Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Karzoug the Claimer

Judge Tohram Quasangi's page

2,038 posts. Alias of Tirion Jörðhár.

Full Name

Tohram Quasangi




Summoner/6 [HP -8/47; AC18,T12,FF16; F+2,R+4,W+6; Per+8; Init +4]




M - 6' 3", 145 lbs




Lawful Evil


Asmodeus, Wylgart (Hells Judge)




Common, Celestial, Infernal, Necril



Strength 8
Dexterity 14
Constitution 11
Intelligence 14
Wisdom 12
Charisma 23

About Judge Tohram Quasangi

+4 Initiative (+2 Dex, +2 Trait)
+4 BAB

+3 CMB (+4 BAB, -1 Str)
+15 CMD (+4 BAB, -1 Str, +2 Dex, +10)

+3 Club (+4 BAB, -1 Str) [Damage: 1d6-1]
+6 Crossbow (+4 BAB, +2 Dex) [Damage: 1d8]
Current hp: -8

Max hp: 47 (+8+6+6+8+7+6; +0 Con, +0 FC, +6 Toughness)
AC 19 [+2 Dex, +4 Armor, +2 Natural Armor, +10]
Flatfoot AC 14 [+4 Armor, +2 Natural Armor, +10]
Touch AC 12 [+2 Dex, +10]

+2 Fort (+2 base, +0 Con) (+2 Summoner)
+4 Ref (+2 base, +2 Dex) (+2 Summoner)
+6 Will (+5 base, +1 Wis) (+5 Summoner)
--> +2 racial bonus on saving throws against disease and mind-affecting effects

Special Abilities
Life Link
Bond Senses - 6/6
Summon Monster III - 4/8
Shield Ally
Maker's Call

0th Level - Unlimited
1st Level - 6/6
2nd Level - 5/5

+2 Acrobatics (Dex +2, Ranks 0)
+2 Appraise (Int +2, Ranks 0)
+15/+11 Bluff (Cha +6, Ranks 4, Class(Feat) Skill +3, +2 Race) (-4 social situations(feat))
-1 Climb (Str -1, Ranks 0)
+* Craft, Alchemy (Int +2, Ranks 0, Class Skill +3)
+15/+11 Diplomacy (Cha +6, Ranks 6, Class(DM Bonus) Skill +3) (-4 social situations(feat))
+* Disable Device (Dex +2, Ranks 0)
+7 Disguise (Cha +6, Ranks 1)
+2 Escape Artist (Dex +2, Ranks 0)
+* Fly (Dex +2, Ranks 0, Class Skill +3)
+10 Handle Animal (Cha +6, Ranks 1, Class Skill +3)
+1 Heal (Wis +1, Ranks 0)
+16 Intimidate (Cha +6, Ranks 5, Class(trait) Skill +3, Trait +2)
+6 Knowledge, Arcana (Int +2, Ranks 1, Class Skill +3)
+* Knowledge, Dungeoneering (Int +2, Ranks 0, Class Skill +3)
+* Knowledge, Engineering (Int +2, Ranks 0, Class Skill +3)
+6 Knowledge, Geography (Int +2, Ranks 1, Class Skill +3)
+* Knowledge, History (Int +2, Ranks 0, Class Skill +3)
+6 Knowledge, Local (Int +2, Ranks 1, Class Skill +3)
+* Knowledge, Nature (Int +2, Ranks 0, Class Skill +3)
+6 Knowledge, Nobility (Int +2, Ranks 1, Class Skill +3)
+6 Knowledge, Planes (Int +2, Ranks 1, Class Skill +3)
+6 Knowledge, Religion (Int +2, Ranks 1, Class Skill +3)
+6 Linguistics (Int +2, Ranks 1, Class Skill +3)
+8 Perception (Wis +1, Ranks 3, Race +2, +2 Feat)
+6 Perform, Untrained (Cha +6, Ranks 0)
+5 Profession, Barrister/Judge (Wis +1, Ranks 1, Class Skill +3)
+10 Sense Motive (Wis +1, Ranks 3, Class(trait) Skill +3, Trait +1, +2 Feat)
+* Sleigh of Hand (Dex +2, Ranks 0)
+6 Spellcraft (Int +2, Ranks 1, Class Skill +3)
+4 Stealth (Dex +2, Ranks 2)
+1 Survival (Wis +1, Ranks 0)
-1 Swim (Str -1, Ranks 0)
+13 Use Magic Device (Cha +6, Ranks 4, Class Skill +3)

