, fire, or sonic damage. SQ deliver touch spells, link, share spells
Shield Estra gains a +4 shield bonus to AC for 1 minute and SPECIAL ABILITIES
becomes immune to magic missile. Deliver Touch Spells Honaire can make touch attacks to deliver any
Spiritual Weapon: Estra creates a floating longsword of pure force touch-range spells Estra casts while within 30 feet.
anywhere within 140 feet that lasts for 4 rounds. It attacks on its own Dutiful Strike Honaire gains a +2 bonus on attack rolls against any
each round with a +7 bonus, dealing 1d8+1 points of force damage. creature that has attacked Estra in the past minute, dealing 1d8+1
Combat Gear Estra has the following combat gear. points of damage.
Potion of Lesser Restoration: This potion heals 1d4 points of Link Estra can direct Honaire as a free action.
ability damage to any ability score or eliminates most magical Magic Attacks Honaire’s attacks count as magic for overcoming DR.
effects reducing ability scores. The imbiber is no longer fatigued, Share Spells Estra can cast spells with a range of personal on Honaire
and if exhausted, she is fatigued instead. as if they had a range of touch.
Scroll of Faerie Fire: All creatures in a 5-foot-radius burst
within 440 feet are outlined in a pale glow that sheds light like When the spirit of her departed husband returned to her, Estra
a candle. Outlined creatures take a –20 penalty on Stealth checks vowed to use her spiritualist gifts to help others. She aids the helpless
and do not benefit from concealment granted by darkness, blur, wherever they’re aff licted, though her impatience and sharp tongue “Respect your elders, child. I’m a forgiving sort,
invisibility, or similar effects for 1 minute. sometimes get the better of her.
but my husband not so much...”
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Spiritualist 7

Caring but a touch mischievous, Estra learned a great deal about empathy reach metamagic rod, scroll of fly, scroll of gaseous form, scroll of
upon the death of her beloved husband, Honaire. She now uses her psychic see invisibility, wand of cure moderate wounds (7 charges), wand
magic and Honaire’s loyal spirit to guide others. of dispel magic (6 charges); Other Gear +2 chain shirt, +1 silver
dagger, mwk sling with 10 bullets, cloak of resistance +2, handy
ESTRA haversack, ring of protection +1, bedroll, belt pouch, censer, flint
Female human spiritualist 7 and steel, incense (10 sticks), torches (10), trail rations (5 days),
N medium humanoid (human) waterskin, 818 gp
Init +3; Senses Perception +4 * The effects of this ability have already been calculated into
DEFENSE Estra’s statistics.
AC 16, touch 10, flat-footed 16 (+6 armor, +1 deflection, –1 Dex) SPECIAL ABILITIES
hp 52 (7d8+14) Bonded Manifestation While Honaire is within Estra’s mind, as a
Fort +8, Ref +5, Will +11; +2 vs. illusions swift action she can grant herself either a +4 shield bonus to AC or
OFFENSE concealment against ranged attacks. She may use this ability for
Speed 30 ft. up to 7 rounds per day.
Melee +1 silver dagger +6 (1d4) or Bonded Senses As a standard action, Estra can see, hear, smell,
mwk sap +6 (1d6) taste, and touch with Honaire’s senses for up to 7 rounds per day.
Ranged mwk sling +5 (1d4) Etheric Tether Estra can sacrifice any number of hit points to prevent
Spiritualist Spell-Like Abilities (CL 7th) the same amount of damage to Honaire, if an attack would send
At will—detect undead him back to the Astral Plane. Honaire can travel up to 50 feet away
1/day—calm spirit OA from Estra. If he travels farther, she must succeed a Concentration
Spiritualist Spells Known (CL 7th; concentration +11) check (DC = 10 + 1 per 10 feet between them) as a full-round
3rd (2/day)—cure serious wounds, heroism, spirit-bound bladeOA action each round or Honaire transports to the Ethereal Plane and
2nd (4/day)—aid, ghoul touch (DC 16), lesser restoration, resist cannot return for 24 hours. If Honaire is outside Estra’s line of
energy, spiritual weapon effect for longer than 7 rounds, he returns to the Ethereal Plane.
1st (5/day)—detect evil, expeditious retreat, invisibility alarmACG, Phantom Estra’s dedication phantom, Honaire, may dwell inside her
mindlinkOA, remove fear, shield mind, or manifest fully as an incorporeal or ectoplasmic creature
0 (at will)—daze (DC 14), mage hand, grave wordsOA, guidance, with a 1-minute ritual. When Honaire manifests as ectoplasmic
light, message creature, he may interact with the material world and gains DR 5/
STATISTICS slashing. When he manifests as an incorporeal creature, he gains
Str 10, Dex 8, Con 12, Int 13, Wis 18, Cha 16 the incorporeal ability (making him immune to physical attacks,
Base Atk +5; CMB +5; CMD 14 and reducing damage from magical attacks by half) and can attack
Feats Combat Casting, Emotional ConduitOA, * Improved Initiative*, incorporeal creatures, but cannot affect material creatures.
Lightning Reflexes*, Spiritualist’s CallOA Phantom Recall As a swift or immediate action, Estra can teleport
Skills Bluff +13 (+14 to fool others), Diplomacy +14, Linguistics +11, Honaire to a square adjacent to her, or into her mind.
Sense Motive +14, Spellcraft +11, Use Magic Device +13; Armor Lesser Reach Metamagic Rod Three times per day, Estra can increase
Check Penalty –1 the range of a spell from touch to 40 feet to 170 feet to 680 feet.
Traits skeptic APG, trustworthyUCA She can only apply this increase once per spell.
Languages Azlanti, Common, Draconic, Dwarven, Elven, Gnome, Shared Consciousness When Honaire isn’t manifested, Estra gains “Respect your elders, child. I’m a forgiving sort,
Halfling, Skald, Varisian a +4 bonus on saving throws against mind-affecting effects, +2 but my husband not so much...”
SQ bonded manifestation (10 rounds/day, ectoplasmic shield), bonus on Will saves, and a +3 bonus on Diplomacy and Sense
bonded senses (7 rounds/day), etheric tether, phantom (Honaire, Motive checks. Once per day she may reroll a failed saving throw Honaire, she gains a +2 shield bonus to AC and a +2 bonus on
dedication), phantom recall (1/day), shared consciousness, against a mind-affecting effect, but doing so removes her other saving throws. Whenever she is within 30 feet of incorporeal
spiritual interference shared consciousness bonuses for the spell’s durations. Honaire, she gains a +2 bonus to saving throws against mind-
Combat Gear +1 cold iron sling bullets (10), oil of daylight, lesser Spiritual Interference Whenever Estra is adjacent to ectoplasmic affecting effects instead.

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Spiritualist 7

Spiritualist’s Call For 10 minutes after he is first summoned, Honaire 70 minutes as long as it is within 170 feet and isn’t obstructed,
gains a +2 bonus to his Strength, Dexterity, or Charisma. and the target can respond each time Estra sends a whisper.
Spells Estra can cast the following spells. For full descriptions of Nearby creatures might be able to overhear the messages
the spells listed below, see the Pathfinder RPG Core Rulebook or (Perception DC 25). HONAIRE
Pathfinder RPG Occult Adventures. Mindlink: Estra can communicate large amounts of information N Medium outside (phantom)
Aid: Estra grants one touched creature a +1 bonus on attack rolls, to a touched creature, as if she’d spent 10 minutes in discussion. Init +1; Senses darkvision 60 ft.
on saving throws against fear, and 1d10+7 hit points for 7 minutes. She and her target do not need to share a language. DEFENSE
Calm Spirits: One incorporeal undead within 40 feet of Estra will Remove Fear: Estra selects two creatures within 40 feet of AC 22, touch 14, flat-footed 20 (+2 deflection, +8 natural, +3 Dex) or
not take any hostile actions for 7 minutes, or one haunt within 40 herself and within 30 feet of each other. Estra suppresses all AC 25, touch 25, flat-footed 20 (+10 deflection, +2 dodge, +3 Dex) in
feet will not trigger for 7 rounds. current fear effects on those creatures for 10 minutes. During that incorporeal form
Cure Serious Wounds: Estra’s touch heals 3d8+7 points of damage. time, the creatures gain a +4 morale bonus against fear effects. hp 51 (6d10+18)
Daze Estra dazes one humanoid creature within 40 feet, causing Resist Energy: For 70 minutes, a target Estra touches gains Fort +6, Ref +10, Will +9; +4 vs. enchantments
it to lose its next turn (Will DC 14 negates). Once a creature is dazed resistance 20 to her choice of acid, cold, electricity, fire, or Defensive Abilities defending aura
by this spell, it is immune to it for 1 minute. sonic damage. OFFENSE
Detect Undead: Estra can detect undead creatures in a 60-foot Shield: Estra gains a +4 shield bonus to AC for 7 minutes and Speed 30 ft.
cone. If she concentrates, she can find out the number of undead and becomes immune to magic missile. Melee 2 slams +7 (1d8+1)
the strength of the strongest undead aura. On the round after that, Spirit-Bound Blade: Estra can touch a weapon to grant it the Special Attack dutiful strike, magic attacks
she can determine the strength and location of each undead aura. ghost touch special quality and one of the following special STATISTICS
Expeditious Retreat: Estra’s speed increases to 60 feet for 7 minutes. abilities for 7 minutes: cruel, cunning, keen, menacing, mimetic, Str 12 Dex 16 Con 14, Int 7, Wis 10, Cha 15
Ghoul Touch: Estra touches and paralyzes a humanoid for 1d6+2 returning, or vicious. Base Atk +6; CMB +7 (ectoplasmic), +6 (incorporeal); CMD 21
rounds. All creatures vulnerable to poison within 10 feet of the Spiritual Weapon: Estra creates a floating longsword of pure force (ectoplasmic), 20 (incorporeal)
target are sickened. Fortitude DC 16 negates for both. anywhere within 170 feet that lasts for 7 rounds. It attacks on its Skills Diplomacy +11, Intimidate +11, Perception +9, Sense Motive +9
Grave Words: Estra can cause a touched corpse to begin babbling own each round with a +9 bonus, dealing 1d8+2 force damage. Feats BodyguardAPG, Combat Reflexes, Iron WillB, Toughness
for 1 round. There is a 10% chance the corpse’s ramblings are useful Combat Gear Estra has the following combat gear. SQ deliver touch spells, link, share spells
in some way (determined by the GM). Once a corpse has been Oil of Daylight: A touched object emits bright light for 60 feet SPECIAL ABILITIES
targeted by this spell, it is immune to it forever. and increases the light level by one step for the next 60 feet for 70 Bodyguard When an adjacent creature is attacked, Honaire may
Guidance: Estra can give a touched target a +1 competence bonus minutes. If there is magic darkness in that area, the overlapping use his attack of opportunity to attempt a DC 10 check using his
on any attack roll, saving throw, or skill check in the next minute. area is unaffected by either spell. attack bonus. If he succeeds, his ally’s AC increases by 2 against
Heroism: Estra can grant a touched creature a +2 morale bonus on Scroll of Fly: A touched target gains a 60-foot fly speed and a +3 that attack.
attack rolls, saving throws, and skill checks for 70 minutes. bonus to Fly checks (+2 total if Estra targets herself) for 7 minutes. Defending Aura All allies within 10 feet gain a +2 bonus to AC and
Invisibility Alarm: Estra wards a 20-foot-radius area within 40 Scroll of Gaseous Form: A touched creature becomes misty CMD and a +2 bonus on saving throws.
feet. If an invisible creature enters this ward, an alarm sounds or and insubstantial for 10 minutes. Its material armor becomes Deliver Touch Spells Honaire can make touch attacks to deliver any
Estra receives a silent notification. The ward lasts 8 hours. worthless, but it gains DR 10/magic and a fly speed of 10 feet, and touch-range spells Estra casts while within 30 feet.
Lesser Restoration: After 3 full rounds of casting, a touched can move through small holes or narrow openings. Dutiful Strike Honaire gains a +2 bonus on attack rolls against
target heals 1d4 points of damage to any ability score or loses Scroll of See Invisibility: Estra gains the ability to see invisible creatures that attacked Estra in the past minute. and his slam deals
most magical effects reducing ability scores. The target is no longer and ethereal creatures normally for 30 minutes. 2d6+1 points of damage to those creatures.
fatigued, and reduces exhausted to fatigued. Wand of Cure Moderate Wounds: A touched target regains Link Estra can direct Honaire as a free action.
Light: An object Estra touches sheds light for 70 minutes. She 2d8+3 hit points. Magic Attacks Honaire’s attacks count as magic for overcoming DR.
can’t have more than one copy of this spell active at a time. Wand of Dispel Magic: Estra can attempt to end a magical Share Spells Estra can cast spells with a range of personal on Honaire.
Mage Hand: Estra can point at one object up to 40 feet away effect within 170 feet. She rolls 1d20+7, and the result must
that weighs up to 5 pounds and move it as far as 15 feet in any equal or exceed 11 plus the target effect’s caster level to end the A former charlatan, Estra amended her ways when she met her
direction. The spell ends if the object travels more than 25 feet magical effect. Alternatively, Estra can ready an action to counter husband, a warrior named Honaire. When he died, she began bilking
away from her. an enemy spellcaster’s spellcasting. This works in much the same mourners again, but now she walks beside the spirit of Honaire, who
Message: Estra can whisper messages to the target for way, but if successful, she causes the enemy’s spell to fail. has returned to inspire her to provide real comfort to mourners.

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Summoner 1

Despite occasional moments of maudlin reflection on all he has lost, an eidolon. Although Padrig is a summoned creature, he is not
Balazar takes comfort in his enduring friendship with the eidolon he banished until killed (reduced to –13 hit points or less) and may attack
rescued from oblivion so long ago. creatures warded with effects that prevent contact with summoned
creatures. Dispel magic cannot not return Padrig to his home plane,
BALAZAR but dismissal and banishment can. Balazar can banish Padrig as a
Male gnome unchained summoner 1 (Pathfinder RPG Pathfinder standard action. If Padrig is banished, Balazar can perform a 1-minute
Unchained 25) ritual to summon him with the same hit points he had before being
N Small humanoid (gnome) banished. If Padrig is reduced below –13 hit points, he is banished
Init +1; Senses low-light vision; Perception +2 and Balazar can’t summon him for 24 hours. When Balazar summons
DEFENSE him again, he returns with 3 points of damage. Both Padrig and
AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size) Balazar bear a glowing rune that can be hidden only via nonmagical
hp 11 (1d8+3) means (such as a headband).
Fort +3, Ref +1, Will +2; +2 vs. illusions, +2 vs. fear effects when Padrig Hatred Balazar receives a +1 racial bonus on attack rolls against
is within 30 feet humanoid creatures of the reptilian or goblinoid subtypes.
Defensive Abilities defensive training* Life Link Whenever Padrig would be reduced to or below –13 hit
OFFENSE points, Balazar can, with no action, sacrifice hit points on a 1-for-1
Speed 20 ft. basis to prevent the eidolon from being banished. Padrig must
Melee quarterstaff +0 (1d4–1) stay within 100 feet of Balazar to remain at full hit points.
Ranged light crossbow +2 (1d6/19–20) If Padrig is between 100 and 1,000 feet away from Balazar,
Special Attacks hatred his maximum hit points are reduced to 3. If Balazar moves
Spell-Like Abilities (CL 1st; concentration +5) closer again, Padrig’s maximum hit points return to normal,
1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak but his current hit point total does not.
with animals Summon Monster I Balazar can cast summon monster I as
Summoner Spell-Like Abilities (CL 1st; concentration +5) a spell-like ability 7 times per day. The monsters he can
7/day—summon monster I summon include the celestial dog or the celestial eagle on
Summoner Spells Known (CL 1st; concentration +5) the next page. Drawing on this ability uses up the same
1st (2/day)—grease (DC 16), shield power that he uses to call his eidolon. As a result, he can
0 (at will)—acid splash, detect magic, light, message use this ability only when Padrig is not summoned. He
STATISTICS can cast this spell as a standard action, and the creatures
Str 8, Dex 12, Con 16, Int 13, Wis 10, Cha 18 remain for 1 minute (instead of 1 round). Balazar can have
Base Atk +0; CMB –2; CMD 9 (13 vs. giants) only one summon monster spell active in this way at one
Feats Spell Focus (conjuration)* time. If he uses this ability again, any existing summon
Traits Destined DiplomatUCA,*, Perpetual CompanionUCA,* monster from this spell-like ability immediately ends.
Skills Acrobatics +1 (–3 jumping), Diplomacy +8 (+10 vs. outsiders), Spells and Gear Balazar has access to the following spells
Knowledge (planes) +7, Linguistics +5, Perception +2, Spellcraft +5; and gear.
Racial Modifiers +2 Perception Acid Splash Balazar attempts a ranged attack with a +4 bonus
Languages Common, Gnome, Goblin, Protean, Sylvan against touch AC. If he hits, it deals 1d3 points of acid damage.
SQ academicianARG,*, eidolon, gnome magic*, life link Cure Light Wounds Balazar’s potion heals 1d8+1 points of damage.
Combat Gear potion of cure light wounds, scroll of magic fang, Dancing Lights Balazar can create up to four glowing lights. They shed
alchemist’s fire; Other Gear leather armor, light crossbow with 10 light in a 10-foot radius. Balazar can move them 100 feet per round.
bolts, quarterstaff, backpack, spell component pouch, waterskin, 1 gp Detect Magic Balazar can notice magic in a 60-foot cone. If he
*This ability is calculated into Balazar’s or the summoned creature’s stats. concentrates, he can find how many magic auras there are on the
SPECIAL ABILITIES next round. On the round after that, he can try to find out more “No obstacle is insurmountable,
Eidolon Balazar can summon Padrig, a powerful outsider known as about one aura.
for we need never overcome it alone.”
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Summoner 1

Ghost Sound Balazar can make noises as loud as up to four humans in STATISTICS
any spot within 20 feet for 1 round, but he can’t create speech. Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11
Grease Balazar can grease a 10-foot-by-10-foot square of floor or an Base Atk +1; CMB +2 (+6 grapple); CMD 15 (can’t be tripped)
item for 1 minute, within a range of 25 feet. If he greases the ground, Feats Weapon Finesse* SUMMONED CELESTIAL EAGLE
creatures in the area must succeed at a DC 16 Reflex saving throw or Skills Acrobatics +7 (+9 balancing, +3 jumping), Climb +5, Knowledge Pathfinder RPG Bestiary 118, 294
fall prone, and creatures walking through the area must succeed at a (planes) +2, Perception +4 N Small animal
DC 10 Acrobatics check or stop moving and be forced to attempt the Languages Common Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
same Reflex saving throw (failing the Acrobatics check by 5 or more SQ evolution (bite, grab [bite, tail slap], sting, tail, tail slap), link, DEFENSE
makes them fall with no Reflex saving throw). If Balazar greases an share spells AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
attended object, the object’s possessor must succeed at a Reflex SPECIAL ABILITIES hp 5 (1d8+1)
saving throw to avoid the spell, or drop the object, and she must Grab When Padrig hits a Medium or smaller target with its bite Fort +3, Ref +4, Will +2
succeed at a Reflex saving throw each round to pick up or otherwise or tail slap attack, it can start a grapple combat maneuver as a Resist acid 5, cold 5, electricity 5; SR 6
use the item. If Balazar greases someone’s clothing, that person gains free action. OFFENSE
a +10 bonus on Escape Artist checks, on combat maneuver checks to Link Balazar and Padrig share a mental link that allows for Speed 10 ft., fly 80 ft. (average)
escape grapples, and to CMD vs. grapple combat maneuver checks. communication across any distance (as long as they are on the same Melee bite +3 (1d4), 2 talons +3 (1d4)
Light An object Balazar touches sheds light for 10 minutes. If he casts plane). This communication is a free action, allowing Balazar to give Special Attacks smite evil (+1 damage)
this spell again, his previous light ends immediately. orders to Padrig at any time. STATISTICS
Magic Fang Balazar’s scroll allows him to give one of a touched Share Spells Balazar can deliver any spell he could cast on himself to Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7
creature’s natural weapons a +1 enhancement bonus on attack and Padrig instead by touch. Base Atk +0; CMB –1; CMD 11
damage rolls. Feats Weapon Finesse*
Message Balazar can whisper messages to one target for 10 minutes as SUMMONED CELESTIAL DOG Skills Acrobatics +2 (–6 jumping), Fly +8, Perception +10; Racial
long as the target remains within 110 feet and isn’t obstructed. The Pathfinder RPG Bestiary 294, 87 Modifiers +8 Perception
target can respond each time Balazar whispers. Nearby creatures N Small animal SPECIAL ABILITIES
might overhear the messages (Perception DC 25). Init +1; Senses low-light vision, scent; Perception +8 Smite Evil As a swift action, the celestial eagle can focus its wrath
Prestidigitation Balazar can perform simple magic tricks for 1 hour, DEFENSE on an evil creature it can see. Until that creature is dead, the eagle
such as cleaning his outfit, chilling his drink, or flavoring his meal. AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size) gains a +1 bonus on damage rolls against the target.
Shield Balazar gains a +4 shield bonus to AC for 4 minutes and hp 6 (1d8+2)
becomes immune to magic missile. He can touch Padrig to cast this Fort +4, Ref +3, Will +1 In Nex’s capital city of Quantium, the Arclords adopted an orphaned
spell on the eidolon instead. Resist acid 5, cold 5, electricity 5; SR 6 gnome named Balazar into their most prestigious school of magical
Speak with Animals Balazar can talk to animals for 1 minute. OFFENSE instruction. But their motives were not benevolent: they planned to
Speed 40 ft. sacrifice him via a mysterious conduit known as the Void Chasm,
PADRIG Melee bite +2 (1d4+1) only to be surprised when he returned with a strange creature at his
Serpentine eidolon Special Attacks smite evil (+1 damage) side. Somehow, Balazar and the avian entity that called itself Padrig
CN Medium outsider (extraplanar, protean) STATISTICS managed to win free of the f leshforges, Ecanus, and Nex.
Init +3; Senses darkvision 60 ft.; Perception +4 Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Privacy is very important to Balazar, for the Nexian wizards he
DEFENSE Base Atk +0; CMB +0; CMD 11 (15 vs. trip) betrayed have not forgotten his mastery of the Void Chasm. Agents
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural) Feats Skill Focus (Perception) of the Arclords of Nex constantly dog his travels. Balazar knows that
hp 6 (1d10+1) Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent each new stop—however temporary—will provide him with ample
Fort +1, Ref +5, Will +2 tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival opportunity to learn additional skills, meet new people, master the
Resist acid 5 when tracking by scent magical craft that always eluded him in Nex, and honor the friends
OFFENSE SPECIAL ABILITIES he left behind. Despite occasional moments of reflection on all he
Speed 20 ft. Smite Evil As a swift action, the celestial dog can focus its wrath on an has lost, Balazar takes comfort in his friendship with the eidolon he
Melee bite +4 (1d6+1 plus grab), sting +4 (1d4+1) or evil creature it can see. Until that creature is dead, the dog gains a +1 rescued from oblivion so long ago. As long as he travels with Padrig,
bite +4 (1d6+1 plus grab), tail slap –1 (1d6 plus grab) bonus on damage rolls against the target. he knows he will never be alone.

