NecroticAnne’s
Character Folio;
AKA
My Spare Characters That I’m Not Using
And Sorta Gathering Dust
AKA
ADOPT-A-CHARACTER!
Or they’ll never be played…..
I have a pretty hefty backlog of characters, and with nothing to do with them, I thought I’d just kinda….post them somewhere. So please, use these as you wish. They don’t all have very precise editing or even codified formatting. Great, huh? This is like, a year's worth of random character ideas. Not even all those those characters are in this yet so, stay tuned. I have almost fifty of the things sitting around, waiting to be added! They don’t really get higher than about 10, as I made a few for a couple of campaigns of varying levels. There is also some level gaps. I’ll probably not post many higher than about 4, since that is a generous level to realize a build.
Note: These use 15-point buy, so they are appropriate as PC’s in some games and NPCs in all. If you use a higher pointbuy….have fun recalculating. They use average hit points rather than rolled. And, they are absolutely not meant for PFS! PLEASE DON’T ASK ME IF THEY ARE PFS LEGAL! I DON’T KNOW!
So, please enjoy these weirdos.
-Anne Sunny
Changelog
Eighth Level Character
Dr. Demolition
Dude Human Geokineticist 8
CN Medium humanoid (human)
Init +6 Senses Perception +13
DEFENSE
AC 19 touch 15, flat-footed 15 (+3 armor, Deflection +1, +4 Dex, +1 natural)
hp 80/80 (8d8 + 40)
Burn Points:
Damage per Burn: 7 nonlethal
Internal Buffer: 1/1
Fort +12, Ref +11, Will +5
Defensive Abilities flesh of stone
Elemental Overflow Ignore critical hits and sneak attack equal to 5% x Burn
DR 3/adamantine while you have burn
OFFENSE
Speed 30 ft., 30 ft. climb on earth or stone surfaces
Ranged revolver +13 (1d8+2 (+ 4d6+8), 20/x4, 20ft.)
Special Attacks metakinesis (Empower Spell), elemental overflow (Max: +2 attacks, +4 damage, 3 burn= +2 size bonus)
Wild Talent (Burn Limit: 2, -2 infusion burn, CL 8th, concentration +12)
Kinetic Blast (30 feet, Sp, CL 8th)
Simple Blast earth blast (physical) +11 (4d6+9)
Composite Blast metal blast (physical) +11 (8d6+12)
Infusion
1st - pushing infusion, grappling infusion
2nd - entangling infusion
3rd - magnetic infusion
Utility
1st - basic geokinesis, kinetic cover
2nd - earth climb
3rd - tremorsense
4th - shift earth
Str 8, Dex 18, Con 20, Int 11, Wis 14, Cha 7
Base Atk +6; CMB +5; CMD 19
Feats Point-Blank Shot, Precise Shot, Exotic Weapon Proficiency (firearms), Weapon Focus: Revolver, Rapid Reload (revolver)
Traits Looking for Work (Craft: Alchemy), Reactionary
Skills 32 skill ranks; Craft alchemy +8 (4 ranks, class skill, 1 trait), Climb +3 (1 rank, class skill, -1 Strength), Heal +7 (3 ranks, class skill, 2 Wisdom), Knowledge Engin. +11 (8 ranks, class skill), Perception +13 (8 ranks, class skill, 2 Wisdom), Stealth +15 (8 ranks, class skill, 4 Dexterity)
Languages
SQ infusion specialization 2
Favored Class [class] ([+] hp, [+] skill rank)
Gear amulet of natural armor +1, metal cartridge (bullet 30), cloak of muleback and resistance +1, conductive revolver +1 (weapon cord), bandolier (2), belt of physical might (Dex and Con) +2, belt pouch, handy haversack, masterwork studded leather, ring of protection +1, 40gp; 34 lbs carried out of light load 76lbs.
Handy Haversack
Side Pack 1; Current: Max: 20lbs.
Side Pack 2 (food pouch for between round snacks); 20 days of rations Current: 20 Max: 20lbs.
Main Pack; alchemist fire (2), bedroll, blanket, iron pot, water flask, torch (10), balancing pole, smelling salts, potion of cure light wounds Current: 33 Max: 80
Fifth Level PCs
Greida ‘The One Armed Bandit’
Female Vishkanya Maverick Mysterious Stranger Gunslinger 3/Trench Fighter 2 Has only 1 arm
N Medium humanoid (vishkanya)
Init +4 Senses low-light vision Perception +10
DEFENSE
AC 17 touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp []/[] ([5d10+6])
Fort +8, Ref +8, Will +5
Defensive Abilities lucky, bravery +1, poison resistance +2
OFFENSE
Speed [30] ft.
Melee hatchet +6 (1d8+1, 20/x3), unarmed strike +6 (1d3+1)
Ranged pistol +9 (1d8+1, 20ft., 20/x4), revolver +12 (1d8+1, 20ft, 20/x4)
Special Attacks Toxic (1/day, DC 13 Fort, 1d2 Dex 1/round for 6 rounds, cure 1 save), grit 2/2, focused shot, stacked deck, deadeye
Str 12, Dex 18, Con 13, Int 8, Wis 10 Cha 15
Base Atk +5; CMB +6; CMD 20
Feats Point-Blank Shot, Quickdraw, Weapon Focus: Revolver, Precise Shot, Improved Unarmed Strike (while you have grit), Dazzling Display (while you have grit), Gun Twirling
Traits fate’s favoured, Boarded in the Shackles (Will)
Skills 14/14 skill ranks; Bluff +11 (4 ranks, class skill, 2 Charisma, 2 racial), Craft Alchemy +3 (1 rank, class skill, -1 Intelligence), Perception +10 (5 rank, class skill, 2 racial), Profession Gambler +4 (1 rank, class skill) Sleight of Hand +9 (2 ranks, class skill, 4 Dexterity) Racial Modifiers +2 Bluff, Stealth, Perception
Languages Common, Vishkanya
SQ poison use
Favored Class gunslinger (+3 skill rank)
Gear bandolier (2), cloak of resistance +1, masterwork backpack, pistol (1 bullet), gunsmiths kit, masterwork revolver (2), metal catridges (26), hatchet, mw.studded leather spring-loaded wrist sheath (contains pistol), 82 gold, ;49 lbs carried out of light load 50
Fourth Level PCs
Ando the Iron-Fisted
Lady Human Lore Warden 4
CN Medium humanoid (human)
Init +1 Senses Perception
DEFENSE
AC 18 touch 12, flat-footed 17 (+4 armor, +1 deflection, +1 Dex, +1 natural armor, +1 shield)
hp 34/34 (4d10+8)
Fort +7, Ref +3, Will +4
Defensive Abilities
OFFENSE
Speed 30 ft.
Melee caestus +8 (1d4+4, 19-20/x2), heavy pick +10 (1d6+6, 20/x4)
Ranged light crossbow +
Special Attacks grapple CMB +12 (+16 while flanking, +22 while maintaining grapple) (1 damage per successful check)
Str 18, Dex 13, Con 14, Int 10, Wis 13, Cha 7
Base Atk +4; CMB +8; CMD 21 (27 against grapple, 25 against trip)
Feats Dirty Fighting, Improved Grapple, Quick Draw, Weapon Focus: Heavy Pick, Combat Expertise, Kraken Style, Weapon Specialization: Heavy Pick
Traits Bred for War (Grapple), Indomitable Faith
Skills 12/12 skill ranks|8/8 lore warden skills; Intimidate +5 (4 ranks, class skill, -2 Charisma) Knowledge Dungeoneering +7 (4 ranks, class skill) Knowledge Local +7 (4 ranks, class skill), Knowledge Nature +7 (4 ranks, class skill), Spellcraft +7 (4 ranks, class skill)
Languages Common
SQ scholastic, skilled,
Favored Class fighter (+4 favoured class bonus (+1 CMD against Grapple + Trip)
Gear amulet of natural armor +1, armbands of the brawler, bolts [20], buckler, chain shirt, cloak of resistance +1, light crossbow, masterwork heavy pick, ring of protection +1, 54 gp; 45 lbs carried out of light load 100
Dancing Wens
Female halfling Unarmed Fighter 1/URogue 3
NG Small humanoid (halfling)
Init +5 Senses Perception +11
DEFENSE
AC 21 touch 16, flat-footed 17 (+3 armor, +1 Deflection, +4 Dex, +1 natural, +1 shield, +1 size)
hp 34/34 (1d10+3d8+11)
Fort +6, Ref +9, Will +5
Defensive Abilities +2 against fear; +1 racial bonus on all saves; evasion; +1 AC and Reflex against traps
OFFENSE
Speed 30 ft.
