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Certain NPCs affiliated with the Silver Ravens are assumed by canon sources, whether the AP volumes themselves or other sources, to have leveled up during or after the events of Hell's Rebels. Certain NPCs are also excluded from doing so. Still others are the most likely candidates to make sure the Silver Ravens can do things they are mechanically described as doing (primarily crafting magic items), if these are not fulfilled by PCs (or as a backup even if they are). This OP will be a compilation of these NPCs, and following posts will propose builds for them as an aid for GMs.
Silver Raven NPCs Who Canonically Level
- Octavio Sabinus fighter 5/Hellknight 3 (Turn of the Torrent) => fighter 5/Hellknight 6 (The Kintargo Contract)
- Rexus Victocora aristocrat 2/sorcerer 1 (In Hell's Bright Shadow) => aristocrat 2/sorcerer 9 (Adventurer's Guide)
- Laria Longroad brawler 2/rogue 1 (In Hell's Bright Shadow) => brawler 4/rogue 2 (Adventurer's Guide)
Silver Raven NPCs Who Canonically Do Not Level
- Shensen bard (Dawnflower dervish) 8/fighter 4 (A Song of Silver => Adventurer's Guide)
- Jackdaw swashbuckler 11 (A Song of Silver => Adventurer's Guide)
- Mialari Docur rogue 3/sorcerer 4/arcane trickster 2 (Dance of the Damned) => level 10 2E NPC
Silver Raven NPCs Who Reasonably Should Level
- Hetamon Haace cleric of Milani 5 (Turn of the Torrent) => cleric of Milani 7 (to meet all the prerequisites to crafting the devil catchers found in the Adventurer's Guide and also craft silver raven figurines of wondrous power with the help of one of the bards who has animal messenger and Manticce Kaleeki, if she is assumed to have animate objects - this role could also be filled by Xerelilah of Cypress Point (cleric of Desna 8), and if she does neither she nor Hetamon have to level, but The Kintargo Contract and Tomorrow Must Burn don't give me the impression that she's all that involved with the Silver Ravens.) (can also figure out the Devil Sense feat from the Adventurer's Guide)
Silver Raven NPCs Who Reasonably Should Exist
- One sorcerer or wizard who can cast 6th-level spells (so at least sorcerer 12 or wizard 11), and who is neither Iylvana Desdoros (who per The Kintargo Contract does not level and remains the same 7th-level transmuter she was in In Hell's Bright Shadow) or Mialari Docur (who per Tomorrow Must Burn is more or less at the same power level she was as a rogue 3/sorcerer 4/arcane trickster 2). This NPC is necessary to meet the prerequisites to crafting the discretion charms found in the Adventurer's Guide, as well as to figuring out the wall of silver spell also found in the Adventurer's Guide. A 16th-level bard could also do both those things, but that might as well be a PC; SR NPCs tend to cap out at level 12, with Manticce being the exception. A 13th-level bard or inquisitor, or 11th-level cleric could cast wall of silver, but not programmed image. Kalisandrex Poppo from Out of Anarchy fits the bill. He's not statted, but his sail-the-whale ritual is similar to animate objects, a 6th-level spell, so putting him around 11th level isn't unreasonable. Failing that, Nandy Crissali (wizard 8 in In Hell's Bright Shadow) could be leveled up, if your SRs can shake her apolitical outlook.
- One raven master ranger of between level 1 (to gain the first archetype benefit) and level 6 (to gain the latest unique archetype benefit (that is, one that doesn't improve an existing benefit)). Pictured with the raven master ranger archetype, possibly one of the prisoners rescued from Menador Keep (I don't know their names off the top of my head, but there are halflings among them).
- One argent voice bard of between level 1 (to gain the first archetype benefit) and level 6 (to gain the latest unique archetype benefit). Pictured with the argent voice bard archetype, possibly Giveni Henge (starts at bard 3 in In Hell's Bright Shadow, and will need to retrain). Can figure out the Diva Style feat tree if he makes it to level 11. Retraining to argent voice should not be available until after the PCs reconstruct the Song of Silver.
- One bard to at least bard 11/argent dramaturge 1. Pictured with the argent dramaturge prestige class, possibly Kohl Draksitus (starts at bard 4 in In Hell's Bright Shadow). Other candidate for figuring out the Diva Style feat tree. Argent dramaturge should not be available until after the PCs reconstruct the Song of Silver.

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'Bout time I actually started following through on the OP's promises. Here's Rexus.
XP 600
Male human aristocrat 2/sorcerer 1
NG Medium humanoid (human)
Init +1; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (3 HD; 2d8+1d6–5)
Fort –2, Ref +1, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk sword cane +2 (1d6)
Bloodline Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—touch of destiny (+1)
Sorcerer Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—color spray (DC 15), comprehend languages
. . 0 (at will)—acid splash, detect magic, prestidigitation, read magic
. . Bloodline Destined
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 7, Int 14, Wis 11, Cha 18
Base Atk +1; CMB +1; CMD 13
Feats Dodge, Eschew Materials, Iron Will, Skill Focus (stealth)
Skills Bluff +10, Diplomacy +10, Knowledge (history, nobility) +6, Linguistics +8, Spellcraft +8, Stealth +7, Use Magic Device +9
Languages Celestial, Common, Draconic, Elven, Infernal, Strix
SQ bloodline arcana (gain luck bonus on saves when casting personal-range spells)
Combat Gear potion of cure light wounds (3), scroll of glitterdust; Other Gear mwk sword cane, courtier's outfit, Victocora signet ring (worth 100 gp), 3 pp, 40 gp
XP 800
Male human aristocrat 2/sorcerer 2
NG Medium humanoid (human)
Init +1; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 17 (4 HD; 2d8+2d6–2)
Fort –1, Ref +1, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk sword cane +3 (1d6)
Bloodline Spell-Like Abilities (CL 2nd; concentration +6)
. . 7/day—touch of destiny (+1)
Sorcerer Spells Known (CL 2nd; concentration +6)
. . 1st (5/day)—color spray (DC 15), comprehend languages
. . 0 (at will)—acid splash, detect magic, prestidigitation, read magic, resistance
. . Bloodline Destined
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 8, Int 14, Wis 11, Cha 18
Base Atk +2; CMB +2; CMD 14
Feats Dodge, Eschew Materials, Iron Will, Skill Focus (stealth)
Skills Bluff +11, Diplomacy +11, Knowledge (history, nobility) +6, Linguistics +8, Spellcraft +9, Stealth +8, Use Magic Device +10
Languages Celestial, Common, Draconic, Elven, Infernal, Strix
SQ bloodline arcana (gain luck bonus on saves when casting personal-range spells)
Combat Gear potion of cure light wounds (3), scroll of glitterdust; Other Gear mwk sword cane, courtier's outfit, Victocora signet ring (worth 100 gp), 3 pp, 40 gp
XP 1,200
Male human aristocrat 2/sorcerer 3
NG Medium humanoid (human)
Init +1; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 20 (5 HD; 2d8+3d6–2)
Fort +2, Ref +2, Will +8
Defensive Abilities fated +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk sword cane +3 (1d6)
Bloodline Spell-Like Abilities (CL 3rd; concentration +7)
. . 7/day—touch of destiny (+1)
Sorcerer Spells Known (CL 3rd; concentration +7)
. . 1st (6/day)—alarm, color spray (DC 15), comprehend languages, grease (DC 15)
. . 0 (at will)—acid splash, detect magic, prestidigitation, read magic, resistance
. . Bloodline Destined
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 8, Int 14, Wis 11, Cha 18
Base Atk +2; CMB +2; CMD 14
Feats Dodge, Eschew Materials, Great Fortitude, Iron Will, Skill Focus (stealth)
Skills Bluff +12, Diplomacy +12, Knowledge (history, nobility) +6, Linguistics +9, Spellcraft +10, Stealth +9, Use Magic Device +10
Languages Aklo, Celestial, Common, Draconic, Elven, Infernal, Strix
SQ bloodline arcana (gain luck bonus on saves when casting personal-range spells)
Combat Gear potion of cure light wounds (3), scroll of glitterdust; Other Gear mwk sword cane, courtier's outfit, Victocora signet ring (worth 100 gp), 3 pp, 40 gp
XP 1,600
Male human aristocrat 2/sorcerer 4
NG Medium humanoid (human)
Init +1; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 24 (6 HD; 2d8+4d6–2)
Fort +2, Ref +2, Will +9
Defensive Abilities fated +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk sword cane +4 (1d6)
Bloodline Spell-Like Abilities (CL 4th; concentration +8)
. . 7/day—touch of destiny (+2)
Sorcerer Spells Known (CL 4th; concentration +8)
. . 2nd (4/day)—glitterdust (DC 16)
. . 1st (7/day)—alarm, color spray (DC 15), comprehend languages, grease (DC 15)
. . 0 (at will)—acid splash, detect magic, haunted fey aspect, prestidigitation, read magic, resistance
. . Bloodline Destined
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 8, Int 14, Wis 11, Cha 18
Base Atk +3; CMB +3; CMD 15
Feats Dodge, Eschew Materials, Great Fortitude, Iron Will, Skill Focus (stealth)
Skills Bluff +13, Diplomacy +13, Knowledge (history, nobility) +6, Linguistics +9, Spellcraft +11, Stealth +10, Use Magic Device +11
Languages Aklo, Celestial, Common, Draconic, Elven, Infernal, Strix
SQ bloodline arcana (gain luck bonus on saves when casting personal-range spells)
Combat Gear potion of cure light wounds (3), scroll of glitterdust; Other Gear mwk sword cane, courtier's outfit, Victocora signet ring (worth 100 gp), 3 pp, 40 gp
XP 2,400
Male human aristocrat 2/sorcerer 5
NG Medium humanoid (human)
Init +1; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 27 (7 HD; 2d8+5d6–2)
Fort +2, Ref +2, Will +9
Defensive Abilities fated +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk sword cane +4 (1d6)
Bloodline Spell-Like Abilities (CL 5th; concentration +9)
. . 7/day—touch of destiny (+2)
Sorcerer Spells Known (CL 5th; concentration +9)
. . 2nd (5/day)—blur, create pit (DC 16), glitterdust (DC 16)
. . 1st (7/day)—alarm, color spray (DC 15), comprehend languages, grease (DC 15), shield
. . 0 (at will)—acid splash, detect magic, haunted fey aspect, prestidigitation, read magic, resistance
. . Bloodline Destined
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 8, Int 14, Wis 11, Cha 18
Base Atk +3; CMB +3; CMD 15
Feats Craft Magic Arms and Armor, Dodge, Eschew Materials, Great Fortitude, Iron Will, Skill Focus (stealth)
Skills Bluff +14, Diplomacy +14, Knowledge (history, nobility) +6, Linguistics +10, Spellcraft +12, Stealth +11, Use Magic Device +11
Languages Aklo, Celestial, Common, Draconic, Elven, Halfling, Infernal, Strix
SQ bloodline arcana (gain luck bonus on saves when casting personal-range spells)
Combat Gear potion of cure light wounds (3), scroll of glitterdust; Other Gear mwk sword cane, courtier's outfit, Victocora signet ring (worth 100 gp), 3 pp, 40 gp
XP 3,200
Male human aristocrat 2/sorcerer 6
NG Medium humanoid (human)
Init +1; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 31 (8 HD; 2d8+6d6–2)
Fort +3, Ref +3, Will +10
Defensive Abilities fated +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk sword cane +5 (1d6)
Bloodline Spell-Like Abilities (CL 6th; concentration +10)
. . 7/day—touch of destiny (+3)
Sorcerer Spells Known (CL 6th; concentration +10)
. . 3rd (4/day)—spiked pit (DC 17)
. . 2nd (6/day)—acid arrow, blur, glitterdust (DC 16)
. . 1st (7/day)—alarm, color spray (DC 15), comprehend languages, grease (DC 15), shield
. . 0 (at will)—acid splash, detect magic, detect poison, haunted fey aspect, prestidigitation, read magic, resistance
. . Bloodline Destined
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 8, Int 14, Wis 11, Cha 19
Base Atk +4; CMB +4; CMD 16
Feats Craft Magic Arms and Armor, Dodge, Eschew Materials, Great Fortitude, Iron Will, Skill Focus (stealth)
Skills Bluff +15, Diplomacy +15, Knowledge (history, nobility) +6, Linguistics +10, Spellcraft +13, Stealth +12, Use Magic Device +12
Languages Aklo, Celestial, Common, Draconic, Elven, Halfling, Infernal, Strix
SQ bloodline arcana (gain luck bonus on saves when casting personal-range spells)
Combat Gear potion of cure light wounds (3), scroll of glitterdust; Other Gear mwk sword cane, courtier's outfit, Victocora signet ring (worth 100 gp), 3 pp, 40 gp
XP 4,800
Male human aristocrat 2/sorcerer 7
NG Medium humanoid (human)
Init +1; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 34 (9 HD; 2d8+7d6–2)
Fort +3, Ref +5, Will +10
Defensive Abilities fated +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk sword cane +5 (1d6)
Bloodline Spell-Like Abilities (CL 7th; concentration +11)
. . 7/day—touch of destiny (+3)
Sorcerer Spells Known (CL 7th; concentration +11)
. . 3rd (5/day)—enter image, protection from energy, spiked pit (DC 18)
. . 2nd (7/day)—acid arrow, blur, glitterdust (DC 17), mirror image
. . 1st (7/day)—alarm, color spray (DC 15), comprehend languages, grease (DC 16), instant portrait, shield
. . 0 (at will)—acid splash, detect magic, detect poison, haunted fey aspect, prestidigitation, read magic, resistance
. . Bloodline Destined
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 8, Int 14, Wis 11, Cha 19
Base Atk +4; CMB +4; CMD 16
Feats Craft Magic Arms and Armor, Dodge, Eschew Materials, Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (stealth), Spell Focus (conjuration)
Skills Bluff +16, Diplomacy +16, Knowledge (history, nobility) +6, Linguistics +11, Spellcraft +14, Stealth +13, Use Magic Device +12
Languages Aklo, Celestial, Common, Draconic, Elven, Halfling, Infernal, Strix, Tengu
SQ bloodline arcana (gain luck bonus on saves when casting personal-range spells)
Combat Gear potion of cure light wounds (3), scroll of glitterdust; Other Gear mwk sword cane, courtier's outfit, Victocora signet ring (worth 100 gp), 3 pp, 40 gp
XP 6,400
Male human aristocrat 2/sorcerer 8
NG Medium humanoid (human)
Init +1; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 38 (10 HD; 2d8+8d6–2)
Fort +3, Ref +5, Will +11
Defensive Abilities fated +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk sword cane +6 (1d6)
Bloodline Spell-Like Abilities (CL 8th; concentration +12)
. . 7/day—touch of destiny (+4)
Sorcerer Spells Known (CL 8th; concentration +12)
. . 4th (4/day)—black tentacles
. . 3rd (6/day)—enter image, protection from energy, spiked pit (DC 18)
. . 2nd (7/day)—acid arrow, blur, glitterdust (DC 17), mirror image
. . 1st (7/day)—alarm, color spray (DC 15), comprehend languages, grease (DC 16), instant portrait, shield
. . 0 (at will)—acid splash, arcane mark, detect magic, detect poison, haunted fey aspect, prestidigitation, read magic, resistance
. . Bloodline Destined
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 8, Int 14, Wis 11, Cha 19
Base Atk +5; CMB +5; CMD 17
Feats Craft Magic Arms and Armor, Dodge, Eschew Materials, Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (stealth), Spell Focus (conjuration)
Skills Bluff +17, Diplomacy +17, Knowledge (history, nobility) +6, Linguistics +11, Spellcraft +15, Stealth +17, Use Magic Device +13
Languages Aklo, Celestial, Common, Draconic, Elven, Halfling, Infernal, Strix, Tengu
SQ bloodline arcana (gain luck bonus on saves when casting personal-range spells)
Combat Gear potion of cure light wounds (3), scroll of glitterdust; Other Gear mwk sword cane, courtier's outfit, Victocora signet ring (worth 100 gp), 3 pp, 40 gp
XP 9,600
Male human aristocrat 2/sorcerer 9
NG Medium humanoid (human)
Init +1; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 41 (11 HD; 2d8+9d6–2)
Fort +4, Ref +6, Will +11
Defensive Abilities fated +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk sword cane +6 (1d6)
Special Attacks it was meant to be (1/day)
Bloodline Spell-Like Abilities (CL 9th; concentration +13)
. . 7/day—touch of destiny (+4)
Sorcerer Spells Known (CL 9th; concentration +13)
. . 4th (5/day)—black tentacles, freedom of movement, dimensional anchor
. . 3rd (7/day)—displacement, enter image, protection from energy, spiked pit (DC 18)
. . 2nd (7/day)—acid arrow, blur, glitterdust (DC 17), invisibility, mirror image
. . 1st (7/day)—alarm, color spray (DC 15), comprehend languages, grease (DC 16), instant portrait, shield
. . 0 (at will)—acid splash, arcane mark, detect magic, detect poison, haunted fey aspect, prestidigitation, read magic, resistance
. . Bloodline Destined
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 8, Int 14, Wis 11, Cha 19
Base Atk +5; CMB +5; CMD 17
Feats Arcane Strike, Craft Magic Arms and Armor, Dodge, Eschew Materials, Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (stealth), Spell Focus (conjuration)
Skills Bluff +18, Diplomacy +18, Knowledge (history, nobility) +6, Linguistics +12, Spellcraft +16, Stealth +18, Use Magic Device +13
Languages Aklo, Celestial, Common, Draconic, Elven, Halfling, Infernal, Shadowtongue, Strix, Tengu
SQ bloodline arcana (gain luck bonus on saves when casting personal-range spells)
Combat Gear potion of cure light wounds (3), scroll of glitterdust; Other Gear mwk sword cane, courtier's outfit, Victocora signet ring (worth 100 gp), 3 pp, 40 gp
A note on spell selection: I [mostly] limited arcane-casting allied NPCs to gaining spells that were already canonically available in the AP from another source, to avoid giving PC wizards, magi, alchemists, and investigators a "free" source of additional spellbook fodder. I say "mostly" because Rexus already breaks that rule, with instant portrait because it's an Adventurer's Guide spell associated with the Silver Ravens and I like to think he's the one who figures it out, enter image because it's called out as working with instant portrait, and haunted fey aspect because it's a cantrip and e.g. Ungol-Pagh, Menotheguro, and Zella have it by RAW even if it's not enumerated. For Rexus specifically, I noticed he favored abjurations, conjurations with the (creation) subschool, divinations, and illusions, and mostly restricted him to that ground; enter image is again an exception.
He has Craft Magic Arms and Armor and dimensional anchor so he could be the base crafter for devil catchers. Giving Hetamon both Craft Magic Arms and Armor and Devil Sense would have required advancing him to level 9, which didn't seem right for reasons I'll elaborate on later.
I didn't give him additional equipment (or deplete his consumables) as he advanced, as what equipment he'll have available will depend heavily on what the PCs' leftovers and hand-me-downs are, and that will be highly variable. The same will be true of other NPCs.

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Here's Laria:
XP 600
Female halfling brawler 2/rogue 1 (Pathfinder RPG Advanced Class Guide 23)
CG Small humanoid (halfling)
Init +2; Perception +4
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 18 (3 HD; 2d10+1d8–1)
Fort +3, Ref +8, Will +3 (+2 vs. fear)
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +4 (1d4+1) or
. . flurry of blows +2/+2 (1d4+1) or
. . dagger +4 (1d3+1/19–20)
Ranged dagger +5 (1d3+1/19–20)
Special Attacks brawler's flurry, martial flexibility 4/day, sneak attack +1d6
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 8, Int 13, Wis 14, Cha 12
Base Atk +2; CMB +2 (+4 grapple); CMD 14 (16 vs. grapple)
Feats Deceitful, Improved Grapple, Improved Unarmed Strike, Staggering Fist
Skills Acrobatics +9 (+5 when jumping), Appraise +7, Bluff +3, Climb +9, Diplomacy +7, Disguise +5, Escape Artist +6, Intimidate +5, Knowledge (local) +7, Perception +4, Profession (baker) +10, Sense Motive +6, Stealth +10; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling, Shadowtongue
SQ brawler's cunning, martial training, trapfinding +1
Combat Gear oil of silence, potion of cure light wounds (2), potion of gaseous form; Other Gear mwk studded leather, daggers (4), climber's kit, disguise kit, keys to the Long Roads Coffeehouse, mwk baking tools, mwk thieves's tools, 37 gp
XP 800
Female halfling brawler 3/rogue 1 (Pathfinder RPG Advanced Class Guide 23)
CG Small humanoid (halfling)
Init +2; Perception +4
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 24 (4 HD; 3d10+1d8–1)
Fort +3, Ref +8, Will +4 (+2 vs. fear)
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +6 (1d4+2) or
. . flurry of blows +4/+4 (1d4+2) or
. . dagger +6 (1d3+2/19–20)
Ranged dagger +6 (1d3+2/19–20)
Special Attacks brawler's flurry, martial flexibility 4/day, sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 8, Int 13, Wis 14, Cha 12
Base Atk +3; CMB +4 (+7 grapple); CMD 16 (19 vs. grapple)
Feats Deceitful, Improved Grapple, Improved Unarmed Strike, Staggering Fist
Skills Acrobatics +10 (+6 when jumping), Appraise +8, Bluff +3, Climb +10, Diplomacy +8, Disguise +5, Escape Artist +6, Intimidate +5, Knowledge (local) +8, Perception +4, Profession (baker) +11, Sense Motive +6, Stealth +10; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling, Shadowtongue
SQ brawler's cunning, maneuver training, martial training, trapfinding +1
Combat Gear oil of silence, potion of cure light wounds (2), potion of gaseous form; Other Gear mwk studded leather, daggers (4), climber's kit, disguise kit, keys to the Long Roads Coffeehouse, mwk baking tools, mwk thieves's tools, 37 gp
XP 1,200
Female halfling brawler 4/rogue 1 (Pathfinder RPG Advanced Class Guide 23)
CG Small humanoid (halfling)
Init +2; Perception +4
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 14 (+3 armor, +2 Dex, +2 dodge, +1 size)
hp 29 (5 HD; 4d10+1d8–1)
Fort +4, Ref +9, Will +4 (+2 vs. fear)
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +7 (1d6+2) or
. . flurry of blows +5/+5 (1d6+2) or
. . dagger +7 (1d3+2/19–20)
Ranged dagger +7 (1d3+2/19–20)
Special Attacks brawler's flurry, knockout 1/day (DC 14), martial flexibility 5/day, sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 8, Int 13, Wis 14, Cha 12
Base Atk +4; CMB +5 (+8 grapple); CMD 19 (22 vs. grapple)
Feats Deceitful, Dodge, Improved Grapple, Improved Unarmed Strike, Staggering Fist
Skills Acrobatics +11 (+7 when jumping), Appraise +9, Bluff +3, Climb +10, Diplomacy +9, Disguise +5, Escape Artist +6, Intimidate +5, Knowledge (local) +9, Perception +4, Profession (baker) +12, Sense Motive +6, Stealth +10; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling, Shadowtongue
SQ brawler's cunning, maneuver training, martial training, trapfinding +1
Combat Gear oil of silence, potion of cure light wounds (2), potion of gaseous form; Other Gear mwk studded leather, daggers (4), climber's kit, disguise kit, keys to the Long Roads Coffeehouse, mwk baking tools, mwk thieves's tools, 37 gp
XP 1,600
Female halfling brawler 4/rogue 2 (Pathfinder RPG Advanced Class Guide 23)
CG Small humanoid (halfling)
Init +2; Perception +4
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 14 (+3 armor, +2 Dex, +2 dodge, +1 size)
hp 33 (6 HD; 4d10+2d8–2)
Fort +4, Ref +10, Will +4 (+2 vs. fear)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +9 (1d6+2) or
. . flurry of blows +7/+7 (1d6+2) or
. . dagger +8 (1d3+2/19–20)
Ranged dagger +8 (1d3+2/19–20)
Special Attacks brawler's flurry, knockout 1/day (DC 14), martial flexibility 5/day, sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 8, Int 13, Wis 14, Cha 12
Base Atk +5; CMB +6 (+9 grapple); CMD 20 (23 vs. grapple)
Feats Deceitful, Dodge, Improved Grapple, Improved Unarmed Strike, Sap Adept, Staggering Fist
Skills Acrobatics +11 (+7 when jumping), Appraise +10, Bluff +3, Climb +11, Diplomacy +10, Disguise +5, Escape Artist +7, Intimidate +6, Knowledge (local) +10, Perception +4, Profession (baker) +13, Sense Motive +7, Stealth +11; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling, Shadowtongue
SQ brawler's cunning, maneuver training, martial training, rogue talent (weapon training), trapfinding +1
Combat Gear oil of silence, potion of cure light wounds (2), potion of gaseous form; Other Gear mwk studded leather, daggers (4), climber's kit, disguise kit, keys to the Long Roads Coffeehouse, mwk baking tools, mwk thieves's tools, 37 gp
She's one of the reasons I don't want to advance Hetamon too much. Canonically, she's only 6th level by whatever time the Adventurer's Guide documents (it was released in 2017, so 4717?). That's quite low for being an important NPC ally from the first book, and I'm pretty sure it's the lowest of all the allies who are called out as being available to provide aid in A Song of Silver, apart from Hetamon. Seems to me like they're a bit of a low-mid-level group to the mid-mid-level group epitomized by NPCs like Shensen, Jackdaw, and Rexus, who end up around 11th- or 12th-level.

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Octavio:
XP 3,200
Male human fighter 5/Hellknight 3 (Pathfinder RPG Adventurer's Guide 90)
LG Medium humanoid (human)
Init –1; Perception +12
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Defense
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AC 19, touch 9, flat-footed 19 (+10 armor, –1 Dex)
hp 72 (8 HD; 5d10+3d10+24)
Fort +10, Ref +2, Will +6 (+9 vs. fear)
Defensive Abilities bravery +1, force of will
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Offense
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Speed 30 ft.
Melee +1 halberd +14/+9 (1d10+8/19–20/x3) or
. . mithral short sword +12/+7 (1d6+3/19–20)
Ranged mwk composite longbow +8/+3 (1d8+3/x3)
Special Attacks smite chaos 1/day (+2 attack and AC, +3 damage), weapon training (polearms +1)
Hellknight Spell-Like Abilities (CL 8th; concentration +10)
. . at will—detect chaos
. . 5/day—discern lies
. . 1/day—seek the taken (enlarged locate creature)
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Statistics
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Str 16, Dex 8, Con 16, Int 10, Wis 12, Cha 14
Base Atk +8; CMB +11; CMD 20
Feats Alertness, Improved Critical (halberd), Improved Iron Will, Iron Will, Power Attack, Vital Strike, Weapon Focus (halberd), Weapon Specialization (halberd)
Skills Intimidated +10, Knowledge (local) +5, Knowledge (planes) +2, Perception +12, Sense Motive +12, Survival +12
Languages Common
SQ armor training 1, aura of law, discipline (seek the taken), Hellknight armor 1, Order of the Torrent
Combat Gear +1 merciful arrows (8); Other Gear +1 Hellknight plate, +1 halberd, mwk composite longbow (+3 Str), mithral short sword, cloak of resistance +1, 79 pp
XP 4,800
Male human fighter 5/Hellknight 4 (Pathfinder RPG Adventurer's Guide 90)
LG Medium humanoid (human)
Init –1; Perception +13
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Defense
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AC 19, touch 9, flat-footed 19 (+10 armor, –1 Dex)
hp 81 (9 HD; 5d10+4d10+27)
Fort +10, Ref +2, Will +6 (+9 vs. fear)
Defensive Abilities bravery +1, force of will
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Offense
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Speed 30 ft.
Melee +1 halberd +15/+10 (1d10+8/19–20/x3) or
. . mithral short sword +13/+8 (1d6+3/19–20)
Ranged mwk composite longbow +9/+4 (1d8+3/x3)
Special Attacks smite chaos 2/day (+2 attack and AC, +4 damage), weapon training (polearms +1)
Hellknight Spell-Like Abilities (CL 9th; concentration +11)
. . at will—detect chaos
. . 5/day—discern lies
. . 1/day—seek the taken (enlarged locate creature)
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Statistics
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Str 16, Dex 8, Con 16, Int 10, Wis 12, Cha 14
Base Atk +9; CMB +12; CMD 21
Feats Alertness, Critical Focus, Improved Critical (halberd), Improved Iron Will, Iron Will, Power Attack, Vital Strike, Weapon Focus (halberd), Weapon Specialization (halberd)
Skills Intimidated +10, Knowledge (local) +5, Knowledge (planes) +2, Perception +13, Sense Motive +13, Survival +13
Languages Common
SQ armor training 1, aura of law, discipline (seek the taken), Hellknight armor 1, Order of the Torrent
Combat Gear +1 merciful arrows (8); Other Gear +1 Hellknight plate, +1 halberd, mwk composite longbow (+3 Str), mithral short sword, cloak of resistance +1, 79 pp
XP 6,400
Male human fighter 5/Hellknight 5 (Pathfinder RPG Adventurer's Guide 90)
LG Medium humanoid (human)
Init –1; Perception +14
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Defense
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AC 19, touch 9, flat-footed 19 (+10 armor, –1 Dex)
hp 89 (10 HD; 5d10+5d10+30)
Fort +11, Ref +3, Will +7 (+10 vs. fear)
Defensive Abilities bravery +1, force of will
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Offense
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Speed 30 ft.
Melee +1 halberd +16/+11 (1d10+8/19–20/x3) or
. . mithral short sword +14/+9 (1d6+3/19–20)
Ranged mwk composite longbow +10/+5 (1d8+3/x3)
Special Attacks smite chaos 2/day (+2 attack and AC, +5 damage), weapon training (polearms +1)
Hellknight Spell-Like Abilities (CL 10th; concentration +12)
. . at will—detect chaos
. . 5/day—discern lies
. . 1/day—seek the taken (enlarged locate creature)
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Statistics
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Str 16, Dex 8, Con 16, Int 10, Wis 12, Cha 14
Base Atk +10; CMB +13; CMD 22
Feats Alertness, Critical Focus, Improved Critical (halberd), Improved Iron Will, Iron Will, Power Attack, Vital Strike, Weapon Focus (halberd), Weapon Specialization (halberd)
Skills Intimidated +10, Knowledge (local) +5, Knowledge (planes) +2, Perception +14, Sense Motive +14, Survival +14
Languages Common
SQ armor training 1, aura of law, discipline (seek the taken), Hellknight armor 2, Order of the Torrent
Combat Gear +1 merciful arrows (8); Other Gear +1 Hellknight plate, +1 halberd, mwk composite longbow (+3 Str), mithral short sword, cloak of resistance +1, 79 pp
XP 9,600
Male human fighter 5/Hellknight 6 (Pathfinder RPG Adventurer's Guide 90)
LG Medium humanoid (human)
Init –1; Perception +15
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Defense
--------------------
AC 19, touch 9, flat-footed 19 (+10 armor, –1 Dex)
hp 98 (10 HD; 5d10+6d10+33)
Fort +11, Ref +3, Will +7 (+12 vs. fear) (+9 vs. compulsion)
Defensive Abilities bravery +1, force of will
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Offense
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Speed 30 ft.
Melee +1 halberd +17/+12/+7 (1d10+8/19–20/x3) or
. . mithral short sword +15/+10/+5 (1d6+3/19–20)
Ranged mwk composite longbow +11/+6/+1 (1d8+3/x3)
Special Attacks smite chaos 2/day (+2 attack and AC, +6 damage), weapon training (polearms +1)
Hellknight Spell-Like Abilities (CL 11th; concentration +13)
. . at will—detect chaos
. . 5/day—discern lies
. . 2/day—seek the taken (enlarged locate creature)
--------------------
Statistics
--------------------
Str 16, Dex 8, Con 16, Int 10, Wis 12, Cha 14
Base Atk +11; CMB +14; CMD 23
Feats Alertness, Critical Focus, Improved Critical (halberd), Improved Iron Will, Improved Vital Strike, Iron Will, Power Attack, Vital Strike, Weapon Focus (halberd), Weapon Specialization (halberd)
Skills Intimidated +10, Knowledge (local) +5, Knowledge (planes) +2, Perception +15, Sense Motive +15, Survival +15
Languages Common
SQ armor training 1, aura of law, disciplines (seek the taken, trace 2/day), Hellknight armor 2, Order of the Torrent
Combat Gear +1 merciful arrows (8); Other Gear +1 Hellknight plate, +1 halberd, mwk composite longbow (+3 Str), mithral short sword, cloak of resistance +1, 79 pp

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XP 1,200
Male demon-spawn tiefling cleric of Milani 5 (Pathfinder Player Companion Blood of Fiends 20)
CG Medium outsider (native)
Init +1; Senses darkvision 60 ft., Perception +5
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Defense
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AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
hp 26 (5d8)
Fort +4, Ref +2, Will +7
Resist cold 5, electricity 5, fire 5
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Offense
--------------------
Speed 30 ft.
Melee +1 morningstar +4 (1d8+1)
Special Attacks channel positive energy 6/day (DC 15, 3d6)
Cleric Spell-Like Abilities (CL 5th; concentration +8)
. . 6/day—rebuke death (1d4+2)
Tiefling Spell-Like Abilities (CL 5th; concentration +8)
. . 1/day—shatter (DC 15)
Cleric Spells (CL 5th; concentration +8)
. . 3rd—blindness/deafness (DC 16), remove curse, speak with dead
. . 2nd—aid, enthrall (DC 15), remove paralysis, spiritual weapon
. . 1st—bless, cure light wounds, protection from evil, sanctuary (DC 14), shield of faith
. . at will—detect magic, guidance, mending, read magic
Domains Healing, Liberation
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Statistics
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Str 10, Dex 13, Con 10, Int 10, Wis 16, Cha 16
Base Atk +3; CMB +3; CMD 14
Feats Brew Potion, Craft Wondrous Item, Deceitful
Skills Bluff +8, Craft (clothing) +6, Diplomacy +7, Disguise +8, Knowledge (local) +2, Knowledge (religion) +5, Perception 5, Spellcraft +6; Racial Modifiers +2 Disable Device, +2 Perception
Languages Common, Infernal
SQ liberation (5 rounds/day)
Combat Gear scroll of align weapon, scroll of lesser restoration, scroll of remove disease, scroll of remove fear, scroll of resist energy; Other Gear mwk studded leather, buckler, +1 morningstar, mwk artisan's tools, wooden holy symbol of Milani, 56 gp
XP 1,600
Male demon-spawn tiefling cleric of Milani 6 (Pathfinder Player Companion Blood of Fiends 20)
CG Medium outsider (native)
Init +1; Senses darkvision 60 ft., Perception +5
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Defense
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AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
hp 30 (6d8)
Fort +5, Ref +3, Will +8
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee +1 morningstar +5 (1d8+1)
Special Attacks channel positive energy 6/day (DC 16, 3d6)
Cleric Spell-Like Abilities (CL 6th; concentration +9)
. . 6/day—rebuke death (1d4+3)
Tiefling Spell-Like Abilities (CL 6th; concentration +9)
. . 1/day—shatter (DC 15)
Cleric Spells (CL 6th; concentration +9)
. . 3rd—blindness/deafness (DC 16), invisibility purge, remove curse, speak with dead
. . 2nd—aid, enthrall (DC 15), remove paralysis, resist energy, spiritual weapon
. . 1st—bless, protection from evil, remove fear, sanctuary (DC 14), shield of faith
. . at will—detect magic, guidance, mending, read magic
Domains Healing, Liberation
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Statistics
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Str 10, Dex 13, Con 10, Int 10, Wis 16, Cha 16
Base Atk +4; CMB +4; CMD 15
Feats Brew Potion, Craft Wondrous Item, Deceitful
Skills Bluff +8, Craft (clothing) +7, Diplomacy +7, Disguise +8, Knowledge (local) +3, Knowledge (religion) +6, Perception 5, Spellcraft +6; Racial Modifiers +2 Disable Device, +2 Perception
Languages Common, Infernal
SQ healer's blessing, liberation (6 rounds/day)
Combat Gear scroll of align weapon, scroll of lesser restoration, scroll of remove disease, scroll of remove fear, scroll of resist energy; Other Gear mwk studded leather, buckler, +1 morningstar, mwk artisan's tools, wooden holy symbol of Milani, 56 gp
XP 2,400
Male demon-spawn tiefling cleric of Milani 7 (Pathfinder Player Companion Blood of Fiends 20)
CG Medium outsider (native)
Init +1; Senses darkvision 60 ft., Perception +5
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Defense
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AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
hp 35 (7d8)
Fort +5, Ref +3, Will +8
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee +1 morningstar +6 (1d8+1)
Special Attacks channel positive energy 6/day (DC 16, 4d6)
Cleric Spell-Like Abilities (CL 7th; concentration +10)
. . 6/day—rebuke death (1d4+3)
Tiefling Spell-Like Abilities (CL 7th; concentration +10)
. . 1/day—shatter (DC 15)
Cleric Spells (CL 7th; concentration +10)
. . 4th—freedom of movement, dimensional anchor
. . 3rd—blindness/deafness (DC 16), invisibility purge, remove curse, speak with dead
. . 2nd—aid, enthrall (DC 15), remove paralysis, resist energy, spiritual weapon
. . 1st—bless, peasant armaments, protection from evil, remove fear, sanctuary (DC 14), shield of faith
. . at will—detect magic, guidance, mending, read magic
Domains Healing, Liberation
--------------------
Statistics
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Str 10, Dex 13, Con 10, Int 10, Wis 16, Cha 16
Base Atk +5; CMB +5; CMD 16
Feats Brew Potion, Craft Wondrous Item, Deceitful, Devil Sense
Skills Bluff +9, Craft (clothing) +7, Diplomacy +7, Disguise +9, Knowledge (local) +3, Knowledge (religion) +6, Perception 5, Spellcraft +7; Racial Modifiers +2 Disable Device, +2 Perception
Languages Common, Infernal
SQ healer's blessing, liberation (7 rounds/day)
Combat Gear scroll of align weapon, scroll of lesser restoration, scroll of remove disease, scroll of remove fear, scroll of resist energy; Other Gear mwk studded leather, buckler, +1 morningstar, mwk artisan's tools, wooden holy symbol of Milani, 56 gp
I have a theory, based on the Halfling language being listed for him, that Hetamon was originally supposed to be a halfling. Anyway, something is up with his build as written: he has the Brew Potion feat but he can't brew potions without Spellcraft, his Extra Channel doesn't seem to give him extra channels. Fortunately, this can be salvaged by replacing his Extra Channel feat with Deceitful, keeping his skill bonuses the same, and moving the skill points freed up into Spellcraft.

Lanathar |
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I think it might just be that the halflings and tieflings are fellow downtrodden in cheliax.
Whilst this doesn’t align with the real world where I don’t think persecuted minorities historically learnt each other’s languages it works where being able to speak multiple languages is rather prevalent ..

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1 person marked this as a favorite. |

I think it might just be that the halflings and tieflings are fellow downtrodden in cheliax.
Whilst this doesn’t align with the real world where I don’t think persecuted minorities historically learnt each other’s languages it works where being able to speak multiple languages is rather prevalent ..
He doesn't have the INT or Linguistics ranks for another language though.