Finding the Spark (Pathfinder 1E Quest)

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Welcome to Golarion where prophecy is dead and fate is what you make of it, a world in turmoil, a world in the making
Opening: Finding the Spark
Finding the Spark

The Year is 4706 counted since the day when Aroden the Last Azlanti raised the Starstone from the depths of the Inner Sea in an act that would raise him to godhood, one hundred years to the day, to the hour since that god died, taking with him the Starfall Doctrine's promise of an Age of Glory for mankind and the power of prophecy. The Age of Lost Omens has come, from the fel nightmares of the Worldwound spilling upon the ruined land of Sarkoris to the endless roar of the Eye of Abendego and the mailed fist of the Thrice Damned House of Thrune driving Cheliax into the maw of hell the world is now a darker place than in the days of yore. Yet to you it matters not at all, no living god had promised you the world, no portents foretold to your people everlasting glory. Why should they after all when you are nothing but a...

[] Caligini: ...down, down, down in the dark your ancestors went, out of legend and tale, sliced apart and molded like clay, like shadow, puppets and toys to the owb, and yet the dreams linger and sometimes one is born to dream them. Sometimes one escapes up the winding passages through the narrow crumbling stairs until you find the sky that was stolen to you. Though the sun burns and those who live under it count you monster you rejoice, for perhaps where one has come others might follow.

[] Goblin: Friend of fire, greedy guts, spawn of monsters, bane of dogs, all these your kin has been called yet from the Age before the Ages you have endured in every corner of the world; hunting and scrounging, singing and striving. From folly into fortune you stubble upon a brighter path.

[] Kobold: Long you have toiled under the mountains, before the dwarfs found the sky, before the elves came from elsewhere, kin of dragons you are. Crafty-cunning, spiteful-swift and all the barbs of the big folk are not enough to make you forget it. Yet there's never enough room under the mountains, never enough paces for those who dream strange. Whether by wanderlust, heresy or ambition you've made your way into the wide world and vowed to make something of it.

[] Lizardfolk: Born to the swamp, grown strong from its trials, yet discontent with a hunter's simple lot. Do you wonder at how the warmbloods have grown so strong and want to bring something of that secret back to your tribe, or do you just want the freedom to bask under the sun of strange places, to find yourself in company of those who speak many stranger tongues?


OOC: It's been months since I ran Pathfinder quest and I find I miss it quite a lot. At the same time I never ran a quest on Golarion even though I enjoy the world; its history, its gods and its twist on classic D&D. Speaking of twists, this is in some ways a familiar theme, a being thought evil climbing out of darkness, but where most of these tales focus the great fallen to evil and ruin this is a quest of how the small and insignificant that scurry in the dark and dank places of the world can. Once the species is chosen the next update will be working on who your PC is, where they are from, what are their deeds before going out in thee world, etc.
 
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Character Sheet
Name: Akorian
Alias: N/A
Alignment: Chaotic Neutral
Age: 25
Race: Caligni (Medium Humanoid)
Level: 6 (29989 XP/35000 XP)
Class: Oracle 6 (Shadow Mystery) [Friendless Curse]
Feats: Cunning, Extra Revelation (Cloak of Darkness), Skill Focus (Bluff)
Mythic Feat: Spell Lore: Mythic (Invisibility)
Traits: Fate's Favored, Reactionary, Seeker
Drawback: Umbral Unmasking
Class Features: Orisons, Mystery (Shadow), Curse (Friendless), Revelations (Cloak of Darkness, Dark Secrets, Stealth Mastery)
Languages: Dark Folk, Duergar, Learning (Common, Draconic, Goblin)

Mythic Tier: 1 (Hierophant)

HP:
53
AC: 10 + 2 (DEX) + 1 (Shield) + 3 (Spidersilk Armor) OR + 6 (Cloak of Darkness)* = 16/19* (Touch AC 12)
Initiative: +2 (DEX) + 2 (Reactionary) = +4
Spell Save: 10 + 5 (CHA) = 15 + spell level

Combat Maneuver Bonus: 4 (BAB) + 2 (DEX) = +6 (Plus weapon Enhancement bonus on Trip, Disarm, Dirty Trick, and Sunder maneuvers)
Combat Maneuver Defense: 10 + 4 (BAB) - 1 (STR) + 2 (DEX) = 15
Base Attack: +4
  • Heavy Crossbow: +4 (BAB) + 2 (DEX) = +6 [1d10/x2]
    • w/Divine Favor: +9 [1d10+3]
  • Masterwork Dagger: +4 (BAB) + 2 (DEX) + 1 (Masterwork) = +7 [1d4-1; 19-20/x2]
    • w/Divine Favor: +10 [1d4+2]
  • Gloom Blade:
    • In Bright Illumination: +4 (BAB) + 2 (DEX) + 1 (Masterwork) = +7 [1d6-1; 19-20/x2]
    • In Dim Light: +4 (BAB) + 2 (DEX) + 1 (Enhancement) = +7 [1d6; 19-20/x2]
    • In Darkness: +4 (BAB) + 2 (DEX) + 2 (Enhancement) = +8 [1d6+1; 19-20/x2]
    • In Supernatural Darkness: +4 (BAB) + 2 (DEX) + 2 (Enhancement) = +8 [1d6+1; 19-20/x2]. Special: Wielder gains the benefits of the Blind-Fight feat.
    • w/Divine Favor: Increase attack and damage bonus by +3.
Weapon and Armor Proficiencies: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

STATS:
8 (-1) Strength
14 (+2) Dexterity
14 (+2) Constitution
12 (+1) Intelligence
10 (+0) Wisdom
18 + 2 = 20 (+5) Charisma

SAVES:
FORTITUDE: 2 + 2 (CON) + 1* (Resistance) = +4/+5* (In a Forest or Swamp, or when Cloak of Resistance is worn)
REFLEX: 2 + 2 (DEX) + 1* (Resistance)= +4/+5* (In a Forest or Swamp, or when Cloak of Resistance is worn)
WILL: 5 + 0 (WIS) + 1* (Resistance)= +5/+6* (In a Forest or Swamp, or when Cloak of Resistance is worn)

Special:
+5 bonus to Will saves vs Enchantment effects

SKILLS:
Bluff: 9 + 5 (CHA) + 3 (SF) = 17
Disguise: 4 + 5 (CHA) + 3 (Morale) = 12
Intimidate: 9 + 5 (CHA) + 3 (Morale) = 17
Knowledge (Dungeoneering): 4 + 1 (INT) = 5
Perception: 9 + 0 (WIS) + 1 (Seeker) = 10
Sense Motive: 9 + 0 (WIS) + 5 (CHA) = 14
Spellcraft: 7 + 1 (INT) = 8
Stealth: 9 + 2 (DEX) + 3 (SF) + 3 (Morale) + 4 (CoD)* = 17/21*

BACKGROUND SKILLS:
Knowledge (Geography): 1 + 1 (INT) = 2
Knowledge (History): 5 + 1 (INT) = 6
Linguistics: 3 + 1 (INT) = 4
Lore (Azlanti History): 9 + 1 (INT) = 10

Spells Known (CL 6):
Level 0: Create Water, Detect Magic, Detect Poison, Enhanced Diplomacy, Guidance, Mending, Stabilize (At will)
Level 1: Barbed Chains, Bless, Blurred Movement (B), Cure Light Wounds (B), Dancing Darkness (DS), Divine Favor, Protection from Evil (8/Day)
Level 2: Boneshaker, Burst of Radiance, Cure Moderate Wounds (B), Invisibility (B)(M), Searching Shadows (DS) (6/Day)
Level 3: Channel Vigor, Cure Serious Wounds (B), Deeper Darkness (B), Shadow Enchantment (DS) (4/Day)

(M) Denotes a Mythic Spell
(DS) Denotes a spell learned using the Dark Secrets Revelation