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Summoner 4

Despite occasional moments of maudlin reflection on all he has lost, scrolls of mage armor (4), scroll of summon eidolonAPG, wand of
Balazar takes comfort in his enduring friendship with the eidolon he dispel magic (3 charges), wand of magic missile (CL 3rd, 5 charges),
rescued from oblivion so long ago. alchemist’s fire; Other Gear leather armor, light crossbow with
10 bolts, quarterstaff, cloak of resistance +1, ring of protection +1,
BALAZAR backpack, scroll case, spell component pouch, waterskin, 25 gp
Male gnome unchained summoner 4 (Pathfinder RPG Pathfinder *This ability is calculated into Balazar’s or the summoned creature’s stats.
Unchained 25) SPECIAL ABILITIES
N Small humanoid (gnome) Augment Summoning When Balazar uses his summon monster II
Init +1; Senses low-light vision; Perception +2 ability, the creature he summons gains a +4 enhancement bonus
DEFENSE to Strength and Constitution. This effect is included in the sample
AC 15, touch 13, flat-footed 14 (+2 armor, +1 deflection, +1 Dex, +1 size) monsters’ statistics.
hp 36 (4d8+15) Bond Senses Balazar can share Padrig’s senses as a standard action,
Fort +5, Ref +3, Will +5; +2 vs. illusions, +2 vs. fear effects when Padrig hearing, seeing, smelling, tasting, and touching everything the
is within 30 feet eidolon does. He can use this ability up to 4 rounds per day. There
Defensive Abilities defensive training*, shield ally is no maximum range to this effect, but the two must be on the
OFFENSE same plane. Balazar can end this effect as a free action.
Speed 20 ft. Eidolon Balazar can summon Padrig, a powerful outsider known
Melee quarterstaff +3 (1d4–1) as an eidolon. Although Padrig is a summoned creature, he
Ranged light crossbow +5 (1d6/19–20) is not banished until killed (reduced to –13 hit points or less)
Special Attacks hatred and may attack creatures warded with effects that prevent
Spell-Like Abilities (CL 4th; concentration +8) contact with summoned creatures. Dispel magic cannot
1/day—dancing lights, ghost sound (DC 15), prestidigitation, not return Padrig to his home plane, but dismissal and
speak with animals banishment can. Balazar can banish Padrig as a standard
Summoner Spell-Like Abilities (CL 4th; concentration +8) action. If Padrig is banished, Balazar can perform a
7/day—summon monster II 1-minute ritual to summon him with the same hit points
Summoner Spells Known (CL 4th; concentration +8) he had before being banished. If Padrig is reduced
2nd (2/day)—barkskin, glitterdust (DC 17) below –16 hit points, he is banished and Balazar can’t
1st (4/day)—grease (DC 16), magic fang, protection from evil, shield summon him for 24 hours. When Balazar summons
0 (at will)—acid splash, detect magic, guidance, light, message, him again, he returns with 9 points of damage. Both
resistance Padrig and Balazar bear a glowing rune that can only be
STATISTICS hidden with nonmagical means (such as a headband).
Str 8, Dex 12, Con 16, Int 14, Wis 10, Cha 18 Hatred Balazar receives a +1 racial bonus on attack
Base Atk +3; CMB +1; CMD 13 (17 vs. giants) rolls against humanoid creatures of the reptilian or
Feats Augment Summoning, Spell Focus (conjuration)* goblinoid subtypes.
Traits Destined DiplomatUCA,*, Perpetual CompanionUCA,* Life Link Whenever Padrig would be reduced to or below
Skills Acrobatics +1 (–3 jumping), Diplomacy +9 (+11 vs. outsiders), –16 hit points, Balazar can, with no action, sacrifice hit
Knowledge (arcana) +6, Knowledge (engineering) +6, Knowledge points on a 1-for-1 basis to prevent the eidolon from being
(planes) +11, Linguistics +6, Perception +2, Spellcraft +9, Use Magic banished. Padrig must stay within 100 feet of Balazar to remain
Device +11; Racial Modifiers +2 Perception at full hit points. If Padrig is between 100 and 1,000 feet away from
Languages Common, Gnome, Goblin, Protean, Sylvan Balazar, his maximum hit points are reduced to 9. If Balazar moves
SQ academicianARG,*, bond senses (4 rounds/day), eidolon, gnome closer again, Padrig’s maximum hit points return to normal, but his
magic*, life link current hit point total does not.
Combat Gear oil of daylight, potion of cure moderate wounds, potion Shield Ally Whenever Balazar is within Padrig’s reach, Balazar gains a “No obstacle is insurmountable,
of invisibility, scroll of fly, scroll of lesser rejuvenate eidolonAPG, +2 shield bonus to his Armor Class and a +2 circumstance bonus on
for we need never overcome it alone.”
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Summoner 4

his saving throws. This bonus does not apply if Padrig is grappled, DC 10 Acrobatics check or stop moving and be forced to attempt the
helpless, paralyzed, stunned, or unconscious. same Reflex saving throw (failing the Acrobatics check by 5 or more
Summon Monster II Balazar can cast summon monster II as a spell- makes them fall with no Reflex saving throw). If Balazar greases an
like ability 7 times per day. Drawing on this ability uses up the same object, the object’s possessor must succeed at a Reflex saving throw Resistance Balazar can touch a target to grant it a +1 resistance bonus
power that he uses to call his eidolon. As a result, he can use this to avoid the spell, or drop the object, and she must succeed at a Reflex on saving throws for 1 minute.
ability only when Padrig is not summoned. He can cast this spell as saving throw each round to pick up or otherwise use the item. If Shield Balazar gains a +4 shield bonus to AC for 4 minutes and
a standard action, and the creatures remain for 4 minutes (instead Balazar greases someone’s clothing, the target gains a +10 bonus on becomes immune to magic missile. He can touch Padrig to cast this
of 4 rounds). Balazar cannot have more than one summon monster Escape Artist checks, on combat maneuver checks to escape a grapple, spell on the eidolon instead.
spell active in this way at one time. If he uses this ability again, any and to CMD vs. grapple combat maneuver checks. Speak With Animals Balazar can talk to animals for 4 minutes.
existing summon monster from this spell-like ability immediately Guidance Balazar can give a touched target a +1 competence bonus Summon Eidolon Balazar’s scroll allows him to spend a full-round
ends. The sample monsters on the next page are two of the that the target can use on any single attack roll, saving throw, or action to summon Padrig anywhere within 35 feet, as long as Padrig
creatures he can summon. skill check in the next minute. is not currently summoned. Padrig gains the benefits of Augment
Spells and Gear Balazar has access to the following spells and gear. Invisibility Balazar’s potion makes the drinker vanish for 3 minutes or
Acid Splash Balazar attempts a ranged attack with a +4 bonus against until he attacks. While invisible, the target gains +20 to Stealth (+40 if
touch AC. If he hits, it deals 1d3 points of acid damage. standing perfectly still). The first attack before becoming visible gains
Barkskin Balazar can touch a target and grant it a +2 enhancement a +2 bonus to hit (and the enemy likely loses its Dexterity bonus to AC).
bonus to its natural armor for 40 minutes. Lesser Rejuvenate Eidolon Balazar’s scroll heals a touched eidolon
Cure Moderate Wounds Balazar’s potion heals 2d8+3 points of damage. (such as Padrig) for 1d10+1 points of damage.
Dancing Lights Balazar can create up to four glowing lights. They shed Light An object Balazar touches sheds light for 70 minutes. If he
light in a 10-foot radius. Balazar can move them 100 feet per round. casts this spell again, his previous light ends immediately.
Daylight When smeared on an object, Balazar’s oil creates bright Mage Armor Balazar’s scroll lets him touch a creature and grant
light for 60 feet and raises the light by one step for the next 60 it a +4 armor bonus to AC for 1 hour. This bonus does not
feet for 50 minutes. If there is magical darkness in that area, the stack with other armor bonuses and applies to touch AC
overlapping area is unaffected by either spell. versus incorporeal creatures.
Detect Magic Balazar can notice magic in a 60-foot cone. If he Magic Fang Balazar’s spell gives one of a touched creature’s
concentrates, he can find how many magic auras there are on the next natural weapons a +1 enhancement bonus on attack and
round. The round after that, he can try to find out more about one aura. damage rolls.
Dispel Magic Balazar’s wand can attempt to end one ongoing spell cast Magic Missile Balazar’s wand shoots out 3 missiles of force
on a creature or object, suppress a magic item, or counter another at up to 2 targets within 150 feet of him and no more
spellcaster’s spell. If a spell is affecting a target or area, dispelling it than 15 feet from each other. The missiles automatically
requires him to succeed at a dispel check (1d20+5) that’s higher than hit and deal 1d4+1 points of damage each, even to
11 + the spell’s or item’s caster level, or higher than the spell’s DC. incorporeal creatures. Balazar must succeed at a DC 20
Fly Balazar’s scroll grants a touched target a fly speed of 60 feet and a Use Magic Device check to activate the wand.
+6 bonus to Fly checks for 5 minutes. Message Balazar can whisper messages to up to 4 targets
Ghost Sound Balazar can make noises as loud as up to 16 humans in for 40 minutes as long as they remain within 140 feet
any spot within 35 feet for 4 rounds, but he can’t create speech. and aren’t obstructed. The target can respond each time
Glitterdust Creatures in a 10-foot radius take a –40 penalty to Stealth and Balazar whispers. Nearby creatures might overhear the
lose the benefit of invisibility and the like for 4 rounds. They are also messages (Perception DC 25).
blinded if they fail a DC 17 Will save, but at the end of each of their Protection from Evil A touched target gets a +2 resistance bonus on
turns, they can attempt the Will save again to end the blindness. saving throws and a +2 deflection bonus to AC against evil creatures
Grease Balazar can grease a 10-foot-by-10-foot square of floor or an item for 4 minutes. The target cannot be touched by a nongood summoned
for 4 minutes, within a range of 35 feet. If he greases the ground, creature and is immune to direct mental control and possession by evil
creatures in the area must succeed at a DC 16 Reflex saving throw or creatures. Casting the spell after direct mental control or possession “No obstacle is insurmountable,
fall prone and creatures walking through the area must succeed at a allows the target a new saving throw at a +2 bonus.
for we need never overcome it alone.”
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Summoner 4

Summoning and is subject to the normal restrictions on summoned DEFENSE


creatures. This summoned Padrig lasts for 4 minutes. AC 15, touch 10, flat-footed 15 (+5 natural)
hp 22 (2d8+13)
PADRIG Fort +8, Ref +0, Will +1 Earth Mastery An earth elemental gains a +1 bonus on attack rolls,
Serpentine eidolon Resist acid 5, cold 5, electricity 5; Immune mind-affecting effects; damage rolls, and combat maneuver checks if both it and its
CN Medium outsider (extraplanar, protean) SR 6 opponent are touching the ground. If an opponent is airborne or
Init +3; Senses darkvision 60 ft.; Perception +6 OFFENSE waterborne, it instead takes a –4 penalty on these rolls.
DEFENSE Speed 50 ft., climb 20 ft.
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural) Melee bite +5 (1d6+4), sting +5 (1d4+4) As he stood on the precipice of the Void Chasm, Balazar wondered
hp 18 (3d10+3) Special Attacks smite evil (+2 damage) if perhaps he should have studied more diligently in the relative
Fort +2, Ref +6, Will +3 STATISTICS comfort of Quantium’s academies. Reluctantly, he cast his gaze
Defensive Abilities evasion; Resist acid 5, electricity 10, sonic 10 Str 18, Dex 10, Con 21, Int —, Wis 13, Cha 11 into the miasma and felt the weird energies of the Chasm worming
OFFENSE Base Atk +1; CMB +5; CMD 15 (23 vs. trip) their way into his mind. Worse, he heard whispering voices in the
Speed 20 ft. Feats ToughnessB mists, calling out to him and begging him to step over the edge.
Melee bite +7 (1d6+1 plus grab), sting +6 (1d4+1) or Skills Climb +12, Perception +5, Survival +5; Racial Modifiers Some of the voices were angry, demanding to be left alone. Others
bite +7 (1d6+1 plus grab), tail slap +1 (1d6 plus grab) +4 Perception, +2 Survival beckoned with honeyed words of sweet oblivion. But one voice
Reach 5 ft. (10 ft. with bite) SPECIAL ABILITIES amid the tumult spoke softly and plainly. “I will help you,” it said in
STATISTICS Smite Evil A celestial giant worker ant can focus its wrath on an evil reassuring tones. “Give me form and allow me to leave this prison,
Str 13, Dex 17, Con 13, Int 7, Wis 10, Cha 11 creature it can see. Until that creature is dead, the giant worker ant and you and I will become as one. Do not be afraid, little one. We
Base Atk +3; CMB +4 (+8 grapple); CMD 17 (can’t be tripped) gains a +4 bonus on damage rolls against the target. were meant to be together.”
Feats Weapon Finesse*, Weapon Focus (bite)* Somehow, Balazar and the avian entity called Padrig managed
Skills Acrobatics +9 (+11 balancing, +5 jumping), Bluff +5, Climb +5, SUMMONED SMALL EARTH ELEMENTAL to win their way free of the f leshforges, of Ecanus, and even of Nex.
Escape Artist +7, Knowledge (planes) +2, Perception +6, Stealth +7 Pathfinder RPG Bestiary 122 Padrig explained that he was a bodiless being known as an eidolon,
Languages Common N Small outsider (earth, elemental, extraplanar) and that only Balazar could give him structure and form due to the
SQ evolution (bite*, grab* [bite, tail slap], improved natural armor*, Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 affinity of their minds and souls. As the gnome made his way from
reach [bite]*, sting*, tail*, tail slap*), link, share spells DEFENSE Nex to Katapesh to Absalom, Balazar grew more adept at shifting
* The effects of this ability are calculated into Padrig’s statistics. AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size) Padrig’s form to add more legs, terrible wings, or other features
SPECIAL ABILITIES hp 17 (2d10+6) befitting the dangers and situations at hand.
Evasion If Padrig is subjected to an attack that allows a Reflex saving Fort +6, Ref –1, Will +3 Although much of Balazar’s mischievous spirit survives, the horror
throw for half damage, he takes no damage if he succeeds. Immune bleed, critical hits, flanking, paralysis, poison, precision of the Void Chasm sticks with him to this day. Through his constant
Grab When Padrig hits a Medium or smaller target with his bite or tail damage, sleep, stunning and relentless travels, though, Balazar remains as engaged and full
slap attack, he can start a grapple combat maneuver as a OFFENSE of life as any of his healthy gnome brethren. When other gnomes
free action. Speed 20 ft., burrow 20 ft.; earth glide inquire about his “condition” with the best of intentions, Balazar
Link Balazar and Padrig share a mental link that allows for Melee slam +8 (1d6+7) sometimes flies into an impatient fit of grumpiness, instructing his
communication across any distance (as long as they are on the same Special Attacks earth mastery would-be helpers to mind their own business.
plane). This communication is a free action, allowing Balazar to give STATISTICS Privacy is very important to Balazar. Agents of the Arclords of
orders to Padrig at any time. Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11 Nex constantly dog his travels, pushing him further away with each
Share Spells Balazar can deliver any spell he could cast on himself to Base Atk +2; CMB +6 (+8 bull rush); CMD 15 (17 vs. bull rush) season. Balazar knows that each new stop—however temporary—will
Padrig instead by touch. Feats Improved Bull Rush, Power Attack provide him with ample opportunity to learn additional skills, meet
Skills Acrobatics –1 (–5 jumping), Appraise +1, Climb +9, Knowledge new people, master the magical craft that always eluded him in Nex,
SUMMONED CELESTIAL GIANT WORKER ANT (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7 and honor the friends he left behind. Despite occasional moments of
Pathfinder RPG Bestiary 294, 16 SPECIAL ABILITIES reflection on all he has lost, Balazar takes comfort in his friendship
N Medium vermin Earth Glide An earth elemental can pass through stone, dirt, or any with the eidolon he rescued from oblivion so long ago. As long as he
Init +0; Senses darkvision 60 ft., scent; Perception +5 other sort of earth as easily as a fish swims through water. travels with Padrig, he knows he’ll never be alone.

