It’s been nearly a month since Venture-Captain Drandle Dreng, a decrepit yet well-respected Pathfinder, instructed you to meet him dockside in Absalom. On arrival, Dreng herded you on to a Korvosa-bound merchant vessel and gave you a series of quick, stern instructions.“One of my good friends, a merchant in the Varisian outcast’s haven known as Kaer Maga, sent me a very strange letter, which I need you to investigate. The merchant—his name is Horis Collgardie—tells me that the residents of Kaer Maga are very upset about the Society’s plan to build a lodge in their city and even further upset that the agents we sent are making trouble, stirring up the delicate balance of power that exists in the so-called City of Strangers. The trouble is, not the Decemvirate or any venture-captain I can find gave the okay to build a lodge there. We know it would be folly to do so—at least right now—and so this idea that Collgardie has that the Society is there and doing just that is worrisome. In a few weeks time, you’ll be in Korvosa. From there, book passage on a river ship for Harse, then travel overland to the road’s end at the cliffs below Kaer Maga—the so-called Twisted Door. There you must pay the Duskwardens to escort you through the Halflight Path to reach Kaer Maga. Once inside the city, find Collgardie and find out what he’s talking about. If there are Pathfinders in the city founding a lodge, tell them I order them to stop at once. If this is some kind of ruse, get to the bottom of it and do what you can to keep our Society’s good name in Kaer Maga—we may not be completely welcome there, but neither are we unwelcome. Let’s keep it that way. Any questions?”
Current Party:
Timmeh: Jair, Leader, Half-Elf Bard, Andoran, unaligned to good
Kazun: Vark the Shark, Striker, Half-Orc Rogue, Taldor, Unaligned
Cailte: Norovia Thrune, Striker, Human Warlock, Cheliax, unaligned
ecla: Cholin, Defender, Human Warden, Andoran, Unaligned
jarveth 2: Khaled, Controller, Human Wizard, Osirion, good
Golarion is the home world of Paizo Publishing’s Pathfinder Chronicles Campaign Setting. On Golarion, a time of lost prophecies grips the world, bringing with it an unending maelstrom, a tear in the fabric of reality, a surge of diabolism, and the endless threat of war. Yet all is not lost, for these dark times provide ample opportunity for adventure and untold heroism. As a member of the Pathfinder Society, this era represents the single greatest period in Golarion’s history to be a vagabond explorer, a delver of the world’s deepest dungeons, or even a scholarly dilettante, traveling the continents of the world in search of greater knowledge and power.
Absalom is the most famous of all cities, and residents take pride in living in one of the largest and wealthiest cities in the known world. Absalom sits in the largest natural harbor on the Isle of Kortos, in the eye of the Inner Sea. This location allows the city to control dozens of major shipping lanes and makes it a critical stop on any voyage across that sea. The confluence of mercantile, strategic, and religious influence in Absalom is the source of its title: “City at the Center of the World.”
The Pathfinder Society has existed for more than 400 years. Members include explorers, historians, tomb raiders, treasure hunters, and vagabonds who roam the farthest reaches of the world seeking lost relics of worldshattering power and answers to riddles older than the gods.
Upon the completion of a particularly notable discovery or journey, Society members send a record of their exploits to their venture-captain superior, who in turn reviews it for accuracy before forwarding the manuscript to the masked leaders of the Pathfinder Society, the cryptic Decemvirate, an inner circle of 10 experienced Pathfinders who guide the Society’s activities. This guidance is quite subtle, allowing individual Pathfinder agents to believe they act of their own accord when they are actually doing the bidding of the Ten.
The Society recognizes no formal bylaws, but adherence to a general code of behavior is expected of all members, and reports of activity in contrast to this code are grounds for removal from the organization. The three most important member duties are as follows:
Explore: Pathfinders are expected to further the knowledge and reputation of the Society by traveling to distant lands, unearthing forbidden secrets, and piecing together the secret history of the world. Agents are encouraged to travel uncharted lands in search of evermore-fantastic mysteries.
Report: In the course of their adventures, Pathfinders are expected to keep detailed journals, maps, and accounts of their exploits. At the conclusion of a successful mission, the agent sends a copy of his notes to his immediate superior, a regional venture-captain, who makes a full analysis (often involving divination). Accounts of especially noteworthy exploits make their way to Absalom and the Decemvirate, who compile the best tales into irregularly published editions of the Pathfinder Chronicles, which make their way back to venture-captains for distribution to Pathfinder agents in the field
Cooperate: The Society places no moral obligations upon its members, so agents span all races, creeds, and motivations. At any given time, a Pathfinder lodge might house a fiend-summoning Chelaxian, an Andoren freedom fighter, an antiquities-obsessed Osirian necromancer, and a friendly Taldan raconteur. Pathfinder agents are expected to respect one another’s claims and stay out of each other’s affairs unless offering a helping hand.
The Pathfinder Lodge
Most Pathfinders wander the world in search of riches and adventure, settling down only long enough to plan their next caper or fully plunder an ancient ruin of its treasure and secrets. But another class of Pathfinder exists, a group unknown to the populace at large yet integral to the success of the organization. These are the venture-captains who manage regional affairs and their sometimes considerable cadres of cohorts, retainers, menials, and guardians. Venture-captains generally station themselves in Pathfinder lodges, unassuming locales meant to house the paperwork, plans, and infrastructure of the society while also occasionally serving as temporary residences for wandering Pathfinder agents. The Grand Lodge of Absalom stands alone among its fellows. Unlike lesser chapter houses in towns throughout the continent, which often mask their purpose behind facades of commerce or domesticity, the Grand Lodge wears its affiliation proudly.
