Ratfolk Caravan Guard

Hidetsugu Rissi's page

1,097 posts. Alias of Tangaroa.

Full Name



Wizard 17 | HP 121/121| AC:19 T:19 FF:15 CMD: 23 | F+13 R+13 W+15 | Init +11 | Per +24 (darkvision)


Spell Effects:
heroism, false life, mage armor, mind blank, overland flight




Lawful Neutral




Sandpoint, Varisia


Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Ignan, Infernal, Minkaian, Protean, Sylvan, Taldane, Terran, Thassilonian, Tien, Undercommon, Varisian


Alchemist, Wizard

Strength 8
Dexterity 18
Constitution 14
Intelligence 32
Wisdom 12
Charisma 12

About Hidetsugu Rissi

PFS 7514-10

dice rollers:

spell perfected quickened fireball off a wand using staff-like wand
[dice]10d6[/dice] fire DC 26 halves
[dice=spell penetration]1d20+29[/dice]

spell perfected maximized fireball off a wand using staff-like wand
60 fire DC 26 halves
[dice=spell penetration]1d20+29[/dice]

Current Spell List:

Cast: mage armor, overland flight, mind blank

8th-sunburst (DC 30)
7th-control construct, limited wish
6th-chain lightning (DC 28), disintegrate (DC 27), greater dispel magic (2), summmon monster VI
4th-acid pit (DC 25), black tentacles, dimensional anchor, greater invisibility, solid fog
3rd-fly, heroism, empowered magic missile, protection from energy
2nd-acid arrow (2), flaming sphere (DC 24), false life (2), glitterdust (DC 23) (2), gust of wind, mirror image, resist energy, rope trick, see invisible
1st-burning hands(DC 23), charm person (DC 22), ear-piercing scream (DC 23) (2), mage armor, magic missile (2)
0th-acid splash, detect magic, prestidigitation, read magic
School Universalist
Metamagic master 2/5
Staff of Hungry Shadows 8/10
Wand of Fireball 25 charges
Wand of Infernal Healing 14 charges
Wand of Lightning Bolt 25 charges
Wand of Magic Missile 13 charges
Wand of Magic Missile 39 charges
Wand of Ray of Enfeeblement 28 charges
Wand of Scorching Ray 17 charges
Wand of Silent Image 2 chages

Rissi's Stat Block:

Female ratfolk arcanamirium crafter wizard 17
LN Small humanoid (ratfolk)
Init +11, Senses darkvision 60', arcane sight, see invisible; Perception +24
AC 19, touch 19, flat-footed 15 (+3 deflection, +4 Dex, +1 dodge, +1 size )
hp 121 (17d6+51)
Fort +13, Ref +13, Will +15; +4 vs. mind affecting
Defenses absorb 12 negative energy/death attacks; absorb 49 levels of spells; negate 3 transmutations/day SR 20
Speed 20 ft.
Melee +1 dominant silver dagger +9/4 (1d3/19-20)
Ranged ranged touch +13
Special Attacks metamagic mastery (5/day)
Item Spell-Like Abilities
1/day - maze

Wizard Spells Prepared (CL 17th; concentration +27 or +29 when grappled, pinned, in violent weather, or entangled; +4 (or +6) on caster level checks, +8 to beat SR)

