TEXT: 51
  ®
  ™
  NPC
  Guide
  NPC
  Guide
  Hal Maclean, Jeff Quick, 
  and John Wick
  51
  
  18
  Thaim 
  MaMMoTh Lords Cr 2
  Tpannon 
  Thuvia 
  Cr 4
  RupeRT Raim 
  rahadouM 
  Cr 5
  esme CuRRindon 
  usTaLav 
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  shaCkLes 
  Cr 5
  Vaylen Goldfield 
  GaLT 
  Cr 3
  Ries CupRianas  
  andoran 
  Cr 5
  loRd aChimaiR  
  sodden Lands 
  Cr 6
  BRinian 
  Brevoy 
  Cr 5
  Jona Clay 
  aBsaLoM 
  Cr 6
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  CheLiax 
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  VendlaRa aldeRane 
  kyonin 
  Cr 3
  alViana shadowswoRn 
  nidaL 
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  kRun Thuul 
  BeLkzen 
  Cr 9
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  sarGava 
  Cr 4
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  Qadira 
  Cr 5
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  nirMaThas 
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  menThen JaGaRo 
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  huodaTha 
  razMiran 
  Cr 3
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  NPC 
  Guide
  A Pathfinder Chronicles Supplement
  Authors: Jason Bulmahn, Christopher Carey, Crystal 
  Frasier, Jesse Heinig, James Jacobs, Jonathan H. Keith, Hal 
  Maclean, Rob McCreary, Erik Mona, Tim Nightengale, Jeff 
  Quick, Sean K Reynolds, F. Wesley Schneider, Amber Scott, 
  James L. Sutter, John Wick, and Hank Woon 
  Cover Artist: Dave Rapoza
  Interior Artists: Christopher Ocampo and Kyushik Shin
  Editor-in-Chief: James Jacobs
  Managing Editor: F. Wesley Schneider
  Editing and Development: Judy Bauer, Christopher Carey, 
  Rob McCreary, Sean K Reynolds, and James L. Sutter
  Editorial Assistance: Jason Bulmahn
  Art Director: Sarah E. Robinson
  Production Specialist: Crystal Frasier
  Publisher: Erik Mona
  Paizo CEO: Lisa Stevens
  Vice President of Operations: Jeffrey Alvarez
  Corporate Accountant: Dave Erickson
  Director of Sales: Pierce Watters
  Sales Manager: Christopher Self
  Technical Director: Vic Wertz
  Events Manager: Joshua J. Frost
  Special Thanks: The Paizo Customer Service, Website,
  and Warehouse Teams
  Introduction	
  2
  Named	NPCs	
  4
  Generic	NPCs	
  34
  Paizo	Staff	NPCs	
  54
  Credits
  Table of Contents
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, 
  registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated 
  as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open 
  Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
  Pathfinder Chronicles: NPC Guide is published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the 
  Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Chronicles, Pathfinder Module, and the Pathfinder Roleplaying Game are 
  trademarks of Paizo Publishing, LLC. © 2010, Paizo Publishing, LLC.
  Printed in China.
  Paizo Publishing, LLC 
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  This Pathfinder Chronicles book works best with the Pathfinder Roleplaying Game Core Rulebook 
  and the Pathfinder Bestiary. Although it is suitable for play in any fantasy world, it is optimized  
  for the Pathfinder Chronicles campaign setting.
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  2
  Pathfinder Chronicles: NPC Guide
  Creating character and monster stat blocks is the most time-consuming 
  and error-prone part of being a Game Master. A complex or high-level 
  creature’s stat block can take an hour or more to build. Stat blocks use a lot 
  of math and refer to rules all thoughout the Pathfinder Roleplaying Game 
  Core Rulebook, and sometimes other books as well. Anything that you 
  can do to save time on stat blocks means more time you can use to make a 
  campaign cool, fun, and exciting. That’s where this book comes in.
  This book contains more than 90 complete stat blocks for Golarion 
  characters. Some are unique characters—potential contacts or long-term 
  villains, each with his own backstory and motivations. Others are 
  “generic” sorts of characters, the nameless rank-and-file NPCs that populate 
  a castle, random encounter, evil temple, or monstrous horde.
  Death 
  by Stat Blocks
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  3
  Introduction
  Golarion Feats
  Some of these characters use feats from the Pathfinder 
  Chronicles Campaign Setting, which was written for the 
  3.5 rules over a year before the launch of the Pathfinder 
  Roleplaying Game. While in many cases these feats can be 
  used as is without any conversion, some of them are obsolete 
  because of new material presented in the Pathfinder RPG. 
  If an NPC in this book refers to a feat from the Pathfinder 
  Chronicles Campaign Setting, the NPC’s stat block includes 
  a short summary of the effects of the feat as it affects that 
  character; however, it does not address any aspects of 
  the feat that do not apply to the character (such as extra  
  benefits at a higher level or a spellcasting class the character 
  doesn’t have). This means you don’t need the Pathfinder 
  Chronicles Campaign Setting to use these feats, but to fully 
  understand the context of the feat you may want to read 
  about it in that book.
  Emergency PCs
  Sometimes you need a PC in a hurry—a friend drops by from 
  out of town and wants to play for one session, a player brings 
  a girlfriend or boyfriend who wants to try gaming, or a PC 
  dies and the player needs a temporary PC for the rest of the 
  night while the party completes the adventure. Time is short, 
  and time spent creating a character at the table—especially 
  for someone who’s never played before and doesn’t know 
  what sort of decisions to make—is time you’re not actually 
  playing.
  In a pinch, you can use any of the NPCs in Chapter 1 as 
  PCs. All of the characters in Chapter 1 are built with the heroic 
  ability score array (15, 14, 13, 12, 10, 8), which is the same as 
  if they were built with the Purchase method of generating 
  ability scores using the 15-point standard fantasy allotment 
  (see Generating Ability Scores on page 15 of the Pathfinder RPG 
  Core Rulebook), so they’re suitable for use as PCs without any 
  changes to the ability scores or class abilities.
  However, NPCs have far less gear than PCs of the same 
  character level—the value of NPC gear corresponds to the 
  Heroic level on Table 14–9 in the Core Rulebook (page 454), 
  whereas Table 12–4 (page 399) indicates how much wealth 
  PCs have to spend on gear. When using one of these NPCs 
  as a PC, add gear to make up the difference between the two 
  values. In most cases, adding expensive standard items like 
  a ring of protection, cloak of resistance, or belt of giant strength (or 
  other ability score-boosting item) or adding enhancement 
  bonuses to armor or weapons is the fastest and easiest way 
  to close this gap. For example, Jona Clay (see page 4) is a 7th-
  level NPC with approximately 6,000 gp worth of gear; if he 
  were a PC, he should have about 23,500 gp worth of gear—a 
  difference of 17,500 gp. Improving his +1 studded leather to 
  +2 studded leather is worth 3,000 gp, increasing his ring of 
  protection +1 to a ring of protection +2 is worth 6,000 gp, adding 
  a cloak of resistance +2 is worth 4,000 gp, and adding a headband 
  of alluring Charisma +2 is worth 4,000 gp, which amounts to 
  17,000 gp altogether, leaving 500 gp to buy a few potions.
  The characters in Chapter 3 are PCs rather than NPCs; you 
  can use them as is if you need an emergency PC.
  Chapter 1
  This chapter has 30 named NPCs of levels 4 to 10, with one NPC 
  per page, each accompanied by a history and illustration.
  Each NPC write-up also includes a Boon—some benefit 
  that the character can provide PCs if they shift her attitude 
  to helpful (see the Diplomacy skill on pages 93 –94 of the 
  Pathfinder RPG Core Rulebook). A few of these boons are or grant 
  unusual abilities; these help give the NPCs a special twist and 
  let them contribute to the campaign in a unique way. Note that 
  the NPCs probably react to the PCs as individuals rather than 
  as a unified group; it is entirely possible for an NPC to feel 
  helpful toward one PC and indifferent or even hostile toward 
  another, and in such cases it is very unlikely that the NPC 
  offers her boon to PCs she’s not feeling helpful toward.
  The NPCs in this chapter are arranged alphabetically by 
  their region of origin. Note that while the NPCs are all linked 
  to their respective homelands, they are designed to be mobile 
  and have reasons to travel to other places. Therefore, you 
  should have little trouble introducing them in almost any 
  part of the Inner Sea region, even if the PCs never venture to 
  the NPC’s place of origin. Of course, you can always “file off 
  the serial number” and adapt any of these NPCs for another 
  region or purpose.
  Chapter 2
  This chapter includes over 50 complete stat blocks for “generic” 
  NPCs from all over the Inner Sea region. It does not include 
  names or significant background information, as these NPCs 
  are intended to fill parts for which their role in a combat or 
  minor place in a story arc is less important. For example, if 
  you’re running an adventure in Absalom and you need some 
  bruisers for an encounter in the city’s Puddles district, use a 
  few Puddles thugs (see page 34); their names and reasons for 
  being in the Puddles aren’t important—they’re there to be a 
  suitable combat challenge for the PCs.
  Note that this chapter’s focus is Golarion-specific NPCs; if 
  you want generic blacksmiths, guards, merchants, and so on, 
  see the Pathfinder RPG GameMastery Guide.
  Chapter 3
  Paizo editor-in-chief James Jacobs runs a Pathfinder game 
  set in and around the town of Sandpoint. This chapter has 
  stat blocks for the original Sandpoint campaign PCs played 
  by members of the Paizo staff. Though they live and quest 
  in Sandpoint, there’s no reason you couldn’t use them as a 
  traveling adventure band in some other part of the world. Like 
  the named NPCs in Chapter 1, each of these characters has a 
  Boon for PCs who shift his attitude to helpful.
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  4
  Pathfinder Chronicles: NPC Guide
  AbsAlom 
  For 10 years, Jona Clay was a Pathfinder—and 
  a good one. His fame and fortune rose quickly 
  throughout Absalom and the lands beyond. Then one day he 
  simply disappeared, leaving behind no hint of his fate.
  The truth of the matter is that, while traveling through 
  central Avistan, he stopped at a small village and was 
  approached by a young boy, who in his hero worship 
  asked Jona to teach him how to use a sword 
  so that he, too, could become a Pathfinder. 
  Amused, Clay spent the day showing the 
  boy the basics and encouraged him to 
  come to Absalom to join the ranks of the 
  Pathfinders when he was old enough. He left 
  an old short sword with the boy for practice 
  and said goodbye. Not 2 days later, Jona saw 
  smoke on the horizon; he soon learned that 
  the boy and all of his kin had been killed by 
  bandits. The village had no organized defense, 
  and when the bandits began looting, the boy ran 
  out to challenge them with the sword Jona 
  had given him—and was immediately 
  slaughtered.
  Months of horrible dreams followed 
  Jona. He returned to the Grand Lodge of 
  Absalom, but still his nights were filled 
  with visions of drowning in a lake of blood, 
  small hands dragging him to the bottom. Finally, 
  he packed his things together and left Absalom without 
  saying goodbye. The only thing left in his room was his sword. 
  No one in the city ever saw him again.
  Or so they thought. Unknown to anyone from his former 
  life, Jona in fact disguised himself and bought a house under 
  an assumed personality. There he settled down, pretending 
  to be a recent arrival and never mentioning his former life. 
  He found a nice girl that made him laugh and he married 
  her. When trouble comes, Jona settles it with a cool head and 
  a steady hand, never reaching for his “walking stick” except as 
  a last resort. Despite the weight of his secret—a past his wife 
  and friends have learned not to probe too deeply—Jona Clay 
  has finally found something greater than all the discoveries 
  of the Society: a home.
  Boon: Jona knows the locations of several half-explored sites 
  of interest that may still hold treasures for brave adventurers, 
  but he only shares them with people whom he trusts—and 
  whom he believes can survive the dangers there.
  Jona Clay 
  CR 6
  XP 2,400
  Male human bard 1/ranger 3/rogue 3 
  NG Medium humanoid (human)
  Init +2; Senses Perception +11
  DefenSe
  aC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, 
  +1 dodge)
  hp 33 (7 HD; 3d10+4d8)
  fort +4, Ref +10, Will +5
  Defensive abilities evasion, trap sense +1
  offenSe
  Speed 30 ft.
  Melee +1 quarterstaff +6 (1d6+1) or
  sap +5 (1d6 nonlethal)
  Ranged tanglefoot bag +7 ranged touch 
  (entangled)
  Special attacks bardic performance 6 
  rounds/day (countersong, distraction, 
  fascinate, inspire courage +1), sneak attack 
  +2d6
  Bard Spells Known (CL 1st; concentration +3)
  1st (2/day)—charm person (DC 13), cure light wounds
  0 (at will)—dancing lights, mage hand, message, 
  prestidigitation
  TaCTICS
  Before Combat Jona does everything 
  in his power to avoid combat through 
  diplomacy and compromise.
  During Combat Jona relies on Combat 
  Expertise and attempts to inflict only 
  nonlethal damage. The entire time, he 
  constantly tries to defuse the conflict by looking for 
  compromises or means to get his enemies to back down.
  Morale Jona is willing to die to protect his friends and family, 
  but he won’t die cheaply. He’s quick to flee a pointless death 
  and is insightful enough to warn friends and neighbors so 
  they can’t be used as leverage against him.
  STaTISTICS
  Str 10, Dex 14, Con 10, Int 14, Wis 12, Cha 15
  Base atk +5; CMB +5 (+7 trip); CMD 19 (21 vs. trip)
  feats Combat Expertise, Dodge, Endurance, Improved 
  Feint, Improved Iron Will, Improved Trip, Persuasive, 
  Quick Draw
  Skills Bluff +6, Diplomacy +14, Disable Device +9, Intimidate +4, 
  Knowledge (dungeoneering) +8, Knowledge (geography) +7, 
  Knowledge (history) +8, Knowledge (local) +13, Knowledge 
  (nature) +13, Linguistics +11, Perception +11, Perform 
  (oratory) +12, Profession (scribe) +9, Sense Motive +11, 
  Stealth +12, Survival +6
  languages Ancient Osiriani, Celestial, Common, Dwarven, 
  Elven, Gnome, Goblin, Orc, Skald
  SQ bardic knowledge +1, favored enemy (undead +2), favored 
  terrain (urban +2), rogue talent (combat rogue), track +1, 
  trapfinding +1, wild empathy +5
  Combat Gear potion of cure moderate wounds, tanglefoot bags 
  (4); other Gear +1 studded leather, +1 quarterstaff, sap, ring 
  of protection +1, masterwork thieves’ tools, 225 gp
  JonA ClAy
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  5
  1
  Named NPCs
  AndorAn 
  Ries is a captain in the Steel Falcons, one 
  of the three branches of Andoran’s Eagle 
  Knights. Colloquially known as the “Steel Fox” because of 
  his daring and imaginative raids into Cheliax. Ries focuses 
  his efforts and ingenuity on smuggling individuals out of 
  the infernal empire. His small company of rangers is 
  well known across Andoran. In Cheliax, his heroics 
  go unmarked except by the officials tasked with 
  bringing him to justice, and occasional hopeful 
  whispers among less patriotic Chelaxians.
  Ries and his company of rangers have 
  haunted eastern Cheliax for years. Dissenters 
  and troublemakers have a tendency to 
  disappear in Cheliax, and while most of 
  those who disappear do so in the clutches of 
  House Thrune, a small number reach a better 
  destination—Andoran. The Eagle Knights, through 
  a network of informants, target and 
  contact Chelish folk who appear to be 
  on the verge of arrest and offer them 
  a deal: safety in Andoran in exchange 
  for any information or aid that could 
  damage Cheliax. Hundreds have taken 
  the deal, and Ries is their ticket to their new 
  home. Extraction operations are perilous, 
  since the defectors are often already under 
  watch by the authorities. Running fights, dangerous 
  diversionary tactics, and acts of civic destruction are all 
  common occurrences when Ries is on the scene.
  While most Andorens agree that Ries is a great hero and 
  a great patriot, several theories float about as to why he has 
  devoted his life to bringing down Cheliax in his singular 
  manner. The most popular theory is that he is originally from 
  Cheliax, and was rescued from there as a child by a smuggler 
  like himself. Records on Ries’s youth aren’t public knowledge, 
  so the theory is plausible. More radical theories include a 
  divine mandate from Talmandor (Andoran’s avoral patron) 
  or his parents were killed by devils. Whatever his motivation, 
  Ries is regarded as being single-minded in his goal to serve 
  Andoran by freeing the Chelaxians, one by one.