The Pathfinder Chronicles
The Chronicles, gathered over centuries of daring work, record the Society’s exploits and share them with the entire organization. Most volumes come packed with maps, trap diagrams, and detailed explanations leading to highly profitable and extraordinarily fragile locales. Common treasurehunters, bizarre cultists, and wealthy artifact collectors do their best to acquire copies of the journals, and a multi-volume set can often fetch thousands of gold pieces in the right markets. It is the burning dream of all Pathfinders to someday see their own exploits immortalized in the ultra-exclusive pages of the Pathfinder Chronicles.
At present, five shadowy, nation-based factions struggle for secret and subtle dominance of Absalom— Andoran, Cheliax, Osirion, Qadira, and Taldor. These ancient and powerful nations have long been major players in Absalom’s affairs, each waxing and waning with the sands of time. Now, in the year 4710, they find themselves on equal footing in the City at the Center of the World, each poised to seize control of the city through political and economic maneuvering. They each have their own unique reasons for wanting to control Absalom, but they all have one goal in common: they hope to one day turn this secret war into open and total control of the Inner Sea’s most strategically located mercantile metropolis. The factions of Absalom have long despised one another. History is fraught with their bloody feuds, brutal wars, and oppressions. With each new season, though, come new opportunities. The winds of Absalom blow hot and fierce, and they change direction without warning.
Faction Secrecy
The leaders of the Pathfinder Society generally frown on their members participating in the shadow war for Absalom, though so long as Pathfinders are completing their missions and following orders, the leadership turns a blind eye to the existence of factions within the Society. Most loyal faction members inside the Society keep their alliances to themselves, sharing information only with other members of their own faction. Some, though, don’t care who knows their loyalty and make it quite clear who they work for and why they’re in the Society. The latter are looked down upon and are derided as careless and brash while the former are almost completely ignored.
While the leadership of the Society turns a blind eye to faction participation, should Pathfinders from rival factions ever war openly or violate the three rules of the Society because of their petty shadow war feuds, that would be the day that factions inside the Society come to a close, violently if necessary. As such, the various faction leaders have made it quite clear to their members that open warfare, no matter what the reason might be, is intolerable and will only jeopardize the ability of each faction to manipulate Absalom to its will.
Andoran Goal: freedom from Tyranny Alignement: NG Faction Leader: Captain Colson Maldris
The Andoran faction attacks its enemies from within. They find dissidents, freedom fighters, and revolutionaries among the populations of their foes and offer them the covert aid, equipment, funds and intelligence they need to topple tyrants. Missions assigned to Andoran faction members tend toward helping dissident groups within the other factions, though anything that shakes a tyrants’ power is a worthy cause for an Andoren to lend himself to.
Cheliax Goal: Rule of Law over All Alignment: LE Faction Leader: Paracountess Zarta Dralneen
Chelaxians are masters of seduction as well as pain. They bring their enemies to heel with promises of aid, riches, and glory, but keep them in line with cruel lashes and hellfire. The Cheliax faction wins others to its dark cause with temptation. Lust, power, riches, vanity—the Cheliax faction offers all, and caters to the sinful nature in every man to bring him low. But if a foe cannot be seduced, he must instead be scourged. Many missions of the Cheliax faction involve tempting upright people into darkness and vice, and then threatening to expose their sins unless they aid the empire as dutiful agents. The tricks of devils have claimed men’s souls since time immemorial, and they serve the Cheliax faction well in their quest for control of Absalom.
Osirion Goal: Power through Knowledge Alignment: LN Faction Leader: Amenopheus, the Sapphire Sage
For centuries now, the other powers of the Inner Sea have disregarded Osirion as an impotent nation of conquered people. Osirion wouldn’t have it any other way. Since the Ruby Prince ascended the ancestral throne, Osirion has been gathering its power and preparing to make a bid for supremacy of the Inner Sea. Most of the Osirion faction’s missions involve quietly undermining the power of their enemies. Osirion agents in Absalom plant the seeds of dissolution with a whisper or a poisonous draught, never with a naked blade and never with a witness. Just as most of the Great Emerald Sphinx is buried beneath the sands of Osirion’s deserts, so is the nation’s power carefully hidden in secret brotherhoods and spies loyal to the pharaonic throne. When Absalom is firmly in Osirion’s grasp, then Khemet III shall declare himself Pharaoh in the tradition of his ancestors and Osirion’s Second Golden Age shall follow.
Qadira
Goal: Total Market Control Alignment: N Faction Leader: Pasha Muhlia Al-Jakri
The Qadira faction seeks trade and economic advantage above all else. They seek to break their enemies’ monopolies and enforce their own. They offer wares and goods no one else can supply and destroy competition with a ruthlessness that puts the devil-bowing Chelaxians to shame. Qadiran missions involve a greater plan, usually embarrassing or defaming an economic rival or ruining the business of another nation’s trade companies.
Taldor Goal: Glory Once More Alignment: N Faction Leader: Baron Jacquo Dalsine
Taldor’s strategy for seizing control of Absalom lies in turning its enemies against one another. Misdirection and psychological warfare are the orders of the day. Taldan missions might involve sparking old enmities between Qadira and Osirion or driving Cheliax and Andoran to rekindle their old war. “Sick the wolf on the tiger and the hunter’s work is done” is an old Taldan saying.
