
Harrowing GM |

The last thing you remember was having your fortune told by Harrow reader using a strange deck of cards called a Harrow Deck. The past is hazy, and the present even more so. You seem to be in an enchanted garden of some sort, but the sky looks painted like the backdrop of a play, and the surrounding area also has a quality of illustration that you can’t quite put your finger on.There are white marble walls, stained by ages and overgrown with thorns,
surround this weed-choked garden. White cobblestones leadinto the open gate, flanked on either side by tarnished bronzeangels. An echo of a voice repeating ” I am sorry, but I had no choice. Defeat Zassrion and free me, I beg of you.” is heard in your head as you stand and try to get your bearings.
Hello and welcome to my recruitment for The Harrowing, a 9th lvl Pathfinder 1st ed module. This will be run using TOTM(Theater of the mind) and no maps. I will combine initiative bonuses from the players and the encounters and just make 2 rolls every combat for simplicity due to the type of gameplay. Those of you familiar with this module are welcome to play, though expect some changes and do not try to ruin it for others. One change will be how you enter the harrowing and some of the NPCs involved in that. See below for specifics on generating a character.
Generating a 9th level character can be a daunting task without herolab or a similar program. If you are interested in playing, but would like me to plug in the numbers for you I would be willing.
Try to remember this is an older module so the more you spice things up with 3p or advanced material the more I will have to return in kind with the encounters.
Harrow Deck/Background Backgrounds need not be too intricate, but you are 9th level so probably have made a name for yourself in some regard so perhaps some highlights of your exploits. In your background you should put how you arrived in the Harrowing. It should include an encounter with a gypsy harrow deck reader that read your fortune. I will use the dice version of the Harrow Deck in the back of the Curse of the Crimson Throne for readings. (D6 for stat D10 for Alignment). If chosen I will give you the specifics of that reading in the discussion tab and you will be given some traits/ability bonuses based on that reading.
*Recruitment Ends April 15th. I will be taking 6 players, understanding that I will probably lose 1-2 of you right off the bat as that is typical. When this happens I will attempt to recruit more as I bot the ones that left or fail to post at least once a day (24 hours). If you have any questions feel free to ask. Heavy handed suggestions on how I should run my game however feel free to keep to yourself or start your own game with.

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Wow, open races? Always wanted to try a Wyrwood....
Drak is from Daggermark, where he was initially created. He was originally designed as an assassin. He almost immediately rebelled and fled to Restov. There, his natural agility and speed made him a good candidate for one of the dueling academies. Drak did not take well to the chaotic societal life of Restov, but he enjoyed the strict standards of the academy and excelled at the Aldori style. He pledged service to one of the many Swordlords that frequented Restov as a means to pay his way in the academy. After his term of service ended, he left seeking further means to help the perpetuation of the Wyrwood race. His path eventually led him to Varisia, where he now finds himself at loose ends.
Drak the Blade
Wyrwood fighter (aldori defender) 8/aldori swordlord 1 (Pathfinder RPG Adventurer's Guide 20, 23, Pathfinder RPG Bestiary 4 280)
LN Small construct
Init +7; Senses low-light vision; Perception +12 (+13 on opposed checks)
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Defense
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AC 29, touch 18, flat-footed 23 (+9 armor, +1 deflection, +5 Dex, +1 dodge, +2 shield, +1 size)
hp 68 (9d10+10)
Fort +6, Ref +8, Will +2 (+2 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities defensive parry +2, steel net; Immune construct traits
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Offense
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Speed 30 ft.
Melee +1 dueling aldori dueling sword +21/+16 (1d6+9/17-20) or
. . gauntlet (from armor) +15/+10 (1d2+2) or
. . unarmed strike +15/+10 (1d2+2)
Special Attacks deft strike, disarming strike, weapon training (heavy blades +3)
Spell-Like Abilities (CL 9th; concentration +8)
. . 1/day—make whole
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Statistics
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Str 14, Dex 20, Con —, Int 16, Wis 10, Cha 8
Base Atk +9; CMB +10 (+12 dirty trick, +12 disarm, +12 reposition, +12 trip); CMD 27 (31 vs. bull rush, 29 vs. dirty trick, 33 vs. disarm, 29 vs. reposition, 31 vs. sunder, 33 vs. trip)
Feats Advanced Weapon Training, Aldori Dueling Mastery[ISWG], Blind-fight, Crane Style[UC], Dazzling Display, Dodge, Exotic Weapon Proficiency (aldori dueling sword), Improved Critical (aldori dueling sword), Improved Unarmed Strike, Quick Draw, Weapon Finesse, Weapon Focus (aldori dueling sword)
Traits bruising intellect, sword scion, wary (daggermark)
Skills Acrobatics +15, Climb +6, Intimidate +15, Knowledge (dungeoneering) +15, Knowledge (nobility) +9, Perception +12 (+13 on opposed checks), Sense Motive +12 (+13 on opposed checks), Swim +5
Languages Common, Draconic, Elven, Goblin
SQ paranoid
Other Gear celestial armor, +1 dueling aldori dueling sword[ISWG], gloves of dueling[APG], ring of protection +1, stagger-proof boots, 280 gp
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Special Abilities
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Advanced Weapon Training You are specially trained to use your weapon skills in new ways.
Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Aldori Dueling Mastery Gain initiative and defensive bonuses when wielding an Aldori dueling sword.
Blind-Fight Re-roll misses because of concealment, other benefits.
Construct Traits (+10 HP) Constructs have many immunities.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Dazzling Display (Aldori dueling sword) Intimidate check to demoralize can affect those within 30' who see you.
Defensive Parry +2 (Ex) Gain dodge bonus to AC against melee attacks after making a full attack with Aldori dueling sword.
Deft Strike (Ex) Can apply Dex bonus instead of Str with Aldori dueling sword.
Disarming Strike (Ex) Deal damage to foe when you disarm them with dueling sword.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
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 dim light, distinguishing color and detail.
Paranoid Aid Another DC 15 for attempts to help you.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Steel Net (Ex) When fighting defensively as full-round action penalties on attacks and increases dodge AC by 2.
Warrior Spirit +3 (Weapon Training [Blades, Heavy] +3 [Ex], 4/day) (Su) Standard action, add enhance bon or item powers for 1 min.
Weapon Training (Blades, Heavy) +3 (Ex) +3 Attack, Damage, CMB, CMD with Heavy Blades

