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Malkith Deraythen's page

342 posts. Alias of the loreweaver.

Full Name

Malkith Deraythen


Human (Varisian) ; 8/8 hp; AC 14 (11 t/13 ff); CMD 12; Init +1;


Oracle of Lore 1








Chaotic Good




Abyssal, Celestial*, Common, Infernal, Varisian



Strength 12
Dexterity 12
Constitution 11
Intelligence 14
Wisdom 14
Charisma 16

About Malkith Deraythen

Malkith is an olive-skinned man with dark eyes and shoulder-length raven hair. He shares his smile freely with friend and stranger alike. He sports a leather jerkin decorated with metal studs over a loose fitting shirt and several wide scarves encircle his waist. Although the style of his attire is traditional Varisian, the colors are relatively muted with greys and browns. He sports no obvious weapons, but carries a well-crafted pack over one shoulder.

Initiative +1
Base Speed 30ft
BAB +0
CMB +1 (+0 BAB, +1 STR)

Dagger +1 (1d4+1/19-20)
Scarf, bladed -3 (1d6+1/19-20) (Pathfinder Chronicles: Campaign Guide, p.210)

Dagger +1 (1d4+1/19-20), range 10 ft.

AC 14 (10 +3 armor, +1 DEX), touch 11, flat-footed 13
CMD 12 (10 +0 BAB, +1 STR, +1 DEX)

Hit points: 8/8 (1d8)

Fortitude +0 (+0 base, +0 CON)
Reflex +1 (+0 base, +1 DEX)
Will +4 (+2 base, +2 WIS)

Conditional Modifiers:
+1 bonus to Will saves versus enchantment effects

Special Qualities:
Special Abilities:
Mystery: lore
Oracle's curse (Ex): tongues
Revelation: lore keeper (Ex)

Harrowed (The Inner Sea World Guilde, p. 295)
Prophetic visionary (Ultimate Magic)

Focused mind (Advanced Player's Guide)
Varisian wanderer (Inner Sea Primer, p.22)

Skill Bonus [+Ability +Ranks +Class +Misc -Armor]
Appraise +2 [+2 +0 +0]
Bluff +4 [+3 +1 +0]
Diplomacy +7 [+3 +1 +3]
Heal +6 [+2 +1 +3]
Knowledge (arcana) +3 [+3 +0 +0]
Knowledge (dungeoneering) +3 [+3 +0 +0]
Knowledge (engineering) +3 [+3 +0 +0]
Knowledge (geography) +3 [+3 +0 +0]
Knowledge (history) +6 [+3 +1 +3]
Knowledge (local) +3 [+3 +0 +0]
Knowledge (nature) +3 [+3 +0 +0]
Knowledge (nobility) +3 [+3 +0 +0]
Knowledge (planes) +3 [+3 +0 +0]
Knowledge (religion) +3 [+3 +0 +0]
Profession (fortune-teller) +8 [+2 +1 +3 +2]
Sense motive +6 [+2 +1 +3]
Sleight of Hand* +1 [+1 +1 +0 +0 -1]
Spellcraft* +6 [+2 +1 +3]

* Requires ranks in to use.

Conditional Modifiers:


Orisons (DC 13)
Detect magic
Detect poison
Read magic

1st Level (DC 14) Spells per Day 4
Cure light wounds
Protection from evil

* Indicates number of casting this day.

Conditional Modifiers:
+2 trait bonus on concentration checks

Armor: studded leather
Weapon(s): scarf, bladed (Pathfinder Chronicles: Campaign Guide, p.210)
Attire: traveler's outfit
Carried: 18gp, 7sp, 6cp
--fortune-teller's deck, quality
--sunrods (x3)
--(2) unidentified vials (radiate faintly of poison)
scarf, pocketed (Adventurer's Armory, p.13)
--coin, Chelaxian silver
--token, belonging to Oliver Bott
scarf, reinforced (Adventurer's Armory, p.13)
spell component pouch
wrist sheath, spring-loaded (Adventurer's Armory, p.9)

Weight: 42.5 lbs. (12 lbs. carried by backpack)
Carring capacities: 0-43lbs. < 44-86lbs. < 87-130lbs.


Malkith Deraythen is a typical Varisian man. Born and raised amongst the nomadic gypsies, he has spent his years traveling the width and breadth of Varisia along side his extended family. His education came in the form of first-hand experiences and the retelling of stories. As he reached adolescence, Malkith began to display a natural affinity for divining the future. Under the tutelage of his elders, he not only learned the art of fortune-telling, but harnessing the supernatural powers that permitted his people to glean things normally obscured to the rest of the world.

To date, he has been able to contribute a modest income for his family from reading palms and harrow cards for strangers. Recently, however, he has been noticing strange signs; omens that seem to directed at him towards the coast. With a new season approaching and his caravan preparing to migrate east towards Ustalav, Malkith knew he would need to part ways. He packed his own bags, said his farewells, and struck out to in another direction. Unsure of exactly where he needed to be going, he set his initial destination for the closest sea-side settlement - Riddleport.

Harrow Deck:

1d6 = Suit (Ability)
1 = hammer (Strength)
2 = key (Dexterity)
3 = shield (Constitution)
4 = book (Intelligence)
5 = star (Wisdom)
6 = crown (Charisma)

1d9 = Alignment
1 = Lawful Good
2 = Neutral Good
3 = Chaotic Good
4 = Lawful Neutral
5 = Neutral
6 = Chaotic Neutral
7 = Lawful Evil
8 = Neutral Evil
9 = Chaotic Evil

List of cards.

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