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Rasil Bathbone's page

364 posts. Alias of Weren Wu Jen.

Full Name

Rasil Bathbone




Archaeologist Bard 1; AC 16, flat-footed 14, touch 13; HP 10/10; Init +2; Fort +2, Ref +4, Will +3; Perception +7








Neutral Good


Magnimar, Varisia


Common, Dwarven, Elven, Gnome, Sylvan


Inspector for Magnimar City Watch

Strength 10
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 13
Charisma 15

About Rasil Bathbone



Height: 3'2", Weight: 37 lbs, Eyes: Violet, Hair: Lavender.

Rasil has rosy skin to offset his lavender mustache and goatee.


Rasil Bathbone grew up in the seedier districts of Magnimar, scrounging out a living by “acquiring” resources (mostly food and clothing) that he needed to survive. He grew up on the stories and legends of Varisia, carried by adventurers passing through the port on their way into the wilds.

Eventually, he was old enough to join a band of explorers. Getting a crash course in archaeology from the expedition's leader, Rasil thought that he was ready for anything. Unfortunately, that first foray into the Varisian wilderness was his last. A devious tomb claimed the lives of all but Rasil and a halfling “locksmith” named Marra. When the pair finally made it back to Magnimar, Rasil swore off “adventuring.”

Rasil soon grew bored, and started looking into the mysteries that were right there in the port city. Eventually, he began “freelancing” for the local constabulary. However, he's looking for a more permanent position with the authorities, as a way to channel his curiosity and talents into something productive.

After being accepted by Captain Ilar Percival, Rasil is now an Inspector in the MSI, which is a rank between Constable and Sergeant.

Fellow Investigators & Supporting Characters:
Barin Orcbane - dwarven fighter
Issceran - elven wizard
Koraq Silverclaw - half-orc urban barbarian
Simza Caumlo - human oracle of life

Captain Ilar Percival - Individual in charge of the MSI
Mrs. Brigglespan - Secretary at the MSI barracks

Note: Cenotaph Arms (Bistro/Pub; Owner: Bartimus, Half-Orc)

MSI Rookie Squad One

Magnimar Districts Prestige:

A (-1): Alabaster and Marble Districts
B (+0): Naos, Irespan, and Bridgeward
C (-1): The Capital District, Grand Arch, and Vista
D (+0): The Bazaar of Sails, Dockway, Beacon’s Point
E (+0): Lowcleft and Keystone
F (+1): Rag’s End and The Marches
G (+0): Silver Shore, Kyver’s Islet, and Ordelia
H (+1): Underbridge

Investigation Mechanics:

For this campaign, I have attempted to create some new mechanics to add a bit more complexity to social interactions than just “roll Diplomacy to make a suspect like you”. None of these have yet been play-tested; this is the play-testing, so they will likely change as we get a chance to try them out. (Source: Nazard)

Creating a Psychological Hold:

Creating a psychological hold over someone forces them to treat you as helpful, just like using a charm person, though with much longer and stronger results. Naturally, it is much more difficult to effect, and takes time.

Creating a psychological hold over another person takes 2d6 days plus 1 day per the target’s hit dice. It does not require constant contact with the target, but it does need daily and significant interaction. To create the hold, each day you must first succeed at a normal Intimidate check against the target, and then, while they are still at a helpful attitude, succeed at a Diplomacy check (same DC as the Intimidate). If you succeed by 5 or more on both the Intimidate and Diplomacy checks on the same day, they count for two days’ worth of progress. The person attempting to create a hold receives a bonus on the Intimidate check equal to any non-lethal damage inflicted (or twice any lethal damage inflicted) and an equal penalty to the Diplomacy check.

More than one person can participate in the creation of a psychological hold, but only one person can be the “creator”. The creator makes the checks, while others make Aid Another checks. A target can only have one psychological hold on them at one time, but the possessor of that hold can designate other individuals to also have control over the target.