SKILL RELATED FEATURES Skill Versatility: +1 to all untrained skills Words of Friendship (Power) Minor Action * Encounter You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn. Group Diplomacy: Allies within 10 squares get a +1 bonus to diplomacy.
FEAT RELATED FEATURES Multiclass Versatility: I may pick multiple multiclasses from different classes. Level 1: MC - Heart of the Blade (AP, 136) : Gain training in Endurance, Gain the Swordbond class feature, Gain the proficency with Swordmage Implements Level 2: Valenar Weapon Training (Proficency with Falchion, +2 to damage rolls with Falchion) Level 4: Scale Armor Proficency: I gain Proficency with Scalemail.
Melee Basic Attack Falchion +2 (Attack: +8 vs. AC/ Damage: 2d4+5) Second Wind Spend a Healing Surge and gain an additional +1 hitpoints. I gain a +2 to all defenses until the start of my next turn, unless if I was allowed to use my second wind because of a first aid check.
Virtue of Valor 1/round when an ally bloodies or reduces an enemy to 0 hitpoints, that ally gains 4 temporary hitpoints.
Majestic Word 2/encounter Minor Action * Healing * Close Burst 5 The target can spend a healing surge and regain 5 extra hitpoints. I can also slide the target 1 square. At-will 1: Guiding Strike Standard Action * Melee Weapon Falchion +2 (Attack: +11 vs. AC / Damage: 2d4+8) Hit: The target receives a -2 penalty to a defense of my choice until the end of my next turn.
At-will 1: Staggering Note Standard Action * Implement * Thunder * Ranged 10 Falchion +2 (Attack +8 vs. Will / Damage: 4 Thunder) Hit: I can push the target 2 squares. Before, during, or after the push an ally can make a melee basic attack versus the target.
Dilettante 1: Burning Spray Standard Action * Implement * Fire * Close Blast 3 * All Enemies in Blast Falchion +2 (Attack +8 v. Reflex / Damage: 1d8+8)
Encounter 1:Shout of Triumph Standard Action * Implement * Close Blast 3 * Thunder * All enemies in blast Falchion +2 (Attack +8 v. Fortitude / Damage: 1d6+8) Hit: I can push the target 3 squares. Effect: I can slide each ally in the blast 3 squares.
Encounter 3: Unicorn's Charge Standard Action * Ranged 10 Effect: One ally within range can charge the target as a free action. If the ally hits, each ally adjacent to the target can regain 4 hitpoints or teleport 1 square as a free action.
Daily 1: Verse of Triumph Standard Action * Melee Weapon * Charm Falchion +2 (Attack +11 v. AC / Damage 4d4+8) Miss: Half Damage Effect: Until the end of the encounter, you and any ally within 5 squares of you gain a +1 power bonus to damage rolls and saving throws. In addition, whenever you or an ally reduces an enemy to 0 hit points with an attack, you and any ally within 5 squares of the enemy can shift 1 square as a free action.
Daily 5: Song of Discord Standard Action * Implement * Charm Falchion +2 (Attack +8 v. Will) Hit: The target is dominated until the end of my next turn. Effect: The target makes a basic attack against a target of my choice.
Utility Encounter 2: Moment of Escape Minor Action * Ranged 10 * One ally Effect: You slide the target 4 squares.
Item At-Will Power : Armor of Sacrifice Minor Action Effect: Use this power when you are adjacent to an ally who is subject to an effect that a save can end. The ally is no longer affected, and you now have the effect. You cannot make a saving throw against this effect until the end of your next turn.
Item Daily Power: Armor of Sacrifice Minor Action Spend a healing surge. One ally within 5 squares of you regains hit points as though he or she had spent a healing surge.
Item Daily Power: Fochlucan Bandore Use this power during a short rest. At the end of the short rest, one ally who remained within 20 squares of you during the rest gains a +2 power bonus to weapon damage rolls until the end of his or her next short rest or extended rest.
Magic Falchion +2 (1800 GP) (Scalemail) Armor of Sacrifice +1 (1000 GP) Healer's Brooch +1 (680 gp) Passive: When you use a power that enables you or an ally to spend a healing surge, add the brooch’s enhancement bonus to the hit points gained. (Modifies Second Wind, Majestic Word) Fochlucan Bandore (680 gp)
Jair was once a farm boy from the plains east of Ridonport.For the first years of his life, he worked the fields with his parents and learned as much from schooling as he could. Over time, he noticed that he could get some things to work the way he wanted with unnatural ease. When he was angry, strange things started to happen to those who angered him. Eventually, Jair realized that he had innate magic. Practicing it in secret and hiding it from his peers was not easy.
Jair eventually decided to join the Pathfinders as cover and serve Andoran on the side. Hewas soon out there to aid uprisings in other nations. Jair found that he was most useful in getting information for dissidents and training some of them in magic and combat.
Soon, he was traveling, and joined a diabolist group in one of Chelix's small towns to better aid a dissident group that wanted to be free of the influence of the demon-worshippers. However, the diabolist leaders soon began to be wary of Jair as some of the dissident groups he was supposed to bring back into line instead began to openly revolt.
Things got even more complicated for Jair when one dissident group attacked a supply caravan headed for the diabolists. Jair sent this group to its death by giving them information about how well the caravan was guarded and how much supplies were there. There are rumors that Jair might have purposely made the caravan seem like a more appealing target in order to get the dissident group to attack.
With pressure and suspicion on his intentions building from both sides, Jair decided that it would be better to get out of there and, using his Pathfinder cover, left the country under cover of darkness, heading towards Absalom where he'd decide what his next step would be.
