Ar’Zarrcal (Einfar Yunst)
Born 68 years ago, Einfar came into a world full of promise. He was the second son of a unusually large brood of brothers from the well-to-do merchant clan of Yunst. His family had been upstanding members of the dwarven community of Janderhoff for only three generations, but they were good centuries. A merchant’s life was not for Einfar however. While gregarious enough to deal with other races, his grandfather Herin “the brash” Yunst called in favored nursed for three decades and placed Einfar under the tutelage of the Priesthood. From age thirteen to his thirtieth birthday, Einfar was instructed in the many mysteries of the Dwarven Pantheon and the ancient faith of his people. In the following years he traveled sometimes with members of his family on trade expeditions and sometimes alone to the various settlements of Varisia. In this instances he would led his hand aiding the faithful and helping to foster the faith of his people and by extension good will toward the dwarves of Janderhoff. This all changed with the rise of Karzoug the Claimed. Einfar was in Magnimar at the time of the Rune Lord’s coming. Foolish courage and honor took hold of the noble dwarf then and he joined with the cities defenders, seeking to hold off the giants and fell magic that assaulted the city. Needless to say he failed.
But death was not rewarded to Einfar. His fate was that of a prisoner. For months he stewed in a common cell with others, likely food for the giants or worse. Torture was not uncommon during those months, for their captors were cruel and vicious in temperament. Defeated, but not broken Einfar managed to channel some of the blessings of his gods by fashioning crude symbols to the dwarven pantheon. He drew runes in the dirt and mud and closed wounds on those punished. This act of kindness ultimately doomed Einfar. He caught the attention of more powerful servitors of the Rune Lord and eventually Karzoug himself. Pulled from his cell, Einfar became an experiment – applying thassalonian sorcery to dwarven runes.
For over a year Einfar was subjected to the worst tortures Xin-Shalast had to offer. He resisted as best he could but eventually he was broken. His spirit was shattered and reassembled like a twisted jigsaw. Einfar Yunst was buried and Karzoug built up his new servant upon the ruined foundations. A new creature was born called Ar’Zarrcal, a dutiful minion of the Rune-lord. Engraved and branded with Thassalonian runes across his form, Ar’Zarrcal proved a success as he can still channel the divine power of the dwarven deities and fashion powerful runes. Originally Karzoug sought to bend his new servant’s purpose toward the capture of Janderhoff, but the climate change and challenges elsewhere proved too dire to ignore. Rather than trust this mission to one of his human minions, who by their very nature are ambitious and treacherous, Karzoug has sent Ar’Zarrcal, ever obedient and dutiful, to represent him. It is hoped that Ar’Zarrcal’s very presence will be a testament to the power of Karzoug and an example that resistance to him is useless.
Ar’Zarrcal has been molded to be the perfect servant of the Rune Lord Karzoug. He is discerning and intelligent, ambitious but loyal. He has little distinction for good or evil, but understands fully right and wrong within the dictates of his master. Yet for all Karzoug’s power and all his torture, Ar’Zarrcal is far from a perfect creation. The scars of torture run deep and are obvious when one looks into his eyes. Confusion and pain are apparent beneath every stitch of obedience. Fragments of the dwarf he used to be lie buried, but not destroyed. Then there is also the mystery of his divine blessings. He is still able to call upon the power of the dwarven panatheon which leaves three possible answers… either a) Karzoug’s experiment was wildly successful and he is somehow stealing the power of the dwarven gods without their consent or b) for reasons yet unknown the gods of the dwarven pantheon have not yet forsaken their former priest. or C) Lissala or some other entity has seen fit to grant him divine power for their own hidden purposes.
Tall for a Dwarf, he stands at 4’6 an example of the power of the rune lords. His flesh is darkened by fire and sorcery, branded with an assortment of ancient runes originating in the days of the old Thassalonian Empire. His face in pinched, with a sharp nose and deep sunken eyes. His once bright blue eyes have paled and become almost milky, seeming less like the azure of the Western sea and more like the surface of a frozen pond. His coal black hair and beard have become tattered. His hairline has all but receded to the crown of his skull, leaving what remains to hang long and limp. His beard is greased into a sharp, twisting point but appears ragged and unhealthy. He is usually dressed in whites or blacks or a combination of the two, often favoring a cape or cloak fashioned for his size.