Each level skill points gained = 4+1 (+2 Summoner, +2 Int, +1 Diplomacy (DM Bonus) +FC

Favored Class:

Favored Class: Sorcerer
Lvl 1 (Skill)
Lvl 2 (Skill)
Lvl 3 (Skill)
Lvl 4 (Skill)
Lvl 5 (Skill)
Lvl 6 (Skill)

-4 Con - The Descent/Dying feat penalties (-2 each) (Con originally 15)
+1 Cha at level 4
+2 Cha - Headband
Original Stats:
Str: 8 = 8
Dex: 1d10 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Con: 1d10 + 7 - 2 ⇒ (10) + 7 - 2 = 15
Int: 1d10 + 7 ⇒ (7) + 7 = 14
Wis: 1d10 + 7 ⇒ (5) + 7 = 12
Cha: 18 + 2 = 20

Original Roll Post


Suspicious - +1 Sense Motive, Sense Motive is Class Skill
Extortion - +2 Intimidate, Intimidate is a Class Skill
Strike First - +2 on Initiative (Campaign Bonus Trait)


Extra Evolution (Level 1)
Stealth Synergy (Level 2 Campaign Bonus Teamwork Feat)
The Descent (Level 3)
--> First step in becoming a vampire. Gain the Alertness feat. -2 to Constitution. Invisible to mindless undead.
Alertness (Bonus from the Descent)
The Dying
-->Benefits: Your natural armor improves +2, your dark-vision improves to 60 ft., you gain a +2 racial bonus to Perception and you gain the toughness feat. However your Constitution score is again lowered by two permanently. Your appearance becomes gaunt and alarming, giving you a -4 penalty on many social interactions for the rest of your life. (1) Further, the light of the sun has become unpleasant to you. You avoid ordinary daylight (though it does you no immediate harm). In direct sunlight you are dazzled; if forced to spend more than ten minutes per day in direct sunlight, you become sickened.

Toughness (Bonus from the Dying)

Simple Weapon Proficiency

Light Armor Proficiency


Standard Racial Traits

Ability Score Racial Traits: +2 Dexterity, +2 Charisma, and –2 Constitution.
Type: Humanoid (dhampir).
Size: Medium
Base Speed: 30 feet.
Languages: Common. High Intelligence --> any (except secret languages, such as Druidic).

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Feat and Skill Racial Traits

Manipulative: +2 racial bonus on Bluff and Perception checks.

Spell-Like Abilities (Su): Exchanged for Alternate Trait (Dayborn)

Darkvision: Dhampir see perfectly in the dark up to 60 feet.

Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Weakness Racial Traits

Light Sensitivity: See Alternate Racial Traits

Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Alternate Racial Traits
Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.


Class Features

Weapon and Armor Proficiency:
Summoners are proficient with all simple weapons

Summoners are also proficient with light armor.

Friend from elsewhere.

Shadow Eidolon <-- DM approved modification.
A shadow caller's eidolon is at once a thing of shadow called from the deep of the Shadow Plane and his own shadow; the two are inseparable. When his eidolon manifests, his shadow lengthens and finally detaches from him as a creature unto itself. For as long as the shadow caller's eidolon is manifested, he and the eidolon do not have distinct shadows, regardless of the presence or absence of light. This lack of a shadow replaces the magical symbol that identifies the summoner and his eidolon. This ability alters the summoner's eidolon ability.
DM modification - Sickened for 1 round when Eidolon summoned.