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Summoner 7

Despite occasional moments of maudlin reflection on all he has lost, SQ academicianARG,*, bond senses (7 rounds/day), eidolon, gnome
Balazar takes comfort in his enduring friendship with the eidolon he magic*, life link
rescued from oblivion so long ago. Combat Gear oil of daylight, potion of cure moderate wounds, potion
of invisibility, scroll of fly, scroll of stoneskin, scroll of summon
BALAZAR eidolonAPG, wand of dispel magic (CL 7th, 3 charges), wand of lesser
Male gnome unchained summoner 7 (Pathfinder RPG Pathfinder of rejuvenate eidolonAPG (15 charges), wand of magic missile (CL
Unchained 25) 5th, 7 charges), wand of versatile weapon (2 charges), alchemist’s
N Small humanoid (gnome) fire (3); Other Gear leather armor, light crossbow with 10 bolts,
Init +5; Senses low-light vision; Perception +2 quarterstaff, circlet of persuasion, cloak of resistance +2, headband
DEFENSE of alluring charisma +2, ring of protection +1, backpack, scroll case,
AC 15, touch 13, flat-footed 14 (+2 armor, +1 deflection, +1 Dex, +1 size) spell component pouch, waterskin, 65 gp
hp 72 (7d8+34) *This ability is calculated into Balazar’s or the summoned creature’s stats.
Fort +7, Ref +5, Will +7; +2 vs. illusions, +2 trait bonus vs. fear effects SPECIAL ABILITIES
when Padrig is within 30 feet Augment Summoning When Balazar uses his summon monster IV
Defensive Abilities defensive training*, shield ally ability, the creature he summons gains a +4 enhancement bonus
OFFENSE to Strength and Constitution. This effect is included in the sample
Speed 20 ft. monsters’ statistics.
Melee quarterstaff +5 (1d4–1) Bond Senses Balazar can share Padrig’s senses as a standard
Ranged light crossbow +7 (1d6/19–20) action, hearing, seeing, smelling, tasting, and touching
Special Attacks hatred, maker’s call 1/day everything the eidolon does. He can use this ability up to 7
Spell-Like Abilities (CL 7th; concentration +15) rounds per day. There is no maximum range to this effect,
1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak but the two must be on the same plane. Balazar can end
with animals this effect as a free action.
Summoner Spell-Like Abilities (CL 7th; concentration +15) Eidolon Balazar can summon Padrig, a powerful outsider
8/day—summon monster IV known as an eidolon. Although Padrig is a summoned
Summoner Spells Known (CL 7th; concentration +15) creature, he is not banished until killed (reduced to –13
3rd (2/day)—displacement, haste hit points or less) and may attack creatures warded with
2nd (4/day)—barkskin, bull’s strength (2), glitterdust (DC 18) effects that prevent contact with summoned creatures.
1st (6/day)—enlarge person (DC 16), grease (DC 17), mage armor, Dispel magic cannot not return Padrig to his home
protection from evil, shield plane, but dismissal and banishment can. Balazar can
0 (at will)—acid splash, detect magic, guidance, light, message, banish Padrig as a standard action. If Padrig is banished,
resistance Balazar can perform a 1-minute ritual to summon him
STATISTICS with the same hit points he had before being banished.
Str 8, Dex 12, Con 16, Int 14, Wis 10, Cha 20 If Padrig is reduced below –16 hit points, he is banished
Base Atk +5; CMB +3; CMD 15 and Balazar can’t summon him for 24 hours. When Balazar
Feats Augment Summoning, Improved Initiative*, Spell Focus summons him again, he returns with 19 points of damage.
(conjuration)*, Toughness* Both Padrig and Balazar bear a glowing rune that can only
Traits Destined DiplomatUCA,*, Perpetual CompanionUCA,* be hidden with nonmagical means (such as a headband).
Skills Acrobatics +1 (–3 when jumping), Bluff +8, Diplomacy +18 Hatred Balazar receives a +1 racial bonus on attack rolls against
(+20 vs. outsiders), Disguise +8, Fly +7, Intimidate +8, Knowledge humanoid creatures of the reptilian or goblinoid subtypes.
(arcana) +6, Knowledge (engineering) +6, Knowledge (planes) +14, Life Link Whenever Padrig would be reduced to or below –16 hit points,
Linguistics +6, Perception +2, Spellcraft +9, Use Magic Device +18; Balazar can, with no action, sacrifice hit points on a 1-for-1 basis to
Racial Modifiers +2 Perception prevent the eidolon from being banished. Padrig must stay within “No obstacle is insurmountable,
Languages Common, Gnome, Goblin, Protean, Sylvan 100 feet of Balazar to remain at full hit points. If Padrig is between
for we need never overcome it alone.”
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Summoner 7

100 to 1,000 feet away from Balazar, his maximum hit points are slightly to the side of its actual location, granting it a 50% miss
reduced to 19. If Balazar moves closer, Padrig’s maximum hit points chance for 7 rounds.
return to normal, but his current hit point total does not. Enlarge Person After 1 full round of casting, Balazar can make a
Maker’s Call As a standard action once per day, Balazar can cause humanoid target within 40 feet become one size larger for 7 Lesser Rejuvenate Eidolon Balazar’s wand heals a touched eidolon
Padrig to appear adjacent to him (or as close as possible). This ability minutes, gaining +2 Strength, –2 Dexterity, a +1 size bonus to CMB (such as Padrig) for 1d10+1 points of damage.
functions as dimension door (CL 7th). and CMD, a –1 size penalty to hit and AC, a –4 size penalty to Stealth, Light An object Balazar touches sheds light for 70 minutes. If he casts
Shield Ally Whenever Balazar is within Padrig’s reach, Balazar gains a and a –2 size penalty to Fly. Melee and natural weapons increase this spell again, his previous light ends immediately.
+2 shield bonus to his Armor Class and a +2 circumstance bonus on in damage. Medium creatures such as Padrig become Large and Mage Armor Balazar can touch a creature and grant it a +4 armor
his saving throws. This bonus does not apply if Padrig is grappled, gain reach. Balazar may target Padrig with this ability even though bonus to AC for 7 hours. This bonus does not stack with other armor
helpless, paralyzed, stunned, or unconscious. Padrig isn’t humanoid (increasing the base damage dice of his bonuses and applies to touch AC versus incorporeal creatures.
Summon Monster IV Balazar can cast summon monster IV as a spell- attacks from 1d6 points to 1d8 points). Magic Missile Balazar’s wand shoots out 3 missiles of force at up to
like ability 8 times per day. Drawing on this ability uses up the same Fly Balazar’s scroll grants a touched target a fly speed of 60 feet and a 3 targets all within 150 feet of him and no more than 15 feet from
power that he uses to call his eidolon. As a result, he can use this +6 bonus to Fly checks for 5 minutes. each other. The missiles automatically hit and deal 1d4+1 points of
ability only when Padrig is not summoned. He can cast this spell as Ghost Sound Balazar can make illusory noises as loud as up to 20 damage each, even to incorporeal creatures. Balazar must succeed
a standard action, and the creatures remain for 8 minutes (instead humans in any spot within 40 feet for 7 rounds, but he can’t create at a DC 20 Use Magic Device check to activate this wand.
of 8 rounds). Balazar cannot have more than one summon monster discernible speech. Message Balazar can whisper messages to up to 7 targets for
spell active in this way at one time. If he uses this ability again, any Glitterdust Creatures in a 10-foot radius take a –40 penalty to Stealth and 70 minutes as long as they remain within 170 feet and aren’t
existing summon monster from this spell-like ability immediately lose the benefit of invisibility and the like for 7 rounds. They are also obstructed, and the target can respond each time Balazar sends a
ends. The sample monsters on the next page are two of the blinded if they fail a DC 18 Will save, but at the end of each of their whisper. Nearby creatures might be able to overhear the messages
creatures he can summon. turns, they can attempt the Will save again to end the blindness. (Perception DC 25).
Spells and Gear Balazar has access to the following spells and gear. Grease Balazar can grease a 10-foot-by-10-foot square of floor or an Prestidigitation Balazar can perform simple magic tricks for 1 hour,
Acid Splash Balazar attempts a ranged attack with a +6 bonus against item for 7 minutes, within a range of 40 feet. If he greases the such as cleaning his outfit, chilling his drink, or flavoring his meal.
touch AC. If he hits, it deals 1d3 points of acid damage. ground, creatures in the area must make a DC 16 Reflex saving throw Protection from Evil A touched target gets a +2 resistance bonus on
Barkskin Balazar can touch a target and grant it a +3 enhancement or fall prone, and creatures walking through the area must make a DC saving throws and a +2 deflection bonus to AC against evil creatures
bonus to its natural armor for 70 minutes. 10 Acrobatics check or stop moving and be forced to make the same for 7 minutes. The target cannot be touched by a nongood summoned
Bull’s Strength A touched creature gains a +4 enhancement bonus to Reflex saving throw (failing the Acrobatics check by 5 or more makes creature and is immune to direct mental control and possession
Strength for 7 minutes. This bonus does not stack with the bonus them fall without a Reflex saving throw). If Balazar greases an object, by evil creatures. Casting the spell after direct mental control or
augment summoning grants Balazar’s summoned creatures. the object’s possessor must succeed at a Reflex saving throw to avoid possession allows the target a new saving throw at a +2 bonus.
Cure Moderate Wounds Balazar’s potion heals 2d8+3 points of damage. the spell, or drop the object, and she must attempt a Reflex saving Resistance Balazar can touch a target to grant it a +1 resistance bonus
Dancing Lights Balazar can create up to four glowing lights. They shed throw each round to pick up or otherwise use the item. If Balazar on saving throws for 1 minute.
light in a 10-foot radius. Balazar can move them 100 feet per round. greases someone’s clothing, they gain a +10 bonus on Escape Artist Shield Balazar gains a +4 shield bonus to AC for 7 minutes and
Daylight When smeared on an object, Balazar’s oil creates bright checks, CMB to escape grapple, and CMD vs. grapple. becomes immune to magic missile. He can touch Padrig to cast this
light for 60 feet and raises the light by one step for the next 60 Guidance Balazar can give a touched target a +1 competence bonus spell on the eidolon instead.
feet for 50 minutes. If there is magical darkness in that area, the that the target can use on any single attack roll, saving throw, or Speak With Animals Balazar can speak with animals for up to 7 minutes.
overlapping area is unaffected by either spell. skill check in the next minute. Stoneskin Balazar’s scroll grants a touched target DR 10/adamantine
Detect Magic Balazar can notice magic in a 60-foot cone. If he concentrates, Haste Balazar can grant to up to 7 targets within 40 feet of him and for 50 minutes or until the damage reduction has prevented 50
he can find how many magic auras there are on the next round. On the all within 30 feet of each other a +30 foot enhancement bonus to points of damage.
round after that, he can try to find out more about one aura. movement speed, +1 to attack rolls, +1 to Reflex saves, a +1 dodge Summon Eidolon Balazar’s scroll allows him to spend a full-round
Dispel Magic Balazar’s wand can attempt to end one ongoing spell cast bonus to AC, and an extra attack at the highest bonus during any action to summon Padrig to anywhere within 35 feet, as long as
on a creature or object, suppress a magic item, or counter another full attack. These benefits lasts for 7 rounds. Padrig is not currently summoned. Padrig is treated as a normal
spellcaster’s spell. If a spell is affecting a target or area, dispelling it Invisibility Balazar’s potion makes the drinker vanish for 3 minutes or summoned creature; he gains a +4 enhancement bonus to Strength
requires him to succeed at a dispel check (1d20+7) that’s higher than until he attacks. While invisible, the target gains +20 to Stealth (+40 if and Constitution from augment summoning and is subject to all the
11 + the spell’s or item’s caster level, or higher than the spell’s DC. standing perfectly still). The first attack before becoming visible gains a normal restrictions on summoned creatures. This summoned form of
Displacement Balazar can touch a creature to make it appear to be +2 bonus to hit (and the enemy likely loses its Dexterity bonus to AC). Padrig lasts for 4 minutes.

©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Summoner 7

Versatile Weapon Balazar’s wand allows him to temporarily enhance one Share Spells Balazar can deliver any spell he could cast on himself to
weapon or natural attack (or up to 50 arrows) to +1 while allowing it Padrig instead by touch.
to bypass DR as if it were one of the following: bludgeoning, cold iron, Stand Still When a foe provokes an attack of opportunity by moving
piercing, silver, or slashing. This effect lasts for 3 minutes. through a square adjacent to Padrig, Padrig can use his attack of Space 10 ft.; Reach 5 ft.
opportunity to attempt a combat maneuver check. If the check Special Attacks powerful charge (gore, 4d6+16), smite evil (+5 damage)
PADRIG succeeds, the foe cannot move for the rest of its turn. STATISTICS
Serpentine eidolon Str 26, Dex 10, Con 23, Int 2, Wis 13, Cha 5
CN Medium outsider (extraplanar, protean) SUMMONED CELESTIAL GIANT WASP Base Atk +3; CMB +12; CMD 22 (26 vs. trip)
Init +4; Senses darkvision 60 ft.; Perception +9 Pathfinder RPG Bestiary 275, 294 Feats Endurance, Great Fortitude, Skill Focus (Perception)
DEFENSE N Large vermin Skills Acrobatics +0 (+4 jumping), Perception +12
AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural) Init +1; Senses darkvision 60 ft.; Perception +9 SPECIAL ABILITIES
hp 38 (6d10+6) DEFENSE Powerful Charge When the celestial rhinoceros charges, it deals
Fort +3, Ref +9, Will +5 (+9 vs. enchantment) AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size) 4d6+12 damage instead of the typical damage from its gore attack.
Defensive Abilities evasion; Resist acid 10, electricity 10, sonic 10 hp 42 (4d8+24) Smite Evil As a swift action, the celestial rhinoceros can focus its
OFFENSE Fort +10, Ref +2, Will +2 wrath on an evil creature it can see. Until that creature is dead, the
Speed 20 ft., fly 20 ft. (good) Resist acid 5, cold 5, electricity 5; SR 8 rhinoceros gains a +5 bonus on damage rolls against the target.
Melee bite +11 (1d6+4 plus grab), sting +11 (1d4+4) or OFFENSE
bite +11 (1d6+4 plus grab), tail slap +6 (1d6+2 plus grab) Speed 20 ft., fly 60 ft. (good) As he stood on the precipice of the Void Chasm, Balazar wondered
Special Attacks constrict (1d6+4 with bite or 1d6+2 with tail slap) Melee sting +8 (1d8+9 plus poison) if perhaps he should have studied more diligently in the relative
STATISTICS Space 10 ft.; Reach 5 ft. comfort of Quantium’s academies. Reluctantly, he cast his
Str 16, Dex 19, Con 13, Int 7, Wis 10, Cha 11 Special Attacks smite evil (+5 damage) gaze into the miasma and felt the weird energies of the Chasm
Base Atk +6; CMB +9 (+13 grapple); CMD 23 (can’t be tripped) STATISTICS worming their way into his mind. Worse, he heard whispering
Feats Combat Reflexes, Stand Still, Weapon Finesse* Str 22, Dex 12, Con 22, Int —, Wis 13, Cha 11 voices in the mists, calling out to him and begging him to step
Skills Acrobatics +13 (+15 balance, +9 jump), Bluff +5, Climb +7, Escape Base Atk +3; CMB +10; CMD 21 over the edge.
Artist +8, Fly +17, Knowledge (planes) +2, Perception +9, Stealth +8 Skills Fly +3, Perception +9; Racial Modifiers +8 Perception One voice amid the tumult spoke softly and plainly. “I will help
Languages Common SPECIAL ABILITIES you,” it said in reassuring tones. “Give me form and allow me to
SQ devotion, evolutions (bite*, constrict, grab [bite, tail slap]*, flight, Poison Sting­— injury; save Fort DC 20; frequency 1/round for 6 rounds; leave this prison, and you and I will become as one. Do not be
improved natural armor*, reach [bite]*, sting*, tail*, tail slap*), link, effect 1d2 Dexterity damage; cure 1 save. afraid, little one. We were meant to be together.”
share spells Smite Evil As a swift action, the celestial giant wasp can focus its Somehow, Balazar and the avian entity that called itself
Gear amulet of mighty fists +1* wrath on an evil creature it can see. Until that creature is dead, the Padrig managed to win their way free of the f leshforges, of
* The effects of this ability are calculated into Balazar’s statistics. wasp gains a +4 bonus on damage rolls against the target. Ecanus, and even of Nex. Padrig explained that he was a bodiless
SPECIAL ABILITIES being known as an eidolon, and that only Balazar could give him
Combat Reflexes Padrig can make up to 5 attacks of opportunity per SUMMONED CELESTIAL RHINOCEROS structure and form due to the affinity of their minds and souls.
round, and he can make attacks of opportunity while flat-footed. Pathfinder RPG Bestiary 235, 294 Although a great deal of the young Balazar’s mischievous spirit
Constrict When Padrig successfully grapples a foe using his grab N Large animal survives, the horror of the Void Chasm sticks with him to this day.
ability, he deals additional damage. Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +12 Privacy is very important to Balazar; agents of the Arclords of Nex
Evasion If Padrig is subjected to an attack that allows a Reflex save for DEFENSE constantly dog his travels. Balazar knows that each new stop—
half damage, he takes no damage if he succeeds at his saving throw. AC 16, touch 9, flat-footed 16 (+7 natural, –1 size) however temporary—will provide him with ample opportunity
Grab When Padrig hits a Medium or smaller target with his bite or tail hp 52 (5d8+30) to learn additional skills, meet new people, master the magical
slap attack, he can start a grapple combat maneuver as a free action. Fort +12, Ref +4, Will +2 craft that always eluded him in Nex, and honor the friends he left
Link Balazar and Padrig share a mental link that allows for DR 5/evil; Resist acid 10, cold 10, electricity 10; SR 10 behind. Despite occasional moments of maudlin reflection on all
communication across any distance (as long as they are on the same OFFENSE he has lost, Balazar takes comfort in his enduring friendship with
plane). This communication is a free action, allowing Balazar to give Speed 40 ft. the eidolon he rescued from oblivion so long ago. As long as he
orders to Padrig at any time. Melee gore +10 (2d6+12) travels with Padrig, he knows he will never be alone.

©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Swashbuckler 1

Jirelle is a friendly sort with a biting wit and a charming personality. A life every size larger than Jirelle the enemy is. If Jirelle’s result is higher
of plunder and cruelty holds no appeal for the daring swashbuckler, but she than the enemy’s, the attack misses, and Jirelle can then spend an
has a vendetta to fulfill. immediate action to make a counterattack against that enemy, as
long as she can reach it.
JIRELLE Panache Jirelle starts each day with 2 panache, and her total panache
Female half-elf swashbuckler 1 can never be higher than 2. She gains a point of panache whenever
CG Medium humanoid (elf, half-elf, human) she confirms a critical hit or reduces a creature to 0 or fewer hit
Init +4; Senses low-light vision; Perception +3 points with her rapier or dagger (or other light or one-handed
DEFENSE piercing weapon she finds), but she doesn’t gain a panache if the
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) creature is helpless or unaware.
hp 12 (1d10+2) Swashbuckler’s Finesse Jirelle gains Weapon Finesse, but only for
Fort +1, Ref +6, Will +3; +2 vs. enchantment, +2 vs. charms light and one-handed piercing weapons.
and compulsions
Immune sleep Jirelle may have been born and raised on a ship, and she might
OFFENSE call the Shackles her homeland, but she never considered herself a
Speed 30 ft. pirate, even if only to distance herself from the darkest part of her
Melee rapier +6 (1d6/18–20) +1 on attacks of opportunity childhood: her mother.
Ranged dagger +5 (1d4) Today, Jirelle is a friendly sort with a biting wit and a charming
STATISTICS personality. She makes new friends as swiftly as she strikes with
Str 10, Dex 18, Con 13, Int 10, Wis 12, Cha 14 her rapier, and while she has a flair for the dramatic (why merely
Base Atk +1; CMB +0 (+6 with rapier); CMD 14 attack a foe when you can make a show of it with a twirl of the
Feats Weapon Focus (rapier) cape or a somersault?), she never favors ostentation or glory over
Skills Acrobatics +6, Climb +2, Profession (sailor) +5, Swim +2; Armor the opportunity to help a friend in need. Jirelle often jokes that she
Check Penalty –2 befriends for life, with the playful, only slightly malicious glint in her eyes
Traits fencer, strong-willedISG implying what might happen to those who would betray such friendship.
Languages Common, Elven On the subject of her mother or her ship, the Bloodcrow, the typically
SQ deeds (derring-do, dodging panache, opportune parry and riposte), light-hearted half-elf grows serious. Jirelle does not share the secrets of
dual-mindedAPG, elf blood, panache, swashbuckler’s finesse her childhood with just anyone. As such, few know how she engineered
Combat Gear acid (2); Other Gear chain shirt, rapier, dagger (3), the sinking of the Bloodcrow and the death of her wretched elven mother
backpack, waterskin, 8 sp off the coast of Tempest Cay.
SPECIAL ABILITIES After escaping, Jirelle spent some time surviving as a street rat in
Derring-Do Jirelle can spend 1 panache point after rolling an the alleys of Drenchport. When rumors of a strange, ghostly ship
Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to add 1d6 plying the seaways of the Shackles reached her—fearful stories of
to her result. On a 6, she roll another d6 and add that result too. This a vessel commanded by an imperious banshee and bound by
process continues as long as she rolls 6 up to a total 4d6. undeath—Jirelle realized that in sinking the Bloodcrow she’d
Dodging Panache When an opponent attempts a melee attack done the exact opposite of what she’d intended. Rather than
against Jirelle, she can spend an immediate action and 1 panache to spare the Shackles of a brutal pirate queen, she’d unleashed
move 5 feet, gaining a +2 dodge bonus against that attack (though an even deadlier scourge upon the Fever Sea.
not negating it). All other enemies who threaten her can make Today, Jirelle seeks the funds to someday finance a ship and crew of
attacks of opportunity. her own. She plans not to become a pirate—for a life of plunder and
Opportune Parry and Riposte When an enemy attempts a melee cruelty holds no appeal for the daring swashbuckler—but to finish
attack against Jirelle (but before it rolls its attack roll), Jirelle can the job she started on the eve of her thirteenth birthday. Jirelle seeks
spend an attack of opportunity and 1 panache to make an attack roll true and able allies, knowing that only with bravery and trust will the “Winning is easy. It’s putting on a show that’s the
as if she was making an attack of opportunity with a –2 penalty for Bloodcrow’s days be numbered.
real challenge.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Swashbuckler 4