Feats: Ritual Caster Toughness: +5 HP at Invoker Defense: When I hit an enemy within 3 squares with an invoker power, I get +2 AC till the start of my next turn. Linguist: I learn three new languages
Starting Languages: Common and Draconic Skill Bonuses: +2 History and Intimidate Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls. Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + 2. Dragon Breath: You can use dragon breath as an encounter power.
Class Abilities:
Armor Proficiencies: Cloth, leather, hide, and chainmail Weapon Proficiencies: Simple melee and simple ranged Implements: Rods and Staves Bonuses to Defenses: +1 Will, +1 fortitude, +1 reflex Preserving Covenant: When i use a divine encounter or daily attack power on my turn, i can slide an ally within 10 squares of me 1 square.
-Divine Bolts Standard Action Ranged 10 Target: 1 or 2 creatures Attack: Wisdom VS Reflex Hit: 1d6 +5 lightning damage
-Vanguard's Lightning Standard Action Burst 1 within 10 squares Target: Each creature within burst Attack: Wisdom VS Reflex Hit: 1d6 +5 lightning damage. Whenever the target makes an opportunity attack before the end of your next turn, the target takes 1 damage.
-Lightning Morningstar* Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal.
-Thunder of Judgement Standard Action Ranged 10 Target: 1, 2, or 3 creatures Attack: Wisdom VS Fortitude Hit: 1d6 +5 thunder damage, or 2d6 +3 thunder damage if you target only 1 creature. Also, the target(s) is dazed until the end of your next turn.
-Dragon Breath* Minor Action Close blast 3 Targets: All creatures in area Attack: Constitution +2 VS Reflex Hit: 1d6 + 2 lightning damage
-Rebuke Undead* Standard Action Close blast 5 Target: each undead in blast Attack: Wisdom VS Will Hit: 1d10 + 5 radiant damage. You push the target 2 squares, and it's dazed until the end of your next turn.
-Preserver's Rebuke* Immediate Reaction Personal Trigger: An enemy within 10 squares of you hits your ally Effect: Before the end of your next turn, you gain a +1 bonus to your next attack roll against the triggering enemy
-Chains of Carceri Standard Action Burst 1 within 10 squares Target: 1 creature in burst Attack: Wisdom VS Reflex Hit: 2d8 + 5 damage, and the target is slowed until the end of your next turn.
-Binding Invocation of chains Standard Action Close burst 10 Target: each enemy in burst Attack: Wisdom VS Reflex Hit: Target is slowed (save ends). Miss: Target is slowed until the end of your next turn.
Grasping Chains of the Justicar Standard Action burst 2 within 10 squares Target: Each enemy in burst Attack: Wisdom vs. Reflex Hit: 1d6 + 5 force damage, and the target is immobilized (save ends). Miss: Half damage, and target is slowed until end of my next turn.
-Lightning Morningstar* Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.
-Shroud of Awe (daily) Minor Action Personal Effect: You can speak with a thunderous voice that allows creatures within 500 feet of you to hear you clearly. Before the end of your turn, you gain a +2 power bonus to your next Intimidate check.
Rubuking Chainmail +1 (worn, 45 wt) AB: +7, Sp -1, When you hit an enemy with any divine attack power, you gain a +1 bonus to all defenses against that enemy’s attacks until the end of your next turn. Lightning Morningstar +1 (Strapped on back, 9 wt) 1,000 gp Att vs AC: +10 WP: +2, Str +3, 1/2 lvl +2, +1 magic, Dmg: 1d10+3, Prop: Mace, two handed Magic Rod +2 (Right Belt, 2 wt) Attack rolls +2 Belt of Vigor (belt): +1 item bonus to my surge value Ritual Book Adventurer's Kit (33 wt) -Backpack (center back) -Bedroll (below backpack) -Flint and Steel (backpack) -Belt Pouch (belt front) -Trail Rations – 10 days (backpack) -50’ of Hemp Rope (backpack) -Sunrods – 2 (backpack) -Waterskin (backpack) Components for Hand of Fate (backpack, 0 wt) 10 gp Components for Magic Circle (backpack, 0 wt) 10 gp
Raised in a dragonbonded clan, the first 7 years of Heskan's life were devoted to his dragon master. You see, many generations ago, the Rimefire clan was not an actual family, but rather a clan of Shoanti dedicated to mapping the entire world. Being seasoned travelers, the Rimefires had learnt to defend themselves against basic dangers, such as the orcs from the hold of Belkzen and the wildfires of their homeland, the Storval Plateau*, but they were no match for anything more dangerous than that. So when they stumbled upon the lair of ancient blue dragon in the Verduran forest (in Andoran) they had no choice but to offer themselves as slaves, for the alternative was death.
Many years later, Heskan was born; and exactly one week after his seventh birthday, his servitude was over. The dragon had died peacefully in his sleep. The Rimefire clan was certainly glad, but they were divided on what to do next. Some said they should leave the dragon's lair and seek their fortune. Others, fearing the world outside the cave, said they should remain there.