Special Abilities:
  • Fate's Favored: Whenever you are under the effect of a Luck bonus of any kind, that bonus increases by 1.
  • See in Darkness: You have the See in darkness special ability allowing them to see perfectly in darkness of any kind, including that created by Deeper Darkness.
  • Cloak of Darkness (Su): You conjure a cloak of shadowy darkness for up to 10 hours per day that grants you a +6 Armor bonus to AC and a +4 Circumstance bonus on Stealth checks. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
  • Dark Secrets (Su): You can add a number of Sorcerer/Wizard spells equal to your Charisma modifier (minimum 1, maximum equal to half your Oracle level) to your list of spells known as Divine spells. You can only add spells from the Illusion (Shadow) subschool or with the Darkness descriptor.
Mythic Abilities: Mythic Power (5/Day)
  • Mythic Traits:
    • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
    • Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
    • Inspired Spell (Su): You can expend one Mythic Power to duplicate any Divine spell on your class lists, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
  • Mythic Path Abilities:
    • Mythic Spellcasting: You can learn a number of Mythic spells equal to your tier and can expend Mythic Power when casting them to enhance the results. Every time you gain a new tier, you can select an additional mythic spell.
    • Mythic Domain: Shadow Mystery (Su): Your effective Oracle level is increased by 4 (up to 10 currently) for the purpose of determining the effects of your Revelations. 1/Day as a Standard Action, you can expend one use of Mythic Power to regain all uses of your Revelations as if you had rested for 8 hours.
Curse & Drawbacks:
  • Light Sensitivity: You are Dazzled in areas of bright light.
  • Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by Misdirection, Nondetection, or illusions, except those that also affect shadows (such as Invisibility).
  • Friendless:You do not gain your Charisma bonus to Diplomacy checks, and if you use Diplomacy to make a request of someone, their attitude worsens one step (but no worse than unfriendly) after the request succeeds or fails.
    • 5th Level: You gain a +3 Morale bonus to Disguise, Intimidate, and Stealth checks, and always treat those as class skills.
Band of Clarity (Slotless)
Description: This crescent of barely solid moonlight merges with the head of the bearer, opening their mind to the song of the world, that they might know the hearts of those nearest to them. Once they were as common as lanterns on a dark street in the hands of those blessed by the moon above, but the world was changed, the sky blackened and all were extinguished... all but one it seems.
Ability: Can cast Detect Thoughts 3/Day

Cloak of the Hedge Wizard
Description: Patched together from dozens of different materials and inscribed with snippets of spells in almost as many tongues. Drawing the cloak over one's head allows simple mage-sight, which can be briefly sharpened to look for more particular treasures.
Ability: Cloak of the Hedge Wizard (Divination)

Cloak of Human Guise
Aura
faint illusion; CL 1st
Description: This plain cloak alters the wearer's appearance similarly to a hat of disguise, but only to the extent that it conceals or alters the wearer's nonhuman physical traits so the creature appears fully human. Any feature that is plausibly human remains. The wearer has no control over the specific guise, and those familiar with his normal appearance can recognize him in his human guise.

Druidcraft Talisman:
Description: This simple wooden bangle carved in the shape of a spiral looks to have been carved with simple stone tools, or perhaps even claws.
Ability: Only functions within Forest or Swamp areas. While in those areas, the wearer gains a +1 Resistance bonus on all saves and animals, even trained ones, have to make a DC 11 Will save to attack user, unless they attack the animal first.

Pathfinder Pouch
Aura none; CL 9th
Slot none; Price 1,000 gp; Weight 1 lb.
Description: This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials.
Ability: Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet). With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their non-magical auras, these pouches sometimes hold secret treasures for generations.

Spindle Solution Pendant
Ability: The wearer of this pendant can use the Automatic Writing ability. Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination spell with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.

Equipment of Note: Band of Clarity (Slotless), Cloak of Human Guise, Cloak of Resistance (+1), Cloak of the Hedge Wizard (Divination), Drow Spidersilk Armor, Druidcraft Talisman, Gloom Blade, Headband of Alluring Charisma (+2), Heavy Crossbow, Masterwork Dagger, Masterwork Light Steel Shield, Spindle Solution Pendant, Wand of Dispel Magic (24 Charges).

Companions

Cob the Goblin Rogue
Name: Cob
Alias: N/A
Alignment: Chaotic Neutral
Age:
14-ish
Race: Goblin (Small Humanoid)
Level: 6
Class: Unchained Rogue 6 (28862 XP/35000 XP)
Feats: Dampen Presence, Deft Maneuvers, Dirty Fighting (B), Roll With It, Skill Focus (Stealth), Weapon Focus (Light Blades) (B), Wild Talent (B), Mental Leap
Mythic Feat: Weapon Focus: Mythic (Light Blades)
Traits: Color Thief, Goblin Foolhardiness, Mathematical Prodigy
Drawback: Magical Klutz, Spell Vulnerability (Enchantment)
Class Features: Finesse Training (Daggers), Rogue Talent (Combat Trick [Dirty Fighting], Weapon Training [Light Blades]), Sneak attack (+3d6)
Senses: Darkvision 60ft
Languages: Goblin, Duergar, Learning (Common)

Mythic Tier: 1 (Trickster)

HP:
53
AC: 10 + 5 (DEX) + 1 (Size) + 4 (Mithril Chain Shirt) + 2* (Dodge; Danger Sense) + 1 (Deflection; Ring) = 20/22* (to avoid traps) (Touch AC 17/19*)
Initiative: +5 (DEX)

Combat Maneuver Bonus:
  • Without Deft Maneuvers: 4 (BAB) - 1 (Small Size) + 5 (DEX) + 2 (Weapon Focus) + 1 (Enhancement Bonus) = +11
  • With Deft Maneuvers: 4 (BAB) - 1 (Small Size) + 5 (DEX) + 2 (Weapon Focus) + 1 (Enhancement Bonus) + 2 (Deft Maneuvers) = +13
  • Dirty Fighting: Increase CMB by +4 against targets you have Flanked.
Combat Maneuver Defense: 10 + 4 (BAB) - 1 (Small Size) - 1 (STR) + 5 (DEX) = 17
Base Attack: +4
  • Stonebow: 4 (BAB) + 1 (Size) + 5 (DEX) = +10
    • Damage: 1d6 [x2], +3d6 damage with Sneak Attack
  • Switchblade: 4 (BAB) + 1 (Size) + 5 (DEX) + 1 (WF) + 1 (MW) = +12, Special: +1 attack bonus when facing a larger foe with no allies nearby)
    • Damage: 1d4+5 [19-20/x2], +3d6 damage with Sneak Attack
  • Alchemical Silver Dagger (+1): 4 (BAB) + 1 (Size) + 5 (DEX) + 2 (WF) + 1 (Enhancement) = +13, Special: +1 attack bonus when facing a larger foe with no allies nearby)
    • Damage: 1d4+5 [19-20/x2], +3d6 damage with Sneak Attack
  • Bane Dagger: 4 (BAB) + 1 (Size) + 5 (DEX) + 2 (WF) + 1 (Enhancement) = +13, Special: +1 attack bonus when facing a larger foe with no allies nearby)
    • Damage: 1d4+6 [19-20/x2], +3d6 damage with Sneak Attack
    • Special vs Devils:
      • Attack: 4 (BAB) + 1 (Size) + 5 (DEX) + 2 (WF) + 3 (Enhancement) = +15, Special: +1 attack bonus when facing a larger foe with no allies nearby)
      • Damage: 1d4+2d6+8 [19-20/x2], +3d6 damage with Sneak Attack
  • Deft Maneuvers: You do not provoke an Attack of Opportunity when performing a Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers.
Weapon and Armor Proficiencies: Unchained Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

STATS:
8 (-1) Strength
19 + 2 = 21 (+5) Dexterity
14 (+2) Constitution
14 (+2) Intelligence
14 (+2) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 2 + 2 (CON) + 1 (Resistance) = +5
REFLEX: 5 + 5 (DEX) + 2 (DS)* + 2 (Ring) + 1 (Resistance) = +12/*14 (to avoid traps)
WILL: 2 + 2 (WIS) + 1 (Resistance) = +5