Summoners can spontaneously cast a limited number of arcane spells.

Life Link (Su) - 1st Level
Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

Distances: 100' - full strength; 100'-1000' - 50% hp; 1000'-10,000' - 25% hp; >10,000' banished to home plane.

Summon Monster
--> Currently - Summon Monster I - 3+Cha/day (currently 8/day)
--> Standard Action, 1 minute/level duration

Bond Senses (Su) - 2nd level
A summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.

Shield Ally (Ex) - 4th level
Whenever a summoner is within his eidolon’s reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Maker’s Call (Su)
At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner’s caster level. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.

Transposition (Su)
At 8th level, a summoner can use his maker’s call ability to swap locations with his eidolon. If it is larger than him, he can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.

Aspect (Su) - 10th level
A summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. See book for limitations.

Greater Shield Ally (Su)
At 12th level, whenever an ally is within an eidolon’s reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If this ally is the summoner, these bonuses increase to +4. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Life Bond (Su) - 14th level

Merge Forms (Su) - 16th level

Greater Aspect (Su) - 18th level

Twin Eidolon (Su) - 20th level

Summoner Spells:

0th Level
Detect Magic
Mage Hand
Open Close
Read Magic

1st Level
Rejuvenate Eidolon, Lesser
Protection from Good --> Replaced Grease @ level 5
Enlarge Person

2nd Level
Bull's Strength
Evolution Surge, Lesser

Eidolon - Morsum:


Base Form: Biped; Size Medium; Speed 30 ft.; AC +2 natural armor;
Saves Fort (good), Ref (bad), Will (good); Attack 2 claws (1d4);
Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Free Evolutions: claws; limbs (arms); limbs (legs)

LE Medium Outsider(native) <-- not sure about this
Init +2 (+2 Dex)
Senses darkvision 60 ft.

Current HP: 20
hp 53 (1d10) (+10+7+9+10+7; +10 Con)

AC 23 (+2 Dex, +10 Natural Armor (+2 Base Form, +4 Leveling, +4 Improved Armor), +1 Dodge, +10)
Touch 12 (+2 Dex, +1 Dodge)
Flat-footed 20 (+10 Natural Armor)

Fort +6 (+2 Con, +4 Base)
Ref +3 (+2 Dex, +1 Base)
Will +4/+8 (+0 Wis, +4 Base) (+4 vs enchantment spells)

Speed 30 ft., Fly 30 ft.
Bite +9 (+5 BAB, +4 Str) (2d6+4/20x2) + Trip
Claws x2 +5 (+5 BAB, +4 Str) (1d4+3/20x2)

Str 19, Dex 13, Con 13, Int 7, Wis 10, Cha 11
Base Atk +4
CMB +8 (+4 BAB, +4 Str)
CMD 20 (+4 BAB, +4 Str, +2 Dex)

Feats: Power Attack, Dodge, Improved Natural Attack(bite)


  • +8 Acrobatics (Dex +1, Ranks 4, Class Skill +3)
  • +0 Bluff: (Chr +0, Ranks 0, Class Skill +3)
  • +10 Climb: (Str +4, Ranks 3, Class Skill +3)
  • +* Craft: (Int -2, Ranks 0, Class Skill +3)
  • +4 Intimidate: (Chr +0, Ranks 1, Class Skill +3)
  • +2 Knowledge(planes): (Int -2, Ranks 1, Class Skill +3)
  • +8 Perception: (Wis +0, Ranks 5, Class Skill +3)
  • +4 Sense Motive: (Wis +0, Ranks 1, Class Skill +3)
  • +16 Stealth: (Dex +1, Ranks 4, Class Skill +3, Evolution +8)
  • +8 Swim: (Str +4, Ranks 1, Class Skill +3)

Languages Common, Infernal, Celestial, Necril

EVOLUTIONS: 10 Points (9 (level) + 1 (Feat))
(1) Bite
(1) Skilled(Stealth)
(1,1) Improved Armor x2
(1) Reach(Bite)
(2) Trip(Bite)
(1) Improved Damage(bite)
(2) Flight