Melee rapier +10 (1d4+4, 18-20/x2)
AoO Melee rapier +12 (1d4+4, 18-20/x2)
Ranged sling +9 (1d3-1, 20/x2)
Special Attacks sneak attack 2d6
Str 8, Dex 18, Con 14, Int 11, Wis 14 Cha 9
Base Atk +3; CMB +1; CMD 16
Feats Combat Reflexes, Improved Unarmed Strike, Monkey Style, Weapon Finesse, Weapon Focus: Rapier, Intrepid Rescuer
Traits Tactician, Helpful
Rogue Talent: Combat Trick
Skills [26/26] Acrobatics +13 (4 ranks, class skill, 4 Dexterity, 2 Wisdom), Climb +3 (1 ranks, class skill, -1 Strength) Disable Device +14 (4 ranks, class skill, 4 Dexterity, 1 Trapfinding, 2 circumstance) Perception +11 (4 ranks, class skill, 2 Wisdom, 2 racial), Sleight of Hand +11 (4 ranks, class skill, 4 Dexterity) Stealth +15 (4 ranks, class skill, 4 Dexterity, 4 size), Sense Motive +9 (4 ranks, class skill, 2 Wisdom), Swim +3 (1 rank, class skill, -1 Strength)
Languages Common, Halfling
SQ skulker, keen senses, fleet of foot, trapfinding, danger sense
Favored Class rogue (+3 hp)
Gear amulet of natural armour +1, cloak of resistance +1, masterwork bag, masterwork buckler, masterwork rapier, masterwork studded leather, masterwork thieves’ tools, potion of air bubble, potion of cure light wounds (3), potion of reduce person, ring of protection +1, sling (20 bullets) 4 gp;18 lbs carried out of light load 22.5
Jobrustr Sootmantle Jr.
Lady Dwarf Witch 4 Patron: Strength
Lawful Good Medium Humanoid (dwarf)
Init +5 Senses darkvision 60ft., Perception +5
DEFENSE
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 32/32 (4d6+16)
Fort +5, Ref +3, Will +6
Defensive Abilities stability
OFFENSE
Speed 20 ft.
Melee warhammer +5 (1d8+3, 20/x3)
Special Attacks lasting grudge (+1 attack rolls against those that have attacked you within 1 day)
Hexes (DC 15, CL 4)
cackle, evil eye (-2 penalty), ward (+2 deflection, +2 saving throws)
Spells Prepared: (CL 4th, Concentration +7)
2nd (3 slots)
1st (4 slots)
Cantrips (4 prepared)
Patron: 2nd—divine favor, 4th—bull’s strength, 6th— greater magic weapon, 8th—divine power, 10th—righteous might, 12th—mass bull’s strength, 14th—giant form I, 16th—giant form II, 18th—shapechange.
Str 14, Dex 12, Con 14, Int 16, Wis 12 Cha 6
Base Atk +2; CMB +4; CMD 15 (19 against bullrush and trip)
Feats Dwarfy Bonus Feat: Toughness; Piggy: Alertness; Improved Initiative, Extend Metamagic
Traits Eldritch Smith, Artisan (weapons)
Skills [20/20] Appraise +6 [3 rank, 3 Intelligence] Craft (weapons) +14 [4 ranks, class skill, 3 Intelligence, 2 Dwarfy, 2 trait], Diplomacy +6 [-2 charisma, 5 circumstance bonus, 3 Piggy], Knowledge (arcana) +10 [4 ranks, class skill, 3 Intelligence], Perception +5 [4 ranks, 1 Wisdom], Profession (blacksmith) +7 [1 rank, class skill, 1 Wisdom, 2 Dwarfy] Spellcraft +10 [4 ranks, class skill, 3 Intelligence] Racial Modifier +2 Perception for stone-based checks and automatically check against all traps within 10 feet.
Languages Common, Dwarf, Giant, Gnome, Terran
SQ craftswoman, unstoppable, lasting grudge
Favored Class Witch (+4 hp)
Gear djezet skin (3410gp), cloak of resistance +1 (1000gp) masterwork warhammer (362), 1228gp; 45 lbs carried out of light load 58
Piggy (Jobrustr Sootmantle Jr.)
Pig Familiar
Lawful Good Small magical beast
Init +1 Senses low-light vision; scent; Perception +8
DEFENSE
AC 15, touch 12, flat-footed 14 (+1 size, +1 Dex, +3 natural)
hp 16/16
Fort +8, Ref +5, Will +5
Defensive Abilities improved evasion
OFFENSE
Speed 30 ft.
Melee bite +2 (1d4)
Spells Known:
2nd force sword, ironskin, see invisibility, summon monster II,
1st burning hands, comprehend languages, enlarge person, identify jury rig, mage armour, summon monster I, theft ward,
Str 11, Dex 12, Con 15, Int 7, Wis 13 Cha 4
Base Atk +2; CMB +1; CMD 12
Feats Great Fortitude
Skills Appraise +1, Craft (weapon) +2, Knowledge (arcana) +2, Perception +8, Profession (blacksmith) +2, Spellcraft +1, Swim +7
Languages Oink
SQ share spells, empathic link, deliver touch spells
Jules
Dude Elf Investigator Sleuth 1/Bard Archivist 3
NG Medium humanoid (elf)
Init +4 Senses low-light vision Perception +4
DEFENSE
AC 17 touch 13, flat-footed 15 (+3 armor, +1 deflection, +2 Dex, +1 shield)
hp 21/21 (4d8)
Fort +2, Ref +8, Will +6
Defensive Abilities +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind, +2 to remove negative levels, +2 against enchantment effects
Immune sleep
OFFENSE
Speed 30 ft.
Melee rapier +4 (1d6+1, 18-20/×2)
Special Attacks bardic performance 10/10 rounds, luck pool 3/3, Inspiration 4/4, loremaster 1/day
Deeds
Daring, Opportunistic Evasion, Sleuth’s Initiative
Performances:
Naturalist: +1 insight on AC and saving throws, Countersong, Distraction, Fascinate
DC13 Will ,Inspire Competence: +2 competence bonus on a skill check.
