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Creation Guidelines
Human, Dwarf, Elf, Half-elf, Gnome, Halfling, Hobgoblin, Half-hob (Gur), Orc, Half-orc
These races have a 500 xp penalty for using. If you pick one, you will start with 500 less xp than everyone else.
Aasimar(Angelic people), Tiefling(Fiendish people), Ifrit(Fire people), Undine(Water people), Oread(Earth people), Sylph(Air people), Dhampir(half-vampire), Fetchling(Shadow people), Suli-Jann(genie people), and Changeling(hagspawn).
Wulfen start with a 750 xp penalty.
If anyone has any urge to know more about one of these races, let me know, and I will put up the stats on that one, and a little bit more about them as a race.
[spoiler=Starting Wealth and Equipment] Everyone gets 1,000 gold pieces for purchasing starting equipment. Masterwork armor and weapons work differently than stated in the rules. There are two levels of enhanced construction in weapons and armor.
Superior Quality (which costs +250 gp for armor, and +500 gp for weapons) and Masterwork Quality (which costs +5,000 gp for either armor or weapons).
Superior armor has one less point of Armor Check Penalty than normal (minimum of 0/no penalty), and 5 more Item Hit Points, and costs 250 more gold than normal.
Masterwork armor has a +1 Equipment bonus to Armor Class, raises the Maximum Dexterity Bonus by +1, lessens the Armor Check Penalty by 2, 5% less Arcane Spell Failure Chance, +1 point of Hardness, and +10 Item Hit Points.
Superior weapons have a +1 Equipment bonus to attack rolls and to damage rolls, and have +2 Item Hit Points.
[b]Masterwork weapons[/b} have a +2 Equipmentbonus to attack rolls and to damage rolls, +1 point to their Hardness, and have +5 Item Hit Points.
NPC's with moe than 5 class levels are very rare, all across the board class-wise. So permanent Magical Items are extremely rare, though disposable and one-use items can be found in most towns and cities. Potions, scrolls, and wands make up most of the magic items seen. Magical arms and armor is different from the books as well. Now, there are four levels of Enhancement enchantments for arms and armor. The lower two can be placed on gear of at least superior quality, while the higher two require masterwork gear to withstand the enchantment process.

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Taggamus, I present you
Male Human (Chelaxian) Bard (Archaeologist) 1
Medium Humanoid (Human)
Init +2; Senses Perception +4
GP - 922, SP - 6, CP - 13
--------------------
DEFENSE
--------------------
AC 14, touch 12, flat-footed 12. . (+2 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and
. . Dagger, Punching +2 (1d4+2/20/x3) and
. . Long Knife +2 (1d6+2/19-20/x2) and
. . Longsword +2 (1d8+2/19-20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Bard (Archaeologist) Spells Known (CL 1, +2 melee touch, +2 ranged touch):
1 (2/day) Identify, Expeditious Retreat (DC 14)
0 (at will) Open/Close (DC 13), Read Magic (DC 13), Detect Magic, Spark (DC 13)
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 13, Int 14, Wis 11, Cha 16
Base Atk +0; CMB +2; CMD 14
Feats Bard Weapon Proficiencies, Combat Casting, Combat Reflexes (3 AoO/round)
Traits Dump Salvager, Focused Mind
Skills Acrobatics +6, Appraise +6, Bluff +7, Heal +1, Intimidate +7, Knowledge (Arcana) +3, Knowledge (Dungeoneering) +3, Knowledge (Engineering) +3, Knowledge (Enter Choice) +3, Knowledge (History) +3, Knowledge (Local) +3, Knowledge (Nature) +3, Knowledge (Nobility) +3, Knowledge (Planes) +3, Perception +4, Sense Motive +4, Spellcraft +6, Stealth +6, Use Magic Device +7
Languages Draconic, Elven, Taldane
SQ Archaeologist's Luck +1 (7 rounds/day) (Ex), Bardic Knowledge +1 (Ex)
Combat Gear Dagger, Dagger, Punching, Leather, Long Knife, Longsword; Other Gear Acid (flask), Backpack (11 @ 23.5 lbs), Bedroll, Candle (3), Chalk, 1 piece, Charcoal Stick, Fishhook, Flask, Flint and steel, Grappling hook, Lamp, common, Oil (1-pint flask) (2), Piton, Pouch, belt (11 @ 3.92 lbs), Powder (3), Rope, silk (50 ft.), Torch, Waterskin, Whetstone, Wrist sheath, Wrist sheath, spring loaded
--------------------
SPECIAL ABILITIES
--------------------
Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of apportunity per round, and may make them while flat-footed.
Dump Salvager You gain a +3 trait bonus on Perception checks to search for concealed items.
Focused Mind +2 to Concentration checks

Victor Gladestone |

G+% D~@N PIECE OF S@*!!!!!! I worked on my background for over 3 hours clicked save changes and got forwarded to the f&!$ing main page after NOT saving! f$#!ing piece of s&$+ worthless ass cock sucking monkey f~%&ing programers.
Just a note to everyone else...if you plan on working on your background story save often because this g%+ d~#n site will delete your s$$+ if u take longer than they anticapated.
so f$@!ing pissed i wasted all that time. i would have written it by hand and scanned it if knew this s@!% was gonna happen

Talathel Oblodru |
TALATHEL Oblodru CR 1/2
Male Elf Monk (Zen Archer) 2
Medium Humanoid (Elf)
Init +6; Senses Low-Light Vision; Perception +9
--------------------
DEFENSE
--------------------
AC 18, touch 18, flat-footed 13. . (+4 Dex)
hp 21 (2d8+4+1)
Fort +5, Ref +7, Will +6
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Longsword +3 (1d8+2/19-20/x2) and
. . Unarmed Strike +3 (1d6+2/20/x2)
Ranged Longbow +6 (1d8/20/x3)
Special Attacks Flurry of Blows - +4/+4
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STATISTICS
--------------------
Str 14, Dex 19, Con 15, Int 14, Wis 17, Cha 14
Base Atk +1; CMB +3; CMD 21
Feats Elven Weapon Proficiencies, Improved Unarmed Strike, Monk Weapon Proficiencies, Perfect Strike (2d20) (1/day), Point Blank Shot, Precise Shot
Traits Treerazer's Bane, Warrior of Old,Way of the Bow(weapons focus longbow), Dodge
Skills Acrobatics +9, Climb +6, Escape Artist +8, Perception +10, Stealth +9, Survival +5,Swim +6, Sense Motive +7, Escape Artist +9. Modifiers Silent Hunter
Languages Elven, Skald, Taldane, Varisian
SQ AC Bonus +3, Unarmed Strike (1d6)
Combat Gear Arrows (40), Arrows, Flight (20), Longbow, Longsword; Other Gear Backpack (5 @ 14.5 lbs), Bedroll, Blanket, Case, map or scroll (empty), Flint and steel, Grappling arrow, Hammock, Pouch, belt (3 @ 2.02 lbs), Quiver, Rope, silk (50 ft.), Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Perfect Strike (2d20) (1/day) Roll 2d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Treerazer's Bane You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

