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Crone Queen

DM randall793's page

494 posts. Alias of randall793.

About DM randall793

Three Days to Kill, pre-game:

doctor_wu=wesh (human,male,cleric,?)
black dow=skane (male,human,fighter,N)
shieldknight=rianna (female,human,bard,CG)
filios=dieredon (male,elf,ranger,CG)
drayen=bjorn (male,human,druid,N)
meowzebub=betony (female,gnome,cavalier,CG)


speed to 20ft due to hide armor,remaining wealth?
About Bjorn Helsingrson

A hulking brute stands before you. Hirsute, you wonder where he ends and the furs he wears begin. Where skin shows it is all bulging muscle. Surprisingly, long well kempt pale hair flows from his head and a great billowing beard hangs down well past his chest. He carries a massive warscythe in his hands. Everything about him screams menace, then he opens his mouth and lets loose a booming laughter. His eyes twinkle with mischief and he begins to sing of killing, burning and worse.

Bjorn Helsingrson
Male Human (Ulfen) Druid (Bear Shaman) 1
N Medium Humanoid (Human)
Init +1; Senses Perception +6
AC 15, touch 11, flat-footed 14 (+1 Dex, Hide Armour)
hp 14 (1d8+6) (+2 Con, Favored Class (druid), Toughness)
Fort +4, Ref +1, Will +4
DR 1/cold iron
Spd 30 ft.
Melee Scythe +4 (2d4+6/20/x4) and
. . Club +4 (1d6+4/20/x2)
Ranged Spear +1 (1d8+4/20/x2)
Special Attacks Spells (CL 1, +4 melee touch, +1 ranged touch):
1 (DC 15)
0 (at will) (DC 14)
Str 18, Dex 12, Con 14, Int 12, Wis 14, Cha 7
Base Atk +0; CMB +4; CMD 15
Feats Druid Weapon Proficiencies, Fey Foundling
Traits Killer
Skills Climb +8, Knowledge: Geography +5, Knowledge: Nature +5, Perception +6, Survival +6
Languages Common, Druidic, Ulfen
SQ Nature Bond: Animal Domain (Fur Sub-Domain), Nature Sense: +2 Knowledge: Nature and Survival skill checks
Combat Gear Scythe, Club, Spear (6); Other Gear Backpack, Cold Weather outfit, Explorer's outfit, Holly and Mistletoe, Holy Symbol, common, wooden: Gozreh, Pouch, belt (2 @ 1.32 lbs), Spell component pouch
Predator's Grace 0/5
Spear - 0/6
Predator's Grace (Su): grant +10' to speed for 1 rd as a swift action
Wild Empathy: 1d20+1 to influence animals
Age: 20, 6'6", 250 lbs, Platinum blond hair, Grey eyes, Tanned skin

Bjorn came from the northlands and once grown went 'aviking. He was a regular bezerk in battle, slavoring, singing war songs, shrugging off the blows of foes and as likely to rend people with his bare hands as cleave them with his scythe. He sailed with the Haar Witch, raiding settlements along the coast. His time at sea had an effect on him. He turned to Gozreh for reflection upon his wrathful nature and achieved some balance. On their last attack, the vikings were defeated and Bjorn escaped capture and death with Skane. After several weeks in the wild, they came upon a settlement and were hired out as guards to a caravan heading to Deeptown.


Berserker's Cry=1/day for two rounds
About Skäne “Countless” Ingvârssonn

Skäne “Countless” Ingvârssonn

Male Human [Ulfen] Fighter (Shielded Fighter1)
N Medium Humanoid
Favoured Class: Fighter
Speed: 20ft
Init +2
Senses: Perception +0