Heskan quickly decided to leave. Much to his surprise, a village had been erected no more than 200 leagues from the cave, at the edge of the forest. There he was adopted by Father Burke, an elderly priest of Sarenrae, and was taught the ways of the clergy. It was during his initiation ceremony that he experienced the Shining Godess's touch and was imbued with her divine gift. Afterwords, Father Burke suggested to Heskan that he go forth into the world and wield Sarenrae's gift to help it. After a year or two of minor adventuring and mercenary work, Heskan winded up back in his home village. Expecting a peaceful break from exploring, he instead was detained at the gate by two burly men asking for an entry tax. Heskan, thinking they were simple ruffians, subdued them and made his way into town. He was surprised by what he saw. The guards, formerly volunteers armed with simple clubs and rarely dispatched, were stationed at every corner, clad in shabby chainmail and halberds. They cast cold glares at the villagers (who looked more akin to beggars) as they passed. One particularly wizened man hauled a wheelbarrow full of stone, marble by the looks of it. Heskan took pity on him, and went over to help. After getting a better look at the man, Heskan let out a gasp, for it was none other than Father Burke.
After completing his work (which went by fast with Heskan's help), Burke led Heskan to a seedy tavern, where he explained what had happened since he left. They were attacked by bandits days after Heskan left, and, finding no serious resistance, the bandits came back with increasing numbers and bravado until they officially took over the town. the women were kept as consorts for Warlord Garro, whilst the men and children were forced into slavery. Burke said that some of the more able-bodied men were planning a rebellion, which would surely fail without a hero they could rally behind. That hero, Burke said, is you, Heskan. Heskan, filled with anger at his mentor's words, nodded grimly. Several days later, the village people rebelled, and after two days of bloody battle, they regained control of the town. That night, celebrating in the tavern, Heskan realized a few things:
1. He had freed the people here, but out there, in the far reaches of the world, people still were suffering in the shadows of corrupt kings. 2. He couldn't do much on his own to stop this, though glorious Andoran could... IF, of course, they held Absalom. 3. In order to bring about an Andoren take-over of Absalom, he would need to join the Pathfinder Society and work behind the scenes to spread Andoren influence.
It was brilliant! he could slowly but surely kill a whole flock of birds with one stone by joining the Pathfinder Society. And join it he did.
Personality: Heskan is a cheery Shoanti, for he always feels Sarenrae's warming embrace in his soul. He believes, with time and determination, all can be taught to see the light. Due to his sheltered childhood, Heskan can be a little too trusting, often to the point of being gullible. Altogether a pleasant dragon-man-thing.
At Will Ray of Frost (range 20, +8 vs FORT, 1d6+6 dam and slowed u.e.o.n.t.) Scorching Ray (burst 1 in 10, +8 vs REF, 1d6+6 dam) Thunderwave (close blast 3, +8 vs FORT, 1d6+6 and push 2) Encounter 1 Icy Terrain (burst 1 in 10, +8 vs REF, 1d6+6 dam and knocked prone, zone difficult terrain u.e.o.n.t.) Daily 1 Flaming Sphere (ranged 10, +8 vs REF, 2d6+6 dam, sustain minor, adjacent creatures get 1d4+6 dam) Freezing Cloud (burst 2 in 10, +8 vs FORT, 1d8+6 dam, miss half, zone lasts u.e.o.n.t., forces new attacks) Sleep (burst 2 in 20, +8 vs WILL, slowed(save ends), immobilized (save ends) on first failed save, miss: slowed(save ends)) Utility 2 Feather Fall Shield (reaction to being hit, +4 to AC and REF u.e.o.n.t.) Encounter 3 Icy Rays (range 10 two targets, +8 vs REF, 1d10+6 dam and immobilized u.e.o.n.t.) Daily 5 Bigby's Icy Grasp (range 20, +8 vs REF, 2d8+6 dam, target is grabbed, sustain minor, grabbed creatures take 1d6+6 dam) Fireball (burst 3 in 20, +8 vs REF, 3d6+6 dam) Stinking Cloud (burst 2 in 20, +8 vs FORT, 1d10+6 dam, sustain minor, zone deals 1d10+6 dam) 1/day Healing Word (target spends healing surge, regains +1d6 hp)
magic staff +2 1800 amulet of health +1 680 belt of vigor +1 520 darkleaf cloth armor +1 840 bag of holding 1000 3 daggers standard adventurers kit spare clothes Holy Symbol Spellbook (112/128)
Ritual Components Comprehend Language (1) 10 Endure Elements (2) 40
It is obvious on first glance, that Khaled is a child of the desert. His dark skin and flowing white and blue robes make it easy to tell. The strange arcane symbols embroidered in his clothing aren't too strange for an user of arcane powers, but his eyes do not seem to have the fire the southern people are well known for. The right side of his face, including his bald head, is covered in ritualistic scars, while the left side is perfectly clean. Most of the time Khaled covers his face with a long white piece of cloth though, wrapped around multiple times and concealing everything but his eyes. In combat Khaled tries to stay calm at all times. Never to lose sight of the bigger picture. His spells muttered in ancient Osirian dialects and even stranger languages, all channeled through a snakeheaded staff as tall as himself. When he speaks Khaled chooses each word carefully. Still even in his slow manner of speech, there are still many of the images and metaphors present, that color the Osirian language. While his behaviour might seem to lack compassion on the one hand, it is on the other hand nigh impossible to anger him. His feelings are locked up deep inside, and it takes a lot of effort to bring any of them to the surface.
