Seryzilian

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Order number 34966947.


Thank you, Joan.

I’m seeing that the item, “The Dead God’s Hand” is about to ship. I think that was the item in my side cart that I wanted cancelled. Would you kindly cancel it? Thank you.


Also, having thought about it, I think a refund for the two extraneous shipping costs would be in order.

Thank you for your time.


Well, I got the three packages. I ordered 5 giant bat minis and 4 catoblepas minis. I received 5 giant bats, 3 catoblepas minis, and 1 Polkovnik Lavrenti mini.

So. This has been a fiasco. Can I get the mini that I ordered please?


I see that the three packages have shipped. That’s fine I guess.

Would you kindly cancel my subscription and whatever is in my side cart?

I would appreciate it.


Hey there!

Would you kindly cancel my order, cancel my sidecars, and cancel my subscription?

I would appreciate it.


Not to be a bother, but I saw three charges from you all (the three separate shipments) on my account. Can you rectify this please?


Hello there,

I placed an order for nine miniatures. They were not to be shipped with my subscription. Yet now they are being shipped out in three boxes with my subscription. I specifically only bought nine minis and not ten so that they would ship out in one shipment. Can you guys honor what I paid for and ship out the nine minis in one box to me? I really have no interest in paying for shipping three separate times.

Thank you kindly for your time.


Hello? Can anyone help me?


Hello there!

I would like to cancel my order of Age of Ashes dice. My players bequeathed a set to me this last week.

Thank you so much!


Why did Xanderghul think it was a wise course of action to send his cultists to attack “Sorshen” in Korvosa? I understand he’s incredibly vain, but he doesn’t direct any attacks against Alaznist. Which made me question what his rationale behind attacking Sorshen was.


Of the final runelords which one was the pettiest?


Runelord Alaznist had a profane pact with a lilitu named Ariashrael. Has this demon popped up anywhere before or is this just a cool tidbit of info for GM use?


I took what happened to Alaznist’s soul to mean that multiple demons snatched parts of her soul away. It didn’t seem like she could possibly even be brought back after that. Is that a fair read of the event that transpired? For clarification I have no interest in seeing my favorite runelord brought back to life, her story was great as is.


If I remember correctly, the runelords were loosely based off a cabal of wizards from your homebrew game. Would you mind talking a bit about that cabal and what they did in your game?


I feel like the choice came back to haunt him.

Are you currently reading anything for leisure?


Xanderghul paid Alaznist a visit on the eve of Earthfall just before the runelords were to activate their contingency plans to survive the apocalypse. Did Xanderghul visit each runelord that day or was Alaznist the only “lucky” one?


Was Xanderghul always so obsessive (like obsessing over what Sorshen was up to) or was that only after his first defeat?


My preference is that their transition into mythic power (Sorshen's as well) was merely the combination of destiny and magical research. Not super sexy as far as legendry goes, but you can also see it as open waters for you as the GM to come up with your own stories too.

Thank you for the great answer. I think you did a pretty stellar job of keeping the canon straight and adding game elements into the lore, as they were developed.

Reading Rise of the Runelords again, I noticed that Karzoug had to have a silver tongue to convince Mokmurian to serve him. That got me wondering how did the runelords rank in their diplomatic ability? For the life of me I cannot imagine Zutha being great at diplomacy.


How did Xanderghul and Alaznist achieve mythic power respectively? If it was stated in Return of the Runelords I apologize, I must have missed it.


How do you think Xin would look upon New Thassilon?


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Were any of the final runelords parents?


How’s Socothbenoth managing now that his sister has turned a new leaf?


James Jacobs wrote:
Generic GM wrote:
What has been your favorite adventure to write?

I would have said "Expedition to the Ruins of Greyhawk" because it was a BLAST to do a deep dive into Greyhawk lore and tie things together and explore one of D&D's most iconic locations, but the delve format took a lot of the joy out of writing that one, alas.