Special:
-2 vs Enchantment Effects

SKILLS:
Acrobatics: 9 + 4 (DEX) = 13
Appraise: 6 + 2 (INT) = 8
Climb: 9 - 2 (STR) = 7
Disable Device: 9 + 5 (DEX) + 3 (TF) = 17
Escape Artist: 9 + 5 (DEX) = 14
Knowledge (Dungeoneering): 9 + 2 (INT) = 11
Knowledge (Local): 8 + 2 (INT) = 10
Perception: 9 + 2 (WIS) + 3 (TF)* + 1 (DS)* + 5 (Spectacles) = 16/*19 (to find traps or avoid being surprised)
Ride: 4 + 5 (DEX) +4 (Racial) = 13
Sleight of Hand: 8 + 5 (DEX) = 13
Stealth: 9 + 5 (DEX) + 4 (Size) + 4 (Racial) + 2 (Color Thief) + 3 (SF) + 5* (Competence) = 27/32* (when Scoundrel's Cloak is worn)
Survival: 0 + 2 (WIS) + 5 (Spectacles)* = 2/7* (to follow tracks)
Swim: 7 - 2 (STR) = +5

BACKGROUND SKILLS:
Craft (Alchemy): 9 + 2 (INT) = 11
Knowledge (Engineering): 8 + 2 (INT) + 1 (Trait) = 11
Linguistics: 4 + 2 (INT) = 6

Special Abilities:
  • Dampen Presence: Cob may use the Stealth skill to hide from any creature attempting to perceive him using Blindsight or Blindsense.
  • Trapfinding: Cob adds 1/2 his level on Perception checks to locate traps and on Disable Device checks. He can use Disable Device to disarm magic traps.
  • Finesse Training (Ex): In addition to applying his Dexterity bonus on attack rolls instead of his Strength bonus when wielding daggers, Cob also applies his Dexterity bonus on damage rolls instead of his Strength bonus.
  • Evasion (Ex): Cob can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
  • Danger Sense (Ex): Cob gains a +1 bonus on Reflex saving throws to avoid traps and a +1 Dodge bonus to AC against attacks made by traps. He also gain a +1 Perception bonus on checks to avoid being surprised by a foe.
  • Uncanny Dodge (Ex): Cob can react to danger before his senses would normally allow him to do so. He cannot be caught Flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. He can still lose his Dexterity bonus to AC if an opponent successfully uses the Feint action against him.
  • Rogue's Edge:
    • Stealth: Reduce the Stealth penalty from sniping by 10 (down from -20 to -10).
  • Debilitating Injury (Ex): When Cob deals Sneak Attack damage to a foe, he can also debilitate the target of his attack for 1 round. These penalties do not stack with themselves, but additional attacks that deal Sneak Attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
    • Bewildered: The target takes a -2 penalty to AC. Against Cob, the penalty is instead -4 to AC.
    • Disoriented: The target takes a -2 penalty on Attack Rolls. When targeting Cob, the Attack Roll penalty is instead -4.
    • Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
Mythic Abilities: Mythic Power (5/Day)
  • Mythic Traits:
    • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
    • Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
    • Surprise Strike (Ex): As a Swift Action, you can expend one use of Mythic Power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a Surprise Strike, the target is considered Flat-Footed regardless of any class features or abilities it might have, and you add your Mythic tier to the attack roll. Damage from this attack bypasses Damage Reduction.
  • Mythic Path Abilities:
    • Mythic Weapon Focus (Light Blades): As a Swift Action, you can expend one use of Mythic Power to gain a +1 bonus (Mythic tier, rounded up) on attack rolls with light blades until the end of your turn.
    • Shadow Stealth (Ex): Whenever you're in darkness, you can move at full speed within that area without taking a penalty on Stealth checks. As a Move Action, you can expend one use of Mythic Power to teleport from one area of darkness to another within 100 feet as if using greater Greater Teleport. You must have line of effect to the destination.
Tracker's Friend
Description: Made of bone, though of what origin none can say, these spectacles have in place of glass a dark oily film that clings to the frame. Colors are muted in their sight, contours blurred, except the target, the thing most sought.
Ability: These Spectacles let their wearer detect minute details, gaining a +5 competence bonus on Perception checks. It also aids in tracking, adding a +5 competence bonus on Survival checks when tracking.
Secondary Ability: When worn by someone with the Light Sensitivity weakness, these spectacles negate the penalties of being in bright light.

Devil Bane Dagger (+1)
Description: This plain steel dagger has seemingly nothing to recommend it beyond solid workmanlike construction, perfect for slitting throats, but it resonates destructively with some distant sphere.
Ability: +1 Enchantment, Bane Devil

Launcher:
Description:Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube.
Abilities:
  • This device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Scoundrel's Cloak
Description: This dark burgundy cloak shifts its hue and pattern to blend in against its surroundings
Abilities:
  • Grants the wearer a +5 competence bonus on Stealth checks. The cloak holds a concealed scabbard in which a light blade (as defined in the fighter weapon group) can be hidden.
  • The wearer can draw the blade as if from a normal scabbard, but anyone searching the wearer for the item must succeed at a DC 20 Perception check, as if they were looking for a secret door.
  • If a swashbuckler is wearing the cloak, they can spend 1 panache point to vanish, just like the spell.
Seal of Infernal Judgement
Description: This ring is made of red gold of a tint bloodier than most, set with a single ruby cut into a pentagon shape

Abilities:
  • +2 Enhancement Bonus to Reflex Saves
  • The wearer may use Arcane Mark at will, but only on objects and willing creatures (The mark is the glyph on the ring)
  • The wearer may cast Wrath 1/Day
Traveler's Any-Tool
Aura moderate transmutation; CL 9th
Slot none; Price 250 gp; Weight 2 lbs.
Description:
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.
The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

Equipment of Note: Alchemical Silver Dagger (+1), Bane Dagger (+1; Devil), Belt of Incredible Dexterity (+2), Cloak of Resistance (+1), Common Thieves Tools, Dagger x4, Launcher, Ring of Protection (+1), Stonebow, Switchblade, Tracker's Friend, Seal of Infernal Judgement, Traveler's Any-Tool, Slippers of Spider Climbing

Gorok the Lizardfolk Ranger
Name: Gorok
Alias: Eagle Friend
Alignment: Lawful Neutral
Age: ???
Race: Lizardfolk (Medium Humanoid[Reptilian])
Level: 6 (28818 XP/35000 XP)
Class: Ranger 6 (Lantern Bearer)
Feats: Furious Focus (B), Harvest Parts, Improved Initiative, Shield of Swings (B), Weapon Focus (Heavy Blades)
Mythic Feat: Dual Path (Guardian)
Traits: Reactionary, Seeker, Silent Hunter
Drawback: Scarred
Class Features: Combat Style (Two-Handed Weapons), Enhanced Vision, Hunter's Bond (Warty, Animal Companion), 1st Favored Enemy (Magical Beasts), 2nd Favored Enemy (Evil Outsiders), Track
Senses: Low-Light Vision
Languages: Draconic, Duergar, Learning (Common)

Mythic Tier: 1 (Champion)

HP:
67
AC: 10 + 4 (DEX) + 1 (Natural Armor) + 5 (Scale Mail) + 1 (Shield; Buckler) + 1 (Deflection; Ring) = 22 (Touch AC: 15)
Initiative: +4 (DEX) + 2 (Reactionary) + 4 (Improved Initiative) + 2* (FT) = +10/12* (underground or in dungeons)