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prob gonna have to call u for help on my deiti info maybe sat night or sun after saints game
By all means, still call and we will go over them in greater detail, but here is a list of the deities with paladins amongst their followers, and a little bit of info on the paladins of each religion.
For many of these dieties, I have religion-specific paladin codes. For the others, may have some scavanged off of the net or built soon. Definately so if needed.Iomedae LG honor, justice, rulership, valor –
Abadar LN cities, law, merchants, wealth –
Sarenrae NG healing, honesty, redemption, the sun –
Erastil LG family, farming, hunting, trade –
Torag LG the forge, protection, strategy –
Aroden LN humanity (DEAD OR MISSING) –
Shelyn NG art, beauty, love, music –
Ragathiel LG chivalry, duty, vengeance –

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These three deities may also rarely sponser paladins, though it is not normal to find them in Avistan.
Irori LN history, knowledge, self-perfection
Pharasma N birth, death, fate, prophecy
Milani CG devotion, hope, uprisings

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Updated character list:
Eggstu - Wulfen Ranger (Infiltrator/Skirmisher)
Pikeytang - Victor, Human Paladin
J21120 - Talathel, Elf Monk (Zen Archer)
Taggamus - Aasimar Cleric (Theologian)
Falcorn -
Whenever yall get your characters done we can start. I've got your first adventure designed, and working on several others at the moment as well, so lets do this s!&+ yo!

Talathel Oblodru |
Edit My Profile
Full Name
Talathel Oblodru
Race
Elf
Classes/Levels
Monk (Zen Archer)/2
Gender
Male
Size
Slender;lithe; medium
Age
125
Special Abilities
AC Bonus +3, Elven Immunities +2 save bonus vs EnchantmentElven Immunities - Sleep You are immune to Sleep effects. Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action . Improved Unarmed Strike.Low-Light Vision.Perfect Strike
Location
2 days south of Kaer Maga
Languages
Elven,Skaid,Taldane,Varisian
Strength 14
Dexterity 19
Constitution 15
Intelligence 14
Wisdom 17
Charisma 14
About Talathel Oblodru
TALATHEL Oblodru CR 1/2
Male Elf Monk (Zen Archer) 2
Medium Humanoid (Elf)
Init +6; Senses Low-Light Vision; Perception +9
--------------------
DEFENSE
--------------------
AC 18, touch 18, flat-footed 13. . (+4 Dex)
hp 21 (2d8+4+1)
Fort +5, Ref +7, Will +6
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Longsword +3 (1d8+2/19-20/x2) and
. . Unarmed Strike +3 (1d6+2/20/x2)
Ranged Longbow +6 (1d8/20/x3)
Special Attacks Flurry of Blows - +4/+4
--------------------
STATISTICS
--------------------
Str 14, Dex 19, Con 15, Int 14, Wis 17, Cha 14
Base Atk +1; CMB +3; CMD 21
Feats Elven Weapon Proficiencies, Improved Unarmed Strike, Monk Weapon Proficiencies, Perfect Strike (2d20) (1/day), Point Blank Shot, Precise Shot
Traits Treerazer's Bane, Warrior of Old,Way of the Bow(weapons focus longbow), Dodge
Skills Acrobatics +9, Climb +6, Escape Artist +8, Perception +10, Stealth +9, Survival +5,Swim +6, Sense Motive +7, Escape Artist +9. Modifiers Silent Hunter
Languages Elven, Skald, Taldane, Varisian
SQ AC Bonus +3, Unarmed Strike (1d6)
Combat Gear Arrows (40), Arrows, Flight (20), Longbow, Longsword; Other Gear Backpack (5 @ 14.5 lbs), Bedroll, Blanket, Case, map or scroll (empty), Flint and steel, Grappling arrow, Hammock, Pouch, belt (3 @ 2.02 lbs), Quiver, Rope, silk (50 ft.), Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Perfect Strike (2d20) (1/day) Roll 2d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Treerazer's Bane You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
--------------------
Talathel, though still a young elf, he is already a veteran of many battles against Treerazer's followers and minions along the edges of the Tanglebriar. Trained by the senior staff to still be able to defend himself and dispatch enemies that get to close without ever having to drop his bow, Talathel has begun to gain a connection with his archery that borders on the spiritual.
While serving in the defense of his people, he became close friends with one of the scouts in his camp, a young elf named Severashor, a very outgoing and friendly fellow. After nearly a decade of serving together, Severashor disappeared from the camp one night, without saying anything to anyone. Concerned for their friend, Talathel and the others decided that someone should try and find Severashor, but that they couldn't really send more than one of them without weakening their group too much. So Talathel was chosen to go.
That was nearly four years ago, and the trail has gotten older and harder to find the further he has followed it. Nearly a year ago, the trail led him to the city of Magnimar on the Varisian coast, where it seemingly dissappeared. For months he searched without any luck. Now he has taken a ship north to the town of Sandpoint, having heard of a wandering elven hunter that regularly comes to town on their journeys. Hoping it is his missing friend, or at least that they may have seen him, Talathel disembarked The Harrowed Maiden and entered the town of Sandpoint. When he asked for an inn, he was pointed in the direction of an establishment called the Rusty Dragon. Entering, he found a crowded taproom filled with the aromas of good food and many people. A smiling young human woman of exotic looks was busy behind the bar, while a older halfling woman served trays of food and drinks to the seated patrons.
He found out that the human was named Ameiko, and that this was her inn. He secured himself a room, where he has been staying since. He was let down somewhat when he found out that the elven hunter in the region was a friend of Ameiko's, and a woman, and thus not his missing friend, but all the same he figures he can still question her, and she is nearly guaranteed to come by here when she does come back through town, though he has been told it may be a couple of months. Nearly two weeks have passed, and he has heard a few rumors of other elves in the region that he is trying to find out more about. He is also considering traveling north to see if the elves of the Mierani Forest have any information.
But for now, he stays here in Sandpoint, waiting to follow up on the lead that bought him here. But it promises to be an interesting day tomorrow he believes, as the town's new cathedral was just finished, and they are consecrating it during the Desnan Holy-Day of the Swallowtail Festival, and accordingly, the town is throwing a massive celebration in honor of the event. Many of the people seem very glad about this as the last temple seems to have burned down in a fire several years ago.
Talathel Oblodru has been on a cold trail for the last four years looking for a good friend of his. His journey has brought him to an inn named the Rusty Dragon in the northern town of Sandpoint where he hoped some leads on his missing friend didnt go cold like all the rest have.While investigating any rumors or anything likely leading to his friend he hears of some interesting things taking place in the city of Kaer Maga. Thinking that maybe his friend,or any leads to him for that matter,may found in this city he heads out on a crisp morning with his longbow and arrows strapped across his back. Fear has no place in his mind as he journeys alone on this long trek to Kaer Maga for he is deadly with his bow and longsword as well as in the stealthy arts.His hands are lethal by theirselves. Not one to boast or brag,Talathel would sooner make his own way in life but will gladly face any challenge from any foe or group of foes for that matter with a smile on his face. Confidence for him is just another word and he has enough for three of the best warriors put together. As he settles in camp not two days march from Kaer Maga and begins to center himself for his daily meditation,which is a way of life and being for his monk order, he wonders what this town holds in store...

