TEXT: 1
  3.5 SYSTEM COMPATIBLE
  LPJ9318
  
  2
  DAVOR THE LORESTEEPED
  Male Half-orc Wizard 1
  LN medium humanoid (Orc subtype)
  Init +2; Senses Darkvision 60ft Perception 
  +1
  DEFENSE
  AC 12, touch 12, flat-footed 10 (+0 armor, 
  +2
  Dex)
  hp 11 
  Fort +1, Ref +2, Will +3
  OFFENSE
  Speed 30 ft.
  Melee Battleaxe +1 (1d12+1)
  STATISTICS
  Str 12, Dex 14, Con 12, Int 18, Wis 12, Cha 
  9
  Base Atk +0; CMB +1; CMD 13
  Feats: Scribe Scroll, Toughness
  Traits: Arcane Temper, Desperate Resolve
  Skills Appraise +8, Knowledge (arcane) +9, 
  Knowledge (engineering) +8, Knowledge 
  (history) +8, Knowledge (planes) +8,  
  Spellcraft +8
  Languages: Common, Orc, Draconic, Giant, 
  Goblin, Gnoll
  SQ: Arcane Bond (Dagger), Arcane School 
  (Universalist), Orc Ferocity, Weapon Familiarity, Orc 
  Blood, Intimidating
  Gear Dagger (Bonded Object), Greataxe, 
  spellbook, backpack, a bedroll, a belt pouch, a flint 
  and steel, ink, an inkpen, an iron pot, a mess kit, 
  soap, a spell component pouch, Scholar’s Outfit, 
  torches x10, trail rations x5, and a waterskin, 29gp
  Spellbook: 1st level—Mage Armor, Magic Missile, 
  Sleep, 0th level-- all
  Encumbrance 43lbs
  SPECIAL ABILITIES
  Arcane Temper: Davor gains a +1 trait bonus on 
  concentration and initiative checks.
  Desperate Resolve: Davor gains a +1 trait bonus 
  on concentration checks. This trait bonus increases 
  to + 4 when you are grappled, pinned, in violent 
  weather, or entangled.
  Background: Belitted and looked down upon for his 
  heritage Davor suffered from a young age for the sins 
  of a father he never knew despite the best efforts of 
  his mother to raise him in a kind and loving manner. 
  Despite this he persevered and upon coming of age 
  found a mentor willing to take him on as an apprentice.  
  An older stern and short tempered mage known as 
  Kolgar the Impatient took him in and worked him hard 
  as befits an apprentice unable to pay for their tutelage.
  For all his many faults Kolgar was a determined 
  and effective teacher and his apt pupil soaked up 
  knowledge like the sponge he used to scrub the floors 
  soaked up water.  After several years as an apprentice 
  Davor finally performed to Koldar’s satisfaction and 
  was released from his apprenticeship as a fully-fledged 
  wizard.  Determined to prove all his former detractors 
  wrong and overcome the prejudices of those around 
  him he set out to make his way in the world, eventually 
  coming to Brevoy as a land filled with potential 
  opportunity to prove himself.
  Physical Description: Davor, at 6’2” very much 
  favors his father’s heritage with a powerful build for a 
  caster and grey leathery looking skin.  In an effort to 
  overcome the effect this has on people he at all times 
  tries to dress neatly in the finest clothes he can afford 
  and keeps his long black hair tied back in a neat and 
  clean pony-tail and he sports a mustache of truly epic 
  proportions that he keeps neatly groomed and waxed.
  PERSONALITY AND ROLEPLAYING OPPORTUNITIES:
  A gruff no nonsense sort of person Davor expects 
  nothing but scorn from those around him and is usually 
  not disappointed in that respect.  Still, he keeps a 
  neutral façade and endures stoically.  He is in many 
  ways a creature of routine, set in his ways and habits 
  no matter the appropriateness of the circumstances 
  are for doing so.  Those who show him kindness and 
  companionship, once they get past his initial suspicion 
  
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  will find a loyal companion who truly understands the 
  value of real friendship.
  Never one to hurry in solving a problem Davor prefers 
  to take his time and weigh the available options rather 
  than reacting on impulse or rushing his decision.  
  This trait can prove frustrating for more energetic 
  companions but if prodded to hurry up he will lay out 
  at length the reasons for why appropriate deliberation 
  is the proper course of action under the circumstances.
  LEVEL PROGRESSION
  Davor progresses as a wizard for all class levels.  At 
  second level Davor puts a skill point each in Appraise, 
  Knowledge (arcane), Knowledge (engineering), 
  Knowledge (history), Knowledge (planes), Spellcraft.  
  He adds Burning Hands and Ray of Enfeeblement to 
  his spellbook.  At third level he picks Alertness as a 
  feat and puts a skill point each in Appraise, Knowledge 
  (arcane), Knowledge (engineering), Knowledge 
  (history), Knowledge (planes), Spellcraft.  He adds 
  Summon Monster II and Aggressive Thundercloud 
  to his spellbook.  At fourth level he puts a stat point 
  in Charisma and puts a skill point each in Appraise, 
  Knowledge (arcane), Knowledge (engineering), 
  Knowledge (history), Knowledge (planes), Spellcraft.  
  He adds Knock and Scorching Ray to his spellbook.
  “The ignorance of your words is not 
  unexpected but no more welcome 
  for that.”
  —Davor the Loresteeped
  POINT BUY OPTIONS
  To play Davor as a fifteen point character 
  drop Dexterity and Constitution each by 
  two points and reduce his hitpoints by 
  one.
  To play Davor as a twenty-five point 
  character raise Strength and Charisma by 
  two points.  Adjust his Battleaxe damage 
  and melee attack up by one.
  