Combat Maneuver Bonus: 6 (BAB) + 4 (DEX) + 1 (Weapon Focus) + 1 (Enhancement Bonus) = +12
Combat Maneuver Defense: 10 + 6 (BAB) + 2 (STR) + 4 (DEX) = 22
Base Attack: +6/+1; Additional +2 attack & damage bonus vs Magical Beasts or +4 attack & damage bonus vs Evil Outsiders
  • Natural Attacks (w/Pendant): 2 Claws: +6 + 1 (Enhancement) + 4 (DEX) = +11 (1d4+5) & 1 Bite: +6 + 1 (Enhancement) + 4 (DEX) = +11 (1d3+5)
  • Lantern's Eye Bow (+1 Shortbow): +6 + 1 (Enhancement) + 4 (DEX) = +11/+6 [Damage: 1d6 + 1 (Enhancement) + 1 (STR; Composite); x3]
    • Special: Each time an arrow from this bow strikes a creature, its magic designates the target. Allies gain a +2 Morale bonus on melee attack and melee damage rolls against the designated target for 1 round.
  • Wasp's Kiss (+1 Elven Curve Blade): +6 + 1 (Enhancement) + 4 (DEX) + 1 (WF) = +12/+7 [Damage: 1d10 + 1 (Enhancement) + 3 (1-1/2 STR); 18-20/x2]
    • w/Power Attack: +12/+5 [Damage: 1d10 + 1 (Enhancement) + 9 (1-1/2 STR); 18-20/x2]
    • Special: Ignores the miss chance for Concealment against most living targets. This does not apply against aberrations, oozes, plants, outsiders with the elemental subtype, or any creature specifically noted to lack a heart.
Weapon and Armor Proficiencies: A Ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

STATS:
14 (+2) Strength
17 + 2 = 19 (+4) Dexterity
16 (+3) Constitution
10 (+0) Intelligence
14 (+2) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 5 + 3 (CON) + 4 (PS)* + 1 (Resistance) = +9/13* (vs poison)
REFLEX: 5 + 4 (DEX) + 1 (Resistance) = +10
WILL: 2 + 2 (WIS) + 1 (Resistance) = +5

SKILLS:
Climb: 9 + 2 (STR) = 11
Heal: 4 + 2 (WIS) = 6
Knowledge (Nature): 9 + 0 (INT) = 9
Perception: 9 + 2 (WIS) + 1 (Trait) + 2 (FT)* = 12/14* (underground or in dungeons)
Ride: 7 + 4 (DEX) = 11
Stealth: 9 + 4 (DEX) + 1 (Trait) + 2 (FT)* = 14/16* (underground or in dungeons)
Survival: 9 + 2 (WIS) + 3 (Track)* + 2 (FT)** + 5 (Spectacles)* = 11/19* (to follow tracks) or 15/21** (underground or in dungeons))
Swim: 4 + 2 (STR) + 8 (Racial) = +14

BACKGROUND SKILLS:
Diplomacy: 0 -1 (CHA) +2/-2 (Buckler of Eagle's Honor) = -3/-1/+1
Handle Animal: 9 - 1 (CHA) = 8
Knowledge (Geography): 5 + 0 (INT) + 2 (FT)* = 5/7* (underground or in dungeons)
Linguistics: 1 + 0 (INT) = 1
Profession (Hunter): 6 + 2 (WIS) = 8

Spells Prepared (CL 3):
Level 1: Lead Blades, Magic Fang

Special Abilities:
  • Enhanced Vision (Ex): Gorok gains Low-Light Vision.
  • Poison Resistance (Ex): Gorok gains a +4 bonus on saving throws against poison.
  • Track (Ex): Gorok adds half his level to Survival skill checks made to follow tracks.
  • Hunter's Bond (Ex): Gorok has formed a bond with Warty, making him into an Animal Companion. Gorok's effective level for his Animal Companion ability is equal to his Ranger level -3.
  • Favored Terrain [Underground] (Ex): Gorok benefits from a +2 bonus on Initiative checks, and Knowledge (Geography), Perception, Stealth, and Survival skill checks when underground (in caves or dungeons). He also leaves no tracks while underground and cannot be tracked.
  • Shield of Swings: When you take a Full-Attack Action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 Shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.
  • Favored Enemies:
    • Magical Beasts: Gorok gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Magical Beasts. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify Magical Beasts.
    • Evil Outsiders: Gorok gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Evil Outsiders. Likewise, he gets a +4 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify Evil Outsiders.
Mythic Abilities: Mythic Power (5/Day)
  • Mythic Traits:
    • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
    • Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
    • Fleet Charge (Ex): As a Swift Action, you can expend one use of Mythic Power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding +1 (Mythic tier) to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all Damage Reduction.
    • Sudden Block (Su): As an Immediate Action, you can expend one use of Mythic Power to hinder a melee attack made against you or an adjacent ally. Add +1 (Mythic tier) to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all Damage Reduction.
  • Mythic Path Abilities:
    • Endless Hatred (Ex): You can expend one use of Mythic Power as a Free Action to increase all of your Favored Enemy bonuses by 2 for 1 minute. When you use this ability, for the rest of your turn any attacks you make against a Favored Enemy bypass all Damage Reduction.
Name: Warty
Great Slurk (Giant, Animal Companion)
N Large Magical Beast
Init +5; Senses Darkvision 60ft; Perception +0

DEFENSE
AC 22, Touch 10, Flat-Footed 21 (+1 Dex, +8 Natural, -1 Size, +4 Armor)
HP 42 (3d10+18)
Fort +8, Ref +5, Will +1

OFFENSE
Speed 30 ft., Climb 30ft.
Melee Bite +7 (2d8+6)
Ranged Slime Squirt +4 ranged touch
Space 10 ft.; Reach 10 ft.
Special Attacks Belly grease, Slime

STATISTICS
Str 20, Dex 13, Con 22, Int 2, Wis 10, Cha 10
Base Atk +3; CMB +9; CMD 20 (24 vs. bull rush, grapple, overrun, and trip)
Feats Improved Bull Rush(B), Improved Initiative, Improved Overrun(B), Toughness
Skills Acrobatics +15, Climb +17, Escape Artist +5, Swim +9; Racial Modifiers +10 Acrobatics, +8 Climb, +4 Escape Artist
SQ Hunker

SPECIAL ABILITIES
  • Animal Companion:
    • Link (Ex): Gorok can handle Warty as a Free Action, or push him as a Move Action.
    • Share Spells (Ex): Gorok may cast a spell with a target of "You" on Warty (as a touch range spell) instead of on himself. He may cast spells on Warty even if the spells normally do not affect Magical Beasts.
  • Tricks: Aid, Attack, Come, Defend, Guard, Heel, Sneak, Stay, Work
  • Hunker (Ex): The slurk gains a +4 bonus to its CMD to avoid Bull Rush or Overrun attempts.
  • Evasion (Ex): Warty can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
  • Belly Grease (Ex): The slurk exudes a slippery grease from its belly that grants it a +4 bonus on Escape Artist skill checks and to its CMD versus grapples. Once per minute, a slurk may wallow on a solid surface as a full-round action to coat the floor in a 5-foot radius with this grease. The smear created turns that area of floor into difficult terrain for 10 minutes, after which the grease dries to a nasty crust.
  • Slime (Ex): Warty's back is crusted with thick, dry slime and dozens of nodules. As a Standard Action at will, Warty can squirt a jet of this slime from one of these nodules as a ranged touch attack against any target within 30 feet. The slime quickly hardens to the texture of cold tar, Entangling the foe. Anyone Warty successfully Bull Rushes or Overruns is automatically squirted with back slime. The hardened slime can be removed as a Full-Round Action with a DC 15 Strength check. Warty's back slime grants a creature riding it a +8 bonus on Ride checks made to stay in the saddle, but a –8 penalty on Ride checks to dismount.

Lantern's Eye Bow
Description: Grown from sun-wood which, according to legend, was planted and then promptly forgotten about by the Lantern King himself. This bow draws ever the eye of the archer to targets they have struck before.
Ability: +1 Designating Composite Longbow (Small)

Pendant of the Third Scroll

Description: Forged of humble tin this amulet bears the mark of Iori, usually found in the possession of those who take up the path of the wandering sage in his image. According to Triss it's hollow, containing prayer scrolls written in an imposibily fine hand, though she has never tried to take them out.
Ability: Agile Amulet of Mighty Fists +1

Buckler of Eagle's Honor
Description: A small round buckler, finely made of steel bearing the symbol of the Eagle Knights, this workmanship is likely to be recognized throughout Andoran and beyond for good and for ill.