Spells Prepared: (CL 4th, Concentration +5)
1st (4 slots) alarm, comprehend language, expeditious retreat, memorize page
Cantrips (6 known) dancing lights, detect magic, ghost sound, know direction, read magic, prestidigitation
Str 12 Dex 14 Con 10, Int 16 Wis 10 Cha 14
Base Atk +2; CMB +3; CMD 15
Feats Breadth of Experience, Weapon Finesse
Traits Magical Knack, Scholar of the Great Beyond
Condensed Skills Disable Device +9, Knowledge Arcana 23+1d6, Knowledge Dung. 23+1d6, Knowledge Engin. 20+1d6, Knowledge Geo. 20+1d6, Knowledge History 26 +1d6, Knowledge Local 26+1d6, Knowledge Nature 22+1d6 Knowledge Nobility 20+1d6, Knowledge Planes 25+1d6, Knowledge Religion 22+1d6, Linguistics +7+1d6, Perception +4, Perform String/Singing/Oratory +6, Spellcraft +12+1d6
Skills 39/39 skill ranks; Disable Device (1 rank, class skill, 2 Dexterity, 1 Trapfinding) Knowledge Arcana (4 ranks, class skill, 3 Intelligence, 2 BoE, 1d6 Inspiration, 1 Bardic Knowledge) Knowledge Dung. (4 ranks, class skill, 3 Intelligence, 2 BoE, 1d6 Inspiration, 1 Bardic Knowledge), Knowledge Engin. (1 ranks, class skill, 3 Intelligence, 2 BoE, 1d6 Inspiration, 1 Bardic Knowledge), Knowledge Geo. (1 ranks, class skill, 3 Intelligence, 2 BoE, 1d6 Inspiration, 1 Bardic Knowledge), Knowledge History (4 ranks, class skill, 3 Intelligence, 2 BoE, 1d6 Inspiration, 1 Bardic Knowledge, 2 racial, 1 trait), Knowledge Local (4 ranks, class skill, 3 Intelligence, 2 BoE, 1d6 Inspiration, 1 Bardic Knowledge, 2 racial), Knowledge Nature (3 ranks, class skill, 3 Intelligence, 2 BoE, 1d6 Inspiration, 1 Bardic Knowledge), Knowledge Nobility (1 ranks, class skill, 3 Intelligence, 2 BoE, 1d6 Inspiration, 1 Bardic Knowledge), Knowledge Planes (4 ranks, class skill, 3 Intelligence, 2 BoE, 1d6 Inspiration, 1 Bardic Knowledge, 1 trait), Knowledge Religion (3 ranks, class skill, 3 Intelligence, 2 BoE, 1d6 Inspiration, 1 Bardic Knowledge), Linguistics (1 rank, class skill, 3 Intelligence, 1d6 Inspiration), Perception +4 (1 rank, class skill), Perform Singing (1 rank, class skill, 2 Charisma) Perform String (1 rank, class skill, 2 Charisma) Perform Oratory +6 (1 rank, class skill, 2 Charisma) Spellcraft (4 ranks, class skill, 3 Intelligence, 2 racial, 1d6 Inspiration)
Languages Common, Elven, Draconic, Celestial, Sylvan, Thassilonian
SQ loremaster, magic lore, trapfinding +1, loremaster, shadowhunter
Favored Class bard (+ hp, +3 skill rank)
Gear cloak of resistance +1, masterwork buckler, masterwork lute, masterwork studded leather, rapier, ring or protection +1, minor sports bag of holding, 175 gold; 39 lbs carried out of light load 43
Minor Bag of Holding arcane family workbook, pathfinder chronicles (Arcana, Dung., Engin., Geo., History, Local, Nature, Nobility, Planes, Religion), book of war prayers of Iomedae, footprint book, holy texts (Abadar: [Book of Numbers + The Manual of City-Building], Asmodeus [The Asmodean Disciplines], Calistria [The Book of Joy], Cayden Cailean [The Placard of Wisdom], Desna [The Eight Scrolls], Erastil [Parables of Erastil], Gorum [Complete Collect of the Gorumskagat], Gozreh [Hymn of the Wind and Waves], Iomedae [11 Miraculous Acts of Iomedae], Irori [Unbinding the Fetters] Lamashtu [A yaenit skull tied to the Skull of Mashaag], Nethys [The Book of Magic], Norgorber [15 of Norgorber’s hidden texts, the last two of which still alude Jules], Pharasma [The Bones Land in a Spiral], Sarenrae [The Birth of Light and Truth, signed by Gavicus Hul, who became a graveknight], Torag [Hammer and Tongs: The Forging of Metal and Other Good Works], Urgathoa [Serving Your Hunger], Zon-Kuthon [The Umbral Leaves];Max Weight 50lb; Max Volume 6 Cubic Feet; Current Weight: 50lb
Junjen
Lady Reincarnated Assimar (originally Kobold) Dawnflower Dervish Bard 4, Worships Sarenrae
Neutral Good Medium Outsider (native) + humanoid (human) (reincarnated kobold)
Init +4 Senses darkvision 60ft.; Perception +6
DEFENSE
AC 17 touch 13, flat-footed 14 (+3 armor, +4 Dex)
hp 37/37 (4d8+16)
Fort +4, Ref +9, Will +4
Resistance acid 5; cold 5; electricity 5
OFFENSE
Speed [30] ft.
Melee nonlethal scimitar +9 (1d6+6, 18-20/x2)
Ranged light crossbow +8 (1d8, 80ft, 19-20/x2)
Special Attacks battle dance 15 rounds/day (DC 15)
Performances: countersong, distraction, fascinate, inspire competence
Battle Dance: inspire courage +2
Spells Available:
2nd (2/day) entrall, allegro!
1st (6/day) charm person, animate rope, vanish, comprehend languages
Cantrips read magic, detect magic, summon instrument, open/close, prestidigitation, ghost sound
Spell-like Abilities:
1/day: glitterdust (DC 14)
Str 7, Dex 18, Con 14, Int 10, Wis 9 Cha 16
Base Atk +3; CMB +1; CMD 15
Feats Dervish Dancer, Weapon Focus: Scimitar, Toughness
Traits Blade of Mercy, Savant (String)
Skills 24/24 skill ranks; Acrobatics +8 (1 rank, class skill, 4 Dexterity), Disguise +10 (4 ranks, class skill, 3 Charisma), Knowledge Arcana +4 (1 rank, class skill), Knowledge Religion +7 (4 ranks, class skill), Linguistics +5 (2 ranks, class skill), Perception +6 (4 rank, class skill, -1 Wisdom) Perform: Dance +7 (1 rank, class skill, 3 Charisma), Perform String/Bluff/Diplomacy +16 (4 ranks, class skill, 3 Charisma, 2 trait, 2 racial, 2 competence), Spellcraft +6 (3 ranks, class skill)
Languages Celestial, Draconic, Orision
SQ versatile performance, scion of humanity, skilled (Diplomacy, Perform: String), versatile performance (String [Bluff, Diplomacy])
Favored Class bard (+4 hp)
Gear bolts (20), masterwork light crossbow, masterwork studded leather armor, masterwork violin, muleback cords of resistance +1, Orisiani to Common dictionary, scimitar +1, 570 gp; 33 lbs carried out of light load 76
Longshanks, the Grossly Well-Armed
Lady Shobhad URogue Swashbuckler 4
CN Large humanoid (shobhad)
Init +5 Senses Perception +8 [+9 against being surprised by a foe]
DEFENSE
AC 21 touch 16, flat-footed 15 (+4 armor, +1 deflection, +3 Dex, +3 dodge, -1 size)
hp 33/33 (4d8+12)
Fort +4, Ref +7, Will +3
Defensive Abilities ferocity, evasion, uncanny dodge, +1 on saving throws against fear, +1 Reflex and AC against traps
OFFENSE
Speed 30 ft.
Melee mw Machete +5/+5/+5/+5 (2d6+3/2d6+1, 19-20/x2)
Ranged light crossbow +5 (3d8, 19-20/x2)
Special Attacks sneak attack 2d6, debilitating injury
Spells Prepared:
Str 10, Dex 16, Con 14, Int 14, Wis 12, Cha 7
Base Atk +3; CMB +4; CMD 20
Feats Multi-weapon Fighting, Weapon Focus: Machete, Skill Focus: Stealth, Step Up
Traits Reactionary, Reluctant Apprentice
Skills 40/40 skill ranks; Acrobatics +10 (4 ranks, class skill, 3 Dexterity), Disable Device +10 (4 ranks, class skill, 3 Dexterity), Intimidate +5 (4 ranks, class skill, -2 Charisma), Knowledge Arcana +10 (4 ranks, class skill, 2 Intelligence, 1 trait), Knowledge Dung. +6 (1 rank, class skill, 2 Intelligence), Knowledge Local (4 ranks, class skill, 2 Intelligence), Linguistics +7 (2 ranks, class skill, 2 Intelligence), Perception +8 (4 ranks, class skill, 1 Wisdom), Sense Motive +5 (1 rank, class skill, 1 Wisdom), Spellcraft +6 (4 ranks, 2 Intelligence), Stealth +9 (4 ranks, class skill, 3 Dexterity, -4 size, 3 skill focus) ACP -1
Languages Common, Shobhad, Polyglot, Infernal, Celestial, Giant, Dwarven
SQ jumper, desert stride, multi-armed
Favored Class URogue (+4 HP)
Gear cloak of resistance +1, beltpouch, light crossbow (20 bolts), mw. backpack, mw. chainshirt, mw. machete (4), ring of protection +1, 229gp; 74 lbs carried out of light load 76]
Thanis Guflaw
Female Cad Fighter 4
Lawful Neutral Medium humanoid (human)
Init +2 Senses Perception +0
DEFENSE
AC 17 touch 12, flat-footed 15 ([+5 armor] [+2 Dex])
hp 34/34 ([4d10+8])
Fort +7, Ref +4, Will +3
OFFENSE
Speed [30] ft.