  4
  FAUNRA
  Female Elven Fighter 1
  CG alignment medium humanoid (elven 
  subtype)
  Init +5; Senses Lowlight vision Perception 
  +1
  DEFENSE
  AC 20, touch 13, flat-footed 18 (+5 armor, 
  +2 shield, +3 Dex)
  hp  12
  Fort +3, Ref +3, Will +1
  Defensive Abilities: Elven Immunities 
  OFFENSE
  Speed 30 ft.
  Melee Longsword (1d8+3 19-20)
  Ranged Longbow (1d8)
  STATISTICS
  Str 14, Dex 16, Con 12, Int 14, Wis 12, 
  Cha 11
  Base Atk +1; CMB +3; CMD 16
  Feats: Power Attack, Cleave
  Traits: Reactionary, Affable
  Skills Diplomacy +6, Handle Animal 
  +1, Knowledge (Dungeoneering) +6, 
  Knowledge (Local) +4, Survival+5 
  Languages: Common, Elven, Draconic, 
  Goblin
  SQ: Weapon Familiarity, Keen Senses, Elven Magic, 
  Low-Light vision, Bonus Feat
  Gear Longsword, Longbow, Heavy Wooden Shield, 
  Scale Mail, arrows x20 backpack, bedroll, Belt 
  pouch, candles x2, chalk, Flint and steel, iron pot, 
  mess kit, hammer, pitons x4, rope 100ft, soap, 
  hooded lantern, flasks of oil x5, sacks x2, torches 
  x12, sunrods x3, tindertwigs x4, Trail rations x5, 
  waterskin. explorers outfit, 8 gp
  Encumbrance 83 lbs
  SPECIAL ABILITIES
  Reactionary: Faunra gains a +2 trait bonus to 
  Initiative checks.
  Affable: Faunra gains a +2 trait bonus on Diplomacy 
  checks to gather information, and can do so in 
  half the normal time. In addition, Diplomacy and 
  Knowledge (local) are always class skills for you.
  Background:A young elf from Iadara, until recently 
  the city was Faunra’s entire world and with the 
  encouragement of her family she was looking to be 
  quite content of carrying on the family tradition of 
  scholarly research and scribing.  Some might have 
  called her upbringing to be sheltered, and in many 
  ways they would be right to do so.  Still, it seems 
  somewhere within this formally bookish scholar there 
  lay a desire for adventure, to create new knowledge 
  rather than just record what already existed. 
  Faunra is a scholar turned warrior.  Decades of study 
  into the lost knowledges and legends of her people 
  awoke within her a desire not to merely read about such 
  fantastic sights, deeds, and places, but to experience 
  them herself.  With her family’s tolerant support she 
  refocused her efforts on perfecting her skill with the 
  blade and after some years declared herself ready to go 
  forth.  And so, in search of ancient ruins and lost pieces 
  of her people’s history she made the long dangerous 
  trek to Brevoy from Kyonin.  
  The long decades of quiet if intense study in Iadara left 
  Faunra unprepared for the chaotic and dangerous world 
  without and yet she has managed, at time through sheer 
  luck, to survive each of her close calls and she has 
  grown far more worldly and wary of the world and the 
  people around her as she arrives in Brevoy to reclaim 
  some of what was lost to her people in the ancient ruins 
  that lie within.  Much of her survival can be attributed 
  to the group of wandering adventurers she joined up 
  with for part of her journey until their paths parted for 
  from them she learned much in little time, including 
  the value of sturdy companions with quick blades and 
  strong arms.
  Physical Description: Standing at an impressive 6’ 
  Faunra is blond haired, green eyed, slender of form, but 
  with fresh layers of hard won muscle Faunra gives the 
  impression of willowy strength.  Her long blond hair is 
  tied up in a neat ponytail that stretches down nearly to 
  her waist.  When not wearing sturdy adventuring garb 
  she still favors the robes of a scholar, though these 
  
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  days her sword and bow are rarely far from her hand.  
  Even in the worst of times she maintains a near fetish 
  of remaining clean and goes to great lengths to wash 
  herself and her clothing regularly.  
  PERSONALITY AND ROLEPLAYING OPPORTUNITIES:
  Faunra regularly bounces between serious and cheerful 
  as she tries to maintain what she thinks is an appropriate 
  state of mind for her current line of work but can rarely 
  maintain it for long unless the situation actively calls 
  for it.  Cheerful and friendly with nearly anyone who 
  doesn’t give her offense her sheer bubbliness can 
  actually be upsetting to some people but the innocence 
  of it usually wins them over in good time.  The only 
  time this may fail her normally is when it involves 
  what she sees as injustices and sometimes does not 
  stop to consider the consequences of interference.
  Smart and now more than a little world savvy Faunra 
  still holds onto her love of knowledge and will eagerly 
  bury herself for days in a new tome or text if the subject 
  fascinates her.  Those willing and able to endure the 
  conversations to come; and the mass of knowledge, 
  logic, reasoning, and conjecture that follow will find 
  her a lively and involved conversationalist, especially 
  on topics relating to elven lore and history.
  While still in some ways somewhat wary of closely 
  associating with non-elves she makes a concentrated 
  effort to make friends and is quite capable of letting 
  her enthusiasm carry her in such matters.  She has 
  learned the value of teamwork and trust in one’s 
  fellow adventurers and will be a steadfast ally to any 
  deserving of such.
  LEVEL PROGRESSION
  Faunra advances as a fighter for each of her class 
  levels.  At second level she takes Shield Focus for her 
  Bonus feat and puts a point each in Climb, Swim, and 
  Knowledge (Local).  At third level she takes Toughness 
  as a feat and repeats her skill purchase.  At fourth level 
  she repeats her skill purchases, adds a point to her 
  Charisma, and Two-Weapon fighting for her bonus 
  feat.
  “What use is all this knowledge if it 
  never leaves the page and its reader 
  never leaves the study?”
  —Faunra
  POINT BUY OPTIONS
  To play Faunra as a 15 point character 
  Drop her wisdom by four, and her 
  charisma by one.
  To play Faunra as a 25 point character 
  raise her strength by two points, increase 
  her melee damage by one, and her CMB 
  by one.
  
  6
  FELIX
  Male Human Bard 1
  CG medium humanoid (human subtype)
  Init +4; Senses Perception +4
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+3 armor, 
  +2 Dex, +2 shield)
  hp 9 
  Fort +2, Ref +4, Will +2
  OFFENSE
  Speed 30 ft.
  Melee Longsword +1 (1d8+1)
  STATISTICS
  Str 12, Dex 14, Con 12, Int 14, Wis 11, Cha 
  16
  Base Atk +0; CMB +1; CMD 13
  Feats: Spellsong, Lingering Performance
  Traits: Reactionary, Resilient 
  Skills Acrobatics +6, Appraise +6, Bluff 
  +7, Diplomacy +7, Knowledge (History) 
  +6, Knowledge (Local) +6, Perception +4, 
  Perform (Oratory) +7, Perform (Percussion) 
  +8, Sense Motive +4, Stealth +6
  Languages: Common, Human, Elven, Orc
  SQ: Bonus Feat, Skilled
  Gear Longsword, Studded Leather, Large 
  Wooden Shield, backpack, a bedroll, a belt pouch, 
  handdrum, a flint and steel, ink, an inkpen, an 
  iron pot, a journal, a mess kit, a mirror, rope, soap, 
  torches x10, trail rations x5, and a waterskin, 
  explorer’s outfit, 17gp
  Spells Known 1st level—Cure Light Wounds, 
  Sleep, 0th level—Detect Magic, Read Magic, 
  Prestidigitation, Open/Close
  Encumbrance 85.5 lbs
  SPECIAL ABILITIES
  Bardic Knowledge: Felix adds half his class level 
  (minimum 1) to all Knowledge skill checks and may 
  make all Knowledge skill checks untrained.
  Bardic Performance: Felix is trained to use the 
  Perform skill to create magical effects on those 
  around him, including himself if desired. He can use 
  this ability for a number of rounds per day equal 
  to 4 + his Charisma modifier. At each level after 1st 
  Felix can use bardic performance for 2 additional 
  rounds per day. Each round, the bard can produce 
  any one of the types of bardic performance that he 
  has mastered, as indicated by his level.
  Starting a bardic performance is a standard action, 
  but it can be maintained each round as a free 
  action. Changing a bardic performance from one 
  effect to another requires the bard to stop the 
  previous performance and start a new one as a 
  standard action. A bardic performance cannot be 
  disrupted, but it ends immediately if the bard is 
  killed, paralyzed, stunned, knocked unconscious, 
  or otherwise prevented from taking a free action to 
  maintain it each round. A bard cannot have more 
  than one bardic performance in effect at one time.
  At 7th level, Felix can start a bardic performance as 
  a move action instead of a standard action. At 13th 
  level, Felix can start a bardic performance as a swift 
  action.
  Each bardic performance has audible components, 
  visual components, or both.
  If a bardic performance has audible components, 
  the targets must be able to hear the bard for the 
  performance to have any effect, and many such 
  performances are language dependent (as noted in 
  the description). A deaf bard has a 20% chance to 
  fail when attempting to use a bardic performance 
  with an audible component. If he fails this check, 
  the attempt still counts against his daily limit. Deaf 
  creatures are immune to bardic performances with 
  audible components.
  If a bardic performance has a visual component, the 
  targets must have line of sight to the bard for the 
  performance to have any effect. A blind bard has a 
  50% chance to fail when attempting to use a bardic 
  performance with a visual component. If he fails this 
  check, the attempt still counts against his daily limit. 
  Blind creatures are immune to bardic performances 
  with visual components.
  