"Burnt Offerings" was my favorite for a long time, since it let me put so much of my own ideas and elements in and it was an adventure that was pretty much 100% me and not so much a collaboration with anyone else.

But now, I thinks I'll say "Song of Silver," since it was surrounded by so many amazing authors that their amazing work helped to inspire me to build what I think is a pretty fun action-packed adventure that still has a lot of fun roleplay moments.

“Burnt Offerings” and “Song of Silver” have been two of my favorite adventures to read. Silver is especially cinematic and grandiose in all the right ways. I especially loved the villains striking back at the end. It feels like the ending of the AP, but you still have two more volumes to go. It’s one of my favorites.

I’m going to have to track down Expedition to the Ruins of Greyhawk. I have the Expedition to the Demonweb Pits, and the format of that book is so confusing, but the adventure is great. Is Greyhawk your favorite D&D setting, if so, why?


What has been your favorite adventure to write?


Canonically who slew Deskari? I didn’t think he died at the end of Wrath of the Righteous. Then I read Rasping Rebirth, and see that he’s deceased. So, who did the noble deed?


How would you rank the final runelords in terms of your personal preference and interest in them?


If given the option, would Xanderghul accept the call of resurrection? Or would that wound his pride too much?


James Jacobs wrote:
Generic GM wrote:
Will Sorshen be inclined to keep Karzoug’s visage looming over Xin-Shalast, as a part of rembering the old Thassilon?
Let's hold off on 2nd edition lore questions for a few months, please.

My apologies, I didn’t realize I was tipping into 2nd Edition.

How did you decide on which two runelords would survive to rule New Thassilon?


James Jacobs wrote:
Generic GM wrote:
If there were no heroes to thwart the Yamasoth cultists’ effort to resurrect Krune, how would Krune have reacted to their demands for his resurrection?
Honestly I think he'd deny the request. Fits his personality to be too lazy to come back to life.

You have no idea how much that answer pleased me. It then made me wonder where did Krune end up in the afterlife? As the high priest of Lissala did he end up somewhere cushy?


What caused Xanderghul to slay the other two runelords during the schism that almost led to civil war? I know what the runelord of wrath did, but I can’t recall the reasons that the other two were slain.


Will Sorshen be inclined to keep Karzoug’s visage looming over Xin-Shalast, as a part of rembering the old Thassilon?


Is Queen Ileosa the closest analog to Sorshen back in CE heyday?


If there were no heroes to thwart the Yamasoth cultists’ effort to resurrect Krune, how would Krune have reacted to their demands for his resurrection?


James Jacobs wrote:


Glad you like it! It's probably the most complicated single Adventure Path volume I've ever had to do (although far from the HARDEST one to do).

And visiting that spirit in the Great Beyond has been one of the core ideas of Return of the Runelords from the start. So... how early on? While I was developing Rise of the Runelords.

Wow! That was impressive foresight. That was such a cool moment to read about. Something that struck me about this AP is how much it humanizes these major villains. The little touches like Xanderghul possibly looking out on his old kingdom sadly, was actually a bit sad. Sorshen’s redemption is well thought out and read as completely genuine. Great work on all counts.

What was the hardest volume you ever did and what made it so challenging?


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So, The Rise of New Thassilon, wow. It’s good. Really, really good!

When you were outlining this adventure path, how early on did you know that you wanted the PCs to visit that particular spirit in the great beyond?


James Jacobs wrote:
Generic GM wrote:
James Jacobs wrote:
Generic GM wrote:
Of all the demonlords that you’ve ever worked on, 3.5 and Pathfinder, which one is your favorite and why?
Demogorgon, because he was always my favorite demon lord from the start and has a lot of nostalgia to back him up, but Nocticula's giving him a run for his money.

Your Demogorgon article, and the Savage Tides adventure path, really sold me on Demogorgon being the prince of all demons.

Nocticula was a great demonlord, I really enjoyed her assassinating other demonlords. Are you going to miss her being a demonlord at all?