Jirelle is a friendly sort with a biting wit and a charming personality. Plunder Dodging Panache When an opponent attempts a melee attack
and cruelty hold no appeal for her, but she has a vendetta to fulfill. against Jirelle, she can spend an immediate action and 1 panache to
move 5 feet, gaining a +2 dodge bonus against that attack (though
JIRELLE not negating it). All other enemies who threaten her can make
Female half-elf swashbuckler 4 CG Medium humanoid (elf, human) attacks of opportunity.
Init +6 (+4 without panache); Senses low-light vision; Perception +10 Kip Up As long as Jirelle has at least 1 panache, she doesn’t provoke
DEFENSE attacks of opportunity when she stands up, and she can spend 1
AC 22, touch 16, flat-footed 16 (+5 armor, +4 Dex, +2 dodge, +1 shield) panache to stand as a swift action instead of a move action.
hp 40 (4d10+12) Menacing Swordplay As long as Jirelle has at least 1 panache, she can
Fort +4, Ref +9, Will +5; +2 vs. enchantment, +2 vs. charms spend a swift action when she hits with a light or one-handed piercing
and compulsions weapon to attempt to Intimidate to demoralize her opponent.
Immune sleep Opportune Parry and Riposte When an enemy attempts a melee
OFFENSE attack against Jirelle (but before it rolls its attack roll), Jirelle can
Speed 30 ft. spend an attack of opportunity and 1 panache to make an attack roll
Melee +1 rapier +10 (1d6+1 +4 precision/18–20) +1 on attacks of as if she was making an attack of opportunity with a –2 penalty for
opportunity every size larger than Jirelle the enemy is. If Jirelle’s result is higher
Ranged light crossbow +8 (1d8/19–20) than the enemy’s, the attack misses, and Jirelle can then spend an
STATISTICS immediate action to make a counterattack against that enemy, as
Str 10, Dex 18, Con 14, Int 10, Wis 12, Cha 14 long as she can reach it.
Base Atk +4; CMB +4 (+10 with rapier); CMD 19 Panache Jirelle starts each day with 2 panache, and her total panache
Feats Combat Reflexes, Dodge, Weapon Focus (rapier) can never be higher than 2. She gains a point of panache whenever
Skills Acrobatics +8, Bluff +6, Climb +4, Diplomacy +6, Intimidate +6, she confirms a critical hit or reduces a creature to 0 or fewer hit
Knowledge (local) +4, Knowledge (nobility) +4, Perception +10, points with her rapier or dagger (or other light or one-handed
Profession (sailor) +5, Ride +8, Sense Motive +5, Sleight of Hand +8, piercing weapon she finds), but she doesn’t gain a panache if the
Swim +4; Armor Check Penalty –0 creature is lower than 2 Hit Dice or is helpless or unaware.
Traits fencer, strong-willedISG Precise Strike As long as she has at least 1 panache and carries just her
Languages Common, Elven buckler in her free hand, Jirelle adds 4 precision damage to all her
SQ charmed life 3/day, deeds (derring-do, dodging panache, kip attacks with her light or one-handed piercing weapons (if she throws
up, menacing swordplay, opportune parry and riposte, precise her dagger, she only deals this damage within 30 feet). Precision
strike, swashbuckler initiative), dual-minded, elf blood, panache, damage isn’t multiplied on a critical hit and can be prevented by
swashbuckler’s finesse anything that stops critical hits or sneak attacks. She can spend 1
Combat Gear acid (2), potion of shield of faith; Other Gear +1 mithral panache as a swift action to double this precision damage to 8 for her
chain shirt, mwk buckler, +1 rapier, cold iron rapier, silver rapier, light next successful attack before the end of her turn.
crossbow with 10 bolts, cloak of resistance +1, wand of cure light Strong-Willed Jirelle’s fervent desire to follow her own path
wounds (10 charges), backpack, waterskin, 15 gp 8 sp grants her a +2 trait bonus on Will saving throws against
SPECIAL ABILITIES charm and compulsion effects.
Charmed Life 3 times per day, Jirelle can spend an immediate action Swashbuckler’s Finesse Jirelle gains Weapon Finesse, but
before rolling a saving throw to add +2 to her save. only for light and one-handed piercing weapons.
Combat Reflexes Jirelle can make 6 attacks of opportunity each round Swashbuckler Initiative As long as Jirelle has 1 panache, she gains +2
and can make attacks of opportunity when flat-footed. initiative (included above).
Derring-Do Jirelle can spend 1 panache point after rolling an Cure Light Wounds Jirelle’s wand heals a touched target for 1d8+1
Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to add 1d6 damage. Jirelle needs help from an ally to activate her wand.
to her result. On a 6, she roll another d6 and add that result too. This Shield of Faith Jirelle’s potion gives the drinker a +2 deflection bonus to AC “Winning is easy. It’s putting on a show that’s the
process continues as long as she rolls 6 up to a total 4d6. for 1 minute, which increases her touch, flat-footed, and CMD as well.
real challenge.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Swashbuckler 7

Jirelle is a friendly sort with a biting wit and a charming personality. A life Combat Reflexes Jirelle can make 6 attacks of opportunity each round.
of plunder and cruelty holds no appeal for the daring swashbuckler, but she Derring-Do Jirelle can spend 1 panache point after rolling an
has a vendetta to fulfill. Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to add
1d6 to her result. On a 6, she roll another d6 and add that
JIRELLE result too. This process continues as long as she rolls 6 up to a
Female half-elf swashbuckler 7 CG Medium humanoid (elf, human) total 4d6.
Init +7 (+5 without panache); Senses low-light vision; Perception +13 Dodging Panache When an opponent attempts a melee attack
DEFENSE against Jirelle, she can spend an immediate action and 1 panache
AC 26, touch 19, flat-footed 18 (+5 armor, +1 deflection, +5 Dex, +3 to move 5 feet, gaining a +3 dodge bonus against that attack
dodge, +2 shield) (though not negating it). All other enemies who threaten her can
hp 60 (7d10+14) make attacks of opportunity.
Fort +5, Ref +12, Will +7; +2 vs. enchantment, +2 vs. charms Human Bane Against humans (or other races that count as humans),
and compulsions Jirelle’s rapier gains an additional +2 to hit and damage and deals
Immune sleep 2d6 extra damage. The 2d6 does not multiply on a critical hit.
OFFENSE Kip Up As long as Jirelle has at least 1 panache, she doesn’t provoke
Speed 30 ft. attacks of opportunity when she stands up, and she can spend 1
Melee +1 human bane rapier +15/+10 (1d6+4 +7 precision/15–20) panache to stand as a swift action instead of a move action.
+1 on attacks of opportunity Menacing Swordplay As long as Jirelle has at least 1 panache,
Ranged light crossbow +12 (1d8/17–20) she can spend a swift action when she hits with a light or one-
STATISTICS handed piercing weapon to attempt to Intimidate to demoralize
Str 10, Dex 20, Con 12, Int 10, Wis 12, Cha 16 her opponent.
Base Atk +7; CMB +7 (+15 with rapier); CMD 25 Opportune Parry and Riposte When an enemy attempts a melee
Feats Combat Reflexes, Dodge, Extra PanacheACG, Weapon Focus attack against Jirelle (but before it rolls its attack roll), Jirelle
(rapier), Weapon Specialization (rapier) can spend an attack of opportunity and 1 panache to make an
Skills Acrobatics +11, Bluff +10, Climb +4, Diplomacy +10, Intimidate attack roll as if she was making an attack of opportunity with a –2
+7, Knowledge (local) +4, Knowledge (nobility) +4, Perception +13, penalty for every size larger than Jirelle the enemy is. If Jirelle’s
Profession (sailor) +5, Ride +9, Sense Motive +5, Sleight of Hand +9, result is higher than the enemy’s, the attack misses, and Jirelle can
Swim +4, Use Magic Device +4; Armor Check Penalty –0 then spend an immediate action to make a counterattack against
Traits fencer, strong-willedISG that enemy, as long as she can reach it.
Languages Common, Elven Panache Jirelle starts each day with 5 panache, and her total
SQ charmed life 4/day, deeds (derring-do, dodging panache, kip up, panache can never be higher than 5. She gains a point of panache
menacing swordplay, opportune parry and riposte, precise strike, whenever she confirms a critical hit or reduces a creature to 0
swashbuckler initiative, swashbuckler’s grace, superior feint, targeted or fewer hit points with her rapier or dagger (or other light
strike), dual-minded, elf blood, panache, swashbuckler’s finesse or one-handed piercing weapon she finds), but she doesn’t
Combat Gear acid (2), potion of protection from evil, oil of gain a panache if the creature is lower than 3 Hit Dice or is
daylight, potion of fly; Other Gear +1 mithral chain shirt, +1 helpless or unaware.
buckler, +1 human bane rapier, cold iron rapier, silver rapier, Precise Strike As long as she has at least 1 panache and
light crossbow with 10 bolts, cloak of resistance +2, headband carries just her buckler in her free hand, Jirelle adds 7 precision
of alluring charisma +2, belt of incredible dexterity +2, ring of damage to all her attacks with her light or one-handed piercing
protection +1, wand of cure light wounds (10 charges), backpack, weapons (if she throws her dagger, she only deals this damage
waterskin, 15 gp 8 sp within 30 feet). Precision damage is not multiplied on a critical
SPECIAL ABILITIES hit and can be prevented by anything that stops critical hits or
Charmed Life 4 times per day, Jirelle can spend an immediate action sneak attacks. She can spend 1 panache as a swift action to “Winning is easy. It’s putting on a show that’s the
before rolling a saving throw to add +3 to her save. double this precision damage to 14 for her next successful attack
real challenge.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Swashbuckler 7

before the end of her turn. Jirelle may have been born and raised on a ship, and she might
Strong-Willed Jirelle’s fervent desire to follow her own path grants call the Shackles her homeland, but she never considered herself a
her a +2 trait bonus on Will saving throws against charm and pirate, even if only to distance herself from the darkest part of her
compulsion effects. childhood: her mother.
Swashbuckler’s Finesse Jirelle gains Weapon Finesse, but only for Today, Jirelle is a friendly sort with a biting wit and a charming
light and one-handed piercing weapons. personality. She makes new friends as swiftly as she strikes with
Swashbuckler’s Grace As long as she has at least 1 panache, Jirelle her rapier, and while she has a flair for the dramatic (why merely
doesn’t take any penalty to Acrobatics for moving at full speed attack a foe when you can make a show of it with a twirl of the cape
through threatened areas and enemy spaces. or a somersault?), she never favors ostentation or glory over the
Swashbuckler Initiative As long as Jirelle has at least 1 panache, opportunity to help a friend in need. Jirelle understands that the
she gains +2 initiative (included above). strength of one’s relationships with friends, allies, lovers, and family
Superior Feint As long as Jirelle has at least 1 panache, she can make one strong. It was her mother’s failure to forge such bonds that
spend a standard action to purposefully miss a creature with a allowed a young Jirelle to escape from a life that would have likely
light or one-handed melee attack, causing the creature to lose its seen her offered as sacrifice to the shark demon Ovonovo before the
Dex bonus to AC until the start of Jirelle’s next turn. close of her thirteenth birthday.
Targeted Strike As a full-round action, Jirelle can spend 1 panache On the subject of her mother or her ship, the Bloodcrow, the typically
to make a melee attack with a light or one-handed piercing light-hearted half-elf grows serious. Jirelle does not share the secrets of
weapon to target one of the following spots, dealing normal her childhood with just anyone. As such, few know how she engineered
damage (unless stated otherwise) as well as an added effect. the sinking of the Bloodcrow and the death of her wretched elven mother
Creatures who lack the appropriate body part, creatures immune off the coast of Tempest Cay. Jirelle often jokes that she befriends for life,
to critical hits and sneak attacks, and creatures using an ability with the playful, only slightly malicious glint in her eyes implying what
that protects from critical hits cannot be affected. Arms: No might happen to those who would betray such friendship.
damage, but the target drops one carried item that isn’t in a After escaping the Bloodcrow, Jirelle spent some time surviving as
locked gauntlet, Head: target is confused for 1 round, Legs: target a street rat in the alleys of Drenchport. Armed with a fine rapier and
is knocked prone as long as it has three legs or fewer, Torso or clad in her mother’s magical cloak (the only two things she managed
Wings: Target is staggered for 1 round. to escape the Bloodcrow’s wreckage with), Jirelle kept every coin and
Cure Light Wounds Jirelle’s wand heals 1d8+1 damage by touch. bauble she earned in a thrice-locked chest she keeps well hidden and
Jirelle needs to succeed at a DC 20 Use Magic Device check to use protected. At first, she’d hoped to save enough money to afford a move
her wand, or she can have an ally help her. from the Shackles to distant Taldor, drawn by tales of a land where
Daylight When smeared on an object, Jirelle’s oil creates bright light duels, extravagance, and civility promised a better life. But when rumors
for 60 feet and raises the light by one level for the next 60 ft for of a strange, ghostly ship plying the seaways of the Shackles reached
50 minutes. If there is magic darkness in that area, instead the her—fearful stories of a vessel commanded by an imperious banshee
overlapping area is unaffected by either spell. and bound by undeath—Jirelle realized that in sinking the
Fly Jirelle’s potion grants the drinker a 60 foot fly speed and a +6 Bloodcrow she’d done the exact opposite of what she’d intended.
bonus to Fly checks (+12 total for Jirelle herself) for 5 minutes. Rather than spare the Shackles of a brutal pirate queen, she’d
Protection from Evil The drinker of Jirelle’s potion gains a +2 unleashed an even deadlier scourge upon the Fever Sea.
resistance bonus to saves and a +2 deflection bonus to AC against Today, Jirelle seeks the funds to someday finance a ship
evil creatures for 1 minute (in Jirelle’s case, it would only grant and crew of her own. She plans not to become a pirate—for a life of
1 additional AC and no bonus to saves). The target cannot be plunder and cruelty holds no appeal for the daring swashbuckler—
touched by a nongood summoned creature and is immune to but to finish the job she started on the eve of her thirteenth birthday.
direct mental control and possession from evil creatures. Drinking Jirelle knows she can’t do this on her own, though. So she seeks true
the potion after direct mental control or possession allows the and able allies, knowing that only with bravery and trust will the
target a new saving throw at a +2 bonus. Bloodcrow’s days be numbered. “Winning is easy. It’s putting on a show that’s the
real challenge.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Vigilante 1

Aric uses his courtly charms to defend liberty, but when nothing can end Ambush Training The Red Raven gains a +1 trait bonus on weapon
injustice but cold steel, he dons his disguise, and the Red Raven flies again. damage rolls during any surprise round in which he acts, as well as a
+1 initiative bonus that has already been factored in to his statistics.
ARIC OF HALVON/THE RED RAVEN Extremely Fashionable The Red Raven gains a +1 trait bonus on Bluff,
Human vigilante 1 (Pathfinder RPG Ultimate Intrigue 9) Diplomacy, and Intimidate checks when he is wearing clothing and
NG/CN Medium humanoid (human) jewelry worth at least 150 gp and not covered in blood, dirt, or
Init +5; Senses Perception +4 other unsightly substances. His courtier’s outfit alone is worth 35 gp.
DEFENSE Hidden StrikeV The Red Raven deals 1d8 points of precision damage
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex) against enemies that are completely unaware of his presence or
hp 11 (1d8+3) who consider him an ally. He can also deal hidden strike damage
Fort +2, Ref +6, Will +2 to a target he is flanking or that is denied its Dexterity bonus to AC,
OFFENSE but his hidden strike deals 1d4 points of precision damage to such
Speed 30 ft. targets instead. He can deal hidden strike damage to creatures with
Melee short sword +2 (1d6+1/19–20), short sword +2 (1d6/19–20) or concealment (but not total concealment).
short sword +4 (1d6+1/19–20) Seamless Guise If a creature suspects the Red Raven of being Aric of
Ranged shortbow +4 (1d6/×3) Halvon (or vice versa), he can attempt a Disguise check with a +20
Special Attacks hidden strike +1d8/+1d4 circumstance bonus to reinforce his current identity.
STATISTICS Social Grace Whenever Aric of Halvon is in his social identity, he gains
Str 13, Dex 18, Con 14, Int 10, Wis 10, Cha 12 a +4 circumstance bonus on Diplomacy checks.
Base Atk +0; CMB +1; CMD 15
Feats Two-Weapon Fighting*, Weapon Finesse* Aric of Halvon was orphaned at a young age after Galt’s anonymous
Traits Ambush TrainingPSP, Extremely FashionableADA executioners, known as the Gray Gardeners, dragged his parents
Skills Acrobatics +7, Diplomacy +5 (+9 in his social identity), Disguise +5 into the night on charges of treason. Soon after, Aric was
(+25 to appear as part of polite society while in his social identity), captured by bandits. He quickly learned that the bandits were not
Intimidate +5, Knowledge (local) +4, Perception +4, Sense Motive +4 unprincipled thieves; the Revolution had wronged each of them as
Languages Common much as it had wronged him. They instructed the young Aric in
SQ dual identity, seamless guise, social talent (social grace the ways of mercy and morality, hoping to banish the hatred that
[Diplomacy]), vigilante specialization (stalker)* burned within his heart. These relatively happy times did not
Combat Gear alchemist’s fire; Other Gear studded leather, short last, however, as Aric’s mentor, Thanarus, soon fell victim to the
swords (2), shortbow with 20 arrows, backpack, courtier’s outfit, same blade that had killed his parents.
grappling hook, mirror, silk rope (50 ft.), tindertwig What followed was a blur of nights, weeks, and months spent
* The effects of this ability have been calculated into the vigilante’s statistics. seeking revenge against Galt’s corruption. Aric—now garbed in
SPECIAL ABILITIES scarlet and Thanarus’s cloak to hide his identity—tracked down
Dual Identity This character has two identities: his NG social identity as and destroyed the Council of Skulls’ inner circle. In time, the people
the nobleman Aric of Halvon, and his CN vigilante identity, the Red of Galt gave this killer a name: the Red Raven. During the day, Aric
Raven. Knowledge checks about one identity do not reveal information continued voicing his concerns against the Revolutionary Council,
about the other, and spells and effects that would locate one identity which quietly signed his death warrant. The council contacted the
don’t find the other unless the caster knows both identities. The only man it could trust to apprehend Aric: the Red Raven.
character picks an identity each morning and can change to the other The irony of the situation struck Aric hard. The Red Raven was
one with 1 minute of costuming and mental preparation. This character supposed to end tyranny, but now Aric believed that his masked
sheet refers to him as the Red Raven for simplicity, except in abilities persona had become the very thing he abhorred. And so he f led
that he can use only in his social identity. He can use abilities marked south to Taldor with the aid of an aging legal clerk named Quinn.
with a subscript “V” in his social guise—but risks betraying his secret Aric wanders now, using his charisma and wiles to vanquish “Who’s the Red Raven? No one—and perhaps any
identity. He can share his dual nature with fellow PCs without penalty. injustice. When that approach fails, the Red Raven f lies once more.
of the people you’ve passed on the street tonight.”
ADA: Pathfinder Player Companion: Adventurer’s Armory ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
PSP: Pathfinder Player Companion: Pathfinder Society Primer
Vigilante 4