Ability Bonuses:
+1 Str/Dex @ Level 2
+1 Str/Dex @ Level 5
+1 Con @ Level 5

Special Abilities:
Evasion <-- No damage on reflex save if normally half.
Bond Senses - 1 round/level/day
Shield Ally


Arms, Armor, and Clothing
Explorer's Outfit, 2 lbs.
+1 Mithral Shirt, 10 lbs
Crossbow, Light, 4lbs
Dagger x2, 2lbs each
Bolts - 20
Feather Step Slippers

Handy Haversack - 5 lbs

Bolts - another 60 with Morsum

Potion of ILW(CL5)
Potion of IMW(CL5)
Wand of Mage Armor(CL1, 42 charges)
Necrotic Talisman (+1 Channel Resistance) - also MW unholy symbol
Sleeves of Many Garments
Headband of Charisma +2

Goblin Skull Bomb - Bref's head

Bag of Holding II -- carried by Morsum when summoned
-- Coffing, in Bag of Holding

0 lbs

In Backpack
Backpack, 2lbs
Chalk - 3 pieces
Spell Components Pouch, 2 lbs.
Oil, Flask, 1 lbs.
Rope, Silk 50 feet, 5 lbs. - Morsum carries
Flint and Steel
Backpack - Morsum carries
Water Flask x2

0 lbs


Belt Pouch

Chalk, 0 pieces
0 p.p.
148 g.p.
0 s.p.
0 c.p.

Carrying Capacity

Current Weight: 23 lbs

Light Load: x < 26 lbs.
Medium Load: 27 < x < 53 lbs.
Heavy Load: 54 < x < 80 lbs

Goblin Skull Bomb:

An ember glow lights the beady eyes of this blackened, burned out goblin's skull. It is very brittle and shatters if dropped on solid ground. When a goblin skull bomb breaks, the very last creature to touch it bursts into a raging magical flame, automatically suffering 5d6 points of fire damage and also catching fire should it fail a Reflex save (DC 13). If this kills the creature, its body burns away in one round, leaving behind only a pile of ash and the creature's blackened, burned-out skull, which is a new goblin skull bomb. If the target survives the fire, doesn't have a skull, or if its skull is destroyed before another creature touches it, it does not create a new goblin skull bomb.

A skull bomb can be used as a thrown weapon with a range increment of 10 feet. If the attacker hits, the skull shatters, immolating the target as described above. If the attacker misses, the skull breaks upon the floor or another nearby hard surface and the attacker bursts into flame. Touching the skull using gloves, gauntlets, or handheld items such as tools or weapons counts as touching the skull. It can be safely moved using spells (such as mage hand or telekinesis) or attacked with ranged weapons (hardness 0, 1 hp).

The Bref version is slightly more powerful. It explodes for 6d6, and also sprays a nauseous liquid like flaming vomit 5' in all directions, doing 1d6 of splash damage. The Reflex save to avoid catching fire is DC 14, and everyone who is hit or splashed by the liquid must also make a DC 14 Fort save or be sickened for one round. If it doesn't kill its target, it backfires in the same manner as a standard Goblin Skull Bomb. It would have a market value of 2600 gp, though finding a buyer in Talingarde might be tricky.


The imposing figure of Tohram Quasangi is well known in the northern outpost of Farholde. Standing well over six feet tall, his gaunt ageless appearance has frightened all those who have appeared before him in his court of law for over a century. While very skilled at diplomatically resolving things, he has found speaking with a forked tongue and intimidating others to be much more enjoyable. Rarely seen without his dark robe and uncaring scowl, few who see the judge within his courtroom, or without, desire to do so again. There is a reason that those who have appeared before him often refer to him as the Bloodsucker Judge.