  Ries is in good physical shape for his forties, but his face 
  is creased and leathered, and his hair retains little of its 
  original brown, settling instead on a silver that helps make 
  his sobriquet all the more fitting. A long scar mars the left 
  side of his face from scalp to chin, a reminder and memorial. 
  Ries is taciturn by nature and rarely smiles, though his eyes 
  often convey a warmth at odds with his dour visage.
  Boon: Ries is well versed in all of the smuggling routes 
  along the border between Cheliax and Andoran and has 
  used almost all of them himself at one time or another. 
  He makes frequent forays across the border, and if the PCs 
  need to sneak into Cheliax unnoticed, he can take them 
  along easily. If the PCs are in Cheliax and need help getting 
  out, Ries can add them to his docket, but the chance of a 
  successful extraction decreases with each person added, 
  and Ries is loath to jeopardize his larger mission without 
  good cause.
  RIeS CuPRIanaS 
  CR 5
  XP 1,600
  Male human ranger 6
  NG Medium humanoid (human) 
  Init +2; Senses Perception +12
  DefenSe
  aC 18, touch 12, flat-footed 16 (+6 armor, +2 
  Dex)
  hp 39 (6d10+6)
  fort +7, Ref +10, Will +6
  offenSe
  Speed 20 ft.
  Melee longsword +6/+1 (1d8/19–20)
  Ranged +1 longbow +10/+5 (1d8/×3)
  Special attacks favored enemy 
  (humans +4, evil outsiders +2), 
  favored terrain (plains +2)
  Spells Prepared (CL 3rd; 
  concentration +6)
  1st—hide from animals, pass without trace 
  (DC 14)
  TaCTICS
  Before Combat When escorting refugees, Ries avoids 
  combat whenever possible. If a fight is inevitable, he casts 
  pass without trace on the people he’s helping to allow them 
  to escape.
  During Combat Ries ambushes from cover whenever 
  possible, engaging in hit-and-run tactics to delay the 
  enemy, preferring to stay at range near cover.
  Morale Ries retreats as soon as those under his protection or 
  command are safe.
  STaTISTICS
  Str 10, Dex 15, Con 12, Int 13, Wis 17, Cha 8
  Base atk +6; CMB +6; CMD 18
  feats Endurance, Far Shot, Improved Lightning Reflexes, 
  Lightning Reflexes, Point-Blank Shot, Precise Shot, Weapon 
  Focus (longbow)
  Skills Climb +6, Heal +12, Knowledge (geography) +10, 
  Knowledge (nature) +10, Perception +12, Ride +8, Stealth +8, 
  Survival +12, Swim +6
  languages Common, Halfling
  SQ hunter’s bond (companions), track +3, wild empathy +5
  Combat Gear potion of cure moderate wounds, potion of 
  invisibility; other Gear masterwork breastplate, +1 
  longbow with 20 arrows, dagger, longsword, cloak of 
  resistance +1, 308 gp
  ries CupriAnAs
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  6
  Krun Thuul
  Pathfinder Chronicles: NPC Guide
  belKzen
  Imagine spending your whole life with people 
  dumber than you, in a culture driven by impulse, 
  greed, and lust. Then imagine a relative genius 
  being born into that culture, one who has the mind 
  to see advantage and the will to use it. That was Krun Thuul. 
  Smaller than his brothers and sisters, he was a runt born 
  into the Black Sun tribe, beaten and bullied by everyone 
  around him. But Krun was an orc with the wits to 
  understand exactly where and what he was. 
  He took one look at the world about him 
  and knew he had to escape it. Through 
  betrayal and bloodshed, he became the 
  Warlord of the Black Sun, but that was not 
  enough—even dominion over all 
  orcs is too small an ambition for 
  Krun Thuul.
  Krun has plans for this world 
  of weak, soft men. Krun is a strategist, 
  a tactician—an orc who understands 
  strength and weakness and how to turn 
  it to his own advantage. At his command, 
  the Black Sun orcs have given up any 
  claims of land, becoming a nomadic army 
  wandering Belkzen’s many battlefields. By 
  surrendering his land, he leaves nothing behind 
  him, no castles to guard, no homeland to protect, and 
  is free to focus on the glory and gold of victory. His army 
  arrives at the site of a battle and stands within sight of both 
  armies; Krun waits for one warlord to offer him a price… and 
  then waits for the other general to raise it. Krun's coffers are 
  full and rich, and soon he will have gathered enough orcs to 
  his banner to turn his sights on the nations of men.
  Boon: Krun’s followers are mobile within Belkzen, and he is 
  careful to stay on the good side of the various orc champions. 
  Respected for his military prowess and knowledge, Krun can 
  arrange a meeting with a specific warlord, escort visitors 
  through Belkzen, and may even assist in an attack on a weak 
  warlord if he feels it would advance his position without 
  costing him too many of his troops.
  KRun Thuul 
  CR 9
  XP 6,400
  Male orc fighter 10 (Pathfinder RPG Bestiary 222)
  CE Medium humanoid (orc)
  Init +0; Senses darkvision 60 ft.; Perception +8
  DefenSe
  aC 23, touch 12, flat-footed 22 (+10 armor, +1 deflection, 
  +1 dodge, +1 natural)
  hp 55 (10d10)
  fort +7, Ref +4, Will +4; +3 vs. fear
  Defensive abilities bravery +3, ferocity
  Weaknesses light sensitivity
  offenSe
  Speed 30 ft.
  Melee +1 guisarme +17/+12 (2d4+7/19–20/×3) or
  +1 spiked armor +16/+11 (1d6+5)
  Ranged javelin +10/+5 (1d6+4)
  Special attacks weapon training (pole arms +2, 
  close +1)
  TaCTICS
  Before Combat When Krun is about to enter 
  battle, he uses Intimidate to shake up his foes 
  and orders his followers into a battle line. 
  Typically, he brings an orc cleric onto the 
  battlefield as his cohort to cast spells that 
  improve his fighting ability, such as bless.
  During Combat Krun uses reach to his 
  advantage. He shifts about the battlefield, 
  relying on his minions to block opponents 
  while he steps into areas that will 
  allow his reach to strike enemies with 
  impunity. If an enemy closes past his 
  reach, he batters the opponent with 
  armor spikes but steps away as soon as 
  an opening is available. He uses Improved Trip 
  with his guisarme to knock down advancing 
  opponents and then makes attacks of 
  opportunity when they stand up within his reach.
  Morale If confronted by a clearly superior opponent, or one 
  that he can’t easily harm, he runs away. He also flees if an 
  opponent reduces him to 20 hit points or fewer or a single 
  attack deals him 20 or more points of damage. Thanks to 
  his armor training and his Run feat, Krun can usually outrun 
  his opponents. He sacrifices his own troops to achieve a 
  significant victory or save his own life.
  STaTISTICS
  Str 18, Dex 10, Con 8, Int 14, Wis 10, Cha 12
  Base atk +10; CMB +14 (+16 trip); CMD 25 (27 vs. trip)
  feats Combat Expertise, Critical Focus, Dodge, Improved 
  Critical (guisarme), Improved Trip, Intimidating Prowess, 
  Leadership, Persuasive, Power Attack, Run, Toughness
  Skills Diplomacy +11, Intimidate +22, Knowledge (history) +8, 
  Knowledge (local) +8, Perception +8, Ride +5, Survival +10
  languages Common, Dwarven, Elven, Orc
  SQ armor training 2, weapon familiarity
  Combat Gear potion of cure moderate wounds; other Gear +1 full 
  plate with +1 spikes, +1 guisarme, javelins (4), amulet of natural 
  armor +1, cloak of resistance +1, ring of protection +1, 200 gp
  SPeCIal aBIlITIeS
  leadership Krun Thuul’s leadership score is 12. His cohort 
  is an 8th-level orc cleric. His most loyal followers include 
  2 orc berserkers (page 36), 2 orc shamans (page 36), and 
  4 orc skolls (page 36). The rest of his horde consists of 50 
  mercenary orc warriors (see Pathfinder RPG Bestiary 222.)
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  briniAn
  1
  Named NPCs
  brevoy
  At age 25, Brinian is young for an accomplished 
  member of the Aldori Sword Pact. The second 
  son of a minor noble in Rostland, he was apprenticed at 
  an early age to another swordlord and knows nothing of 
  life beyond swordsmanship, dueling, and the simple 
  pleasures of wine, women, and song. Since he rarely 
  meets a swordsman who can match him, Brinian 
  has an arrogant disposition and is likely to slight 
  people without thinking about it.
  For the last 7 years, Brinian has made his 
  living as a retainer to an elderly Rostlandic 
  noble who allows him to pursue his martial and 
  romantic interests as long as he’s available as a 
  champion in the event the old man is challenged to 
  a duel. His master has taken to traveling 
  to all the great cities in Avistan, 
  allowing Brinian a chance 
  to sample delights from 
  across the continent.
  Brinian is lithe and wiry—
  his life of constant training 
  keeps him in top physical shape. His 
  high forehead and aquiline nose give him a 
  genteel air which is regularly disrupted by 
  a roguish grin, and his sandy hair is permanently 
  tousled where it’s not held back in a short queue. Brinian 
  favors the latest fashions, though he pays for none of them 
  himself. His master’s long-suffering chamberlain sees to 
  Brinian’s outfitting, using style and cut to send a clear 
  message that this man is deadly, and his master is not to 
  be trif led with.
  An essentially lazy man, Brinian has settled for a 
  comparatively unambitious career—most Aldori swordlords 
  would be doing something much more important than 
  championing an old man. He’s thus become something of 
  a black sheep to his family and the community of nobles 
  within Brevoy. Brinian’s storied laziness evaporates in the 
  face of anything he considers leisure, no matter the actual 
  effort expended. Consequently, any request to Brinian is 
  more successful if the act in question is presented as being 
  frivolous, extravagant, or outrageous—even if the actual 
  goal carries the risk of death.
  Boon: Brinian can be persuaded to throw in with the 
  PCs on a mission involving a goal that he sees as suitably 
  gallant or amusing; rescuing a maiden or thwarting a 
  group of bandits through single combat with their leader 
  is right up his alley. Brinian is primarily motivated by fun 
  and excitement. If the promised heroism doesn’t come 
  to fruition, he can get dangerously riled and is prone to 
  abandoning those who anger or bore him; however, he is 
  more tolerant if in the company of attractive women.
  BRInIan 
  CR 5
  XP 1,600
  Male human fighter 6 
  N Medium humanoid (human)
  Init +4; Senses Perception +4
  DefenSe
  aC 21, touch 14, flat-footed 17 (+6 armor,  
  +4 Dex, +1 natural)
  hp 39 (6d10+6)
  fort +7, Ref +7, Will +2; +2 vs. fear
  Defensive abilities bravery +2
  offenSe
  Speed 30 ft.
  Melee mwk Aldori dueling sword 
  +13/+8 (1d8+5/19–20)
  Ranged light crossbow +10/+5 
  (1d8/19–20)
  Special attacks weapon training (light 
  blades +1)
  TaCTICS
  Before Combat Brinian ordinarily calls out his 
  opponent to set up a fair fight, preferring 
  to duel until first blood is drawn, though 
  he is willing to duel until one participant 
  lands three hits. He only ambushes opponents 
  in dire circumstances or if he can be convinced 
  that the indignity is absolutely necessary.
  During Combat Outside of a duel, Brinian enjoys closing 
  with spellcasters to make use of his Disruptive feat. Otherwise 
  he attacks the most powerful melee opponent and attempts to 
  shame his enemies into fighting him one-on-one, using vulgar 
  comments, slights against his foe’s appearance, skill, favorite 
  foods, liaisons with sisters and mothers, and anything else he 
  can determine about his opponent.
  Morale Brinian’s air of bravado is quite sincere and doesn’t 
  crack until he reaches 5 hit points or fewer, at which point 
  he flees. If humbled in this fashion, he remembers the 
  face of the one responsible and plots revenge.
  STaTISTICS
  Str 14, Dex 18, Con 12, Int 10, Wis 8, Cha 13
  Base atk +6; CMB +10 (+12 to disarm); CMD 22 (24 vs. disarm)
  feats Agile Maneuvers, Alertness, Disruptive, Exotic Weapon 
  Proficiency (Aldori dueling sword), Improved Disarm, 
  Weapon Finesse, Weapon Focus (Aldori dueling sword), 
  Weapon Specialization (Aldori dueling sword)
  Skills Acrobatics +6, Climb +7, Intimidate +10, Perception +4, 
  Ride +6, Sense Motive +7
  languages Common, Hallit
  SQ armor training 1
  Combat Gear elixir of tumbling (2), potions of cure light wounds (6); 
  other Gear masterwork breastplate, masterwork Aldori 
  dueling sword, light crossbow with 10 bolts, dagger, amulet 
  of natural armor +1, cloak of resistance +1, 142 gp
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  pATroniCus 
  drendAne
  Pathfinder Chronicles: NPC Guide
  CheliAx
  Patronicus Drendane is a signifer with the 
  Hellknight Order of the Scourge, focusing his interest on 
  the pursuit of smugglers and watching over the border 
  between Cheliax and Andoran. While most of the smuggling 
  that crosses the border is mercantile in nature, it is 
  the intelligence traffic that most intrigues him. 
  Patronicus tends to leave the mundane border 
  enforcement to his capable lieutenants and has 
  detached a small, personal force to track and 
  intercept spies of foreign powers, especially 
  Andoran. Patronicus’s superiors approve 
  of this arrangement—a certain amount of 
  mercantile smuggling is to be expected, and 
  having the finest investigatory mind on the 
  border hunting after contraband wine would be 
  a waste. Meanwhile, the slow leak of Chelish 
  dissidents to Andoran is a continual 
  irritant that the leadership is eager 
  to remove. Thus when Patronicus is 
  on the scent, he can count on ready 
  support from all Order of the Scourge 
  operatives in the area.
  Patronicus has had many run-ins with 
  the heroic Andoren named Ries Cuprianas and 
  has made it his life’s mission to bring the Eagle Knight 
  to justice. The signifer uses divination and his own contacts 
  along the border to determine when and where Cuprianas 
  will strike next but has only managed several near misses 
  thus far. Though the failures gall him, Patronicus knows he 
  only needs to get lucky once, while Ries needs to get lucky 
  every time.
  Patronicus is in his early fifties and is starting to slow 
  down physically, but his devotion to Asmodeus and the Order 
  of the Scourge only grows with age. His gray eyes are piercing 
  under well-kept black hair. Unlike most signifers, he has a 
  ready smile and treats his underlings with solicitude and 
  respect, as long as they do well. Failure angers Patronicus, 
  and woe betide the Hellknight who fails him twice. In the 
  meantime, Patronicus is a fatherly figure, respected as much 
  for his helpful advice as for his firm hand in a crisis.
  Boon: Patronicus can give the PCs information about any 
  smuggling ring in eastern Cheliax. His knowledge of such 
  groups is encyclopedic. He can also be helpful in getting 
  conventional Chelish authorities to leave the PCs alone for 
  a short period of time—he has a low opinion of inefficient 
  civilian authority figures, and most local authorities are quick 
  to back off in the face of a signifer’s command. PCs allied 
  with him gain a +2 bonus on Diplomacy checks to Gather 
  Information in Cheliax relating to smuggling or the Order 
  of the Scourge. He may lend novice allied PCs confiscated 
  masterwork weapons for a mission that overlaps his interests.
  PaTRonICuS DRenDane 
  CR 5
  XP 1,600
  Male human cleric of Asmodeus 6 
  LN Medium humanoid (human)
  Init –1; Senses Perception +6
  DefenSe
  aC 14, touch 9, flat-footed 14 (+5 armor, –1 Dex)
  hp 27 (6d8)
  fort +6, Ref +2, Will +10
  offenSe
  Speed 30 ft.