Victor Gladestone |
1 person marked this as a favorite. |

Name Victor Gladestone "The Protector"
Sex M Race Human Class Paladin(Archetype) Level 2
Alignment Lawful Good , Iomedae LG honor, justice, rulership, valor
Medium Humanoid
Init +1; Senses ? ; Perception +1
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DEFENSE
--------------------
AC 17, touch 11, flat-footed 16. .(chain shirt+4 Shield+2, Dex+1)
hp (25) 2d10+4+1
Fort +6, Ref +3, Will +6
Immune ; Resist
--------------------
OFFENSE
--------------------
Base Attack +2
Spd 30ft
Melee
Longsword +4, 1d8+2
. . Unarmed Strike +2 (1d3+/20/x2)
Ranged
Longbow +3, 1d8
--------------------
STATISTICS
--------------------
Str 14 , Dex 13, Con 14, Int 11, Wis 13, Cha 14
Base Atk +2 ; CMB +4; CMD +15
Feats
++ Extra Smite:
Prerequisites: Smite Evil class feature
Effect: This feat grants a paladin 2 extra uses of his Smite Evil ability per day.
++ Extra Lay On Hands
Prerequisite: Lay on hands class feature.
Benefit: You can use your lay on hands ability two additional times per day.
Traits Medium build, 5 feet 11 inches tall dark hair, athletic build, brown eyes,
Skills
Diplomacy (Cha)+3, Heal (Wis)+2, Knowledge (nobility)(Int)+1, Knowledge (religion)(Int)+1, Ride (Dex)+2, Sense Motive (Wis)+2,
Languages: Common
SQ
Combat Gear Longsword,Large steel shield, chain shirt, longbow/20 arrows;
Other Gear Backpack,bedroll, waterskin,flint/steel, 3 gold
--------------------
SPECIAL ABILITIES
--------------------
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
--------------------
Background

Eggstu |

Rygar the Wulfen ranger
Sex M Race: Wulfen Class: Ranger(Infiltrator/Skirmisher) Level 1
Alignment Medium Humanoid
Init +3; Senses ; Perception +5
--------------------
DEFENSE
--------------------
AC +9, touch +3, flat-footed +6. . ( 4 armor, 3 Dex, 2 NA)
hp (14)
Fort +5, Ref +5, Will +2
Immune ; Resist
--------------------
OFFENSE
--------------------
Spd 30 (50 in other form)
Melee:
Claws x 2 1d4
Bite 1D6
Scimitar D6 (18-20 x2) slashing
Ranged:
Superior Long Bow +1 attack/ D8+1 (x3) 100ft range
60 arrows
--------------------
STATISTICS
--------------------
Str 18, Dex 17, Con 16, Int 10, Wis 14, Cha 13
Base Atk +1; CMB 5; CMD 8
Feats: Point Blank Shot
Traits:
Skills: 1 in each (survival, knowledge geography and nature, perception, stealth, swim)
Languages Wulfen, common
SQ
Combat Gear:
Sup. Chain Shirt +4 AR/+4 max dex -1 ar check penalty
Scimitar
Sup. Long Bow
60 Arrows
Other Gear:
Back Pack, Hemp Rope (50'), 6 Gold
--------------------
SPECIAL ABILITIES
--------------------
Favored Enemy: undead
Track, Wild Empathy
Keen Senses (+2 perception)
Natural Weapons Bite & 2 Claws
• Change Shape: At will, as a standard action, a Wulfen can assume the shape of a wolf.
In this form, he loses his claw attacks, but his speed increases to 50 feet, and he
gains a +4 racial bonus on all Stealth checks.
Low light vision
• Armor: Wulfen have a +2 natural armor bonus.
• Scent: This special quality allows the wulfen to detect approaching enemies, sniff
out hidden foes, and track by sense of smell. Wulfen can identify familiar odors
just as humans do familiar sights. The wulfen can detect opponents within 30 feet
by sense of smell. If the opponent is upwind, the range increases to 60 feet; if
downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage,
can be detected at twice the ranges noted above. Overpowering scents, such as
skunk musk or troglodyte stench, can be detected at triple normal range.
When a wulfen detects a scent, the exact location of the source is not revealed—only
its presence somewhere within range. The wulfen can take a move action to note the
direction of the scent. When the wulfen is within 5 feet of the source, it pinpoints
the source’s location. A wulfen can follow tracks by smell, making a Wisdom
(or Survival) check to find or follow a track. The typical DC for a fresh trail is
10 (no matter what kind of surface holds the scent). This DC increases or decreases
depending on how strong the quarry’s odor is, the number of creatures, and the age
of the trail. For each hour that the trail is cold, the DC increases by 2. The
ability otherwise follows the rules for the Survival skill. Wulfen tracking by
scent ignore the effects of surface conditions and poor visibility.
--------------------
Background

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Only wulfen may select one of these traits.
Alpha Mentality: You naturally radiate a dominant bearing that other wulfen automatically pick up on. You receive a +2 trait bonus on all Bluff, Diplomacy, and Intimidate skill checks made against other wulfen.
Loper: You can maintain a fast pace much longer than most. When running, you can run for a number of minutes equaling your Constitution Score before you must start making Constitution checks. You must repeat the check each subsequent minute (as opposed to round), increasing the difficulty by 1 for each subsequent check.
Lupine Empathy: You have a strong bond with normal wolves. You can influence the attitude of wolves and dire wolves, as a ranger or druid can with animals. The bonus to your check is equal to your level + your Charisma modifier.
Pack Mentality: You work well with your fellow pack members. Whenever you use the aid another action, you grant them an extra +1 bonus to their roll, as well as an extra +1 to attack when flanking. You do not receive these bonuses, but your team(pack)mates do.
Thick-Furred: Your thick coat of fur protects you from the dangers of the cold. You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold-based spells and effects.