9th-meteor swarm (DC 31), wish
8th-greater possession (DC 29), mind blank, sunburst (DC 30)
7th-banishment (DC 28), control construct, forcecage (DC 29), limited wish, prismatic spray (DC 29)
6th-chain lightning (DC 28), disintegrate (DC 27) (2), greater dispel magic (2), summmon monster VI
5th-life bubble (3), overland flight, thunderstrike (DC 28)
4th-acid pit (DC 25), black tentacles, dimensional anchor, confusion (DC 25), greater invisibility, solid fog
3rd-fly, haste, heroism (2), empowered magic missile (2), protection from energy
2nd-acid arrow (2), flaming sphere (DC 24), false life (2), glitterdust (DC 23) (2), gust of wind, mirror image, resist energy, scorching ray (2), rope trick, see invisible
1st-burning hands(DC 23), charm person (DC 22), ear-piercing scream (DC 23) (2), mage armor, magic missile (2)
0th-acid splash, detect magic, prestidigitation, read magic
School Universalist
Str 8, Dex 18 (14+4), Con 14 (12+2), Int 32 (26+6), Wis 12, Cha 12
Base Atk +8; CMB +6; CMD 23
Feats Craft Wondrous Items, Craft Rod, Craft Staff, Improved Initiative, Intensified Spell, Eldritch Researcher, Maximize Spell, Greater Spell Penetration, Persistent Spell, Quicken Spell, Spell Focus (evocation), Spell Perfection, Scholar (arcana, dungeoneering), Scribe Scroll, Spell Penetration, Staff-Like Wand
Skills headband: local, nature, religion
Appraise +15 (1 rank +11 Int +3 trained)
Craft (alchemy) +21 (+2 with familiar) (5 rank +11 Int +3 trained +2 racial)
Fly +13 (4 rank +4 Dex +3 trained +2 size)
Knowledge (arcana) +35 (17 ranks +11 Int +3 trained +4 feat +1 trait)
Knowledge (dungeoneering) +34 (16 ranks +11 Int +3 trained +4 feat)
Knowledge (engineering) +22 (8 rank +11 Int +3 trained)
Knowledge (geography) +22 (8 rank +11 Int +3 trained)
Knowledge (history) +29 (15 ranks +11 Int +3 trained)
Knowledge (local) +31 (17 ranks +11 Int +3 trained) (+19 ranks without headband, 5 ranks)
Knowledge (nature) +31 (17 rank +11 Int +3 trained) (+19 ranks without headband, 5 ranks)
Knowledge (nobility) +18 (4 rank +11 Int +3 trained)
Knowledge (planes) +30 (17 ranks +11 Int +3 trained)
Knowledge (religion) +31 (17 ranks +11 Int +3 trained) (+19 ranks without headband, 5 ranks)
Linguistics +24 (10 ranks +11 Int +3 trained)
Perception +24 (16 ranks +1 Wis +2 racial +5 competence)
Spellcraft +35 (17 ranks +11 Int +3 trained +4 feat) (+2 to craft with familiar)
Stealth +7 (3 Dex +4 size)
Use Magic Device +13 (10 ranks +1 Cha +2 racial)
Traits Desperate Resolve, Scholar of the Ancients
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Ignan, Infernal, Minkaian, Protean, Sylvan, Taldane, Terran, Thassilonian, Tien, Undercommon, Varisian
SQ arcane bond (familiar), rodent empathy, swarming, tinker
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Darkvision Ratfolk can see in the dark up to 60 feet
Desperate Resolve You are adept at casting spells even in the most precarious situations. You gain a +1 trait bonus on concentration checks. This trait bonus increases to +4 when you are grappled, pinned, in violent weather, or entangled.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Metamagic Mastery (Su) At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Scholar ~ Arcana, Dungeoneering You gain a +4 bonus on Knowledge (Arcana, Dungeoneering).
Scholar of the Ancients Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Swarming Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Tinker (Ex) Ratfolk gain a +2 racial bonus on Craft (Alchemy), Perception, and Use Magic Device checks.
Universal School You have chosen not to specialize in a single school of spells.
Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.

Gear See loot sheet

Rissi's Blessed Book:

9th-foresight, wish
8th-clone, greater possession, mind blank, stormbolts, sunburst
7th-banishment, force cage, greater teleport, limited wish, prismatic spray
6th-chain lightning, mass suggestion, true seeing
5th-baleful polymorph, cone of cold, hold monster, life bubble, overland flight, summon monster V, telekinesis, thunderstike
4th-acid pit,ball lightning, stoneskin, wall of fire
3rd-clariaudience/clarivoyance, dispel magic, displacement, fireball, fly, haste
2nd-blindness/deafnesss, bear's endurance, bull's strength, eagle's splendor, flaming sphere, fox's cunning, glitterdust, gust of wind, resist energy, rope trick, whispering wind
1st-burning hands, comprehend languages, disguise self, ear-piercing scream, hold portal, identify, mage armor, magic missile, snowball, ray of enfeeblement, sleep
0th-acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, scrivener's chant, spark, touch of fatigue

Rissi's Old Spellbook:

5th-baleful polymorph, overland flight, summon monster V, thunderstike
4th-acid pit,ball lightning, stoneskin, wall of fire
3rd-clariaudience/clarivoyance, dispel magic, displacement, fireball, fly, haste
2nd-blindness/deafnesss, bear's endurance, bull's strength, eagle's splendor, flaming sphere, fox's cunning, glitterdust, gust of wind, resist energy, rope trick
1st-burning hands, comprehend languages, disguise self, ear-piercing scream, hold portal, identify, mage armor, magic missile, snowball, ray of enfeeblement, sleep
0th-acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, scrivener's chant, spark, touch of fatigue

Vraxeris’ Spellbooks:
all of the wizard illusion spells in the Core Rulebook—there are no conjuration or transmutation spells in these books.