Khaled was born in an unnamed hovel near Sothis. The son of peasants, his youth went by uneventful. At the age of six however, his magical talent began to manifest itself.One of his more violent magic outbursts almost burned down their home. Unable to control him, or to train him, Khaleds parents brought him to the grand temple of Nethys, in Sothis. The priests there gave them some gold for their son and took him in. This was the last time, Khaled ever saw his parents. When Khaled En'thak left the temple twelve years later, he was changed. The once cheerful, upbeat child had become a calm, methodical man. Khaled doesn't speak of what happened during his stay in the temple, except when reciting Nethys teachings, which he learned there. Why he was the one chosen to go to Absalom, he did not know. Not even a quest was given to him. He was simply told to do so. And Khaled obeyed.In Absalom he found himself of little use to the shrine of Nethys there, and was left to find his own way. Khaled had been tought to seek knowledge above all else, so he joined the Pathfinder Society, who followed the same goal. Some time has passed since then. Khaled has learned many things and got entwined in the political struggles within the Society. It was inevetable to align himself with one of the rivaling factions, and thetre was only one choice for Khaled. Osirion. In ancient times the world has flourished under the rule of the pharaohs, and it should do so again. And with the reign of the desert Empire, the temple of Nethys would spread. People all over Golarion will hear the teachings of the mad god. And it will be glorious!
“Raised” in a fallen dwarven sky citadel called Urgir, Vark remembers little of his father, and nothing of his mother. Distant at best, abusive at worst, Vark’s father taught him early on the simple pleasures of dominating a foe. Life among the Empty Hand tribe was tough. Acknowledging that he would never be the physical equal of his orc cousins, he focused on his speed and accuracy. He made no friends by embarrassing the children of the tribe’s leaders, including Grask Uldeth’s boy. If his father was proud of his ability to best his peers, he never allowed it to show. “More like ‘Empty Head’ tribe. I left ‘em soon as I could. Good thing, too, cuz more than one orc there wanted my head to be a stranger to my neck.”
Vark had never really spent more than a month in a single place since he was old enough to travel. He’d travel from town to town, city to city, stealing coin and beating up all the wrong people. “I got more enemies than teeth” Vark has been heard to say, usually punctuated by a wide, toothy grin. His travels brought him to Oppara, the biggest city Vark had ever seen. He felt a sense of belonging amongst the sea of endless faces. Nobody knew of Vark of the Empty Hand Tribe. “But they will.” Vark, through coincidence or some unseen guiding force, managed to beat up exactly the right people and steal exactly the right goods to establish him as a local force to be reckoned with. His activities did not go unnoticed.
Vark was approached by a thieves’ guild called The Brotherhood of Silence. Rather than allow himself to be run out of town, he joined their ranks. His violent, sadistic tendencies earned him great renown and status within the Brotherhood, but not all was well. This particular chapter of the guild turned out to actually be a cult of Zon-Kuthon, the Midnight Lord. Vark has never spoken of what happened during his attempted initiation. There are Opparan guards who, in their cups, will talk with whispered voices of “the silent bloodbath” that occurred on that same night. Mutilated bodies, most of them known bandits, were strewn about the basement room. Blood pooled about the floor, an inch deep in some places, and the walls and ceiling were nearly painted red. And, there… in the center of the room… chained to a stone bench, the pale, naked form of a young girl. Her body unmarred but for a half-opened slit starting at her left ear.
Vark, all too familiar with the methods of the guild, decided to leave Taldor far behind him. By pure happenstance, the mysteriously injured Vark stumbled into a Pathfinder lodge disguised as a run-down inn (called The Coin and Candle). Even in his injured state, he managed to fight off two Society members who attempted to show him the door. Impressed with his fighting prowess, the lodge’s venture-captain tended his wounds and put him up for the night. The next day, Vark was offered the privilege of testing for membership. Seeing an opportunity, he readily agreed. Ever since that day, he’s been on the run, doing various errands for the Society. He knows that, someday, the Brotherhood will catch up to him. But they better bring an army.
Vark doesn’t talk about his past. In fact, when he talks at all, it’s usually in a derisive, condescending, and/or sarcastic manner. He has absolutely no idea how to have (or be) a friend. He’s accumulated a bit of a reputation, mostly from his time spent in the Brotherhood (which he himself fuels whenever he finds himself in a city). He’s been called ‘The Shark’, ‘The Bloodshark’, ‘The Bloodsaw’, ‘Vark Half-Dead’, and various other names. The reputation doesn’t help him much, however, as nobody knows what Vark is actually supposed to look like.
Though Vark prefers to avoid the intricacies of politics, he does what he can to undermine Taldor's competitors. His reputation has secured a wealthy patron in one of the nation's many noble houses, and has been promised power and glory for his discrete cooperation. He knows that the convoluted bureaucracy and inbred inefficiency of Taldoran rule will facilitate his morally ambiguous approach to life. Besides, Opparan culture has a sense of familiarity and stability the likes of which Vark has never otherwise known. If he can help make Absalom a bit more like that, then why not?
You know when you’ve defeated a man? I mean really beaten him? That moment when his shoulders slump, his eyes go wide, and he looks at you with a mix of fear and utter despair? I make that happen. If I think he's earned it, I’ll let him live. Give him his weapon back, even. But no matter where he goes or what he does, he lives with the knowledge that I conquered him, just like a country conquers another country. Go ahead, call me evil; I’ve been called that before. Doesn’t even bother me. But I ain’t without my rules. There’s nothin’ gained by killin’ helpless folk; women, children… You resort to that, I don’t care how good you fight. I’ll make you beg for death, and then I’ll give it to you. I’m just nice like that.
First StrikeCA against enemies who have not yet acted this encounter. Rogue Tactics: Brutal Scoundrel +3 damage to sneak attacks (Str mod). Background: Wandering Duelist +3 Intimidate. Rogue Weapon Talent+1 to attack rolls with daggers; shuriken deal 1d6 instead of 1d4. Sneak AttackOnce per turn, deal +2d8* extra damage against a target granting you CA. Half-Orc ResilienceOnce per encounter, gain 5 temp hp when first bloodied. Swift Charge +2 speed when charging.