  Melee mwk heavy mace +3 (1d8–2)
  Ranged hand of the acolyte (mwk heavy 
  mace) +9 (1d8–2)
  Special attacks channel negative energy 
  7/day (DC 15, 3d6), hand of the acolyte 
  (7/day)
  Domain Spell-like abilities (CL 6th; 
  concentration +10)
  7/day—copycat (6 rounds)
  Spells Prepared (CL 6th; concentration 
  +10)
  3rd—dispel magicD, invisibility purge, locate 
  object, protection from energy
  2nd—hold person (DC 16), invisibilityD, status, 
  zone of truth (DC 16, 2)
  1st—bless, cure light wounds (2), disguise selfD, sanctuary 
  (DC 15), summon monster I
  0 (at will)—detect magic, detect poison, light, stabilize
  D domain spell; Domains Magic, Trickery
  TaCTICS
  Before Combat If Patronicus expects combat, he uses his 
  copycat ability and casts bless on his allies.
  During Combat Patronicus uses support spells on his allies, 
  casts hold person, and attempts to dispel ongoing enemy 
  spell effects.
  Morale If brought below 10 hit points, or if his allies are killed, 
  Patronicus casts invisibility and flees.
  STaTISTICS
  Str 7, Dex 9, Con 11, Int 15, Wis 19, Cha 14
  Base atk +4; CMB +2; CMD 11
  feats Alertness, Combat Casting, Extra Channel, Selective 
  Channeling
  Skills Appraise +9, Diplomacy +11, Heal +9, Knowledge 
  (arcana) +7, Knowledge (geography) +4, Knowledge 
  (history) +7, Knowledge (local) +4, Knowledge (nobility) 
  +7, Knowledge (planes) +7, Knowledge (religion) +7, 
  Linguistics +6, Perception +6, Sense Motive +15, 
  Spellcraft +8
  SQ aura
  Combat Gear wand of cure moderate wounds (15 charges); 
  other Gear +1 chain shirt, masterwork heavy mace, cloak of 
  resistance +1, holy symbol, 736 gp
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  menThen JAgAro
  1
  Named NPCs
  drumA 
  No one knows Menthen Jagaro’s original 
  homeland, though he has hinted on more than 
  one occasion that he has traveled far since his journey first 
  began as an enthusiastic and ambitious youth. He has 
  seen and done much in his 35 years, though he is now 
  content to call Druma home, as the mercantile 
  nation suits his needs and desires quite nicely.
  When he was young, Menthen was 
  determined to become the most successful 
  merchant Golarion had ever known. He 
  came from a long line of merchants, one in 
  which the familial love shown correlated 
  directly with the recipient’s pecuniary 
  achievements. At an early age, he set off 
  with a wagon, two pack mules, and fabulous 
  dreams stacked high. He immediately found 
  a small measure of success, having 
  inherited his family’s shrewd acumen 
  and sharp business sense, but it wasn’t 
  long before his travels landed him in 
  the middle of a perilous adventure.
  While 
  on 
  an 
  overland 
  journey 
  delivering a wagonload of furs, Menthen 
  stumbled across a band of adventurers fighting 
  to defeat a powerful demon that had been unwittingly 
  released on the Material Plane. Though they were successful 
  in stopping its evil, the encounter with the terrible fiend left 
  Menthen spiritually scarred, with the realization that his life 
  was but a hollow shell filled with transitory pleasures and 
  illusory achievements. He suddenly feared that his time on 
  this plane of existence had been wasted, and the unwelcome 
  epiphany shattered his former worldview. 
  Afterward, Menthen wandered in a dim haze, searching for 
  meaning. Eventually he came upon the nation of Druma, where 
  he found himself immediately taken with the philosophical 
  teachings of Kalistrade, teachings which reinforced his past 
  and reassured him that his life had not been wasted in vain 
  pursuits. He threw himself back into worldly deeds with 
  renewed vigor, quickly overcoming his competition and setting 
  himself up as an influential merchant lord.
  Since his rise to power, Menthen has grown ever more 
  prominent. He approaches everything in his life with the 
  same merciless calculation, judging all actions by their 
  financial consequences and caring little for the lives he 
  has to destroy. For Menthen, there is no right and wrong—
  subjective judgments and misguided sentiments have no 
  place in his computations—only wealth obtained. Whether 
  his actions benefit good or evil is unimportant (unless, of 
  course, those actions might come to affect future profits). 
  As such, his enemies view him as even more ruthless than 
  his fellows, and other merchant lords of Druma hold him 
  in high esteem, often regarding him as an example of the 
  perfect follower of Kalistrade.
  Menthen’s mercantile power and holdings are protected in 
  part by Druma’s merciless Mercenary League, of whom he has 
  several dozen as personal retainers and bodyguards. 
  Menthen realizes that in order to maintain a 
  competitive edge he must always seek out new 
  opportunities. Often these business ventures 
  lead him to acquire the services of local 
  adventurers, whom he always pays well.
  Boon: Menthen’s extensive network of 
  contacts allows him to find someone willing 
  to sell nearly any mundane or magical item 
  worth 16,000 gp or less in little more than 
  the time it takes a messenger to travel to 
  the appropriate location and back (or faster, 
  if the PCs pay for magical communication). 
  Given extra time, he can also find exotic items, 
  including things the owner isn’t quite willing to 
  part with unless the offer is very generous. He 
  allows PCs to travel safely with his caravans 
  to major cities and provides generous wages 
  for guarding valuable goods.
   MenThen JaGaRo 
  CR 4
  XP 1,200
  Male human expert 6 
  N Medium humanoid (human)
  Init –1; Senses Perception +1
  DefenSe
  aC 9, touch 9, flat-footed 9 (–1 Dex)
  hp 27 (6d8)
  fort +2, Ref +1, Will +6
  offenSe
  Speed 30 ft.
  Melee dagger +3 (1d4–1/19–20)
  TaCTICS
  During Combat Menthen avoids combat by hiding behind 
  his bodyguards. If threatened directly, he tries to bribe his 
  attacker or spill coins as a distraction so he can escape.
  Morale Menthen wants to die old and in bed and does 
  whatever he can to avoid being murdered.
  STaTISTICS
  Str 8, Dex 9, Con 10, Int 15, Wis 12, Cha 12
  Base atk +4; CMB +3; CMD 12
  feats Persuasive, Skill Focus (Appraise), Skill Focus (Sense Motive)
  Skills Appraise +14, Bluff +10, Diplomacy +12, Intimidate 
  +12, Knowledge (geography) +11, Knowledge (history) +9, 
  Knowledge (local) +11, Knowledge (religion) +11, Profession 
  (merchant) +10, Ride +4, Sense Motive +13
   Combat Gear potion of cure moderate wounds; other 
  Gear dagger, 3,150 gp (most of this money is tied up in 
  investments; he usually carries no more than 100 gp on him)
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  vAylen goldfield
  Pathfinder Chronicles: NPC Guide
  gAlT
  Born to wealth and privilege in Galt, Vaylen 
  Goldfield had known only entitlement, comfort, and luxury 
  during his youth. His family had for generations been members 
  of the pompous nobility, receiving generous incomes from 
  their numerous holdings in vineyards; spice, acorn, and dye 
  exports; and investments in mines and quarries. 
  Galt’s uprising left his house in ruins and 
  his family slain. Old enemies the family had 
  wronged attacked, looted, and burned their 
  various holdings, hanging their retainers and 
  bodyguards. Even lifelong servants whom Vaylen 
  had trusted with his life betrayed him, citing 
  years of previously unvoiced abuses and slights 
  they had suffered under his family’s patronage. 
  Vaylen watched his world crumble and burn before 
  fleeing for his life. He disguised himself and feared 
  every footstep and shadow. 
  Eventually he found a band of wandering 
  Varisians who let him sing for his 
  dinner. The leader, impressed with 
  Vaylen’s voice, showed him a yellowed 
  parchment scratched with musical notation, 
  asking him if he could read it. Vaylen, who 
  had studied music in his pampered youth, 
  was able to read the notations easily. He taught the 
  Varisians how to play the tune—and unlocked ancient and 
  terrible powers.
  The music, written by an ancient and long-dead composer, 
  invoked a strange magic when played, sweeping up its audience 
  in sensations of boundless euphoria and bliss. The tribe of 
  wanderers, the leader explained, were descended from a cult 
  devoted to the composer, comprising members of his troupe 
  who called themselves the Twilight Symphony. After the 
  composer’s death, the sheets of music were lost, and when 
  the cultists later recovered a portion of his ancient symphony, 
  they were unable to read the notation—only the chosen could 
  unlock the composition’s harmonic powers.
  Vaylen was ordained the Twilight Symphony’s high priest 
  and soon led his cultists toward Galt, gathering loyal followers 
  along the way and filling the twilit forests with haunting 
  melodies and roaring bonfires. Vaylen now searches for more 
  information on the remaining undiscovered sheets of music, 
  which will unlock the symphony’s greatest destructive powers; 
  when they are found, he will rise up and reveal himself to the 
  world, reclaiming his lost lands.
  Boon: Vaylen offers obscure secrets of Galt—particularly of 
  regions near his family’s old holdings—and a method of safe 
  travel for those who do not wish to be found. He knows plenty 
  of dirt about various Galtan families (including those living in 
  exile in the River Kingdoms) and which of his many enemies 
  are the most dangerous or pliable.
  Vaylen GolDfIelD 
  CR 3
  XP 800
  Male human bard 4/aristocrat 1 
  LE Medium humanoid (human)
  Init +3; Senses Perception +8
  DefenSe
  aC 18, touch 14, flat-footed 15 (+4 armor,  
  +1 deflection, +3 Dex)
  hp 27 (5d8+5)
  fort +2, Ref +7, Will +6; +4 vs. bardic 
  performance, language-dependent,  
  and sonic 
  offenSe
  Speed 30 ft.
  Melee mwk dagger +3 (1d4–1/19–20)
  Ranged mwk heavy crossbow +7 (1d10/19–20)
  Special attacks bardic performance 13 
  rounds/day (countersong, distraction, 
  fascinate, inspire competence +2, inspire 
  courage +1)
  Spells Known (CL 4th; concentration +7)
  2nd (2/day)—alter self, invisibility
  1st (4/day)—charm person (DC 14), cure light 
  wounds, undetectable alignment (DC 14), 
  ventriloquism
  0 (at will)—daze (DC 13), detect magic, know 
  direction, mage hand, message, read magic
  TaCTICS
  Before Combat Valyen sends minions into combat first. He 
  casts invisibility on himself, drinks his potion of eagle’s splendor, 
  and moves to a tactically and defensively superior position.
  During Combat Vaylen casts summon monster I to conjure a 
  fiendish viper and targets melee-focused opponents with 
  charm person. He then tries to use fascinate and attacks 
  with his crossbow.
  Morale Vaylen fights to the death, knowing that his fanatical 
  followers will stop at nothing to resurrect him.
  STaTISTICS
  Str 8, Dex 16, Con 12, Int 13, Wis 10, Cha 16
  Base atk +3; CMB +2; CMD 16
  feats Arcane Strike, Mounted Combat, Point-Blank Shot, 
  Rapid Reload
  Skills Bluff +9, Craft (calligraphy) +5, Diplomacy +9, Disguise +11, 
  Intimidate +11, Knowledge (history) +8, Knowledge (local) +7, 
  Knowledge (nobility) +9, Perception +8, Perform (sing) +11, 
  Profession (herbalist) +4, Ride +7, Sense Motive +6, Sleight of 
  Hand +7, Spellcraft +5, Use Magic Device +7
  SQ bardic knowledge +2, versatile performance (sing), well-versed
  Combat Gear potion of cure moderate wounds, potion of eagle's 
  splendor, scroll of animate rope, scroll of summon monster I; other 
  Gear masterwork chain shirt, masterwork heavy crossbow with 
  20 bolts, masterwork dagger, ring of protection +1, light combat-
  trained horse with riding saddle, wooden mask, 360 gp
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  hAlig oAKlAge
  1
  Named NPCs
  geb
  Halig Oaklage found love in the most unlikely 
  place: the chattel pens of Geb. There his lover 
  Salla worked alongside him in the plantation orchard, where 
  human hands tended and harvested fruit too delicate for 
  mindless skeletons to handle. Their romance was short and 
  difficult to maintain, but genuine.
  Halig and Salla labored in the orchard only until 
  the next generation of humans grew old 
  enough to take on the work. Then they were 
  “retired,” Salla to a vampire’s keep and Halig to 
  a sacrificial circle. As Halig suffered his final 
  moments, his thoughts were of Salla and 
  his frustration at his inglorious life.
  Halig died in the ritual but rose the 
  next night as a ghast. His undead life 
  granted him citizenship and a measure 
  of respect, but the century that followed 
  was long and lonely. With Salla dead and buried, 
  Halig descended into wanton cruelty and 
  sadism, tormented by his bitter past 
  and current existence. In the temple 
  of Zon-Kuthon, he found relief from 
  his torment by causing pain in others. He 
  eventually gained enough power that he was 
  granted a manor house and a small territory to rule.
  Now he has long forgotten Salla and the small dreams he 
  had as a human. The intense hunger he suffers as a ghast leaves 
  him longing not for human flesh, but for power and domination. 
  He maintains a tight and angry grip on his populace, unaware 
  that his gluttonous desire for power and pain holds him prisoner 
  as surely as the chattel-chains that once bound him as a mortal.
  Boon: While Halig is cruel and sometimes capricious, he 
  also revels in power and responds to flattery. He provides free 
  food and lodging within his home to allied PCs for as long 
  as they require, offering them an armed escort through his 
  territory and possibly elsewhere in Geb. He can provide living 
  or undead slaves at reasonable rates or even arrange to have a 
  slain person raised from the dead (although bringing them 
  back as undead is easier and more likely).
  halIG oaKlaGe 
  CR 4
  XP 1,200
  Male ghast cleric of Zon-Kuthon 3 (Pathfinder RPG Bestiary 146)
  NE Medium undead 
  Init +3; Senses darkvision 60 ft.; Perception +13
  aura stench (10 ft., DC 16, 1d6+4 minutes)
  DefenSe
  aC 22, touch 13, flat-footed 19 (+5 armor, +3 Dex, +4 natural)
  hp 47 (5d8+25)
  fort +9, Ref +5, Will +12
  Defensive abilities channel resistance +2; Immune undead traits
  offenSe
  Speed 20 ft.
  Melee bite +6 (1d6+2 plus disease and paralysis), 2 claws +6 
  (1d4+2 plus paralysis)
  Special attacks paralysis (1d4+1 rounds, DC 16), channel 
  negative energy 10/day (DC 16, 2d6), destructive smite +1 
  (8/day)
  Domain Spell-like abilities (CL 3rd; concentration +8)
  8/day—touch of evil (1 round)
  Spells Prepared (CL 3rd; concentration +8)
  2nd—death knell (DC 17), shatterD (DC 17), 
  spiritual weapon
  1st—bane (DC 16), cause fear 
  (DC 16), command (2, DC 16), 
  protection from goodD
  0 (at will)—bleed (DC 15), detect 
  magic, guidance, resistance
  D domain spell; Domains 
  Destruction, Evil
  TaCTICS
  Before Combat In his home, 
  Halig has two guards (NE male 
  ghoul fighters 1) nearby at all times, 
  and is quick to summon them if he is 
  in danger. If there are chattel about, Halig 
  also summons them to fight at his side—
  even if only to distract his opponents for a moment.
  During Combat Halig uses his channel energy ability 
  to heal himself and his undead allies or to injure living 
  opponents. He targets his largest enemy’s weapon with 
  shatter, then casts spiritual weapon before joining the fray. 
  He tries to paralyze as many opponents as possible.
  Morale Halig uses his darkness spell to flee if the combat turns 
  against him.
  STaTISTICS
  Str 14, Dex 17, Con —, Int 17, Wis 21, Cha 20
  Base atk +3; CMB +5; CMD 18
  feats Command Undead, Extra Channel, Weapon Finesse
  Skills Acrobatics +1 (–3 jump), Climb +3, Diplomacy +11,  
  Heal +11, Intimidate +11, Knowledge (nobility) +9, 
  Knowledge (religion) +9, Perception +13, Sense Motive +11, 
  Spellcraft +9, Stealth +6
  languages Common, Draconic, Osiriani
  SQ aura
  Combat Gear potion of barkskin, potion of magic fang; other 
  Gear masterwork scale mail, cloak of resistance +1, 650 gp
  SPeCIal aBIlITIeS
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 16; 
  onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 
  Dex damage; cure 2 consecutive saves. The save DC is 
  Charisma-based. A humanoid who dies of ghoul fever 
  rises as a ghoul at the next midnight. A humanoid of 4 
  Hit Dice or more rises as a ghast.