Sarcophogi spellbooks:

All CRB spells, level 1-8

Ordikon's Spellbook:

7th prismatic spray, reverse gravity
6th disintegrate, flesh to stone, greater dispel magic
5th baleful polymorph, cone of cold, dismissal, wall of force
4th dimension door, fear, mass reduce person, stonesin, and every transmutation spell from the CRB
3rd and below all spells excluding enchantment and illusion spells

Jordimandus’ Spellbook:

8th—summon monster VIII
7th—power word blind, summon monster VII
6th—disintegrate, greater dispel magic, summon monster VI
5th—cloudkill, dismissal, feeblemind, summon monster V, telekinesis

And all spells up to 4th level except evocation and illusion. All conjuration spells up to 6th level

Athroxis' Spellbook:

7th—mage’s sword, prismatic spray project image
6th—chain lightning, flesh to stone
5th—cone of cold, feeblemind, wall of force
4th—confusion, shout
3rd—fireball, fly, greater magic weapon, haste, keen edge, lightning
bolt, vampiric touch
2nd—blindness/deafness, false life, mirror image, scorching ray, see invisibility
1st—burning hands, expeditious retreat, magic missile, ray of enfeeblement, shocking grasp, true strike
0 (at will)—all except abjuration and conjuration

Mokmurian's Spellbook:

6th-all except enchantment and illusion spells
5th-all except enchantment and illusion spells
4th-dimension door, fire shield, mass reduce person, solid fog, stoneskin
3rd-dispel magic, fireball, fly, greater magic weapon, slow, stinking cloud
2nd-fog cloud, glitterdust, resist energy, scorching ray, see invisibility, whispering wind
1st-alarm, enlarge person, mage armor, magic missile, protection from good, ray of enfeeblement, reduce person, shield
Cantrips - all except enchantment and illusion spells
His spellbooks also contain all spells in the CRB up to and including all 6th level spells except for enchantment and illusion spells.

Barl Breakbone's Spellbook:

4th-animate dead, bestow curse, contagion, enervation, fear
3rd-fireball, fly, gentle repose, halt undead, ray of exhaustion, vampiric touch
2nd-blindness/deafness, command undead, false life, ghoul touch, spectral hand
1st-cause fear, chill touch, magic missile, ray of enfeeblement, scare, spectral hand
0-detect magic, mage hand, prestidigitation, read magic, touch of fatigue

Mama Graul's Spellbook:

4th—animate dead, bestow curse, contagion, dimension door
3rd—displacement, fly, ray of exhaustion, slow, vampiric touch
2nd—blindness/deafness, false life, ghoul touch, mirror image, spectral hand
1st—chill touch, grease, mage armor, magic missile, ray of enfeeblement, reduce person, true strike
0—light, mage hand, message, open/close, touch of fatigue (DC 13)

Ironbriar's spellbook:

3rd-blink, shrink item
2nd-cat’s grace, fox’s cunning, scorching ray,spider climb, web
1st-chill touch,enlarge person,grease, mage armor, magic missile, shocking grasp

Lyrie Akenja Spellbook:

2nd-invisiblity, locate object, minor image, mirror image, see invisibility, shatter, spider climb
1st-burning hands, comprehend languages, detect secret doors, floating disc, grease, identify, mage armor, obscuring mist, ray of enfeeblement, sleep
0th -acid splash, detect magic, prestidigitation, ray of frost

Brihz's (Rissi's rat familiar) statblock:

Male Rat Valet Familiar 16
N Tiny magical beast
Init +2, Senses low-light vision; scent, Perception +12
AC 22, touch 14, flat-footed 20 (+2 Dex, +8 natural, +2 size)
hp 57 (16 HD)
Fort +5, Ref +7, Will +11
Defensive Abilities improved evasion; SR 21
Speed 15 ft. Climb 15 ft. Swim 15 ft.
Melee bite +12/7 (1d3-4)
Space 2.5 ft. Reach 0 ft.
Special Attacks
Valet Spell-like abilities (CL 16th concentration +12) (1/hr) - prestidigitation
Str 2, Dex 15, Con 11, Int 13, Wis 13, Cha 2
Base Atk +7; CMB +7; CMD 13 (19 vs trip)
Feats Cooperative Crafting, Weapon Finesse
Appraise +2 (1 rank +1 Int)
Climb (-4 Str +14 racial)
Craft (alchemy) +6 (5 rank +1 Int)
Fly +13 (4 rank +2 Dex +3 trained +4 size)
Knowledge (arcana) +17 (16 ranks +1 Int)
Knowledge (dungeoneering) +17 (16 ranks +1 Int)
Knowledge (engineering) +9 (8 rank +1 Int)
Knowledge (geography) +9 (8 rank +1 Int)
Knowledge (history) +16 (15 ranks +1 Int)
Knowledge (local) +17 (16 ranks +1 Int)
Knowledge (nature) +17 (16 rank +1 Int)
Knowledge (nobility) +5 (4 rank +1 Int)
Knowledge (planes) +17 (16 ranks +1 Int)
Knowledge (religion) +17 (16 ranks +1 Int)
Linguistics +11 (10 ranks +1 Int)
Perception +19 (15 ranks +1 Wis +3 trained)
Spellcraft +17 (16 ranks +1 Int)
Stealth +18 (1 rank +2 Dex +3 trained +4 racial +8 size)
Swim +10 (-4 Str +14 racial)
Use Magic Device +6 (10 ranks -4 Cha)
Languages Speak with Master
SQ aide to all, able assistant, deliver aid, deliver touch spells, empathic link, share spells, speak with master, teammate, touch spells
Combat Gear
Other Gear
Able Assistant (Ex) A valet’s master treats the valet as if it possessed the Cooperative CraftingAPG feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.
Aide to All (Ex) At 13th level, a valet can choose to use the aid another action as a full-round action, granting up to three adjacent creatures bonuses from this action. Each bonus may be either for the same action or check or for different actions or checks. This ability replaces scry on familiar.
Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. When delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed. This ability modifies deliver touch spells.
Deliver Aid (Ex) At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed. This ability replaces speak with animals of its kind.
Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Improved Evasion (Ex) You can avoid damage from many area-effect attacks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Prestidigitation (Sp) A valet can use prestidigitation once per hour.
Teammate (Ex) A valet is considered to have all the teamwork feats its master has.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion instead of on herself.
Spell Resistance (Ex) If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

Appearance :

Hidetsugu Rissi is a black furred Ratfolk with a white mark running down her left flank. In private, she is typically laden with vials and scrolls, and has a small, grey-furred rat mounted to her shoulder. In public, she favors heavy robes to disguise her appearance from people of the Inner Seas, who might mistake her for some manner of monster.


Rissi grew up in a traveling Ratfolk caravan, a particularly adventurous group originally hailing from distant Tian-Xia but most recently traveling between Magnimar, Katheer, Katapesh, Oppara, Absalom, and the Darklands. This particular caravan specialized in purchase and sale of exotic magical trinkets and alchemical mixtures, and filled a unique niche by doing business between the surface races and those of the Darklands.

Rissi's family is relatively small for a Ratfolk; she has three siblings, all younger sisters, and is daughter of Hidetsugu Rikkan, a tinkerer, and Thikka his wife and assistant. With her parents frequently busy with caravan related business, Rissi was tasked to act as Eldest Sister and surrogate mother to her sisters Jix, Kitch and Nehm. Such duties instilled a great sense of responsibility (and perhaps with just a tinge of resentment) as she bathed, fed, groomed and tutored her younger sisters as the family grew.

Extensive exposure to different cultures during her travels and the self-discipline of her familial duties helped Rissi to grow into a thoughtful young woman. In fact, she was a blossoming genius. Drawing widely upon the magical and scientific talents of both her caravan and the communities she visited, she began to learn the workings of alchemy and magic. This varied learning coupled strongly with her natural Ratfolk curiousity, and she began to perform small prestidigitations to aid her in her chores.

Her sisters were much more carefree and mischievous, flirting frequently with the males of the caravan and testing Eldest Sister's resolve and authority. To test their boundaries, they waged a war of subterfuge, rumors and dirty tricks on Eldest Sister. To the dread of their parents, the war escalated in to small fights and a certain amount of property damage. The conflict eventually reached a head, and Rissi and Rissi was forced to develop a special weapon: a cantrip that turned her sister's fur a splotchy green shade. After a period of sincere humility and apologies from her younger sisters, she (rather smugly) undid the magic and a détente ensued.

The caravan master observed the minor war from afar, and noted Rissi's blossoming talents in magic. She aided Rissi's family in sponsoring her to the prestigious - and open-minded - arcanamirium , where she learned the ways of wizardry and enjoyed the sights and sounds of Absalom. Of course, when not on the school grounds she had to dress in heavy robes to travel unmolested. She learned the Halfling tongue and some magic to aid her (admittedly poor) disguises; in such disguises she frequented the many bookshops and libraries of the Wise quarter, indulging a growing passion for history and geography.