mardaddy |

Nin Moq ratfolk Urban Druid
Sneaking in, he found much of his clan arrested (like so many of what were now the city leaders decided were undesirables) or missing and presumed dead. He himself was wanted on trumped up charges and the surviving members of the clans deciding to dig deeper into "old Kintargo" and escape persecution at the hand of the Asmodeans.
Nin escaped and travelled to Garund, spent years making a life for himself exporing and cataloging the northern parts of the continent, yet feeling aimless and needing direction until by chance he met Cantinada, an outcast Variasian witch living just outside Wadi in Osirion. She read his fortune...

mardaddy |

Sorry about the delay, was formatting...
+2 to all divination and enchantment saves
Immune to Charm and Compulsion spells
Wild Shape as if 5th level
Thousand Faces (alter self for 9hrs per day)
Trait: Overwhelming Beauty (DC+1 for mind-affecting spells vs Humanoids)
Trait: Wanderlust (MV +10ft)
Feat: Spell Focus Enchantment (DC+1 for enchantment spells)
Feat: Scribe Scroll
Feat: Combat Advise (can use a MV to grant a +2 to ally vs. an enemy)
Feat: Combat Casting (+4 to concentration Checks)
Feat: Greater Spell Focus (DC+1 for enchantment spells)
Acrobatics+3(DEX) +7(rank) +10
Appraise+1
Craft (Alchemy) +2(racial) +1(INT) +1(rank) +3(class) +7
Diplomacy +2(Lorekeeper) +4(rank) +3(class) +10
Disable Device+3(DEX) +1(rank) +4
Escape Artist+3(DEX) +7(rank) +10
Heal +4(WIS) +3(rank) +3(class) +10
Know (geography) +1(INT) +1(rank) +3(class) +5
Know (history) +2(Lorekeeper) +1(INT) +1(rank) +3(class) +7
Know (local) +2(Lorekeeper) +1(INT) +1(rank) +3(class) +7
Know (nature) (+2(Nature Sense) +1(INT) +1(rank) +3(class) +7
Perception +2(Racial) +3(WIS) +1(rank) +3(class) +9
Ride +3(DEX) +1(rank) +3(class) +7
Spellcraft +1(INT) +5(rank) +3(class) +9
Stealth +3(DEX) +7(rank) +10
Survival +2(Nature Sense) +3(class) +1(rank) +3(class) +9
Use Magic Device +2(Racial) +8(rank) +10
I'll get the spell list and equip together later tonight and tomorrow (it would affect some of the above anyways)

Ellioti |

Ok I will start a list.
Ellioti- Some kind of variant multiclass
I'm not settled at that at all. Just weighing my options. I have some half-finished concepts available.
What about guns? (sword-pistol pirate)I like the scenario, because our characters can literally be anyone from anywhere.