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  JhereK oivos
  Pathfinder Chronicles: NPC Guide
  hermeA
  For more than 150 years, the gold dragon Mengkare has led 
  the island nation of Hermea in the Glorious Endeavor, an 
  attempt to perfect the human race via selective breeding 
  in a closed utopian environment. In order to keep 
  the population viable, the draconic ruler must 
  constantly seek new blood, and to this end 
  maintains a worldwide network of informants 
  tasked with identifying heroes and savants 
  worthy of inclusion in the grand experiment. 
  Jherek Oivos is just such a scout, gifted with 
  a silver tongue but preferring to rely on his 
  keen eyes to evaluate candidates.
  Born in Hermea, Jherek has trained most of 
  his young life for his position, perfecting the arts 
  of observation and blending into the background. 
  Quick-witted and jovial, he has an easy time 
  making friends and contacts in any 
  nation, though his good-natured 
  prejudice 
  against 
  the 
  low-
  functioning individuals around 
  him sometimes shows through if he’s 
  not careful. A wanderer for several years, he’s 
  shadowed numerous promising prospects 
  but ultimately been let down each time. Soon 
  it will be time for him to return to Hermea, and in 
  his desperate desire to send a worthy candidate ahead of 
  him, Jherek might decide the PCs are just the find he’s been 
  searching for. 
  Jherek is a handsome man in his late twenties, though 
  his easy grin makes him appear somewhat boyish. Beneath 
  nondescript clothing of the local style, his frame is slender 
  but well muscled, and he moves with an easy grace.
  Boon: Jherek can employ his network of contacts to give 
  allied PCs a +2 bonus on Diplomacy checks made to gather 
  information in major cities, as long as they’re willing to 
  wait a day to meet with his contact. He may also suddenly 
  appear when the PCs are outnumbered in an urban 
  fight (the better to “protect his investment”). Those who 
  particularly impress him with their abilities might even 
  gain an invitation to travel to Hermea and make their case 
  to join the Glorious Endeavor.
  JheReK oIVoS 
  CR 5
  XP 1,600
  Male human rogue 4/wizard 2 
  NG Medium humanoid (human)
  Init +4; Senses Perception +13
  DefenSe
  aC 16, touch 16, flat-footed 11 (+1 deflection, +4 Dex, +1 dodge)
  hp 28 (6 HD; 4d8+2d6)
  fort +0, Ref +4, Will +2
  Defensive abilities evasion, trap sense +1, uncanny dodge
  offenSe
  Speed 30 ft.
  Melee mwk rapier +10 (1d6/18–20) 
  Ranged mwk hand crossbow +9 (1d4/19–20) 
  Special attacks sneak attack +2d6, hand of the apprentice 
  (5/day)
  Spells Prepared (CL 2nd; concentration +4)
  1st—charm person (DC 13), magic missile
  0 (at will)—detect magic, message, 
  prestidigitation, read magic
  TaCTICS
  Before Combat Jherek rejects the idea of a fair 
  fight, and if he can’t talk his way out of combat 
  using Diplomacy or charm person, he attempts 
  to hide in order to surprise his opponents with a 
  sneak attack.
  During Combat Though he enjoys a friendly 
  duel as much as the next person, 
  Jherek takes his mission too 
  seriously to risk himself needlessly 
  and uses spring attack to stay out 
  of reach, sneak attacking surprised 
  or flanked foes. Against nongood foes, 
  his natural prejudice shows through, and 
  he has no qualms about using lethal force 
  against “inferior specimens.” 
  Morale Jherek retreats if brought below 10 hit points, 
  preferring to ambush his prey later.
  STaTISTICS 
  Str 12, Dex 18, Con 10, Int 14, Wis 14, Cha 12
  Base atk +4; CMB +5; CMD 19
  feats Alertness, Dodge, Scribe Scroll, Spring Attack, Weapon 
  Finesse, Weapon Focus (rapier)
  Skills Acrobatics +13, Bluff +10, Climb +5, Diplomacy +10, 
  Disable Device +10, Disguise +10, Escape Artist +10, 
  Knowledge (arcana) +7, Knowledge (history) +7, Knowledge 
  (local) +7, Perception +13, Sense Motive +9, Stealth +13
  languages Common, Draconic, Elven
  SQ arcane bond (cat named Shingles), native Hermean, rogue 
  talents (fast stealth, finesse rogue), trapfinding +2 
  Combat Gear potions of cure light wounds (3); other Gear 
  masterwork hand crossbow with 20 bolts, masterwork 
  rapier, daggers (2), ring of protection +1, backpack, blank 
  invitations (3), masterwork thieves’ tools, pen and ink (1 
  vial), silk rope (50 ft.), spellbook, 450 gp
  SPeCIal aBIlITIeS
  native hermean (ex) Generations of selective breeding have 
  given natives of the island of Hermea numerous beneficial 
  traits, making them shining examples of their races. A 
  native Hermean PC uses the purchase method to determine 
  ability scores and the high fantasy point allotment (see 
  Pathfinder RPG Core Rulebook 15).
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  gAlennA 
  iCeThorne
  1
  Named NPCs
  irrisen
  As a granddaughter of Baba Yaga, Galenna 
  Icethorne commands discipline and respect everywhere she 
  goes, despite her youthful appearance. Those familiar with 
  Galenna’s history know her fair looks belie her 
  true age; stories of her activities in Irrisen go 
  back at least 30 years, yet Galenna looks barely 
  out of adolescence.
  Galenna is one of Queen Elvanna’s 
  youngest 
  daughters. 
  Her 
  sisters 
  took 
  positions 
  as 
  the 
  administrative 
  heads 
  of various Irrisen territories; Galenna 
  assists them by traveling among these 
  regions, inspecting villages and towns 
  for disobedience and signs of trouble. She 
  is even known to travel outside Irrisen in 
  search of lost artifacts or important bits of 
  information. She brings her reports to her 
  sisters’ attention and then moves to the next 
  area. Galenna is not the only granddaughter 
  of Baba Yaga to take on such a role, 
  but while most of her sisters aspire to 
  positions of greater power, Galenna enjoys 
  her job and has honed her abilities to an icy 
  precision. She is incorruptible, ruthlessly 
  logical, and fanatically devoted. 
  Galenna dresses in simple but well-made robes of black, 
  dark blue, or dark green, and travels on the back of a powerful gray 
  charger. A tiara seemingly carved from ice marks her station.
  Boon: Characters who prove their intent to obey Irrisen’s 
  laws and leave its autonomy unchallenged may find favor 
  with Galenna. She knows every power player in Irrisen and is 
  uniquely familiar with the country’s geography. She can put 
  PCs on the proper road to their destination and inform them 
  of the right people to speak to when they arrive. She is willing 
  to escort visitors through her homeland (though she refuses 
  to be treated like a guard or message-bearer), write letters of 
  introduction to city leaders, smooth over trouble with local 
  authorities, or point PCs toward adventure opportunities 
  that would please her kin. For someone she especially favors, 
  she may expend all of her daily uses of her touch of destiny 
  ability at once, giving that person a +3 insight bonus on 
  saving throws for 24 hours.
  Galenna ICeThoRne 
  CR 5
  XP 1,600
  Female human sorcerer 6
  NE Medium humanoid (human)
  Init –1; Senses Perception +7
  DefenSe
  aC 10, touch 9, flat-footed 9 (+1 armor, –1 Dex)
  hp 29 (6d6+6)
  fort +3, Ref +1, Will +7
  Defensive abilities fated +1
  offenSe
  Speed 30 ft.
  Melee mwk dagger +4 (1d4/19–20) 
  Bloodline Spell-like abilities (CL 6th;  
  concentration +9)
  6/day—touch of destiny (+3)
  Spells Known (CL 6th; concentration +9)
  3rd (3/day)—sleet storm
  2nd (5/day)—blur, invisibility, detect 
  thoughts (DC 15)
  1st (6/day)—alarm, charm person (DC 
  14), chill touch (DC 14), color spray (DC 
  14), comprehend languages
  0 (at will)—arcane mark, detect magic, 
  detect poison, flare (DC 13), light, 
  message, ray of frost
  Bloodline destined
  TaCTICS
  Before Combat If Galenna is near a 
  civilized area, she presses others 
  into service to assist her in an 
  upcoming battle. No town can 
  deny her access to whatever 
  guard they have, and she has 
  been known to demand that even 
  farmers fight for her. Galenna casts invisibility and enters 
  combat with chill touch when she deems the moment right.
  During Combat Galenna recognizes fellow spellcasters and 
  attempts to disable them first with her offensive spells 
  and her wand of magic missile. She then casts sleet storm 
  to catch the largest number of enemies in its area, even if 
  this means damaging her allies.
  Morale Galenna is unafraid of death, knowing that her 
  sisters will eventually recover her body and restore her to 
  life, but she prefers to avoid being killed if it is within her 
  power to do so. If things go poorly in a battle, she uses her 
  potion of gaseous form to escape.
  STaTISTICS
  Str 10, Dex 8, Con 12, Int 14, Wis 14, Cha 17
  Base atk +3; CMB +3; CMD 14
  feats Alertness, Combat Casting, Endurance, Eschew 
  Materials, Silent Spell
  Skills Diplomacy +9, Knowledge (geography) +6, Knowledge 
  (history) +8, Knowledge (local) +6, Linguistics +3, 
  Perception +7, Sense Motive +10, Spellcraft +11, Survival +5
  languages Common, Giant, Hallit, Skald
  SQ bloodline arcana
  Combat Gear potion of cure moderate wounds, potion of gaseous 
  form, scroll of dispel magic, scroll of obscuring mist, scroll of  
  tiny hut, wand of magic missile (CL 3rd, 30 charges); other 
  Gear bracers of armor +1, masterwork dagger, 173 gp
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  Pathfinder Chronicles: NPC Guide
  KATApesh
  Those acquainted with Fadil ibn-Kazar know 
  him as the leader of a ragtag group of four—a beggar, a pesh 
  addict, a pickpocket, and a thug—who specialize in keeping 
  far away from the law while delivering pesh to Fadil’s buyers. 
  As these followers go about their business, they also keep 
  their ears and eyes open. Fadil’s main trade is pesh, 
  but he also does a modest business in information 
  and has a reputation for protecting his clients’ 
  privacy and maintaining discretion. His small 
  operation garners some respect on the streets 
  of Katapesh, and the criminal element knows 
  that the steadfast loyalty of Fadil’s followers 
  make it impossible to infiltrate his gang.
  There is a good reason for the loyalty Fadil 
  generates: in truth, he has no followers. Every 
  member of his gang is Fadil himself in 
  disguise; he uses greasepaints and 
  old clothes, a natural talent at quick-
  change, and his wide familiarity 
  with language to enact each of his 
  personalities. Fadil has created and 
  discarded personalities other than his 
  current four in the past; no one so far 
  seems to have noticed his unique method of 
  running his business.
  Everyone knows Fadil won’t hire women. He affects 
  prejudice against females trying to run a business, but 
  in reality he professes this attitude because he doubts his 
  ability to authentically impersonate a woman. If he acquired 
  a magical disguise (such as a hat of disguise), it would allow 
  him to pretend to be almost anyone and “expand” his gang 
  to include many more people—men, women, even other 
  races such as dwarves, elves, and gnolls.
  Fadil hopes that by using alternate identities to peddle 
  his pesh and gather information, he creates the illusion of 
  a larger and more powerful organization but eliminates 
  the risk of followers turning on him or selling him out. 
  In his true form, Fadil is a slender, olive-skinned man who 
  favors bright caftans. He keeps his head shaved and has a 
  weakness for turquoise jewelry. His current alter egos are 
  Hassfa, a brutish, bearded thug who grunts his replies; 
  Khalid, a jittery pesh addict; Moukish, a talkative beggar; 
  and Seef, a wiry pickpocket.
  Boon: Fadil can provide pesh, even in places where it is 
  illegal, to those he trusts (though he still charges full price). 
  He knows the ins and outs of the law in many countries 
  and may be on hand to bail out—or break out—imprisoned 
  characters, especially if they have information or abilities 
  he may find useful. He can also introduce a PC to a 
  practitioner of pesh magic (see Pathfinder Chronicles: Dark 
  Markets, A Guide to Katapesh).
  faDIl IBn-KazaR 
  CR 3
  XP 800
  Male human rogue 4
  N Medium humanoid (human)
  Init +7; Senses Perception +8
  DefenSe
  aC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 21 (4d8)
  fort +1, Ref +7, Will +2
  Defensive abilities evasion, trap sense +1, 
  uncanny dodge
  offenSe
  Speed 30 ft.
  Melee mwk dagger +7 (1d4-1/19–20) 
  Ranged mwk light crossbow +7 (1d8/19–20) 
  Special attacks sneak attack +2d6
  TaCTICS
  Before Combat Fadil prefers to avoid combat 
  whenever possible. If he cannot escape in 
  disguise, he attempts to use his slow 
  reactions ability and flee. He tries 
  diplomacy first if he has even a few 
  seconds to try to talk his opponents out 
  of killing him.
  During Combat If forced to fight, Fadil 
  tries to feint the opponent who looks physically 
  strongest and then disable him with a sneak attack. 
  Fadil knows he cannot take many direct hits, so he fights 
  defensively whenever attacking. 
  Morale Fadil runs at the first opportunity unless it means 
  abandoning his product. He tries his best to negotiate 
  if his pesh is on the line, fleeing only if it becomes 
  apparent that to stay would mean death. He is willing 
  to offer some of his product, information, or services in 
  exchange for his hide.
  STaTISTICS
  Str 8, Dex 16, Con 10, Int 16, Wis 12, Cha 13
  Base atk +3; CMB +2; CMD 15
  feats Deceitful, Improved Initiative, Persuasive, 
  Weapon Finesse
  Skills Acrobatics +10, Appraise +10, Bluff +10, Diplomacy +10, 
  Disable Device +10, Disguise +10, Intimidate +7, Knowledge 
  (geography) +5, Knowledge (history) +5, Knowledge (local) +10, 
  Linguistics +10, Perception +8, Sense Motive +8, Sleight of 
  Hand +10, Stealth +9
  languages Common, Elven, Gnoll, Gnome, Halfling, Kelish, 
  Osiriani, Varisian
  SQ rogue talents (finesse rogue, slow reactions), 
  trapfinding +2
  Combat Gear potion of cure light wounds; other Gear +1 
  leather armor, masterwork light crossbow with 20 bolts, 
  masterwork dagger, pieces of various disguises, 560 gp 
  (mostly in the form of pesh, if it is legal to carry)
  fAdil ibn-KAzAr
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  1
  Named NPCs
  Kyonin
  Born and raised in Kyonin, Vendlara was a 
  competent but undistinguished border archer for decades 
  before her assignment to demon hunting in Treerazer’s 
  domain. There, a good first impression and some lucky 
  shots put her in good standing in the close-knit community 
  of rangers. Because she is lively, friendly, authoritative, 
  and attractive, her superiors thought highly of her, and 
  promoted her quickly. Regrettably, few of these aspects 
  make for an excellent demon hunter. 
  Vendlara’s confidence, book knowledge, and fierce 
  reputation as a ranger have led fellow elves to regard her 
  as a demon-killing crack shot. Despite her reputation, she 
  has yet to score a significant abyssal kill, allowing others to 
  presume that the ease with which she dispatches lemures 
  and other minor irritants extends to greater terrors as 
  well. Vendlara never meant to lie about her demon-hunting 
  prowess, but her own legend grew quickly and she enjoyed 
  the adulation, so she went along with it—and now she’s 
  getting in over her head.
  As she rises in rank, her poor judgment is beginning to 
  show—she doesn’t even have the requisite Wisdom to cast 
  ranger spells—and Vendlara’s inadequacies are catching up 
  with her. The mid-level demons she’s facing are beginning 
  to outpace her, and she desperately hopes no one will 
  find out. Recently, there has been talk of sending her to 
  the Worldwound to inspect Mendevian demon-hunting 
  tactics. She doesn’t want to go, as she fears the Mendevian 
  crusaders will not be as easily charmed by her wiles. But 
  she might not be able to get out of it.