For nearly a century, Tohram Quasangi has lorded over the courts of the small city of Farholde on the rugged northwest coast of Talingarde. Perhaps not a job that all would relish, but this position has allowed Tohram to control the lives of others while using every tool in the Talingarde civil code to ensure that his own version of justice is done. At least, this was Tohram's life until last week, when it all went wrong.

Years ago, before the House of Darius and its Mitra (Iomedae/Sarenrae? - if in Golarian) worshippers assumed control of the nation, there was a whole pantheon of gods, each with its own worshippers. In addition, evil existed in the land, humanoids, undead, and other abominations, just as in most other lands. One of these abominations was the vampire Lord Varnith. Lord Varnith had ruled from his dark fortress in the mountains north of Lake Tarik for centuries. That was until a small band of adventurers decided to disrupt his rule.

The adventurers stormed Lord Varnith's fortress defeating all his defenses along the way, eventually finding Lord Varnith in his throne room. However, they did not find one Lord Varnith, but instead two, the real Lord Varnith and a reasonably close clone, both similar to the stories, but slightly different. One Lord Varnith charged the party while the other raised his arms and called forth minions from hell to assist him. Thus began an epic battle. For a time it appeared that the adventurers would succeed, but then Lord Varnith called forth several Barbed Devils from the pits of hell. The battle swayed back and forth, with the party defeating creature after creature, and Lord Varnith summoning more. Eventually, they defeated the vampire's clone only to discover that it was merely an Eidolon. But this discovery came too late, for as the Eidolon fell, Lord Varnith slipped past the party's paladin, Armon Fairstern, and fell upon the party's priestess, Nalia Fairstern, Armon's wife, sinking his fangs into Nalia's fair neck. Moments later the battle was over as Armon recovered and drove his holy blade into Lord Varnith's black heart.

This might be the end of an epic tale, the defeat of a vampire lord by a paladin and his fair priestess wife, except for one detail. Unbeknownst to the brave party, at the time of the battle fair Nalia was with child. When Lord Varnith bit Nalia, her body and magical skills warded off the potent undead seed from herself, but the unborn child was not so fortunate.

Eight and a half months later Tohram Fairstern entered the world. But it was not a joyous occasion for the seed of undeath that had been planted by Lord Varnith caused the child to literally suck the life from his mother. Thus, as Armon welcomed his only child into the world, he watched his beautiful wife lose her life. Distraught and brokenhearted, the mighty paladin took his own life a month later leaving the newborn child and all his possessions to the church of Mitra.

The priests of Mitra, believing in the good in all people sought to raise the child, but it soon became apparent that there was more different than just the child’s pale appearance. When Tohram was injured, the priests of the orphanage sought to use Mitra’s magic to heal the child, and found that the child was worse off than before. While the child healed like any other naturally, this negative reaction to the healing magic of Mitra by a human child was unheard of.

Tohram grew up in the orphanage, but because of his pale skin and continual need to control the actions of others, he was frequently in trouble. The priests who watched over the children did not think much of this until Tohram began to tell them that his shadow was following him. The priests explained that everyone’s shadow followed them when Mitra’s bright light was in the sky. Tohram attempted to explain that his shadow was there whether it was sunny or cloudy, but the priests would hear nothing of it.

After a year or so of telling the priests about the shadow following him and the priests simply shooing him away, a day came where several bigger boys began to tease him about his fear of his shadow. As they were doing this, the shadow suddenly rose up and the boys all saw the shadow turn into a monstrous form with red eyes, a huge mouth full of teeth and long claws. Fortunately, none of the boys were killed, but the priests decided it was time to send the unusual child elsewhere for his teen years. Thus, a few days later, Tohram found himself being welcomed into a foster home in the east coast town of Daveryn.