Abilities:
  • Masterwork Buckler
  • +2 Circumstantial Bonus to Diplomacy with those well disposed to the Eagle Knights/-2 to Diplomacy with those ill disposed to the order
Wasp's Kiss
Description: Forged of brass and the the bone of some titanic poisonous predator of the First World this sword hums in the hand, eager to taste the blood of foes, though never so much as when it has first drank poison.
Abilities:
  1. This +1 heartseeker elven curve blade has three slots built into the hilt for storing doses of poison. Adding or removing a dose of poison from the blade is a swift action that requires a free hand.
  2. Any creature struck by a wasp's kiss suffers a –4 penalty on saving throws against the poison applied to the weapon. The frequency of any poison applied to the weapon increases by 2 (for example, black adder venom lasts 8 rounds instead of 6, and arsenic lasts for 6 minutes instead of 4). Attempts to cure the poisoned target with a skill or magic take a –4 penalty.

Equipment of Note: Belt of Incredible Dexterity (+2), Bone Earthbreaker, Buckler of Eagle's Honor, Cloak of Resistance (+1), Lantern's Eye Bow, Masterwork Chainmail Barding (Warty), Pendant of the Third Scroll, Ring of Protection (+1), Scale Mail, Wasp's Kiss

Mina the Changeling Witch
Name: Mina
Alias: N/A
Alignment: Neutral Good
Age: 20
Race: Changeling (Medium Humanoid, Changeling/Hag)
Level: 6 (28595 XP/35000 XP)
Class: Witch 6 (Patron: Spirits)
Feats: Blood Hex (Abeyance)(B), Extra Hex (Evil Eye), Improved Initiative, Potent Hex
Mythic Feat: Spell Lore: Mythic (Heroism)
Traits: Child of the Temple, Mediator, Precise Treatment
Drawback: Uncanny Seeming
Class Features: Cantrips, Hexes (Cackle, Evil Eye, Healing, Slumber), Familiar
Languages: (Read & Write only): Celestial, Draconic, Kelish, Sylvan, Taldane (Common)

Mythic Tier: 1 (Archmage)

HP:
42
AC: 10 + 2 (DEX) + 1 (Armored Kilt) + 4 (w/Mage Armor*) = 13/17* (Touch 12)
Initiative: +2 (DEX) + 4 (Improved Initiative) = +6
Spell Save: 10 + 4 (INT) = 14 + spell level; 15 + spell level for Charm or Compulsion spells which do not exercise ongoing control
Hex DC: 10 + 3 (CL/2) + 4 (INT) + 1 (Potent Hex) = 18; 19 with Slumber

Combat Maneuver Bonus: 3 (BAB) + 2 (DEX) = +5
Combat Maneuver Defense: 10 + 3 (BAB) - 1 (STR) + 2 (DEX) = 14
Base Attack: +3
  • Dagger: 3 + 2 (DEX) = +5 [1d4-1]
  • Stonebow: 3 + 2 (DEX) = +5 [1d6; x2]
Weapon and Armor Proficiencies: All Simple Weapons and no Armor. Subject to Arcane Spell failure from all armor.

STATS:
8 (-1) Strength
14 (+2) Dexterity
12 (+1) Constitution
19 (+4) Intelligence
12 (+1) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 2 + 1 (CON) + 1 (Resistance) = 4
REFLEX: 2 + 2 (DEX) + 1 (Resistance) = 5
WILL: 5 + 1 (WIS) + 1 (Resistance) = 7

SKILLS:
Heal: 5 + 4 (INT) +1 (Precise Treatment) = 10
Knowledge (Arcana): 9 + 4 (INT) = 13
Knowledge (Religion): 8 + 4 (INT) + 1 (CoT) = 13
Knowledge (The Planes): 8 + 4 (INT) = 12
Spellcraft: 8 + 4 (INT) = 12
Stealth: 9 + 1 (DEX) + 3 (Familiar) = 13
Use Magic Device: 6 + 1 (CHA) = 7

BACKGROUND SKILLS:
Knowledge (History): 9 + 4 (INT) = 13
Knowledge (Nobility): 9 + 4 (INT) + 1 (CoT) = 14

Spell-Like Abilities (CL 6):
Dancing Lights, Detect Magic, Disguise Self, Pass Without Trace (1/Day)

Spells Known (CL 6):
Level 0: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
Level 1: Command, Cure Light Wounds, Ear Piercing Scream, Hermean Potential, Ill Omen, Mage Armor, Recharge Innate Magic, Sleep, Web Bolt, Remove Sickness, Positive Pulse
Level 2: Glitterdust, Greater Detect Magic, Invisibility, See Invisibility, Web
Level 3: Dispel Magic, Heroism(M), Lightning Bolt, Speak with Dead (B)

Spells Prepared:
Level 0 (4): Daze, Detect Magic, Guidance, Resistance [At-Will]
Level 1 (4): Ear Piercing Scream, Hermean Potential, Mage Armor, Sleep
Level 2 (4): Glitterdust, Invisibility, See Invisibility, Web
Level 3 (3): Heroism(x2), Lightning Bolt

(M) Denotes a Mythic Spell

Staff of Radiance (Charges: 10/10): This silver-tipped willow staff constantly emits light, as if from a Light spell—the radiance is emitted from the staff's metallic end and flickers as if with flame. The staff's wielder can deactivate or activate this glowing light as a Swift Action. In addition, a Staff of Radiance allows use of the following spells:
Special Abilities:
  • Hexes: Abeyance, Cackle, Evil Eye, Fortune, Healing, Slumber
  • Ever Shifting Tongue: The Changeling will address any intelligent interlocutor in their native tongue unless blocked by Mind Blank or equivalent magic. The effect does not trigger on writing or any recording that does not have an intelligence behind it.
Mythic Abilities: Mythic Power (5/Day)
  • Mythic Traits:
    • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
    • Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
    • Wild Arcana (Su): You can expend one Mythic Power to duplicate any Arcane spell on your class lists, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
  • Mythic Path Abilities:
    • Mythic Spellcasting: You can learn a number of Mythic spells equal to your tier and can expend Mythic Power when casting them to enhance the results. Every time you gain a new tier, you can select an additional mythic spell. If it succeeds at this saving throw, it breaks free of the hex; otherwise, it's affected as normal.
    • Mythic Hexes (Su): When you use a Hex that requires a saving throw against a non-Mythic target, that target is automatically affected for 1 round (which doesn't count toward the Hex's duration) and can't attempt a saving throw to resist the Hex. On your turn the next round, the creature attempts its saving throw as normal.
Curse & Drawbacks:
  • Uncanny Seeming : Your eyes are grey as polished moonstone and when you close them strange runes can be read upon the lids. You take –2 penalty on Bluff, Diplomacy, and Disguise checks
Spellguard Bracers
Aura faint abjuration; CL 4th
Description: Made of some manner of blue scaled leather dyed blue and decorated with star-shaped studs, these bracers are two light to be armor yet still meant for those who wade into battle
Abilities
  • +2 bonus on concentration checks made to cast defensively.
  • The wearer can choose to roll a concentration check to cast defensively twice and take the better result (3/Day)
Name: Pepper
Cat (Figment-Sage Witch's Familiar)
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE
AC 15, Touch 14, Flat-Footed 13 (+2 Dex, +2 Size, +1 Natural)
HP 10 (42/4)
Fort +1, Ref +4, Will +6

OFFENSE
Speed 30 ft.
Melee 2 claws +7 (1d2-4), bite +7 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 8, Int 10, Wis 12, Cha 7
Base Atk +3; CMB +3; CMD 11 (15 vs. trip)
Feats: Figment's Fluidity
Skills: Climb +6, Perception +8, Stealth +17; Knowledge (Arcana) +7, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Knowledge (Nature) +5, Knowledge (Religion) +6, Knowledge (The Planes) +16
Racial Modifiers: +4 Climb, +4 Stealth

SPECIAL ABILITIES
Familiar: The master of a cat familiar gains a +3 bonus on Stealth checks.
Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master's total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night's sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment's master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day.