The Archlich |

Glad to see Galahad around here! Great player, GM, make sure to get him for your game.
Harrowing is a cool module, and level 9 is always tempting... Especially with all the races. It would be very cool to play a drow noble, but they're so busted! Maybe I'll try to build a not so busted one. You mentioned occult... I guess I could try like a mesmerist? Someone to buff the party and debuff the enemies, chunking some good charisma?
Cheers all.

Harrowing GM |

Ok guys I will add you to the list that way we know what others are submitting and ensure I am keeping track of everyone.
Ellioti- Some kind of something
Jacob Trier- Fighter
Kulko- Alchemist, Cleric or Oracle.
Torilgrey- Shoanti Shaman
Galahad0430- Wyrwood Fighter/Duelist
Mardaddy Ratfolk Urban Druid
Storyteller Shadow- Elven Wizard(Spellsage) or Tiefling Magus (Bladebound)
Rennaivx- Fighter(improvised weapon/combat maneuver)
The Archlich Possible Occultist

Harrowing GM |

Ellioti- Bard and Familiar with an awkward relationship
Jacob Trier- Fighter
Kulko- Alchemist, Cleric or Oracle.
Torilgrey- Shoanti Shaman
Galahad0430- Wyrwood Fighter/Duelist
Mardaddy Ratfolk Urban Druid
Storyteller Shadow- Elven Wizard(Spellsage) or Tiefling Magus (Bladebound)
Rennaivx- Fighter(improvised weapon/combat maneuver)
The Archlich Possible Occultist
Timeskeeper Witch Cartomancer (could be very thematic indeed)

Kaelin Terrall |

I've got a character sheet together for my entry, Kaelin Terrall. Link is in her profile. A more-fleshed-out story will be forthcoming, but the basics are as follows:
After spending her entire childhood squirming under the high expectations her angelic blood brought upon her, Kaelin's spent her entire adulthood using it to her advantage. Her life is about giving people reassurance and hope - whether it's rooted in reality or not. Sometimes that means defeating monsters that threaten crops; sometimes it means using smoke and mirrors to convince them that a fortune-telling or a seance is real. The important thing is that wherever she goes, their hearts are lighter...and her pockets heavier.

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Here's Nin Moq.
Though honestly, he is rather underwhelming considering the stats and abilities of the other two submission here.
Not really, you are a Druid so you have different strengths. Besides, you are getting +3 to the DC of your enchantment spells (on top of your stat modifier), that's pretty awesome.

Harrowing GM |

Ellioti- Bard and Familiar with an awkward relationship
Jacob Trier- Fighter
Kulko- Alchemist, Cleric or Oracle.
Torilgrey- Shoanti Shaman
Galahad0430- Wyrwood Fighter/Duelist
MardaddyRatfolk Urban Druid
Storyteller Shadow- Elven Wizard(Spellsage) or Tiefling Magus (Bladebound)
The Archlich Possible Occultist
Timeskeeper Witch Cartomancer (could be very thematic indeed)