  7
  Countersong: Countersong (Su): At 1st level, Felix 
  learns to counter magic effects that depend on 
  sound (but not spells that have verbal components.) 
  Each round of the countersong he makes a Perform 
  (keyboard, percussion, wind, string, or sing) skill 
  check. Any creature within 30 feet of the bard 
  (including the bard himself) that is affected by a 
  sonic or language-dependent magical attack may 
  use the bard’s Perform check result in place of its 
  saving throw if, after the saving throw is rolled, 
  the Perform check result proves to be higher. If a 
  creature within range of the countersong is already 
  under the effect of a non-instantaneous sonic 
  or language-dependent magical attack, it gains 
  another saving throw against the effect each round 
  it hears the countersong, but it must use the bard’s 
  Perform skill check result for the save. Countersong 
  does not work on effects that don’t allow saves. 
  Countersong relies on audible components.
  Distraction: Distraction (Su): At 1st level, Felix can 
  use his performance to counter magic effects that 
  depend on sight. Each round of the Distraction, he 
  makes a Perform (act, comedy, dance, or oratory) 
  skill check. Any creature within 30 feet of the bard 
  (including the bard himself) that is affected by an 
  illusion (pattern) or illusion (figment) magical attack 
  may use the bard’s Perform check result in place of 
  its saving throw if, after the saving throw is rolled, 
  the Perform check result proves to be higher. If a 
  creature within range of the Distraction is already 
  under the effect of a non-instantaneous illusion 
  (pattern) or illusion (figment) magical attack, it 
  gains another saving throw against the effect each 
  round it sees the Distraction, but it must use the 
  bard’s Perform check result for the save. Distraction 
  does not work on effects that don’t allow saves. 
  Distraction relies on visual components.
  Fascinate (Su): At 1st level, Felix can use his 
  performance to cause one or more creatures to 
  become fascinated with him. Each creature to be 
  fascinated must be within 90 feet, able to see and 
  hear the bard, and capable of paying attention to 
  him. The bard must also be able to see the creatures 
  affected. The Distraction of a nearby combat or 
  other dangers prevents the ability from working. 
  For every three levels Felix has attained beyond 
  1st, he can target one additional creature with this 
  ability.
  Each creature within range receives a Will save (DC 
  10 + 1/2 the bard’s level + the bard’s Cha modifier) 
  to negate the effect. If a creature’s saving throw 
  succeeds, the bard cannot attempt to fascinate 
  that creature again for 24 hours. If its saving throw 
  fails, the creature sits quietly and observes the 
  performance for as long as the bard continues to 
  maintain it. While fascinated, a target takes a –4 
  penalty on skill checks made as reactions, such 
  as Perception checks. Any potential threat to the 
  target allows the target to make a new saving 
  throw against the effect. Any obvious threat, such 
  as someone drawing a weapon, casting a spell, or 
  aiming a weapon at the target, automatically breaks 
  the effect.
  Fascinate is an enchantment (compulsion), mind-
  affecting ability. Fascinate relies on audible and 
  visual components in order to function.
  Inspire Courage (+1): A 1st level bard can use 
  his performance to inspire courage in his allies 
  (including himself), bolstering them against 
  fear and improving their combat abilities. To be 
  affected, an ally must be able to perceive the bard’s 
  performance. An affected ally receives a +1 morale 
  bonus on saving throws against charm and fear 
  effects and a +1 competence bonus on attack and 
  weapon damage rolls. At 5th level, and every six 
  bard levels thereafter, this bonus increases by +1, 
  to a maximum of +4 at 17th level. Inspire courage 
  is a mind-affecting ability. inspire courage can 
  use audible or visual components. The bard must 
  choose which component to use when starting his 
  performance.
  Reactionary: Felix gains a +2 trait bonus to Initiative 
  checks.
  Resilient: Felix gains a +1 trait bonus on Fortitude 
  saves.
  Background: Felix’s life began full of opportunity 
  and promise.  The eldest child of three to a wealthy 
  and powerful merchant family in his early years he 
  lacked for nothing, fine foods, fine clothes, tutors 
  and instructors in all the varied topics he might need 
  someday to take over his father’s role.  Unfortunately 
  such positions are not without their dangers and Felix’s 
  family was implicated in a plot against the crown.  
  Whether falsely or in truth, it little mattered as all were 
  put to death in the purges that came quickly after.  Felix 
  was fortunate enough to be traveling between their city 
  and country estate with a tutor when they learned the 
  news.
  The tutor quickly abandoned the young boy who was 
  left without money, guidance, or anywhere to turn.  The 
  years that followed were hard as he took to the streets 
  and road, earning coin or a roof over his head when he 
  could and however he could, stealing when he couldn’t 
  to get by.  Still, some of the skills he had acquired from 
  his tutors were not completely wasted and overtime he 
  managed to refine and hone some of those skills to earn 
  himself a fairly steady, if not glamorous living.
  These days Felix travels the roads, lean and hungry 
  oftentimes, sword in one hand, drum in the other as he 
  seeks out new tales and new songs to incorporate into 
  his performances, leaving audiences spellbound.
  Physical Description: Standing at 5’8” with brown 
  hair and blue eyes Felix has the sort of features that 
  