  Vendlara is athletic, playful, outgoing, and quite likeable. 
  She dresses for the rigors of hunting but accentuates her 
  lithe, firm figure where possible. She tries to be the center 
  of attention in any gathering of elves, makes contests out of 
  any encounter, and enjoys notable entrances and exits. She 
  carves her own sigil into all of her arrowheads, both to build 
  her reputation as a demon hunter and to mark her kills.
  Boon: Vendlara vouches for her friends traveling 
  through Kyonin, though she is more likely to arrange for 
  them to exit the country as soon as possible than to escort 
  them within her homeland. Her presence or one of her 
  unused arrowheads—a token of her favor—grants a +2 
  circumstance bonus on Diplomacy checks with elves in 
  or from southern Kyonin. Those known to associate with 
  Vendlara may receive healing and assistance from elven 
  demon hunters around Treerazer’s domain simply because 
  of her reputation.
  VenDlaRa alDeRane 
  CR 3
  XP 800
  Female elf ranger 4
  CG Medium humanoid (elf)
  Init +3; Senses low-light vision; Perception +8
  DefenSe
  aC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge)
  hp 26 (4d10+4)
  fort +4, Ref +7, Will +1; +2 vs. enchantment
  Immune sleep
  offenSe
  Speed 30 ft.
  Melee mwk longsword +7 (1d8+3/19–20)
  Ranged mwk composite longbow +8 (1d8+2/×3)
  Special attacks favored enemy (chaotic outsiders +2)
  TaCTICS
  Before Combat Vendlara likes to ambush enemies.
  During Combat Vendlara prefers to fight from a distance, and 
  from a secure tree branch if possible. She uses her tanglefoot 
  bags against winged or fast opponents to slow them down 
  and prevent pursuit or escape. If her allies are not practiced 
  demon hunters, she uses her hunter’s bond ability.
  Morale Vendlara flees if her arrows seem ineffectual, using 
  tanglefoot bags to help her escape.
  STaTISTICS
  Str 14, Dex 17, Con 10, Int 11, Wis 10, Cha 14
  Base atk +4; CMB +6; CMD 19
  feats Dodge, Endurance, Persuasive, Point-Blank Shot
  Skills Acrobatics +6, Bluff +5, Climb +6, Diplomacy +4, 
  Intimidate +8, Knowledge (nature) +6, Perception +8, 
  Stealth +8, Survival +6, Swim +8
  languages Common, Elven
  SQ elven magic, favored terrain (forest +2), hunter’s bond 
  (companions), track +2, weapon familiarity, wild empathy +6
  Combat Gear tanglefoot bags (4); other Gear +1 chain shirt, 
  masterwork longsword, masterwork composite longbow 
  (+2 Str) with 20 arrows, 215 gp
  vendlArA 
  AlderAne
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  modoru redgrAve
  Pathfinder Chronicles: NPC Guide
  lAsTwAll
  The second son of a minor Chelish noble 
  house, Modoru was a committed diabolist during his 
  childhood and adolescence. His parents envisioned a long, 
  prosperous career for him in the church of Asmodeus. 
  Tragedy struck, however, when an itinerant 
  paladin wandered through Westcrown and 
  showed Modoru a different way. Now 
  Modoru is the embarrassing white sheep of 
  the Redgrave family. 
  Modoru assumed he would spend his life 
  following in the footsteps of his mentor—a 
  wandering paladin, committed to charity 
  and protection of the weak, righting 
  wrongs across Golarion. Instead, he ended 
  up in Lastwall, and found the goodness, 
  companionship, and purpose there too 
  compelling to leave. Even as a boy, he showed 
  an affinity for horses, and he has become an 
  outstanding member of the Lastwall heavy 
  cavalry, rising to the rank of lieutenant 
  and serving faithfully for almost 10 years 
  against the Belkzen hordes.
  Although not the best fighter in his unit, 
  Modoru excels at understanding his troops. 
  A good listener and direct problem-solver, 
  he puts the well-being of his soldiers above his own. 
  His loyalty is unshakeable, and abandoning one of his 
  own in the field is anathema to him. 
  Modoru isn’t consciously haunted by his past. He atoned 
  long ago and made amends for his evil to the best of his ability. 
  But someone with a grudge (including his own family) could 
  still make things difficult for him. Furthermore, Modoru has 
  seasons of melancholy, making him moody and harsh with 
  his subordinates. Although quick to apologize, Modoru’s past 
  is not as far behind him as he would like it to be.
  Modoru is still obviously Chelish nobility, with a stature 
  so proud it can be mistaken for haughtiness and a crisp 
  diction that carries a distinct Chelish accent. His face has 
  the regal bearing and a hint of insouciance, and the negative 
  connotations of his innate demeanor continually catch him 
  off guard. Modoru is good and pure, but newcomers can be 
  forgiven for thinking otherwise when they see him shout at 
  his cavalry riders.
  Boon: Modoru’s help primarily involves goodwill among 
  the paladins at Castle Firrine in Lastwall, though he is also 
  known in a few paladin-friendly circles in Andoran, Cheliax, 
  Isger, Molthune, and Nirmathas. He can arrange for shelter, 
  the stabling of horses, or the sale of demon-hunting items 
  such as evil outsider bane arrows and bolts, even if the PCs aren’t 
  associated with Lastwall. His friends get a +2 on Diplomacy 
  checks when dealing with friends and allies of Modoru.
  MoDoRu ReDGRaVe 
  CR 3
  XP 800
  Male human paladin 4/aristocrat 1 
  LG Medium humanoid (human)
  Init +0; Senses Perception +6
  aura courage (10 ft.)
  DefenSe
  aC 19, touch 10, flat-footed 19 (+9 armor)
  hp 40 (5 HD; 4d10+1d8+14)
  fort +7, Ref +2, Will +8
  Defensive abilities divine grace +1; Immune fear
  offenSe
  Speed 30 ft.
  Melee mwk longsword +8 (1d8+4/19–20)
  Ranged mwk composite longbow +5 (1d8+2/×3)
  Special attacks channel positive energy  (DC 
  13, 2d6), smite evil 2/day (+1 attack and AC, +4 
  damage)
  Spell-like abilities (CL 4th; concentration +5)
  At will—detect evil
  Spells Prepared (CL 1st; concentration +2)
  1st—lesser restoration
  TaCTICS
  Before Combat Modoru does not use his 
  shield in mounted combat but does keep 
  it on his horse in case he needs to enter 
  single combat.
  During Combat Modoru attempts to use his 
  warhorse, Ironring, as his primary weapon in combat. 
  He leads with an overrun attack to soften opponents 
  before wheeling around to finish them off. He is willing to 
  dismount but attempts to fight from horseback for as long 
  as is feasible.
  Morale Modoru knows the value of a tactical retreat, but he 
  never leaves combat due to personal injury, only for the 
  good of those around him.
  Base Statistics When using his shield, Modoru’s statistics are: 
  Melee mwk longsword +8 (1d8+3/19–20); aC 21, touch 20, 
  flat-footed 21 (+9 armor, +2 shield); Skills Ride +4
  STaTISTICS
  Str 16, Dex 10, Con 14, Int 10, Wis 13, Cha 12
  Base atk +4; CMB +7; CMD 17
  feats Animal Affinity, Extra Lay on Hands, Mounted 
  Combat, Trample
  Skills Diplomacy +6, Handle Animal +9, Heal +8, Perception +6, 
  Ride +5, Sense Motive +5
  languages Common
  SQ aura of good, lay on hands (2d6, 5/day), mercy (shaken)
  Combat Gear holy water (4); other Gear masterwork 
  full plate, masterwork heavy steel shield, masterwork 
  composite longbow (+2 Str) with 20 arrows, masterwork 
  longsword, healer’s kit, combat trained heavy horse 
  (Ironring), sunrods (2), 263 gp
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  bJorn grimsong
  bJorn grimsong
  1
  Named NPCs
  linnorm Kings,  
  lAnds of The 
  The mercenary now known as Bjorn Grimsong once 
  held another name, but that name is dead. Not so long 
  ago, he met a traveling prince who called himself 
  Bjorn Grimsong, who told a story about a 
  cursed land and a deposed king. The prince was 
  smuggled out of his kingdom to learn reading 
  and strategy in the lands to the south, and 
  when he was strong enough, he would return 
  to avenge his people and murder the usurper 
  who sat on his throne.
  The mercenary agreed to follow the prince 
  and help him find his fate. But the prince 
  never made it that far; a poisoned arrow 
  found his heart. As he lay dying, he told the 
  mercenary that none would recognize him 
  as Bjorn—he had been gone from his 
  lands for nearly a generation. Any 
  man could be Bjorn Grimsong. 
  Before his spirit left the world, the 
  exiled prince gave the mercenary 
  three things: his royal signet ring, 
  his axe, and his name.
  Now, the one called Bjorn Grimsong 
  travels the northlands, looking for the 
  means to murder the sorcerer who holds 
  his throne by dark magic, not the traditional martial 
  prowess of the Linnorm Kings. Once he defeats the magician, 
  Bjorn will carry his head to the gates of the city, put it on a 
  spike, and restore Grimsong’s rightful place as king of his 
  native lands. The man who carries the prince’s name knows 
  he is not the prince—he borrows the name, but does not own 
  it—and knows that when he dies, he will carry that name with 
  him to Valenhall and return it to the spirit of the dead prince 
  along with the glory, honor, and respect it deserves.
  Boon: Those who assist Bjorn on his quest may feast 
  with him in his great castle once the usurper’s head sits on 
  a pole outside the city gates. He knows a great deal about 
  dragons (including linnorms) and the history of the Lands 
  of the Linnorm Kings, and he is more than happy to share 
  this information with allies (+4 bonus on Knowledge checks 
  regarding these topics).
  BJoRn GRIMSonG 
  CR 7
  XP 3,200
  Male human barbarian 2/fighter 6 
  N Medium humanoid (human)
  Init +1; Senses Perception +9
  DefenSe
  aC 20, touch 10, flat-footed 19 (+7 armor, +1 deflection, +1 Dex, 
  –2 rage, +3 shield)
  hp 102 (2d12+6d10+56)
  fort +14, Ref +3, Will +6; +2 vs. fear
  Defensive abilities bravery +2, uncanny dodge
  offenSe
  Speed 40 ft.
  Melee +1 battleaxe +15/+10 (1d8+8/×3)
  Ranged mwk shortbow +10/+5 (1d6/×3)
  Special attacks rage (10 rounds/day), rage power 
  (superstition +2), weapon training (axes +1)
  TaCTICS
  Before Combat If Bjorn has a chance to show 
  off his prowess before the fight starts, he uses 
  his Dazzling Display feat to cow enemies. His 
  relative inexperience with battle magic means 
  that he avoids reliance on spellcasters, 
  though he is willing to accept beneficial 
  spells if the opportunity presents itself. 
  If he expects to be outnumbered or 
  fighting a powerful opponent, he 
  drinks his potion of bull’s strength 
  in preparation for battle.
  During Combat Wielding the 
  prince’s axe, Bjorn relies on his 
  rage and Power Attack feat to 
  maximize damage. He likes to 
  sunder enemy weapons, and uses his 
  Step Up and Disruptive feats to press the 
  attack against lightly armored enemies and spellcasters.
  Morale Bjorn believes that he has a destiny to fulfill. As such, 
  he does not waste his time with fights that do not serve his 
  cause, nor with battles he cannot win. If Bjorn is reduced to 
  20 or fewer hit points, he retreats. He also retreats from an 
  obviously superior foe. If he is convinced that he is working 
  toward the destruction of the sorcerer, he is implacable and 
  will seek any advantage.
  Base Statistics When not raging, Bjorn’s stats are: aC 22, 
  touch 12, flat-footed 21; hp 86; fort +12, Will +4; Melee +1 
  battleaxe +13/+8 (1d8+6/×3); Str 14, Con 18; CMB +10; Skills 
  Climb +8, Swim +6
  STaTISTICS
  Str 18, Dex 12, Con 22, Int 8, Wis 10, Cha 14
  Base atk +8; CMB +12 (+14 sunder); CMD 21 (23 vs. sunder)
  feats Dazzling Display, Disruptive, Improved Sunder, Iron 
  Will, Power Attack, Step Up, Toughness, Weapon Focus 
  (battleaxe), Weapon Specialization (battleaxe)
  Skills Climb +10, Heal +2, Knowledge (geography) +1, 
  Knowledge (nature) +3, Perception +9, Survival +8, Swim +8
  languages Common
  SQ armor training 1, fast movement
  Combat Gear potion of cure moderate wounds, potion of bull’s 
  strength; other Gear +1 breastplate, +1 heavy wooden shield, 
  +1 battleaxe, masterwork short bow  with 20 arrows, ring of 
  protection +1, 363 gp
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  ThAim
  Pathfinder Chronicles: NPC Guide
  mAmmoTh lords,  
  reAlm of The
  Thaim is a boy of about 15. He has a pet 
  woolly mammoth, and he’s a long, long way from home. 
  Several moons ago, Thaim’s tribe was cursed by a 
  witch. The crops died, the cattle gave sour milk, and 
  the people grew ill with a wasting sickness. Even 
  the shaman could do nothing to stop the curse, 
  announcing that one of the boys from the tribe must 
  go south into the wild lands and bring back magic to 
  break the curse. All the boys stood before the 
  shaman, who looked them in the eye and 
  chose Thaim—innocent, pure of heart, 
  and skilled at hunting beyond his years.
  Thaim does not speak Common. He 
  has no understanding of currency or 
  merchants, only that the world is a 
  dangerous place and a tribe has to work 
  together to survive. The tribe has tools it 
  shares; when one man needs a tool, he uses 
  it and then returns it so another may use it. 
  Take only what you need—that is the way of 
  the tribe. When tribe members are hungry, they 
  hunt. When they need clothes, they make clothes. When 
  the tribe has needs, the men and the women do what they 
  can so the tribe does not suffer. This is the only life Thaim 
  has ever known.
  Now he has come alone into the “savage lands” to find 
  magic to help his tribe. He doesn’t speak a single word of 
  the strangers’ languages and has no money—only a small 
  bag filled with tokens of tribal magic that the shaman gave 
  him to protect him from evil, and his woolly mammoth, 
  for whom only he knows the true name. He speaks to the 
  mammoth in a strange tongue and the mammoth appears 
  to understand.
  Thaim needs magic to save his tribe, and he knows he is 
  the only one who can find it. So he wanders, penniless and 
  ignorant, hoping to find the thing or person that will offer 
  him a miracle. 
  Boon: Thaim only sticks with PCs if he believes they can 
  somehow help him end the curse; language and cultural 
  barriers mean he doesn’t understand much but also doesn’t 
  seem hostile. If the PCs help him with his quest, they gain his 
  loyalty and the loyalty of his tribe. While they have little to offer 
  in the way of goods (aside from a young mammoth to raise and 
  train as a mount, which the tribe can provide), their shaman 
  knows a bit about ice magic, unusual material components, 
  and mysterious places in the Realm of the Mammoth Lords. If 
  Thaim dies, his mammoth may choose to remain with an allied 
  PC, not obeying commands but somehow understanding the 
  character’s intent; if the PC is a druid or ranger, he or she may 
  eventually choose the mammoth as an animal companion.
  ThaIM 
  CR 2
  XP 600
  Male human ranger 3 
  N Medium humanoid (human)
  Init +1; Senses Perception +6
  DefenSe
  aC 15, touch 11, flat-footed 14 
  (+4 armor, +1 Dex)
  hp 25 (3d10+9)
  fort +6, Ref +4, Will +1
  offenSe
  Speed 30 ft.
  Melee mwk longspear +6 (1d8+3/×3) 
  or
  mwk shortspear +6 (1d6+2)
  Ranged mwk shortspear +5 (1d6+2) or
  mwk sling +5 (1d4+2) or
  javelin +4 (1d6+2)
  Special attacks favored enemy (animals +2)
  TaCTICS
  Before Combat Thaim thinks like a 
  hunter and tries to arrange the conditions 
  of the battle as if he were hunting an 
  animal, mainly by relying on surprise.