Psychological holds have several advantages over magical charms. They cannot be dispelled with remove curse, dispel magic, or break enchantment spells, they are permanent as long as they are maintained by contact once per week, and they increase the difficulty of turning the target against the possessor significantly. In order to “break” somebody who has a hold in place, the DC is the same as the holder’s most recent Intimidate result, or the standard DC for Intimidate, whichever is higher.

Breaking a Psychological Hold:
Breaking a hold uses much the same mechanic as creating one, but it is much more difficult to achieve. This is different from simply “breaking” an individual (i.e. getting him to “talk”). Simply forcing a person to go against the psychological hold requires an Intimidate result equal to the hold possessor’s most recent Intimidate result, or the standard DC for Intimidate, whichever is higher. However, this does not remove the underlying hold, merely suppresses it temporarily. To actually break the hold so the victim no longer feels the overwhelming sense of fear and twisted loyalties to the hold’s creator requires another person to essentially create a hold of their own, removing the previous one. This new person may create an actual hold, or allow the victim to go free. The creation process of this hold is identical to the original hold, save that the DCs are all 5 higher. If the victim is allowed to go free, weekly contact is not required to maintain the removal.

Looking for Clues:

As the party investigates a scene for clues, many skill checks will be required, and the PCs would be wise to make use of the Aid Another mechanic. The usage of Aid Another depends on whether there is a lead investigator, and whether the party is looking for anything in particular.

For example, the party arrives on a generic scene and are looking for clues with no preconceived notion of what they are looking for. All characters make a Perception check; the highest result is considered the lead, and any others beating a DC of 10 add +2 to the lead’s result. This represents the group all looking around from their different viewpoints and discussing what they saw, with plenty of “What’s that?” questions and the like. If the party is unable to converse or cooperate for whatever reason, they are unable to use Aid Another, and the best result is taken. If the party, for whatever reason (perhaps as part of a deception) must have a single person being the obvious “searcher”, that person’s result must be taken as the lead. For example, one PC has shown up in uniform to investigate a scene while other PCs are there undercover and not wanting to blow their cover. The uniformed PC makes a Perception check as the lead, and the others make Aid Another checks, representing an undercover PC using subtle means to help out (stretching to point to a direction, coughing when the uniformed PC gets close to something they’ve already seen).

At times, the use of helping skills might make sense in examining a scene, such as using Knowledge (Arcana) to assist in studying a wizard’s lab, or Craft (Blacksmithing) to study a forge. In such instances, any characters with ranks in that skill may make a check against DC 10 to grant an additional +2 bonus to the group’s Perception check. A person may even grant this bonus to his own Perception check.
Finally, if the party is looking for a specific clue, they receive a +5 bonus to find it if it exists, but incur a -5 penalty to discover other clues. For example, somebody examining a body for cause of death would get a +5 bonus to mind a stab wound in the back of the head, but a -5 penalty to notice the torn lock of hair that had fallen in the victim’s trouser cuffs. Sometimes it pays to keep an open mind in what you’re looking for.

Gathering Information:

Akin to examining a scene for clues, the party may wish to question a group of people or individuals for information they know. The primary skill needed here is Diplomacy, which represents not only how likely the people are to want to help the party, but also how competently the party asks questions to get to the answers they need. There are three different types of information gathering: canvassing a group, interviewing a witness and interrogating a suspect. In all situations, if the party is able to converse and coordinate their efforts, all the PCs make individual Diplomacy checks, with the best result taken as the lead, and all others that beat a DC of 10 add +2 Aid Another bonuses to the lead result. Any PCs with an appropriate helping skill (such as Profession (Sailor) when canvassing a dockyard) can also make checks in that skill against DC 10 to grant additional +2 bonuses to the lead result. A person may even grant this bonus to his own Diplomacy check.

