Saving Sandpoint from Seven Dooms


Seven Dooms for Sandpoint


1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

With the Player's Guide out for a week and a half and the orders/subscriptions pending, it's time for people to start introducing the characters that will help save Sandpoint.

I'll start with two characters that have been percolating in my mind for several months:

Rusilla Vilmos: Rusilla has always been fascinated by magic. Growing up as a Varisian and hearing the old stories instilled a burning desire to master spellcasting. Stories of Thassilon especially piqued her interest, much to the dismay of her family and friends. Breaking with standard Varisian attitudes about Thassilonian wizards, she became one of the scholars studying the ancient and newly returned Runelords, focusing on Enchantment spells. Taller than average and rather athletic, with black hair, gold eyes, and a healthy tan overlain with tattoos, Rusilla is striking and doesn't match what many think of as a wizard. She's also a bon vivant and a bit of a good natured flirt ("I'm not a bad girl... I just act that way a little...").

Spoiler:
Human (Varisian)/Versatile, Runelord Scholar, Wizard (Runelord/Lust, Staff Nexus) 4. Arcane Tattoos (Transmutation; to slightly sidestep the prohibited school using innate spells from the ancestry feats instead of learned or casting spells from magic items; Ornate Tattoo/longstrider at 5th), Fleet (from Versatile heritage), Recognize Spell (retrained from Multilingual; Thassilonian learned as one of the bonus languages from Int), Spellbook Prodigy, Runelord Dedication (Enchantment/Lust), Tattoo Artist, Ancestral Paragon (Adapted Cantrip/Occultism, forbidding ward), Linked Focus, Magical Crafting
Spellbook (*-Enchantment school): acid splash, dancing lights, daze*, detect magic, electric arc, forbidding ward, gale blast, infections enthusiasm*, mage hand, prestidigitation, scatter scree, telekinetic projectile; charm*, color spray, fear*, gust of wind, horizon thunder sphere, mage armor, magic missile, pocket library, pummeling rubble; comprehend language, hideous laughter*, mirror image, resist energy, scorching ray, warrior's regret*
Gear: scroll robes, hand crossbow, 20 bolts, 1 antler bolt (as antler arrow), +1 glave, makeshift staff (daze, charm), 2 corset knives, dagger and sheath, flask of fellowship, headdress (hat) of the magi, ring of discretion, adventurer's pack, basic crafter's book, fine clothing, formula book (antler arrow, +1 weapon potency rune[//i], [i]flask of fellowship, ring of discretion; tattoos- bewitching bloom [lilac], eye slash, frostwalker pattern, navigator's star), material component pouch, writing set, minor elixir of life, 9 gp, 9 sp

Donya Frostfur: Growing up in the border area between Irrisen and the Land of the Linnorm Kings, Donya was blessed or cursed with a stronger sense of curiosity than most Frostfur goblins ("run and find out" could have been a good motto) and slightly more caution (amazingly). Falling in with Frostfurs under Venture-Captain Bjersig Torrsen, Donya has even learned to read before being sent with messages to Magnimar, where Shiela Heidmarch quickly sent him on an errand to help Milton Scarnetti send correspondence to Sandpoint. While in Sandpoint, Donya fell in with the other adventurers and is (sort of) accepted (but watched closely) in town as a Pathfinder affiliate. More personable (somewhat) than most goblins, Donya is sort of like a hyperactive Columbo with a dash of Miles Vorkosigan (my apologies if anyone experiences a similar character); he is always accompanied by his ermine familiar Whitey.

Spoiler:
Goblin/Snow, Detective, Investigator (Interrogation) 4. Twitchy, Streetwise, No Cause for Alarm, Trap Finder, Witch Dedication (Winter patron), Wary Disarmament, Fleet, Underground Network, Basic Witch Spellcasting, Shadow Mark
Familiar Spells: disrupt undead, needle darts, ray of frost; chilling spray, signal skyrocket
Gear: sanekit, +1 gakgung, 20 arrows, 4 lesser alchemical arrows (2 fire, 1 electricity, 1 poison), main-gauche and sheath, eye slash tattoo, keymaking tools, wayfinder, adventurer's pack, climbing kit, 7 gp, 1 sp

Community / Forums / Pathfinder / Pathfinder Adventure Path / Seven Dooms for Sandpoint / Saving Sandpoint from Seven Dooms All Messageboards

Want to post a reply? Sign in.
Recent threads in Seven Dooms for Sandpoint