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Victor, here is information on your Deity
Iomedae
Born as a mortal in Cheliax, Iomedae is the youngest of the gods. She served first as a warrior leading the Knights of Ozem against the Whispering Tyrant, and later ascended to godhood by passing the Test of the Starstone, when she was chosen by Aroden as his new herald following the death of Arazni. When Aroden himself died, Iomedae inherited most of his followers and the bulk of his church, tilting them toward valor, justice, and honor. She is a missionary and crusader, and is crucial to overcoming the evil tide that is sweeping across Golarion. Her alignment is lawful good; her portfolio is honor, justice, rulership, and valor; and her domains are Glory, Good, Law, Sun, and War. Her favored weapon is the longsword.
Adventurers
When you choose Iomedae as your deity, you declare that you will tolerate neither chaos nor evil, and vow to stamp them out wherever they arise. You become a crusader, traveling the world to find uprisings of evil so that you can tamp them back down. You are willing and able to serve and to lead; you have a forthright attitude and have no patience for lying, fraud, or deceit. You believe in discipline for yourself and others, tempered with love and respect.
Although your goddess is a warrior and your church is known for its efforts in battle, you still prefer the word over the sword. You would rather solve differences without bloodshed, but even when negotiating, you are firm and principled. And, of course, as an adventurer, you recognize that situations exist where the sword is the only answer.
Classes
As a worshiper of Iomedae, you are probably a priest, paladin, or cavalier, used to the ins and outs of righteous combat. You may also be a ranger or inquisitor, as these have their own unique skills useful to the faith. Highly trained warrior-monks are rare but not unknown, and fighters dedicated to the cause are always welcome (though some might wonder why your faith isn’t strong enough to walk the path of a paladin). You might be a wizard or a sorcerer, though never a necromancer or someone with an evil-related bloodline. Bards are welcome, provided they’re stout warriors or inspire people to fight against evil, and rogues acting as spies and scouts are always welcome if they bring intelligence from an enemy camp, but the faith of Iomedae generally calls for more straightforward followers.
Your faith lends itself to adventuring—you need to battle evil and spread the word of Iomedae, and while you might not preach openly everywhere you go, you certainly make no effort to hide your faith. Your forthright behavior frequently makes you a natural leader, for while you may not have extensive experience, you are willing to make tough decisions and plan a course of action. If you’re not the leading type, you are a valuable ally for those who do choose leadership roles, because your honest advice ensures that those leaders stay on the righteous path.
Goals
Iomedae is by far the most active god when it comes to battling evil on Golarion. As a worshiper of the Inheritor, your first goal is to stamp out evil and injustice wherever you find it. You can do this in cities or in the wild, because the truth of your goddess shines brightly wherever she stands. You do not charge into battle against unbeatable odds—your faith does not require stupidity—but you do all in your power to protect the innocent and show them how to stand up for themselves.
Identifiers
The first icon of Iomedaean worshipers is the sword. Whether or not you personally wield one, you likely carry a token sword of copper, tin, brass, or bronze somewhere on your person, and may display your goddess's sword-and- sunburst holy symbol openly, on a shield, tabard, or banner. You prefer to keep your raiment clean and in good repair, so as to appear strong and proud.
Devotion
Plenty of people offer lip service to Iomedae, speaking out against evil and mostly trying to avoid temptation, but still living their lives as they will. These people are on the right track, but are little more than children in the spiritual sense. If you are truly faithful to Iomedae, you don’t just speak out against evil, but actively devote yourself to fighting it in any capacity you can, including putting your personal safety on the line. You abstain from all but the strongest temptations and offer penance when you fail. You have a strict code by which you judge others, and an even stricter code for yourself.
Other Faiths
Iomedae herself is on good terms with all the good gods, as well as the civilization-oriented Abadar, and as a result her followers tend to be as well. As one of them, you’re happy to work with all good souls against evil, try to set a good example for adherents of neutral faiths, and never ally with any of the dark gods.
Of course, just because you’re on good terms with other churches doesn’t mean you don’t have your own private opinions of them. Sarenrae’s followers are often holy crusaders and thus closest to your heart, and Torag’s military experts are invaluable in a fight. You feel that followers of Cayden Cailean and Desna can be too impulsive and shortsighted. Shelynites think too much about beauty and rarely enough about worldly matters. Erastil’s followers are strong when defending their homes, but all too willing to let the world go to hell around them so long as their own little plot of land remains inviolate. Regardless of such feelings, f lawed allies are far better than no allies at all.
Taboos
If you see an opportunity to right a wrong and fail to take it, you have sinned against Iomedae and must perform a penance that fixes the original situation. If that’s not possible, you must find three others like it and make those right instead. You must stand for justice, and the only exception is if you are playing a longer game that will have far greater benefits when it comes to fruition. Should you fail in this, you may lose traits and class abilities related to your faith until you complete your penance.
Traits
Purity of Faith (Iomedae): Your soul is clean, and you are deeply committed to fulfilling your duties to the church. You take +1 trait bonus on all Will saves and a +1 bonus on all saving throws made against spells and effects originating from an outsider with the evil subtype.
A Shining Beacon (Iomedae): You carry a burning hatred in your heart for all things demonic, and have studied their weaknesses carefully. You deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon on a demon.
This damage is added only after the damage is totaled, and is not multiplied by the critical hit multiple.
The Church
The church of Iomedae is strongest in Andoran, Cheliax, Lastwall, and Mendev. Oddly, in devil-worshiping Cheliax her faith is often respected and even quietly encouraged; she is of Chelish descent and her lawful divinity makes her an example of what Chelaxians can achieve.
The church of Iomedae is organized in circles. At the head of these circles is the First Sword Knight of Iomedae, who commands the First Circle of 14 Second Sword Knights. Each of these knights in turn commands a Second Circle, and so forth. Advancement through the ranks depends on purity of faith and purpose, ability, valor, and honor. The ranks of the Sword Knights and Circles are roughly analogous to those of the military, and her church frequently works alongside or integrates with the local military.
The holy sites of Iomedae’s church are major battlefields or places where heroes have fallen in the struggle against evil. The greatest holy site, however, is the Cathedral of the Starstone itself. Since worshipers cannot reach it themselves, the primary church of Iomedae is the shrine in Absalom called the Seventh Church.
The holy book of Iomedae is The Acts of Iomedae, usually called just The Acts. It tells of 11 miracles that Iomedae performed in Aroden’s name while she was still a mortal. The church supplements The Acts with accounts of individual heroes and saints, noteworthy local battles, and tales that uplift the faithful.
Paladin’s Oath
The paladins of Iomedae are just and strong. Their mission is to right wrongs and eliminate evil at its root.
They are crusaders and live for the joy of righteous battle. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them. Their tenets include:
• I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
• I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.
• I am the first into battle, and the last to leave it.
• I will not be taken prisoner by my free will. I will not surrender those under my command.
• I will never abandon a companion, though I will honor sacrifice freely given.
• I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.
• When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
• I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest.
• I will suffer death before dishonor.
• I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae's perfection.
Feat
Charge of the Righteous (Combat)
You charge undead and fiends with confidence in your righteous cause.
Prerequisite: Base attack bonus +1, Worshipper of Iomedae
Benefit: When you charge an undead creature or an evil outsider, you do not take the –2 penalty for charging.
Normal: When you charge, you take a –2 penalty to AC until the start of your next turn.
Knights of Ozem
While Iomedae’s followers have formed any number of military orders devoted to spreading her word, perhaps none is better known than the Knights of Ozem, in whose number Iomedae herself served when she was mortal. Formed long ago to battle the Whispering Tyrant in the Shining Crusade, they saw their first patron, the goddess Arazni, destroyed by the lich-king Tar-Baphon, and stolen and defiled by the sorcerer-king Geb. The knights have never forgiven or forgotten this. The knights call Iomedae the “Light of the Sword,” and they take this name seriously. Their commanders carry flame tongues and frost brands, and many of the lesser ranks seek to have continual flame or permanent light spells cast on their blades. Their mission is to monitor Gallowspire and guard against any possible return of Tar-Baphon, to seek out and destroy undead, and to cast back the demons of the Worldwound. Smaller squadrons of the sect have made it their first priority to reclaim or destroy the Harlot-Queen, their former goddess, and have set up camps around Geb to spy on the country of the unliving—though to date all who have attempted to actively redeem Arazni have met with terrible fates.

tagamus max |
4d6 ⇒ (4, 4, 3, 1) = 124d6 ⇒ (5, 3, 4, 3) = 154d6 ⇒ (6, 2, 3, 4) = 154d6 ⇒ (5, 3, 3, 6) = 174d6 ⇒ (4, 4, 1, 3) = 124d6 ⇒ (4, 1, 5, 6) = 164d6 ⇒ (3, 4, 3, 6) = 164d6 ⇒ (2, 4, 4, 1) = 11
4d6 ⇒ (2, 2, 4, 2) = 104d6 ⇒ (1, 4, 6, 5) = 164d6 ⇒ (1, 4, 1, 6) = 124d6 ⇒ (1, 3, 3, 4) = 114d6 ⇒ (5, 1, 5, 3) = 144d6 ⇒ (4, 3, 6, 3) = 164d6 ⇒ (4, 3, 3, 5) = 154d6 ⇒ (5, 3, 3, 3) = 14