The Archlich |
1 person marked this as a favorite. |

Hi GM! Here's my character for the game. :) Thanks for the consideration.
Rochelle is a Calistrian "Priestess"; born in a noble house, the drow takes particular satisfaction in seducing and entertaining men and women across Varisia. An entertainer by heart, the dangerous dark lady is very much chaos to be recognized, but not really evil. Pain, for her, is pleasure, and her way of life is hedonistic by fact.
She left the underground life while young - a bit over four decades - to wander across the lands near Ilsuria. She started selling her services as an hypnotist, but her considerable spell capabilities quickly gave her notoriety for much more complex activities, managing escorts and prostitutes, and the Varisian houses of pleasure became very interested in the customers she could attract.
Her whole act is daunting, and her very presence is intimidating. While martially the mesmerist isn't really any kind of force to be recognized (her whip and shield may be merely decorative), within her party she's a chess player and pieces mover: mining her enemies defenses or boosting her allies strengths. Her style is that of tricks and enchantments.
Rochelle
Female drow noble mesmerist 9 (Pathfinder RPG Bestiary 115, Pathfinder RPG Occult Adventures 38)
CN Medium humanoid (elf)
Init +6; Senses darkvision 120 ft.; Perception +12
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Defense
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AC 22, touch 15, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +2 shield)
hp 66 (9d8+18)
Fort +6 (+1 trait bonus vs. poison), Ref +12, Will +15; +2 bonus vs. traps and hazards while underground
Immune sleep; SR 20
Weaknesses light blindness
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Offense
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Speed 30 ft.
Melee light shield bash +6/+1 (1d3-2) or
. . mwk whip +12/+7 (1d3-2) or
. . sadist's lash +12/+7 (1d3-1) or
. . unarmed strike +10/+5 (1d3-2 nonlethal)
Ranged dart +10 (1d4-2) or
. . dart +10 (1d4-2) or
. . mwk heavy crossbow +11 (1d10/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork whip, 10 ft. with sadist's lash)
Special Attacks bold stares (disorientation[OA], psychic inception[OA]), hypnotic stare (-3), manifold tricks (3 tricks), mental potency (+1), mesmerist tricks 11/day (false flanker, gift of will, mask misery, mesmeric mirror, spectral smoke), painful stare (+4 or +3d6+4)
Spell-Like Abilities (CL 9th; concentration +16)
. . Constant—detect magic
. . At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
. . 1/day—dispel magic, divine favor, suggestion (DC 21)
Mesmerist Spells Known (CL 9th; concentration +16)
. . 3rd (5/day)—charm monster (DC 21), confusion (DC 21), dispel magic, displacement
. . 2nd (6/day)—blindness/deafness (DC 19), mirror image, steal voice[UM] (DC 19), suggestion (DC 20)
. . 1st (7/day)—command (DC 19), forbid action[UM] (DC 19), murderous command[UM] (DC 19), recharge innate magic[ARG], touch of gracelessness[APG] (DC 18)
. . 0 (at will)—ghost sound (DC 17), mage hand, open/close (DC 17), prestidigitation, read magic, unwitting ally[APG] (DC 18)
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Statistics
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Str 7, Dex 18, Con 12, Int 16, Wis 11, Cha 24
Base Atk +6; CMB +4; CMD 19
Feats Manifold Stare, Perturbing Stare, Weapon Finesse, Weapon Focus (whip), Whip Mastery[UC]
Traits nature's mimic, regional recluse: ilsurian, wasp whisperer
Skills Acrobatics +6, Bluff +23, Diplomacy +19 (+21 to use the hypnotism skill unlock), Disguise +11, Escape Artist +7, Intimidate +19 (+21 while in dim light or darker), Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +15, Knowledge (nobility) +7, Knowledge (religion) +9, Linguistics +9, Perception +12, Sense Motive +4, Sleight of Hand +7, Spellcraft +15, Stealth +7 (+9 while in dim light or darker), Survival +1, Use Magic Device +19
Languages Aklo, Common, Draconic, Elven, First Speech, Sakvroth, Sylvan, Undercommon
SQ consummate liar +4, darklands guide, hedonistic, poison use, touch treatment 10/day (Moderate), voice in the darkness
Other Gear +1 chain shirt, +1 light wooden shield, sadist's lash, crossbow bolts (50), dart, dart, mwk heavy crossbow, mwk whip, cloak of resistance +2, headband of alluring charisma +4, heavyload belt[UE], ring of protection +1, bedroll, flint and steel, hypnotist's locket[OA], ink, inkpen, masterwork backpack[APG], pot, stationery[UE], trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 550 gp
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Tracked Resources
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Crossbow bolts - 0/50
Dancing Lights (At will) - 0/0
Dart - 0/1
Dart - 0/1
Deeper Darkness (At will) - 0/0
Detect Magic (Constant) - 0/0
Dispel Magic (1/day) - 0/1
Divine Favor (1/day) - 0/1
Faerie Fire (At will) - 0/0
Feather Fall (At will) - 0/0
Levitate (At will) - 0/0
Mesmerist Tricks (190 feet, 11/day) (Su) - 0/11
Painful Stare (+4 or +3d6+4, 2/round) (Su) - 0/2
Suggestion (1/day) - 0/1
Touch Treatment (Moderate, 10/day) (Su) - 0/10
Trail rations - 0/5
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Special Abilities
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Consummate Liar +4 Counts as Combat Expertise for some feats.
Darklands Guide +2 to saves vs. traps and hazards while underground.
Darkvision (120 feet) You can see in the dark (black and white only).
Disorientation (Su) Hypnotic stare penalty applies on attack rolls.
Drow Immunities - Sleep You are immune to magic sleep effects.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Hypnotic Stare (-3, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Manifold Tricks (Su) You can have mulitple tricks implanted at once.
Mental Potency (+1) (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1.
Mesmerist Tricks (190 feet, 11/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Painful Stare (+4 or +3d6+4, 2/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Perturbing Stare (DC 21) When trig painful stare foe loses Dex to AC for 1 rd (Will neg).
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Psychic Inception (Su) Hypnotic stare can affect creatures that are mindless or immune to mind-affecting effects.
Spell Resistance (20) You have Spell Resistance.
Touch Treatment (Moderate, 10/day) (Su) Remove certain conditions from creature touched.
Voice in the Darkness +2 Intimidate and Stealth when in dim light or darker.
Whip Mastery Using a whip does not provoke attacks of opportunity and can choose to deal lethal damage.