Manifest Dream (Su): Each time Mina awakens from a full night's rest, she can apply to the figment 1 evolution point's worth of Eidolon evolutions that don't have a base form requirement.
  • Current Evolution:
    • Skilled (Knowledge: The Planes): Pepper becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill.
Dazzling Intellect (Ex): A sage's Intelligence score is always equal to 5 + its master's class level, but it gains natural armor increases as if its master's class level were half what of the actual class level.

Sage's Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master's class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master's class level.

Equipment of Note: Armored Kilt, Cloak of Resistance (+1), Dagger, Stonebow, Healer's Kit, Spellguard Bracers, Staff of Radiance

Sirim the Nidalese Shade
Name: Sirim
Alias: Unknown
Alignment: Neutral Evil
Age: ???/2 months
Race: Smoke Shade
Level: 6 (29844 XP/35000 XP)
Class: Wizard 6 (Illusion [Shadow]; Opposed Schools Evocation; Conjuration)
Feats: Cosmopolitan (Bluff; Diplomacy); Eschew Materials, Spell Focus (Illusion)(B), Spell Specialization (Shadow Enchantment)
Mythic Feat: Spell Focus: Mythic (Illusion)
Traits: Student of Philosophy, Outlander x2 (Lore Seeker: Shadow Conjuration Shadow Evocation All). Silent Hunter
Drawback: Paranoid, Warded Against Nature
Class Features: Scribe Scroll (Disabled) Book of Shadows; Extended Illusions; Binding Shadows
Movement: 10 ft., fly 60 ft. (good)
Languages: Shadowtongue, Common, Duergar, Infernal, Necril

Mythic Tier: 1 (Archmage)

HP:
36
AC: 10 + 4 (DEX) +2 (Size) + 4 (w/Mage Armor*) = 16/20* (Touch 16)
Initiative: +4 (DEX)
Spell Save: 10 + 4 (INT) = 14 + spell level; + 2 (Illusions) or +3 (Shadow Conjuration, Shadow Evocation, Shadow Enchantment)
Spell Resistance: 15
Base Attack: +3
  • Tendril +9 (2d6 negative energy plus cloying shade) (Reach 5 ft)
Weapon and Armor Proficiencies: Simple

STATS:
- Strength
18 (+4) Dexterity
12 (+1) Constitution
18 (+4) Intelligence
13 (+1) Wisdom
8 (-3) Charisma

SAVES:
FORTITUDE: 2 + 1 (CON) = 3
REFLEX: 2 + 4 (DEX) = 6
WILL: 5 + 1 (WIS) = 6

SKILLS:
Bluff: 9 + 4 (INT) = 13
Diplomacy: 9 + 4 (INT) = 13
Knowledge (Arcana): 9 + 4 (INT) = 13
Knowledge (Religion): 9 + 4 (INT) = 13
Spellcraft: 9 + 4 (INT) = 13
Stealth: 9 + 4 (DEX) +8 (Size) +1 (Trait) = 22

BACKGROUND SKILLS:
Knowledge (History): 8 + 4 (INT) = 12
Knowledge (The Planes): 9 + 4 (INT) = 13
Linguistics: 1 + 4 (INT) = 5

Spells Known (CL 6; +1 Shadow Conjuration/Shadow Evocation, +2 Shadow Enchantment):
Level 0: All Except Opposition Schools
Level 1: Touch of Gracelessness, Mage Armor, Color Spray, Silent Image, Ray of Enfeeblement, Ferment, Recharge Innate Magic, Sleep, Alarm, Positive Pulse, Magic Weapon, Shield
Level 2: Darkness, Greater Detect Magic, Hypnotic Pattern, Invisibility, Mirror Image, Twisted Space, With the Wind, Lesser Angelic Aspect
Level 3: Dispel Magic, Haste(M), Magic Circle Against Evil, Marionette Possession, Shadow Enchantment

Spells Prepared:
Level 0 (4): Detect Magic, Jolt, Mage Hand, Prestidigitation (At Will)
Level 1 (4+I): Color Spray, Mage Armor (uses 2 slots), Shield, Silent Image
Level 2 (4+I): Darkness, Hypnotic Pattern, Invisibility, Lesser Angelic Aspect, Mirror Image
Level 3 (3+I): Dispel Magic, Haste, Magic Circle Against Evil, Shadow Enchantment

(M) Denotes a Mythic Spell

Special Abilities:
  • Cloying Shade (Su) A smokeshade's tendrils deal negative energy damage. A creature that takes damage from a smokeshade's tendril attack is surrounded by a haze of cloying shadow for 1 round. This cloying shade imposes a -2 penalty on attack rolls and Perception skill checks and grants the target concealment from attacks made by opponents that are not adjacent to it. This ability does not give the target concealment against the smokeshade.
  • Hide in Plain Sight (Su) A smokeshade can use the Stealth skill even while being observed. As long as it is within 10 feet of an area of dim light, a smokeshade can hide itself from view in the open without anything to actually hide behind. A smokeshade can hide in the shadows of other creatures but not in its own shadow.
  • Misty Form (Ex) A smokeshade's body is composed of a semisolid black mist similar in consistency to thick foam. In addition to the incorporeal subtype, the smokeshade's misty form grants it the amorphous defensive ability. The creature cannot speak or make other sounds beyond a low rumble. Unlike a normal incorporeal creature, a smokeshade cannot enter water or other fluids, and it is always treated as a Tiny creature for the purposes of how wind affects it, even if it increases in size.
  • Book of Shadows (Ex): Having internalized his knowledge of wizardry in a desperate attempt to escape capture the wizard no longer has need of, nor can he made use of an external spellbook. Due to the added complexity of inscribing entire spells within his shadowy form the wizard requires twice as much time to inscribe a new spell. This class feature replaces Arcane Bond.
  • Extended Illusions (Su): Any illusion spell you cast with a duration of "concentration" lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of "concentration" become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
  • Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Mythic Abilities: Mythic Power (5/Day)
  • Mythic Traits:
    • Hard to Kill (Ex): You automatically stabilize if reduced to 0 HP.
    • Surge (Su): You can expend one Mythic Power to add 1d6 to any 1d20 roll you make as a Free action.
    • Wild Arcana (Su): You can expend one Mythic Power to duplicate any Arcane spell on your class lists, up to your highest level of spells known, with a +2 caster level bonus as a Standard Action.
  • Mythic Path Abilities:
    • Mythic Spell Focus (Illusion): You can expend one use of Mythic Power as part of casting an Illusion spell to force any of the spell's targets to roll their saving throws twice, taking the lower result.
    • Mythic Spellcasting: You can learn a number of Mythic spells equal to your tier and can expend Mythic Power when casting them to enhance the results. Every time you gain a new tier, you can select an additional mythic spell.
Curse & Drawbacks:
  • Weight of Smoke (Ex): Cannot make use of any equipment that is not specially designed for him, even Ghost touch weapons cannot be technically used by a smokeshade as it does not impinge upon the material, rather it is but smoke and shadow. Additionally the smokeshade wizard cannot use any item creation spells that require interactions with material reality
  • Paranoid (Ex): Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
  • Warded Against Nature (Su): Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.
 