  8
  invite more than a second glance by members of the 
  opposite sex when they’re creased by a warm smile.  
  Though his old habits towards fussy cleanliness have 
  shattered on the rocks of reality he still makes an effort 
  to present a clean and well groomed appearance and his 
  clothes in good condition.
  PERSONALITY AND ROLEPLAYING OPPORTUNITIES:
  Despite everything Felix is an outgoing and genuinely 
  warm person who is inordinately grateful for any show 
  of assistance or aid and goes out of his way to return 
  the favor to those less fortunate than himself, with 
  a particular soft spot for street children and the like.  
  He is confident in his own abilities but modest in his 
  claims.
  Always happy to try and get by with a  night’s food 
  and lodging for a song and story and maybe a earning 
  a little coin as well Felix finds himself unable to settle, 
  always moving on to seek the next story or adventure.  
  Thus has he come upon Brevoy in these turbulent times 
  where perhaps his fortunes might turn once again and 
  his future surpass even what it once might have been.
  LEVEL PROGRESSION
  Felix progresses as a Bard for all class levels.  At 
  second level he puts one point each into the following 
  skills, Bluff, Diplomacy, Knowledge (History), 
  Knowledge (Local), Perception, Perform (Oratory), 
  Perform (Percussion), Sense Motive, and Stealth.  He 
  will add the spells Light and.  At third level he takes 
  Toughness for his feat and he puts one point each into 
  the following skills, Bluff, Diplomacy, Knowledge 
  (History), Knowledge (Local), Perception, Perform 
  (Oratory), Perform (Percussion), Sense Motive, and 
  Stealth. He  learns Mage Hand and Nature’s Paths.  At 
  fourth level he puts a stat point into Wisdom, learns 
  Allegro and Eagle’s Splendor.  He puts one point each 
  into the following skills, Bluff, Diplomacy, Knowledge 
  (History), Knowledge (Local), Perception, Perform 
  (Oratory), Perform (Percussion), Sense Motive, and 
  Stealth.
  “A fair story for a fair meal is a 
  generous offer from either way you 
  look at it.”
  — Felix
  POINT BUY OPTIONS
  To play Felix as a fifteen point 
  character reduce Charisma by two, 
  and Constitution by two.  Remove one 
  hitpoint, and reduce the following skills 
  by one point each, Bluff, Diplomacy, 
  Perform (Oratory), Perform (Percussion).
  To play Felix as a twenty-five point 
  character put two points into Charisma 
  and raise the following skills by one 
  point each.  he puts one point each into 
  the following skills, Bluff, Diplomacy, 
  Perform (Oratory), Perform (Percussion).
  
  9
  GEGIG QUARTZFIST
  Male dwarf barbarian 1
  CN medium humanoid
  Init +2; Senses Darkvision 60ft Perception +0
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+5 armor, +2 
  Dex)
  hp  16 (1d12+4)
  Fort +5, Ref +2, Will +0
  Defensive Abilities: Defensive Training, Hardy, 
  Stability
  OFFENSE
  Speed 20 ft.
  Melee Greataxe (1d12+4 x3)
  Ranged Throwing Axe (1d6+3)
  Special Attacks Rage (1d12+7 x3)
  STATISTICS
  Str 16, Dex 14, Con 16, Int 12, Wis 10, Cha 8
  Base Atk +1; CMB +4; CMD 16
  Feats: Raging Vitality
  Traits: Ambush Training, Axe to Grind
  Skills Acrobatics +6 , Craft (Goldsmithing) 
  +5, Intimidate +3, Knowledge (nature) +5, 
  Perception +4, Survival +4
  Languages: Common, Dwarven, Giant, Orc
  SQ: Slow and steady, Greed, Stonecunning, 
  Darkvision 60ft, Hatred, Weapon Familiarity
  Gear Greataxe, Scale Mail, Throwing Axe x2, 
  Backpack, Bedroll, Belt Pouch, Blanket, Flint and 
  Steel, Iron Pot, Rope, Soap, Torches x10, Trail 
  Rations x5, waterskin, Explorer’s Outfit, 9gp 9sp
  Encumbrance 80lbs
  SPECIAL ABILITIES
  Ambush Training: You gain a +1 trait bonus on 
  initiative checks and a +1 trait bonus on weapon 
  damage rolls during any surprise round in which 
  you act.
  Axe to Grind: Gegig gain a +1 trait bonus on 
  damage against foes who are threatened by only 
  himself.
  Fast Movement: Gegig’s land speed is faster than 
  the norm for her race by +10 feet. This benefit 
  applies only when he is wearing no armor, light 
  armor, or medium armor, and not carrying a heavy 
  load. Apply this bonus before modifying Gegig’s 
  speed because of any load carried or armor worn. 
  This bonus stacks with any other bonuses to Gegig’s 
  land speed.
  Rage: Gregig can call upon inner reserves of 
  strength and ferocity, granting him additional 
  combat prowess. Starting at 1st level, Gregig can 
  rage for a number of rounds per day equal to 4 + his 
  Constitution modifier. At each level after 1st, he can 
  rage for 2 additional rounds. Temporary increases 
  to Constitution, such as those gained from rage and 
  spells like bear’s endurance, do not increase the 
  total number of rounds that Gregig can rage per 
  day. Gregig can enter rage as a free action. The total 
  number of rounds of rage per day is renewed after 
  resting for 8 hours, although these hours do not need 
  to be consecutive.  While in rage, Gregig gains a +4 
  morale bonus to her Strength and Constitution, as 
  well as a +2 morale bonus on Will saves. In addition, 
  he takes a –2 penalty to Armor Class. The increase 
  to Constitution grants Gregig 2 hit points per Hit 
  Dice, but these disappear when the rage ends and 
  are not lost first like temporary hit points. While in 
  rage, Gregig cannot use any Charisma-, Dexterity-, 
  or Intelligence-based skills (except Acrobatics, Fly, 
  Intimidate, and Ride) or any ability that requires 
  patience or concentration.  Gregig can end her 
  rage as a free action and is fatigued after rage for a 
  number of rounds equal to 2 times the number of 
  rounds spent in the rage. Gregig cannot enter a new 
  rage while fatigued or exhausted but can otherwise 
  enter rage multiple times during a single encounter 
  or combat. If Gregig falls unconscious, his rage 
  immediately ends, placing him in peril of death.
  Background: Gregig’s family came from a long line 
  of precious metal workers and from an early age was 
  taught the arts of working with gold.  His family was 
  one of the more prominent dwarven clans in Kalsgard 
  and held in much esteem and respect.  It seemed the 
  