Torilgrey |

Hi I present Gerhek Spirit Walker, Shaman of the Lyrune Quah for submission. The background isn't as detailed as I would have liked, but with the holidays and some staggering work from home, I hope its okay
Gerhek is a shaman on the Lyrune Quah, 30 years of age, and heavily tattooed with the markings of his clan, and the ancestors who came before him. His faithful companion, a Forest cat named Nahkon, has been by his side for years.
Gerhek is of average height and build for a Shoanti, so tall and lean, he keeps his head shaved in the style of his people, and wears many spiritual trinkets and necklaces marking him as a shaman of his people.
He is an introspective man, who questions those around him and their assumptions. He has had many dealings with the outside world from his tribe, even as a spirit-speaker, because of this role he has taken on. He has aided Shoanti war parties against the orcs of Urglin who have sought to take land and goods from them, as well as travelled all over Varisia learning the spirits of the land. His horse Red Runner, is a loyal steed, who he has ridden across the lands in search of understanding and enlightenment.
Gerhek has aided some small Varisian settlements with spiritual problems, and has a good understanding of the other peoples who live in these lands. He treats those with respect who respect his ways, although will be quick to anger for those who dismiss him as a savage or as being uncivilized. Notably he was involved in helping a small fishing village with some Ulfen raiders from the north and was accepted by the people of the village for his role in healing the wounded and helping to stave off the raiders.
He has come to seek out the fortuneteller because his sister and her family have gone missing, and the spirits directed him to seek answers from outside the tribal spirits, so here Gerhek finds himself. He hopes the fortuneteller will be able to assist him in finding Narin, her son Mareth, and her daughter Kinnasi.
Human (Shoanti) Favored Class Shaman; Shaman 9
Str 10
Dex 12
Con 13
Int 14
Wis 18 + 4 (22)
Cha 14
Hp: 82/82
AC: 21 FF 20 Touch 11
Att 6/1
Shoanti Bola: +7 range 10, 1d4, x2 crit, Trip; Earthbreaker: +6/+1 1d10, x3 crit; Klar: +6/+1 1d6 x2 crit; Summoned Spear +7/+2 1d10+1, x3 crit,
Fort 3+1+1 = 5 Ref 3+1+1 = 5 Will 6+6+1+1 = 14
Skills: 36+18+9(human) = 63
Craft 1+6+3
Diplomacy 8+2+3
Fly 2+1+3
Handle Animal 4+6+3
Heal 6+6+3
Know (Nature) 6+6+3
Know (Planes) 6 +6+2
Know (Religion) 6+6+3
Ride 4+1+3
Spellcraft 9+6+3
Survival 6+6+3
Perception 5+6+2(+2)
Stealth 0+1+3
Sense Motive 0+6(+2)
Mechanics: Spirit (Ancestors), Spirit Animal, Spirit Magic, Ancestor’s Council: standard action, target 1 ally 30’, +2 on 1 attack, save, ability, skill before shaman’s next turn 5/day; Wandering spirit (Currently Life): Spirit Ability (Channel ) 3/day, Wandering Hex: Currently Life Link, Ancestral Weapon: standard action summon a +1 totem spear +7/+2 1d10+1 critx3;
Feats: Accursed Hex, Improved Initiative, Extra Hex (Wisdom of the Ages) (3), Totem Spirit (Lyrune Quah)(5), Flexible Hex (7), Spirit Talker (9), (Alertness – Spirit Animal)
Traits: Shoanti Tattoo (+1 sv vs Fear, prof: Earthbreaker, Klar, Shoanti Bola), Shoanti Steed
Hexes: DC:10+6+4 (20) Evil Eye, Wisdom of the Ages (Sub Wis for Int skills), Misfortune, Chant,
Spirit Magic Spells 1/lvl/day:
1st Unseen Servant, detect Undead, 2nd Spiritual Weapon, Lesser Restoration, 3rd Heroism, Neutralize Poison, 4th Spiritual Ally, Restoration 5th Telekenisis, Breath of Life
Spells: 4/6/6/4/3/2 DC 10+6+Lvl