When Tohram arrived in Daveryn at the age of 14 it was the first time in his life that he was out from under the watchful eyes of the Mitra priests. Using his natural gifts, he soon discovered several things. First, he had a silver tongue and could tell almost any lie, and have others believe him. Second, he found that despite his rather weak build, when he wanted others to do something, his threats were invariably heeded. And third, the shadow continued to follow him. Eventually, Tohram discovered that he could sense the presence of the shadow creature. Over a number of years Tohram learned how to communicate with it and found that its name was Morsum. At the same time as he was discovering about his personal skills and his shadow friend, he also found two other things that he enjoyed, law and blood. Not so much following the law or watching others harm themselves in battle. No, he loved the intricacies of law and finding ways to use the law for his own benefit. And he loved the taste of blood. When meat was served, he preferred it rare, uncooked if possible.

His foster family were always kind to him and enrolled him in a good school where, while not the best student, he was able to talk his way through and eventually be enrolled in the prestigious Ghastenhall Jurist Institute. Even in this institute of higher education, Tohram found he could either bluff or intimidate his way through most any course. Graduating from the school near the bottom of his class, but with a diploma. While Tohram would have enjoyed staying in the metropolis that is Ghastenhall, he did not think that remaining in a city where the King and his court were so close was wise. After all, Tohram was more interested in the power that law allowed him to exert over others more than the justice the system was designed to uphold. Thus, Tohram accepted a position as a clerk to the chief magistrate in the cold northwest coast city of Farholde.

When Tohram arrived in Farholde, he realized that he needed a last name. Growing up in the orphanage and with foster parents, he had never had, or needed a last name. However, hoping to become a magistrate in the king’s courts, he knew that he needed one. Not knowing of his parents, he researched languages and names. Eventually he found an interesting, and rather unknown language, Necril - the language of the undead. Having developed almost an obsession with the taste of blood, he took the name, Quasangi, which in Necril means “one who likes blood.”

Within a few short years Tohram had worked his way to be a full magistrate in the court, deciding the fate of those before him on a daily basis. While other magistrates would seek to do justice and see that all were better off, Tohram preferred using the law for two purposes. Maximizing the punishment that people received, and for his own personal benefit. As a judge, he had a fair amount of flexibility in the judgments he handed out. And when the crime allowed, he handed out the maximum punishment, the more painful the better. However, over the years he also discovered that there were many who would willingly give for a lighter sentence. Thus, over the years more than a few maidens begged for him to be lenient on their husbands and boyfriends, and many wealthy parents were willing to pay handsomely for a lighter sentence when their children had fallen afoul of the law. Thus, was Judge Tohram able to enjoy many pleasurable nights and accrue a rather well off lifestyle.

While Tohram grew to greatly enjoy his ability to control the lives of those before him, the source of these laws did not so thrill him. Mitra, always Mitra. The goddess preached forgiveness, something that Tohram did not believe the pitiful people before him deserved. Tohram’s dissatisfaction with the good Mitra caused him to research other deities who more closely comported with his view of law and justice. Over a number of years he learned to read, and eventually speak, the tongue of the Infernals. With this knowledge and his privileged position as a justice of the peace, he was able to study books which were otherwise banned in the land. After all, how could a judge pronounce judgment if he did not understand the reasoning behind the crimes committed - or so he told those few who questioned him. Tohram’s research led him to a power which represented his belief in the law. The Archfiend Asmodeus and Asmodeus’ duke, Wylgart, Hell’s Judge and the condemner of the guilty.

For nearly a century, Tohram has concealed his worship of these Infernal Lords as research for those cases before him. In the process he condemned many man to death for worshipping these same devils, irrespective of whether they were innocent or guilty. To put it simply, Tohram and his cold undead heart had no sympathy or pity for those before him. If they were true worshippers of the Archfiend, then they had failed by being caught. If they were not, then their failure to exculpate themselves was just cause for the punishment dealt.

At the same time as Tohram was learning to present justice, his justice, on the pitiful citizenry of Farholde, Tohram was also learning more about himself and his shadow. He learned that he was a summoner, a strange innate arcane caster with mystical powers, but one who specialized in calling forth otherworldly beings to serve him. And serve him they did. Once when he was accosted by a ruffian, Tohram’s shadow rose up and killed the attacker. On another occasion, he called forth several huge rats which attacked a youth attempting to enter his home. While he did not take up the life of an adventurer, he found that his arcane powers were quite beneficial. Many prisoner’s would tell horror stories of being attacked by giant spiders and snakes, unknowing that the source of these was the judge just down the hall supposedly speaking to another prisoner. It was amazing how these men later admitted their guilt.