  During Combat Thaim prefers to fight while riding 
  his mammoth. If he must fight on the ground, he uses 
  his longspear, or shortspear and shield if his enemy is 
  particularly dangerous (aC 17, touch 11, flat-footed 16 [+4 
  armor, +1 Dex, +2 shield]).
  Morale Although Thaim is not terribly bright, he 
  understands that his mission to save his tribe will fail 
  if he dies. If brought to 10 hit points or fewer, he flees, 
  directing his mammoth to clear a path if possible.
  STaTISTICS
  Str 14, Dex 13, Con 17, Int 8, Wis 10, Cha 12
  Base atk +3; CMB +5; CMD 16
  feats Animal Affinity, Endurance, Far Shot, Mounted Combat, 
  Point-Blank Shot, Trample
  Skills Climb +4, Handle Animal +9, Heal +4, Knowledge 
  (nature) +5, Perception +6, Perform (Dance) +2, Ride +7, 
  Stealth +5, Survival +6
  languages Hallit
  SQ favored terrain (plains +2), track +1, wild empathy +4
  Combat Gear potion of cure light wounds (3); other Gear 
  masterwork hide armor, masterwork heavy wooden shield, 
  javelins (3), masterwork longspear, masterwork shortspear, 
  masterwork sling with 20 stones, medicine bag, pet 
  mammoth (see below)
  ThaIM’S MaMMoTh 
  CR 9
  XP 6,400
  Tame mastodon elephant (Pathfinder RPG Bestiary 128)
  hp 133
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  illiAn glAnAdriAn
  1
  Named NPCs
  mediogAlTi
  Illian was trained to be an entertainer, playing 
  pretty songs for pretty people, making them feel like heroes 
  as she followed them in their travels. Of course, these “heroes” 
  were nothing more than cold-blooded mercenaries, 
  drowning their guilt in tavern ale and gold. But on 
  one of these expeditions, her knife found the heart 
  of an enemy, and his warm blood spilled over her 
  fingers. As she watched life leave his eyes, music 
  filled her mind, music she had never heard before.
  For a short while, she tried to ignore her muse, but the 
  siren song was too powerful and beautiful to resist. Her muse 
  demanded sacrifice, so she gave it sacrifice—the lives of those 
  with whom she traveled. One by one, she shed their blood for 
  the Blood Mistress. Illian gives her mistress lives, and the Blood 
  Mistress gives Illian the music, and a litany to accompany it.
  “Listen now,” she tells them. “Listen at my feet, your blood 
  spilling on the floor, as I play for you, my beloved one. You and 
  I are closer now than any have ever been. In this pure moment, 
  our lives are linked. In this moment, I play for you. Your song. 
  A song written only for you. I play for you, and only you.”
  Illian joined the Red Mantis Assassins after her bloody 
  epiphany. The elf uses her charms (both magic and mundane) 
  to get close to targets ordinary assassins cannot approach. 
  And when she is done with them, when the blood pools on the 
  floor, she grips her violin with wet fingers and plays music 
  no man or woman has ever heard before. As her victims’ lives 
  spill out and fade, the last sound they hear is her music. 
  Boon: Those who are close to Illian may call upon her for 
  aid, whether in sound or steel. A bard who trains with her 
  for a week may add +1 to the DC of his fascinate ability, dirge 
  of doom, frightening tune, and deadly performance DCs (1 
  month training each, in that order).
  IllIan GlanaDRIan 
  CR 7
  XP 3,200
  Female elf bard 5/assassin 3 
  NE Medium humanoid (elf)
  Init +3; Senses low-light vision; Perception +15
  DefenSe
  aC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
  hp 27 (8d8–8)
  fort +2, Ref +10, Will +8; +1 vs. poison; +2 vs. enchantments; 
  +4 vs. bardic performance, language-dependent, and sonic
  Defensive abilities uncanny dodge; Immune sleep
  offenSe
  Speed 30 ft.
  Melee violin bow (improvised) +7 (1d3–1) or
  +1 dagger +8 (1d4/19–20 plus poison)
  Ranged dagger +7 (1d4–1/19–20 plus poison)
  Special attacks bardic performance 15 rounds/day (countersong, 
  distraction, fascinate [DC 16], inspire competence +2, inspire 
  courage +2), death attack (DC 15), sneak attack +2d6
  Spells Known (CL 5th; concentration +8)
  2nd (3/day)—eagle’s splendor, hold person (DC 15), silence (DC 15)
  1st (5/day)—disguise self, expeditious retreat, sleep (DC 15), 
  undetectable alignment
  0 (at will)—detect magic, lullaby (DC 14), mage hand, open/
  close, prestidigitation, read magic
  TaCTICS
  Before Combat Illian avoids actual combat if at all possible, 
  fleeing confrontations that do not happen on her terms. 
  When she is about to commit murder, she casts eagle’s 
  splendor, poisons her daggers, uses fascinate, and finishes 
  with a death attack.
  During Combat Illian uses hold person, sleep, or her Catch 
  Off-Guard feat to make sneak attacks. She uses silence 
  to prevent her foes from calling for aid, and Bluff and 
  Diplomacy skills if guards respond to the noise.
  Morale If Illian is outnumbered or a victim does not succumb 
  to her bardic abilities, she flees immediately. 
  STaTISTICS
  Str 8, Dex 16, Con 8, Int 14, Wis 14, Cha 16
  Base atk +4; CMB +3; CMD 16
  feats Catch Off-Guard, Quick Draw, Run, Weapon Finesse
  Skills Disguise +11, Intimidate +11, Knowledge (local) +12, 
  Perception +15, Perform (act) +14, Perform (string instruments) 
  +14, Sense Motive +13, Sleight of Hand +14, Stealth +14 
  languages Celestial, Common, Elven, Sylvan
  SQ bardic knowledge +2, elven magic, lore master 1/day, 
  poison use, versatile performance (string instruments), 
  weapon familiarity
  Combat Gear potion of cure moderate wounds, potions of 
  invisibility (2); other Gear +1 mithral chain shirt, +1 dagger, 
  daggers (2), cloak of resistance +1, jewelry worth 300 gp, large 
  scorpion venom (5), masterwork violin, 350 gp
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  nTAngA
  Pathfinder Chronicles: NPC Guide
  mwAngi expAnse
  When an assassin strikes or a thief makes off 
  with valuable intelligence, no one ever suspects 
  Ntanga the performing ape. After all, who would think to 
  investigate a mere circus animal? Ntanga, a spy and killer for 
  Usaro, the city of intelligent apes, uses the prejudices 
  of the outside world to work beneath the 
  gaze of an adoring crowd. Mysteriously 
  awakened long ago by druids in service 
  to Angazhan, he is a cunning strategist 
  and never has much difficulty getting 
  his “trainer,” Kingstone Farwalker, to 
  engineer an invitation to perform 
  at whatever palace or villa he needs 
  to infiltrate. From there, it usually 
  only takes a few moments to clamber 
  up a wall and pick a lock to reach his 
  target, whether it’s a safe filled with 
  critical information or someone who 
  must die at his bone-crushing hands. 
  A geas not only ensures Farwalker’s 
  loyalty to Ntanga but also gives the angry 
  ape a hapless target against which to exercise 
  his rage at the daily indignities he suffers. 
  It takes all of Ntanga’s self-control to avoid throttling 
  his “master” with the metal chain around his neck. An 
  amateur scholar who longs to travel, Ntanga loves books and 
  conversation, two passions he must take great care in indulging. 
  The urge to steal an interesting tome or the impulse to talk to 
  a victim before striking the killing blow could one day prove 
  his undoing. Ntanga greatly desires to obtain a robe of blending 
  or a similar item that would let him walk about as a human 
  or elf; this would allow him to pursue his academic interests 
  without compromising his mission. His greatest fear is that 
  the power that awakened his intelligence will fade, leaving him 
  a dumb ape. He hopes that someday he can “retire” in Usaro 
  with a library of books and a harem of female apes to keep him 
  company—a reward for loyal service to his god-king.
  Boon: Those who penetrate Ntanga’s deception and earn his 
  trust may ask him for the “wound of Angazhan.” Ntanga carves 
  his ally’s flesh with his claws, then rubs a tarry ointment into 
  the wound, leaving a deep maroon scar when it heals. Anyone 
  familiar with the Mwangi Expanse recognizes the wound as a 
  sign of favor from the silverback Ruthazek, god-king of Usaro. 
  The ally gains a +2 bonus on Diplomacy and Intimidate checks 
  when dealing with those who support Usaro or the cult that 
  rules it. The ally has a –2 penalty on these checks when dealing 
  with someone who hates or fears Usaro. Displaying the mark 
  to hostiles from Usaro usually causes them to pause to assess 
  whether or not they should attack the bearer of the mark; 
  normal procedure is to escort the mark-bearer to the city for 
  questioning—a safer outcome than being killed and eaten.
  nTanGa 
  CR 3
  XP 800
  Male sentient ape rogue 4 
  CE Medium magical beast 
  Init +3; Senses low-light vision, scent; Perception +12
  DefenSe
  aC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, 
  +1 dodge, +1 natural)
  hp 45 (7d8+14)
  fort +8, Ref +10, Will +3 
  Defensive abilities evasion, trap sense +1, 
  uncanny dodge
  offenSe
  Speed 30 ft., climb 30 ft.
  Melee 2 slams +8 (1d4+2)
  Special attacks sneak attack +2d6
  TaCTICS
  Before Combat Ntanga pretends 
  to be a simple animal so potential 
  enemies do not consider him a 
  significant threat.
  During Combat If Kingstone is 
  present, Ntanga pretends to wait until 
  his “master” orders him to fight. He makes 
  use of his climbing and Mobility to find an 
  advantageous position in a battle, using his necklace 
  of fireballs if facing many foes or if he needs to end 
  combat quickly to maintain his cover.
  Morale If Ntanga is brought to 10 hit points or fewer, his 
  behavior depends on what his opponents know. If they 
  believe him to be just an animal, he flees or prostrates 
  himself before them. If they know he is intelligent, he flees 
  or tries to bargain for his life.
  STaTISTICS
  Str 15, Dex 16, Con 14, Int 13, Wis 12, Cha 8
  Base atk +5; CMB +7; CMD 21
  feats Dodge, Great Fortitude, Mobility, Skill Focus 
  (Perception), Weapon Focus (slam)
  Skills Acrobatics +7, Bluff +9, Climb +16, Disable Device +12, 
  Disguise +3, Escape Artist +12, Knowledge (history) +2, 
  Knowledge (nobility) +2, Knowledge (religion) +2, Linguistics 
  +6, Perception +12, Perform (dance) +3, Sense Motive +9, 
  Sleight of Hand +9, Stealth +11, Swim +6
  languages Abyssal, Common, Elven, Osiriani, Polyglot
  SQ rogue talent (combat trick, ledge walker), trapfinding +2
  Combat Gear necklace of fireballs (type I; two 3d6 beads 
  remaining); other Gear +1 studded leather, chain collar and 
  leash, masterwork thieves’ tools, 475 gp
  KInGSTone faRWalKeR 
  CR 2
  XP 600
  Same as Mwangi Expanse Walkena Cultist (see page 45)
  hp 26
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  sAThA
  1
  Named NPCs
  nex
  Having already tasted death once at the 
  cold, pale hands of vampire assassins from Geb, the wizard 
  Satha fears little in the mortal world. Once a renowned 
  battle mage, the newly resurrected Satha has left 
  his homeland of Nex, vowing to not waste any 
  more time in a pointless eternal war. Satha now 
  travels far and wide across the face of Golarion, 
  seeking strange lore and the wonders of the 
  natural world.
  Because of his nation’s long battle with 
  Geb, undeath holds no appeal for Satha, 
  and he would rather burn out his f lesh from 
  the inside than give in to the temptation of 
  becoming an immortal lich. Though he detests 
  undead, Satha is not above using them for his own 
  ends. He finds it very satisfying to take control 
  of undead, use them for his purposes, and 
  then destroy them.
  Satha’s hatred of intelligent undead—
  particularly vampires—is the only thing 
  that can drive him to distraction. More 
  than once has he forgone his mission of 
  exploration to instead pursue and destroy 
  a powerful ghast, wight, or vampire when such a 
  creature comes to his attention.
  Boon: Satha is willing to travel with friends if they are 
  exploring places he has never visited or pursuing powerful 
  undead creatures. He sells scrolls and potions of his own spells 
  to his allies at only a 10% markup from the cost to create them.
  SaTha 
  CR 8
  XP 4,800
  Male human evoker 9 
  CN Medium humanoid (human)
  Init +5; Senses Perception +9
  DefenSe
  aC 14, touch 12, flat-footed 13 (+1 armor, +1 deflection, +1 Dex, 
  +1 natural)
  hp 58 (9d6+27)
  fort +6, Ref +5, Will +7
  offenSe
  Speed 30 ft.
  Melee dagger +3 (1d4–1/19–20)
  Special attacks intense spells
  Spells Prepared (CL 9th; concentration +13)
  5th—cone of cold (DC 21), elemental body II
  4th—fire shield, shout (DC 20), wall of fire (DC 20)
  3rd—fireball (DC 19), fly, halt undead (DC 17), lightning bolt 
  (DC 19), vampiric touch
  2nd—bear’s endurance, command undead (DC 16), darkvision, 
  false life, flaming sphere (DC 18), rope trick
  1st—burning hands (2, DC 17), floating disk, magic missile (2), 
  shield
  0 (at will)—detect magic, disrupt undead, light, mage hand, 
  read magic
  opposition Schools Enchantment, Illusion
  arcane Spell-like abilities (CL 9th, concentration +13)
  At will—elemental wall (12 rounds/day)
  7/day—force missile
  TaCTICS
  Before Combat Satha casts false life on himself 
  every day. Given warning about the nature of his 
  opponents, Satha drinks potions of protection 
  from energy and resist energy. If he expects 
  flying enemies or needs to maneuver quickly, 
  he casts fly. If he anticipates the need to flee, he 
  casts rope trick in a hidden place to give him a place 
  to retreat to.
  During Combat Satha tries to deal as much 
  damage as possible at the start of combat 
  in order to kill as many weak opponents 
  as he can. Depending on the nature of 
  his opponents, he may cast fire shield 
  or shield, or use a defensive scroll. If 
  battling undead, he either tries to kill 
  them with brute force or disables the 
  leader with command undead or halt undead to 
  give himself time to destroy enemy minions. He likes to 
  use his elemental wall ability to divide the battlefield to 
  his advantage.
  Morale Satha has died once and doesn’t want to experience 
  that again; if brought to 20 hit points or fewer, he flees, 
  using elemental wall, expeditious retreat, fly, invisibility, or 
  rope trick as needed.
  STaTISTICS
  Str 8, Dex 13, Con 14, Int 19, Wis 10, Cha 12
  Base atk +4; CMB +3; CMD 15
  feats Arcane Strike, Brew Potion, Combat Casting, Greater 
  Spell Focus (evocation), Improved Initiative, Scribe Scroll, 
  Spell Focus (evocation), Toughness
  Skills Appraise +12, Craft (alchemy) +14, Fly +11, Intimidate 
  +2, Knowledge (arcana) +16, Knowledge (geography) +9, 
  Knowledge (religion) +11, Linguistics +8, Perception +9, 
  Profession (scribe) +4, Ride +2, Sense Motive +7, Spellcraft +16, 
  Use Magic Device +10
  languages Common, Draconic, Gnome, Kelish, Osiriani, Vudrani
  SQ arcane bond (ring of protection)
  Combat Gear potions of bear’s endurance, cure moderate 
  wounds, cure serious wounds, darkvision, invisibility, protection 
  from arrows, protection from energy (fire), resist energy (cold), 
  resist energy (fire), and water breathing; scrolls of alter self, 
  cone of cold, and expeditious retreat; other Gear amulet of 
  natural armor +1, bracers of armor +1, cloak of resistance +1, 
  ring of protection +1, 610 gp
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  AlviAnA 
  shAdowsworn
  Pathfinder Chronicles: NPC Guide
  nidAl
  In darkness, secrets bloom, and Alviana, one 
  of Nidal’s elite foreign agents, cultivates them 
  like the most precious of flowers. Her ability to take the 
  form of a bird allows her to maintain espionage networks in 
  multiple countries, flitting from one to another faster 
  than most ground transportation. She spends her 
  days endlessly flying from asset to asset and 
  always seems to know the perfect way to 
  manipulate them. Some of her contacts 
  respond to a simple bribe or threat of 
  blackmail, while others succumb to 
  more exotic blandishments. A few 
  even honestly support the aims 
  of Nidal or worship Zon-Kuthon. 