Lvl 1: Nimble Blade (PHB)+1 attack rolls with light blades while having CA. Lvl 2: *Backstabber (PHB)Sneak attack dice become d8s. Lvl 4: Light Blade Expertise (HotFL)+1 attack rolls with light blades; +1 dmg w/ light blades and CA.
Item Power: Repulsion Armor (AV)Minor action; until EOE, as an immediate reaction, push an enemy 1 when it moves adjacent. Rogue Attack 1: Blinding Barrage, Close blast 3, +14 vs. AC, 2d4+7 (PHB)Targets are blinded. Miss: Half damage, targets not blinded. Rogue Attack 5: Bloodbath, +14 vs. Fortitude, 1d4+9 (MP2)Ongoing damage equal to any sneak attack damage dealt; Hit or miss, target takes additional 1d4+9.
10/5/2011: Adjusted Blinding Barrage damage to not include IAoP (since it is not a melee attack). 10/5/2011: Added First Strike to Class Abilities. 7/11/2011: Added 22 gold from selling loot. 6/6/2011: Corrected attack modifier for Basic Melee Attack (was using Dex instead of Str to determine bonus). 6/6/2011: Reworded Sneak Attack description to match errata (S.A. 1/turn instead of 1/round).
Cheliax is a land where might makes right. If one wants to climb the social strata of the nation one needs power. Norovia was not willing to be a slave, but she wasn't in a position to easily get out of her circumstances either. It was while searching for the means to her end that she met the eladrin knight who would change her life, Cathariel. It was through her that she came into the service of the Bramble Queen (see Dungeon 185), and from the Bramble Queen that she gained the first powers, and the knowledge, that saw her begin her rise in Cheliax society.
Of course one thing it always takes to gain influence is money, and money is most readily gained in large amounts quickly by adventuring, and the Pathfinders do that on an organised basis, so Norovia joined up. Just another means to an end. It was during her adventures that she learnt to use the axe from a dwarf with some questionable appetites that Norovia was amused to satisfy if only because when she revealed them later he was cast from his clan as a consequence.
It was through such manipulations of people that Norovia came to the attention of Paracountess Zarta Dralneen. The Paracountess made the usual false promises, and Norovia went along with them, time was something she was prepared to spend to bring opportunity to fruition, and service to Zarta was nothing if not an opportunity.
So it is that Norovia came to Absalom, still a Pathfinder, but also an agent of Cheliax.
Description: Norovia is a tall athletic woman with a winning smile. Her dark hair falls down between her shoulders in waves when worn out in settlements she is staying in, but is bound tightly into a practical bun while she adventures. Her skin is lightly tanned from her time outdoors on adventures, and is smooth and healthy. Her dark eyes seem to carry a hint of mischief, but can burn brightly with rage.
Brief Personality: Haughty, cultured, intelligent, ambitious, organized, and ruthless, Norovia seems to be the typical Cheliaxian.
Misty Step: Immediate Reaction. When a cursed enemy dies. Teleport 3
Eldritch Strike: Melee basic Attack. Standard Action. +10 vs AC 1d12+6 damage slide target 1
Eldritch Blast: Ranged Basic Attack. Standard Action. Ranged 10. +9 vs Ref 1d10+6 damage
Eyebite: Standard Action. Ranged 10. +9 vs Will 1d6+6 damage and invisible to target until SoNT.
Encounter:
Grasp of the Iron Tower: Standard Action. Ranged 10. +9 vs Fort 2d10+6 damage target cannot willingly move closer (EoNT). Miss: She takes 5 damage. Attack another creature +9 vs Fort 1/2 of 2d10+6 damage target cannot willingly move closer (EoNT).
Hands of Ihbar: Standard Action. Ranged 10. +9 vs Will 2d12+6 cold damage, and the target is slowed until the end of your next turn.
Ethereal Stride: Move Action. Teleport 3 squares, and gain a +2 power bonus to all defenses until EoNT.
Daily:
Crown of Stars: Standard Action. Ranged 10. +9 vs Will 2d12+6 radiant damage. If target is bloodied, it is blinded until the end of your next turn. Sustain Minor: +9 vs Will 4 radiant damage.
Fury of Gibbeth: Standard Action. Ranged 10. +9 vs Ref 3d10+6 damage and the target must make an Acrobatics check (DC 16) or fall prone. At the start of its turn, the target must succeed on another Acrobatics check (DC 16) or fall prone again (save ends). Miss: Half damage, and the target must make an Acrobatics check (DC16) or fall prone.
Human: Shield Push - Push 1 sq to target hit by Combat Challenge attack Level 1: Toughness - +5 hp Level 2: Swift Spear - OA slides enemy 1 sq Level 4: Battering Shield - Push or slide target +1 square when using shield.