Aric is a wanderer who wields his courtly charms as an outspoken defender the nobleman Aric of Halvon, and his CN vigilante identity, the Red
of liberty and peace. When nothing can stop an injustice but cold steel, Aric Raven. Knowledge checks about one identity do not reveal information
dons his disguise, and the Red Raven flies once more. about the other, and spells and effects that would locate one identity
don’t find the other unless the caster knows both identities. The
ARIC OF HALVON/THE RED RAVEN character picks an identity each morning and can change to the other
Human vigilante 4 (Pathfinder RPG Ultimate Intrigue 9) one with 1 minute of costuming and mental preparation. This character
NG/CN Medium humanoid (human) sheet refers to him as the Red Raven for simplicity, except in abilities
Init +4; Senses Perception +7 that he can use only in his social identity. He can use abilities marked
DEFENSE with a subscript “V” in his social guise—but risks betraying his secret
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) identity. He can share his dual nature with fellow PCs without penalty.
hp 35 (4d8+12) Ambush Training The Red Raven gains a +1 trait bonus on weapon
Fort +4, Ref +9, Will +5 damage rolls during any surprise round in which he acts, as well as a
Defensive Abilities unshakable (+4) +1 initiative bonus that has already been factored in to his statistics.
OFFENSE Combat Reflexes The Red Raven can make five attacks of opportunity
Speed 30 ft. per round and can make attacks of opportunity when flat-footed.
Melee +1 short sword +6 (1d6+3/19–20), cold iron short sword +5 Extremely Fashionable The Red Raven gains a +1 trait bonus on Bluff,
(1d6+2/19–20) or Diplomacy, and Intimidate checks when he is wearing clothing and
+1 short sword +8 (1d6+3/19–20) or jewelry worth at least 150 gp (such as his noble’s outfit and brooch)
sap +7 (1d6+2 nonlethal) and not covered in blood, dirt, or other unsightly substances.
Ranged shortbow +7 (1d6/×3) Gossip Collector In his social identity, Aric of Halvon can gather
Special Attacks hidden strike +2d8/+2d4 information in 1d2 hours instead of 1d4 hours.
STATISTICS Hidden StrikeV The Red Raven deals 2d8 points of precision damage
Str 14, Dex 18, Con 14, Int 10, Wis 10, Cha 12 against enemies that are completely unaware of his presence or
Base Atk +3; CMB +5; CMD 19 who consider him an ally. He can also deal hidden strike damage
Feats Combat Reflexes, Two-Weapon Fighting*, Weapon Finesse* to a target he is flanking or that is denied its Dexterity bonus to AC,
Traits Ambush TrainingPSP, Extremely FashionableADA but he deals 2d4 points of precision damage to such targets instead.
Skills Acrobatics +11, Climb +6, Diplomacy +8 (+12 in his social identity), His up close and personal vigilante talent gives him another way to
Disable Device +10, Disguise +8 (+28 to appear as part of polite society deal hidden strike damage. He can also deal hidden strike damage
in his social identity), Escape Artist +8, Intimidate +5, Knowledge to creatures with concealment (but not total concealment).
(dungeoneering, engineering, local, nobility) +4, Perception +7, Sense Leave an OpeningV If the Red Raven strikes an opponent with an
Motive +4, Sleight of Hand +8, Stealth +8, Swim +6 attack that deals 2d8 points of damage from hidden strike, he sets
Languages Common up an opening. At the beginning of the foe’s next turn, the foe
SQ dual identity, seamless guise, social talents (gossip collector, social provokes an attack of opportunity from the Red Raven, as long as
grace [Diplomacy]), vigilante specialization (stalker)*, vigilante the Red Raven threatens.
talents (leave an opening, up close and personal) Quick-Change Mask The Red Raven can remove his mask as a move
Combat Gear potions of cure light wounds (3), potion of darkvision, action for one of two uses. He may either change his appearance as
alchemist’s fire; Other Gear mithral chain shirt, +1 short sword, if using disguise self (giving him a +10 bonus on his disguise check
cold iron short sword, saps (2), shortbow with 40 arrows, silver to appear to be another Medium humanoid) or switch into his other
short sword, cloak of resistance +1, quick-change maskUI, backpack, identity. He can attempt a Bluff check to create a diversion before
grappling hook, mirror, mwk thieves’ tools, noble’s outfit, silk rope taking off the mask. If successful, he can roll a Stealth check to hide
(50 ft.), tindertwig, silver brooch worth 100 gp, 85 gp as a part of the same move action he uses to remove the mask.
* The effects of this ability have been calculated into the vigilante’s statistics. Seamless Guise If a creature suspects the Red Raven of being Aric of
SPECIAL ABILITIES Halvon (or vice versa), he can attempt a Disguise check with a +20 “Who’s the Red Raven? No one—and perhaps any
Dual Identity This character has two identities: his NG social identity as circumstance bonus to reinforce his current identity.
of the people you’ve passed on the street tonight.”
ADA: Pathfinder Player Companion: Adventurer’s Armory ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
PSP: Pathfinder Player Companion: Pathfinder Society Primer
Vigilante 4

Social Grace Whenever Aric of Halvon is in his social identity, he gains With the signed orders in hand, the Red Raven set off across the
a +4 circumstance bonus on Diplomacy checks. city while grappling with the irony of his task: he was commissioned
Unshakable The Red Raven adds +4 to the DC of attempts to to capture himself. At last, he paused atop a roof and tore the mask
intimidate him. from his face. “How?” he asked. “How can I delude myself? The
Up Close and PersonalV When the Red Raven attempts an Acrobatics Red Raven was supposed to end tyranny, yet here I am the worst
check to move through an opponent’s space as a part of moving, he tyrant of them all.” He f led south to Taldor with the aid of an aging
can attempt a single melee attack against that opponent as a swift legal clerk named Quinn, whose dedication to aiding the falsely
action. This attack deals hidden strike damage (2d4 if the Acrobatics accused taught Aric new strength, resolve, and self-worth.
check fails, or 2d8 if the Acrobatics check succeeds). Aric has wandered ever since, leveraging his courtly charms as
Combat Gear The vigilante’s combat gear is described below. an outspoken defender of liberty and peace. Thanarus’s cameo
Cure Light Wounds The potion heals its drinker for 1d8+1 damage. once more serves as a reminder of the virtues Aric hopes to
Darkvision This potion grants darkvision of 60 feet for 3 hours. uphold—and the cost of losing himself in a cycle of violence. Yet,
charisma cannot vanquish all evils. When nothing can stop an
Tumultuous Galt has captured the popular imagination—and the injustice but cold steel, Aric dons his recreated disguise, and the
nightmares of the nobility—as blood-drenched anarchy dominated Red Raven f lies once more.
by unscrupulous demagogues, brutal anonymous executioners
known as the Gray Gardeners, frothing mobs that seek the THE RED RAVEN
destruction of a shattered aristocracy, and imposing guillotines The following is a common tale that one might overhear on the
known as final blades that drink the souls of the deceased. The streets of Halvon about the vigilante known only as the Red Raven.
madness has persisted for decades and consumed more than a “What’s that, stranger? Never heard of the Red Raven? That’s a right
dozen failed governments, claiming countless lives and shattering shame. He’s famous—a hometown hero! He was born a common man to a
as many families—all in the name of liberty and the common good. couple down on Razor Street. But those were hard times; we were struggling
Aric was too young to understand why the Gray Gardeners came, with starvation inflicted by Galt’s hungry neighbors, and the dark legacy of
dragging his parents into the night on charges of treason. Soon those traitorous aristocrats still strangled our lands. Even so, he fed on the
after, the young orphan was captured by bandits. From their leader, freedom of a liberated nation—that part’s exaggeration, mind, but it’s how
Thanarus, Aric learned that the bandits were not unprincipled the story goes—and grew up strong, proud, and gallant. And handsome!
thieves; the Revolution had wronged every one of them, much as “Just about everyone ‘round here’s seen the Red Raven from the distance
it had wronged him. They instructed him in the ways of mercy as he pursues brigands and traitors. Why, he flies ‘cross the shingles as if his
and morality, hoping to banish the hatred that burned within their cape were feathers, soaring on wings of grandeur stained by the blood of
pupil’s heart. These relatively happy times could not last, however, them rotten nobles. The glow of old Galt’s torches ’n’ pitchforks can’t compare
as Aric’s mentor, Thanarus, soon fell victim to the same blade that to that righteous hellfire smoldering in his eyes, hotter’n Asmodeus’s summer
had killed his parents. sweat! He can sniff out nobles by night just by following their perfume.
What followed was a blur of nights, weeks, and months spent “Who is he really? Anyone you ask will give a different answer. Everyone
seeking revenge against Galt’s corruption. Aric—now garbed in has a theory—and some will swear on their lives that they know the
scarlet and Thanarus’s cloak to hide his identity—tracked down absolute truth. Some think the Red Raven’s a common bandit turned
and destroyed the Council of Skulls’ inner circle. In time, the people good. Others say he’s a reformed noble seeking redemption. Me? I say he’s
of Galt gave this crimson killer a name: the Red Raven. Aric began everyone in Edme, for we’re all willing to watch for aristocrats who think
questioning his own role and whether the Red Raven was truly that after half a century it’s finally safe to return to Galt. Aristocrats who
serving Galt or merely perpetuating a new generation of hatred. would sneak around a burned-down estate and walk away with a bag of
By night, the Red Raven could bury these doubts. By day, however, jewels. The son of a long-dead dynasty, scavengin’ what rightly belongs
Aric couldn’t help but voice his concerns. His words began to find to the people of Galt. Who’s the Red Raven? He’s everyone we’ve passed
purchase in sympathetic ears. Unfortunately, they also reached the tonight. He’s every set of eyes that’s seen us walking together. He’s the
Revolutionary Council, which quietly signed Aric’s death warrant, footsteps you hear patterin’ across the rooftops, fast as the heart of man “Who’s the Red Raven? No one—and perhaps any
contacting the only man it trusted to apprehend Aric: the Red Raven. who’s got only an hour left to live.”
of the people you’ve passed on the street tonight.”
ADA: Pathfinder Player Companion: Adventurer’s Armory ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
PSP: Pathfinder Player Companion: Pathfinder Society Primer
Vigilante 7

Aric is a wanderer who wields his courtly charms as an outspoken defender arrows, saps (2), belt of incredible dexterity +2, boots of elvenkind,
of liberty and peace. When nothing can stop an injustice but cold steel, Aric cloak of resistance +1, quick-change maskUI, ring of protection +1,
dons his disguise, and the Red Raven flies once more. backpack, grappling hook, mirror, mwk thieves’ tools, noble’s outfit,
silk rope (50 ft.), tindertwig, silver brooch worth 100 gp, 562 gp
ARIC OF HALVON/THE RED RAVEN SPECIAL ABILITIES
Human vigilante 7 (Pathfinder RPG Ultimate Intrigue 9) Dual Identity This character has two identities: his NG social identity as
NG/CN Medium humanoid (human) the nobleman Aric of Halvon, and his CN vigilante identity, the Red
Init +9; Senses Perception +10 Raven. Knowledge checks about one identity do not reveal information
DEFENSE about the other, and spells and effects that would locate one identity
AC 21, touch 16, flat-footed 16 (+5 armor, +1 deflection, +5 Dex) don’t find the other unless the caster knows both identities. The
hp 66 (7d8+28) character picks an identity each morning and can change to the other
Fort +5, Ref +11, Will +6 one with 1 minute of costuming and mental preparation. This character
Defensive Abilities unshakable (+7) sheet refers to him as the Red Raven for simplicity, except in abilities
OFFENSE that he can use only in his social identity. He can use abilities marked
Speed 30 ft. with a subscript “V” in his social guise—but risks betraying his secret
Melee +1 adamantine short sword +9 (1d6+6/19–20), mithral short identity. He can share his dual nature with fellow PCs without penalty.
sword +9 (1d6+4/19–20) or Ambush Training The Red Raven gains a +1 trait bonus on weapon
+1 adamantine short sword +11 (1d6+6/19–20) or damage rolls during any surprise round in which he acts, as well as a
sap +10 (1d6+5 nonlethal) +1 Initiative bonus that has already been factored in to his statistics.
Ranged mwk composite shortbow +11 (1d6+2/×3) Combat Reflexes The Red Raven can make six attacks of opportunity
Special Attacks hidden strike +4d8/+4d4, startling appearance per round and can make attacks of opportunity when flat-footed.
* The effects of this have been calculated into the vigilante’s statistics. Extremely Fashionable The Red Raven gains a +1 trait bonus on Bluff,
STATISTICS Diplomacy, and Intimidate checks when he is wearing clothing and
Str 14, Dex 20, Con 14, Int 10, Wis 10, Cha 12 jewelry worth at least 150 gp (such as his noble’s outfit and brooch)
Base Atk +5; CMB +7; CMD 22 and not covered in blood, dirt, or other unsightly substances.
Feats Combat Reflexes, Improved Initiative*, Skill Focus (Acrobatics)*, Gossip Collector In his social identity, Aric of Halvon can gather
Toughness*, Two-Weapon Fighting*, Weapon Finesse* information in 1d2 hours instead of 1d4 hours.
Traits Ambush TrainingPSP, Extremely FashionableADA Hidden StrikeV The Red Raven deals 4d8 points of precision damage
Skills Acrobatics +23, Climb +6, Diplomacy +11 (+15 in his social against enemies that are completely unaware of his presence,
identity), Disable Device +11, Disguise +11 (+31 to appear as part of who consider him an ally, or who are made flat-footed by his
polite society in his social identity), Escape Artist +9, Intimidate +5, startling appearance ability. He can also deal hidden strike damage
Knowledge (dungeoneering, engineering, nobility) +4, Knowledge to a target he is flanking or that is denied its Dexterity bonus to AC,
(local) +10, Perception +10, Sense Motive +7 (+11 in his social but he deals 4d4 points of precision damage to such targets instead.
identity), Sleight of Hand +9, Stealth +9, Swim +6 His up close and personal vigilante talent gives him another way to
Languages Common deal hidden strike damage. He can also deal hidden strike damage
SQ dual identity, seamless guise, social talents (gossip collector, many to creatures with concealment (but not total concealment).
guises, quick change, social grace [Diplomacy and Knowledge Leave an OpeningV If the Red Raven strikes an opponent with an attack
(local)]), vigilante specialization (stalker)*, vigilante talents (leave that deals 4d8 points of damage from hidden strike, he sets up an
an opening, lethal grace*, up close and personal) opening. At the beginning of the foe’s next turn, the foe provokes an
Combat Gear oil of align weapon, oil of daylight, potion of cure serious attack of opportunity from the Red Raven, as long as he threatens.
wounds, potion of darkvision, potion of fly, potion of heroism, potion Many Guises In addition to his social and vigilante identities, the
of invisibility, alchemist’s fire, holy water; Other Gear +1 mithral Red Raven can create a neutral-aligned mundane identity as a
chain shirt, +1 adamantine short sword, cold iron short sword, nondescript human of any gender, such as a common laborer or “Who’s the Red Raven? No one—and perhaps any
mithral short sword, mwk composite shortbow (+2 Str) with 40 peasant. He receives a +20 circumstance bonus on disguise checks
of the people you’ve passed on the street tonight.”
ADA: Pathfinder Player Companion: Adventurer’s Armory ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
PSP: Pathfinder Player Companion: Pathfinder Society Primer
Vigilante 7