AC 18 (10 Base, +2 Dex, +4 Armoured Coat, +2 Light Wooden Shield*)
Touch AC 12 (10 Base, +2 Dex)
Flat Footed AC 17 (10 Base, +4 Armoured Coat, +2 Light Wooden Shield*)
HP 13 (1d10; +2 Con; +1 favoured class)
Fort +4 Ref +2 Will +0
CMD 16
* Shield Focus Feat
BAB +1 CMB +4
Melee: Battle Axe+5 (1d8+3/x3) or Light Wooden Shield+4 (1d3+3/x2)
Ranged: +3 (Throwing Axe 1d6+3/x2)
CMB: +3 (+3 Str)
Str 16 (+3)
Dex 14 (+2)
Con 14 (+2)
Int 12 (+1)
Wis 10 (+0)
Cha 13 (+1)

Berserker's Cry: 1/day self and all allies within 60 ft receive +1 on damage rolls for 2 rounds [half level + Cha bonus. Activation is a move action].
Weapon Focus [Battle Axe]: +1 bonus to attack rolls.
Shield Focus: AC bonus granted by shield is increased by 1.

Jaded [Combat]: +2 bonus on saving throws against Fear

Skills: 2 per level [+1 race bonus; +1 intelligence]

Climb +3 [1 Rank, +3 Str, +3 Class, -4 armour penalty]
Intimidate +5 [1 rank, +1 Cha, +3 Class]
Survival +5 [1 Rank, +0 Wis, +3 Class]
Swim +3 [1 Rank, +3 Str, +3 Class, -4 armour penalty]
Languages Skald, Common

Combat Gear: Armoured Coat, Light Wooden Shield, Battle Axe, Throwing Axe (3), Dagger (3).

Other Gear: Backpack (holds): Bedroll, Trail Rations (4 days), Waterskin, Empty Burlap Sack, Iron Cooking Pot, Sunrods (2); Traveller's Outfit, Cold Weather Outfit, Belt Pouch #1 (holds coin), Belt pouch #2 (Flint & Steel; Whetstone, Tobacco & Clay Pipe)

Berserkers Cry (standard action) (2 rounds/day) - 0/2
Throwing Axe - 0/3
Dagger - 0/3

Coin & Treasure

Gold 67
Silver 10
Copper 8

Age: 22 Height: 6’3 Weight: 227 lbs.


Skäne “Countless” Ingvârssonn appears to be the archetypal Viking; Tall and brawny who bears a number of scars, wears his wild reddish-blond hair braided and sports an unkempt beard which frames his slate grey eyes.

As one of the many bastard sons of Ingvâr Sharptunga - an infamous skald of the North, Skäne's life to date have been a series of blood feuds, duels and shieldwall battles all caused by his father’s questionable honour and reputation. The North has made this boy into a hard-bitten man, as cold as the land that spawned him.

Exiled from his homeland, Skäne plies his trade as a mercenary with axe and voice wherever there is a reason to fight, the coin to hire him and a potential place in the sagas to claim for himself. Recently he fell in with the crew of longship “The Haar-Witch”, but in their last raid went sour and Skäne and his oarbrother Bjorn Helsingrson were lucky to escape with their lives. After weeks in the wild, the Northmen have healed up and hired on as caravan guards bound for Deeptown...


very not familiar with the harrowed feat,may have to change.
wealth left?
not wearing armor?
About Rianna Stendrei