No, because I told the story I wanted to tell with her being a demon lord in Wrath of the Righteous (and to a lesser extent in Moonscar). I'm much more interested going forward in exploring her story as a goddess of exiles and artists.

I've also spent a HUGE part of my time doing RPG stuff doing demon stuff... be it the Demonomicon articles in Dragon, the Fiendish Codex for D&D, or the Book of the Damned stuff for Pathfinder. I pretty much feel like I've mostly said what there is to be said from me on the topic of demons, with the possible exception of Treerazer, who DOES still have a story still waiting for telling.

I’m really curious to see where Nocticula will go in her new life. I think it will be cool to see.

Your work on demon lore and Abyssal lore has been great from Hordes of the Abyss to Planar Adventures, it’s all been grand. I’m excited to see what Treerazer has up his sleeve. He’s a cool demon. I think he even answers questions on this website. What a swell guy.

What was your favorite contribution to the Hordes of the Abyss book?


Was Runelord Zutha religious at all? I’m curious if he worshipped the Pallid Princess.


Did you ever do a Demonomicon article on Orcus that I missed? Speakibg of the big man, do you much care for Orcus?


James Jacobs wrote:
Generic GM wrote:
Of all the demonlords that you’ve ever worked on, 3.5 and Pathfinder, which one is your favorite and why?
Demogorgon, because he was always my favorite demon lord from the start and has a lot of nostalgia to back him up, but Nocticula's giving him a run for his money.

Your Demogorgon article, and the Savage Tides adventure path, really sold me on Demogorgon being the prince of all demons.

Nocticula was a great demonlord, I really enjoyed her assassinating other demonlords. Are you going to miss her being a demonlord at all?


Of all the demonlords that you’ve ever worked on, 3.5 and Pathfinder, which one is your favorite and why?


What has Zutha’s existence been like in the ages between Thassilon’s fall and his tome being reassembled? Is a lich essentially asleep within their philactery or are they aware whiling away the time?


1 person marked this as a favorite.
James Jacobs wrote:
Generic GM wrote:
Of your old Demonomicon articles in The 3.5 days (which were all great by the way) which one did you have the most fun writing and why?
That's probably a tie between Dagon (because it let me tread some Lovecraft waters, which was a tricky place to go in 3.5 D&D), and Malcanthet (because all of her lore was brand new—I got to invent her pretty much from the ground up and not cleave to established D&D lore).

The Malcanthet article was one of my favorites. She came across to me as a very savvy politician. She and Nocticula were very different in their similar role. I found it to be pretty cool that you made them so different.

Is Shamira more like Malcanthet, than Nocticula, in terms of personality and governing styles?


In your home game, does Obox-ob still have a place of prominence?


Of your old Demonomicon articles in The 3.5 days (which were all great by the way) which one did you have the most fun writing and why?


Of the final seven runelords, which one was the most depraved? By that I mean, which one caused the other six to maybe raise an eyebrow or two in shock.


Was King Xin Mythic? I ask because I don’t think we’ve ever seen what Xin was capable of in his heyday. I remember him putting Xanderghul firmly in his place only to fall for one of Sorshen’s spells, which is impressive on her part. I’m not sure, but I think both Xanderghul and Sorshen were Mythic at this point.

Thanks for your answers to my questions.


Xanderghul and Sorshen were peers for the long haul of Thassilon. Did they regard each other differently from their peers, and was their mutual respect for each other? I wouldn’t be shocked to hear that Xanderghul was incapable of showing respect to anyone else.


Of the Runelords, which one was the most obnoxious and difficult to be around, and how were they so difficult?


James Jacobs wrote:
Generic GM wrote:

Well, hopefully New Thassilon turns out better than its predecessor. The ideas that Xin had for the creation of Thassilon were noble and it's a shame that it failed so spectaculalry.