to appear to be an ordinary human. He cannot use social talents in bonus on Stealth checks(+40 if standing perfectly still). The first
this form. attack before becoming visible gains a +2 bonus to hit (and the
Quick-Change Mask The Red Raven can remove this mask as a move enemy likely loses its Dexterity bonus to AC).
action for one of two uses. He may either change his appearance
as if using disguise self (giving him a +10 bonus on his disguise Aric of Halvon was orphaned at a young age after Galt’s anonymous
check to appear to be another Medium humanoid) or switch executioners, the Gray Gardeners, dragged his parents into the
into his other identity. He can attempt a Bluff check to create a night on charges of treason. Soon after, Aric was captured by bandits.
diversion before removing his mask. If this succeeds, he can roll He quickly learned that the bandits were not unprincipled thieves;
a Stealth check to hide as a part of the same move action that he the Revolution had wronged them as much as it had wronged him.
uses to remove the mask. They instructed him in the ways of mercy and morality, hoping to
Seamless Guise If a creature suspects the Red Raven of being Aric of banish the hatred within his heart. These relatively happy times
Halvon (or vice versa), he can attempt a Disguise check with a +20 did not last, however, as Aric’s mentor, Thanarus, soon fell victim
circumstance bonus to reinforce his current identity. to the same blade that had killed his parents.
Social Grace Whenever Aric of Halvon is in his social identity, he gains a What followed was a blur of months spent seeking revenge
+4 circumstance bonus on Diplomacy and Knowledge (local) checks. against Galt’s corruption. Aric—now garbed in scarlet and
Startling Appearance When the Red Raven attempts an attack against Thanarus’s cloak to hide his identity—tracked down and destroyed
a foe who is completely unaware of his presence, the foe is treated the Council of Skulls’ inner circle. In time, the people of Galt gave
as flat-footed for the rest of the Red Raven’s turn. The foe also takes a this killer a name: the Red Raven. During the day, Aric continued
–4 penalty on attack rolls against the Red Raven until the start of the voicing his concerns against the Revolutionary Council, which
Red Raven’s next turn. Uncanny dodge and similar abilities negate quietly signed his death warrant. The council contacted the only
the effects of startling appearance unless the foe is level 3 or below. man it could trust to apprehend Aric: the Red Raven.
Unshakable Add +7 to the DC of attempts to intimidate the vigilante. The irony of the situation struck Aric hard. The Red Raven was
Up Close and PersonalV When the Red Raven attempts an Acrobatics supposed to end tyranny, but now Aric believed that his masked
check to move through an opponent’s space as a part of moving, persona had become the very thing he abhorred. And so he f led
he can attempt a single melee attack against that opponent as a south to Taldor with the aid of an aging legal clerk named Quinn.
swift action. This attack deals hidden strike damage (4d4 points of Aric wanders now, using his charisma and wiles to vanquish
damage if the Acrobatics check fails, or 4d8 points of damage if the injustice. When that approach fails, the Red Raven f lies once more.
Acrobatics check succeeds).
Combat Gear The vigilante’s combat gear is described below. THE RED RAVEN
Align Weapon This oil makes a weapon (or 50 pieces of ammunition) The following is a common tale one might hear on the streets of
count as good for the purpose of bypassing damage reduction for Halvon about the vigilante known as the Red Raven.
3 minutes. “Just about everyone ‘round here’s seen the Red Raven from down the street
Cure Serious Wounds This potion heals its drinker for 3d8+5 damage. or across the square as he pursues brigands and traitors. He flies ‘cross the
Darkvision The drinker gains darkvision of 60 feet for 3 hours. shingles, soaring on wings of grandeur stained by the blood of them rotten
Daylight When smeared on an object, this oil creates bright light for nobles. The glow of old Galt’s torches ’n’ pitchforks can’t compare to that
60 feet and raises the light by one level for the next 60 feet for righteous hellfire smoldering in his eyes!
50 minutes. If there is magic darkness in that area, instead the “Who is he really? Anyone you ask will give a different answer. Some think
overlapping area is unaffected by either spell. he’s a common bandit turned good. Others say he’s a reformed noble seeking
Fly This potion grants the drinker a fly speed of 60 feet and a +6 redemption. Me? I say he’s everyone in Edme, for we’re all watching for
bonus on Fly checks (+11 total for the Raven) for 5 minutes. aristocrats who think it’s finally safe to return to Galt. The children of long-
Heroism This potion grants the drinker a +2 morale bonus on attack dead dynasties, scavengin’ what rightly belongs to the people of Galt. Who’s
rolls, saving throws, and skill checks for 50 minutes. the Red Raven? He’s everyone we’ve passed tonight. He’s every set of eyes
Invisibility This potion causes the drinker to vanish for 3 minutes or that’s seen us walking together. He’s the footsteps you hear patterin’ across “Who’s the Red Raven? No one—and perhaps any
until the drinker attacks. While invisible, the drinker gains a +20 the rooftops, fast as the heart of man who’s got only an hour left to live.”
of the people you’ve passed on the street tonight.”
ADA: Pathfinder Player Companion: Adventurer’s Armory ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
PSP: Pathfinder Player Companion: Pathfinder Society Primer
Warpriest 1
A quiet, brooding warrior with a disturbing love of violence, Oloch is scornful Spontaneous Casting (Positive) Oloch can swap any of his 1st-level
of those who pick on weaker opponents, but nonetheless takes it as a given spells for cure light wounds on the fly.
that might makes right. War Mind Oloch can touch an ally as a standard action. For one
minute, that ally can choose at the start of its turn to gain +10
feet to base land speed, +1 dodge bonus to AC, +1 insight bonus to
OLOCH
attack rolls, or +1 luck bonus to saving throws. The choice lasts for
Male half-orc warpriest of Gorum 1
1 round.
CN Medium humanoid (half-orc, human, orc)
Bless Oloch can give all allies in a 50-foot-radius burst a +1 morale
Init +3; Senses darkvision; Perception +4
bonus to attack rolls and saves against fear for 1 minute.
DEFENSE
Create Water Oloch creates 2 gallons of water within 25 feet. It lasts a
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
day if no one drinks it.
hp 13 (1d8+5)
Cure Light Wounds Oloch’s scroll heals a touched target for 1d8+1
Fort +3, Ref +1, Will +4
damage.
OFFENSE
Detect Magic Oloch can notice magic in a 60-foot cone. If he
Speed 20 ft.
concentrates, he can find how many magic auras there are on the
Melee greatsword +5 (2d6+6/19–20) +1 to hit against foes he has
next round and then attempt to find out more on the round after that.
damaged in the last 24 hours
Guidance Oloch can give a touched target a +1 competence bonus that
Ranged sling +1 (1d4+4)
the target can use on any attack roll, saving throw, or skill check in
Blessing Supernatural Abilities (3/day) glorious presence (DC 12),
the next minute.
war mind
Shield of Faith Oloch can give a touched target a +2 deflection
Warpriest Spells Prepared (CL 1st; concentration +3)
bonus to AC for 1 minute, which increases touch, flat-footed, and
1st—bless, shield of faith
CMD as well.
0 (at will)—create water, detect magic, guidance
STATISTICS
Str 18, Dex 12, Con 13, Int 10, Wis 14, Cha 10 Oloch has no memory of a time before pain—pain suffered, and
Base Atk +0; CMB +4; CMD 15 pain inf licted. A half-orc of the Haskodar tribe in Blisterwell,
Feats Toughness, Weapon Focus (greatsword) Oloch was constantly forced to fight for survival against his larger,
Skills Intimidate +6, Perception +4, Survival +6; Armor Check Penalty –5 stronger tribemates. Those who thought to casually bully the child
Traits reactionary, finish the fightBoG soon learned the error of their ways, for in Oloch’s mind, every fight
Languages Common, Orc is a fight to the death, and anyone who pretends otherwise leaves
SQ aura (faint chaos), bestialAPG, blessings (glory and war, minor), orc themselves vulnerable.
blood, sacred weapon, spontaneous casting (positive) For a time he wandered the wilds, yet no ordinary beasts could
Combat Gear acid, scroll of cure light wounds; Other Gear four-mirror provide a proper challenge. Eventually he wound up in Urgir, where
armorUC, greatsword, sling with 10 bullets, backpack, iron holy he quickly found work as a government enforcer and champion.
symbol of Gorum, spell component pouch, waterskin, 6 gp 9 sp Though on the surface he claims that his position ensures him a
SPECIAL ABILITIES steady supply of worthy opponents, in secret Oloch hopes to puzzle
Aura Oloch’s chaotic aura is faint when using detect chaos. out how to balance the orc and human inside himself and discover
Blessings Oloch can use any combination of his two blessing abilities the man he was born to be.
(glorious presence and war mind) 3 times per day. Oloch lives in the moment, relishing the red rush of battle and
Glorious Presence Oloch can touch an ally as a standard action. For one the communion it brings him with his god. He’s not opposed to
minute, that ally is protected by a special sanctuary effect that doesn’t working with—or even for—those he considers his equals, but those
break for a particular enemy unless the ally attacks that enemy. individuals must take pains to show him proper respect. Perhaps
Orc Blood Oloch counts as both an orc and a human for any effect the only activity other than combat that truly brings him pleasure is
related to race. making music on his drum—and then only if it’s sufficiently riotous
Sacred Weapon Oloch can do 1d6 damage with his greatsword. as to echo the clamor of battle. “Every fight is a fight to the death.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Warpriest 4
A quiet, brooding warrior with a disturbing love of violence, Oloch is scornful
Channel Positive Energy Oloch can spend two uses of fervor to
of those who pick on weaker opponents, but nonetheless takes it as a given
channel positive energy, either healing living creatures or harming
that might makes right.
undead creatures (his choice) in a 30-foot-radius burst for 1d6
damage. Undead can make a DC 14 Will save for half.
OLOCH Fervor Oloch can heal himself for 1d6 damage as a swift action. As a
Male half-orc warpriest of Gorum 4 standard action, he can heal a touched ally for 1d6 damage or harm
CN Medium humanoid (half-orc, human, orc) an undead for 1d6 damage as a touch attack. He can also spend
Init +3; Senses darkvision; Perception +3 fervor to cast any warpriest spell as a swift action, without somatic
DEFENSE components or provoking an attack of opportunity. If he casts a
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex) spell in this way, it can only affect him, even if it normally affects
hp 36 (4d8+13) multiple targets.
Fort +6, Ref +2, Will +6 Furious Focus Oloch does not take the usual Power Attack penalty to
OFFENSE hit on his first attack each round.
Speed 20 ft. Glorious Presence Oloch can touch an ally. For one minute, that ally
Melee +1 greatsword +9 (2d6+7/19–20) +1 to hit against foes he has is protected by a special sanctuary effect that doesn’t break for a
damaged in the last 24 hours particular enemy unless the ally attacks that enemy.
Ranged mwk composite longbow +5 (1d8+4) Orc Blood Oloch counts as both an orc and a human for any effect
Special Attacks fervor 1d6 4/day, channel positive energy (DC 14) related to race.
Blessing Supernatural Abilities (5/day) glorious presence (DC 14), Power Attack Oloch can take a –1 penalty to hit with his greatsword to
war mind deal +3 damage.
Warpriest Spells Prepared (CL 4th; concentration +6) Sacred Weapon If he wants, Oloch can do 1d6 damage with his
2nd—bull’s strength, weapon of aweAPG greatsword. He can also spend a swift action to increase his
1st—bless, divine favor, remove fear, shield of faith greatsword to +2 or to add defending, flaming, frost, keen, shock,
0 (at will)—create water, detect magic, guidance, stabilize or vicious to it. He can add these extra abilities for up to 4 rounds
STATISTICS a day, but they don’t have to be consecutive. Once he uses this
Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 10 ability in a day, he has to pick the same enhancement for the rest
Base Atk +3; CMB +7; CMD 18 of that day.
Feats Furious FocusAPG, Power Attack, Toughness, Weapon Focus Spontaneous Casting (Positive) Oloch can swap any of his 1st-level
(greatsword) spells for cure light wounds or 2nd-level spells for cure moderate
Skills Climb +3, Heal +6, Intimidate +6, Knowledge (religion) +4, wounds on the fly.
Perception +3, Perform (percussion) +1, Sense Motive +6, Spellcraft War Mind Oloch can touch an ally as a standard action. For one
+4, Survival +6, Swim +3; Armor Check Penalty –5 minute, that ally can choose at the start of its turn to gain +10
Traits reactionary, finish the fightBoG feet to base land speed, +1 dodge bonus to AC, +1 insight bonus
Languages Common, Orc to attack rolls, or +1 luck bonus to saving throws. The choice lasts
SQ aura (moderate chaos), bestialAPG, blessings (minor), orc blood, for 1 round.
sacred weapon +1 (4 rounds), spontaneous casting (positive) Bless Oloch can give all allies in a 50-foot-radius burst a +1 morale
Combat Gear acid, alchemist’s fire, wand of cure light wounds (6 bonus to attack rolls and saves against fear for 4 minutes.
charges); Other Gear spiked +1 full plate, +1 greatsword, mwk Bull’s Strength Oloch grants a touched target +4 Strength for 4
composite longbow with 20 arrows, backpack, drum, iron holy minutes. In Oloch’s case, this would increase his Climb and Swim to
symbol of Gorum, spell component pouch, waterskin, 17 gp +5 and his greatsword attack to +12 (2d6+10).
SPECIAL ABILITIES Create Water Oloch creates 8 gallons of water within 35 feet. It lasts a
Aura Oloch’s chaotic aura is moderate when using detect chaos. day if no one drinks it.
Blessings Oloch can use any combination of his two blessing abilities Cure Light Wounds Oloch’s wand heals a touched target for 1d8+1
(glorious presence and war mind) 5 times per day. damage. “Every fight is a fight to the death.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Warpriest 4

Detect Magic Oloch can notice magic in a 60-foot cone. If he As time went on, Oloch began to chafe at even the meager
concentrates, he can find how many magic auras there are on restrictions placed on him by his orc superiors. Upon learning
the next round and then attempt to find out more on the round the truth of his heritage—that he was no slave child, but rather
after that. the stolen son of a human adventurer—he took the chance to
Divine Favor Oloch grants himself a +1 luck bonus to attack and sever ties (and limbs) and strike out on his own, taking with him
damage rolls for 1 minute. only his favored gear and a description of the fearsome warrior
Guidance Oloch can give a touched target a +1 competence bonus that woman who bore him.
the target can use on any attack roll, saving throw, or skill check in Fortunately for Oloch, the legend of a woman brave enough to
the next minute. adventure alone in the Hold of Belkzen—and rumored to tryst
Remove Fear Oloch selects two creatures within 35 ft. of Oloch unashamedly with orcs—is a hard one to stif le. So it was that
and within 30 ft. of each other. Oloch suppresses all current fear he soon found himself standing before the gates of the human
effects on those creatures for 10 minutes. During that time, the settlement of Trunau, calling for its leader, Halgra of the Blackened
creatures gain a +4 morale bonus against further fear effects. Blades, to stand forth and meet her son. To his surprise, she did,
Shield of Faith Oloch can give a touched target a +2 deflection bonus and Oloch found himself both shocked and vaguely discomfited by
to AC for 4 minutes, which increases touch, flat-footed, and CMD the warmth with which Halgra greeted her lost son, welcoming him
as well. into her house. She introduced him to his half-siblings, and offered
Stabilize Oloch can stabilize any target within 35 ft. The target stops him a place as a defender of Trunau.
dying but is still unconscious. Yet a wolf can never be a simple dog, no matter how much it might
Weapon of Awe Oloch can choose any weapon and grant it a +2 sacred long to wear the chain. To Halgra’s horror, Oloch’s lust for battle
bonus to damage for 4 minutes. During this time, if the weapon refused to be sated by simple raids and training bouts. Citizens who
deals a critical hit, the target of the critical hit becomes shaken for roused his ire were terribly injured, and in the end Halgra herself had
1 round. to take up her sword and drive him from the town, announcing that
she would always love him as a son—but that he would never again be
Oloch has no memory of a time before pain—pain suffered, and pain allowed in Trunau until he learned to control his battle lust and turn
inf licted. A half-orc of the Haskodar tribe in Blisterwell, Oloch was his divine abilities toward a positive end.
constantly forced to fight for survival against his larger, stronger Frustrated and feeling shamed for the f irst time in his life,
tribe-mates, and quickly learned that the best defense is a total lack Oloch left Trunau. For a time he wandered the wilds, yet no
of fear or restraint. Those who thought to casually bully the child ordinary beasts could provide a proper challenge—nor remove
soon learned the error of their ways, for in Oloch’s mind, every fight the lingering suspicion that there might, as Halgra claimed, be
is a fight to the death, and anyone who pretends otherwise leaves more to life than simple bloodshed. Eventually he wound up in
themselves vulnerable. Urgir, where he quickly found work as a government enforcer and
This fearless ferocity did not go unnoticed. As Oloch reached his champion. Though on the surface he claims that his position
teenage years, the tribe’s leaders began harnessing the boy’s abilities. ensures him a steady supply of worthy opponents, in secret Oloch
Whether in the gladiatorial pits or in battle against the sometimes- hopes to puzzle out how to balance the orc and human inside
allied One Eye tribe, Oloch shed blood on command—both his own himself and discover the man he was born to be.
and that of others. As Oloch’s victories mounted, the tribe’s priests Oloch has no interest in picking on the weak, but believes
of Gorum took control of his education, wrapping him in armor and that might makes right, relishing the red rush of battle and the
teaching him the glories of the Lord in Iron. In Gorum, Oloch finally communion it brings him with his god. He’s not opposed to
found someone he could look up to: a being of perfect strength, working with—or even for—those he considers his equals, but
without the pathetic fallibilities of even the other battle-priests. More, those individuals are few and far between, and must take pains
Gorum looked into Oloch’s heart and put to rest any nagging doubts to show him proper respect. Perhaps the only activity other than
the half-orc had about his love of violence. He saw the dark thrill combat that truly brings him pleasure is making music on his
Oloch felt as his oversized sword split the spine of an enemy—and drum—and then only if it’s suff iciently riotous as to echo the
rewarded it with magic. clamor of battle. “Every fight is a fight to the death.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Warpriest 7
A quiet, brooding warrior with a disturbing love of violence, Oloch is scornful
resistance +1, belt of giant strength +2, headband of inspired
of those who pick on weaker opponents, but nonetheless takes it as a given
wisdom +2, pearl of power (1st), backpack, drum, iron holy symbol
that might makes right.
of Gorum, spell component pouch, waterskin, 62 gp
SPECIAL ABILITIES
OLOCH Blessings Oloch can use any combination of his two blessing abilities
Male half-orc warpriest of Gorum 7 (glorious presence and war mind) 6 times per day.
CN Medium humanoid (half-orc, human, orc) Channel Positive Energy Oloch can spend two uses of fervor to
Init +3; Senses darkvision; Perception +4 channel positive energy, either healing living creatures or harming
DEFENSE undead creatures (his choice) in a 30-foot-radius burst for 2d6
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex) damage. Undead can make a DC 16 Will save for half.
hp 60 (7d8+22) Dazzling Display As a full-round action, Oloch can roll Intimidate to
Fort +8, Ref +4, Will +9 demoralize all foes within 30 ft.
OFFENSE Fervor Oloch can heal himself for 2d6 damage as a swift action. As a
Speed 20 ft. standard action, he can heal a touched ally for 2d6 damage or harm an
Melee +2 greatsword +13 (2d6+11/19–20) +1 to hit against foes he has undead for 2d6 damage as a touch attack. He can also spend fervor to
damaged in the last 24 hours cast any warpriest spell as a swift action, without somatic components
Ranged mwk composite longbow +7 (1d8+5) or provoking an attack of opportunity. If he casts a spell in this way, it
Special Attacks fervor 2d6 6/day, channel positive energy (DC 16) can only affect him, even if it normally affects multiple targets.
Blessing Supernatural Abilities (6/day) glorious presence (DC 16), Furious Focus Oloch does not take the usual Power Attack penalty to
war mind hit on his first attack each round.
Warpriest Spells Prepared (CL 7th; concentration +10) Glorious Presence Oloch can touch an ally as a standard action. For one
3rd—daylight, deadly juggernautUC minute, that ally is protected by a special sanctuary effect that doesn’t
2nd—graceAPG, resist energy, silence, weapon of aweAPG break for a particular enemy unless the ally attacks that enemy.
1st—bless, divine favor, liberating commandUC, remove fear, shield Pearl of Power Oloch can use his pearl as a standard action to recover
of faith one of his expended 1st-level spells.
0 (at will)—create water, detect magic, guidance, light, stabilize Power Attack Oloch can take a –2 penalty to hit with his greatsword to
STATISTICS do +6 damage.
Str 20, Dex 12, Con 14, Int 10, Wis 16, Cha 10 Sacred Armor Oloch can spend a swift action to increase his full plate
Base Atk +5; CMB +10; CMD 21 to +2 or to add glamered or light fortification to it. He can add these
Feats Dazzling Display, Furious FocusAPG, Intimidating Prowess, Power extra abilities for up to 7 minutes a day, but they don’t have to be
Attack, Shatter Defenses, Toughness, Weapon Focus (greatsword), consecutive. Once he uses this ability in a day, he has to pick the
Weapon Specialization (greatsword) same enhancement for the rest of that day. If he wants, Oloch can
Skills Climb +4, Heal +6, Intimidate +17, Knowledge (religion) +4, spend a use of fervor to activate sacred armor and sacred weapon
Perception +4, Perform (percussion) +1, Sense Motive +7, Spellcraft together in the same swift action.
+4, Survival +7, Swim +4; Armor Check Penalty –5 Sacred Weapon If he wants, Oloch can do 1d8 damage with his
Traits reactionary, finish the fightBoG greatsword. He can also spend a swift action to increase his
Languages Common, Orc greatsword to +3 or to add defending, flaming, frost, keen, shock, or
SQ aura (strong chaos), bestial, blessings (minor), orc blood, sacred vicious to it. He can add these extra abilities for up to 7 rounds a day,
armor +1 (7 minutes), sacred weapon +1 (7 rounds), spontaneous but they don’t have to be consecutive. Once he uses this ability in a
casting (positive) day, he has to pick the same enhancement for the rest of that day.
Combat Gear acid, alchemist’s fire, scroll of air walk, scroll of Shatter Defenses If Oloch hits a shaken, frightened, or panicked
effortless armorUC (2), scroll of invisibility purge, wand of cure opponent, they become flat-footed to Oloch until the end of Oloch’s
light wounds (10 charges); Other Gear spiked +1 full plate, +2 next turn.
greatsword, mwk composite longbow with 20 arrows, cloak of War Mind Oloch can touch an ally. For one minute, that ally can choose “Every fight is a fight to the death.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Warpriest 7

at the start of its turn to gain +10 feet to base land speed, +1 dodge more than one copy of this spell active at once.
bonus to AC, +1 insight bonus to attack rolls, or +1 luck bonus to Remove Fear Oloch selects two creatures within 40 ft. of Oloch and
saving throws. The choice lasts for 1 round. within 30 ft. of each other. Oloch suppresses all current fear effects
Air Walk Oloch’s scroll grants a touched target the ability to walk on on those creatures for 10 minutes. During that time, the creatures
the air at its normal speed for 70 minutes. The target’s maximum gain a +4 morale bonus against further fear effects.
angle of ascent or descent is 45 degrees (but walking uphill causes Resist Energy For 70 minutes, a target Oloch touches gains 20
them to move at half speed). Heavy winds or stronger can blow the resistance to his choice of acid, cold, electricity, fire, or sonic.
target in the direction of the wind, and stronger winds may have Shield of Faith Oloch can give a touched target a +3 deflection bonus to
more drastic effects. AC for 7 minutes, which increases touch, flat-footed, and CMD as well.
Bless Oloch can give all allies in a 50-foot-radius burst a +1 morale Silence Oloch must cast this spell for an entire round, during which
bonus to attack rolls and saves against fear for 7 minutes. it can be disrupted. If he completes the spell, just before his next
Create Water Oloch creates 14 gallons of water within 40 feet. It lasts a turn, he can pick any object, creature, or point in space within 680
day if no one drinks it. ft. (though creatures and attended objects receive a Will save, so
Cure Light Wounds Oloch’s wand heals a touched target for 1d8+1 unattended objects and allies are his best bet for a mobile silence)
damage. to radiate a 20-foot radius of silence for 7 rounds. Sound cannot
Daylight Oloch can touch an object, causing it to emanate bright originate from or pass through that area, which thwarts all spells
light for 60 ft. and raise the light by one level for the next 60 ft with verbal components.
for 50 minutes. If there is magic darkness in that area, instead the Stabilize Oloch can stabilize any target within 35 ft. The target stops
overlapping area is unaffected by either spell. dying but is still unconscious.
Deadly Juggernaut For the next 7 minutes, any time Oloch drops a Weapon of Awe Oloch can choose any weapon and grant it a +2 sacred
foe with 3 HD or more to 0 or fewer hit points, he gains a stacking bonus to damage for 7 minutes. During this time, if the weapon deals
+1 luck bonus to melee attack rolls, melee damage rolls, Strength a critical hit, the target of the critical hit becomes shaken for 1 round.
checks, and Strength-based skill checks as well as a stacking DR 2/-,
to a maximum of a +5 luck bonus and DR 10/-. Oloch has no memory of a time before pain—pain suffered, and
Detect Magic Oloch can notice magic in a 60-foot cone. If he pain inf licted. A half-orc of the Haskodar tribe in Blisterwell,
concentrates, he can find how many magic auras there are on the Oloch was constantly forced to fight for survival against his larger,
next round and then attempt to find out more on the round after that. stronger tribemates. Those who thought to casually bully the child
Divine Favor Oloch grants himself a +2 luck bonus to attack and soon learned the error of their ways, for in Oloch’s mind, every fight
damage rolls for 1 minute. is a fight to the death, and anyone who pretends otherwise leaves
Effortless Armor Oloch’s scrolls allow him to move at full speed in his themselves vulnerable.
armor and reduce the armor check penalty by 1. They last for 3 For a time he wandered the wilds, yet no ordinary beasts could
minutes each. provide a proper challenge. Eventually he wound up in Urgir, where
Grace As a swift action, Oloch no longer provokes attacks of he quickly found work as a government enforcer and champion.
opportunity for movement until the end of his turn. Though on the surface he claims that his position ensures him a
Guidance Oloch can give a touched target a +1 competence bonus steady supply of worthy opponents, in secret Oloch hopes to puzzle
that the target can use on any attack roll, saving throw, or skill out how to balance the orc and human inside himself and discover
check in the next minute. the man he was born to be.
Invisibility Purge Oloch’s scroll negates all invisibility within 25 feet of the Oloch lives in the moment, relishing the red rush of battle and
scroll’s caster. The effect moves along with the caster for 5 minutes. the communion it brings him with his god. He’s not opposed to
Liberating Command As an immediate action, Oloch can pick an ally working with—or even for—those he considers his equals, but those
within 40 feet. That ally can spend an immediate action to make individuals must take pains to show him proper respect. Perhaps
an Escape Artist check with a +14 competence bonus to escape the only activity other than combat that truly brings him pleasure is
restraints, bindings, or grapples. making music on his drum—and then only if it’s sufficiently riotous
Light An object Oloch touches sheds light for 70 minutes. He can’t have as to echo the clamor of battle. “Every fight is a fight to the death.”
©2014 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Witch 1