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Goods and Provisions
Goods and Provisions

Potions
6x Potion of Cure Light Wounds
1x Potion of Disguise Self
1x Potion of Resistance
1x Potion of Shield
2x Potions of Bear's Endurance
1x Potion of Cure Serious Wounds
1x Potion of Fly

Scrolls
1x Scroll of Bless
2x Scroll of Detect Evil
1x Scroll of Light
1x Scroll of Remove Sickness
1x Scroll of Shocking Grasp
1x Scroll of Frostbite
1x Scroll of Good Hope

Metamagic Gems
Extending Garnet x2

Magic
Gem of Foe's Pyre: Pried from the work of ancient dwarf artisanship this gem once had the power to summon a large fire elemental to protect the hold in which it had been forged. Through crude enchantments best left unmentioned the gemstone can still summon this protector, but filled with loss and rage. The elemental may only attack one target against which it is directed on conjuring which it must be allowed to consume utterly or else it will turn on the summoner with its full ferocity until destroyed. If it is instead destroyed it returns to the stone quiescent (1/day)

Looter's Satchel
Description: A large leather bag marked with smoldering runes and a few fades spotches of what might have once been blood before an alchemical cleaning
Ability: The satchel functions as a bag of holding (type I). Additionally, as long as the satchel is not overloaded, the bearer can hold it over an adjacent creature that is dead or unconscious and speak a command word. When the command word is spoken, the satchel removes any magic items from the creature's person (such as magic weapons and armor, potions, scrolls, and wondrous items) and deposits them into the bag. This process takes 1 uninterrupted round. If the bearer moves into a different space while the satchel is gathering items in this way, no items are moved into the satchel and the bearer must start the process over. If the satchel would become overloaded from the creature's magic items, it transports as many magic items as it can, from smallest to largest, until it would become overloaded, at which point it stops gathering items.
CL 9th Weight 15 lbs.; Aura moderate conjuration

Abductor Beast Figurine
Description: This strange statuette is unlike any beast seen on the surface of Golarion, breeding a nagging fear in those who walk under the light soon to avert their gazes. They have never experienced those tendrils first hand.
Ability: Same as Serpentine Eagle Figurine (Greater Power Usable 8 hour/Month in one hour increments)

Robes of the Veiled Lord
Description: This silk robe, fine as anything one would find in the markets of Almas or Augustana seems to have been woven with an underweave of crimson thread eternally wet with blood. So long as a sorcerer feeds it some of their blood the robe will aid them in battle
Ability: Enables a sorcerer to add the effects of her 1st-level bloodline power to spells she casts. As a swift action before casting a spell, the wearer expends one use of her 1st-level bloodline power and selects one target of the spell to be affected by that bloodline power. If the spell allows a saving throw, a successful save against the spell means the bloodline power deals half damage (if it normally deals hit point damage) or is negated (if it does not). The robe can be used up to three times per day.

8x Symbiote Mask
Appearance: Appearing as the unusual admixture of cephalopod and jellyfish, these odd living breathing apparatus recall the works of Drow Flesh-smiths, though the slow blinks of their many eyes and the playful waves they exhibit when sated certainly do not match the temperament of those warped and tormented beasts.
Ability: Grant the user the Amphibious Universal Monster Rule. It cannot be dispelled and is not affected by the anti-magic fields

Altar of Mind Flame
Description: A collection of brass and crystalline knobs that can produce hot focused flame excellent for cooking and alchemical work, though it has far too many knobs and canisters of gas, all marked with obscure occult symbols to serve only that purpose. Under witch sight it glows in colors other than the primary auras of magic
Ability: ???

Sleeping Cocon:
Description: Appearing less like something that has been sown of silk and more like the cocon of a man-sized insect this sleeping bag seems 'perfect' from the inside, allowing in neither hot, nor cold, noise nor distraction

Ability: While in this heavy sleeping bag, the owner suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. Any of the creature's equipment in the sleeping bag is likewise protected. The user can also choose to use the bag to nullify sound while they rest.

The bag doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Crystal Staff:
Description: Seemingly carved and polished from a single piece of blue-green crystal, the same color as the ghost's vessel, this staff answers to neither your hand nor Mina's
Ability: ???

High Realm Treasures
3x Restorative Ointments
1x Vial of Efficacious Medicine
1x Shining Wayfinder
1x Spectacles of Constant Discern Shapechanger
1x Spectacles of Constant Detect Fiendish Presence


Supplies
18 days worth of provisions in Duergar Trail rations
3 Bedrolls
3 Backpacks
3 Waterskins
3 Belt Pouch
3 Sacks
8 Traveler's Outfits (4 worn at any one time)
5 Full changes of clothes meant to fit various personas
4 Ponchos
7 Explorer's Outfits
3 Medium Tents
7 Pathfinder's Kits
7 Blankets

Miscellaneous Tools
2x 50ft Rope
200 Feet of Hemp Rope
12x Pitons
1 Hammer
1 Compass
1 Loadstone
7 Mess Kits
Cooking Kit
Gear Maintenance Kit

Documents
Map of Longacre and its Surroundings
Map of Augustana
Map of Almas
Nemiziah Sparn's Exploration Journal
The Thousand Faces of Arad Lili (Book of Occult Rituals)
Demon Summoner's Spellbook

Alchemical Products
4x Acid Flask
5x Alchemist's Fire
2x Antiplague
3x Antitoxin
4x Bone Burn
1x Dung Grenade
2x Fungal Stun Vial
2x Insight Leaves
3x Liquid Ice
4x Love in Idleness
1x Mage's Assistant
3x Meditation Tea
1x Ooze Grease
5x Shard Gel
2x Sorcerer's Spirits
2x Tanglefoot

Spare Weapons
9x Dagger
25x Crossbow bolts [Alchemical Silver]
10x Crossbow Bolts [Masterwork Mithral]
1x Miner's Pick
3x Morningstar
2x Stonebows
1x Masterwork Greataxe
1x Falchion (+1)
1x Masterwork Heavy Flail

Arcane Curiosities
1,000 gp worth of Demon Hide, Bones, and Horns
1x Inner Circle Greatsword of the Knights of Ozem (Currently serves as a +2 Greatsword)
3 lbs of Throneglass

Trade Goods
200 lbs of metal scrap
6 Poorly tanned hides

Valuables
A collection of bucklers, buttons, and gold teeth (Worth roughly 50 gp)
Raw Gemstones worth 2000 gp

Coin
1434 gp 7 sp 21 cp
 
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Darklands Dictionary
Dictionary