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Male Aasimar Cleric (Theologian) 1
NG Medium Outsider (Native)
Init +1; Senses Darkvision (60 feet); Perception +6
--------------------
DEFENSE
--------------------
AC 15, touch 11, flat-footed 14. . (+4 armor, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +5
Resist acid 5, cold 5, electricity 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Hanbo +1 (1d6+1/20/x2) and
. . Scimitar +1 (1d6+1/18-20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Spell-Like Abilities Daylight (1/day), Rebuke Death (6/day)
Cleric (Theologian) Spells Known (CL 1, 1 melee touch, 1 ranged touch):
1 (2/day) Sanctuary (DC 14), Cure Light Wounds (DC 14), Cure Light Wounds (DC 14)
0 (at will) Stabilize, Detect Magic, Light
--------------------
STATISTICS
--------------------
Str 13, Dex 12, Con 11, Int 13, Wis 17, Cha 16
Base Atk +0; CMB +1; CMD 12
Feats Selective Channeling
Traits Illuminator, Sacred Conduit
Skills Acrobatics -1, Climb -1, Diplomacy +7, Escape Artist -1, Fly -1, Heal +7, Knowledge (Religion) +5, Perception +6, Ride -1, Spellcraft +5, Stealth -1, Swim -1
Languages Celestial, Elven, Taldane
SQ Aura (Ex), Channel Positive Energy 1d6 (6/day) (DC 14) (Su), Cleric (Theologian) Domain: Healing, Focused Domain, Spontaneous Casting
Combat Gear Chain Shirt, Hanbo, Scimitar; Other Gear Backpack (9 @ 10.5 lbs), Bedroll, Candle, Case, map or scroll (empty), Holy symbol, silver: Sarenrae, Ink (1 oz. vial, black), Inkpen, Journal, Pouch, belt (1 @ 2 lbs), Vial, ink or potion (2), Wand of Cure Light Wounds, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 1d6 (6/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric (Theologian) Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Daylight (1/day) (Sp) Daylight once per day.
Focused Domain +2 to cleric level for domain powers.
Illuminator You speak unusually well when you are filled with the light of Sarenrae. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Rebuke Death (6/day) (Sp) Heal 1d4+1 damage to creatures at negative HP
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

themightyswamii |
4d6 ⇒ (5, 3, 6, 3) = 174d6 ⇒ (4, 4, 4, 6) = 184d6 ⇒ (5, 2, 4, 5) = 164d6 ⇒ (5, 4, 4, 2) = 154d6 ⇒ (6, 6, 5, 2) = 194d6 ⇒ (3, 5, 6, 1) = 154d6 ⇒ (2, 6, 2, 6) = 164d6 ⇒ (4, 6, 2, 1) = 134d6 ⇒ (4, 6, 5, 5) = 204d6 ⇒ (1, 2, 6, 1) = 104d6 ⇒ (4, 2, 4, 1) = 114d6 ⇒ (5, 3, 4, 3) = 154d6 ⇒ (3, 3, 5, 1) = 124d6 ⇒ (2, 2, 3, 4) = 114d6 ⇒ (4, 3, 4, 2) = 134d6 ⇒ (3, 3, 5, 3) = 14

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NEQUAM VALIDUS CR 1
Male Human (Varisian) Rogue 2
Medium Humanoid (Human)
Init +9; Senses Perception +7
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
hp 20 (2d8+4)
Fort +2, Ref +6, Will +2
Defensive Abilities Evasion
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Superior Long Knife +5 (1d6+2/19-20/x2) and
. . Unarmed Strike +4 (1d3+2/20/x2)
Ranged Shortbow +4 (1d6/20/x3)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 14, Dex 17, Con 14, Int 16, Wis 14, Cha 14
Base Atk +1; CMB +3; CMD 16
Feats Improved Initiative, Rogue Weapon Proficiencies, Weapon Finesse
Traits Reactionary, Scholar of Ruins: Knowledge (Geography)
Skills Acrobatics +8, Appraise +7, Climb +7, Craft (Traps) +1, Diplomacy +7, Disable Device +9, Disguise +7, Escape Artist +8, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (Local) +7, Perception +7, Sense Motive +7, Stealth +8, Use Magic Device +7
Languages Elven, Shoanti, Skald, Taldane, Varisian
SQ Fast Stealth (Ex), Trapfinding +1
Combat Gear Arrows (20), Shortbow, Superior Long Knife, Superior Studded Leather; Other Gear Backpack (9 @ 20 lbs), Bedroll, Potion of Cure Light Wounds, Pouch, belt (2 @ 2.88 lbs), Rations, trail (per day) (3), Rope, silk (50 ft.), Thieves' tools, Torch (2), Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.

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RYGAR CR 1/2
Male Wulfen Ranger (Infiltrator, Skirmisher) 1
Medium Humanoid (Wulfen)
Init +3; Senses Low-Light Vision, Scent; Perception +8
--------------------
DEFENSE
--------------------
AC 18, touch 13, flat-footed 15. . (+4 armor, +3 Dex, +1 natural)
hp 14 (1d10+3)
Fort +5, Ref +5, Will +2
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Bite (Alternate Form - Wulfen) +5 (1d6+4/20/x2) and
. . Bite (Wulfen) +5 (1d6+4/20/x2) and
. . Claw x2 (Wulfen) +5 x2 (1d4+4/20/x2) and
. . Scimitar +5 (1d6+4/18-20/x2) and
. . Unarmed Strike +5 (1d3+4/20/x2)
Ranged Superior Longbow +5 (1d8/20/x3)
--------------------
STATISTICS
--------------------
Str 18, Dex 17, Con 16, Int 10, Wis 14, Cha 13
Base Atk +1; CMB +5; CMD 18
Feats Point Blank Shot
Skills Acrobatics +2, Climb +3, Escape Artist +2, Fly +2, Knowledge (Geography) +4, Knowledge (Nature) +4, Perception +8, Ride +2, Stealth +6, Survival +6, Swim +7 Modifiers +4 to Survival when tracking by Scent
Languages Taldane, Wulfen
SQ Alternate Form - Wulfen (Su), Enemies: Undead (+2 bonus) (Ex), Track +1, Wild Empathy +2 (Ex)
Combat Gear Arrows (60), Scimitar, Superior Chain Shirt, Superior Longbow; Other Gear Backpack (empty), Rope, hempen (50 ft.)
--------------------
SPECIAL ABILITIES
--------------------
+4 to Survival when tracking by Scent (Alternate Form - Wulfen) +4 to Survival when tracking by Scent.
Alternate Form - Wulfen (Su) A wulfen can change shape between wolf-man or regular wolf-form at will as a full-round action.
Enemies: Undead (+2 bonus) (Ex) +2 to rolls vs Undead.
Keen Senses (Ex) +2 racial bonus to Perception
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track +1 +1 to survival checks to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Rygar |