Feiya may one day try to track down the parents she barely remembers, but Familiar Feiya’s familiar, a fox named Daji, has the following statistics:
for now she is content to roam the world and seek new experiences. Size Tiny; Init +2; Senses low-light vision, scent; AC 15, touch 14, flat-
footed 13; hp 6; Fort +3, Ref +4, Will +3; Defensive Abilities improved
FEIYA evasion; Speed 40 ft.; Melee bite +1 (1d3–1); Str 9, Dex 15, Con 13,
Female human witch 1 (Pathfinder RPG Advanced Player’s Guide 65) Int 6, Wis 12, Cha 6; Feats Skill Focus (Perception); Skills Acrobatics +2
CG Medium humanoid (human) (+6 when jumping), Heal +2, Intimidate –1, Perception +8, Spellcraft –1,
Init +4; Senses Perception +3 Survival +1 (+5 to track by scent); SQ empathic link, store spells
DEFENSE Alertness Feiya gains the Alertness feat (+2 bonus on Perception and
AC 12, touch 12, flat-footed 10 (+2 Dex) Sense Motive checks) when Daji is within arm’s reach.
hp 12 (1d6+6) Empathic Link As long as Feiya and Daji stay within 1 mile of each
Fort +2, Ref +2, Will +3; +2 vs. fear other, they know each other’s general emotions.
OFFENSE Improved Evasion When Daji attempts a Reflex save for half damage,
Speed 30 ft. he takes half damage if he fails and no damage if he succeeds.
Melee dagger +0 (1d4/19–20) or Store Spells Daji stores all of Feiya’s spells. Feiya prepares her spells
quarterstaff +0 (1d6) by spending 1 hour each day communing with Daji. Feiya can
Ranged light crossbow +2 (1d8/19–20) prepare the following spells instead of the spells she currently
Special Attacks hexes (cackle, evil eye) has prepared: comprehend languages, enlarge person, ill
Witch Spells Prepared (CL 1st; concentration +5) omenAPG, mount, remove sicknessUM.
1st—ear-piercing scream UM (DC 15), obscuring mist Spells and Gear Feiya’s spells and gear are described below.
0 (at will)—dancing lights, detect magic, guidance Cure Light Wounds This heals a touched target for 1d8+1 points of damage.
Patron Wisdom* Dancing Lights Feiya can create up to four glowing lights that
STATISTICS illuminate a 10-foot radius. She can move them 100 feet per round.
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8 Detect Magic Feiya can notice magic in a 60-foot cone. If she
Base Atk +0; CMB +0; CMD 12 concentrates, she can determine the number of magic auras on the
Feats Alertness*, Extra Hex APG,*, Toughness* next round and then attempt to learn more on the round after that.
Traits ReactionaryAPG,*, Stoic OptimismISG,* Ear-Piercing Scream Feiya deals 1d6 points of sonic damage to a target
Skills Craft (alchemy) +8, Heal +5, Intimidate +3, Knowledge (arcana) +8, within 25 feet and dazes it for a round. A DC 15 Fortitude saving
Knowledge (nature) +8, Perception +3, Sense Motive +3, Spellcraft +8, throw halves damage and negates the dazed condition.
Use Magic Device +3 Guidance Feiya can give a target she touches a +1 competence bonus
Languages Common, Giant, Minkaian, Skald, Tien to use on any attack roll, saving throw, or skill check in the
SQ witch’s familiar (fox named Daji) next minute.
Combat Gear scroll of cure light wounds, scrolls of mage armor (2), Ill Omen A creature within 25 feet must roll twice and
acid; Other Gear dagger, light crossbow with 20 bolts, quarterstaff, take the lower result on its next d20 roll. A target
backpack, scroll case, spell component pouches (2), waterskin, 2 gp that recognizes the spell can negate one reroll as a
*The effects of these abilities are included in Feiya’s statistics. move action.
SPECIAL ABILITIES Mage Armor Feiya grants a touched target a +4 armor
Hexes Feiya has the following hexes. Unless otherwise noted, using a bonus to AC for 1 hour.
hex is a standard action that does not provoke attacks of opportunity. Obscuring Mist Feiya calls forth a mist in a 20-foot-
Cackle As a move action, Feiya can cackle to extend the duration of radius spread centered on her for 1 minute or
her evil eye hex on all creatures within 30 feet by 1 round. until wind blows it away or a fire spell burns it
Evil Eye The evil eye hex imposes a –2 penalty on one of the away. Until then, the mist blocks all vision. Attacks against adjacent
following (Feiya’s choice): AC, ability checks, attack rolls, saving creatures in the mist suffer a 20% miss chance from concealment,
throws, or skill checks. This penalty lasts for 7 rounds (Will DC 14 and creatures farther away have total concealment (50% miss chance,
to reduce the duration to 1 round). and they can’t be targeted by sight). “I will have freedom, both in this life and in the next.”
ISG:Pathfinder Campaign Setting: Inner Sea Gods ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Witch 4

Feiya may one day try to track down the parents she barely remembers, but SPECIAL ABILITIES
for now she is content to roam the world, developing her newfound power. Hexes Feiya has the following hexes. Unless otherwise noted, hexes are
a standard action that do not provoke an attack of opportunity.
FEIYA Cackle As a move action, Feiya can cackle madly to extend the
Female human witch 4 (Pathfinder RPG Advanced Player’s Guide 65) duration of her evil eye, fortune, and misfortune hexes on all
CG Medium humanoid (human) creatures within 30 feet by 1 round.
Init +8; Senses Perception +3 Evil Eye The evil eye hex imposes a –2 penalty on one of the
DEFENSE following (Feiya’s choice): AC, ability checks, attack rolls, saving
AC 12, touch 12, flat-footed 10 (+2 Dex) throws, or skill checks. This penalty lasts for 7 rounds (Will DC 16
hp 34 (4d6+16) to reduce the duration to 1 round).
Fort +4, Ref +4, Will +6; +2 vs. fear Fortune Feiya grants a creature within 30 feet good luck for 1 round.
OFFENSE Once per round the creature can roll any ability check, attack
Speed 30 ft. roll, saving throw, or skill check twice, taking the better result. A
Melee dagger +2 (1d4/19–20) or creature can benefit from this hex once every 24 hours.
quarterstaff +2 (1d6) Misfortune Feiya grants a creature within 30 feet misfortune for 1 round.
Ranged light crossbow +4 (1d8/19–20) The creature must roll all ability checks, attack rolls, saving throws,
Special Attacks hexes (cackle, evil eye, fortune, misfortune) and skill checks twice, taking the worse result (Will DC 16 negates).
Witch Spells Prepared (CL 4th; concentration +8) A creature can be the target of this hex once every 24 hours.
2nd—glitterdust (DC 16), vomit swarmAPG, web (DC 16) Familiar Feiya’s familiar, a fox named Daji, has the following statistics:
1st—ear-piercing screamUM (DC 15), ill omenAPG, obscuring mist, Size Tiny; Init +2; Senses low-light vision, scent; AC 16, touch 14,
shield of faith flat-footed 14; hp 17; Fort +3, Ref +4, Will +5; Defensive Abilities
0 (at will)—dancing lights, detect magic, guidance, message improved evasion; Speed 40 ft.; Melee bite +3 (1d3–1); Str 9, Dex
Patron Wisdom* 15, Con 13, Int 7, Wis 12, Cha 6; Feats Skill Focus (Perception); Skills
STATISTICS Acrobatics +2 (+6 when jumping), Heal +2, Intimidate –1, Linguistics
Str 10, Dex 14, Con 15, Int 18, Wis 12, Cha 8 +2, Perception +8, Spellcraft +2, Survival +1 (+5 to track by scent); SQ
Base Atk +2; CMB +2; CMD 14 empathic link, store spells
Feats Alertness*, Extra Hex APG,*, Improved Initiative*, Toughness* Alertness Feiya gains the Alertness feat (+2 bonus on Perception and
Traits ReactionaryAPG,*, Stoic OptimismISG,* Sense Motive checks) when Daji is within arm’s reach.
Skills Craft (alchemy) +8, Heal +5, Intimidate +3, Knowledge (arcana) Empathic Link As long as Feiya and Daji stay within 1 mile, they
+11, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, know each other’s general emotions.
Knowledge (geography) +5, Knowledge (history) +8, Knowledge Improved Evasion When Daji attempts a Reflex saving throw
(local) +5, Knowledge (nature) +11, Knowledge (nobility) +5, for half damage, he takes half damage when he
Knowledge (planes) +8, Knowledge (religion) +5, Linguistics +8, fails and none when he succeeds.
Perception +3, Sense Motive +3, Spellcraft +11, Use Magic Device +3 Store Spells Daji stores all of Feiya’s spells. Feiya
Languages Celestial, Common, Giant, Hallit, Minkaian, Skald, Sylvan, prepares her spells by spending 1 hour each day
Tien, Varisian communing with Daji. Feiya can prepare the following
SQ witch’s familiar (fox named Daji) spells instead of the spells she has prepared: 1st—
Combat Gear potion of fox’s cunning, reach metamagic rod (lesser)APG, burning hands, command, comprehend
scroll of alter self, scroll of false life, scroll of fly, scroll of tongues, languages, cure light wounds, enlarge
wand of cure light wounds (13 charges), wand of mage armor person, identify, mount, remove sicknessUM;
(10 charges), acid, tanglefoot bag; Other Gear dagger, light crossbow 2nd—find traps, owl’s wisdom.
with 20 bolts, quarterstaff, cloak of resistance +1, backpack, Spells and Gear Feiya’s spells and gear are described below.
scroll case, spell component pouches (2), waterskin, 302 gp Alter Self Feiya’s scroll transforms the caster into any Small humanoid
*The effects of these abilities are included in Feiya’s statistics. for 3 minutes, gaining a +2 size bonus to Dexterity, or into any “I will have freedom, both in this life and in the next.”
ISG:Pathfinder Campaign Setting: Inner Sea Gods ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Witch 4

Medium humanoid, gaining a –1 size penalty to attacks and AC, a against adjacent creatures in the mist suffer a 20% miss chance
+1 size bonus to CMB and CMD, a –4 size penalty to Stealth, a –2 size from concealment, and creatures farther into the mist have total
penalty to Fly, and a +2 size bonus to Strength. Either way, she gains concealment (50% miss chance, and they can’t be targeted by sight).
low-light vision, darkvision, scent, or swim if the creature she chooses Reach Metamagic Rod Feiya’s metamagic rod allows her to extend the
has those qualities, so good choices are a Small goblin or Medium range of her spells of 3rd level and lower 3 times per day, increasing
half-orc for darkvision, or a Medium gillman for swim. the range of spells that normally reach 35 feet to 140 feet, and
Cure Light Wounds Feiya’s wand heals a touched target for 1d8+1 spells that normally reach 140 feet to 560 feet.
points of damage. If she casts it as a spell, it heals 1d8+4 damage. Shield of Faith Feiya can give a touched target a +2 deflection bonus to
Dancing Lights Feiya can create up to four glowing lights that AC for 4 minutes. This also increases touch and flat-footed AC and CMD.
illuminate a 10-foot radius. She can move them 100 feet per round. Tongues Feiya’s scroll grants a touched target the ability to understand
Detect Magic Feiya can notice magic in a 60-foot cone. If she and speak the languages of all intelligent creatures (but not
concentrates, she can determine the number of magic auras on the animals) for 30 minutes. The target can understand all languages
next round and then attempt to learn more on the round after that. simultaneously but can only speak one language at a time.
Ear-Piercing Scream Feiya deals 2d6 points of sonic damage to a target Vomit Swarm As a standard action, Feiya can vomit forth a swarm of
within 35 feet and dazes it for a round. If it succeeds at a DC 15 spiders that lasts for up to 4 rounds or until it is reduced to 0 hit
Fortitude saving throw, it takes half damage and avoids being dazed. points. The swarm occupies 4 squares. The swarm attacks creatures
False Life Feiya’s scroll grants her 1d10+3 temporary hit points for 3 in its area unless Feiya spends a standard action to redirect it.
hours, which can put her above her maximum hit points. When she Spider Swarm The spider swarm has the following statistics.
takes damage, she loses these hit points first. AC 17, touch 17, flat-footed 14; hp 9; Fort +3, Ref +3, Will +0;
Fox’s Cunning Feiya’s potion grants the drinker a +4 enhancement bonus Immune weapon damage; Speed 20 ft., climb 20 ft.; Melee
to Intelligence for 3 minutes. If she drinks it herself, the DC of her swarm (1d6 plus poison); Special Attacks distraction (creatures in
spells and hexes increases by 2, as does her bonus on some skills. the swarm must succeed at a DC 11 Fortitude saving throw or be
Fly Feiya’s scroll grants a touched target a fly speed of 60 feet and a +6 nauseated for 1 round), poison (creatures in the swarm must succeed
bonus to Fly checks for 5 minutes. at a DC 11 Fortitude saving throw or take 1d2 Strength damage; if
Glitterdust Creatures in a 10-foot radius take –40 to Stealth and lose the they fail, they must attempt the save again the next round
benefit of invisibility and the like for 4 rounds. They are also blinded if Web Feiya can create a 20-foot-radius web anchored to two solid supports
they fail a DC 16 Will saving throw, but at the end of each of their turns, on opposite sides (such as walls) that lasts for 40 minutes. A creature in
they can attempt the Will saving throw again to end the blindness. the web must succeed at a DC 16 Reflex saving throw or be grappled.
Guidance Feiya can give a target she touches a +1 competence bonus Grappled creatures can break free as a standard action with a DC 16
that the target can use on any attack roll, saving throw, or skill check combat maneuver check or Escape Artist check. A creature trying
in the next minute. to move through the web must succeed at a DC 16 combat
Ill Omen Feiya can curse a target within 35 feet with bad luck. The maneuver check or Escape Artist check as a part of its
creature must roll twice and take the lower result on its next d20 roll. move action or become grappled in the first square
A target that recognizes the spell can negate one reroll by spending a of webbing it moved into. Creatures with 5 feet of
move action to utter a brief prayer. web between them have cover against each other’s
Mage Armor Feiya’s wand grants a touched target a +4 armor bonus to attacks, and creatures with 20 or more feet of web between
AC for 1 hour. them have total cover. The web is flammable. A burning
Message Feiya can whisper messages to the target for 40 minutes as web deals 2d4 points of fire damage per round.
long as the target remains within 140 feet and isn’t obstructed. The
target can respond each time Feiya sends a whisper. Nearby creatures Formative years spent away from civilized
might overhear the messages (Perception DC 25). society have left Feiya lacking in social graces, but her temper
Obscuring Mist Feiya conjures a mist in a 20-foot-radius spread centered f lare-ups are countered by her loyalty to her friends. She relishes
on her for 4 minutes or until wind dispels it or a fire spell burns it travel and gladly embraces the Desnan faith, hoping to learn who
away. Until then, the mist blocks vision (even darkvision). Attacks she truly is—and what entity fosters her magical abilities. “I will have freedom, both in this life and in the next.”
ISG:Pathfinder Campaign Setting: Inner Sea Gods ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Witch 7

Feiya may one day try to track down the parents she barely remembers, but Combat Gear potion of bear’s endurance, reach metamagic rodAPG
for now she is content to roam the world, relishing her freedom, seeking new (lesser), scroll of break enchantment, scroll of death ward, scroll
experiences, and developing her newfound power. of false life, scroll of fly, scroll of neutralize poison (CL 7th), scroll of
tongues, wand of cure light wounds (13 charges), wand of mage
FEIYA armor (10 charges), acid; Other Gear dagger, light crossbow with
Female human witch 7 (Pathfinder RPG Advanced Player’s Guide 65) 20 bolts, quarterstaff, amulet of natural armor +1, belt of mighty
CG Medium humanoid (human) constitution +2, cloak of resistance +2, headband of vast
Init +8; Senses Perception +3 intelligence +2, ring of protection +1, backpack, scroll cases (2),
DEFENSE spell component pouches (2), waterskin, 407 gp
AC 15, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 dodge, +1 natural) *The effects of these abilities are included in Feiya’s statistics.
hp 65 (7d6+35) SPECIAL ABILITIES
Fort +7, Ref +6, Will +8; +2 trait bonus vs. fear Hexes Feiya has the following hexes. Unless otherwise noted, using a
OFFENSE hex is a standard action that does not provoke attacks of opportunity.
Speed 30 ft. Cackle As a move action, Feiya can cackle madly to extend the
Melee dagger +3 (1d4/19–20) or duration of her evil eye, fortune, and misfortune hexes on all
quarterstaff +3 (1d6) creatures within 30 feet by 1 round.
Ranged light crossbow +5 (1d8/19–20) Evil Eye The evil eye hex imposes a –2 penalty on one of the
Special Attacks hexes (cackle, evil eye, flight, fortune, healing, misfortune) following (Feiya’s choice): AC, ability checks, attack rolls, saving
Witch Spell-Like Abilities (CL 7th; concentration +12) throws, or skill checks. This penalty lasts for 8 rounds (Will DC 18
At will—feather fall (self only) to reduce the duration to 1 round).
1/day—levitate (self only) Flight Feiya can fly at a speed of 60 feet and gains a +6 bonus on Fly
Witch Spells Prepared (CL 7th; concentration +12) checks. She can use this ability for a total of 7 minutes a day and
4th—dimension door, enervation divide the time into 1-minute increments. This hex also grants the
3rd—dispel magic, heroism (2) feather fall and levitate spell-like abilities listed in her stat block.
2nd—glitterdust (2, DC 17), vomit swarmAPG, web (DC 17) Fortune For 1 round, one creature within 30 feet can roll any ability
1st—ear-piercing screamUM (DC 16), ill omenAPG (2), mage armor, check, attack roll, save, or skill check twice, taking the better result.
obscuring mist, shield of faith A creature can benefit from this hex at most once every 24 hours.
0 (at will)—dancing lights, detect magic, guidance, message Healing Feiya can restore 2d8+7 hit points to a creature she touches.
Patron Wisdom* A creature can benefit from this hex once every 24 hours.
STATISTICS Misfortune Feiya grants a creature within 30 feet misfortune for
Str 10, Dex 14, Con 17, Int 20, Wis 12, Cha 8 1 round. The creature must roll all ability checks, attack
Base Atk +3; CMB +3; CMD 17 rolls, saving throws, and skill checks twice,
Feats Alertness*, Dodge*, Extra HexAPG,* (2), Improved Initiative*, Toughness* taking the worse result (Will DC 18 negates).
Traits ReactionaryAPG,*, Stoic OptimismISG,* A creature can be the target of this hex once
Skills Craft (alchemy) +9, Diplomacy +5, Fly +12, Heal +5, Intimidate every 24 hours.
+3, Knowledge (arcana) +15, Knowledge (dungeoneering) +6, Familiar Feiya’s familiar, a fox named Daji, has these statistics:
Knowledge (engineering) +6, Knowledge (geography) +6, Size Tiny; Init +2; Senses low-light vision, scent; AC 18,
Knowledge (history) +9, Knowledge (local) +6, Knowledge (nature) touch 14, flat-footed 16; hp 32; Fort +3, Ref +4,
+15, Knowledge (nobility) +6, Knowledge (planes) +9, Knowledge Will +6; Defensive Abilities improved evasion;
(religion) +6, Linguistics +9, Perception +3, Sense Motive +3, Speed 40 ft.; Melee bite +3 (1d3–1); Str 9, Dex 15,
Spellcraft +15, Swim +4, Use Magic Device +9 Con 13, Int 9, Wis 12, Cha 6; Feats Skill Focus (Perception); Skills
Languages Celestial, Common, Giant, Hallit, Minkaian, Skald, Sylvan, Acrobatics +2 (+6 when jumping), Diplomacy +4, Fly +16, Heal +2,
Tien, Varisian Intimidate –1, Linguistics +3, Perception +8, Spellcraft +6, Survival +1
SQ witch’s familiar (fox named Daji) (+5 to track by scent); SQ empathic link, store spells “I will have freedom, both in this life and in the next.”
ISG:Pathfinder Campaign Setting: Inner Sea Gods ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Witch 7