  Alviana has a predator’s instinct 
  for spotting weakness, and she 
  never hesitates to exploit whatever 
  opening a target presents. Only the 
  mission matters. 
  In her own life, Alviana resents the 
  influence of beauty. Though she often 
  claims that her albinism makes her an 
  outcast, even the other pallid druids of 
  the Uskwood consider her ugly. She tends 
  to despise and discount attractive people 
  since she believes they rarely need to work for their 
  achievements. Much of her lifelong fascination with 
  shadows and darkness stems from her quest for a place where 
  appearance is meaningless and only the mind matters. If it 
  proves necessary to attain this goal, she would not hesitate to 
  sacrifice even Sootsable, her faithful owl animal companion, 
  perhaps the closest thing she has to a friend in the world. 
  Boon: In addition to her abilities as a spy and spellcaster, 
  Alviana can give allies the blessing of shadow if she believes 
  they would be useful to the goals of Zon-Kuthon. This blessing 
  gives recipients a +2 bonus on weapon damage rolls made 
  during the surprise round so long as they make the attack in 
  an area of dim light or darkness. Recipients lose this blessing 
  immediately if they act against the interests of Nidal or the 
  cult of the Midnight Lord.
  alVIana ShaDoWSWoRn 
  CR 5
  XP 1,600
  Female human druid of Zon-Kuthon 6 
  NE Medium humanoid (human)
  Init +1; Senses Perception +13
  DefenSe
  aC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
  hp 27 (6d8)
  fort +5, Ref +3, Will +9
  Defensive abilities resist nature’s lure
  offenSe
  Speed 30 ft.
  Melee scimitar +3 (1d6–1/18–20) 
  Ranged sling +5 (1d4–1) 
  Special attacks wild shape 2/day 
  Spells Prepared (CL 6th; concentration +10)
  3rd—call lightning (DC 17), invisibility, poison (DC 17)
  2nd—barkskin, chill touch (DC 16), gust of wind (DC 16), 
  summon swarm 
  1st—cure light wounds, entangle (DC 15), magic 
  stone, touch of fatigue (DC 15)
  0 (at will)—detect magic, disrupt undead, 
  guidance, ray of frost
  TaCTICS
  Before Combat Alviana summons animals 
  (preferring bats and snakes) just before 
  battle to outnumber and overwhelm her 
  opponents.
  During Combat Alviana prefers to 
  stay out of direct combat, hiding 
  either invisibly or in animal 
  form, summoning creatures to 
  eliminate foes.
  Morale Alviana flees if in 
  serious danger, preferably by 
  becoming invisible or using wild shape to 
  become a bat.
  STaTISTICS
  Str 8, Dex 12, Con 10, Int 14, Wis 18, Cha 13
  Base atk +4; CMB +3; CMD 14
  feats Alertness, Augment Summoning, Natural Spell, Shade 
  of the Uskwood (see below) 
  Skills Bluff +3, Diplomacy +4, Disguise +3, Fly +5, Handle 
  Animal +10, Heal +10, Knowledge (arcana) +3, Knowledge 
  (dungeoneering) +3, Knowledge (geography) +6, Knowledge 
  (history) +4, Knowledge (local) +3, Knowledge (nature) +11, 
  Knowledge (nobility) +3, Knowledge (religion) +5, Perception 
  +13, Sense Motive +8, Stealth +1, Survival +15, Swim +1
  languages Common, Druidic, Shadowtongue, Varisian 
  SQ nature bond (owl companion named Sootsable), nature 
  sense, trackless step, wild empathy +7, woodland stride
  Combat Gear potion of cure serious wounds, scroll of ice storm, 
  wand of chill metal (10 charges), goodberries (8); other Gear 
  +1 hide armor, scimitar, sling with 10 bullets, pearl of power 
  (1st level), Umbrae-Token, 120 gp
  SPeCIal aBIlITIeS
  feats Alviana’s Shade of the Uskwood feat is only available to 
  a sect of albino druids from Nidal allied with the church 
  of Zon-Kuthon; this feat adds unusual spells to the druid’s 
  spell list, removes all fire spells from it, and requires an 
  Umbrae-Token (an effigy made of hair, twigs, and blood that 
  counts as an unholy symbol). See page 111 of the Pathfinder 
  Chronicles Campaign Setting.
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  TAl TAvAl
  1
  Named NPCs
  nirmAThAs
  Probably everyone has heard the story of Tal 
  Taval—a big man, standing as tall as a troll’s shoulders, with a 
  beard bigger than his head and a sword even bigger than he is. At 
  his side ranges a loyal hound he calls “Laddy.” Tal Taval 
  is a bit of a legend in Nirmathas, and more than 
  one tavern song has been written about him. 
  Of course, the truth is very different from 
  the songs and stories, but nobody cares. The 
  man who tells the best versions of those 
  stories is an old riverman, a gray, bent 
  fellow who knows every drop of water in 
  the river, every eddy, and every stream 
  that branches off it by name. Some joke 
  that the old man may have been born 
  the same day as the river. For a copper 
  piece he’ll transport anyone up and down the 
  river; for another he’ll tell you a story about 
  Tal Taval. Maybe he’ll tell you about 
  the time Tal Taval saved a princess 
  from a tower made of glass, or 
  when Tal Taval faced a whole 
  army with only 10 comrades and 
  walked away without a scratch. 
  Rain or shine, that old man is always there 
  to recount whatever story you want to hear 
  about the greatest adventurer who ever lived.
  What nobody knows is that the old man is Tal 
  Taval. He keeps it to himself these days, not telling 
  anyone his secret, and when he narrates his stories about the 
  legend Tal Taval he exaggerates just a little—but only a little. 
  (Truth be told, it was a real pain climbing that tower of glass.) 
  After a lifetime of adventuring and intermittent fighting 
  against Molthune, he decided to retire and lead a simple life 
  as “Old Man Irgal,” a common ferryman. He enjoys telling 
  stories about his old life, even if nobody believes him, and 
  is content to travel the waters of Nirmathas, Lastwall, and 
  Molthune again and again, giving safe passage to decent folk.
  Boon: “Old Man Irgal” knows all the ins and outs of 
  the rivers of Nirmathas and knows a bit about Lastwall, 
  Nirmathas, and the western part of the River Kingdoms—the 
  best hiding places, the best spots to have an ambush, where 
  certain monsters tend to lurk, and so on. He shares this 
  information with those he trusts, as well as his knowledge 
  of local monsters, the Molthune military, and the habits of 
  Razmiri cultists.
  Tal TaVal 
  CR 9
  XP 6,400
  Male old human ranger 4/rogue 6 
  LG Medium humanoid (human)
  Init +2; Senses Perception +16
  DefenSe
  aC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +2 Dex, 
  +1 dodge, +1 natural)
  hp 49 (10 HD; 4d10+6d8)
  fort +9, Ref +12, Will +7 
  Defensive abilities evasion, trap sense +2, uncanny dodge
  offenSe
  Speed 35 ft.
  Melee mwk short sword +7/+2 (1d6–2/19–20)
  Ranged +1 longbow +11/+6 (1d8–1/×3)
  Special attacks favored enemy (goblinoids +2), 
  sneak attack +3d6
  Spells Prepared (CL 1st; concentration +4)
  1st—jump
  TaCTICS
  Before Combat If Tal expects combat, 
  he casts jump on himself so that he can 
  easily leap from his barge to shore or vice 
  versa. If he thinks he’s coming into 
  dangerous territory, he uses his 
  fast stealth rogue ability to 
  sneak up on enemies so 
  that he can fire arrows 
  from concealment.
  During Combat Tal 
  prefers to fight from his barge, 
  forcing opponents to swim to him. He relies 
  on his speed and mobility to stay out of reach of 
  his enemies. If forced into melee combat, he uses his 
  dog (named “Blue”) to flank so he can make sneak attacks.
  Morale Tal knows when it is time to run and is not above 
  stranding foes on his barge with his anchor feather token, 
  leaping away under the effects of his jump spell, and using 
  his swan boat feather token to create another craft to escape 
  in. But when defending innocents or fighting evil, he gives 
  no quarter and never quits.
  STaTISTICS
  Str 6, Dex 15, Con 10, Int 15, Wis 16, Cha 12
  Base atk +8; CMB +6; CMD 20
  feats Deadly Aim, Dodge, Endurance, Fleet, Great Fortitude, 
  Mobility, Point-Blank Shot, Shot on the Run
  Skills Acrobatics +12, Bluff +14, Climb +10, Knowledge 
  (geography) +15, Knowledge (nature) +15, Perception +16, 
  Perform (oratory) +14, Sense Motive +16, Stealth +14, 
  Survival +16, Swim +10
  languages Common, Elven, Orc
  SQ favored terrain (water +2), hunter’s bond (dog animal 
  companion named Blue), rogue talents (fast stealth, 
  resiliency, stand up), track +2, trapfinding +3, wild empathy +7
  Combat Gear elixir of swimming, feather tokens (anchor, fan, 
  swan); other Gear +1 chain shirt, +1 longbow with 20 arrows, 
  masterwork short sword, amulet of natural armor +1, boots of the 
  winterlands, cloak of resistance +1, ring of protection +1, 450 gp
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  elhAm Al sAleem
  Pathfinder Chronicles: NPC Guide
  QAdirA
  When she first heard The Birth of Light and 
  Truth, the woman who would eventually become Elham al 
  Saleem was nothing short of a brutal mercenary, killing so 
  she could live a life of hedonistic luxury. Yet for some reason, 
  the words spoken from the book by a street preacher made her 
  stop and listen. All that night, she could not sleep. She 
  was haunted again and again by dreams of a black 
  raven attacking a dove, and the dove ripping out 
  the raven’s eyes. The vision gave her no rest. 
  She went to the temple of Sarenrae the next 
  morning and sat all day with the priests. They 
  told her she was one of the chosen, blessed 
  by visions from the goddess. At first, she 
  rejected their words, but when she tried to 
  sleep the next night, the visions grew 
  stronger. After three nights without 
  rest, she returned to the temple. She 
  bowed before the altar and asked the 
  goddess to let her be. Instead, the 
  goddess told her to leave behind the 
  woman she was and accept a new 
  name and life. 
  Now, Elham’s prayers to the 
  goddess are not silent whispers but 
  sermons she writes and delivers in the chapels. The 
  priests call her “the goddess’s warrior-poet.” When she 
  speaks, the chapel’s darkest corners fill with light. At first, 
  many priests spoke against her songs, saying they spoke of 
  the goddess in a “familiar manner” and sounded more like 
  ballads to a lover than reverential hymns, but none could 
  deny her dedication to the goddess—it was plain in her voice 
  and in her deeds. No enemy of the goddess survived her 
  sword, and no follower of the goddess was blind to Elham’s 
  love for her.
  Looking in the mirror, she cannot see the person who once 
  begged the goddess for peace. She turned away from her life of 
  wickedness and wantonness and left it behind with her past. 
  At least, that’s what she says out loud. Yet in recent months, 
  her visions have darkened. She still sees the raven and the 
  dove, but these days, the raven plucks out the dove’s eyes. 
  When she goes to the altar, the goddess is silent; no soft, sweet 
  voice calls to her, giving her the peace she so desires. But her 
  will and faith are strong. The goddess saved her once from an 
  empty life, and she knows she is being tested. A great darkness 
  lies ahead of her, and her old instincts of survival and self-
  protection are much stronger than she would care to admit.
  Boon: If Elham believes an ally’s cause serves the interest of 
  the goddess, she is willing to lay down her life for it—at least, 
  that is what she tells herself. In addition to her many contacts in 
  the church of Sarenrae, she knows a few cutthroat mercenaries 
  who are still active and may have some influence among them.
  elhaM al SaleeM 
  CR 5
  XP 1,600
  Female human cleric of Sarenrae 3/fighter 3 
  NG Medium humanoid (human)
  Init +3; Senses Perception +2
  DefenSe
  aC 21, touch 14, flat-footed 17 (+7 armor, +3 Dex, +1 dodge)
  hp 38 (6 HD; 3d8+3d10+9)
  fort +7, Ref +5, Will +6; +1 vs. fear
  Defensive abilities bravery +1
  offenSe
  Speed 30 ft.
  Melee +1 scimitar +10 (1d6+4/18–20)
  Ranged mwk shortbow +9 (1d6/×3)
  Special attacks channel positive energy 4/
  day (DC 12 [14 vs. undead], 2d6)
  Domain Spell-like abilities (CL 3rd; 
  concentration +5)
  5/day—touch of glory, touch of good
  Spells Prepared (CL 3rd; concentration +5)
  2nd—aid, bless weaponD, spiritual weapon
  1st—divine favor (2), protection from evil, 
  shield of faithD
  0 (at will)—create water, guidance, 
  light, stabilize
  D domain spell; Domains Glory, Good
  TaCTICS
  Before Combat Elham prepares for battle by casting aid, 
  bless weapon, and shield of faith.
  During Combat Elham avoids using spells in combat because 
  she knows her casting is easily disrupted. If given space and 
  a moment to breathe, she may cast helpful spells on herself 
  or heal an ally.
  Morale Elham normally retreats at 20 hit points or fewer but 
  fights to the death to protect followers of Sarenrae or when 
  fighting evil undead, outsiders, or other enemies of the faith.
  STaTISTICS
  Str 10, Dex 16, Con 12, Int 10, Wis 14, Cha 13
  Base atk +5; CMB +5; CMD 19
  feats Combat Reflexes, Dervish Dance (see below), Dodge, 
  Mobility, Weapon Finesse, Weapon Focus (scimitar)
  Skills Acrobatics +2, Bluff +3, Diplomacy +9, Perform (dance) 
  +3, Perform (sing) +4, Sense Motive +9
  languages Common
  SQ aura, armor training 1
  Combat Gear scroll of lesser restoration, wand of cure moderate 
  wounds (4 charges); other Gear +1 chainmail, +1 scimitar, 
  masterwork short bow with 20 arrows, gold holy symbol, 180 gp
  SPeCIal aBIlITIeS
  feats With her Dervish Dance feat, when Elham uses her scimitar 
  with one hand, she may use her Dexterity modifier for attack 
  and damage rolls instead of her Strength modifier. See page 23 
  of Pathfinder Chronicles: Qadira, Gateway to the East.
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  ruperT rAim
  1
  Named NPCs
  rAhAdoum
  Soldiers in the Pure Legion hope to serve 
  under Captain Rupert Raim. Though not a 
  gifted strategist or natural leader, he has the twin virtues 
  that enlisted men actually care about: he wins battles 
  and takes care of his troops. A general once 
  said, “Prudence is Raim’s whetstone,” and 
  his superiors regard him as the best they 
  have for missions demanding a steady 
  hand in a risky situation. Cautious to a 
  fault and a shrewd judge of character, 
  Raim seldom allows himself to make a 
  mistake. However, he did join the Pure 
  Legion of his own choice and sincerely 
  supports Rahadoum’s goal of freeing 
  mortals from divine influence. This blind 
  spot sometimes leads him into trouble, 
  particularly when dealing with priests 
  or other servants of the gods.
  Unusually reflective for a fighting 
  man, Raim possesses a natural reserve 
  that many find off-putting. He takes his 
  time to think things over before speaking, 
  and if the silence looms around him like 
  a cloud of menace, so be it. Though he has 
  sought lessons and read books on how to make a better 
  first impression, his scars and imposing size, coupled with 
  the tendency to stand frozen like some predator in the grass the 
  moment before it leaps, still leave people a little nervous.
  Though he has no real ear for music or any of the other 
  performing arts, Raim makes a point of supporting 
  entertainers—good, bad, or indifferent. Over the years quite 
  a few bards, the only common arcane casters with access to 
  healing magic, have pulled him or one his men back from the 
  brink of death. While he understands that only a handful of 
  performers are true bards, he believes in encouraging anyone 
  with the potential. Ultimately, he would like to see every unit 
  of the Pure Legion assigned a bard to serve as its “morale 
  officer” and medic.
