Aboleth, Celestial, Elven, Infernal, Taldane, Thassilonian, Tien
Occupation
Monster hunter, crypt breaker, lore warden
Strength
20
Dexterity
16
Constitution
12
Intelligence
16
Wisdom
10
Charisma
9
About Iorden of Longacre
Wearing a worn leather vest over silver chainmail of elven make and carrying two swords hung over his shoulder from a bandolier with an alarming array of potions, scrolls, and two traveling spellbooks, this warrior would cut a disturbing figure as a man. His bleached white hair, bone-white skin, and colorless pupils mark him as an even more frightening creature: a dhampir.
Iorden of Longacre CR 15
Male dhampir fighter 8/alchemist 4/magus 4
N medium humanoid (dhampir)
Init +12; Senses Perception +31, darkvision 60 ft.
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DEFENSE
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AC 27, touch 17, flat-footed 21 (+9 armor, +5 Dex, +3 Int, +1 deflection, +1 natural, +1 insight)
hp 140 (8d10+4d8+4d8+48)
Fort +23, Ref +18, Will +16 (+2 versus disease, mind-affecting, and poison effects)
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OFFENSE
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Speed 30 ft.
Melee bastard sword +29/+24/+19 (1d10+17, 17-20/x2) OR bastard sword +29/+24/+19 (1d10+14, 17-20/x2)
Ranged longbow +21/+16/+11 (1d8+3, x3) OR dagger +21 (1d4+6, 19-20/x2) OR bomb +20 touch (2d4+6 or 2d8+6, x2)
Special Attacks alkahest bomb (10/day, DC 18)
Space 5 ft.; Reach 5 ft. (10 ft. with Lunge)
Spell-Like Abilities (CL 16th)
3/day-detect undead Alchemist extracts prepared (CL 4th):
2nd-alchemical allocation (3)
1st-anticipate peril (2), heightened awareness (2), shield Magus spells prepared (CL 4th):
2nd-bladed dash, false life, frigid touch
1st-heightened awareness, frostbite, shield (2), vanish
0-detect magic, detect poison, read magic
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TACTICS
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Before Combat If given time to prepare, Iorden will use his alchemical allocation extracts to consume his potions of heroism and displacement, Extending both potions via his Extend Potion class feature. He will then consume his anticipate peril and shield extracts.
During Combat Iorden will focus on controlling enemy action with Lunge and Greater Trip, only pausing to focus on damage output against foes who he cannot trip effectively. He will only deal lethal damage to humanoid enemies if his life is in imminent danger.
Morale If reduced below 15 hit points, Iorden will attempt to use vanish to disengage and live to fight another day.
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STATISTICS
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Str 18 (20), Dex 16 (18), Con 12, Int 16 (18), Wis 9, Cha 9
Base Atk +10; CMB +20; CMD 34
Feats Combat Expertise (-3/+4), Combat Reflexes, Difficult Swings, Exotic Weapon Proficiency (bastard sword), Extra Arcana, Extra Arcane Pool (2), Extra Bombs, Greater Weapon Focus (bastard sword), Improved Critical (bastard sword), Improved Initiative, Iron Will, Lunge, Power Attack (-4/+8), Throw Anything, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Traits Adopted, Indomitable Faith, Threatening Defender, Warrior of Old
Skills Acrobatics +20, Appraise +10, Climb +9, Craft (alchemy) +14, Disable Device +23, Fly +8, Handle Animal +3, Heal +5, Intimidate +18, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +14, Knowledge (local) +16, Knowledge (nature) +16, Knowledge (nobility) +13, Knowledge (religion) +16, Knowledge (the Planes) +16, Linguistics +12, Perception +31, Ride +8, Sense Motive +21, Sleight of Hand +8, Spellcraft +10, Stealth +20, Survival +5, Swim +9, Use Magic Device +3
Languages Aklo, Celestial, Elven, Infernal, Kelish, Taldane (Common), Thassilonian, Tien
SQ Arcane pool (Su, 12 points), alchemy +4 (Su), crypt breaker's draught (Su), extend potion (Su, 6/day), magus arcana (arcane accuracy), maneuver mastery +2 (Ex), mutagen (Su), poison use (Ex), spell combat (Ex), spellstrike (Su), swift alchemy (Ex), trapfinding +2 (Ex), weapon training (heavy blades +1) (Ex)