In addition to discovering about his arcane powers, he discovered that while he had been raised as a human child, he was in fact an unusual offshoot of humanity commonly referred to as a dhampir, a human touched by the undead. Upon discovering this, he carefully studied historical texts from the period of his birth many years earlier. From these he learned that a horrible vampire named Lord Varnith had been defeated less than a year before his birth. The book also revealed that the heroes of this feat had returned victorious, but that two of them had died less than a year later, a priestess of Mitra in childbirth, and a paladin of Mitra by his own sword less than a month later. Nothing was contained within the book of whether the child had lived or what had become of the child, but Tohram knew that he was the offspring of these good folk, a fact he damned them for. For leaving him with the curse of undead blood in him.

Armed with this knowledge and his legal training, Tohram led a rather uneventful life. Helping those supporting the return of Infernal rule when he could, but generally using his positing to impose his will and control over others. So it proceeded for over a century. When people wondered about the near immortality of the pale judge, he would simply shrug his shoulders and use his silver tongue to explain that perhaps within him was the blood of moon elves.

Well, even for one as nearly immortal as the ancient, yet youthful, magistrate, mistakes happen. And so it was, with Tohram. As the life that Tohram had become accustomed to, especially obtaining his favorite drink, human blood, was not inexpensive in a land like Talingarde, more and more frequently Tohram found the need to supplement his income. Thus, approximately three weeks ago, before him stood a youth. The boy was accused of taking the innocence from a young girl. Judge Tohmar did not know whether the crime had been committed, but he did not care, once the evidence was in, he would make his ruling. However, as with all laws, there are exceptions, and exceptions to the exceptions. The boy’s father was a noble, and while far from the throne, he was still quite well off. Since, the laws of Talingarde provide judges with a broad range of options on how to enforce the laws, Tohram frequently allowed interested parties to influence him on how a particular law should be interpreted. In this case, the decision was whether to have a speedy trial with the boy being sent to the salt mines for ten years before all the evidence was in, or to hold off the trial for several weeks to allow the father to obtain more evidence. However, unlike normal when a parent or loved on would come to Tohram with an offer, in this case Tohram presented the noble with this choice, making it clear what the cost would be. Unfortunately for Tohram, the noble was actually a cousin and close friend of Lord Balin of Karfield. Thus, the next day, Tohram found himself in manacles and standing before his former subordinate judge. Just as Judge Tohram had done with many over the years, the subordinate pronounced the judgment and with a smash of his gavel the former Judge Tohram Quasangi was sentenced to a life of hard labor in the salt mines of Talingarde, a life that Tohram knew could be centuries in length. Now, with his hands bound and his head covered in a black hood, Tohram sits in the back of a wagon heading toward Brandenscar Prison and a life of hard labor thereafter. All that runs through his head is that after so many years of controlling and hurting others, the positions have been reversed. Tohram the judge is no more.


Dark, cold, callous, calculating. These are all terms that others have used to describe Tohram over the years. Although blessed, or perhaps cursed, with nearly unlimited personality, Tohram tends to only use his charisma when it is needed. Usually to intimidate others to do his bidding. For all the years he sat on the bench, those before him, not only defendants and criminals, but also the counsel and representatives of the state and of other parties, usually remained as silent as possible. For they were well aware of the tall and lanky Tohram's skill in instilling fear in others.

This is the personality others see. Tohram is not necessarily an evil person, it is more that he simply does not care how his actions affect others. However, what actions he takes are always in compliance with the laws, although if there are loopholes in the laws, Torham will be the first to exploit those for his own benefit. After all, following nearly a century handing down justice, he knows the laws, and how to use or abuse them in his favor.

©2002–2014 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.