Melee shovel +12 (1d6+7, 20/×2)
Ranged trovel +6 (1d4+4, 19-20/×2, 20ft)
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 7
Base Atk +4; CMB +9 (12 on dirty trick,16 on dirty trick while flanking; +1 dirty trick with masterwork shovel); CMD 20 (21 against steal, 27 against dirty trick, 23 against disarm)
Feats Dirty Fighting, Power Attack, Toughness, Equipment Trick (Shovel), Weapon Focus (Shovel), Catch-Off Guard, Improved Dirty Trick, Weapon Specialization (Shovel)
Traits Surprise Weapon, Bred for War
Skills [12/12] Disable Device +3 (1 rank), Knowledge Engineering +6 (3 ranks), Profession: gardener +7 (4 ranks), Stealth +9 (4 ranks)
Languages Common
SQ skilled
Favored Class fighter (human bonus (+4 against dirty trick, disarm)
Gear [adamantine shovel, alchemist fire, antiplague (2), bullseye lantern, cloak of resistance +1, crowbar, holy symbol (Pharasma), holy water (2), hammer, chain shirt +1, nail (10), oil flasks (2), oil of magic weapon (5), rope, trovel (4, actually dagger), wand of cure light wounds (50 charges), ;55 lbs carried out of light load ]
Remzes
Female Human Mantis Zealot Warpriest 4 of Achaekek
LN Medium humanoid (human)
Init +2 Senses Perception +8
DEFENSE
AC 18 touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural armour)
hp 33/33 (4d8 +12)
Fort +7, Ref +3, Will +7
OFFENSE
Speed 30 (20) ft.
Melee 2 sawtooth sabres +6 (1d8 + 3, 19-20/x2)
Ranged
Special Attacks channel divinity (negative, 1d6, DC 13 Will), Fervor 4/4, sneak attack 2d6, blessing 5/5 (War, Trickery)
Spells Prepared: (CL 4th, Concentration +5)
2nd (2/day) bull’s strength, sacred weapon
1st (4/day) bless, bless, shield of faith, comprehend languages
0rision (3/day) read magic, detect magic, light
Str 16, Dex 15, Con 14, Int 8, Wis 15, Cha 7
Base Atk +3; CMB +6; CMD 18
Feats Two Weapon Fighting, Weapon Focus: Sawtooth Sabre, Toughness, Accomplished Sneak Attacker
Traits Seeker, Slippery
Skills 4/4 skill ranks; Perception +8 (1 ranks, class skill, 2 Wisdom, 1 Trait), Sense Motive +7 (2 ranks, class skill, 2 Wisdom) Stealth +7 (1 ranks, class skill, 2 Dexterity, 1 trait), Spellcraft +3 (1 rank, class skill, -1 Intelligence)
Languages Common
SQ aura (evil)
Favored Class warpriest (+4 favoured class bonus)
Gear mw. sawtooth sabre x2, chain shirt +1, cloak of resistance +1, amulet of natural armour +1, wand of cure light wounds, scroll of remove sickness, scroll of comprehend languages, alchemist fire x2, rations x5, bedroll, backpack, dagger, cold iron dagger 92gp; 55 lbs carried out of light load 76
Rigly Fletch
Non-binary Human Fighter 4 Eldritch Guardian/Trench Fighter
CG Medium humanoid (human)
Init +4 Senses Perception +10
DEFENSE
AC 18 touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 38/38 (4d10+ 12)
Fort +6, Ref +5, Will +2(+3 against mind-affecting + fear effects)
Defensive Abilities
OFFENSE
Speed 30 ft.
Melee caestus +2 1d4-2, 19-20/x2
Ranged pistol +11 1d8+6, 20/x4, 20ft., M1-2
Str 7, Dex 18, Con 14, Int 8, Wis 12 Cha 14
Base Atk +4; CMB +2; CMD 16
Feats Exotic Weapon Proficiency: Firearms, Point-Blank Shot, Rapid Reload: Firearms, Precise Shot
Traits Never Stop Shooting, Intimidate skill trait
Skills 16/16 skill ranks; Acrobatics +7 (+4 Dex, +3 Familiar) Craft: Alchemy +6 (4 ranks, class skill, -1 Intelligence), Intimidate +10 [+14 with gun in hand] (4 ranks, class skill, 2 Charisma, +1 trait), Knowledge: Dungeoneering +3 (1 rank, class skill, -1 Intelligence), Linguistics +0 (1 rank, -1 Intelligence) Perception +10 (4 ranks, class skill, 1 Wisdom, +2 Alertness)
Languages Common, Celestial
Favored Class fighter (+4 hp Skilled +4 skill rank)
Gear +1 pistol, 40 alchemical bullets, ioun torch bandolier x2, muleback cords, mw. studded leather, poncho, mw. buckler, caestus ; lbs carried out of light load 66
The Fidge (Rigly Fletch)
Monkey
CG Tiny animal
Init +2 Senses Perception +10
DEFENSE
AC 18 touch 14, flat-footed 15 (+1 armor, +2 Dex, +2 natural armour, +2 size, +1 shield)
hp 19/19 (4d8 for effect purposes)
Fort +4, Ref +6, Will +2
Defensive Abilities
OFFENSE
Speed 30 ft. , 30 ft. climb
Melee bite +9 (1d3-4)
Ranged pistol +10 (1d4+1, 20/x4, 20ft., M1-2)
Space 2 ½ Reach 0ft.
Str 3, Dex 15, Con 10, Int 7, Wis 12 Cha 5
Base Atk +4; CMB +4; CMD 10
Feats Weapon Finesse, Alertness, all of Rigly’s combat feats
Skills Acrobatics +10 (2 Dexterity, 8 racial), otherwise, use master’s ranks
Languages Common, but can’t speak it
SQ improved evasion, empathic link
Gear mw pistol, 40 alchemical bullets, bandolier x2, mw. studded leather armour, mw buckler ;2 lbs carried out of light load 5
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Wheeler
Female Gnome Wimzy Wazza 4 Sword Binder
Chaotic Good Small humanoid (gnome)
Init +1 Senses darkvision 60ft Perception -1
DEFENSE
AC 18 touch 13, flat-footed 17 (+4 mage armor, +1 Dex, +1 size, +1 deflection, +1 natural)
hp 24/24 (4d6+8)
Fort +4, Ref +3, Will +4
Defensive Abilities wizzle frazzle disparity
OFFENSE
Speed 20 ft.