0 Det Magic Det Poison Guidance Read magic
1 Bless Prot Evil Cure lt wnds Hex Vulnerability Sense spirit magic Endure elements
2 Grace False life Barkskin Hold person Resist energy darkness
3 Spear of Purity Stinking Cloud Bestow Curse Sleet storm
4 Blessing of Fervor Cure critical wounds Ball Lightning
5 Baleful Polymoprh Flame strike
Added Spells:
1st: Deadeye’s Lore, Bless Water; 2nd: Grace, Consecrate; 3rd: Prayer, Spear of Purity; 4th: Blessing of Fervor
Favored Class Bonus: Lvl 2 +1 Hp, Lvl 3 +1 1st cleric spell (Deadeye’s Lore ), Lvl 4 +1 1st Cleric Spell ( Bless Water ), Lvl 5 +1 2nd Cleric Spell ( Grace ), Lvl 6 +1 2nd Cleric Spell ( Consecrate), LvL 7 +1 3rd Cleric Spell (Prayer) , Lvl 8 +1 3rd Cleric Spell ( Spear of Purity ), Lvl 9 +1 4th cleric spell ( Blessing of Fervor )
[spoiler=Equipment]: Headband of Inspired Wisdom (+4), Steel Lamellar +2, Klar +1, Shoanti Bolas, earthbreaker, Broach of shielding, Rod of Voracious Hexes (3/day add an additional target within 30’ to a Hex), Drinking horn of the Panacea (1/day Cure serious wnds, neutralize poison, remove disease, or restoration), Shoanti Steed (Red Runner): Saddle bag, Ring of Sustenance, Wand of Cure Moderate Wounds (50) (2d8+3), pouch, candles (10), flint and steel, iron pot, mess kit, rope, soap, spell component pouch, waterskin, bone holy symbol, handy haversack, Cloak of Resistance +1, Ioun Torch, Scroll: Consecrate, scroll: Bless Water x2, scroll: Deadeye’s Lore, Money: 56 PP 2 GP, 9 SP, 10 CP
Spirit Animal: Nahkon, Forest Cat (Regular cat stats)
2 bonus langauges (Shoanti, Varisian), Nat armor +5, Int 10, Alertness, improved evasion, share spells, empathic link, Deliver touch spells, speak with master, speak with animals of its kind, 9 HD,
Skills: Acrobatics, Climb 6 , Fly, perception 7, stealth 14 , swim
AC 19 Init +2 HP40 F: 2 R: 5 W: 7; Str 3 Dex 15 Con 8 Int 10 Wis 12 Cha 7
To hit: +9
Weapon finesse
[/spoiler]

Keyu Eret |

Over the years, the orcs grew complacent about Keyu, forgetting how dangerous his kind could be. On one such day, Keyu was being led from his enclosure to a special meeting of the Twisted Nail leaders, some entertainment before business. Keyu took the opportunity to grab a knife from an orc's belt and kill both of his handlers.
His wings were unused but whole, and with some difficulty, Keyu managed to take to the skies and escape Belkzen.
For a decade, he has searched the land for information that could lead him back to his people, but with no success. In desperation he has turned to the superstitious, seeking out a harrow dealer to find answers.
Mechanics are done, I just need to transfer them from my MW character sheet currently linked on the profile to a properly formatted stat block.

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Upon arriving in Varisia, Drak's initial impressions were not favorable. To him it seemed a lawless land. However, he also had heard there were great opportunities for wealth, something sorely needed by the Wyrwood race. One of the first thing to pique his interest was the Harrow readers. He usually held such things to be nothing more than superstitious nonsense, and considered most "fortune" tellers to be charlatans. But he could not ignore the seeming universal Varisian belief in them. Deciding that if there was some truth to their ability, such an advantage would be very helpful. Following the advice of the few acquaintances he had made thus far, Drak went to see a Harrow reader that was not as well known, but within his meager means of hiring.