  10
  young dwarf was well on his way to following in 
  the steps of his ancestors when as an adolescent he 
  accidently slew another dwarf during an angry and 
  drunken altercation.  Brought before the council it was 
  ruled given his young age than he would be exiled 
  never to return to Kalsgard and his name struck from 
  the rosters of his clan as if he had never existed.  
  A dark anger burning inside him he set out into the 
  world with little more than the clothes upon his back 
  and a few personal possessions.  Passing through many 
  perils and dangers his anger only ever grew within him 
  as he tried to put as much distance between himself 
  and the memories of what had been and what could 
  have been.  His steps finally took him to the borders of 
  Brevoy where he determined that if he could not find 
  acceptance among the holdings of his people then he 
  would make a land where none would have the choice 
  but to accept him.
  Physical Description: Gregig is light skinned with 
  dark brown eyes and standing 4’1” with a black beard 
  large for his age that is always impeccably groomed 
  and usually decorated with small gold and silver beads.  
  His clothes are weather-beaten and worn and there are 
  thick callouses on his hands reflecting the quick and 
  ready use he puts his axe to these days.
  PERSONALITY AND ROLEPLAYING OPPORTUNITIES:
  Gregig is a dwarf of action and rarely stops long to 
  debate the merits or drawbacks of an impulse.  Indeed 
  it was just such a thing that set him on the road 
  of an exile.  Yet beneath those coiled muscles and 
  angry expression there is a keen mind and when not 
  caught up in the moment Gegig is more than capable 
  of thinking his way through many problems even if 
  oftentimes his preferred solution is to hit it with his axe 
  till it stops moving.
  While gruff and at times in need of restraint, his 
  loyalty to friends is nearly unbreakable as he tries to 
  find a substitute for the acceptance he has lost.  Quick 
  to jump to a companion’s defense, or take offense on 
  their behalf, even if they might not care for that course 
  of action he can become sullen if corrected.  In battle 
  he will not hesitate to close in even with a much larger 
  foe, trusting to the powerful blows of his axe to defeat 
  any threat.
  LEVEL PROGRESSION
  Gregig progresses as a Barbarian for each of his class 
  levels.  At second level he takes Powerful Blow as 
  his first rage power.  He puts a skill point each into 
  Perception, Survival, Knowledge (Nature), Climb, 
  and Swim.  He does the same at third level and takes 
  Power Attack for his feat selection.  At fourth level he 
  repeats his skill selections and Reckless Abandon for 
  his second rage power and increases his Strength by 
  one point.
  “Honor lost cannot be made 
  regained, but perhaps it can be 
  reforged into something new.”
  — Gegig Quartzfist
  POINT BUY OPTIONS
  To run Gregig as a 15 point character 
  drop two points each from Intelligence 
  and Constitution, drop hitpoints by one 
  and Knowledge (Nature) by one.  Reduce 
  Greataxe and throwing damage by one.  
  Drop CMD and CMB by one.
  To run Gregig as a 25 point character 
  raise Wisdom by two points, and 
  strength by one point.  Add an extra 
  point to Perception and Survival and 
  raise the Will save by one.
  
  11
  GRYN OGYN
  Male Prymidian Ranger 1
  TN medium humanoid
  Init +5; Senses Perception +4
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+5 armor, +3 
  Dex, +2 shield)
  hp 13 
  Fort +4, Ref +5, Will +0
  OFFENSE
  Speed 30 ft.
  Melee Longsword +3 (1d8+2 19-20)
  Ranged Longbow +4 (1d8)
  STATISTICS
  Str 14, Dex 16, Con 14, Int 12, Wis 11, Cha 8
  Base Atk +1; CMB +; CMD 
  Feats: Improved Initiative, Lunge
  Traits: Easy Way or the Hard Way, Reactionary
  Skills Climb +6,  Handle Animal +3, Heal +4, 
  Knowledge (dungeoneering)+3, Knowledge 
  (geography) +3, Knowledge (nature) +3, 
  Perception +4, Stealth +7, Survival +5, and 
  Swim +6.
  Languages: Common, Prymidian
  SQ: Arcane Polyglot, Scholarly, Tentacles
  Gear Longsword, Longbow, Heavy Wooden 
  Shield, Scale Mail, Arrows x20, backpack, bedroll, 
  belt pouch, flint and steel, iron pot, mess kit, rope, 
  spell component pouch, explorers outfit, torches 
  x10, trail rations x5, waterskin, wooden holy 
  symbol, 37gp
  Encumbrance 101.5 lbs
  SPECIAL ABILITIES
  Easy Way or the Hard Way: Whenever you attack 
  one of your favored enemies with a weapon that 
  deals lethal damage and choose to deal nonlethal 
  damage, you take only a –2 penalty on the attack 
  roll instead of the normal –4.
  Favored Enemy (Humans): As the species which 
  he has encountered the most Gryn has chosen to 
  focus his skills on fighting Humans as a favored 
  enemies. He gains a +2 bonus on Bluff, Knowledge, 
  Perception, Sense Motive, and Survival checks 
  against Humans. Likewise, he gets a +2 bonus on 
  weapon attack and damage rolls against them. 
  Gryn may make Knowledge skill checks untrained 
  when attempting to identify these creatures.
  At 5th level and every five levels thereafter (10th, 
  15th, and 20th level), Gryn may select an additional 
  favored enemy. In addition, at each such interval, the 
  bonus against any one favored enemy (including 
  the one just selected, if so desired) increases by +2.
  If Gryn chooses humanoids or outsiders as a 
  favored enemy, he must also choose an associated 
  subtype. If a specific creature falls into more than 
  one category of favored enemy, Gryn’s bonuses do 
  not stack; he simply uses whichever bonus is higher.
  Reactionary: You gain a +2 trait bonus to Initiative 
  checks.
  Track: Gryn adds half his level (minimum 1) to 
  Survival skill checks made to follow tracks.
  Wild Empathy: Gryn can improve the initial 
  attitude of an animal. This ability functions just like a 
  Diplomacy check to improve the attitude of a person 
  (see Using Skills). Gryn rolls 1d20 and adds his 
  ranger level and his Charisma bonus to determine 
  the wild empathy check result. The typical domestic 
  animal has a starting attitude of indifferent, while 
  wild animals are usually unfriendly.
  To use wild empathy, Gryn and the animal must be 
  within 30 feet of one another under normal visibility 
  conditions. Generally, influencing an animal in this 
  way takes 1 minute, but, as with influencing people, 
  it might take more or less time.
  Gryn can also use this ability to influence a magical 
  beast with an Intelligence score of 1 or 2, but he 
  takes a –4 penalty on the check.
  Background: Like many of his kind Gryn is a 
  wanderer in search of knowledge and his rambles have 
  led him across wide swaths of Golarion in search of 
  
  12
  bits and pieces of new information.  From a young 
  age the Prymidian has known little but travel with first 
  his family and then other similarly nomadic groups of 
  his people and doing so has given him the time and 
  opportunity to focus his skills on those useful to one 
  in the wilderness.
  Drawn by the whispers of lost and forgotten lore and 
  knowledge in the depths of Brevoy he has made the 
  long trek to its borders to prepare to plunge it’s depths 
  and uncover it’s hidden secrets, even if it means putting 
  up with the presence of the lesser peoples around him 
  to do so successfully.
  Physical Description: At 6’2” and a bright fire engine 
  red Gryn is rarely able to go unnoticed unless he’s 
  specifically trying to.  His silver, almost greyish hair 
  is kept short and neatly trimmed as is his beard.  His 
  clothes are always nearly immaculate, even after weeks 
  in the wilderness and he carries himself with a haughty 
  pride.
  PERSONALITY AND ROLEPLAYING OPPORTUNITIES:
  While not actively malicious, that would require him 
  to actually care about the rest of the universe, Gryn is 
  an intently focused individual who cares little for the 
  concerns or wellbeing of others unless it in some way 
  helps him achieve his goals.  Gruff, overbearing, and 
  intolerant of anyone of the “lesser races” that stands in 
  the way of what he wants he is not an easy person to 
  be around at the best of times.
  Though slow to anger he is even slower to forgive a 
  perceived slight, whether it was intentional or not.  He 
  takes an inordinate amount of pride in his skills and his 
  heritage and on those occasions he lowers himself to 
  speak with the “lesser races” he is more than happy to 
  remind them repeatedly of both “facts” as often as he 
  can work into a conversation, unnoticing and uncaring 
  of the growing irritation of those around him.
  LEVEL PROGRESSION
  Gryn progresses as a Ranger for all class levels.  At 
  level two Gryn will put a skill point into each of his 
  Knowledge skills, and his remaining points one each 
  in Perception, Spellcraft, and Stealth.  He will pick 
  Archery for his combat style.  At third level he will 
  spend his skill points as before, take Dodge for his 
  feat, and select Plains for his favored Terrain.  At fourth 
  level he will yet again repeat his skill selection and 
  increase his Wisdom by one point.
  “I am constantly amazed at how well 
  you manage to do despite all your 
  many grevious limitations.”
  — Gryn Ogyn
  POINT BUY OPTIONS
  For a fifteen point build reduce Strength 
  and Constitution by two points each 
  followed by reducing hitpoints by one, 
  and Climb and Swim by one point each.  
  Reduce his melee attack by one and 
  his longsword damage by one as well.  
  Finally reduce his Fortitude save by one.
  For a twenty-five point build increase 
  his Wisdom by three points and his 
  Constitution by one point.  Raise his will 
  save by two points and add two points 
  each to Heal and Perception.
  