Female Human (Varisian) Bard (Street Performer) 1
CG Medium Humanoid (Human)
Init +2; Senses Perception +0
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +2
Spd 30 ft.
Melee Dagger +1 (1d4+1/19-20/x2) and
. . Rapier +1 (1d6+1/18-20/x2)
Ranged Sling +2 (1d4+1/20/x2)
Special Attacks Bardic Performance (standard action) (8 rounds/day, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 14)
Bard (Street Performer) Spells Known (CL 1, +1 melee touch, +2 ranged touch):
1 (2/day) Sleep (DC 15), Beguiling Gift (DC 15)
0 (at will) Daze (DC 14), Prestidigitation (DC 14), Detect Magic, Mage Hand
Str 12, Dex 14, Con 12, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +1; CMD 13
Feats Bard Weapon Proficiencies, Harrowed, Lingering Performance
Traits Power of Suggestion
Skills Bluff +5, Diplomacy +8, Disguise +9, Knowledge: Local +7, Linguistics +6, Perform: Dance +8, Perform: Sing +8, Profession: Fortune-Teller +4, Sleight of Hand +7, Stealth +6, Use Magic Device +8
Languages Chelaxian, Common, Shoanti, Thassilonian, Varisian
SQ Bardic Performance: Disappearing Act (1 allies) (DC 14) (Su), Gladhandling, Streetwise +1 (Ex)
Combat Gear Rapier, Sling, Bullets, Sling (20), Dagger (2); Other Gear Backpack (10 @ 12 lbs), Entertainer's outfit, Fortune-Teller's Deck, Common, Holy symbol, wooden: Pharasma, Mirror, small steel, Pouch, belt (2 @ 1.32 lbs), Rations, trail (per day) (4), Scarf, Pocketed, Scarf, reinforced, Sewing needle, Spell component pouch, String (50'), Sunrod (2), Waterskin, Wrist sheath (2)
Bardic Performance (standard action) (8 rounds/day) - 0/8
Bullets, Sling - 0/20
Dagger - 0/2
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Disappearing Act (1 allies) (DC 14) (Su) Those within 30' who fail to save treat an ally as invisible.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 14) (Su) One or more creatures becomes fascinated with you.
Gladhandling Use Bluff to improve attitude, but the attitude becomes worse 1 minute later. Earn double for perform checks.
Lingering Performance Bardic Performances last 2r after you stop concentrating.
Streetwise +1 (Ex) You add half your bard level to Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information
Rianna grew up a gypsy. She learned all the tricks and skills of the trade from her Nana. She has left the gypsy caravan to seek out knowledge and learn more of the world.

Outgoing and flirty, Rianna looks to learn as much of the world as she can before going back home and raising her own family.


About Betony Avilia

Eyes, hair, style:
Dark green eyes. Purple hair highlighted with bright pink that tends to spike up in all directions, she tends to have it crammed under a knitted cap whose tassel drapes down her back. She wears a matching scarf that trails behind her also, as does her wolf.

Height: 3’ 0”
Weight: 32
Deity: Green Faith
Age: 55
Alignment: CG

Betony grew up in a fey tradition that would make her seem quite the wild child by civilized standards. She learned to fend for herself at a young age and eventually wandered away from home to truly live as one in the forest. She developed a close friendship with all the inhabitants of the forest, be they fey, animal, or humanoid. She helped and protected all those she called friend as long as fairness and respect were maintained in forest. Eventually the curiosity that led her away from home led her out of the forest with her best friend, Thistledown, a silvery-white wolf.

Out of the forest, what she found shocked her. She witnessed too much brutality and violence. Her and Thistledown dedicated themselves to protecting those in need. They found that caravan escort duty allows them to protect those facing violence and still travel to sate their travel lust. Not having much money sense, she typically works for the food, fires at night, and the friendships found on the food - thus making her a popular guard with both the merchants and fellow guards. As a guard, she typically serves as an outrider, scouting rough terrain and thick copses in advance of the caravan.

To many she seems naive, but it is that she sees the world through a different filter. Like the fey, she enjoys many of the smaller joys that can be found in life, but her ire is fierce when raised by injustice to others or a disregard for nature. She is often spotted on the edge of farms or woodlands, riding her wolf.

She wears an ancient-looking set of banded-mail that has tarnished to a deep bronze-green. This she acquired after a foggy night in the forest, whence she awoke in a glade next to the ancient remains of a gnome wearing the armor and carrying the a strange lance and a green axe all covered in a mat of brambles. She took up the mantle of this old warrior, whom she called 'The Bramble Knight' The lance, she calls Nettle, is a fire-hardened entwined oak-branch that coils and wraps upon itself providing it with unusual strength. It flies a banner of a white wolf and purple rider in front of a dark pine forest with a large moon rising from behind. The axe, she calls razor-leaf, and comes in handy in close quarters.