Male Dwarf Cleric of Artifice (Forge-master 3)
Mythic Guardian 1
LN Medium Humanoid (Dwarf)
Init +0; Senses Darkvision 60ft; Perception +4
AC: 20 (Heavy Steel Shield +2, Half-Plate +8)
Fort +6, Ref +2, Will +7;
Defensive Abilities: +2 saves vs Charms and Compulsions, +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Speed 20 ft (Run x3)
Melee: Warhammer (+3 to hit, 1d8+1 to damage)
Ranged: Light crossbow (+2 to hit, 1d8 to damage)
BAB +2, CMB +3, CMD 13 (17 vs Trip, Bullrush)
Feats: Heavy Armor Prof, Metamagic: Extend Spell,
Class Skills: Appraise, Craft, Diplomacy, Heal, Knowledge Arcana, Knowledge History, Knowledge Nobility, Knowledge Planes, Knowledge Religion, Linguistics, Profession, Sense Motive, Spellcraft
Appraise  7
Craft (Armor)  9
Craft (Weapons)  9
Diplomacy  2
Heal  8
Knowledge Arcana  9
Knowledge History  7
Knowledge Planes  8
Knowledge Religion  8
Linguistics  7
Sense Motive  8
Spellcraft  9
Languages: Common, Dwarven, Giant, Thassilonian, Skald, Azlanti
SQ Traits (Birthmark, Grounded, Herald of the Claimer), Domains (Artifice), Spontaneous Casting (Negative Energy)
Mythic Traits: Hard to kill, mythic power, surge +1d6
Herlad of the Claimer (Trait): Even the mighty kingdom of Shalast trembles under the weight of ice and snow. Karzoug the Claimer has sent you as his personal emissary and representative of the Kingdom of Shalast (what was once northwestern Varisia). You are marked with a Sihedron rune on your brow that grants you use of detect magic 1/day as a spell like ability and a +1 trait bonus on Knowledge (arcana) checks and spellcraft is always considered a class skill for you.
Birthmark – Rune Scarred (Trait): +2 saves vs Charms and Compulsions; Can act as Holy Symbol (modified Birthmark trait)
Grounded (Trait): +2 Acrobatics checks, +1 Reflexes.
Magical Inheritence (Bonus): A long-dormant source of eldritch power has found itself awakened in you. This power feels intuitive and natural to use. ~ Magic Missile. You may use this spell as a spell-like ability 3 times per day with a caster level equal to your character level. The DC for these spell-like abilities is 10 + spell level + your Charisma modifier.
*Divine Surge - Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Guardian's Call -Absorb Blow (Su): As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
Guardian Tier 1 Path Ability
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Divine Smith (Su): Whenever a forgemaster casts a spell that targets a weapon, shield, or armor, the spell takes effect at +1 caster level. If the spell has one or more metamagic feats applied, she reduces the total level adjustment to the spell by 1 (minimum 0).
Runeforger (Su): A forgemaster may inscribe mystical runes upon a suit of armor, shield, or weapon as full-round action, using this ability a number of times per day equal to 3 + her Intelligence modifier. These runes last 1 round per cleric level, but inscribing the same rune twice on an item increases this duration to 1 minute per level, three times to 10 minutes per level, and four times to 1 hour per level. Erase affects runes as magical writing. A forgemaster learns forgemaster's blessing at 1st level and may learn one additional rune at 2nd level and every 2 levels thereafter. Only one type of rune marked with an asterisk () may be placed on an item at any given time. This ability replaces channel energy.
Forgemaster's Blessing: The inscribed nonmagical item functions as a masterwork item.
Glowglyph: The inscribed item sheds light as a torch. As a standard action, the bearer can command the rune to erupt in a burst of light as a shield with the blinding special ability with a burst radius of 5 feet per glowglyph rune inscribed on the item. This expends all glowglyph runes on the item.
Craft Magic Arms and Armor: The forgemaster gains this as a bonus feat at 3rd level.
Master Smith (Ex): At 5th level, a forgemaster can craft mundane metal items quickly, using half their gp value to determine progress, and can craft magical metal items in half the normal amount of time.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.
Artifice Domain:Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dancing Weapons (Su): At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—instant summons, 9th—prismatic sphere.
0th: Create Water, Spark, Guidence, Stabilize
1st: Animate Rope, Infernal Healing, Cure Light Wounds, Sun Metal
2nd: Wood Shape, Spiritual Weapon, Hold Person
Info about Lissala:
Depicted as a stern goddess with no mouth, likely brought from old Azlant to Thassilon. She is presumed to be either LN or LE.
Portfolio: runes, fate, the reward of service
She taught the philosophy of the seven virtues of rulership, guidelines which promised rewards for both rulers and their subjects if her teachings were strictly followed. These were eventually perverted by the Runelords. She was also the teacher and source of powerful rune magic.
The Seven Virtues of Rule : Wealth, Fertility, Honest pride, Abundance, Eager striving, Righteous anger, and Well-deserved rest
The Seven Mortal Sins: Greed, Lust, Boastful pride, Gluttony, Envy, Wrath, and Sloth