  13
  RANGI
  Male Half-Giant Paladin 1
  LG medium humanoid (giant subtype)
  Init +0; Senses Perception +4
  DEFENSE
  AC 17, touch 10, flat-footed  17(+5 armor, +0 
  Dex, +2 Shield)
  hp  12
  Fort +3, Ref +0, Will +4
  OFFENSE
  Speed 30 ft.
  Melee Large Warhammer +4 (3d6+3)
  Ranged Longbow +1 (1d8)
  STATISTICS
  Str 16, Dex 10, Con 13, Int 12, Wis 15, Cha 
  14
  Base Atk +1; CMB +4; CMD 13
  Feats: Alertness, Power Attack
  Traits: Inspiring, Muscle of Society
  Skills Diplomacy +6, Handle Animal +4, Heal 
  +6, Knowledge (religion) +5, Perception +4, 
  Ride +0, Sense Motive +4
  Languages: Common, Giant, Dwarven
  SQ: Keen Discernment, Magical Perception, 
  Powerful Build, Weapon Familiarity
  Gear Large Warhammer, Longbow, Scale Mail, 
  Heavy Wooden Shield, Arrows x20, backpack, 
  bedroll, belt pouch, candles x10, cheap holy text, 
  explorer’s outfit, flint and steel, iron pot, mess kit, 
  rope, soap, spell component pouch, torches x10, 
  trail rations x5, water skin, wooden holy symbol, 
  2gp
  Encumbrance 93lbs
  SPECIAL ABILITIES
  Aura of Good: The power of Rangi’s aura of good 
  (see the detect good spell) is equal to his paladin 
  level.
  Detect Evil: At will, Rangi can use detect evil, as 
  the spell. Rangi 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 Rangi 
  does not detect evil in any othis object or individual 
  within range.
  Smite Evil: Once per day, Rangi can call out to the 
  powers of good to aid his in his struggle against evil. 
  As a swift action, Rangi chooses one target within 
  sight to smite. If this target is evil, Rangi adds his Cha 
  bonus (if any) to his attack rolls and adds his paladin 
  level to all damage rolls made against the target of 
  his 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 Rangi possesses. Regardless of the target, 
  smite evil attacks automatically bypass any DR the 
  creature might possess. 
  In addition, while smite evil is in effect, Rangi gains 
  a deflection bonus equal to his Charisma modifier (if 
  any) to his AC against attacks made by the target of 
  the smite. If Rangi targets a creature that is not evil, 
  the smite is wasted with no effect
  The smite evil effect remains until the target of 
  the smite is dead or the next time Rangi rests and 
  regains his uses of this ability. At 4th level, and at 
  every three levels after, Rangi may smite evil one 
  additional time per day, as indicated on Table: 
  Paladin, to a maximum of seven times per day at 
  19th level.
  Inspiring: His firm belief in Torag inspires Rangi 
  and he can pass that inspiration on to others. 
  As a standard action, Rangi can speak words of 
  encouragement to grant a +1 morale bonus to an 
  ally within 30 feet who can see and hear you. The 
  ally can use this bonus on any d20 roll of his choice 
  before the start of your next turn. You cannot use 
  this trait to grant a bonus to yourself or to an ally 
  who has already benefited from this trait within the 
  last 24 hours.
  Muscle of the Society: Rangi’s years of labor and 
  training means he gains a +2 trait bonus on Strength 
  checks made to break doors and lift portcullises, 
  and you treat your Strength score as 2 higher for 
  the purpose of determining your carrying capacity.
  Background: The course of Rangi’s life took a sharp 
  turn at a very young age when his tribe was caught in 
  a sudden and unexpected rockslide in a mountain pass 
  that slew nearly all those entrapped within.  Indeed 
  
  14
  his life might have ended then and thise were it not 
  for the passing caravan of dwarves looking to use the 
  same pass who heard the young infant’s cries and in a 
  moment of pity took the child with them.
  Upon the dwarves returning home Rangi was given 
  over to the clergy of Torag to raise and despite his size 
  unsuited for dwarven architecture, and his prodigious 
  appetite the temple soon came to favor the young 
  half-giant who would work for hours at even the 
  hardest tasks without complaint and whose attention 
  to the teachings of the faith was most rewarding.  
  Rangi studied and trained hard and upon coming of 
  age declared his intent to continue serving Torag and 
  spreading his word and shield of protection to the 
  wider world, as well as being able to stand fully upright 
  for once.  
  Rangi’s travels and wanderings have brought him to 
  the edge of Brevoy whise he senses both the evil within 
  and the chance for opportunity to spread the word of 
  Torag while providing protection to those in need.
  Physical Description:  At 7’6” Rangi towers over 
  most folks, and if he didn’t have a permanent stoop 
  from so many years of being bent over to avoid low 
  ceilings and doorways he would be even taller.  This 
  holy warrior carries himself with an assurance and 
  confidence that many might envy and bright golden 
  eyes shine with an intelligence that belies his bulk.  
  His armor rides easily upon his body without apparent 
  strain, and the massive Warhammer he carries lightly 
  might well be mistaken for a maul in a lesser being’s 
  grasp.
  PERSONALITY AND ROLEPLAYING OPPORTUNITIES:
  Rangi is outwardly friendly and easy going with 
  anyone not clearly evil, the confidence given him 
  by both his size and prodigious strength means the 
  occasional taunt and slur do not get under his skin, 
  instead electing tolerant, pitying smiles.  Because of 
  his upbringing and gratitude he is especially fond of 
  dwarves and will gladly render any aid he can offer 
  to them.  He will gladly speak for hours with anyone 
  willing to listen of the benefits and tenants of Torag 
  and he is a surprisingly captivating speaker.  
  Many look upon him and think of him as just dumb 
  muscle, and Rangi is not unaware of this, nor has he not 
  taken advantage of it on occasion, usually to someone’s 
  later rude surprise.  A strong and loyal companion 
  Rangi’s faith is unshakable and a pillar upon which 
  he can stand when all else fails him.  While not one to 
  overtly press his faith upon others he is dedicated to 
  proving the value of Torag not just through words but 
  his deeds and actions and he takes this duty seriously.
  LEVEL PROGRESSION
  Rangi progresses as a Paladin for all his class levels.  
  At Second Level Rangi puts a point each in Perception, 
  Ride, and Sense Motive.  At Third level he puts one 
  skill point each into Diplomacy, Perception, and Ride 
  while taking Cleave for his feat selection.  At fourth 
  level he puts a skill point each in Handle Animal, heal, 
  and Knowledge (Religion) and puts a stat point in 
  Constitution.
  “A small kindness now, can grow 
  into something much larger given 
  time and care.”
  — Rangi
  POINT BUY OPTIONS
  To run Rangi as a 15 point character 
  reduce his Constitution and Wisdom 
  modifiers by one and his Charisma by 
  two.
  To run Rangi as a 25 point character put 
  three points each into Dexterity and 
  Constitution, raise his hit points by two, 
  as well as his AC, CMD and CMB by one.
  