Name Rygar
Sex M Race: Wulfen Class: Ranger(Infiltrator/Skirmisher) Level 1
Alignment Medium Humanoid
Init +3; Senses ; Perception +5
--------------------
DEFENSE
--------------------
AC +9, touch +3, flat-footed +6. . ( 4 armor, 3 Dex, 2 NA)
hp (14)
Fort +5, Ref +5, Will +2
Immune ; Resist
--------------------
OFFENSE
--------------------
Spd 30 (50 in other form)
Melee:
Claws x 2 1d4
Bite 1D6
Scimitar D6 (18-20 x2) slashing
Ranged:
Superior Long Bow +1 attack/ D8+1 (x3) 100ft range
60 arrows
--------------------
STATISTICS
--------------------
Str 18, Dex 17, Con 16, Int 10, Wis 14, Cha 13
Base Atk +1; CMB 5; CMD 8
Feats: Point Blank Shot
Traits:
Skills: 1 in each (survival +6, knowledge geography +4 and nature +4, perception +8, stealth +7, swim +8)
Languages Wulfen, common
SQ
Combat Gear:
Sup. Chain Shirt +4 AR/+4 max dex -1 ar check penalty
Scimitar
Sup. Long Bow
60 Arrows
Other Gear:
Back Pack, Hemp Rope (50'), 6 Gold
--------------------
SPECIAL ABILITIES
--------------------
Favored Enemy: Outsiders (evil)
Track, Wild Empathy
Keen Senses (+2 perception)
Natural Weapons Bite & 2 Claws
• Change Shape: At will, as a standard action, a Wulfen can assume the shape of a wolf.
In this form, he loses his claw attacks, but his speed increases to 50 feet, and he
gains a +4 racial bonus on all Stealth checks.
Low light vision
• Armor: Wulfen have a +2 natural armor bonus.
• Scent: This special quality allows the wulfen to detect approaching enemies, sniff
out hidden foes, and track by sense of smell. Wulfen can identify familiar odors
just as humans do familiar sights. The wulfen can detect opponents within 30 feet
by sense of smell. If the opponent is upwind, the range increases to 60 feet; if
downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage,
can be detected at twice the ranges noted above. Overpowering scents, such as
skunk musk or troglodyte stench, can be detected at triple normal range.
When a wulfen detects a scent, the exact location of the source is not revealed—only
its presence somewhere within range. The wulfen can take a move action to note the
direction of the scent. When the wulfen is within 5 feet of the source, it pinpoints
the source’s location. A wulfen can follow tracks by smell, making a Wisdom
(or Survival) check to find or follow a track. The typical DC for a fresh trail is
10 (no matter what kind of surface holds the scent). This DC increases or decreases
depending on how strong the quarry’s odor is, the number of creatures, and the age
of the trail. For each hour that the trail is cold, the DC increases by 2. The
ability otherwise follows the rules for the Survival skill. Wulfen tracking by
scent ignore the effects of surface conditions and poor visibility.
Traits:
-Loper: You can maintain a fast pace much longer than most. When running,
you can run for a number of minutes equaling your Constitution Score before you
must start making Constitution checks. You must repeat the check each subsequent
minute (as opposed to round), increasing the difficulty by 1 for each subsequent check.
-Armor Expert: You have worn armor as long as you can remember, either as part of
your training to become a knight's squire or simply because you were seeking to
emulate a hero. Your childhood armor wasn't the real thing as far as protection,
but it did encumber you as much as real armor would have, and you've grown used to
moving in such suits with relative grace. When you wear armor of any sort, reduce
that suit's armor check penalty by 1, to a minimum check penalty of 0
Clan Firestriders
My Clan was driven from their land in Sarkoris by the World Wound and the demons who rule the lands now.
For as long as my family could remember, they have been fighting the demons of the World Wound.
Our clan has been fighting along side several other Wulfen clans with the Mendevian Crusaders to rid our homeland of this demonic infection.
My ancestors had no choice but to join the same people they had hunted just years earlier
in a fight to preserve their homeland. This story starts in 4606 soon after the World Wound has opened.
My great x6 grandfather, known to the humans as Gwar, was one of the most decorated defender of our clan and helped convince other Wulfen clans
to join in the Crusade. The humans were powerful but for once they needed the help of the Wulfen clans since they were the most adept
in surviving and mastering the lands near the Wound. As the demons advanced, Gwar was able to help the Crusaders gain some advantages
in the war with his clans ability to resist some of the demons' magic fire. After saving the life of Talmahan, a high ranking human,
during the one of the battles near the River Kingdoms, Gwar became on of the most famous Wulfen in the efforts at that time.
Talmahan would reward Gwar with many unnessecarry and unwanted gifts, including a chain shirt and bow crafted by Talmahan's finest blacksmiths.
These items would prove beneficial as Gwar went on to slay many demons until he died of old age but not of a broken spirit.
Gwar's oldest son, known to the humans as Kaluth, would soon pickup where his father left off. Kaluth was possibly even more skilled
in every facet of battle since he was born into a land of chaos and war. He soon would pickup the armor and bow passed down to him and help
lead our clan to many victories. As adept and swift as Kaluth was in battle, his fate would be tied to one of the greater demons and was struck
down by magic seen by very few and lived to speak of it. Although his loss was felt throughout the Crusade, Kaluth was sure to set his son
on a path that would bring him much honor for our family and the Firestriders.
In the year 4689, my father Dargon was born. He was born into a world unlike that of Gwar or even Kaluth. There was little left of the
sacred lands that the clans cared so much for. The World Wound had spread and despite the best efforts of the greatest of warriors the
Crusades had to offer, the demons seemed unfazed. Dargon was wise in the ways of combat and skilled in the ways of nature. Afterall, my
family was said to be one of the greatest warrior families in all of the Northern Wulfen Clans and these abilities seemed to be passed down
along with the armor and bow that was once wielded by Gwar himself. Dargon could have cared less about the politics involved coming from
such an important family tree. While he fought many battles against the scourge and on many occasions showed the same heroic abilities as his
grandfathers, he became more focused on preserving the culture and history of the Clan as he got older. The more the Wulfen had to rely on humans for help against the demons,
the more they became like them. This was obviously a conflict for all Wulfen except a few.
I Rygar was born in the year 4698. At the time my father was focused on being the warrior he was raised to be. I would watch with admiration
as he would don my families armor and bow and leave for battle only to return a week or two later with stories of honor and victory. He would teach
me the ways of the Wulfen and always made me remember where we came from and how the Wulfen lived before the World Wound. I was soon picking
up where the rest of my family had, adept at surviving and navigating the land. I had a unique ability to master several human weapons
and became comfortable fighting in armor. All this nessecary to fight the demons of the land. When I turned 7 my father began to resist
the influence of the humans and pushed for us to return to other Wulfen clans that felt the same as he did. He passed on the armor and bow of Gwar
telling me there might be a day that I need them again. While he saw the importance of resisting the humans, he knew it was best to not forget what
they had taught our family.
Well as a decendent of Gwar, my father was expected to help lead the Clans in the Crusades. When he decided to take less of a role in the
crusades, some humans saw this as treason. While this was a small group of humans, they were believed and Dargon fell out of their trust.
My father remained in high reguard with some of the humans and almost all of the Firestriders but soon something began that would set my fate
in motion.
About a year ago, my father was accused of helping the demons. He was blamed for the crusaders losing a major battle where many humans
and several Wulfen died. Since the humans had many influences over some of the Clans, my father became the scapegoat and my family name
was tarnished. My father began to sense motives were set in motion to have him killed. He knew his fate was sealed but I still had a chance
to escape and help clear his name and restore our family honor. He asked me to travel to the city of Kaer Maga to seek out a human by the name
of Pythagorus. Pythagorus and my father had fought several battles along side each other and was one of the few humans my father considered
a friend. He said Pythagorus would know how to help me prove his innocence. Two days before I was to set out for Kaer Maga, my father was
murdered. I could tell he was killed by another Wulfen but surely there was more to this than a simple murder. The last thing my father told
me was that a group of humans known as Notzes were looking for a way to end our family line and steal Gwar's armor and bow. I had to gather
some things from the wilderness outside of our clans village before my journey and as I left I had a feeling things would change. Upon returning
and finding my father dead, I swore to him and our Clan that I would return one day and bring honor back to my father's name. I was told by an
elder and family friend that a young wulfen by the name of Jikon was seen outside my fathers house before he was found dead. Jikon was known
to be working closely with the Notzes and probably had done the dirty work for them.
With no way to know how to find Jikon or the Notzes, I decided to head out towards Kaer Maga and begin my journey. I knew that I would constantly
have to look out for someone trying to finish the job and take Gwar's armor and bow.