Melee Bastard Sword +7 (1d8+2, 18-20/×2)
Ranged hand of the acolyte Bastard Sword +8 (1d8+2, 18-20/×2)
Special Attacks hand of the acolyte 7/day
Spellbook:
2nd: invisibility, mirror image, make whole, pyrotechnics
1st: enlarge person, mage armor, feather fall, silent image, disguise self, protection from evil, shocking grasp, charm person
Spells Available: (CL 4th, Concentration +7)
2nd (3 slots) pyrotechnics (DC 16), pyrotechnics, mirror image
1st (5 slots) protection from evil, mage armor, enlarge person, charm person, charm person
Cantrips (4 slots) read magic, detect magic, mending, spark
Spell-like Abilities:
1/day each: mage hand, open/close, prestidigitation, unseen servant
Str 14, Dex 12, Con 14, Int 16, Wis 8 Cha 9
Base Atk +2; CMB +3; CMD 15
Feats Scribe Scroll, Combat Casting, Weapon Focus: Bastard Sword
Traits Artisan, Magical Knack
Skills 24/24 skills; Craft (clockwork) +16 (4 ranks, class skill, 3 Intelligence, +2 racial, 2 trait, 2 competence), Disable Device +11 (4 ranks, class skill, 1 Dexterity, 1 racial, 2 competence), Knowledge Arcana +10 (4 ranks, class skill, 3 Intelligence), Knowledge Engineering +11 (4 ranks, class skill, 3 Intelligence, 1 racial), Spellcraft +10 (4 ranks, class skill, 3 Intelligence), Stealth +12 (4 ranks, class skill, +1 Dexterity, +4 size)
Condensed Skill list: Craft (clockwork) +16, Disable Device +11, Knowledge Arcana +10, Knowledge Engineering +11, Spellcraft +10, Stealth +12
Languages Common, Gnome, Sylvan, Draconic, Dwarven, Elven
SQ fey thoughts (Disable Device, Stealth), master tinker, darkvision, obsessive (craft clockwork), utilitarian magic
Favored Class wiziloz (+4 skill rank)
Gear amulet of natural armor +1, arcane bonded bastard sword, artisans tools (clockwork, masterwork), backpack, bedroll, belt pouch,cloak of resistance +1, flint and steel, ink, iron pot, soap, spell component pouch, spellbook, thief's tools (masterwork), torch (10), trail rations (5), waterskin, ring of protection +1, 829; 13 lbs carried out of light load
First Level PCs
Amica Ushanstein
Female Human Mindchemist Alchemist 1
N Medium humanoid (human)
Init +3 Senses Perception +4
DEFENSE
AC 15 touch 13, flat-footed 12 (+2 armor, +3 Dex)
Cognatogen AC 19 touch 13 flat-footed 16 (+2 armor, +3 Dex, +4 natural armor)
hp 10/10 (1d8+2)
Fort +3, Ref +5, Will +0
OFFENSE
Speed 30 ft.
Melee caestus +1 1d4+1
Ranged bombs +5 (1d6+4), (1d6+6 under cogn.)
Special Attacks bombs (4/day)
Formula Book:
1st level- ant haul, comprehend languages,detect secret doors,`endure elements, reduce person
Extracts Prepared:
1st level 2/day- comprehend languages, one open extract
Str 12/10, Dex 17, Con 13, Int 16/20, Wis 10 Cha 8
Base Atk +0; CMB +1; CMD 14 (13 under cognatogen)
Feats Point-blank Shot, Brew Potion, Throw Anything
Skills 7/7 skill ranks; Craft: Alchemy +8 (1 rank, 1 competence, class skill, 3 Intelligence), Disable Device +7 (1 rank, class skill, 3 Dexterity), Knowledge (arcana) +7 (1 rank, class skill, 3 Intelligence), Knowledge (nature) +7 (1 rank, class skill, 3 Intelligence), Perception +4 (1 rank, class skill), Spellcraft +7 (1 rank, class skill, 3 Intelligence), Survival +4 (1 rank, class skill)
Languages Common, 3 additional languages
SQ cognatogen, alchemy, bombs,
Favored Class alchemist (+1 hp)
Gear alchemist lab, backpack, bandolier (2), bedroll, belt pouch, caestus, cold-weather clothing, crossbow bolts (20), flint and steel, ink, inkpen, iron vial (2), leather armour, light crossbow, mess kit, neck guard, scarf, snowshoes, soap, trail rations (5 days), travelling formula book, waterskin, 3 gold pieces [43 lbs carried out of light load 43 [33 cogn.]]
NPC Section!
AKA
These aren’t really that strong but you could play them.
These characters are a bit on the weak/bland side for PCs. They aren’t particularly strong in any way and are kind of generic. However, they have a provided backstory for use as drop in characters when you need them.
Feel free to use them as you see fit, and even re-adapt them in some way. They have traits, but they are also not WBL for NPCs,and do not use the elite array (a 15 point buy anyway and there is nothing that prohibits point buy for NPC’s). You probably need to either adapt them yourself or just play them as is.
Twentieth Level NPCs
Mulnor the Mundane
Hardworkin’ son-o’-the-earth dwarf Commoner Unchained 20
N Medium humanoid (dwarf)
Init +3 Senses darkvision 60ft. Perception +19 [+21 against enemies, +2 against stone traps, +2 against any creature within 30 feet of a chicken]
DEFENSE
AC 13 touch 13, flat-footed 10 (+3 Dex)
hp 162/162 (20d6+80)
Fort +12, Ref +8, Will +12
Defensive Abilities cannot be fatigued SR 25
OFFENSE
Speed 20 ft.
Melee The Farmer’s Axe +17/+12 (1d8+16, 20/x3)
Special Attacks spellsmasher (+1 against creatures with spells and spell-like abilities)
Commoner Labours
2nd Skill Focus
6th Stern Master
11th Tireless Worker
16th Worker’s Understanding
Str 21, Dex 16, Con 18, Int 16, Wis 18 Cha 14
Base Atk +5; CMB ; CMD 28 [30 against bullrush and overrun]
Feats Endurance, Skill Focus: Prof. Farmer, Breadth of Experience, Master Craftsman (Profession: Farmer), Craft Magic Arms and Armour, Craft Wondrous Items, Iron Will, Familiar Bond, Improved Familiar Bond, Improved Familiar (Earth Wysp)
Traits Reckless, Simple Profession
Skills 120/120 skill ranks; Acrobatics +28 (20 ranks, class skill, 3 Dexterity, 2 trait), Craft Tools +30 (20 ranks, class skill, 3 Intelligence, 2 racial, 2 circumstance), Handle Animal +25 [+33 with chickens, 36 to push a chicken] (20 ranks, class skill, 2 Charisma), Perception +19 [+21 against enemies, +2 against stone traps, +2 against any creature within 30 feet of a chicken] (20 ranks, class skill, 4 Wisdom), Profession Farmer always 68 [70 while answering questions about farmlife] (20 ranks, class skill, 4 Wisdom, 8 Favoured Crop (Wheat), 2 Breadth of Experience, 6 Skill Focus, 2 Master Craftsman, 2 competence, 1 trait, can take 20 on checks], Ride +16 (10 ranks, class skill, 3 Dexterity), Stealth +23 [+31 within wheat fields] (20 ranks, 3 Dexterity) Racial Modifiers +2 to Craft and Profession checks
Languages Dwarven, Common
SQ commoner’s bond (axe +3), favoured crop (wheat +8, +2 corn, barley and grapes), favoured animal (chicken +8), scry on familiar 1/day
Favored Class commoner (+20 skill rank)
Gear [The Farmer’s Axe +5, Belt of Mundanity (perfection) +6, Headband of Commonality (Superiority) +6; lbs carried out of light load goodness knows]
A Shiny Rock that Talks that I Found in the Wheat Fields
Earth Wysp
N Tiny outsider (earth, elemental)
Init +1 Senses darkvision 60ft., tremorsense 30ft. Perception 16
Aura resonance (30ft.)
DEFENSE
AC 24 touch 13, flat-footed 21 (+1 Dex, natural armour +11, +2 size)
hp 81/81 (20d6 for effects)
Fort +10, Ref +13, Will +13
Defensive Abilities improved evasion
DR 1/-; Immune elemental traits,; SR 25
OFFENSE
Speed 20 ft., 20ft. burrow
Melee 2 tendrils +5 (1d3+5)
Str 14, Dex 13, Con 14, Int 15, Wis 13 Cha 13
Base Atk +5; CMB 7; CMD 18 [can’t be tripped]
Feats Power Attack, Toughness
Skills All of Mulnor’s
Languages Terran, Speak with Master
SQ living battery, resonance, servitor, alertness, empathic link
Backstory: Mulnor the Mundane
Mulnor is more than a simple farmer. He is the simplest of farmers the land has ever known. So mundane is Mulnor, that the gods have blessed his tireless and thankless exploits with incredible mundane power of which no other mortal could possibly achieve (except adventurers, of course). Commonality courses through Mulnor's veins. He lives and breathes the dust, the soil, the chicken feed, and they breath in rhythm to his heart. The chickens of the land bow their heads before the Master of None. His passing is a sign of great harvest. The land is his canvas to work his art upon. And it is a good, fertile land. And it is a good season for crops. That, Mulnor can feel in his heart and upon his brow. And with every tree he fells with a single blow of his mighty, mundane axe, clearing the country of forest at speeds that would take hundreds of men to do over the course of years. Tis a good season for crops he screams as he tills the soil of the land with his footfalls. Tis a good season for crops indeed.