Alertness Feiya gains the Alertness feat (+2 bonus on Perception and Ear-Piercing Scream Feiya deals 3d6 points of sonic damage to a target
Sense Motive checks) when Daji is within arm’s reach. within 40 feet and dazes it for a round. If it succeeds at a DC 16
Empathic Link As long as Feiya and Daji stay within 1 mile of each Fortitude save, it takes half damage and avoids being dazed.
other, they know each other’s general emotions. Enervation Feiya fires a ray that makes a ranged touch attack at +5 Attacks against adjacent creatures in the mist suffer a 20% miss chance
Improved Evasion When Daji attempts a Reflex saving throw for half against a target within 40 feet. If it hits, the target takes 1d4 negative from concealment, and creatures farther into the mist have total
damage, he takes half damage on a failed save and no damage levels, debuffing most d20 rolls as well as spellcasting ability. concealment (50% miss chance, and they can’t be targeted by sight).
on a successful save. False Life Feiya’s scroll grants her 1d10+3 temporary hit points for 3 Reach Metamagic Rod Feiya’s metamagic rod allows her to extend the
Store Spells Daji stores all of Feiya’s spells. Feiya prepares her spells hours, which can put her above her maximum. When she takes range of her spells of 3rd level and lower 3 times per day, increasing
by spending 1 hour each day communing with Daji. Feiya can damage, she loses these hit points first. the range of spells that normally reach 40 feet to 170 feet, and
prepare the following spells instead of the spells she currently Feather Fall Feiya can target up to 7 creatures within 40 feet and all spells that normally reach 170 feet to 680 feet.
has prepared: 1st—burning hands, command, comprehend within 20 feet of each other, causing them to fall more slowly. For the Shield of Faith Feiya can give a touched target a +3 deflection bonus to
languages, cure light wounds, enlarge person, identify, mount, next 7 rounds, they do not take falling damage. Large creatures count AC for 7 minutes, which increases touch AC, flat-footed AC, and CMD.
remove sicknessUM; 2nd—find traps, owl’s wisdom; 3rd—magic as 2 creatures, and Huge creatures count as 4. Tongues Feiya’s scroll grants a touched target the ability to understand
vestment, remove curse, remove disease; 4th—ice storm. Fly Feiya’s scroll grants a touched target a fly speed of 60 feet and a +6 and speak the languages of all intelligent creatures (but not
Spells and Gear Feiya’s spells and gear are described below. bonus to Fly checks for 5 minutes. animals) for 30 minutes. The target can understand all languages
Break Enchantment Feiya has to roll 1d20+7 against DC 10 to use this Glitterdust Creatures in a 10-foot radius take –40 to Stealth and lose the simultaneously but can only speak one language at a time.
scroll. After one full minute of casting, Feiya can remove many benefit of invisibility and the like for 7 rounds. They are also blinded if Vomit Swarm As a standard action, Feiya can vomit forth a swarm of
negative effects from up to 9 targets within 45 feet of her and all they fail a DC 17 Will save, but at the end of each of their turns, they wasps that lasts for up to 7 rounds or until it is reduced to 0 hit points.
within 30 feet of each other. For each enchantment, transmutation, can attempt the Will save again to end the blindness. The wasp swarm occupies 4 squares. The swarm attacks creatures in its
and curse on a victim that can be removed by dispel magic or stone Guidance Feiya can give a target she touches a +1 competence bonus area unless Feiya spends a standard action to redirect it.
to flesh or that is spell level 5 or lower, Feiya rolls 1d20+9 against a that the target can use on any attack roll, saving throw, or skill check Wasp Swarm AC 15, touch 15, flat-footed 14; hp 31; Fort +5, Ref +3,
DC of 11 + the effect’s caster level to remove the effect. in the next minute. Will +3; Immune weapon damage; Speed fly 40 ft. (good); Melee
Cat’s Grace Feiya’s potion grants its drinker a +4 enhancement bonus to Heroism Feiya can give a touched target a +2 morale bonus on attack swarm (2d6 plus poison); Special Attacks distraction (a creature
Dexterity for 3 minutes. rolls, saving throws, and skill checks for 70 minutes. in the swarm must succeed at a DC 13 Fortitude saving throw or
Cure Light Wounds Feiya’s wand heals a touched target for 1d8+1 Ill Omen Feiya can curse a target within 40 feet with bad luck. The be nauseated for 1 round), poison (a creature in the swarm must
points of damage. If she casts it as a spell, it heals 1d8+5 damage. creature must roll twice and take the lower result on its next two succeed at a DC 13 Fortitude save or take 1 Dexterity damage; it
Death Ward Feiya’s scroll grants a touched creature a +4 morale bonus d20 rolls. A target that recognizes the spell can negate one reroll by must keep attempting this save each round until it succeeds or until
on saving throws against death and death effects and allows the spending a move action to utter a brief prayer. it has taken 4 Dexterity damage)
creature to always attempt a saving throw against such effects. It Levitate Feiya can choose herself or a willing creature or object within Web Feiya can create a 20-foot-radius web anchored to two solid
grants immunity to energy drain and negative energy and temporarily 40 feet. As a move action, she can move the target up to 20 feet up supports on opposite sides (such as walls) that lasts for 70 minutes. A
suppresses the effects of negative levels. It lasts for 7 minutes. or down each round for 7 minutes. creature in the web must succeed at a DC 17 Reflex saving throw or be
Dancing Lights Feiya can create up to four glowing lights that shed Mage Armor Feiya’s spell grants a touched target a +4 armor bonus to grappled. Grappled creatures can break free as a standard action with
light in a 10-foot radius. She can move them 100 feet per round. AC for 7 hours. Her wand grants the bonus for 1 hour. a DC 17 combat maneuver check or Escape Artist check. A creature
Detect Magic Feiya can notice magic in a 60-foot cone. If she Message Feiya can whisper messages to the target for 70 minutes as attempting to move through the web must succeed at a DC 17 combat
concentrates, she can determine the number of magic auras on the long as the target remains within 170 feet and isn’t obstructed, and maneuver check or Escape Artist check as a part of its move action
next round and then attempt to learn more on the round after that. the target can respond each time Feiya sends a whisper. Nearby or become grappled in the first square of webbing it moved into.
Dimension Door Feiya and up to 2 touched allies (or one Large ally) creatures might overhear the messages (Perception DC 25). Creatures with 5 feet of web between them have cover against each
suddenly teleport up to 680 feet in whatever direction she specifies. Neutralize Poison Feiya’s scroll allows her to attempt to remove poison other’s attacks, and creatures with 20 or more feet of web between
Feiya cannot take any more actions this turn. from a poisoned creature by rolling 1d20+7 against the poison’s save them have total cover. The web is flammable. A burning web deals
Dispel Magic This spell ends one ongoing spell cast on a creature or DC. She can instead suppress the poison in a poisonous creature or 2d4 points of damage per round to creatures within it.
object, suppresses a magic item, or counters another spellcaster’s object for 70 minutes (Fortitude DC 16 negates for the creature).
spell. If a spell is affecting a target or area, dispelling it requires Feiya Obscuring Mist Feiya conjures a mist in a 20-foot-radius spread Feiya relishes travel and embraces the faith of Desna, hoping that
to succeed at a dispel check (1d20+7) against a DC of 11 + the spell’s centered on her for 7 minutes, or until wind dispels it or a fire spell her wanderings may cast more light on who she really is—and what
or item’s caster level, or the spell’s DC. burns it away. Until then, the mist blocks vision (even darkvision). entity fosters her magical abilities.

ISG:Pathfinder Campaign Setting: Inner Sea Gods ©2016 Paizo Inc. Permission granted to photocopy for personal use only.
Wizard (Level 1)
A pragmatist, skeptic, and atheist, the self-taught wizard Ezren often comes Hand of the Apprentice As a standard action, Ezren can make a
across as gruff and curmudgeonly, but his mastery of the arcane arts makes single attack with his cane at a range of 30 feet, the weapon
him a valued member of the Pathfinder Society. flying from his hand to strike a foe and then instantly returning
to him. This attack is treated as a ranged attack with a thrown
EZREN weapon, with a +5 bonus to hit. This ability cannot be used to
Male human wizard 1 perform combat maneuvers.
NG Medium humanoid (human) Spells Ezren can cast the following spells (either from memory
Init +2; Senses Perception +1 or from his spellbook). For full spell descriptions of these and
DEFENSE the unprepared spells in his spellbook, see Chapter 10 of the
AC 12, touch 12, flat-footed 10 (+2 Dex) Pathfinder RPG Core Rulebook.
hp 8 (1d6+2) Acid Splash: Ranged touch attack (+2 to hit, range 25 feet)
Fort +3, Ref +2, Will +3; +1 vs. divine spells dealing 1d3 points of acid damage.
OFFENSE Burning Hands: 15-foot cone of fire dealing 1d4 points of fire
Speed 30 ft. damage to all within range (Reflex save for half damage).
Melee mwk cane +1 (1d6) or Detect Magic: Detects all spells and magic items within a 60-foot cone.
dagger +0 (1d4/19–20) Light: Touched object shines like a torch for 10 minutes.
Ranged light crossbow +2 (1d8/19–20) Mage Armor: Subject gains a +4 armor bonus for 1 hour.
Special Attacks hand of the apprentice (7/day; +7 to hit, 1d6 damage) Magic Missile: Dart of force automatically hits target within
Wizard Spells Prepared (CL 1st; concentration +7 [+11 to cast 110 feet, dealing 1d4+1 points of force damage.
defensively])
1st—burning hands (DC 16), magic missile Born to a successful spice merchant in one of Absalom’s more
0 (at will)—acid splash, detect magic, light aff luent districts, Ezren lived a pleasantly safe childhood. He
STATISTICS enjoyed the comforts of a well-to-do family, lived in a neighborhood
Str 10, Dex 14, Con 13, Int 18, Wis 12, Cha 10 relatively safe from crime, and seemed poised for a life of mediocrity.
Base Atk +0; CMB +0; CMD 12 That changed when his father was taken away and charged
Feats Combat Casting*, Great Fortitude*, Spell Focus (evocation)* with heresy by the church of Abadar. Though his father escaped
Skills Appraise +8, Knowledge (arcana) +8, Knowledge (history) +8, excommunication, the damage had been done—his father’s
Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +8, business fell to pieces. Convinced his father was innocent, Ezren
Spellcraft +8 spent his adult life trying to repair his father’s reputation. When
Traits focused mind*, history of heresy* Ezren f inally uncovered irrefutable proof of his father’s guilt and
Languages Common, Draconic, Goblin, Infernal, Osiriani, Terran realized he’d wasted his life on a lie, he turned his evidence over
SQ arcane bond (cane) to the church and said goodbye to his home, his family, and his
Combat Gear scroll of mage armor, tanglefoot bag; Other Gear former life.
dagger, light crossbow with 10 bolts, masterwork cane, backpack, At his advanced age, Ezren knows he’s missed his adulthood, yet
scroll case, spell component pouch, spellbook (contains all 0-level looks forward to discovering the world. His dissatisfaction with
spells; 1st—burning hands, color spray, expeditious retreat, grease, family, religion, and government left him precious little to trust
mage armor, magic missile, sleep), 15 gp but his own intellect—in f ighting for his father’s redemption, he
* The effects of this ability have already been calculated into had become a gifted researcher, scholar, and intellectual. He hoped
Ezren’s statistics. to join one of several prestigious schools of wizardry. Yet time and
SPECIAL ABILITIES time again, he was turned away due to his age. So Ezren was forced
Arcane Bond If Ezren attempts to cast a spell without wielding his to strike out on his own once again.
cane, he must make a concentration check (DC 20 + the spell’s Over the next decade, Ezren studied where he could, picking
level) or lose the spell. Once per day, Ezren may use his cane to up tricks of the wizard’s trade here and there. The combination of
cast any single spell from his spellbook, even if the spell hasn’t arcane study mixed with his worldly experiences has given him an “Some say knowledge flows from sweat and
been prepared, as if he had memorized it that morning. edge over young wizards fresh out of apprenticeship. blood. I prefer a tidier approach.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Wizard (Level 4)
A pragmatist, skeptic, and atheist, the self-taught wizard Ezren often comes * The effects of this ability have already been calculated into
across as gruff and curmudgeonly, but his mastery of the arcane arts makes Ezren’s statistics.
him a valued member of the Pathfinder Society. SPECIAL ABILITIES
Arcane Bond If Ezren attempts to cast a spell without wielding his
EZREN cane, he must make a concentration check (DC 20 + the spell’s
Male human wizard 4 level) or lose the spell. Once per day, Ezren may use his cane to
NG Medium humanoid (human) cast any single spell from his spellbook, even if the spell hasn’t
Init +2; Senses Perception +1 been prepared, as if he had memorized it that morning.
DEFENSE Hand of the Apprentice As a standard action, Ezren can make a
AC 13, touch 13, flat-footed 11 (+1 deflection, +2 Dex) single attack with his cane at a range of 30 feet, the weapon
hp 34 (4d6+16) flying from his hand to strike a foe and then instantly returning
Fort +6, Ref +4, Will +6; +1 vs. divine spells to him. This attack is treated as a ranged attack with a thrown
OFFENSE weapon, with a +5 bonus to hit. This ability cannot be used to
Speed 30 ft. perform combat maneuvers.
Melee mwk cane +3 (1d6) or Spells Ezren can cast the following 1st- or 2nd-level spells from
dagger +2 (1d4/19–20) memory. For full spell descriptions of these, spells on scrolls
Ranged light crossbow +4 (1d8/19–20) Ezren carries, and the unprepared spells in his spellbook, see
Special Attacks hand of the apprentice (7/day; +9 to hit, 1d6 damage) Chapter 10 of the Pathfinder RPG Core Rulebook.
Wizard Spells Prepared (CL 4th; concentration +10 [+14 to cast Burning Hands: 15-foot cone of fire deals 4d4 points of fire
defensively]) damage to all within range (Reflex save for half damage).
2nd—glitterdust (DC 16), scorching ray, spider climb Glitterdust: Golden particles cover everything in a 10-foot-
1st—burning hands (DC 16), mage armor, magic missile, radius spread, blinding creatures and outlining invisible things
obscuring mist (Will save negates).
0 (at will)—acid splash, detect magic, light, mage hand Mage Armor: Subject gains a +4 armor bonus for 1 hour.
STATISTICS Magic Missile: Two darts of force automatically hit one or more
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 10 targets within 140 feet, dealing 1d4+1 points of force damage each.
Base Atk +2; CMB +2; CMD 15 Obscuring Mist: A 20-foot-radius cloud obscures all sight and
Feats Combat Casting*, Great Fortitude*, Spell Focus (evocation)*, grants concealment to those inside it.
Toughness* Scorching Ray: Ranged touch attack (+4 to hit, range 35 feet)
Skills Appraise +11, Knowledge (arcana) +11, Knowledge (history) dealing 4d6 points of fire damage.
+11, Knowledge (nature) +11, Knowledge (planes) +11, Linguistics Spider Climb: Touched creature gains a climb speed of 20 feet
+11, Spellcraft +11 for 40 minutes.
Traits focused mind*, history of heresy*
Languages Abyssal, Common, Draconic, Giant, Goblin, Infernal, Ezren was born to a successful spice merchant in one of Absalom’s
Keleshite, Osiriani, Terran aff luent districts, but his father was taken away and charged
SQ arcane bond (cane) with heresy by the church of Abadar. Though his father escaped
Combat Gear oil of magic weapon, pearl of power (1st level spell), excommunication, his father’s business fell to pieces. Ezren spent
potions of cure light wounds (2), potion of fly, scroll of blur, scroll his adult life trying to repair his father’s reputation, but when he
of charm person, scroll of comprehend languages, wand of magic uncovered irrefutable proof of his father’s guilt, he realized he’d
missile (50 charges), tanglefoot bag; Other Gear dagger, light wasted his life on a lie. He turned his evidence over and said goodbye
crossbow with 10 bolts, masterwork cane, cloak of resistance +1, ring to his home, his family, and his former life. Ezren knows he’s missed
of protection +1, backpack, scroll case, spell component pouch, his adulthood, yet looks forward to discovering the world. In fighting
spellbook (contains all prepared spells plus all 0-level spells; for his father’s redemption, he had become a gifted researcher, scholar,
1st—charm person, color spray, expeditious retreat, shield, sleep; and intellectual, but after being refused acceptance to wizard schools “Some say knowledge flows from sweat and
2nd—bull’s strength), 65 gp due to his age, he’s had to pick up magical techniques here and there. blood. I prefer a tidier approach.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
Wizard (Level 7)
A pragmatist, skeptic, and atheist, the self-taught wizard Ezren often comes of vast intelligence +2, backpack, scroll case, spell component
across as gruff and curmudgeonly, but his mastery of the arcane arts makes pouch, spellbook (contains all prepared spells plus all 0-level
him a valued member of the Pathfinder Society. spells; 1st—charm person, color spray, sleep; 3rd—lightning bolt),
40 gp
EZREN * The effects of this ability have already been calculated into
Male human wizard 7 Ezren’s statistics.
NG Medium humanoid (human) SPECIAL ABILITIES
Init +2; Senses Perception +1 Arcane Bond If Ezren attempts to cast a spell without wielding his
DEFENSE cane, he must make a concentration check (DC 20 + the spell’s
AC 16, touch 15, flat-footed 13 (+2 deflection, +2 Dex, +1 dodge, +1 natural) level) or lose the spell. Once per day, Ezren may use his cane to
hp 58 (7d6+28) cast any single spell from his spellbook, even if the spell hasn’t
Fort +8, Ref +6, Will +8; +1 vs. divine spells been prepared, as if he had memorized it that morning.
OFFENSE Hand of the Apprentice As a standard action, Ezren can make a
Speed 30 ft. single attack with his cane at a range of 30 feet, the weapon
Melee +1 cane +4 (1d6+1) or flying from his hand to strike a foe and then instantly returning
dagger +3 (1d4/19–20) to him. This attack is treated as a ranged attack with a thrown
Ranged mwk light crossbow +6 (1d8/19–20) weapon, with a +5 bonus to hit. This ability cannot be used to
Special Attacks hand of the apprentice (8/day; +11 to hit, 1d6+1 damage) perform combat maneuvers.
Wizard Spells Prepared (CL 7th; concentration +14 [+16 to cast Spell Penetration Ezren adds a +2 bonus on all caster level checks
defensively]) to overcome spell resistance.
4th—dimension door, shout (DC 21)
3rd—dispel magic, fireball (DC 20), haste Born to a successful spice merchant in one of Absalom’s more
2nd—glitterdust (DC 17), knock, scorching ray, spider climb aff luent districts, Ezren lived a pleasantly safe childhood. He
1st—burning hands (DC 17), expeditious retreat, mage armor, enjoyed the comforts of a well-to-do family, lived in a neighborhood
magic missile, obscuring mist, shield relatively safe from crime, and seemed poised for a life of mediocrity.
0 (at will)—acid splash, detect magic, light, mage hand That changed when his father was taken away, charged with
STATISTICS heresy by the church of Abadar. Though his father escaped
Str 10, Dex 14, Con 14, Int 20, Wis 12, Cha 10 excommunication, the damage had been done—his father’s
Base Atk +3; CMB +3; CMD 18 business fell to pieces. Convinced his father was innocent, Ezren
Feats Combat Casting*, Dodge*, Great Fortitude*, Greater Spell spent his adult life trying to repair his father’s reputation. So when
Focus (evocation)*, Spell Focus (evocation)*, Spell Penetration, Ezren f inally uncovered irrefutable proof of his father’s guilt, and
Toughness* he realized he’d wasted his life on a lie, he turned his evidence over
Skills Appraise +15, Fly +12, Knowledge (arcana) +15, Knowledge to the church and said goodbye to his home, his family, and his life.
(history) +15, Knowledge (nature) +15, Knowledge (planes) +15, At his advanced age, Ezren knows he’s missed his adulthood, yet
Linguistics +15, Spellcraft +15 looks forward to discovering the world. His dissatisfaction with
Traits focused mind*, history of heresy* family, religion, and government left him precious little to trust
Languages Abyssal, Celestial, Common, Draconic, Elven, Giant, but his own intellect—in f ighting for his father’s redemption, he
Goblin, Ignan, Infernal, Kelish, Osiriani, Terran, Undercommon had become a gifted researcher, scholar, and intellectual. He hoped
SQ arcane bond (cane) to join one of several prestigious schools of wizardry. Yet time and
Combat Gear pearl of power (1st-level spell), potion of cat’s grace, time again, he was turned away due to his age. So Ezren was forced
potion of cure moderate wounds, potion of fly, potion of tongues, to strike out on his own once again.
scroll of blur, scroll of charm person, scroll of magic weapon, wand Over the next decade, Ezren studied where he could, picking
of magic missile (50 charges), tanglefoot bag; Other Gear +1 cane, up tricks of the wizard’s trade here and there. The combination of
dagger, masterwork light crossbow with 10 bolts, ring of protection arcane study mixed with his worldly experiences has given him an “Some say knowledge flows from sweat and
+2, amulet of natural armor +1, cloak of resistance +2, headband edge over young wizards fresh out of apprenticeship. blood. I prefer a tidier approach.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.

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