The fashion of Thassilon seems extremly varied, given how each Runelord dresses so differently. Did each provence of the empire dress in a particular fashion, and if so what were they?

What I mean by this is that Zutha's outfit seems very reminiscent of Henry VIII, while Karzoug's attire seems more akin to ancient Chinese attire. So is it a matter of their personal tastes or rather a Gatash - Shalast fashion trends thing.

We've not gone into much detail about Thassilonian fashion. I suspect there were lots of fashions that came in and out of style over the many centuries the nation existed, but no attempt to codify them is really something we've made attempts to do.

Ah, that would make sense for such a long lived empire. Well thank you for answering these questions on my favorite Pathfinder subject, the Runelords. congrats on finishing your Runelord trilogy. Return of the Runelords has been most interesting thus far.

One final question for you. Since Areelu Vorlesh presumably died during the events of Wrath of the Righteous, in Pathfinder 2, will she have risen to a place of prominence in the Abyss?

Full Name

Theodore "Greyback" Logan

Race

Halfling Cavalier (Honour Guard / Strategist) 3

Classes/Levels

Theodore:
HP 28/28 | AC 21 T 14 FF 18 | Fort+4 Ref +4 Will+1 | Initiative +3 | Perception +8 | Challenge 1/1
Rufus:
HP 25/25 | AC 22 T 13 FF 19 | Fort+5 Ref +6 Will+2 | Initiative +3 | Perception +5

Gender

Male

Size

Small (3'2" , 36 lb)

Age

23

Special Abilities

Challenge, Sworn Defense, Mount, Order (The Blue Rose)

Alignment

Lawful Good

Deity

Erastil

Languages

Common, Elven, Halfling

Strength 14
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 10
Charisma 16

About Theodore "Greyback" Logan

Initiative : +3
Base Speed : 15 ft (50 ft mounted)
Perception : 8

Defence:

Hit Points : 28 / 28 (Favoured Class bonus x2)
Armour Class : 21 (22 vs Medium creatures and up)
Flat Footed : 18
Touch : 14 (15 vs Medium creatures and up)
Fortitude : 4
Reflex : 4 (5 vs Trample)
Will : 1

Offence:

Base Attack Bonus : 3
CMB : 4
CMD : 16
Aldori Dueling Sword Attack : 7
Aldori Dueling Sword Damage : 1D6+2 (+2 Damage if Non-Lethal)
Challenge : [ ](+3 Damage vs Challenged Foe)

Skills:

Skill : Total (Ability Modifier, Ranks, Class Skill, Traits, Feats)
Diplomacy : 12 (3, 3, 3, 0, 3) (14 vs Unfriendly and Hostile targets)
Handle Animal : 10 (3, 2, 3, 2)
Intimidate : 9 (3, 3, 3)
Knowledge (Nobility) : 7 (1, 3, 3) Background Skill
Perception : 8 (0, 3, 3, 2)
Perform (Oratory) : 9 (3, 3, 3) Background Skill
Ride : 10 (3, 2, 3, 2)
Sense Motive : 5 (0, 2, 3)

Feats:

Skill Focus (Diplomacy) : Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Pack Attack (Combat, Teamwork) : Benefit: When you are adjacent to an ally with this feat, the first time you melee attack an opponent, you can spend an immediate action to take a 5-foot step, even if you have otherwise moved this round.
Combat Expertise : Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Bodyguard : Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.

Traits:

(Race) Helpful: You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
(Campaign) Sword Scion: You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home city’s heroic and legendary swordlords. Perhaps one of your family members was an Aldori swordlord, you have a contact among their members, or you have dreamed since childhood of joining. Regardless, you idolize the heroes, styles, and philosophies of the Aldori and have sought to mimic their vaunted art. Before you can petition to join their ranks, however, you feel that you must test your mettle. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin a legend comparable to that of Baron Aldori. You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.
(Religion) Patient Optimist (Erastil): You know that all things pass in time, and are used to having to repeat arguments multiple times to convince stubborn believers. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once.
(Drawback) Vain: You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.