Bastian Garmont |

Here's Bastian, the PC for Jacob Trier. Full stats in profile.
A true-born son of Cettigne, Bastian was brought up on the once independent city-state’s tenets of Duty, Honor and Trust. He joind the Free City Militia at the age of 17, and was commanding a patrol as a corporal when the city was struck by famine and plague. While he labored to keep the streets safe from looting and riots, the epidemic claimed the lives of his father and two younger sisters. His widowed mother moved in with his married older sister, and Bastian devoted himself fully to military life.
In his commanding officer, Guard-Captain Xander Bretonne, he found a role model that would shape his values and moral choices. When Bretonne was imprisoned by the Molthune General Lord Irina Klim for subverting her orders to deploy the militia to the front lines in Nirmathas, Bastian joined an attempt to free the Guard-Captain and was forced to flee the city or be captured himself.
Wanted by the Imperial Molthune Army, he joined the heavily guarded caravan headed to Nidal through the Umbral Basin as a hired sword. On that trip, Bastian impressed his employers when he helped defend the caravan from a bandit attack. After arriving in Pangolais, Nidal's capital, Bastian started to have some misgivings about Nidalese culture, as he was exposed to a whole new level of tyranny and cruelty in Pangolais. He decided to travel further north after hearing that able-bodied men were needed for a "dream hunt" in the Atteran Ranches. Unfortunately, the "dream hunt" proved to be a full-blown manhunt for capturing Desnan heretics.
Bastian realized his sympathies lay with their quarry more than his employers and he helped the Desnans flee across the border to Varisia. Here, he now finds himself in a large camp of Varisians, at a loss for where to head next. Seeing guidance, he accepts the offer of a harrow reading.
His Cheliaxian heritage apparent, Bastian sports thick, black hair, dark eyes and fair skin. He measures a full 6’2 and weighs 180 pounds. His muscular frame and impressive strength allows him to move in his heavy armor with the same ease as most men move in smock and apron. He usually has his enchanted heavy flail slung across his back, and carries a back-up light flail at his side and a dagger in a wrist sheath.
Out of armor, Bastian favors practical and sturdy clothes. He is meticulous about keeping his gear in order. He carries a worn hip flask engraved with the four white castles of Cettigne and the words Duty, Honor, Trust, which he always keeps stocked with the best strong spirits he can find, to ward off night chills on the trail.
Bastian has a jovial and honest demeanor that invites trust and confidence. In the field, his military experience shines through as he both moves and communicates with meassured efficiency. At ease in camp or a safe dwelling, he is quick to smile and glad to offer his help with practical chores.
He has no qualms about his choices to abandon his formal duty to either the Molthune Army or the Dream Hunter posse, but he is troubled about being away from Cettigne. The fate of his hometown weighs heavily upon him, and thoughts of the city can bring rare episodes of depression.
Although raised on the faith of Abadar, his recent experiences have shifted his religious sympathies towards Desna and Milani. Bastian finds that these deities reflect his own desire to stand up to those who would break the will of free men and women to further their own gains.
Bastian stands at a crossroad, uncertain about how to proceed. He has yet to come to terms with his involuntary exile from Cettigne, and is torn between a desire to help free his home city from oppression and his inability to do so.
On one hand, he hates not being able to help his former militia comrades in what might soon be open conflict with Molthune. On the other, he been able to help others several times during his travels. And while he is unable to aid his fellow citizens in their struggle, there are plenty of others who can use his help and protection.
If he should somehow find a way to help Cettigne free itself from Molthune's grip, he will go to great lenghts to do so. Otherwise, he may accept where fate has taken him and focus on finding new meaning in his life, perhaps as a guardian of the Desna disciples.
Bastian was originally created for another game which unfortunately died. I have updated his stats and backstory, but reused the alias, so the posts from the previous game remain. This was also a map-less/Theater of the Mind game, so I'm familiar with that style of play.

Harrowing GM |

Apologies everyone I just returned from 5 days in the hospital. Due to the no visitor policy at the hospital my communication with the outside was very limited. I was diagnosed with DKA (Diabetic Ketoacidosis) and was almost in a coma. I am not sure when this game will happen now, but I do hope to run it in the future.