BETTENY AVILLIA "The Bramble Knight"
Female Gnome Cavalier 1
CG Small Humanoid (Gnome)
Init +0; Senses Low-Light Vision; Perception +3
AC 18, touch 11, flat-footed 18. . (+5 armor, +2 shield, +1 size)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +0
Spd 40 ft. mounted; 15 ft.
Melee Battleaxe 'Razorleaf' +4 (1d6+2/20/x3) and
. . Dagger +4 (1d3+2/19-20/x2) and
. . Lance 'Nettle' +4 (1d6+3/20/x3)

Special Attacks Shield's Challenge +1/+1 (1/day)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Str 14, Dex 10, Con 15, Int 14, Wis 10, Cha 16
Base Atk +1; CMB +2; CMD 12
Feats Coordinated Maneuvers, Mounted Combat
Traits Devotee of the Green: Knowledge: Nature
Skills Acrobatics 0, Climb 2, Diplomacy +7, Escape Artist 0, Fly 2, Handle Animal +7, Heal +4, Knowledge: Local +6, Knowledge: Nature +9, Perception +3, Ride 4, Stealth 4, Swim 2 Modifiers +7 Ride while riding your bonded mount., Shield's Skills
Languages Common, Elven, Gnome, Goblin, Sylvan
SQ Animal Companion Link (Ex), Eternal Hope (1/day), Gnome Magic, Illusion Resistance, Tactician (Coordinated Maneuvers) 3r (1/day) (Ex)
Combat Gear Lance, Battleaxe, Dagger, Chainmail, Shield, Heavy Wooden; Other Gear Backpack (empty), Bedroll, Blanket, Flint and steel, Waterskin
+7 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -7 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Coordinated Maneuvers +2 CMB if you are adjacent to an ally with this feat.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Shield's Challenge +1/+1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to hit your target if the target attacked someone other than you.
Shield's Skills +1 (Ex) +1 to Heal checks for others.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Tactician (Coordinated Maneuvers) 3r (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.

Male Wolf
NN Medium Animal
Init +2; Senses Low-Light Vision, Scent; Perception +1
AC 17, touch 12, flat-footed 15. . (+3 armor, +2 Dex, +2 natural)
hp 13 (+4)
Fort +5, Ref +5, Will +1
Spd 50 ft.
Melee Bite (Wolf) +2 (1d6+1/20/x2) and
. . Unarmed Strike +2 (1d3+1/20/x2)
Special Attacks Trip
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. Trip)
Feats Coordinated Maneuvers
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Track [Trick]
Skills Survival +3 Modifiers +4 to Survival when tracking by Scent
SQ Combat Riding [Trick], Track [Trick]
Other Gear Studded Leather Barding, Bit and bridle, Saddle (Military), Saddlebags (empty)
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Coordinated Maneuvers +2 CMB if you are adjacent to an ally with this feat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.


deity,Desna? alignment? spells? wealth?
About Wesh Velker

Class Cleric 1
Gender: male
Race: Human
Domains: Luck, travel
speed 40 feet 30 in armor
init +4
Wis:16 +2 racail


selective channel
improved initive

sense motive+8
knowledge religion+4

trait: World traveler(sense motive)

domain abilities
travel +10 feet base speed
travel agile steps 6/day
luck touch of luck

morningstar+2 1d8+2 x2
light crossbow +0 1d8
20 bolts
armor scale mail -4 acp
light wooden shield

4 days trail rations
holy symbol wooden
5 torches
5 pieces of chalk
flint and steel
36 gold pieces
13 silver peices
10 copper pices
Background: Wesh Velker was a varsian nomad that wanted to
get away from his home. Growing up his mother was killed by bandits when he was little. He grew up without a mother and was fairly lonely. He enjoys looking at the stars at night and thinks the sky is beuatiful he gave in to the mycism of desna and began following a traveling cleric wandering throughout the world. Wesh then decided to take on bandits as they had fought with his mother and to stop evil in the world.

Personality: Wesh is a little niave and calm but does not get angry easily.

hair: black long
eyes: brown
skin: olive

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