Equipment Carried:

PP : 0 , GP : 0 , SP : 1 , CP : 0

Explorers Outfit : 0 lb
Aldori Dueling Sword : 1.5 lb
Scale Mail : 15 lb
Heavy Wooden Shield : 5 lb
Masterwork Backpack : 1 lb
Small Tent : 5 lb
Shield Sconce : 0.5 lb
Torch x 1 : 0.5 lb
Grooming Kit : 0.5 lb
Masterwork Manacles : 2 lb
Soap : 0.5 lb
Mess Kit : 1 lb
Canteen : 1 lb
Trail Rations x 3 : 3 lb
Meat x 3 : 1.5 lb

Potions :

Total Weight Carried : 38 lb
Light Load : 49.5, Medium Load : 100, Heavy Load : 150

Magic Equipment:

Head :
Face :
Throat :
Shoulders :
Body :
Torso :
Arms :
Hands :
Ring 1 :
Ring 2 :
Waist :
Feet :

Racial Abilities:

Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces fearless.
Outrider: Some half lings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed.
Underfoot: Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Honour Guard / Strategist Abilities:

Weapon and Armour Proficiency : Paladins are proficient with all simple and martial weapons, with all types of armour (Heavy, Medium and Light), and with shields (except Tower Shields).
Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier 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 cavalier’s concentration. The cavalier 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 cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
Sworn Defense (Ex): At 1st level, whenever an honor guard issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the honor guard is adjacent to his ward, he takes a –1 penalty to Armor Class, and the ward receives a +1 dodge bonus to AC. This modifies the challenge ability.
Mount (Ex): A cavalier 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 cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier 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 Armour Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability. A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking 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 accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.
Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 4 levels thereafter (to a maximum of five times per day at 17th level).
Intercept (Ex): At 3rd level, an honor guard learns to better disrupt the attacks of his enemies. He gains Bodyguard (Advanced Player’s Guide 151) as a bonus feat, even if he does not meet the prerequisite. In addition, whenever the honor guard uses the aid another action to increase an ally’s Armor Class, the bonus to Armor Class granted by the aid another action increases by +1. This ability replaces cavalier’s charge.

Order of the Blue Rose Abilities:

Edicts: The cavalier must guard against needless violence, protecting both the land and its people from wars they neither started nor wish to fight. He must seek to stop conf lict with a minimum of bloodshed, to encourage peaceful resolutions to disagreements between intelligent creatures, and to mend the wounds opened by battle. He must also honor quarter when he gives it, protecting captives who have surrendered from his own allies if need be.
Challenge: Whenever an order of the blue rose cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms). This bonus increases by +1 for every four levels the cavalier possesses (to a maximum of +5 at 17th level).
Skills: An order of the blue rose cavalier adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. Whenever an order of the blue rose cavalier uses Diplomacy to try to mediate a dispute between two parties that do not include him, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Flat of the Blade (Ex): At 2nd level, the cavalier of the order of the blue rose gains the ability to moderate his attacks in order to take an enemy alive. He no longer takes a –4 penalty when attacking with a lethal weapon to deal nonlethal damage. When dealing nonlethal damage, the cavalier receives a +2 bonus on damage rolls. When the cavalier makes use of this ability, he must attempt to subdue his target without killing it; dealing lethal damage after using this ability, or allowing his allies to kill the target, is considered a violation of his edicts.