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Eggstu
Rygar
Male Wulfen Ranger(Infiltrator/Skirmisher) Level 1
Medium Humanoid (Wulfen) Experience: 2250
Init +3; Senses: Low-Light Vision, Scent; Perception +8
--------------------
DEFENSE
--------------------
AC 19, touch 13, flat-footed 16
(+4 armor, +3 Dex, +2 NA)
hp (14)
Fort +5, Ref +5, Will +2
Immune ; Resist
--------------------
OFFENSE
--------------------
Spd 30 (50 in lupine form)
Melee: Claws (x 2) +5 (1d4+4) P, S
Bite +5 (1d6+4) B, P, S
Scimitar +5 (1d6+4;18-20/x2) S;
or
Bite (lupine form) +5 (1d6+6) B, P, S
Ranged:Superior Long Bow +6 (d8+1; x3) 100 ft. P
within 30 ft. of target: +7(d8+2; x3) 30 ft. P
--------------------
STATISTICS
--------------------
Str 18, Dex 17, Con 16, Int 10, Wis 14, Cha 13
Base Atk +1; CMB +5; CMD 18
Feats: Point Blank Shot
Traits: Armor Expert; Loper
Skills: Knowledge (geography) +4; Knowledge (nature) +4; Perception +8; Stealth +7; Survival +6; Swim +8
Languages: Taldane, Wulfen
SQ: Low-Light Vision, Scent, Wild Empathy +2
Combat Gear: Sup. Chain Shirt, Scimitar, Sup. Long Bow, 60 Arrows, Other Gear: Back Pack, Hemp Rope (50'), 6 Gold
--------------------
SPECIAL ABILITIES
--------------------
Favored Enemy: Outsiders (evil) +2 bonus on Bluff, Knowledge, Perception,
Sense Motive, and Survival checks against Outsiders (evil). Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track, Wild Empathy +2
Keen Senses (+2 perception)
Natural Weapons Bite & 2 Claws
Low light vision
• Change Shape: At will, as a standard action, a Wulfen can assume the shape of a wolf. In this form, he loses his claw attacks, but his speed increases to 50 feet, and he gains a +4 racial bonus on all Stealth checks.
• Armor: Wulfen have a +2 natural armor bonus.
• Scent: This special quality allows the wulfen to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Wulfen can identify familiar odors just as humans do familiar sights. The wulfen can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a wulfen detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The wulfen can take a move action to note the direction of the scent. When the wulfen is within 5 feet of the source, it pinpoints the source’s location. A wulfen can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Wulfen tracking by scent ignore the effects of surface conditions and poor visibility.
Traits:
-Loper: You can maintain a fast pace much longer than most. When running,
you can run for a number of minutes equaling your Constitution Score before you must start making Constitution checks. You must repeat the check each subsequent minute (as opposed to round), increasing the difficulty by 1 for each subsequent check.
-Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0
Rygar the Wulfen age 9 finds himself in Kaer Maga. He knows very little of this land and only knows of one man. This is Rygar's story.
Clan Firestriders
My Clan was driven from their land in Sarkoris by the World Wound and the demons who rule the lands now. For as long as my family could remember, they have been fighting the demons of the World Wound.
Our clan has been fighting along side the Mendevian Crusaders to rid our homeland of this demonic infection.
My ancestors had no choice but to join the same people they had hunted just years earlier
in a fight to preserve their homeland. This story starts in 4606 soon after the World Wound has opened.
My great x6 grandsire, known to the humans as Gwar, was one of the most decorated defenders of our clan and , in time, helped convince other Wulfen clans to pool their efforts with the humans and join in the Crusade. While the humans had a much stronger military force, the Wulfen could easily locate the demonic forces, and knew the lands they warred on. As the demonic-incursion advanced, Gwar learned how to turn his spiritual energy towards protecting himself from the powers of the abyssal aggressors, particularly their fell fiendish fires. Bolstered by this advantage, several other hunters amongst the clan learned this power from him, and they began leading more aggressive assaults against the demons. They were responsible for many of the early victories of the Crusade. One of the most important was the sacking of a demonic advance force near the Numerian border, and the recovery of the captured Crusader General Talmahan. After saving the life of Talmahan, Gwar became on of the most famous Wulfen in the war at that time. He was appointed as the official liaison between the Wulfen clans and the Crusaders. Talmahan would reward Gwar with many unnessecarry and unwanted gifts, including a chain shirt and bow crafted by Talmahan's finest craftsmen.
These items would prove beneficial to Gwar as he went on to slay many demons until he died of old age but not of a broken spirit.
Gwar's oldest son, known to the humans as Kaluth, would soon pickup where his father left off. Kaluth was possibly even more skilled in every facet of battle since he was born into a land of chaos and war. He soon would pickup the armor and bow passed down to him and help lead our clan to many victories. As adept and swift as Kaluth was in battle, his fate would be tied to one of the greater demons and was struck down by magic seen by very few who lived to speak of it. Although his loss was felt throughout the Crusade, Kaluth's legacy was such that the Fire Strider Clan has looked to his descendants for leadership ever since.
In the year 4689, my father Dargon was born. He was born into a world unlike that of Gwar or even Kaluth. There was little left of the sacred lands that the clans cared so much for. The World Wound had spread and despite the best efforts of the greatest of warriors the Crusades had to offer, the demons seemed unfazed. Dargon was wise in the ways of combat and skilled in the ways of nature. Afterall, my bloodline was said to yield some of the greatest warriors in all of the Northern Wulfen Clans and this proclivity seemed especially strong in those who bore the armor and bow that was once wielded by Gwar himself.
Dargon could have cared less about the human politics involved coming from such an important family tree. While he fought many battles against the scourge and on many occasions showed the same heroic abilities as his
grandfathers, he became more focused on preserving the culture and history of the Clan as he got older. The more the Wulfen had to rely on humans for help against the demons,
the more they became like them. This was obviously a conflict for all Wulfen except a few.
I Rygar was born in the year 4698. At the time my father was focused on being the warrior he was raised to be. I would watch with admiration
as he would don my families armor and bow and leave for battle only to return a week or two later with stories of honor and victory. He would teach
me the ways of the Wulfen and always made me remember where we came from and how the Wulfen lived before the World Wound. I was soon picking
up where the rest of my family had, adept at surviving and navigating the land. I had a unique ability to master several human weapons
and became comfortable fighting in armor. All this nessecary to fight the demons of the land. When I turned 7 my father began to resist
the influence of the humans and pushed for us to return to other Wulfen clans that felt the same as he did. He passed on the armor and bow of Gwar
telling me there might be a day that I need them again. While he saw the importance of resisting the humans, he knew it was best to not forget what
they had taught our family.
Well as a decendent of Gwar, my father was expected to help lead the Clans in the Crusades. When he decided to take less of a role in the
crusades, some humans saw this as treason. While this was a small group of humans, they were believed and Dargon fell out of their trust.
My father remained in high reguard with some of the humans and almost all of the Firestriders but soon something began that would set my fate
in motion.
About a year ago, my father was accused of helping the demons. He was blamed for the crusaders losing a major battle where many humans
and several Wulfen died. Since the humans had many influences over some of the Clans, my father became the scapegoat and my family name
was tarnished. My father began to sense motives were set in motion to have him killed. He knew his fate was sealed but I still had a chance
to escape and help clear his name and restore our family honor. He asked me to travel to the city of Kaer Maga to seek out a human by the name
of Pythagorus. Pythagorus and my father had fought several battles along side each other and was one of the few humans my father considered
a friend. He said Pythagorus would know how to help me prove his innocence. Two days before I was to set out for Kaer Maga, my father was
murdered. I could tell he was killed by another Wulfen but surely there was more to this than a simple murder. The last thing my father told
me was that a group of humans known as Notzes were looking for a way to end our family line and steal Gwar's armor and bow. I had to gather
some things from the wilderness outside of our clans village before my journey and as I left I had a feeling things would change. Upon returning
and finding my father dead, I swore to him and our Clan that I would return one day and bring honor back to my father's name. I was told by an
elder and family friend that a young wulfen by the name of Jikon was seen outside my fathers house before he was found dead. Jikon was known
to be working closely with the Notzes and probably had done the dirty work for them.
With no way to know how to find Jikon or the Notzes, I decided to head out towards Kaer Maga and begin my journey. I knew that I would constantly have to look out for someone trying to finish the job and take Gwar's armor and bow.