Bloodweed - a fast growing bamboo like plant whose fibers make excellent thread, its name comes from both its color and the small spiked nodules that tear up the fingers of the slaves who usually harvest them
Burnlands - The surface, can be used generally as a place of torment
Crossing Shadows - Working together for important or secret purpose [Nidelesse]
Dancer - Dark Dancer, tend to serve as traveling entertainers, most are not bound to a tribe
Drow Silk - One of the most luxurious forms of clothing in the darklands, it can be surprisingly sturdy for its weight
Duergar - Literally 'the enduring' this breed of grey skinned dwarfs cherishes grudges and is known for unparalleled greed, but they are more likely than most other residents of Nar Vroth to keep their word
First Prayer - The tale of the Darkfolk's communing with the darkness and descent into the underground
Fivefold Path - The caste system of the Darkfolk
Flash Eel - Dire Electric Eel, due to a combination of their stealth and their ability to shock the unwary few of the Caligini dare to hunt them and fewer still survive
Hall of the Young - Communal creche of a tribe of Darkfolk
Hollow Fiends - In Caligni mythology these nameless entities serve the role of both antagonist and tester on the Long Descent, though invoking them in times of misfortune the people of Zul the Cave-Taker do not hold with tales of the Hollow Fiends, considering them something akin to the tales children tell to scare each other past Last Bell
Hunter - Dark Stalker, the leaders of most darkfolk tribes as well as their most skilled warriors
Grave Dancer - Necromancer, most necromancers among the People are Bards
Long Walk, the - the main trade route in Nar Vroith, heavily used and paroled by the Duegar
Knife Gifting - A young Caligini's coming of age where their caste is officially acknowledged
Last Bell - Lights' out in the Hall of the Young
Nar Voth - The uppermost realm of the Darklands where most Dark Folk live
Old Goat, The - Name given to Asmodeous by agitators during the People's Revolt popularized by a satiric play wherein the Lord of the Ninth is tricked by a farmer into eating celery for a whole year instead of the hearts of his family. Despite being denounced by the Church of Erastril of Iomedae and Abadar for making fun of a great evil it remains in use in Andoran and Galt to this day as well as being a favored insult among the Cult of Milani.
People, The - Darkfolk broadly, various tribes append a descriptor to it, such as 'the People of the Spiral Cavern'
Raglichen - The most abundant source of cloth in the Darklands rag lichen will grow wherever there is flowing water, but it is far from aesthetically pleasing, ranging in color from off white to sickly yellow
Prickle-Pods - The fruit of a carnivorous black briar plant, covered in just as many thorns as the rest of the plant for the span of its long maturation the thorns all fall off when the fruit is ripe leading to a rush to various Nar Voth denizens to pick the plants clean during the early Season of Rushing Waters
Red in head - Goblin expression meaning riled up
Rock Gut - Name given to tar pits and quicksand collectively by the residents of the dark lands. Various cults, particularly those who worship powers of stone and claustrophobia consider these to be the eternally hungering stomachs of their preferred gods. Few of those who might have the misfortune of being sacrificed in such pits are inclined to disagree
Tale Teller - Dark Empath, the keppers of the tribe's traditions and lore, serving as judges and moral guides
Tongue-biter - Literally someone who takes advantage of romantic relationships to 'bite the other person's tongue', that is to get ahead in some way reputational or material. Though the Calgni do not follow bloodlines, raising all the children of the tribe collectively, this quality is thought to be hereditary. Though it can and is used as an insult it can also have playful connotations of 'cunning bastard'.
To pin one's hand to a wall - To the cornered; at the end of one's rope though still with some chance of escape
Shinny - Valuables to the goblin in question, actually shining is helpful but not required
Slopperr - Any of a number of shapeless oozes (such as gray ooze or ochre jelly) that stalk the deep tunnels.
Spider Lizard - Common it short lived pets of Caligni, contrary to their name they are all lizard, the spider part referring to how well they climb on splayed sucker equipped fingers
Stacking Pebbles - Woolgathering [Darklands]
Steel-mole - Slow and ponderous steel-moles make the most of their resistance to the vitriolic secretions of common cave snails. When threatened it takes advantage of the stiffening of its iron infused neck mane to make itself seem larger than it is.
Stinker - Goblin name for corporeal undead as goblins do not often encounter non-malodorous undead and live
Stone-Water - Water that is clear, good to drink as opposed to muck water, water which must be filtered as well as boiled before it can be safely drunk
Thousand-Beat - Literally a thousand heartbeats, about 20 minutes, the Darkland unit of time most analogous to an hour.
Warm-Souled: Literally empathic or kind, though it has a negative connotation as warm light is the most filling so it can also be read as 'easy meat'
Whisper Foot - Dark Creepers, the most common sorts of Darkfolk, serving as craftsmen laborers and growers of the fungus the tribe lives off of
Whoozy - Substance ingested by a goblin in the hopes of recreational use
Worm Oil - Oil harvested from rendering down purple worms and their kin
Xulgath - The reptilian people surface dwellers call 'troglodites'
Zul the Cave-taker - Warlord of Akorian's tribe who conquered their present home from the Xulgath
 
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[X] Goblin: Friend of fire, greedy guts, spawn of monsters, bane of dogs, all these your kin has been called yet from the Age before the Ages you have endured in every corner of the world; hunting and scrounging, singing and striving. From folly into fortune you stubble upon a brighter path.

I'm a big fan of the gobbos!
 
A Pathfinder noob here. Anyways lizards for the win.

[X] Lizardfolk: Born to the swamp, grown strong from its trials, yet discontent with a hunter's simple lot. Do you wonder at how the warmbloods have grown so strong and want to bring something of that secret back to your tribe, or do you just want the freedom to bask under the sun of strange places, to find yourself in company of those who speak many stranger tongues?
 
[X] Caligini: ...down, down, down in the dark your ancestors went, out of legend and tale, sliced apart and molded like clay, like shadow, puppets and toys to the owb, and yet the dreams linger and sometimes one is born to dream them. Sometimes one escapes up the winding passages through the narrow crumbling stairs until you find the sky that was stolen to you. Though the sun burns and those who live under it count you monster you rejoice, for perhaps where one has come others might follow.
 
[X] Lizardfolk: Born to the swamp, grown strong from its trials, yet discontent with a hunter's simple lot. Do you wonder at how the warmbloods have grown so strong and want to bring something of that secret back to your tribe, or do you just want the freedom to bask under the sun of strange places, to find yourself in company of those who speak many stranger tongues?
 
[X] Kobold

Basically none of these choices ever wants to get in a direct fight with anything unless we have numbers on our side, but at least this one is good at traps.
 
[x] Kobold: Long you have toiled under the mountains, before the dwarfs found the sky, before the elves came from elsewhere, kin of dragons you are. Crafty-cunning, spiteful-swift and all the barbs of the big folk are not enough to make you forget it. Yet there's never enough room under the mountains, never enough paces for those who dream strange. Whether by wanderlust, heresy or ambition you've made your way into the wide world and vowed to make something of it.

Kobold is master race! Just ask Tuker.
 
[X] Goblin: Friend of fire, greedy guts, spawn of monsters, bane of dogs, all these your kin has been called yet from the Age before the Ages you have endured in every corner of the world; hunting and scrounging, singing and striving. From folly into fortune you stubble upon a brighter path.

Failing forward we go!
 
I'm going with the Caligini on this one because it seems like the best bet to have some fun adventuring in the Darklands. Well, that and I'm not a fan of the other options.

[X] Caligini
 
[X] Kobold

Basically none of these choices ever wants to get in a direct fight with anything unless we have numbers on our side, but at least this one is good at traps.
Caligini aren't really cannon fodder tier like the rest. Also, their See in Darkness ability is really nice. Won't be too difficult to exploit that right from the get go.
 
I'm going with the Caligini on this one because it seems like the best bet to have some fun adventuring in the Darklands. Well, that and I'm not a fan of the other options.
Come on, other options could be fun too.
Caligini aren't really cannon fodder tier like the rest. Also, their See in Darkness ability is really nice. Won't be too difficult to exploit that right from the get go.
Aren't they basically slave agents though? Sounds like cannon fodder to me.

Do agree with See in Darkness power since that is true nightvision, unlike the misleadingly named darkvision.
 
A Shadow Mystery Oracle Caligini sounds fun.

Maybe with the Friendless Curse to prevent us from leaning on Diplomacy like usual?
 
[X] Caligini

I've never even heard of these guys before, so I guess there's no harm with venturing into the unknown. Plus, it'd be interesting to live in a world-spanning cave network.
 
@DragonParadox If we pick a Kobold, will the writing be in that annoying, childlike, almost Skaven-ish Kobold-speak so many Litrpg writers use?

No, I don't think I could do it consistently and in any case the childlike part does not make much sense. That said words will ocasionally get mashed together like crafty-cunning to simulate cultural touchstones. For instance crafty-cunning is the best kind of cunning and the most socially rewarding since it involves tinkering with traps and not putting yourself in direct peril, contrasting with sneaky-cunning which is just OK. There is mushroom-wise, someone who knows how not to get poisoned, and magic-wise, most kinds of magicians etc...
 
alwasy thought lizards were neat from the games I have played of pathfinder so building up a lizard civ would be cool

[X] Lizardfolk: Born to the swamp, grown strong from its trials, yet discontent with a hunter's simple lot. Do you wonder at how the warmbloods have grown so strong and want to bring something of that secret back to your tribe, or do you just want the freedom to bask under the sun of strange places, to find yourself in company of those who speak many stranger tongues?
 
Whatever wins I hope we can play as a ranger since it would be fun and funny to try and get a monstrous pet around. Like a gobbo and his worg.
 
Just to be clear everyone is going to have linguistic ticks not just the kobold:
  • Caligini would lack words for many surface-phenomena primarily those that have to do with the sky and the measuring of time
  • Goblins have no words for sweet because their taste bubs are so deadened from a combination of genetics and experimentation that they cannot normally get anything sweet enough to feel. Pickled and Salty are the primary tastes of goblin cuisine
  • Lizardfolk are very literal-minded and would struggle with the concept of metaphor
 
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