Backstory:
Theodore grew up in a small community of riders and he quickly outgrew everyone else in the village and the dogs that were trained as their mounts. Determined not to be the only one who couldn't ride he went out looking for his own companion and fell into some trouble on the way. He was assailed by bandits trying to rob him, over confident due to his height amongst he village he stood up to his muggers ... who stoood nearly double his height! The encounter did not go well but luckily as he was being beaten a stranger turned up and intervened with a pack of wolves at his side. The stranger spoke with the bandits at first and Theodore realised that he was trying to diffuse the situation with words alone, "He is either really strong and doesn't want to hurt them, or really weak and doesn't want to be hurt himself!" The muggers laughed at him and charged him, but instantly fled after their leader was defeated instantly, without so much as a look back to make sure they were safe they jumped into the nearby river and were washed downstream. The gentleman resheathed his blade and tended to Theodores wounds, then gave him food until he was able to venture out on his own again. They got talking, the man introduced himself as "D" and a friendship was struck between them. Theodore even followed "D" back to the place he was learning to fight and spent a week training with a blade similar to that of his new friends and how to try to settle disputes before violence is the only result. He learnt the many benefits of trying to make the enemy surrender and how to follow on his own end of the deal that would be struck. During the week together one of D's wolves gave birth to a litter and only 1 pup survived, a pup which D called Rufus and gave him to Theodore. Theodore treasured Rufus and was busy playing with him when D left unannounced. A few days later the swordsmaster of the training dojo asked Theodore to leave as he had outstayed his welcome. So Theodore left a note for D telling him what had transpired and that he had gone back home if he should need him. 4 years had passed since then and Rufus and Theodore had both grown stronger and closer with each other, they trained in combat every day for 4 hours or more. It was during one of these training sessions that the village chief brought Theodore a letter, inside contained a charter to explore some unclaimed lands and a note. The note was from D and he was asking Theodore to participate in the venture as a favour for him, as he could not do so for some reason. Theodore packed immediately and headed off to the meeting place where his new adventure would begin and maybe he would meet his friend again.

Appearance:
Theodore stands at 3'2"; which is quite tall for a member of his race, he is well built and toned from his many years of swardsmanship. He is well trimmed and takes care of his appearance, he has auburn hair; which is tied up in a braided rats tail about 6 inches long, and his goatee has a tinge of more red than brown in it. He keeps his gear polished and sharp.

Hairstyle

Personality:
Theodore is a knight and will always do the honourable thing, if he can resolve a conflict with as little bloodshed as possible, he will try to make sure it is done. Unfortunately he is also very concerned over how people see him, so tries to make sure he always looks his best.

Companion:

Rufus
Male Wolf (Charger) 3
Medium Animal (Wolf)
Init +3; Senses Scent ; Perception +5
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 19 (+3 Dex, +5 Armour, +4 Natural)
hp 25 (3d8+4)
Fort +5, Ref +6, Will +2
Defensive Abilities
--------------------
Offense
--------------------
Speed 50 ft
Melee Bite +5 (1d6+2 / x2)
Special Attacks Trip
Spell-Like Abilities
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB 4; CMD 17
Feats Light Armour Proficiency, Medium Armour Proficiency, Weapon Focus (Bite)
Skills Acrobatics +4, Perception +5, Survival +5
Gear Scale Mail Barding
Carrying 30 lb (100.25 Mounted), Light Load 87 lb, Medium Load 174 lb, Heavy Load 262.5 lb
--------------------
Special Abilities
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Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Mounted Challenge (Ex): When ridden by a cavalier, chargers gain half of the bonuses and penalties granted by the cavalier's challenge class feature. This ability replaces share spells.
Barding Training (Ex): At 3rd level, a charger’s armor check penalty for wearing barding or for carrying a medium load is reduced by 1 and the maximum Dexterity bonus for its armor and load increases by 1. Reduce the armor check and medium load penalties by an additional 1 for every 6 levels after 3rd; increase the maximum Dexterity bonus for the charger’s armor by an additional 1 for every 6 levels after 3rd. In addition, the charger’s speed does not decrease when wearing medium armor or carrying a medium load.
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Tricks
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Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)
{Combat Training DC:20 Attack, Come, Defend, Down, Guard, Heel}
Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able.
Come (DC 15): The animal comes to you, even if it normally would not do so.
Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard (DC 20): The animal stays in place and prevents others from approaching.
Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.