Combat Gear boots of speed, boro bead [2nd level] (5), elixir of the peaks, elixir of elemental protection, elixir of darksight, elixir of hiding, elixir of swimming, elixir of tumbling, potion of bear’s endurance, potion of barkskin [CL 9], potion of bull’s strength, potion of displacement, potion of fly, potion of heroism, potion of stoneskin [CL 15], unfettered shirt, wand of crafter’s fortune (43 charges), wand of dispel magic [CL 11] (6 charges), wand of inflict light wounds (50 charges), wand of infernal healing (7 charges)
Other Gear +3 adamantine bastard sword, +3 mithral bastard sword, adventurer’s sash, alchemist’s crafting kit, amulet of natural armor +1, bandolier, belt of physical perfection +4, caltrops, chalk (5 pieces), cloak of resistance +5, crowbar, darkwood composite (+3) longbow, eyes of the eagle, fishhook, flint and steel, gloves of dueling, headband of vast intelligence +6 [disable device, intimidate, stealth], ink, inkpen, masterwork dagger (2), masterwork thieves’ tools, mirror, piton (5), ring of protection +1, signal whistle, spring-loaded wrist sheath (2), 50’ of thread, traveler’s outfit, waterskin, weapon cord (2), whetstone, winter blanket, traveling spellbook containing all prepared spells plus: 0 - all; 1 - feather fall, grease, magic missile, ray of enfeeblement, shocking grasp, warding weapon, traveling formula book containing all prepared extracts plus: 1 - crafter's fortune, endure elements, keen senses, touch of the sea. Total weight carried: 86.5 lbs (light load - 133; medium - 266; heavy - 400 lbs).
Vanities Convention Boons Graveblooded (PaizoCon 2012), Extra Trait (Con of the North 2012), Spirit of the Shadow Lodge (Gen Con 2014)
Chronicle Boons +1d6 damage versus a true dragon, void when used (#4); permanent endure elements versus cold only (#5); may force one Aspis Consortion member to reroll d20, void when used (#6); consume unidentified substance to gain random benefit, void when used (#7); free one-time 400gp item in Immortal Principality (#8); +4 bonus on diplomacy and intimidate with Pathfinder Society members (#8); Spend 1 PP to learn Celestial (#9); Purchase equipment made of Noqual ore (#10); +3 circumstance bonus on Diplomacy checks with House Thrune, Chelish government, and Hellknights (#13); owe Grandmaster Torch a favor (#14); Spider will remember in future (#15); +2 competence bonus on Knowledge (planes) or (religion) regarding daemons, demons, and devils (#16); influenced Nigel Aldain, Hamaria Blakros, and Tancred Desimire (#18); free boon if Chronicle #20 is Rats of Round Mountain Pt. II (#19); Whenever reduced to half total hit points, no conscious ally within 30’, +2 morale on melee attacks and to AC (#20); Swift action +1 insight on single attack and damage roll against a genie, 3 uses then void, may stack with itself (#21); +2 circumstance bonus on Knowledge checks about nagas, nagaji, Nagajor, Nalinivati (#22); +1 circumstance bonus on attack rolls and Charisma-based skill checks against naga and nagaji (#22); free item of 3,000 gp or less value (#25); Order of the Nail’s respect (#25); +2 bonus on Bluff, Diplomacy, and Intimidate checks against people of Tien Xia and Pathfinders (#26); +2 morale bonus on Dirty Trick maneuvers (#26); +1 untyped bonus to Strength (#27); free faction change (#27); +2 bonus on Sense Motive checks against Pathfinders (#27); +1 luck bonus on weapon damage rolls against demons, void for +3 bonus on SR check versus demon (#28); reduce cost of PA purchase in settlements w/5,000 people or less by 4, minimum 1 (#28); 10% discount on magic items requiring spells with Good descriptor to create (#28); 20% discount on spellcasting services purchased for other party members (#29); may continue to purchase Shadow Lodge vanities (#29); treat Constitution as 7 higher when determining death from hit point damage (#30); may create a Thassilonian Specialist archetype wizard PC (#30)
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SPECIAL ABILITIES
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Arcane Accuracy (Su) Iorden can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.