In canvassing a group, the party may be looking to learn specific information, or simply be surveying a group of people to learn what they know. If the party is looking to find a specific bit of information, they receive a +5 bonus to the lead Diplomacy check (or individual Diplomacy checks if not working together), but incur a -5 penalty to learn other bits of information. Astute in-character questions or bribes may grant bonuses up to +5, at the GM’s discretion. Individuals may use Intimidate against a DC of 20 as a helping skill to grant +2 bonuses to the Diplomacy check. Failing to beat the Intimidate DC incurs a -2 penalty to the Diplomacy check. Using Intimidate in this manner, however, causes a negative reputation of that character to spread. Any characters that regularly use Intimidate to gather information lose one prestige point in the appropriate city district. PCs cannot solely use Intimidate to get information from a canvas. Each PC can canvas five people in one hour, so a party of four could question twenty people in an hour.

Interviewing a specific witness works much the same as canvassing a group, except much more detailed bits of information are possible. Indeed, the standard result of a successful group canvas is finding the appropriate witness to question. Use of Intimidate is possible here also, this time against the standard DC to Intimidate that individual, but has similar ramifications as using it to canvas a group.

Interrogating a suspect is slightly different from interviewing a witness, as usually a suspect is prejudiced against answering any questions. When interrogating a suspect, the use of Intimidate has no negative ramifications, and may be used in place of Diplomacy instead of as an aid. PCs may use Bluff as a helping skill against the suspect’s Sense Motive, with success granting a +2 bonus and failure incurring a -2 penalty. When interrogating a suspect, one PC must take lead before rolls are made, with others offering Aid Another and helping skill checks.

Initiative: +2

Hit Points: 10

Saving Throws: Fort: +2 (+2 Con), Ref: +4 (+2 Base, +2 Dex), Will: +3 (+2 Base, +1 Wis)

BAB: +0, Melee: +1 (+1 size), Finesse Melee/Ranged: +3 (+1 size, +2 Dex)

Attack: Hanbo +3 (1d4) or Shortbow +3 (1d4/x3, RI 60')

CMB: -1 (-1 size), CMD: 11 (-1 size, +2 Dex)

AC: 16 (+3 armor, +1 size, +2 Dex), flat-footed 14, touch 13

Gnome Racial Traits:

Academician (Kn-Local): Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. (Source: APG)

Eternal hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. (Source: APG)

Favored Class Option (Bard): Add 1 to the gnome's total number of bardic performance rounds per day. (Source: APG)

Gnome magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Illusion resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Low-light vision: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Slow Speed: Gnomes have a base speed of 20 feet.

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Character Traits:

Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks. (Source: APG)

Vagabond Child (Disable Device): You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. (Source: APG)


Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.


Acrobatics +1 (+2 Dex, -1 acp)
Bluff +6 (1 rank, +2 Cha, +3 class)
Climb -1 (+0 Str, -1 acp)
Diplomacy +6 (1 rank, +2 Cha, +3 class)
Disable Device +6 (1 rank, +2 Dex, +1 trait, +3 class, -1 acp)
Kn-Arcana +7 (1 rank, +2 Int, +1 bard, +3 class)
Kn-Local +9 (1 rank, +2 Int, +1 bard, +2 race, +3 class)
Kn-(all others) +3 (+2 Int, +1 bard, may use untrained)
Perception +7 (1 rank, +1 Wis, +2 race, +3 class)
Spellcraft +6 (1 rank, +2 Int, +3 class)
Stealth +9 (1 rank, +2 Dex, +4 size, +3 class, -1 acp)
Swim -1 (+0 Str, -1 acp)

Class Features:

Bardic Performance: Archaeologists do not gain the bardic performance ability or any of its performance types. (Source: APG)

Archaeologist's Luck (Ex, 7 rounds/day): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune's favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist's luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level. (Source: APG)

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.