  15
  S’STAL ZA’TAR
  Female Sasori Rogue 1
  LE medium humanoid
  Init +4; Senses Darkvision 60ft Perception +4
  DEFENSE
  AC 18, touch 14, flat-footed  14 (+3 armor, +4
  Dex, +1 Nat)
  hp  10
  Fort +1, Ref +6, Will +0
  Defensive Abilities: Carapace, Poisonous 
  Blood, Poison Resistance  
  OFFENSE
  Speed 30 ft.
  Melee Dagger +4 (1d4+2 19-20)
  Ranged Shortbow +4 (1d6)
  STATISTICS
  Str 14, Dex 18, Con 12, Int 14, Wis 10, Cha 8
  Base Atk +0; CMB +2; CMD 16
  Feats: Weapon Finesse
  Traits: Hidden Hand, Dirty Fighter
  Skills Acrobatics +12, Bluff +3, Climb +6, 
  Diplomacy +3, Disable Device +8, Escape 
  Artist+8, Knowledge (local) +6, Perception 
  +4, Sense Motive +4, Sleight of Hand +8, 
  Stealth +12
  Languages: Common, Sasori, Dwarven, Goblin
  SQ: Darkvision 60ft, Skulker, Vermin Affinity
  Gear Dagger, Sap, Shortbow, Studded Leather, 
  Arrows x20, backpack, a bedroll, a belt pouch, 
  caltrops, chalk x10, a flint and steel, a grappling 
  hook, an iron pot, a mess kit, a mirror, pitons x10, 
  rope, soap, thieves’ tools, torches x10, trail rations 
  x5, waterskin, 31gp
  Encumbrance 65 lbs
  SPECIAL ABILITIES
  Dirty Fighter: You gain a +1 trait bonus to damage 
  rolls against opponents you are flanking.
  Hidden Hand: You gain a +1 trait bonus on Sleight 
  of Hand checks made to conceal light weapons and 
  a +1 trait bonus on attack rolls when making an 
  attack with a light weapon during a surprise round.
  Sneak Attack: If S’stal can catch an opponent when 
  he is unable to defend himself effectively from her 
  attack, she can strike a vital spot for extra damage. 
  The rogue’s attack deals extra damage anytime her 
  target would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus 
  or not), or when the rogue flanks her target. This 
  extra damage is 1d6 at 1st level, and increases by 
  1d6 every two rogue levels thereafter. Should the 
  rogue score a critical hit with a sneak attack, this 
  extra damage is not multiplied. Ranged attacks can 
  count as sneak attacks only if the target is within 
  30 feet.
  With a weapon that deals nonlethal damage (like a 
  sap, whip, or an unarmed strike), S’stal can make a 
  sneak attack that deals nonlethal damage instead of 
  lethal damage. She cannot use a weapon that deals 
  lethal damage to deal nonlethal damage in a sneak 
  attack, not even with the usual –4 penalty.
  The rogue must be able to see the target well 
  enough to pick out a vital spot and must be able to 
  reach such a spot. S’stal cannot sneak attack while 
  striking a creature with concealment.
  Trapfinding: S’stal adds 1/2 her level to Perception 
  skill checks made to locate traps and to Disable 
  Device skill checks (minimum +1). S’Stal can use 
  Disable Device to disarm magic traps.
  Background: S’stal has stalwartly served her clan for 
  some time in the capacity of information exchanger, but 
  only recently has she been entrusted to go out on her 
  own to render service.  Trained in the arts of subterfuge 
  and back alleys she has been busily relieving people of 
  their information at dagger-point throughout Numeria, 
  followed shortly by their belongings, and then the 
  contents of their abdominal cavities.  
  With the growing awareness of her presence, even if 
  not her exact identity, and a steadily growing bounty on 
  her head, plus the promise of new hidden knowledge 
  tucked away in the odd corners of Brevoy she has 
  chosen to move on.  She has come to realize that she 
  will need to enlist the aid of others in surmounting 
  the dangers protecting the knowledge and secrets of 
  this kingdom.  While she should prove a useful and 
  
  16
  effective companion, she is not one to trust behind 
  one’s back when there is something of value at stake.
  Physical Description: At 5’4” S’stal is on the small 
  size for one of her people, a fact that has proven useful 
  on more than one occasion.  She regularly changes the 
  symbols scrawled across her body to confuse those 
  trying to pin down this elusive killer.  Other than a 
  nearly all concealing cloak she wears and owns no 
  clothing.
  Personality and Roleplaying Opportunities:
  S’stal is like most of her people, intensely loyal only 
  to her clan and no one else.  While she can at times 
  engage in effective dialogue with others, she often 
  manages to speak much while saying little.  She will 
  aggressively seek out secrets and knowledge and will 
  not hesitate to engage in violence to get it if she thinks 
  she can get away with doing so.  Prying even basic 
  necessary information out of her is no easy task and she 
  will often leave those working with her frustrated from 
  failing to reveal a key piece of information because no 
  one thought to ask or was willing to offer something 
  new in return.
  S’stal is likely to know of every potential information 
  source or informant in the area and regularly make 
  use of that knowledge to facilitate her activities.  She 
  makes a passing attempt at being friendly with those 
  who might be useful to her but these efforts generally 
  fall short of the desired results and often leave those 
  involved slightly creeped out.  
  As long as it is in her interest to continue working 
  with a  group she will unstintingly do her fair share, 
  but once they are no longer of use to her she tends to 
  discard people like any other tool no longer of use and 
  seems to fail to understand why this might cause hard 
  feelings.
  LEVEL PROGRESSION
  S’stal progresses as a Rogue for all class levels.  At 
  second level S’stal will put three skill ranks each into 
  Bluff, Diplomacy, and Perception and the remaining 
  rank into Disable Device.  For her first rogue talent she 
  will select Bleeding Attack.  For level three she will 
  put three ranks each into Disable Device, Perception, 
  and Sense Motive with the remaining rank added to 
  Knowledge (local).  For her feat she will take Weapon 
  Focus (Dagger).  At fourth level she will put three skill 
  ranks into Stealth, Escape Artist, and Acrobatics, with 
  the last rank going into Bluff.  She will pick Coax 
  Information for her second rogue talent and put a point 
  into Dexterity.
  “Let us trade words and we will see 
  who is the better merchant.”
  — S’stal Za’tar
  POINT BUY OPTIONS
  To play S’stal at fifteen points reduce 
  Strength and Constitution by two points 
  each as well as decreasing her dagger 
  damage, her hitpoints, and her Fortitude 
  save by one point each.
  To play S’stal at twenty-five points raise 
  her Wisdom and Charisma scores by two 
  points and Constitution by one point.  
  Increase the following skills by one point, 
  Bluff, Diplomacy, Perception, and Sense 
  Motive.  Raise the Will save by one point.
  