Arcane Pool (Su) Iorden possesses a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has 5 points. The pool refreshes once per day when Iorden prepares his spells.
Iorden can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. This bonus stacks with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
Iorden can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Alchemy (Su) When using Craft (alchemy) to create an alchemical item, Iorden gains a +4 competence bonus on the Craft (alchemy) check. In addition, he can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Alkahest Bomb (Su) Seven times per day as a standard action that provokes an attack of opportunity, Iorden can mix various volatile chemicals and infuse them with magical reserves to create powerful bombs that can be hurled at his enemies with a range of 20 feet. The bombs inflicts 1d4 + 3 points of force damage or 1d8 + 3 points of force damage against constructs and undead. Those caught in the splash radius can attempt a DC 15 Reflex save for half damage.
Canny Defense (Ex) When Iorden is wielding a bastard sword, is wearing light or no armor and not using a shield, he adds 1 point of Intelligence bonus (if any) per kensai class level to his Dexterity bonus to modify Armor Class. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.
Crypt Breaker’s Draught (Su) Iorden can brew a special draught that will enhance his senses. When he drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, the alchemist also gains light blindness.
Derring-Do (Ex) Iorden can spend 1 arcane pool point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Dexterity modifier.
Diminished Spellcasting Iorden may cast one fewer spell of each level than normal. If this reduces the number of spells of that level to 0 he may cast spells of that level only if his Intelligence allows bonus spells of that level.
Extend Potion (Ex) A number of times per day equal to his Intelligence modifier, Iorden can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
Flamboyant Arcana (Ex) Iorden possesses the derring-do and opportune parry and riposte deeds from the swashbuckler's list of deeds. He can spend points from his arcane pool as panache points to use these deeds and any other deeds he gains from the deed arcana, but he cannot use points from his arcane pool to use deeds from other classes or those gained by feats, nor can he regain points to his arcane pool as a swashbuckler would regain panache points. Effects that add to, reduce the cost of, or otherwise affect panache or grit don't affect his arcane pool.
Know thy Enemy (Ex) Whenever Iorden succeeds at a Knowledge check to identify a creature’s abilities and weaknesses, he can also use a move action to grant himself a +2 insight bonus on all attack and weapon damage rolls made against that enemy. This bonus lasts for four rounds or until he uses the ability against a different creature.
Mutagen (Su) Once per day, Iorden can brew a mutagen causes him to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to a selected ability score and a –2 penalty to one of his mental ability scores for 80 minutes. If the mutagen enhances Strength, it applies a penalty to Intelligence. If it enhances Dexterity, it applies a penalty to Wisdom. If it enhances Constitution, it applies a penalty to Charisma.
An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again. A non-alchemist who drinks Iorden’s mutagen must make a DC 15 Fortitude save or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Opportune Parry and Riposte (Ex) When an opponent makes a melee attack against him, Iorden can spend 1 arcane pool point and expend a use of an attack of opportunity to attempt to parry that attack. Iorden makes an attack roll as if he were making an attack of opportunity; for each size category the attacking creature is larger than Iorden, he takes a –2 penalty on this roll. If the result is greater than the attacking creature's result, the creature's attack automatically misses. Iorden must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if he has at least 1 arcane pool point, Iorden can, as an immediate action, make an attack against the creature whose attack he parried, provided that creature is within his reach.