Fourth Level NPCs
Abbagan/The Demonhead
Lady Human (Bekyar) Vigilante Avenger 4
NG/CN Medium humanoid (human)
Init +3 Senses Perception +4
DEFENSE
AC 19 touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 natural armour, +1 deflection)
hp 37/37 (4d8+12)
Fort +3, Ref +7, Will +4
OFFENSE
Speed 30 ft.
Melee kukri +7/+7 (1d4+5, 18-20/x2), dagger +7 (1d4+3)
Ranged dagger +7 (1d4+3)
Str 12, Dex 16, Con 14, Int 10, Wis 10 Cha 14
Base Atk +4; CMB +5; CMD 19
Feats Two-Weapon Fighting, Toughness, Vigilante Talent: Lethal Grace Weapon Finesse, Weapon Focus: Kukri, Vigilante Talent: Combat Skill Weapon Specialization Kukri
Traits Child of the Temple (Nobility), Mentored (Perform: Opera)
Skills 28/28 skill ranks; Bluff +11 (4 ranks, class skill, 2 Charisma, 2 racial), Climb +5 (1 rank, class skill, 1 strength), Diplomacy +15 (4 ranks, class skill, 2 Charisma, 2 racial, 4 circumstance), Disguise +9 [29] (4 ranks, class skill, 2 Charisma), Knowledge: Local +4 (1 ranks, class skill), Knowledge: Nobility +8 (4 rank, class skill, 1 trait), Perception +4 (1 rank, class skill), Perform: Opera +8 (4 ranks, class skill, 1 trait), Sense Motive +7 (4 ranks, class skill), Stealth +7 (1 rank, class skill, 3 Dexterity)
Languages Common, Polyglot
SQ dual identity, seamless guise, Silver-Tongued, social talent: social grace (Diplomacy), social talent: gossip collector
Favored Class Vigilante (+4 skill rank)
Gear mw kukri x2, studded leather +1, ring of protection +1, amulet of natural armour +1, nobles clothes (100gp), jewelry (50gp), dagger x4 55gp ;32 lbs carried out of light load 43
Second Level NPCs
Mr Jangles, the Fixer
Half-elf unchained monk 2
LN Medium Humanoid (half-elf)
Init +4 Senses low-light vision, darkvision 60ft; Perception +10
DEFENSE:
AC: 15, 15 touch, 13 flat-footed (+2 Dex, +2 Wis, +1 dodge)
HP 15 (2d8+2)
Fort: +5 Ref: +5 Will: +4
Defensive abilities: evasion
OFFENSE:
Speed 30ft
Melee Unarmed Strike +5 (1d6+3) or Mw temple sword +6 (1d8+3 19/20) or flurry of blows (5/5 or 6/6)
Ranged shuriken +4 (1d2+3), 10ft.
Special attacks flurry of blows, Stunning Fist (2/day, DC 13 Fortitude)
Str 16 Dex 14 Con 12 Int 12 Wis 14 Cha 7
Base Atk +2 CMB+5 CMD 19
Feats Stunning Fist, Improved Unarmed Strike, Dodge, Catch-Off Guard,
Traits Seeker, Reactionary
Skills: 12/12 skill ranks; Acrobatics +8 (2 rank, class), Knowledge: Religion +5 (1 rank, class), Linguistics +2 (1 rank) Perception +10 (2 ranks, class, +2 Keen Senses, +1 Seeker trait), Stealth +11 (2 ranks, class, +4 Jungle Affinity), Sense Motive +7 (2 ranks), Swim +8 (2 rank, class)
Languages: Common, Elven, +1 language
SQ Blended View, Dual-minded, Keen Senses, Elven Immunities, Elf Blood
Gear Mw temple sword, Mw cold-iron temple sword, shuriken (10), monk clothes, rations (5 days), potion of cure light wounds (5), potion of mage armour (2)
Mr Jangles Backstory
Tervious ‘Jangles’ Kurt is a man of little words and quite a straightforward approach to his line of work. The nobility regard him as one who, while lacking many courtly graces in his utterly dour attitude and refusal to participate meaningfully in public events that he has been hired to be present at.
Mr Jangles is what is known in the business as a ‘Fixer’. The origins of the Fixers are varied and usually quite elaborate and fantastical, but few can deny the capabilities of many of the Fixers. Capable of fighting with a variety of martial arts and whatever is available to them at the time, the Fixers are individuals who have turned themselves and everything around them into a potential weapon.
Thus, the Fixers are usually hired as personal guards for the gentry, bouncers for galas and public celebrations, and occasionally used to disperse riots among the commonality. Some Fixers, however, are used merely as thugs to put down rival nobles and their businesses through scare tactics and violence.
Mr. Jangles is one of those Fixers. More or less a ruffian in his profession, among his peerage he is hardly exceptional. But those he is sent to ‘fix’ rarely can match the brute force that Mr Jangles utilizes. And often, a thug is all the nobility need. And seemingly, the Fixers have little to no regards for what their members might be hired for, only that they are paid when it is time.
My PC’s?!?
AKA
So like, if you want them, you can use them for something.
These are characters I have actually played, and I am presently playing. These have a lot of backstory and history, and frankly, who knows if and when they might die! But you are quite welcome to adapt them in ways you see fit.
(Hint: As of writing this, I have never had a PC death. Hence, the backlog)
These are definitely not meant to be played. They are not WBL, some are even rolled stats and I cannot frankly care to change them, because they are probably better as NPC’s than anything.
Dela the Seer
Non-Binary Elf Wizard 8 Diviner (Foresight)/Fighter 1/Eldritch Knight 2
Neutral Good Medium humanoid (elf)
Init [+13] Senses [Senses] Perception [+2]
DEFENSE
AC 25 touch 15, flat-footed 22 (+4 armor, +2 deflection, +3 Dex, +2 natural, shield +4)
hp []/[] ([8d6+3d10+30])
Fort +10, Ref +9, Will +12
Defensive Abilities +2 racial saving throw bonus against enchantment spells and effects, can act on a surprise round
Immune sleep
OFFENSE
Speed 30 ft.
Melee elven curve blade +14/+9 (1d10+11, 18-20/×2)
THOUSAND SWORD ANIME TELEKINESIS THROW TECHNIQUE sawtooth sabre +13 ×8 (6d6, 18-20/×2, 110 ft.)
Special Attacks Prescience 10/day, foretell 8/rounds
Spells Prepared: (CL 11th, concentration +17)
5th level (2+1 slots)
4th level (3+1 slots)
3rd level (4+1 slots)
2nd level (6+1 slots)
1st level (+1 slots)
Cantrips
Str 7, Dex 16, Con 14, Int 22, Wis 14 Cha 12
Base Atk +7; CMB +5; CMD 20[22 against disarm or sunder, 24 against elven curve blade]
Arcane Discovery Opposition Research
Feats Weapon Finesse, Spell Focus: Divination, Extended Metamagic Superior Scrying, Elven Battle Training, Elven Battle Style, Elven Battle Focus, Weapon Focus: Elven Curve Blade
Traits Magical Knack, Warrior of Old
Skills [66/66] Fly +17 (11 ranks (Headband), class skill, 3 Dexterity), Knowledge Arcana +20 (11 ranks, class skill, 6 Intelligence), Knowledge Dunge. +20 (11 ranks, class skill, 6 Intelligence), Knowledge History +13 (4 ranks, class skill, 6 Intelligence), Knowledge Local +13 (4 ranks, class skill, 6 Intelligence), Knowledge Nature +20 (11 ranks, class skill, 6 Intelligence), Knowledge Planes +20 (11 ranks, class skill, 6 Intelligence), Knowledge Religion +20 (11 ranks, class skill, 6 Intelligence), Linguistics +12 (3 ranks, class skill, 6 Intelligence) Spellcraft +22 (11 ranks, class skill, 6 Intelligence, 2 racial)
Languages Common, Elven, Draconic, Celestial, Sylvan
SQ elven magic, weapon familiarity, darkvision, keen senses, forewarned
Favored Class wizard (+8 hp)
Gear [adamantine arcane bonded dueling training (improved initiative) spell-storing +2 elven curve blade, amulet of natural armour +2, belt of physical might (Dexterity, Constitution) +2, cloak of resistance +2 and muleback, cracked pale green prism ioun stone, handy haversack, headband of superior intelligence +4 (fly, knowledge dungeoneering), ring of protection +2, spellbook, spell component pouch (scry foci), 41 gp lbs carried out of light load ]
Horse and Cart 8 colossal sawtooth sabres; Max Weight: 300; Carried Weight: 256
Spellbook
5th level (bought) telepathic bond, wall of force, break enchantment, teleport, telekinesis
4th level akashic communion, arcane eye, scry, greater invisibility, greater false life (bought)
3rd level fireball, haste, fly, arcane sight, tongues (bought), heroism (bought) water breathing (bought)
2nd level see invisibility, blur, mirror image, locate object, detect thoughts (bought)
1st level protection from evil, mage armour, shield, unseen servant, comprehend languages, true strike, feather fall, shocking grasp, secluded grimoire
Backstory: Dela the Seer
The universe perceived by mortals is, as many things perceived by them, only the surface of what is truly beyond the scope of their vision. To peer into the great expanse that makes up the multiverse is to bear witness to the stuff that connects all life fundamentally. Thought, the soul, magic, the mind. All a part of a great microcosm of everything. It takes a diviner years to be even able to glimpse a part of this great tapestry of the universe. Only able to listen softly against the film of reality to glean answers.