Melee BA Inescapable Trident +1 (Attack: 10 vs. AC / Damage: 1d8+7) Ranged Basic Attack: +10 attack, 1d8+5 damage (range 3/6) +2 bonus to damage roles against Bloodied targets - Gauntlets of Blood (herioc tier)
Hand Ax (Attack: 9 vs. AC / Damage: 1d6+6) Ranged Basic Attack: +10 attack, 1d6+4 damage (range 5/10) +2 bonus to damage roles against Bloodied targets - Gauntlets of Blood (herioc tier)
Unarmed (Attack: 7 vs. AC / Damage 1d4+6) +2 bonus to damage roles against Bloodied targets - Gauntlets of Blood (herioc tier)
Bonus at-will: Footwork Lure Standard Action - Shift self 1, slide target 1 into the space you left. Attacks: 10 vs. AC / Damage: 1d8+7 Unarmed Attacks: 7 vs. AC / Damage: 1d4+6 +2 bonus to damage roles against Bloodied targets - Gauntlets of Blood (herioc tier)
at-will 1: Tide of Iron Standard Action - Using a shield, you push the target 1 square if it is your size, smaller than you, or one size category larger. You can shift into the space that the target occupied. Attack: 10 vs. AC / Damage: 1d8+7 Unarmed Attack: 7 vs. AC / Damage: 1d4+6 +2 bonus to damage roles against Bloodied targets - Gauntlets of Blood (herioc tier)
at-will 2: Knockdown Assault Standard Action - you knock the target prone.Special: When charging, you can use this power in place of a melee basic attack. Attack: 10 vs. Fortitude / Damage: 4 Unarmed Attack: 7 vs. Fortitude / Damage: 4
utility 2: Pass Forward (at-will) Move Action - Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy, your movement does not provoke opportunity attacks from that enemy.
encounter 1: Hack and Hew Standard Action - Attack one creatureEffect: Make a secondary attack. vs one creature other than the primary target Attacks: 10 vs. AC / Damage: 1d8+7 Unarmed Attacks: 7 vs. AC / Damage: 1d4+6 +2 bonus to damage roles against Bloodied targets - Gauntlets of Blood (herioc tier)
encounter 3: Rain of Blows Standard Action - Attack twice (three times with spear) Attack: 10 vs. AC / Damage: 1d8+7 Unarmed Attack: 7 vs. AC / Damage: 1d4+6 +2 bonus to damage roles against Bloodied targets - Gauntlets of Blood (herioc tier)
daily 1: Tempest Dance Standard Action - If you have CA against the target, the attack deals 2 extra damage.Effect: You can shift 1 square and repeat the attack against a second target. You can then shift 1 square and repeat the attack against a third target. Attack: 10 vs. AC / Damage: 1d8+7 +2 bonus to damage roles against Bloodied targets - Gauntlets of Blood (herioc tier)
daily 5: Rain of Steel Martial Stance Minor ActionEffect: Any enemy that starts its turn adjacent to you takes 1[W] damage, as long as you are able to make opportunity attacks.
Dwarven Scale Armor [/color] Free Action. Regain hit points as if you had spent a healing surge
Restful Bedroll Standard Action - Use power when extended rest is completed. Gain 1d8 temporary hit points that last until you take another rest (short or extended)
Healing Potions Power (Consumable * Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.
Heavy Shield Hand Ax Dwarven Scale Armor +1 - Gain +1 item bonus on Endurance checks (520 gp) Inescapable Trident +1 - Each time you miss a target with this weapon, you gain a cumulative +1 bonus (up to the weapon's enhancement bonus) to your next attack roll with this weapon against the same target. The bonus ends if you attack a different target or when you hit. (680 gp) Iron Armbands of Power (heroic tier) - Gain a +2 item bonus to melee damage rolls (1800 gp) Gauntlets of Blook (heroic tier) - Gain +2 bonus to damage roles against Bloodied targets (840 gp) Amulet of Protection +1 - +1 Fortitude, Reflex, and Will (360 gp) Restful Bedroll - Used during extended rest for additional temp hit points (360 gp) Healing Potions (5) (250 gp) Adventurer's Pack 190 gp remaining
Kholin was training in the Andoran army from an early age. He has taken part in numerous boarder skirmishes with Talador, recruit training within the Andoran heartland , and acted as a liason to insurgent forces in Cheliax.
In Cheliax, Kholin witnessed the tyranny imposed upon the suffering masses. Kholin assisted in trained a brave group of young men and women in weapon usage and guerella tactics at a remote village. Upon returning from scouting mission with two of the trainees, they witnessed a large force of Cheliaxian military assaulting the village. Somehow, the Cheliaxian nobility had found out about the covert training.
Seeing their friends and family being slaughtered, the two trainees rushed in to help, despite Kholin's orders to stay hidden. Before getting within striking distance of the solders, the youths were spotted, and soon lay on the ground, bristling with arrows.
Kholin remained hidden, and after the Cheliaxians left, he returned to the village. He did his best to honor the dead with a funeral pyre, and then returned to Andoran in failure. .
Kholin's enlistment with the Andoran military has recently ended, and he sought out the Pathfinder Society, in order to learn, to grow in skill and experiance, and to find a way to end the Cheliaxian tyranny.
Kholin often sits in the evening, staring into the fire, holding a beaded leather necklace and a small brass ring. These items were taken from the two young scouts. He remembers their faces, and vows over again to avenge their deaths.
As Drengle finishes speaking (see introductiory post), you look around at each other, evaluating just who you've been teamed up with. Drengle meanwhile restates what he said earlier, "Do you have any questions before heading onto the boat?"
Now's your chance to ask a few more questions of your employer, and meet in character.
The one woman present smiles warmly at the Captain as she asks, "do you have a portrait and some other means by which we can identify your friend?"
She is tall for a human woman, but not overly so, and clad in well fitted leather armour decorated in a vine pattern, at her hip rests a slender rod marked with eldritch runes, and resting on her pack at her feet is a war axe that seems well used.