Poison Use (Ex) Iorden never risks accidentally poisoning himself when he applies poison to a weapon.
Scholastic (Ex) Iorden gain 2 additional skill ranks at each fighter level. These ranks must be spent on Intelligence-based skills. All Craft and Knowledge skills are class skills for lore wardens, as are Linguistics and Spellcraft.
Skill over Strength (Ex) Iorden gains Combat Expertise as a bonus feat, even if he does not meet the prerequisites.
Spell Combat (Ex) Iorden has learned to cast spells and wield his weapons at the same time. He must have one hand free while wielding a light or one-handed melee weapon in the other hand. As a full-round action he makes all of his attacks with his melee weapon at a –2 penalty and also casts one spell from the magus spell list with a casting time of 1 standard action. If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check.
Spellstrike (Su) Whenever Iorden casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell.
Swift Alchemy (Ex) Iorden can create alchemical items with astounding speed. It takes him half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Swift Assessment (Ex) Iorden can use his Know thy Enemy swords secret as a move action.
Swords Secret (Ex) Iorden learns specialized techniques to allow him to defeat his foes. He gains a swords secret at 3rd level and every four (4) fighter levels after. Unless noted, he may not select the same swords secret twice.
Trapfinding (Ex) Iorden adds +2 to Perception checks made to locate traps and to Disable Device checks. He can use Disable Device to disarm magic traps. When determining his ability to deal with locks or traps, treat his alchemist levels as rogue levels.
Weapon Training (Ex) Whenever Iorden attacks with a weapon from the heavy blades weapon group, he gains a +1 bonus on attack and damage rolls.
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DESCRIPTION
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History:
Found abandoned at the edge of the Whisperwood by retired Chelish soldiers from the village of Longacre, Iorden’s life at first seemed charmed. The soldiers, sent to Longacre for daring to question the Thrune government, took Iorden in, sparing him a brutal end at the hand of the devils, vegepygmies, and other foul beasts that haunt the Whisperwood. However, the seemingly serendipitous turn was in fact a curse, for the soldiers had identified that the boy was a dhamipr, the spawn of a vampire and a human, and had settled upon a course of action to prolong their own careers and lives.
From the time Iorden could heft a sword, the boy was trained in its use. To take advantage of his prodigious strength, the soldiers trained him in using hand-and-a-half swords, better known as bastard swords, hoping the weapon’s longer reach would help offset the advantage of the devils that plagued the Whisperwood and frequently attacked the village. To accelerate his growth, the boy was pumped full of potions, elixirs, and tonics by a former field medic. As a result, Iorden saw his first fighting in his early teens and continued to defend the tiny outpost from devilish incursion.
However, the soldiers’ plan backfired when the Order of the Pike took notice of Iorden’s success. The Hellknights demanded that Iorden be turned over to them and the soldiers, now old men without the strength left to stand against well-armed and magically supported Hellknights, relented. The young dhampir fled with Hellknights nipping at his heels. Driven out and hunted, Iorden found the skills he had learned fighting devils in the Whisperwood gave him a ready-made career choice as a traveling monster hunter for communities that could not afford or were not significant enough to attract the Order of the Pike. He made his way south, trading his services for a roof and a meal, and stowed away on a ship out of Westcrown. He did not know where he was going, but it was far from Cheliax.
Iorden slipped off the ship in the River Kingdoms and continued to ply his trade. Despite some early success serving a group of mages in the settlement of Thornkeep, though, Iorden’s sheltered youth caught up with him. Lacking the street savvy to avoid crossing the local criminal element, Iorden eventually ran afoul of law enforcement for trespassing in the dungeons without government approval. While languishing in the dungeons of Baron Tervin Blackshield, Iorden was discovered by newly-appointed Venture-Captain Filraen Ghaun. The Mordant Spire elf proved to be a shrewd judge of talent for offering the dhampir a deal: his freedom for his service. Thus Iorden found freedom and a new master, the Pathfinder Society, in the span of an hour.