For the mind of Dela, is has already been breached. Seemingly all that is Dela is predestined, one day, to be touched by itself within another reality. The Dela met in one world, one part of the multiverse, is only a small, tiny particle in the grand network of their self. All are whispering answers across this broad connection, speaking of their failures in their final breaths. Shouting of their triumphs over adversity. All the selves have a singular goal. Where they fail, they learn. Where they succeed, they also learn. They are beings of adaptation, and with the dreaded knowledge that many of their selves will fail, and while their numbers are nigh infinite, they must listen to these failures regardless. To put an end to the catastrophes born of such failures before they even happen, or work to find a solution in another time and place.
Each individual is, as much, an individual as any other. Their contributions coloured by their realities and their experiences. But seemingly all seek to do good in some way. To help those in need. To arrive just in time to change fate however necessary. And Dela will return in a reality many times. Some of them believe it is tied to the cycle of reincarnation they are seemingly bound to endlessly. Some ask what on earth are you talking about, we just return to the primordial ooze and spring out once more, ready to combat evil. It is indistinct and difficult to read. But all that is Dela appear to have some things in common. They are gifted with seeking out the answers of the multiverse. They discover the sight by chance, incident, accident or trauma. And they know each other with great familiarity. For this one, they find themselves on a realm that has been otherwise disjointed from prophecy, and from omen. The connections are frazzled, the voices more distant than ever. They might be one of the last to walk this world before it’s eventual end at the hands of some powerful being.
The beating wings of all are tattered and falling. They feel dreadfully alone.
Nesica Basti
Female halfling Sorcerer 5 Wildblooded Arial (Stormborn)
NG Small humanoid (halfling)
Init +2 Senses Senses Perception +0
DEFENSE
AC 17 touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 size)
hp 30/30 (5d6 + 8) (6+5+6+5+4)
Fort +5, Ref +5, Will +6
Defensive Abilities halfling luck, +2 against fear effects
Resist electricity 5, sonic 5
OFFENSE
Speed 30 ft.
Melee mw quarterstaff +5 (1d4+1)
Special Attacks blood havoc, arial empowerment
Spells Available: (CL: 5th; concentration +13)
2nd (5/day): admonishing ray (CL 6th), gust of windB (DC 17 Fort Negates), summon monster II
1st (7/day): mage armour, vanish, burning hands (DC 16 Reflex Half, CL 6th), windy escape, shocking grasp (CL 6th) B
0 (6/known): drench, jolt, breeze, detect magic, light, prestidigitation
Spell-like Abilities:
3/day: dancing lights
Str 12, Dex 14, Con 14, Int 10, Wis 11 Cha 18
Base Atk +2; CMB +2; CMD 14
Feats Spell Focus: Evocation, Combat Casting, Varisian Tattoo: Evocation (ragario)
Traits Trustworthy, Magical Lineage (Lightning Bolt)
Skills 15/15 skill ranks; Bluff +9 (1 rank, class skill, 4 Charisma, 1 trait), Diplomacy +12 (4 ranks, class skill, 4 Charisma, 1 trait), Knowledge Arcana +4 (1 rank, class skill), Knowledge Nature +4 (1 rank, class skill), Linguistic +3 (3 ranks), Perform: Wind +7 (1 rank, 4 Charisma, 2 masterwork flute), Prof: Guildmaster +4 (1 rank, class skill), Spellcraft +4 (1 rank, class skill), Use Magic Device +9 (2 ranks, class skill, 4 Charisma)
Languages Common, Halfling, Thassilonian, Aquan, Celestial
SQ fleet of foot, fearless, halfling luck, keen senses, weapon familiarity
Favored Class sorcerer (+5 skill rank)
Gear Armoured Kilt, cloak of resistance, mw. Quarterstaff, commoner outfit, mw. Backpack, belt pouch, dagger (PP), Bedroll (PP), chalk, mess kit (PP), mirror, scarf, soap (PP), trail rations x5 (PP), waterskin, grappling hook, doses of black powder (PP), masterwork flute, wand of cure light wounds (PP), smokestick x2, Pathfinder Pouch, 1166gp (PP) [33; lbs carried out of light load 37.5;
Pathfinder Pouch 8lbs of 10lbs maximum
Backstory: Nesica Basti
Nesica was born in the small Sargarvan village of Port Freedom. Her mother a Songo halfling whose parents left the tribes of the Laughing Jungle, and her father a Chelish ex-slave who fled his sacrifice to an archdevil 30 years ago to take up fishing, the young Nesica grew up in a caring household and a fairly simple, uneventful life. However, as she grew older, her sorcerous powers over rain and air began to emerge. Eventually, she decided it was time to leave her village and journey to the city of Eleder to see what the outside world was like, and learn more about her powers.
Nearly a year and a half later, Nesica, at only 19, now runs the famous (or maybe infamous) Eleder Explorer’s Guild. It's membership draws from the local Mwangi population, and the guild has been regularly embroiled in the growing tension between the Chelish-derived government of the colonists, and the disparate rebel group known as the Freeman’s Brotherhood. Nesica had hoped that the guild would serve as a means to better the community, but with stiff resistance to her actions met from both outside groups and internal conflict among those she considers allies and friends, her job has been especially difficult. She has accepted that this can never be resolved bloodlessly while these groups actively use violence to quell dissent. Therefore, she has turned to putting the guild’s resources towards meaningful change.
Nesica herself is a kind and usually joyful individual who cares deeply about those who work under her and trying to make a difference where she can. But her expectations have been sullied somewhat by the actions of those around her, and her continued failure at trying to put an end to the violence that erupts in the streets. At this point, she has mostly grown to accept that this has become unavoidable, and that the only solution is to at most show mercy to those who might hurt others as a way of giving them a second chance, but that some cannot change regardless of her efforts and kindness. The world is cruel, but she does not have to be.
As of right now, her enemies include;
The colonist government.
The Aspis Consortium, their main rivals.
Nyarlathotep and his following.
A radical group of the Freeman’s Brotherhood, who see the guild as a threat to their Mwangi-only policies, given that most of its leadership and membership is either half-Mwangi half-colonist, or drawn from both groups.
Adventurer’s Club, for past gang violence spurred by Nesica’s co-leader and public relations officer, the orc skald Ruch.
Lady Madrona Daugustana, who Ruch personally insulted via the creation of a statue of the lady, but whose head was replaced with a statue of his own as a form of public mockery. This has attracted a number of Aspis assassins.
The Eleder Explorer’s Guild
The guild hall, built out of an abandoned frigate and converted into a semi-permanent fixture along the harbour, is known as the S.S. Skeleton, due to its previous occupants being skeleton sailors. The guild is equipped with a number of valuable tools for explorers, including a library on local geography and history, an armory and an assortment of other miscellaneous services. In addition, the guild is largely protected from Daugustana’s draconian anti-adventurer laws through a series of legal battles that resulted in complete legal protection from future accusations of harbouring adventuring. It's membership is diverse and the guild has an open policy on who it accepts with a few limitations. Mostly, they refuse demon-worshippers, poor sports, members of Chaos cults (Chaotic Good deities are accepted, and Cayden Cailean even has members within the guild) and members of the church of Abadar (Asmodeus-worshippers are accepted with the understanding that the guild policies must be followed while working for the guild, and that the colonial government is directly harmful to their continued employment, and they have cut ties with Cheliax, and therefore acting against the government is relatively safe for them, Asmodean Doctrine-wise). Previously convicted criminals are accepted, save for serial murderers and rapists, who are thrown into the middle of the harbour by Ruch.
Contributed PC’s!
AKA
Gifts of the lonely and unused
Given to the this document in good faith
Please give them a home.
So since I was asked, I am opening up people to submitting your characters that are left all on their lonesome. I mean, you don't have to but since an expression of interest was made, I am happy to oblige. You can provide backstory if you want! Build concept advice. Things like that.
Here is the link to my format doc
I mean, you don't have to convert them into this sheet, but boy does it help me a lot! If you could also provide some credit information, that would be nice. Just send me links via private message here on Reddit, or contact me over on the Paizo site
I am also available on Discord. NecroticAnne#2402 is the tag. Shoot me your characters over that as well.
Fourth Level PCs (Gifted by /u/Sorcatarius)
Yak (and Socks!)
Male Human Bloodrager (4) Steelblood Abyssal Bloodline
CN Medium humanoid (human)
Init +1 Senses Perception +1
DEFENSE
AC 20 touch 11, flat-footed 19 (9 Armor, 1 Dex) (+1 vs Charge attacks)
hp 38/38 (4d10+12)
Fort 8, Ref 3, Will 1 (+2 vs own/allies spells, +1 Reflex vs. Trample)
Defensive Abilities Indomitable Stance, Blood Sanctuary
OFFENSE
Speed 30 (25) ft.
Melee Greataxe +9 (1d12+6)
Ranged
Special Attacks 2 Claws +8 (1d6+4)
Spells Known: (CL 4, Concentration +6)
1st (2 per day) Long Arm, Blade Lash
Str 18, Dex 12, Con 16, Int 8, Wis 8 Cha 14
Base Atk +4; CMB +9 (+11 Overrun); CMD 19
Feats Power Attack, Improved Overrun, Charge Through, Eschew Materials
Traits Bred for War, Voice of Monsters
Skills (20/20) Knowledge Arcana +6 (4 Ranks, -1 Intelligence, 3 Class Skill), Handle Animal 9 (4 Ranks, 2 Charisma, 3 Class Skill), Intimidate +9 (4 Ranks, 2 Charisma, 3 Class Skill), Perception +6 (4 Ranks, -1 Wisdom, 3 Class Skill), Craft (Painting) +6 (4 Ranks, -1 Intelligence, 3 Class Skill)
Languages Common
SQ Bloodrage, Bloodcasting, Armored Swiftness, Demonic Bulk
Favored Class Bloodrager (+4 skill rank)
Gear Masterwork Fullplate, Masterwork Greataxe, 1 Flying Squirrel (SOCKS!), 2 in. leather ball, Cloak of Resistance +1, masterwork backpack, flint and steel, iron pot, soap, ioun torch, waterskin, 2 Potions of Cure Moderate Wounds, Traveller’s Any-tool, Masterwork Tools (painting),9 Canvas (1sq foot), Familiar Satchel, Scroll Box, Tribal War Paint (Silver), Scabbard of Honing. 52 PP, 15 GP, 56 SP, 28 CP (Total weight, 113lbs out of 116 light load)
Provided Backstory
Keilk (as he was originally know) is a giant of a man standing head and shoulders above all. Wearing fullplate armor (strangely, with fingerless gauntlets) and carrying a large axe, he’s rarely seen before his hearty laugh is heard, typically at some joke that he claimed Socks, his friendly flying Squirrel, had supposedly told him. Simple and friendly by nature most days, but his anger with fierce to behold.
Born to a simple life amongst the nomadic tribes, he thought himself destined for nothing more than a simple life of war and herding the tribes animals. All this changed when a stubborn yak refused to leave the chieftains tent. Most animals (like his good friend Socks!) responded to Keilk well, this one was different. Anger began to well up in Keilk, he began yelling at the yak, which resulted in the Yak simply looking at him as it did it’s business on the chiefs sleeping mat. Keilks anger boiling over, he grabbed the yak, picked him up and carried him out of into the field. He dropped the animal to a crowd of astonished onlookers, and thus, he was forever known as Keilk “He-who-carried-the-yak”, or simply Yak to his friends, few people noticed the bloody remains of the work gloves he was wearing at the time.
Shortly after this incident, he was called before the tribe shaman. Bad spirits surrounded Keilk, spirits of hatred, spirits of anger. The tribes were warlike, these feelings were not new to them, but Yak was different, his spirits were darker. Not knowing what to do, Yak was exiled from his tribe for the safety of all. The next morning after gathering his things and saying his last goodbyes to friends and family, Yak left for a life of adventure, just him, the road, and Socks.
DOESN’T ACTUALLY
WORK BIN!
AKA
I fucked up.
These characters were probably posted but then I learnt later that they definitely don’t work. Rather than outright remove them, you can see for yourself WHY they don’t work and learn from my mistakes.
R
Male Human Paladin of Vengeance 2/Lore Dual-Cursed Oracle 1/Scaled Fist Unchained Monk 1 Vow of Silence and Truth (Curse: Deaf/Clouded-Vision) (Mute, Deaf)
LG Medium humanoid (human)
Init -4 Senses darkvision 30ft (blind beyond this range), deaf; Perception +6 (+2 on opposed checks, fails auditory checks)
DEFENSE
AC 20 touch 20, flat-footed 15 (+10 Charisma)
hp 34/34 (3d10 + 1d8 + 10)
Fort +10, Ref +12, Will +10 (+14 on charms and compulsions
Defensive Abilities divine grace; lay on hands 5/day, Irrepressible
OFFENSE
Speed 30 ft.
Melee unarmed strike +7 (1d6 + 4, 20/×2)
Special Attacks smite evil, flurry of blows, stunning fist DC 11 2/day
Spell-like Abilities
At will - detect evil
Spells Known: (CL 1st, Concentration +4)
1st (5 slots) silent divine favour, silent shield of faith
Orison (4 known) read magic, detect magic, create water, guidance
Str 16, Dex 7, Con 14, Int 13, Wis 8 Cha 20
Base Atk +3; CMB +6; CMD 19
Feats Blind-Fight, Weapon Focus: Unarmed Strike, Stunning Blow, Unarmed Strike, Dragon Style
Traits Irrepressible, Reactionary
Skills 16/16 Diplomacy +8 (1 rank, class skill, 4 Charisma), Knowledge Arcana +5 (1 ranks, class skill, 1 Intelligence), Knowledge Religion +5 (1 rank, class skill, 1 Intelligence), Perception +2 (4 ranks, class skill, -1 Wisdom, -4 deaf automatically fail sound checks), Linguistics +2 (1 rank, 1 Intelligence) Sense Motive +6 (4 ranks, class skill, -1 Wisdom), Stealth +4 (3 ranks, class skill, -2 Dexterity), Spellcraft +5 (1 rank, class skill, 1 Intelligence)
Languages Monastic Sign Language, Common (lip-reads), Monastic Braille
SQ oracle’s curse (deaf, clouded-vision), sidestep secrets, aura of good
Favored Class paladin (+2 hp)
Gear headband of incredible charisma +2, monk robes, cloak of resistance +1, bowl, burlap sack, iron pot, fork, an excessive amount of dried meat and trail mix (20 days), braille book of religious teachings of the Unchained, lbs carried out of light load