benseth |

Asari Nobutane, Human Shiikirri-Quah Shoanti Samurai,
Name
Sex M Race Human(Shiikirri-Quah clan) Class Samurai(Archetype) Level 2
Alignment Medium Humanoid
Init +3; Senses ; Perception
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DEFENSE
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AC 19, touch 13, flat-footed 16. . ( armor 6, Dex 3)
hp (18)
Fort 7, Ref 3, Will 1
Immune ; Resist
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OFFENSE
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Spd 20ft
Melee
katana +7 to attk 1d8+1 superior 18-20/X2 slashing
. . Unarmed Strike + (1d3+/20/x2)
Ranged
longbow +5 to attk 1d8 X3 100 ft range
60 arrows
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STATISTICS
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Str 18, Dex 17, Con 14, Int 13, Wis 12, Cha 15
Base Atk +2; CMB +6; CMD +19
Feats
mounted combat - ride check to avoid attk
opening volley - successful ranged attk grants +4 on next melee attk roll
Traits
Clan Hunter(Regional/Storval Plateau): You have hunted food and gathered suppliesfor your people since you were a
child. Choose either Perception or Survival. You recieve a +1 trait bonus and it is always considered a class skill.
Anatomist: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician
or necromancer. You know where to aim your blows to strike vital organs, and you gain a +1 trait bonus on all rolls
made to confirm critical hits.
Skills - * for class skills
Ride* +8
Diplomacy* +7
Handle Animal* +7
Sense Motive* +6
Swim* +8
Climb* +8
Perception* +7
Intimidate* +7
Languages
SQ
Combat Gear
Katana
50 gp
1d8+1 superior
18–20/×2
—
6 lbs.
Slashing
deadly
Longbow
75 gp
1d8
×3
100 ft.
3 lbs.
Peircing
—
Arrows (60)
3 gp
—
—
—
—
9 lbs.
—
—
Breastplate
200 gp
+6
+3
–4
25%
20 ft.
15 ft.
30 lbs
; Other Gear
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SPECIAL ABILITIES
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Edicts: The cavalier must show courage in the face of danger, mercy to those who have wronged him, and charity to
the poor and the meek. He must be just and honorable at all times and in all things. He must defend his honor and,
above all else, the honor of those he serves.
Challenge: Whenever an order of the sword cavalier issues a challenge, he receives a +1 morale bonus on attack rolls
against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four
levels the cavalier possesses.
Skills: An order of the sword cavalier adds Knowledge (nobility) (Int) and Knowledge (religion) (Int) to his list of
class skills. Whenever the cavalier uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the
check equal to 1/2 his cavalier level (minimum +1).
By My Honor (Ex): At 2nd level, the cavalier must select one alignment. As long as he maintains the selected
alignment, he receives a +2 morale bonus to one saving throw of his choice.
Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons, plus the katana, naginata,
and wakizashi. Samurai are proficient with all types of armor (heavy, light, and medium) and shields (except tower
shields).
Challenge (Ex): Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one
target within sight to challenge. The samurai's melee attacks deal extra damage when made against the target of his
challenge. This extra damage is equal to the samurai's level. The samurai can use this ability once per day at 1st
level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at
19th level.
Challenging a foe requires much of the samurai's concentration. The samurai takes a –2 penalty to his Armor Class,
except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai's
challenge also includes another effect, which is listed in the section describing the samurai's order.
Mount (Ex): A samurai gains the service of a loyal and trusty steed to carry him into battle. This mount functions
as a druid's animal companion, using the samurai's level as his effective druid level. The creature must be one that
he is capable of riding and that is suitable as a mount. A Medium samurai can select a camel or a horse. A Small
samurai can select a pony or a wolf, but can also select a boar or a dog if he is at least 4th level. The GM may
approve other animals as suitable mounts.
A samurai does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered
combat trained and begins play with Light Armor Proficiency as a bonus feat. A samurai's mount does not gain the
share spells special ability.
A samurai's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should
a samurai's mount die, the samurai may find another mount to serve him after 1 week of mourning. The new mount does
not gain the link, evasion, devotion, or improved evasion special abilities until the next time the samurai gains a
level.
Order (Ex): At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The
order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes
a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order's
challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose
to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under
the cavalier description, but such samurai are rare.
A samurai who wishes to change his order must undertake a lengthy process to dedicate himself to a new cause. When
this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of
his new order for one entire level without gaining any benefits from that order. Once he has accomplished this, he
gains all the bonuses from his new order. The only exception to this is when a samurai decides to become a ronin. A
samurai can elect to become a ronin immediately, losing all the benefits from his old order and replacing them with
the new benefits from the ronin order. Once a ronin, however, the only way for the samurai to change to another
order is through the method described above. Note that the names of these orders might vary depending upon the
campaign setting or GM's preference.
Resolve (Ex): Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most
devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per
day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains
one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge
usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or
flees the battle is also defeated. He can use this resolve in a number of ways.
Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or
sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened,
nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability
removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as
an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the
saving throw.
Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his
resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall
unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage
from any source
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Background