She concluded her studies in few years, and returned to assist her family. In this time her sisters had grown: Jix and Kitch savvy traders, and Nehm a skilled leatherworker and carpenter. They plied the trade routes for another year, gradually heading Northwest to Janderhoff to visit the Mage Smiths, as well as the city of Kaer Maga. They headed to western Varisia as the spring thawed the winter snows. The caravan intended to visit Magnimar, as well as some of the upper reaches of Nar-Voth. Magnimar was of particular interest to Rissi on account of the new golemworks there, and given her predilection towards crafting magic items she had a keen interest in visiting and learning some of their magical techniques.

Unfortunately, the Ratfok caravan was assaulted in the wilds of western Varisia by a rather violent and large group of goblins. Her protective instincts, quick thinking and numerous sleep spells proved a boon in saving the lives of her family; unfortunately, much of the rest of caravan was not as lucky in their escape. Many ratfolk were killed and scattered in the wilds of Varisia.

Her family chose to flee to the nearest city - Sandpoint - where they secured a garret in Rat Ally, under the guise of halflings. They have established a small family warren for themselves and have taken up crafts to support themselves. Naturally, the family keeps to themselves most of the time. Rissi has resumed her alchemy and wizardry activities to help support her family; procuring supplies with the aid of her magical guises for herself and the rest of her family. These gathering activites also provide her an excuse to explore the new city.

Rissi's natural Ratfolk curiosity has already led her to make many interesting discoveries about this city. She is especially intrigued by the iconic light-house known as the "Old Light", as well any other ancient ruins that she comes across. She has made her services as a wizard know to select individuals in town, and in that capacity is asked to identify curios of Thassilonian origin brought in by adventurers or scavengers. She does so enthusiastically, drawing upon her training from the arcanamirium in her identification. After all, she knows Thassilon was the culture that developed wizardry in its modern form, and she is fascinated by the idea of learning the underpinnings of the Art.

While her sister and parents yearn to return quickly to the road, Rissi wishes to stay a little longer and study the fascinating ruins that dot the landscape of Varisia and the culture of the Varisian people. After all, the Varisians are the modern inheritors of rune magic - at least, what is left of it in the form of tattoos. In her idle moments, she has been teaching herself Thassilonian history and language, and plans on learning Varisian as well.

She is considering making a break with her family once they decide to leave again, but has yet to build up the courage to do so. It is a big, scary world for one small ratfolk and her familiar, even if she can wield powers arcane. Still, the lure of this strange land and its mysteries has thoroughly engrossed the interest of the young ratfolk.


Rissi explores the city in heavy robes to mask her features, and she often travels at night. She usually masquerades as a halfling, using disguise self when necessary to remove her heavy robes. She has made tentative contact with some of the merchants and powers in town to facilitate her various business endeavors.

The Kaijitsu family, with their Tian heritage, is particularly fascinating to Rissi. Although she has purchased various flasks, beakers, alembic's and retorts from Lonjiku's glassworks, she has not said more then half a dozen words to the man. Ameiko, on the other hand, has proven to be a treasure trove of lore, as well as being conversant in Tien, which Rissi has always been more comfortable with speaking. She keeps a cordial if distant relationship with Ameriko, trading her tales of caravan travel in exchange for lore of the surrounding area.

She has also made tentative contact with Iloari the elderly museum keeper, and occasionally stealthily follows him while he explores the beaches. She is curious what he searches for, and also is concerned he might encounter problems with goblins.


She is friendly, curious, nimble and bookish, but is also serious and may become quickly agitated if stressed. A quick witted woman, she is quick to scold those who behave foolishly and has a maternal instinct towards any she adopts into her extended "family".

She has a dislike of goblins, but true to her resilient ratfolk nature, she does not hold a burning hatred in her heart. Rather, she believes it is simply the nature of these creatures.

Her best friend is her pet rat familiar, Brihz, who helps her when she tinkers with scrolls or alchemical items, and whom she carries around everywhere.


Rissi is a follower of Abadar, whose goals (development of urban civilization, preservation of artifacts, and accumulation of wealth) completely overlap with her own.

RP Sample:

The sun sets in Sandpoint, shadows growing long in the cool ocean air. It is particularly dark in the run down Rat Alley, where few of the respectable citizens of Sandpoint tread after dark.

In a garret located on the second story of a particularly decrepit building, candle light can be seen leaking through shut windows. Listening carefully from under the windows outside the building, one can here a chittering sound as if the building was infested with rats. The true nature if the infestation, however, is stranger then mere vermin.


A brown-furred ratfolk - the size of an child, but the shape of rat that walks, silently makes her way across a noisy room. Various ratfolk are clustered about the corners of the garret, engaged in various crafts and paying no attention to her; one works a piece of leather, while an older male noisily mends a copper kettle.

The brown-furred ratfolk, however, is focused on the black-furred Rissi, who is hunched over a nearby table, reading a tome of history by candlelight.

The brown-furred rat creeps closer and closer - in the din of busy houshold, it is easy to miss the sound of her raspy breathing. She starts to reach for the tail of the sitting ratfolk, and almost has it in hand when a tiny rat scurries upon the black-furred rats head and starts squeaking loudly in dismay.

Jix hisses and draws her hands away. "Brihz, you annoying creature." Her whiskers flick back in an agitated manner. "Let me have my fun for once!"

Rissi closes her book and turns around, scratching the tiny grey rat on its head. "Perhaps, Little Sister, you should read something; it might make the time pass more quickly and alleviate the need for such silly games. I thought you outgrew antics like pull-the-tail years ago."

She jumps off the table and skitters over to a small wooden hidey-hole buit into one corner of the wall. Once inside she locks her book into a small chest at the foot of her bed, and puts on a heavy cloak, boots, and a pouch, all of which are sized for a halfling. Brihz lick himself patiently while he waits for his mistress to change. As she changes she muses.

She will always be a child and never grow up. She wishes to lead the caravan some day but then turns to malicious pranks at the first sign of boredom. She sights to herself. Perhaps I have been inside reading too long myself - perhaps I need to get outside.

Done changing, Rissi emerges back into the common area and calls out to the rest of the warren. "Honored Father and Mother, I am going out for awhile to conduct some buisness. I will be back before midnight."


The black-furred ratfolk woman moves from shadow to shadow in the sandpoint night, attempting to avoid notice of the Sandpoint nightwatch.

Her haphazard, back alley route takes her to the doors of the Rusty Dragon inn. She pulls the cowl of her cape up higher and opens the door to a thick smoke and the smell of alcohol. Inside the short Ratwoman goes.

She dodges a few burly, drunken men-at-arms and crawls her way onto a table in the corner. The music is lively, but she ignores the crowd and their din, instead pulling out a tome in Thassilonian titled On the structure and manipulation of symbolic magic.

A Tien featured woman crosses the room and greets Rissi.

"Ah, hello my halfling friend. I see you are honoring us with your mysterious tradition of midnight reading." She his distracted for a moment by the sound of raucous laughter in the corner.

Rissi responds quietly. "Lady Kaijitsu, I was simply here to enjoy the fine crowd of your tavern, and perhaps listen to another one of your tales from the Varisian countryside."

Ameiko laughs. "You are always welcome here, my strange friend. Some wine for you?"

The female ratfolk shakes her head. "No thank you; as you know, tea will suffice for my needs."

As the owner of the bar turns away Rissi opens her books and settles down for a night of reading in the relative quiet of the rusty dragon.

At least drunken adventurers are quieter then my sisters. It is so hard to find a moment of peace. Now... let us see about those magic tattoos.

She leans back comfortably, tea and book in her gloved hands, and continues reading from her shadowy corner.

Nuria letters:

Nualia was a foundling raised by Sandpoint's previous religious leader, Ezakien Tobyn, and her childhood was lonely and sad. Her unearthly beauty made the other children either jealous or shy, and many of them took to playing cruel jokes on her. The adults in town weren't much better-many of the superstitious Varisians viewed Nualia as blessed by Desna, a sort of "reverse deformity." Rumors that her touch or proximity could cure warts and rashes, that locks of her hair brewed into tea could increase fertility, and that her voice could drive out evil spirits led to a succession of awkward and humiliating requests over the years. Poor Nualia felt more like a freak than a young girl by the time she came of age, so when Delek Viskanta, a local Varisian youth, began to court her, she practically fell into his arms in gratitude.

Knowing her father wouldn't approve of a relationship with a Varisian (he wanted her to remain pure so she could join a prestigious convent), they kept the affair secret. The couple met many times in hidden places, a favorite being an abandoned smuggler's tunnel under town that Delek had discovered as a child. Before long, Nualia realized she was pregnant. When she told Delek, he revealed his true colors and, after calling her a slut and a harlot, fled Sandpoint rather than face her father's wrath. Nualia's shock quickly turned to rage, yet she had nowhere to vent her anger. She bottled it up, and when her father discovered her delicate condition, his reaction to her indiscretions only furthered her shame and anger. He forbade her to leave the church, lectured her nightly, and made her pray to Desna for forgiveness. In So doing, he unknowingly nurtured her growing hate.

Soon thereafter some vengeful magic took hold of Nualia and she flew into a frenzy. Seven months pregnant, she miscarried her child later that night, a child whose monstrously deformed shape she only glimpsed before blanching midwives stole it away to burn it in secret. As the child had been conceived in the smuggler's tunnels below town, in close proximity to a hidden shrine to Lamashtu, the child itself was deformed and horrific. The double shock of losing a child and the realization that she had been carrying a fiend in her belly for 7 months was too much. Nualia fell into a coma.

As Nualia slept, she dreamed unhealthy dreams. Fueled by the wrathful magic and the taint of Lamashtu, Nualia became further obsessed with the cruel demon goddess and the conviction that her wretched life was inflicted on her by those around her. She came to see her angelic heritage as a curse, and the demon-sent nightmares showed her how to expunge this taint from her body and soul, replacing it with chaos and cruelty. When she finally woke, Nualia was someone new, someone who didn't flinch at what Lamashtu asked of her. She jammed her father's door shut as he slept lit the church on fire, and fled Sandpoint.

The locals assumed Nualia had burned in the fire, a tragedy made all the worse by the death of Father Tobyn as well. Yet Nualia lived. She fled to Magnimar, where she enlisted the aid of a group of Norgorber=-worshiping killers known as the Skinsaw Cult. With their aid, she tracked down Delek and murdered him. Yet his death did not fill her need for revenge-it only quickened her need for more of the same, for Sandpoint and its hated citizens still lived.

Seeing a kindred spirit in the tortured woman, the mysterious leader of the Skinsaw Cult gave Nualia a medallion bearing a carving of a seven-pointed star called a "Sihedron medallion." Nualia learned that she had a larger role to play, and that her dreams were a map to her destiny. Taking the advice to heart, Nualia returned to Sandpoint and found herself drawn to the brick wall in the smuggler's tunnels where she and Delek had conceived her deformed child. Nualia bashed down the wall, and in so doing, discovered the Catacombs of Wrath and the quasit Erylium, also a follower of Lamashtu. For many months, Nualia studied under Erylium's tutelage. During this time, Nualia received another vision from Lamashtu-a vision of a monstrous goblin wolf imprisoned in an udnerground room. In Nualia's dreams, she learned that this creature, a barghest named Malfeshnekor, was also one of Lamashtu's chosen. If she could find him and free him, he would not only help her achieve her vengeance against the town of Sandpoint, but he would be the key in cleansing her body of what she had come to see as her "celestial taint." Nualia wanted to be one of Lamashtu's children now. She wanted to become a monster herself.

Foxglove Manor Deed:

It contains a bag of 200 pp along with a shallow wooden case containing a number of legal papers pertaining to the townhouse, as well as the deed to Foxglove Manor. The deed indicates that the Foxglove family only financed two-thirds of the manor's construction 80 years ago; the remainder was financed by a group called the Brothers of the Seven. The deed also bears an unusual clause near the ed that indicates that after 100 years, ownership of Foxglove Manor and the lands within a mile "around and below" reverts to the brothers:

Know all men and women present and future that we, the members of the Brothers of the Seven, upon this day the 6th Abadius in the year 4624, Absalom Reckoning, hereby concede and by this deed confirm upon Vorel Foxglove provisional ownership of the holding to be known here and henceforth as Foxglove Manor, located north of Magnimar on the Lost Coast Road due west of Bleaklow Moor upon the promontory, for so long as he, Vorel Foxglove, shall live, or so long as his direct descendants shall live, to a period not to exceed one hundred years. Construction of Foxglove Manor, having been financed partially on the holdings and coin of Vorel Foxglove to the amount of six and sixty percent, and partially upon the coffers of the Brothers of the Seven to the amount of the remainder, four and thirty percent, backed by collateral in the form of the Seven's Sawmill, located itself upon Kyver's Islet of Magnimar, shall ensure only the physical and initial construction of the aforementioned manor, with any subsequent repair and maintenance to be the sole responsibility of Vorel Foxglove or his descendants for the aforementioned period of one hundred years. Upon the passing of this time, on the date of 6th Abadius of 4724, Absalom Reckoning, ownership of Foxglove Manor, to include all lands within a mile around and below, immediately and forevermore reverts to the Brothers of the Seven, with the employment of the manor, its grounds, and all improvements place upon it by any prior inhabitants to be subject to the Brotherhood's discretion. And so that our gift, concession, warranty, acquittance, and defense have the best perpetual strength and security, we have affixed Magnimar's seal to the present charter, which shall serve in lieu of signatures, the names of the Brotherhood to remain apart from this or any other document.

Under the case is a thin ledger-the majority of the entries are mundane, but several near the end catch your attention. These are nearly a dozen entries from over the past 3 months labeled as "Iesha's Trip to Absalom," each indicating Foxglove was paying someone referred to as "B-7" 200 gp a week for her "trip," dropping off the payment every Oathday at midnight at a place called the "Seven's Sawmill."

Letter to Aldern:


You have served us quite well. The delivery you harvested from the caverns far exceeds what I had hoped for. You may consider you debt to the Brothers paid in full. Yet I still have need of you, and when you awaken from your death, you should find you mind clear and able to understand this task more than in the state you lie in as I write this.

You shall remember the workings of the Sihedron ritual, I trust. You seemed quite lucid at the time, but if you find after your rebirth that you have forgotten, return to your townhouse in Magnimar. My agents shall contact you there soon-o need for you to bother the Brothers further. I will provide the list of proper victims for the Sihedron ritual in two days' time. Commit that list to memory and then destroy it before you begin your work. The ones I have selected must be marked before they die; otherwise they do my master no good and the greed in their souls will go to waste.

If others get in your way, though, you may do with them as you please. Eat them, savage them, or turn them in to pawns-it matters not to me.

-Xanesha, Mistress of the Seven

Letter to Xanesha:

My sister—

I trust your little band of murderers is doing well, gathering the greedy souls for our Lord’s rise? Has Magnimar proven to be as sinful as you had hoped? It may interest you to know that my plan to nurture greed here in this backwater has blossomed—the quality of greed in a soul is so much more refined when it is given the proper care.

Are you still simply carving the Sihedron on them as they expire? How crude! My method of marking is so much more elegant. In any event, I’m sure that your plans for harvesting greed where and when you can find it “in the wild” are progressing well enough—I just hope that your raw, ungroomed, and likely inferior victims don’t interact poorly when mixed with the purity of my own subjects. If you tire of your little project there, know that you’re always welcome to come to Turtleback Ferry and serve as my assistant, little sister! Fort Rannick should be in our control by the time you receive this letter, in any event, so there’ll be plenty of room for you if you wish to take me up on my generous offer.

Oh! Before I forget! Have you managed to harvest that lord-mayor yet? By all accounts, he might just be the cream of the crop in Magnimar—his soul might even rival several from my hand-grown harvest!

Dice rollers:

New Spells:

School evocation (sonic); Level arcanist 5, bard 5, magus 5, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a piece of oak)
Range medium (100 ft. + 10 ft./level)
Effect 20-ft.-radius spread
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes

A mighty burst of thunder erupts in the air. The spell deals 1d8 points of sonic damage per two caster levels (maximum 10d8) to each creature in the area and causes it to become stunned for 1 round. A successful Fortitude saving throw reduces damage to half and negates the stunned effect. Creatures that cannot hear are not stunned but are still damaged. A silence spell suppresses the damage and stunned effect within its area.

Soothing Solipsism
School enchantment (compulsion) [emotion, mind-affecting]; Level arcanist 6, bard 4, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a small shard of mirror)
Range medium (100 ft. + 10 ft./level)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

You fill the targets with the belief that they are the only beings in the universe, and that all else they sense is a projection of their own mind upon itself. The targets may take no actions until directly interacted with, which grants a new save. Being wounded (not necessarily attacked) grants a +4 to a save.


Old Blue Dragon ( Skeleton CR 8 )
XP 4800
NE Gargantuan undead (earth)
Init +4; Senses darkvision 60 ft.; Perception +0
AC 16, touch 6, flat-footed 15 (+4 armor, +0 Dex, +6 natural, -4 size)
hp 130 (20d8+40)
Fort +6, Ref +6, Will +10;
DR 5/bludgeoning, 10/adamantine (130 points); Immune Cold, undead traits;
Speed 40 ft., burrow 20 ft.
Melee bite +21 (4d6+15/19-20), 2 claws +21 (2d8+10), 2 wings +21 (2d6+5), tail slap +21 (2d8+15)
Space 20 ft.Reach 15 ft. (20 ft. with bite)
Str 31, Dex 10, Con -, Int -, Wis 10, Cha 10;
Base Atk 15; CMB 34; CMD 44
Feats Improved InitiativeB
SQ sound imitation

Buffs Stoneskin, Mage Armor, Eagle's Splendor

Wizard 17 | HP 121( +15 temps)/121| AC:19 T:19 FF:15 CMD: 23 | F+13 R+13 W+15 | Init +11 | Per +24 (darkvision)