  17
  WALLOP
  Female P’Tan Cleric of Milani (Liberation/
  Protection) 1
  CG medium outsider (native)
  Init +2; Senses Darkvision 60ft Perception +3
  DEFENSE
  AC 19, touch 12, flat-footed 17 (+5 armor, +2 
  Dex, +2 shield)
  hp 9 
  Fort +3, Ref +2, Will +5
  Defensive Abilities: Shadowborn
  Weaknesses: Light Sensitivity, 
  OFFENSE
  Speed 30 ft.
  Melee Morning Star +2(1d8+2)
  Special Attacks Shadowspark 1d6, 30ft, 6/
  day
  STATISTICS
  Str 14, Dex 15, Con 13, Int 10, Wis 16, Cha 
  12
  Base Atk +0; CMB +2; CMD 14
  Feats: Alignment Channel
  Traits: Blessed Touch, Called
  Skills Heal +7, Knowledge (planes) +4, 
  Knowledge (religion) +4,
  Languages: Common, Exodite
  SQ Darkvision 60ft, Shadow Spark, Vengeance, 
  Weapon Familiarity
  Gear Morning Star, Scale Mail, Heavy Wooden 
  Shield, backpack, bedroll, belt pouch, candles x10, 
  cheap holy text, explorers outfit, flint and steel, 
  iron pot, mess kit, rope, soap, spell component 
  pouch, torches x10, trail rations x5, water skin, 
  wooden holy symbol, 59gp
  Encumbrance 83lbs
  SPECIAL ABILITIES
  Aura: Wallop has a particularly powerful Chaotic 
  Good aura corresponding to Milani’s alignment. 
  (see detect evil for details).
  Blessed Touch: Wallop heals 1 additional point 
  of damage when using lay on hands, channeling 
  energy, or casting a cure spell.
  Called: Once per day upon rolling a natural 1 on 
  an attack roll, Wallop may call on the favor of her 
  god and reroll the die and take the second result 
  instead.
  Channel Energy: Wallop can release a wave of 
  energy by channeling the power of her faith 
  through her holy symbol. This energy can be used 
  to cause or heal damage, depending on the type of 
  energy channeled and the creatures targeted.
  Spontaneous Casting: Wallop can channel stored 
  spell energy into healing spells that she did not 
  prepare ahead of time. The cleric can “lose” any 
  prepared spell that is not an orison or domain spell 
  in order to cast any cure spell of the same spell level 
  or lower (a cure spell is any spell with “cure” in its 
  name).
  Wallop channels positive energy and can choose to 
  deal damage to undead creatures or to heal living 
  creatures. 
  Channeling energy causes a burst that affects all 
  creatures of one type (either undead or living) in a 
  30-foot radius centered on Wallop. The amount of 
  damage dealt or healed is equal to 1d6 points of 
  damage plus 1d6 points of damage for every two 
  cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and 
  so on). Creatures that take damage from channeled 
  energy receive a Will save to halve the damage. The 
  DC of this save is equal to 10 + 1/2 the cleric’s level 
  + the cleric’s Charisma modifier. Creatures healed by 
  channel energy cannot exceed their maximum hit 
  point total—all excess healing is lost. Wallop may 
  channel energy a number of times per day equal to 
  3 + her Charisma modifier. This is a standard action 
  that does not provoke an attack of opportunity. 
  Wallop can choose whether or not to include herself 
  in this effect.
  Wallop must be able to present her holy symbol to 
  use this ability.
  Background: One of many P’Tan who have taken 
  up the worship and even service of a deity from their 
  area Wallop, so nicknamed for the enthusiasm with 
  which she swings her weapon, has chosen to follow 
  Milani, attracted by the goddess’s focus on freedom 
  
  18
  from oppression that resonates strongly with her own 
  people’s history of enslavement.
  Having taken up the cause of Milani, Wallop managed 
  to endure enough training in the faith to be properly 
  ordained before setting out on her own, somewhat to 
  the relief of her instructors if truth be told, vowing to 
  strike down those who would oppress or enslave others 
  with a just and righteous fury.  Her wanderings have 
  led her to the edges of Brevoy and she stands ready to 
  take her one P’tan crusade into its depths.
  Physical Description:  Of relatively light skin tone for 
  her age, her consistent coloring is marred by numerous 
  scars obtained in hard travels and overly enthusiastic 
  training.  Where it not for the holy symbol she carries 
  you would not think her holy from her appearance as 
  she gives little thought to her clothing, considering it a 
  concern normally beneath her notice compared to other 
  more important matters.
  PERSONALITY AND ROLEPLAYING OPPORTUNITIES:
  Wallop is an intense and driven being who will let 
  nothing stand in the way of her goal of removing as 
  much oppression and wickedness from the land as 
  possible.  She is brash and blunt, to the point of offense 
  often times, and she bothers little with tact.  Wallop 
  prefers to act rather than preach and rarely stays in one 
  place longer than a night’s rest requires once she has 
  purged an area.  
  Her judgement is also somewhat lacking as she is 
  quick to jump to conclusions, and act on them, or to 
  consider that some people’s definition of freedom or 
  justice are different from her own.  This means she is as 
  likely to be against those standing on the side of law as 
  with them, regardless of alignment.  More than willing 
  to die for her cause and beliefs, she does not hesitate to 
  throw herself into combat
  “If blood must be shed for freedom 
  to prosper let it be the blood of evil 
  and not the innocent.”
  — Wallop
  POINT BUY OPTIONS
  If playing Wallop as a fifteen point 
  character reduce her Dexterity and 
  Constitution by one point and her 
  Charisma by three points.
  If Playing Wallop as a twenty-five 
  point character raise her Dexterity, 
  Constitution, and Charisma by one point 
  each, adding one to her hitpoints and 
  total AC.
  LEVEL PROGRESSION
  Wallop progresses as a cleric for each of their class 
  levels.  At second level Wallop puts a skill point each 
  into Knowledge (arcana) and Knowledge (spellcraft), 
  at third level she puts points into the same and takes the 
  Toughness feat.  At fourth level she puts her points into 
  the same skills and adds one point to Dexterity.
  
  19
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