As a field agent, Iorden carried out the will of his native Cheliax for much of his early career. At the wedding of Michellia Blakros and Damian Kastner, he had the opportunity to meet Paracountess Zarta Dralneen while tasked with promoting her value to the Blakros matron, Hamaria. His words, or perhaps his spell of glibness, proved too effective; not only did Hamaria revise her opinions, Iorden became smitten with the Paracountess. But while his loyalty to the Paracountess was no longer in doubt, his loyalty to Cheliax faltered in the Chelish Embassy where, sent to investigate the Paracountess’ disappearance he discovered that the Chelish government had sent her to the Fortress of the Nail as a traitor.
Filled with wrath, Iorden hoped to hasten to Korvosa. However, his mentor insisted that he detour to Ostagar to investigate the ruin that had been gifted to the Blakros family. There his loyalty to Cheliax finally shattered, as he and his companions discovered Tancred Desimire’s true schemes. Embittered and wrathful, Iorden completed his journey to Korvosa to take part in the rescue of the Paracountess from the hated Hellknights, settled that this would be his last task as an agent of Cheliax.
Iorden and Filraen have spoken often and at length since the events of Ostergarde. Iorden has had his fill of Cheliax’s service, and having seen the way the Society treats his allies he plans to align himself with the Shadow Lodge; no other group within the Society shares his desires to protect the individual members of the Society. Filraen approves, for the Shadow Lodge has long been a closed book to him and from his earliest days in the Society, he has mistrusted Grandmaster Torch; his return to the fold was too convenient for Filraen’s taste. Iorden has also taken part in missions for the Magnimar lodge while awaiting the expedition to rescue Zarta. Now, though, the time is ripe. In Korvosa he sharpens his blades and waits to discharge his final debt to Cheliax before he can chart a new course, finally out from under the shadow of his mentor and his adopted homeland.
Chronicles:
1st: 2-15 Shades of Ice, Part I: Written in Blood (GM), 2-17 Shades of Ice, Part II: Exiles of Winter (GM), 2-19 Shades of Ice, Part III: Keep of the Huscarl King (GM)
2nd: 4-07 Severing Ties (GM), 0-05 Mists of Mwangi (GM), Thornkeep: The Forgotten Laboratory (GM)
3rd: 3-16 The Midnight Mauler (GM)
4th: 3-06 Song of the Sea Witch (GM), 1-55 The Infernal Vault (GM), Thornkeep: The Enigma Vaults (GM)
5th: 4-11 The Disappeared (GM)
6th: 0-14 The Many Fortunes of Grandmaster Torch (GM), 4-14 My Enemy’s Enemy (GM), 4-EX Day of the Demon (GM)
7th: 3-25 Storming the Diamond Gate (GM), 4-09 The Blakros Matrimony (GM), 3-20 Rats of Round Mountain Part I: The Sundered Path (GM)
8th: 3-23 Rats of Round Mountain Part II: Pagoda of the Rat (GM), 2-18 The Forbidden Furnace of Forgotten Koor (GM), 3-17 Red Harvest (GM)
9th: 1-17 Sniper in the Deep (GM), 3-10 The Immortal Conundrum, 4-09 Fortress of the Nail
10th: The Ruby Phoenix Tournament (GM)
11th: 4-23 Rivalry’s End (GM), 5-Sp Siege of the Diamond City (GM), 4-26 The Waking Rune (GM)
12th: 1-46 Eyes of the Ten, Part I: Requiem for the Red Raven (GM, replay), 1-54 Eyes of the Ten, Part II: Maze of the Open Road (GM, replay)
13th: 2-05 Eyes of the Ten, Part III: Red Revolution (GM, replay), 2-22 Eyes of the Ten Part IV: Nothing Ventured, Nothing Gained (GM, replay), Wardens of the Reborn Forge I
14th: Wardens of the Reborn Forge II
15th: Wardens of the Reborn Forge III
16th: