
Wintyr |

I present for your perusal, Wintyr! [Winter Witch/Winter Witch+]It took me a few days to get this up and running, witches are hard to make! :) Let me know what you think, and I'd love to work with other PC's to weave some backstory together. In the questionnaire section, I added in a section for knowing other NPC's from PC's backgrounds.
Changeling Winter witch 5, winter witch 5[Favored Class winter witch+winter witch +HP]
HP 62 BaB 5 Fort 7, Ref 8, Will 11 AC 20 T: 13 FF: 17
Str: 10
Dex: 14
Con: 14-2
Int: 16+2+1+1+2(22)
Wis: 12
Cha: 8+2
Changeling:
+2 Int/Cha, -2 Con
+1 natural AC
Claws(1d4)
+5 to climb and acrobatics on icy surfaces
Darkvision 60
Skills: Ranks Stat Class Misc Total
Bluff 10 6 Y 4 23
Knowledge Arcana 10 6 Y 0 19
Spellcraft 10 6 Y 5 24
UMD 10 0 Y 0 13
Knowledge Plains 10 6 Y 0 19
Sense motive 10 1 N 0 11
Knowledge History 1 6 Y 0 9
Knowledge Nature 1 6 Y 0 9
Knowledge Nobility 1 6 Y 0 9
Survival 6 1 Y 0 10
Fly 1 2 Y 3 7
Heal 10 1 Y 0 14
Background:
Craft(Caligraphy) 10 6 Y 0 19
Craft (Talisman) 10 6 Y 0 19
Witch stuff:
Patron-Trickery *Animate Rope *Mirror Image *Major Image *Hallucinatory Terrain *Mirage Arcana *Wall of ice *Icy Prison
Familiar: Raven(Emissary[freedom])
Hexes: DC 22
Evil Eye
Frozen caress
Cold Flesh: Endure elements(cold) Cold resist 10
Flight
Prehensile Hair
Cackle
Ice Tomb
Freeze and Thaw 2 a day
Sculpt Ice and Snow
Unnatural cold: Halve cold resistance
Traits:
Affinity for the elements: +1 to the DC of cold spells
Magical lineage: 1lvl metamagic forgiveness on frostbite
Clever wordplay: Use Int to bluff
Misbegotten: -2 to dex skill checks
Feats:
1st: Rime spell
3rd: Elemental focus cold
5th: Greater Elemental Focus cold
7th: Favored Prestige class (+4 to bluff)
9th: Prestigeous spellcaster
+4 to the DC of cold spells
62000(2875 remaining)
Loot:
Cackling Hag's Blouse(6000) (Grants cackle)
Int Headband+2 (Heal)(4000)
Bracers of Armor +3 (9000)
Amulet of natural armor +1(2000)
Ring of deflection+1 (2000)
Cloak of resistance +3(9000)
Ring of force shield (8500) (+2 AC)
Hexing Doll (2500)
Travelers anytool (250)
Handy Haversack (2000)
Gloves of Elvenkind (7500)
600 for scrolls of second level spells to learn
1500 for 3rd level scrolls
1000 for a scrying mirror
2100 for 4th level spells
3375 for 5th level spell scrolls
Cantrips: 4/day
Known: all
Usual loadout:
Light
Touch of Fatigue
Detect Magic
Ray of Frost
Level 1: 6/day DC: 18/22
Known:
Frostbite
Snowball
Cure Light Wounds
Ill Omen
Mount
Obscuring Mist
Reduce Person
Enlarge Person
Touch of Blindness
Cheetah's Sprint
Air Bubble
Blood Money
Animate Rope
Usual Loadout:
FrostbiteX2[Rime spell]
Touch of blindness
Obscuring Mist
Cure Light Wounds
1 open slot
Level 2: 6/day DC 19/23
Known:
Frostfall
Touch of bloodletting
Agressive Thundercloud
Glitterdust
Lip stitch
Masterwork transformation
Merge With familiar
Tears to wine
Mirror Image
Usual loadout:
Frostfall
Merge with Familiar
Mirror Image
Touch of Bloodletting
Glitterdust
1 open slot
Level 3: 4/day DC 20/24
Icicle spears
Wall of Ice
Bestow Curse
Conjure Carrige
Dispell Magic
Excruciating Deformation
Seek Thoughts
Major image
Usual loadout:
Icicle spear
Wall of ice
Bestow Curse
1 open slot
Level 4: 4/day DC 21/25
Ice storm
Scrying
Dimension Door
Enervation
Hallucinatory terrain
Usual loadout:
Rime spell icicle spear
Dimension Door
Enervation
1 open slot
level 5: 3/day DC 22/26
Icy prison
Mirage Arcana
Break Enchantment
Hold Monster
Truespeech
Usual Loadout:
Icy Prison
Mirage Arcana
1 open slot
Hugin: HP 31, AC 19
Heal 15, Knowledge Religion 0, Sense Motive 15 as class skills
Can cast guidence at will
Is a raven, so it can talk
10 int
Improved Evasion
If either of us fail a will save, the other can make it as well. If it suceeds, we both save, and can't be done for 24 hours. If it fails, we both are affected
Empathic Link
Domain Influence: 1/day can use the freedom domain ability
Speak with Master
Speak with own kind
+5 natural armor
Cantrips: 4/day
Known: all
Usual loadout:
Light
Touch of Fatigue
Detect Magic
Ray of Frost
Level 1: 6/day DC: 18/22
Known:
Frostbite
Snowball
Cure Light Wounds
Ill Omen
Mount
Obscuring Mist
Reduce Person
Enlarge Person
Touch of Blindness
Cheetah's Sprint
Air Bubble
Blood Money
Animate Rope
Usual Loadout:
FrostbiteX2[Rime spell]
Touch of blindness
Obscuring Mist
Cure Light Wounds
1 open slot
Level 2: 6/day DC 19/23
Known:
Frostfall
Touch of bloodletting
Agressive Thundercloud
Glitterdust
Lip stitch
Masterwork transformation
Merge With familiar
Tears to wine
Mirror Image
Usual loadout:
Frostfall
Merge with Familiar
Mirror Image
Touch of Bloodletting
Glitterdust
1 open slot
Level 3: 4/day DC 20/24
Icicle spears
Wall of Ice
Bestow Curse
Conjure Carrige
Dispell Magic
Excruciating Deformation
Seek Thoughts
Major image
Usual loadout:
Icicle spear
Wall of ice
Bestow Curse
1 open slot
Level 4: 4/day DC 21/25
Ice storm
Scrying
Dimension Door
Enervation
Hallucinatory terrain
Usual loadout:
Rime spell icicle spear
Dimension Door
Enervation
1 open slot
level 5: 3/day DC 22/26
Icy prison
Mirage Arcana
Break Enchantment
Hold Monster
Truespeech
Usual Loadout:
Icy Prison
Mirage Arcana
1 open slot
Hugin: HP 31, AC 19
Heal 15, Knowledge Religion 0, Sense Motive 15 as class skills
Can cast guidence at will
Is a raven, so it can talk
10 int
Improved Evasion
If either of us fail a will save, the other can make it as well. If it suceeds, we both save, and can't be done for 24 hours. If it fails, we both are affected
Empathic Link
Domain Influence: 1/day can use the freedom domain ability
Speak with Master
Speak with own kind
+5 natural armor
62000(2875 remaining)
Loot:
Cackling Hag's Blouse(6000) (Grants cackle)
Int Headband+2 (Heal)(4000)
Bracers of Armor +3 (9000)
Amulet of natural armor +1(2000)
Ring of deflection+1 (2000)
Cloak of resistance +3(9000)
Ring of force shield (8500) (+2 AC)
Hexing Doll (2500)
Travelers anytool (250)
Handy Haversack (2000)
Gloves of Elvenkind (7500)
600 for scrolls of second level spells to learn
1500 for 3rd level scrolls
1000 for a scrying mirror
2100 for 4th level spells
3375 for 5th level spell scrolls
When Wintyr was young, her hair was brown. No scar marred her beauty, and her left eye was unclouded. She still moved with an ammount of clumsiness that was unexpected for one so nimble in appearance, but that was nothing to speak of. She had been adopted by a farming family of humans when a baby turned up on their doorstep in the middle of the winter. And for the first 16 years of Wintyr's life, everything seemed normal. That's when the whispering began. At first, it was almost unnoticable, a call to head to head still further north than where her family was. Then the vision in her left eye began to fade, although it could see things that weren't always there. Streaks of white began to show up in her hair, and that's when she and her adopted family knew; her true mother was a hag and she had begun to lay her claim on Wintyr's soul.
Wintyr left her family on the farm then, not wanting to bring additional suffering to those she cared about. She had no desire to become a hag, but she could feel her body becoming stranger and more alien to her by the day. She wrapped herself in charms and sigils to protect herself, and vowed then, swearing a pact under the winter night sky, that she would kill her mother, and be free of the curse of her whisperings. Two things of note occured on her trip north, and both of them would have ripples on the rest of her life. The first was when she slept under the stars, she became aware of a raven, following her. She saw it with both her eyes, but it was clearest in her clouded one. Taking it as a sign that she was being watched by Odin, she took the raven into her camp, and called it Hugin. It stayed with her then, and helped her focus her mind. In time, she found that with Hugin's help, she could create magical effects. Deciding it would be a better plan to try and take on a hag of the north armed with more than a dagger, and blinding hatred, Wintyr took some time to try and master the magic that was in her blood, and make it her own instead.
It was then that the second thing occured. 3 years had passed since Wintyr had left her farm, and another 5 since she started practicing magic. It was then that she ran afoul of Skell, the Paladin. Skell had been asked by the people of the area to smite downn the witch who lived in the tundra near them, and whose voice was often heard on the winter winds. Skell accepted, and he set out to slay the witch. He rode into Wintyr's dwelling, and announced that her evil was at an end. In the dark, what he could see best was Wintyr's clouded eye, and he struck at it, cutting a gash accros Wintyr's face that never truely healed. The paladin was not prepared for what was to come though. Wintyr bowed her head, and merely asked that if she was fated to die here tonight, that this man would take up her quest, and smite down her mother. Intreagued, Skell listened to Wintyr's story, and was moved by it. He declared her spared by the gods, and that he would personally assst Wintyr in her quest. They traveled together then, atesting their strength against other foul creatures in order to gage their readiness to fight her mother. By this time Wintyr had learned to ignore the innoxerable call of the North, and even as she shifted to further resemble a creature of darkness, her resolve to not have that be her fate grew all the stronger. As time went on, Skell and Wintyr became very close, and indeed married. Skell was understanding of Wintyr, being a half orc himself, and having a greater understanding than most of the struggle of one's lineage. They traveled the land together, and there are some folk stories of the glowing knight, and the winter witch by his side.
Good things must come to an end. It was not a foul creature who took Skell from Wintyr, but an unexpected summons from his church. Apparently he was needed as a crusader, and it was his obligation to go to them in their time of need. They agreed that bringing Wintyr with him would be too dangerous; not all paladins are as understanding as Skell after all, and that they would meet up again. This was nearly 10 years ago, and although Wintyr knows that Skell still lives, she worries for him. She tries to live up to the code of honor that he had, but she can feel her thoughts grow darker as the year grows old. The voice whispering in her head is louder than it has ever been before, and not even Higin can help mute it. Wintyr suspects that the hag's patience may be growing thin. When the news of the dark elf invasion became known to her, she seized it as a distraction, to be able to help those in need, and perhaps to learn more secrets of magic from the underdark.
Goals
1 To maintain morality, even as her mind and body become more corrupted by the influence of her mother.
2 To kill her mother, and be reuninted with Skell
3 To use her gifts of magic to help those less able than herself
4 To oneday return to her family farm
A fear that she has: She fears that were she ever to have children, she would pass her curse down to them.
Important people:
Skell: Her husband and confidant, her support, and often the cause of her ire.
Her Mother: Her nemisis, thoughts of revenge have clouded her mind now for more than half her life, and she does not know what she would be without it.
Grundle Toadstool: A grippli wizard, that Wintyr met in her travels. She thinks of herself as like a surrogate mother to the little frog, who is currently still studying at university. She often sends him gifts when she has the time.
Odin/Hugin: Hugin Will not confirm his origin with her, however she draws strength from her faith in the all-father
Relations to relations of other PC's?
Serfine: A friend of Wintyr's in Daggerdale, Hugin has told her much about her relation to Thomas, although she'd never spoil it.
Ikeshia Solis: Mother of Elestar Solis, Wintyr has had run ins with her in the past, having utilized forms of magic often thought to be... distasteful by others.
Saoirse Morningtide: Wintyr sees herself as a sort of reflection of the avatar. With permission from the player, I'd like it if they could be friends.
Secrets:
Wintyr has often had disturbing, vivid dreams, such as eating children, or blighting the countryside. She has never told anyone about these dreams, as she beleives they could be portents.
Wintyr has asked Skell to make contingency plans should she succumb to her mother, and to end her before she became a danger to others. She does not know what these plans are. Nor does she know the true nature of Hugin.
A cool secret from the GM? Cool!
As I said, love to hear your thoughts, and I know we've got a lot of arcane types, hopefully I didn't step on anyone's toes!

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Wow! A lot of interest for this, I'm a little rusty since I moved to pf2e but may throw my hat as well, I rarely make characters who are stronger than Level 5 so this will be interesting.
Maybe a tiefling sorcerer dragon disciple, to get tail, wings, claws, bite, all the dragon package, not sure how optimal would it be but I like the idea, since it's FR I guess people will assume he is a dragonborn Jeje...

GM CrusaderWolf |

@rorek55 For RP/story purposes it's fine if your character has a small-ish band of mercenaries or agents available, without needing to get into the crunch of the leadership feat.
@Cuan This will be set in 1371DR, essentially unchanged from the "opening scene" of FR in 3.5 so Mask is still kicking around, no Spellplague has occurred, the events of "Shadowdale: Scouring of the Land" have not yet occurred, etc. The events of this adventure are for the most part physically isolated from wider Faerun so a deep connection to the rest of that is fun but not mandatory! :)
@Quen Pah I haven't done a deep dive for any of the submissions just yet, but T'rissithra Kenth doesn't seem to have any weapon attacks in the "Offense" section, is that an oversight or am I just missing them listed somewhere else?

Uhe Stonethorn |

@ GM CrusaderWolf
I feel that Uhe is missing this in his build.
If you know of something similar (Trait, Feat) please let me know, because I can't find any...

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@ GM CrusaderWolf
Moragul has been a monster slayer/damsel rescuer since he left the military. Is there a public official or lawman of some sort in Daggerdale that he might get contracts/payment from? There are other things that keep bringing him back to Daggerdale, but that’s a pretty big reason he visits. If not I can just make someone up, it’s not that important.

leinathan |

@ GM CrusaderWolf
I feel that Uhe is missing this in his build.
If you know of something similar (Trait, Feat) please let me know, because I can't find any...
I might suggest Eldritch Heritage for you. Alternately, perhaps the trait "Bred for War".
Sure is plenty of drow for the anti-drow adventure! I hope none of you is offended if Saoirse wants nothing to do with you to start out. Drow are evil slavers in her eyes, so a drow would need to prove themselves with heroic action to get her respect. What do y'all think of that?

Albion, The Eye |

After some mulling around, I have changed my mind from the Paladin idea (I have a hard time living with 2+Int skills per level...) and settled on Krezen, an Half-Orc hailing from the Sword Mountains, and once belonging to one of the many shattered tribes left squabbling amongst themselves after the Black Claw horde was soundly defeated in 1026DR.
His knowledge about concoctions and physiology allow him to accomplish wondrous things, but he is a discreet one, even if a fierce combatant.
Krezen is fueled by a desire for vengeance (please see secret 1 :D) after his tribe was summarily and completely wiped out by a scouting/roving band of drows investigating the peaks of the Sword Coast. They were not a particularly strong tribe, but they were a solid and compact fighting force - yet they never stood a chance against the cold drow efficiency, and as a very young warrior his contribution was irrelevant.
Krezen was saved by the tribe shaman, given his formula book, and hidden in a dark hole where he stood shivering in fear for days. Once he mustered, the courage to leave his dark hideaway, it was only to witness as scavengers picked apart the rest of his tribe. He gathered whatever he could and left, having been travelling ever since, living on the fringes with mercenary jobs, and teaching himself the art of alchemy.
Secrets!
1. 'A secret the character keeps from others' - Krezen has no friends. And thus he does not share the fate of his tribe with anyone. In his head this is much like explaining what motivates him. Once others know his motives, they will know his vulnerabilities;
2. 'A secret that has been kept from your character' - in fact, what no one in the tribe ever explained to Krezen, was how the heck an half-orc came to be created amongst a tribe of orcs as an equal. Even more so, in fact the drow tribe did not attack his tribe by accident. They were looking for him!
3. 'A secret determined by the GM!' - Gimme your best shot! :D
At the moment, there are no important characters in Krezen's life. In my head, it is possible he has joined an alchemist shop in Daggerdale as an apprentice (he pretends to know much less than he actually does) - in truth, he DOES want to continue his learning process, but the recent reports of drow activity are the real reason why he is in the region. I would envision him becoming something close to a friend of the shop owner, perhaps her son or daughter, and mayhaps another PC in the region could be an acquaintance. Again, strong friends maybe not, but people he respects and would go out of his way to assist.
Mechanically he is a melee STR based Investigator (preferably not a tank because his HP are not through the roof. Even if he can buff himself decently as far as AC goes) - I am copying a first draft of his crunch below, but I have left a lot of open holes (mainly in the skills department) on purpose, which can be filled out depending on what the group may need.
He is not Dex based, but his Stealth can become respectable with some tweaks and magic. He can put out a decent Disable Device (not added) and UMD (this one is staying - I love the versatility it provides). Knowledges will probably be strong all around, but I can focus more or less in certain areas. Spellcraft is naturally good on Investigators. He can also focus some on Bluff, etc. So you get the picture. On top of the crunch below I have 20 more skill points to spend - LOVE Investigators :D
Krezen
Male half-orc bloodrager (urban bloodrager) 1/investigator (empiricist) 9
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +21
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Defense
--------------------
AC 23, touch 13, flat-footed 21 (+9 armor, +1 deflection, +2 Dex, +1 natural)
hp 79 (10 HD; 9d8+1d10+23)
Fort +13, Ref +12, Will +14 (+4 save vs. illusion and disbelievable effects)
Defensive Abilities sacred tattoo[APG], trap sense +3; Resist unfailing logic
--------------------
Offense
--------------------
Speed 40 ft.
Melee +2 adamantine bardiche +12/+7 (1d10+15/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +2 adamantine bardiche)
Special Attacks bloodrage (12 rounds/day), studied combat (+4, 4 rounds), studied strike +3d6
Investigator (Empiricist) Extracts Prepared (CL 9th; concentration +13)
. . 3rd—heroism
. . 2nd—barkskin
. . 1st—shield
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 14, Int 18, Wis 13, Cha 8
Base Atk +7; CMB +10; CMD 25
Feats Alertness, Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Extra Rage, Iron Will, Power Attack
Traits armor expert, fate's favored
Skills Acrobatics +2 (+6 to jump), Appraise +10, Climb +9, Craft (alchemy) +15 (+24 to create alchemical items), Diplomacy +5 (+10 to gather information (You can use your Intelligence Modifier instead of Charisma)), Handle Animal +0, Intimidate +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +8, Knowledge (history) +8, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +8, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +12, Perception +21, Sense Motive +21, Spellcraft +17, Stealth +15, Survival +3, Swim +9, Use Magic Device +17; Racial Modifiers +2 Intimidate
Languages Abyssal, Aklo, Common, Draconic, Giant, Gnoll, Goblin, Infernal, Orc, Sylvan, Undercommon
SQ alchemy (alchemy crafting +9), ceaseless observation, controlled bloodrage, fast movement, human investigator, inspiration (8/day), investigator talents (combat inspiration[ACG], extend potion, infusion, mutagen[UM], quick study[ACG], sickening offensive[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 90 minutes), orc blood, spell catalyst, trapfinding +4
Combat Gear mutagen[APG], wand of shield (50 charges); Other Gear +3 mithral agile breastplate[APG], +2 adamantine bardiche[APG], amulet of natural armor +1, belt of physical might +2 (Str, Con), cape of free will +2/+3[MA], headband of mental prowess +2 (Int, Wis), ring of protection +1, investigator starting formula book
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Special Abilities
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+6 formulas in formula book Add one extract formula from the investigator’s formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bloodrage (12 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+5)
Combat Inspiration (Ex) Applying inspiration to attacks/saves only costs 1 point.
Controlled Bloodrage Gain lesser bonus split as desired, but without normal drawbacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extend Potion (4/day) Cause any non-instantaneous potion to have 2x duration.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Inspiration (+1d6, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 18) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 90 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Study (Ex) Use studied combat as a swift action.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sickening Offensive (Ex) Studied strike sickens foe for 1 rd.
Spell Catalyst (Su) Spells targeting familiar are treated as having a CL 2 levels higher.
Studied Combat (+4, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +3d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +4 (Ex) +4 save vs. illusion and disbelievable effects
EDIT Last Note: This guy is not built for optimization (apart afrom a few details), so I am not sure how well he will manage if the game becomes too rocket-tag-y. I took a look at some of the other builds put forth, and saw some impressive stuff, so this one may be somewhat lower in sheer power level :D

Uhe Stonethorn |

Uhe Stonethorn wrote:@ GM CrusaderWolf
I feel that Uhe is missing this in his build.
If you know of something similar (Trait, Feat) please let me know, because I can't find any...I might suggest Eldritch Heritage for you. Alternately, perhaps the trait "Bred for War".
Sure is plenty of drow for the anti-drow adventure! I hope none of you is offended if Saoirse wants nothing to do with you to start out. Drow are evil slavers in her eyes, so a drow would need to prove themselves with heroic action to get her respect. What do y'all think of that?
Much appreciated! Looks like Shapechanger bloodline might fit; but not really certain of the thematic match. I do like the idea of punching folk in the face, though...lol.
It just feels as if he is missing something....

Drovic "Entreri" Dearthe |

Uhe Stonethorn wrote:@ GM CrusaderWolf
I feel that Uhe is missing this in his build.
If you know of something similar (Trait, Feat) please let me know, because I can't find any...I might suggest Eldritch Heritage for you. Alternately, perhaps the trait "Bred for War".
Sure is plenty of drow for the anti-drow adventure! I hope none of you is offended if Saoirse wants nothing to do with you to start out. Drow are evil slavers in her eyes, so a drow would need to prove themselves with heroic action to get her respect. What do y'all think of that?
"Expected, after all, surfacers' prejudice is a hard thing to remove."
Don't worry he wont go out of his way to get her respect lol. He's used to it by now. And will admit it is not unwarranted. Though, that is While he is making comments about how it's not surprising, seeing as everyone on the surface seems to have prejudices against half the other races on the surface anyway, why not have worse ones about those under it? Or, possibly make some comment about a stereotype of the race of the person he is speaking to. He is certainly more than a little snarky.

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Woah..! Making 1e characters is way more time consuming and complex than I remembered x.x
Still interested in sorcerer dragon disciple, scaled fist looks good but I for one don't want to complicate it and being a monk doesn't go along with the backstory I've in mind.
Anyways, how deadly will this adventure be? Can I get by with non optimal choices? Like picking an amulet of mighty fist instead of one of natural armor? I really like the idea of full caster DD who can also get dirty in melee with his claws and bite, maybe silver dragon to freeze the underdark ;)

pad300 |
Gurog (the bastard) N’doye
Killian taught him much lore over the next 17 years, as they wandered the Dalelands, always searching for objects of occult interest. Their relationship grew from master-apprentice, to partners, to something closer to foster father and son (Gurog has taken on Killian’s surname in homage to this). Killian got old for the wandering life and decided to retire to Cormyr.
Gurog has been adventuring on his own for a further 5 years of following his fancy, from Westgate and Scornubel to Hillsfar. He has become a skilled professional at tomb robbing and general adventuring
Gurog’s worship is given to an odd combination of Mystra and Tempus. Mystra he got from Killian, who was a spell focused occultist. The temple of Tempus is where Gurog learned most of his combat skills – they are all over the Dales, and will train anyone to combat, even on a drop-in basis…
A youthful (37 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. White hair, piercing green eyes, and oddly dusky skin. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of darker grey skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this.
In a single word: quiet. His eyes miss very little though. He'd say he'd rather have his nose in a book than most anything else, but he might be fibbing. In combat, he reveals a certain amount of what might be repressed rage, preferring hand to hand. Thankfully, he has calmed over the years with Killian. (When he first apprenticed, he was closer to NE – he really didn’t like the world much…).
Goals:
1) He pursues objects of Occult power with an almost obsessive interest. He is thus interested in pursuing nearly any archaeological investigation…
2) He’d like to make it work with Annabelle (see important people 3, below), but he’s already committed to his occult bargain (secret #1); he’s thinking about what to do.
Secrets
1. A secret the character keeps from others: Gurog’s mystical abilities come from the Occult Bargain he struck with whatever mysterious entity empowers (and haunts) his Necromantic Instrument – a funeral coin, that he thinks is associated with Tempus (but can’t say for certain). He and Killian found the coin in an ancient ruin, possibly Netherese. (Gurog got to keep the coin as Killian already had a necromantic implement).
2. The discovery of the coin was early in Gurog’s apprenticeship, before they grew close. Killian knew there was something strange about the coin, and let his apprentice take it up to observe what happened and what the entity in the coin would do... He’s still keeping an eye on the situation, and wonders about the changes in Gurog…
3. A secret determined by the GM :??? (obviously, up to your)
Important People
1. Killian N’Doye: Retired Occultist in Cormyr; father figure (and possibly manipulator). Gurog writes regularly and visits when he can.
2. Jaron Duthois isn’t exactly a blood enemy, but he is definitely a rival. Jaron (another Occultist) and Gurog have clashed heads several times while pursuing objects of occult power. Most recently Gurog took the prize, a sacred implement, touched with the essence of Leira (Goddess of Illusions) – the Mask of the Secret Eater.
3. Annabelle Shienarris, the Lady in Purple, is an “acquaintance” (in the biblical sense). Gurog and Annabelle have had an on again and off again thing going since Gurog visited Hillsfar. The on part is that they really do like each other; the off part is that she has issues with Gurog’s use of necromancy, which given secret #1 above , may well be a deal breaker…
4. I leave “Daddy” and his continued activities (he’s an drow and thus should still be kicking…) for the GM’s Knife collection. I suspect I will regret this…
Gurog the bastard N’doye
N Male ½ Elf (Blended View)
Occultist 10 (Haunt Collector)
Init +5 = +3 dex +2 Trait
Speed 30 ft
Low Light Vision, Darkvision ( 60 ft )
Defense
AC : 28 = 10+6 Armor +2 Armor Enhancement +2 Shield +1 Shield Focus + 2 Shield Enhancement + 3 Dex + 1 Deflection +1 Natural Armor
HP 83 = 8 (d8 maxed at first) + 3 x 10 (con) + 45 (9d8)
Fort +16 = +7 Occultist +3 Con +3 Resistance+2 Luck+1 Competence
Ref +13 = +3 Occultist +3 Dex+3 Resistance+2 Luck+1 trait+1 Competence
Will +14 = +7 Occultist +1 Wis+3 Resistance+2 Luck+1 Competence
CMD 26 = 10+10 Bab+6 Str
Offense
Melee: Nodachi +18/+13 (1d10+???)or Cestus +17/+12 (1d10+???)
Ranged: Composite Long Bow +14/+9 (1d8+???) or Chakram +14 (1d8+???)
BAB : +10/+5 (+7/+2 w/o trappings)
CMB : +16 = +10 Bab +6 Str
Stats (20 pts)
Str 22 = 14 (5 pts)+ 2 Racial +1 Lvl 4 +1 lvl 8 +4 Enhancement
Dex 16 = 14 (5 pts) + 2 enhancement
Con 16 = 14 (5 pts) + 2 enhancement
Int 16 = 14 (5 pts) + 2 enhancement
Wis 12 = 12 (2 pts)
Cha 8 = 8 (-2 pt)
Feats : Skill Focus: Perception (adaptability),Extra Mental Focus (1st), Shield Focus (3ed), Shield Brace (5th), Combat Reflexes (7th). *** (9th)
Elephant in the Room
Traits : Fates Favored (Faith), Deft Dodger (Combat), Ekujae Reflexes (Racial), Occult Bargain (Drawback)
Special Abilities :
Mental Focus : 21 = 10 lvl + 3 int + 2 feat +5 (0.5*10 FCB) +1 mental Focus Armor
Implements (&mental focus)
1st: Necromancy (6), Transmutation (6)
2nd Abjuration (6)
6th Trappings of the Warrior (*12 from other implements)
10th Illusion (3), Sacred Implement : mask of the secret eater (Leira rather than Norgrober?)
Powers
1st Necromantic Focus, Mind Fear, Necromantic Servant, Physical Enhancement, Legacy Weapons
2nd Warding Talisman, Mind Barrier, Necromantic Focus >> Champion Spirit
3ed Soulbound Puppet
5th Quickness
6th Martial Skill, Combat Trick
7th Counter Gravity
9th Counter Strike
10th Distortion, Minor Figment, Psychic Mirage
Possessed Possessions
Hauntist
Magic Item Skill
Object Reading
Shift Focus
Skills (4+2(int) /lvl) (skill roll NOT INCLUDING ACP)
Perception (+20, 10Ranks +3 trained +1 wis + 6 Skill focus),
Spellcraft (+16,10 Ranks +3 trained +3 int),
Sense Motive(+14,10 Ranks +3 Trained +1 Wis),
Use Magic Device(+17, 10 Ranks +3 trained -1 Cha + 5 magic Item skill),
K Arcana (+16,10 Ranks +3 trained +3 int),
Acrobatics (+5, 3 ranks +2 dex)
Fly (+12, 7 ranks +3 trained +2 Dex),
Disable Device (+15,10 Ranks +3 trained +2 Dex) from Headband
Background Skills (2 /lv) (Ranks, skill roll. NOT INCLUDING ACP)
Linguistics ( +12, 6 Ranks +3 Trained +3 Int)
K Geography ( +13, 7 Ranks +3 Trained +3 Int)
K History (+13, 7 Ranks+3 Trained +3 Int)
Languages : Common, Elven, Undercommon, Netherese, Abyssal, Celestial, Infernal, Terran, Illuskan
Magic Items
Wand of Cure Light Wounds, 50 charges, 750 gp
Wand of Divine Favor, 33 charges 495 gp
Wand of Longarm 17 charges,255 gp
Snapleaf 750 gp
Scroll See Invisibility X2 , Silence, 450 gp
Potion of Remove Fear X3 150 gp
Feather Token – Tree 400 gp
Potion of Touch of the Sea (potion sponge) 52 gp
Handy Haversack 2000 gp
+1 Nodachi – 2360 gp
Headband of Vast Intelligence +2 (K Planes) 4000 gp
+2 Mental Focus Mithril Breastplate (12400 gp)
Belt of Physical Might (+2 Dex, Con) 10,000 gp
+2 Darkwood Heavy Wooden Shield 4257 gp
Amulet of Natural Armor +1 (2000 gp)
Ring of Protection +1 (2000gp)
Lucky Horseshoe (6800 gp)
Eyes of the eagle (2500 gp)
2 Pale Green Prism Cracked Ioun stones (Saves, Attacks), 8000 gp
Weapons (722 gp): Cestus (5gp), 4 Chakrams (4gp), Composite Long Bow (+6 str) (700 gp), 40 Cold Iron Arrows (4gp), Do it all knife (Cold Iron Sawback Kunai ) (9 gp)
Gear (132 gp): Explorer’s outfit, tent (small) 10 gp, bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp),), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Masterwork Thieves Tools (100 gp)
Skeleton Gear (602 gp) : Chain Shirt (100 gp), 2 x Bandolier (1 gp), 2 Alchemist Fire (40 gp), 2 Alkali Flask (30 gp), 2 Holy Water ( 50 gp), 6 tanglefoot bag (300 gp), 2 Liquid Ice (80 gp),
Spare Alchemical Weapons (1000gp): 4 Alchemist Fire (80 gp), 4 Alkali Flask (60 gp), 4 Holy Water ( 100 gp), 12 tanglefoot bag (600 gp), 4 Liquid Ice (160 gp)
All the alchemical weapons are trapped with Node of Blasting
925 gp
L1 (DC 14, 5+1): Cause Fear, Enlarge Person, Alarm, Lead Blades, Vanish
L2 (DC 15, 4+1): False Life, Make Whole, Resist Energy, Node of Blasting, Mirror Image
L3 (DC 16, 3+1) Animate Dead, Haste, Dispel Magic, Fly, Invisibility Sphere
L4 (DC 17, 1) Death Ward, Echolocation, Freedom of Movement, Life Bubble, Complex Hallucination
Notes: I still have a 9th level feat to pick and 975 gp free for stuff after we get more background…
A question, can I take Improved Critical as said 9th level feat? It has a prereq of BAB+8 ; Gurog has a +7 BAB, that becomes +10 with Trappings of the Warrior.

Saoirse Morningtide |
2 people marked this as a favorite. |

Alright, I think I got everyone so far. It looks like we're suffering from a lack of divine spellcasters, in case anyone still considering entering was looking for guidance.
Roster, (11/28)
Saoirse Morningtide (NG half-elf synthesist summoner)
A Dalelands hero who transforms into an angel.
Ulfguard of Clan Brightaxe (LN dwarf fighter)
A dwarven forgemaster and mercenary exiled from his home.
T'rissithra Kenth (CG drow magus/warpriest of Eilistraee)
A redeemed drow saboteur and mage.
Uhe Stonethorn (NG dwarf archaeologist bard)
A giant-blooded dwarf traveling chronicler and storyteller.
Moragul (CN half-orc sniper slayer)
A brutish, cutthroat mercenary and soldier.
Elestar Solis (CG elf unchained rogue)
A young elf with drow ancestry and a surprisingly tough time learning magic.
Thomas Deighton (LG human fighter/monk/aldori swordlord)
A duelist hoping to become the world's greatest swordmaster
Wintyr (AL changeling witch/winter witch)
A hag-touched witch struggling with her evil ancestry.
Dearthe (LE drow arcane sorcerer)
A exiled outlaw warlord hoping to strike a blow against his homeland.
Krezen (CG half-orc bloodrager/investigator)
The lone survivor of a tribe of orcs wiped out by drow raiders.
Gurog N'doye (N half-elf occultist)
An archaeological researcher who gained powers from occult bargains.

Drovic "Entreri" Dearthe |

"warlord" is such a... drab and brutish term my dear. How about, entrepreneur or Lord, or even and oh, this one is my favorite, Grand Arcanist. And please, I'm not so single minded darling. I'm also looking for allies and profit. Profit for both myself, and my allies and friends that is.
do you think Saoirse and Dearthe would have met before? He has been on the surface for.. near a decade now I think. Not quite the full decade though.
also, whenever he is adventuring, and so, is "roughing it" he wears this- Though he ALWAYS wears the hat.

Drovic "Entreri" Dearthe |

1. He is certainly not evil, he is neutral. (Haven't decided which axis of neutral yet)
2. Bandit is a... harsh term. He was forced into banditry at first yes. However, lately he has become much more of a merchant. Though he does still dabble in the black market ;) And he hasn't practiced banditry or raiding in 7 years. (a year before he met Aria)
3. Endure elements my dear! After all, arcane casters never truly rough it past level 7 or so. They "rough it" ;P
Note- I also never said friends. It could have very well been a stand offish (though not necessarily diametrically opposed) encounter or two. If you were interested in collaborating on that. Dearthe is no villian, though he certianly wouldn't be considered a hero of the people as Saoirise is

Drovic "Entreri" Dearthe |

yes, The sheet was reused, and I hadn't decided on the alignment so hadn't gotten around to changing that.
Perhaps they met when she battled those undead? Dearthe seems to have a habit of "rescuing damsels" (even if they don't really need it) it would seem. Perhaps he bought enough time for her to flee from the initial loss and make some distance from them, and maybe even saved some of those soldiers? Its something he would do. Even if it wouldn't be out of altruism.
Perhaps they met before as well, and possibly on unfriendlier terms. While she fought the orcs maybe?

GM CrusaderWolf |

One bit of recent lore that might be of interest to this conversation: Randall Morn has only been the official lord of Daggerdale for a shade over two years; it was dominated as a de facto vassal state by the city-state Zhentil Keep for about two decades before that. Characters wanting to have standing ties to Lord Morn and/or Daggerdale might have participated in the conflict to expel the Zhent occupiers from the dale.
@Crisischild I missed your question before, sorry. I don't have a name for Lord Morn's seneschal but that would likely be your go-to person for getting paid out from jobs Moragul has done.
@Ungebrochen I'm going to stick to the 20% of wealth cap. BUT, since a lot of this adventure takes place deep in hostile territory with faezress potentially making teleporting difficult I will be working closely with the party to make sure they can get ahold of at least some of the items they want.

Drovic "Entreri" Dearthe |

I am a sad boy, I just realized I was letting my players use wall of force wrong. You can't shape it at all. Thats so dumb. I remember doing it in 3.5, and I know you can shape it in 5e, so I always thought you could in pathfinder. Am truly sad boy. The things you learn when making higher leveled characters. Heh.

Ironperenti |

I had to do some conversion so hopefully I managed to make all of my changes.
Garen Williamson
Aasimar (Angelkin) Paladin (Hospitaler) 10
Garen was born a fair haired, orange eyed child of a cobbler. His parents took him to be blessed by the priests of Tyr when he was eight days old. The priest recognized celestial blood in the boy and recommended to Garen's parents that they should devote him to the church when he turned six. They agreed but on his sixth birthday his mother decided she could not do it. Three years later, Garen was finally enrolled at the church of Tyr at the age of nine.
He was evaluated for his talents to determine what part of the church he would move into. It was quickly obvious the young man was not interested in scholarship but excelled at outdoor games and sports. The martial arm of the church took over Garen's education when he turned thirteen. For the next five years they trained him in the ways of Tyr, the importance of honor and justice, and the implacability of good in the face of evil. At the age of eighteen Garen chose the order of the Hospitaler.
Since then Garen has ridden the Dalelands fighting evil where he finds it and healing those in need. He visits his parents, William and Louise, on a regular basis. He brings them gifts from his travels, stories of deeds accomplished, and ensures they are in good health. Periodically, he checks in with Gideon Ash, his mentor in the order. Gideon often gives him advice and guides him in his training. A fellow Hospitaler, Saint George, has joined Garen on a couple of adventures. George's focus on dragons is such that him and Garen tend to pursue different paths.
Garen seeks to give the people of the Dalelands a safe place to live where they can raise their families without fear of being attacked by beast or person. He carries justice and mercy in equal measure. This means he metes out punishment for crimes against humanity in equal measure to the crime committed. He also wishes to establish a regional law that ensures fair and equal treatment of the people across the Dalelands.
Garen secretly wishes to settle down with Rebecca Barrister, a young woman in his home town but he feels the land is not safe enough at this time. Unbeknownst to him, he is part of a breeding and grooming program run by Ishtar, a Solar Angel.
Initiative +2
AC: 24/27, touch 13, Flat Footed 22/225 (+2 Dex, +10 Armor, 1 nat armor, 1 deflection, 3 shield)
HP 90 (10d10+16con+10fcb)
Fort +15 Ref +11 Will +14
Speed 30' (20' in armor)
Melee
Falcata +17 (1d8+7/19 x3)
Risky Strike Falcata +14 (1d8+13/19 x3)
Risky Strike/smite Falcata +18 (1d8+23/19 x3)
TH Risky Strike Falcata +14 (1d8+18/19 x3)
TH Risky Strike/smite Falcata +18 (1d8+28/19 x3)
Ranged
MW CLB +13 (1d8+4/x3)
Lay on Hands x9 (5d6+1)
Channel Positive Energy x7 (4d6+1)
2 Wands of cure light wounds 50chgs each (1d8+1)
Str 20* Dex 14* Con 14 Int 10 Wis 13 Cha 18*
BAB +10 CMB +15 CMD 27
Stat Purchase
Base: S14 D12 C14 I10 W13 C14
cost: S 5 D 2 C 5 I 0 W 3 C 5
Race: S+2 C+2
Level: S+2
total: S18 D12 C14 I10 W13 C16
Using Elephant in the Room rules
1. EWP: Falcata
3. Cleave
5. Selective Channeling
7. Great Cleave
9. Quick Channel
11.
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Blessed Touch: You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Skill Ranks 20 = (20 class)
Acrobatics 0 (0 rank, 2 Dex, -2 armor) (+5 to jump)
Climb 7 (1 rank, 3 class, 5 Str)
Diplomacy* 10 (3 rank, 3 class, 4 Cha)
Heal* 7 (1 rank, 3 class, 1 Wis, 2 Race)
Knowledge (Religion)* 4 (1 rank, 3 class, 0 Int)
Perception* 13 (9 ranks, 3 class, 1 Wis)
Ride* 7 (2 ranks, 3 class, 2 Dex)
Sense Motive* 6 (2 rank, 3 class, 1 Wis)
Spellcraft* 4 (1 rank, 3 class, 0 Int)
Stealth 0 (0 rank, 2 Dex, -2 armor)
Swim 4 (1 rank, 5 Str, -2 armor)
Background Skills (schooling)
Knowledge (Engineering) 2 (2 ranks)
Knowledge (Geography) 2 (2 ranks)
Knowledge (History) 1 (1 ranks)
Knowledge (Nobility)* 4 (1 ranks + 3 class)
Handle Animal* 6 (2 ranks +3 class + 1 Wis)
Common,
Aura of Good: The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil: As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
This functions as the paladin ability, but the hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).
Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay on Hands: Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Courage: At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health: At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy: Each mercy adds an effect to the paladin’s lay on hands ability.
1) Shaken: The target is no longer shaken.
2) Enfeebled: The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’s choice).
3) Restorative: The target heals 1d4 points of ability damage from a single ability score of the paladin’s choosing. The paladin must have the enfeebled mercy before selecting this mercy.
Channel Positive Energy: When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins. This ability replaces the standard paladin’s channel positive energy ability.
Divine Bond: The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
Aura of Resolve: At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Angelkin have a +2 racial bonus on Heal and Knowledge Planes checks.
Spell-Like Ability (Sp): Angelkin can use alter self once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Belt Pouch (Caltrops, chalk x10, small steel mirror, whetstone, flint and steel) 3.25#
Handy Haversack (candles x5, rations x3, silk rope 50', pitons x3, 5 fish hooks, ioun torch, string 50', sewing kit) 11.6#
Water skin 2#
Adamantine Falcata +2 4#
Mithral Full Plate Armor +1 25# (Max Dex +3 ACP -2)
Heavy steel shield +2 15#
Wands of cure light wounds x2 50 chgs each
Water purification sponge
Alchemist's fire x5
Composite Longbow +1 (STR +4) 3
Arrows x60 (40 in haversack) 2
Cloak of resistance +2
Boots of striding and springing
Ring of protection +1
Amulet of natural armor +1
Belt of physical might (STR/DEX +2)
Headband of Charisma +2
Light Load 133, Medium Load 266, Heavy Load 400
Total Gear Weight: 48.25 pounds, Light Load (plus the fraction that coin weighs is still well under a light load)
PP 19 GP 3 SP
1st level (3)
Divine Favor
Protection from evil
Sun Metal
2nd level (2)
Iron Skin x2 (+5 nat armor which stacks with existing)
3rd Level (1)
Angelic Aspect