(DC 12) dancing lights, detect magic, light, sift (Source: APG)


1st Level (DC 13, 2 spells/day): cure light wounds, sleep


Encumbrance: 18.5 lbs . . . (Light: 24 lbs, Medium: 49 lbs, Heavy: 75 lbs)

Wealth: 10 gp, 13 sp, 10 cp

Explorer's outfit (Small, 2 lb)
Spell component pouch (2 lb)
Flint & Steel
Thieves' tools (1 lb)
MSI Inspector badge

Studded leather armor (+3 ar, -1 acp, Small, 10 lb)

Hanbo (Small, Type: B, trip; 1 lb) (Source: Adventurer's Armory)
Shortbow (Small, Type: P; 1 lb)
Arrows x20 (Small, 1.5 lb)

Resource Management:

Current Hit Points: 10
Nonlethal Damage:

Current Archaeologist's Luck: 7

Eternal Hope Reroll Uses: 1

Available Spell Slots:

1st Level: 2

Spell-like Abilities Used:

Other Effects/Conditions:


Koraq has Mr. Merryfoot's copy of the Asmodean Disciplines (10 lb)

According to the sign out front, Irefoot Hall used to house the following businesses: Madame Yvana’s (boutique of fine silk dresses), All That Glitters (Gem store owned by Magda Smirtrova), the Cherished Chelish (an antique shop specializing in antiques from the time of the Chelish invasion owned by Rav Kinmin), Leaps and Spells (the office of Master Trintarian, a wizard who specializes in selling teleports and other spellcasting services to the public), and Kovesna’s (an outlet for gold works fashioned by several of the city’s goldsmiths).

The West Naos Market housed the following businesses: Precious Stones (a jewelery shop owned by Ira Mellisor), Mulinar Prest (Attorney at Law), Gallery Lucas (an art gallery dedicated to sculpture owned by Meritoni Lucas), Triffan’s Antiques and Finery (owned by Triffan Marblecutter), Garrus Minkmartin (Attorney at Law), and Folio Five (a book shop owned by Thill Merryfoot).

Meisner's: The most elite of auction houses in all of Magnimar.

"My piece, and I believe all of them, were triangles of black gold, very rare that, on a platinum chain. The chains, I believe, were additions made by the five Chelish adventurers, and aren't part of the magic item themselves. As for what it looked like assembled, I have no idea. Nobody alive has ever seen it assembled."

Issceran's & Simza's research:

Almost three hundred years ago, the Shoanti conjuror Tyval Khallish Skoan-Quah was desperate to protect his clan’s lands from the invading Chelish of the south. His own craft of summoning terrifying creatures seemed to have little impact on the efficient military machine of Cheliax, so Tyval turned to the necromantic arts (forbidden by his own clan) to craft the ghoulish enjoiner, an amulet which, when used in the casting of a summoning spell, alters the summoned creature or creatures by turning them partially into ghouls. With this new power, Tyval was able to lead bands of Shoanti to repel bands of invaders, literally stopping them in their tracks with his paralyzing monsters. His own people began to get suspicious of his suddenly much more effective minions, but before they had a chance to oust him on their own, a band of Chelish adventurers was sent to dispatch of this nuisance wizard. The five heroes succeeded in overpowering and slaying Tyval, and they took his enjoiner for their own. Not wanting such a foul device to remain intact, they discovered how to separate the pentagram into five components, one for each of them. These components, each still radiating strong necromantic magic but unable to function on their own, became prized treasures of each of the heroes, and the noble Houses they each created in the newly conquered lands of Varisia, settling in Magnimar.
Issceran and Simza find the first mention of the enjoiner, reported destroyed, in the tome Fetishes and Relics of the Shoanti Savages by Icaman Freat, a Chelish historian. Listed in this book are the names of the five original adventurers: Praxim Hynter, Jessyn Quintari, Regibald Millis, Vanna Gush, and Torrin Harbuck.
Simza finds a passage in another text indicating how the five adventurers first "destroyed" the enjoiner, complete with a detailing of the ritual, involving a direct casting of protection from evil on the enjoiner, followed by any healing magic or positive channeled energy.

Marblecutter's fragment was from Lord Pinecrest

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