  Boon: Captain Raim knows full well how much 
  inf luence the gods have over most of the world and never 
  stops looking for allies. Those who prove themselves 
  worthy allies in his cause to save humanity from the 
  problems of religion may receive a letter from him giving 
  his endorsement. A PC can take this letter to an official of 
  the Pure Legion or the Occularium wizards in Manaket 
  to claim a godslayer spell on one weapon of their choice. 
  This arcane spell functions like a bane weapon ability that 
  only affects divine spellcasters and outsiders who serve a 
  deity. Because it is a spell rather than a permanent weapon 
  property like bane, it can be dispelled (requiring another 
  letter from Captain Raim if the PC wants it recast).
  RuPeRT RaIM 
  CR 5
  XP 1,600
  Male human fighter 6
  LN Medium humanoid (human)
  Init +1; Senses Perception +7
  DefenSe
  aC 22, touch 11, flat-footed 21 (+8 armor, +1 Dex, 
  +3 shield)
  hp 51 (6d10+18)
  fort +7, Ref +3, Will +4; +2 vs. fear
  Defensive abilities bravery +2
  offenSe
  Speed 20 ft.
  Melee +1 longsword with godslayer blessing 
  +12/+7 (1d8+7/19–20) or
  dagger +9/+4 (1d4+3/19–20)
  Ranged longbow +7/+2 (1d8/×3)
  Special attacks weapon training 
  (heavy blades +1)
  TaCTICS
  Before Combat Unless under 
  immediate threat, Captain Raim 
  takes his time to study and parley 
  with opponents. However, he rarely gives 
  enemy divine casters a chance to escape.
  During Combat Captain Raim concentrates 
  his attacks on divine casters. Once he defeats them, 
  he offers a truce to any surviving foes. He often pretends 
  to be a dumb brute to mislead opponents.
  Morale Knowing that if killed he does not have the luxury 
  of a divine resurrection, Captain Raim surrenders and 
  lives rather than fighting to the death, though it galls him 
  greatly to be humbled by a religious opponent.
  STaTISTICS
  Str 16, Dex 12, Con 15, Int 10, Wis 14, Cha 8
  Base atk +6; CMB +9; CMD 20
  feats Cleave, Godless Healing (see below), Persuasive, Power 
  Attack, Shield Focus, Weapon Focus (longsword), Weapon 
  Specialization (longsword)
  Skills Diplomacy +2, Heal +4, Intimidate +6, Knowledge 
  (religion) +3, Perception +7, Sense Motive +7
  languages Common
  SQ armor training 1 
  Gear half-plate, heavy steel shield, +1 longsword with godslayer 
  blessing, dagger, longbow with 20 arrows, 63 gp
  SPeCIal aBIlITIeS
  feats To compensate for their lack of divine healing, the 
  people of Rahadoum have developed the Godless Healing 
  feat, a specialized technique to ignore injury. Once per 
  day, when Captain Raim is at 25 hit points or fewer, he can 
  make a DC 10 Fortitude save as a move action to heal 1 hit 
  point per level (minimum 3). See page 123 of the Pathfinder 
  Chronicles Campaign Setting.
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  huodAThA
  Pathfinder Chronicles: NPC Guide
  rAzmirAn
  In his early life, Huodatha was a Numerian nomad. 
  As a young man, he was seized by Technic League 
  automatons, injected with a strange substance, and 
  set free. The substance drove him 
  into an instant rage; he slew the 
  automaton on the spot, but the 
  rage continued, overwhelming 
  the young barbarian. It lasted for a 
  full day and ended in the murder of 
  his chief’s brother. Although he barely 
  remembers the event, Huodatha was 
  exiled from his tribe for the crime. For 
  several forlorn weeks he wandered, until 
  he found the open arms of Razmiran to 
  the south. His indoctrination at the First 
  Step fortress was brief and wildly successful. 
  Huodatha discovered a home and purpose in 
  Razmiran that put his talents to good use. Now, 
  fanatically committed to worship of the Living 
  God, Huodatha is a mid-level priest, feared 
  and respected among Razmir’s followers.
  Huodatha fits the mold of Razmir’s 
  thuggish priests—bullying and extorting 
  tribute for the religion—but he believes with 
  a desperate intensity. He intimidates other 
  Razmiri priests as much as he does the sheep from 
  whom he collects tithes. The faithful find him inspiring, 
  while his more venal brethren find him disconcerting. 
  Priests who serve under him often wear bruises behind their 
  masks from his rough instruction.
  Although Huodatha owns a fine home and several 
  concubines in the Steps district of Thronestep, luxury has 
  little hold on him. Carrying out the will of Razmir is his 
  paramount concern; it is his identity, his self-worth. The 
  barbarian-priest takes pains to ignore cracks that reveal a 
  mortal face behind the mask. If he discovered Razmir to be a 
  false god, he would again be lost and exiled, a fate that would 
  crush him more thoroughly than any martial defeat.
  As deep as his loyalty to Razmir is his desire for revenge 
  against the Technic League. Huodatha carries blind hatred 
  for the self-propelled automata from Numeria, and attacks 
  anyone who appears affiliated with the Technic League, 
  including golems or any clockwork creations.
  As a Herald of the Eighth Step, Huodatha wears the black 
  robe and iron mask of his station. His hulking stature and 
  clipped Hallit accent, however, reveal his Kellid birth, and his 
  studded leather armor is clearly outlined beneath his robe. As 
  a result, Huodatha doesn’t blend in as many other Razmiri 
  priests do and is always visible in a crowd. In Thronestep, he 
  rarely carries a weapon; he uses anything in reach as a club 
  and is unafraid to throw his improvised cudgel and pick 
  up another. When expecting trouble or traveling outside of 
  Thronestep, he brings an intimidating marble greatclub with 
  a wooden handle.
  Boon: Huodatha’s friendship and patronage make quick 
  friends and enemies in Razmiran. Known associates of Huodatha 
  receive a 25% discount on nonmagical items and services bought 
  in Thronestep and a +2 circumstance bonus on Intimidate 
  checks in Razmiran when using Huodatha’s name.
  huoDaTha 
  CR 3
  XP 800
  Male human barbarian 4
  NE Medium humanoid (human)
  Init +1; Senses Perception +7
  DefenSe
  aC 13, touch 10, flat-footed 11 (+3 armor, +1 Dex, 
  +1 dodge, –2 rage)
  hp 46 (4d12+20)
  fort +9, Ref +2, Will +3
  Defensive abilities trap sense +1, 
  uncanny dodge
  offenSe
  Speed 40 ft.
  Melee mwk greatclub +10 (1d10+7) 
  or
  improvised club +9 (1d6+5)
  Ranged improvised club +5 (1d6+5)
  Special attacks rage (19 rounds/day), rage powers 
  (intimidating glare, roused anger)
  TaCTICS
  During Huodatha rages at the start of combat and uses his 
  intimidating glare. He throws an improvised weapon at 
  his opponents, grabbing another with a move action to 
  remain armed.
  Morale Huodatha retreats if his non-raging hit point total 
  reaches 5.
  Base Statistics When not raging, Huodatha’s statistics are: 
  aC 15, touch 12, flat-footed 13; fort +7, Ref +2, Will +1; hp 
  38; Melee mwk greatclub +8 (1d10+4) or improvised club +7 
  (1d6+3); Ranged improvised club +7 (1d6+3); Str 16, Con 16; 
  CMB +7; Skills Climb +7, Swim +8.
  STaTISTICS
  Str 20, Dex 13, Con 20, Int 8, Wis 10, Cha 12
  Base atk +4; CMB +9; CMD 19
  feats Catch Off-Guard, Dodge, Extra Rage
  Skills Acrobatics +5 (+9 jump), Climb +9, Intimidate +8, 
  Knowledge (local) +0, Knowledge (religion) +0, Linguistics 
  +0, Perception +7, Ride +7, Survival +5, Swim +10 
  languages Common, Hallit
  SQ fast movement
  Combat Gear potions of cure moderate wounds (2); other Gear 
  masterwork studded leather, masterwork greatclub, iron 
  mask, 920 gp
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  dimATA sirAThini
  1
  Named NPCs
  sArgAvA
  Forced into marriage at a young age, 
  Dimata feared a prison of domesticity and political games 
  in Egorian for the rest of her life. When her husband went 
  missing on a trade mission to Sargava, an escape presented 
  itself. Dimata hired a team to accompany her 
  to Sargava and search for her lost husband. 
  That was 18 years ago. The team has long 
  since been dismissed and no sign of 
  her lost husband ever surfaced, but 
  Dimata finds the wild freedom of 
  Sargava preferable to the stuffy 
  council rooms of Cheliax.
  After 
  several 
  years 
  spent 
  learning the ways of Sargava’s 
  wilderness, Dimata fell prey to 
  a band of Mwangi tribesmen. 
  Dimata’s guards attacked them 
  and were killed; the Mwangi 
  carried 
  Dimata 
  off. 
  What 
  happened over the next 33 days in the 
  jungle remains a mystery, but Dimata 
  reappeared with ritualistic scars on her 
  face and a wild light in her eyes. From that 
  day forth, she was a woman with inside 
  knowledge of the Mwangi tribes and an even 
  greater knowledge of jungle life and the wilds of 
  Sargava. Her reputation as a guide was eclipsed only 
  by her reputation as a hunter. Her talent with a crossbow 
  had developed until her speed and accuracy could fell even 
  mighty jungle tigers and massive plains buffalo.
  Now Dimata hires out her services as a guide, tracker, and 
  hunter to those she finds interesting and spends the rest of 
  her time hunting exotic animals and occasionally acting as a 
  translator and negotiator between Sargavan settlers and the 
  Mwangi natives. Natives and settlers alike recognize Dimata 
  on sight; her tanned skin, rangy limbs, and ritualistic scars 
  speak of a life lived out of doors, and her scuffed leather 
  armor and carefully maintained weapons tell of the many 
  trials she faces in the jungle.
  Dimata feels herself growing older and knows that time 
  will eventually claim her, as it does those lucky enough to 
  outwit or outrun death at the claws and teeth of a predator. 
  Child-free and presumably a widow, she has no regrets about 
  her life, and thanks the jungle for hardening her flesh into 
  something as tough as wood, giving her body the strength 
  to match her will. 
  Boon: Dimata knows many unusual landmarks, sites of 
  ruins, and dangerous areas in the wild areas of Sargava, and 
  she passes this knowledge on to those she likes. Dimata can 
  also facilitate meetings with Mwangi tribes, but does so only 
  if she trusts the characters completely.
  DIMaTa SIRaThInI 
  CR 4
  XP 1,200
  Female human ranger 5
  CN Medium humanoid (human)
  Init +4; Senses Perception +10
  DefenSe
  aC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  hp 27 (5d10)
  fort +4, Ref +8, Will +5
  offenSe
  Speed 30 ft.
  Melee mwk scimitar +9 (1d6+2/18–20)
  Ranged mwk light crossbow +10 
  (1d8/19–20)
  Special attacks favored enemy 
  (animals +4, magical beasts +2)
  Spells Prepared (CL 2nd; 
  concentration +4)
  1st—entangle (DC 13), longstrider
  TaCTICS
  Before Combat Dimata readies her crossbow 
  and looks for a defensible position, preferring 
  high ground and deadfalls or other terrain 
  that serves as a barricade. If necessary, she 
  uses her Kaava musk to attract predators to 
  the site of an ambush.
  During Combat Dimata prefers to stay 
  at range and force enemies to approach her, 
  preferably over treacherous ground. Once her enemies 
  close in, she switches to her scimitar and first tries to 
  eliminate anyone she sees casting spells.
  Morale Dimata is brave but not foolhardy. She tries to flee if 
  greatly outnumbered or obviously outmatched. She uses 
  her knowledge of the jungle to mislead pursuers and hide 
  herself. If there seems to be no other option, she may try to 
  surrender but is more likely to fight to the death than allow 
  herself to be executed by bloodthirsty enemies.
  STaTISTICS
  Str 15, Dex 18, Con 10, Int 8, Wis 14, Cha 12
  Base atk +5; CMB +7; CMD 21
  feats Endurance, Iron Will, Point-Blank Shot, Rapid Reload, 
  Self-Sufficient, Weapon Focus (scimitar)
  Skills Handle Animal +9, Heal +10, Intimidate +9, Knowledge 
  (geography) +7, Linguistics +0, Perception +10, Stealth +12, 
  Survival +12, Swim +6
  languages Common, Polyglot
  SQ favored terrain (jungle +2), hunter’s bond (companions), 
  track +2, wild empathy+6
  Combat Gear potions of cure moderate wounds (2), elixir of 
  hiding (2), elixir of swimming, Kaava musk (Sargavan “goop,” 
  see Pathfinder Chronicles Campaign Setting 130); other Gear 
  +1 studded leather, masterwork light crossbow with 20 bolts, 
  masterwork scimitar, 310 gp
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  JAren The Jinx
  Pathfinder Chronicles: NPC Guide
  The shACKles
  Perilous Jaren (as he calls himself) is a 
  skilled pirate with a reputation for being a scalawag at some 
  times and a bloodthirsty murderer at others. Born in Port 
  Peril, Jaren learned the pirating trade at a young 
  age, accompanying his pirate father, Captain 
  Black Dog, on raids from the age of 7. His 
  father’s crew all took part in raising him 
  as a child, and his father’s many “wives” 
  ensured that he was never wont for a 
  mother, even though his own mother 
  had died giving birth to him. Jaren grew 
  up with the belief that he would follow 
  in his father’s footsteps, one day taking 
  over his ship and carrying on the 
  family reputation, but on his fifteenth 
  birthday, Jaren’s father was bewitched 
  and murdered by the sorceress Valia. 
  The mistress of a rival pirate known as 
  the Shark Lord, Valia had seduced the 
  aging Black Dog and poisoned him 
  with her viper familiar. The Shark Lord 
  sent his crew to attack during this treachery, 
  slaughtering most of Black Dog’s crew.
  Only Jaren and a few others managed to escape—
  First Mate Okonkwo, the fierce Mwangi warrior; Deadeye, 
  the halfling sniper; Jessa, the elven swordmistress; and 
  Nightscale, the lizardfolk cook. These five lay low for months, 
  joining other crews under false names and learning what they 
  could about the Shark Lord’s travels. Eventually they banded 
  together and, with the help of a mystic called the Red Pearl 
  Oracle, managed to find and kill the Shark Lord, though Valia 
  escaped after cursing the survivors with a rotting sickness 
  that only appeared when they were close to each other. Forced 
  to end their association, the comrades found work in other 
  parts of the Shackles, never again able to meet and share the 
  tales of their victory.
  Jaren lends his service to various captains as a dependable 
  first mate, though his cursed reputation means he often has 
  to change employers, for pirates are a superstitious lot and 
  tend to blame any ill fortune on the “Jaren the Jinx.” He still 
  listens for news about the sorceress Valia, hoping someday to 
  avenge his father’s death as he did that of Black Dog’s crew. He 
  utters prayers and offers sacrifices to the goddess Besmara, 
  hoping for clues on how to end the curse or information on 
  where to find the sorceress.
  Boon: Jaren can offer his allies a measure of safety when 
  traveling through the Shackles, though he may not be able to 
  convince his current captain to give them passage. If the PCs 
  are on a targeted ship, he usually is able to keep the captain 
  from making them walk the plank. Having been an active 
  pirate for 10 years, he knows the ins and outs of the Shackles 
  and has a lot of information on various captains, some of 
  whom he’d be happy to see dancing on the end of a spear.
  JaRen The JInX 
  CR 5
  XP 1,600
  Male human fighter 2/rogue 4
  CN Medium humanoid (human)
  Init +7; Senses Perception +9
  DefenSe
  aC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex,
  +1 dodge)
  hp 35 (6 HD; 2d10+4d8+6)
  fort +5, Ref +7, Will +1; +1 vs. fear
  Defensive abilities bravery +1, evasion, trap 
  sense +1, uncanny dodge
  Weaknesses rotting curse
  offenSe
  Speed 30 ft.
  Melee +1 short sword +9 
  (1d6+2/19–20)
  Ranged mwk light crossbow +9 
  (1d8/19–20)
  Special attacks jinx, sneak attack +2d6
  TaCTICS
  Before Combat Jaren tries to fight from higher 
  ground, such as his ship’s rigging or crow’s nest, 
  allowing him to sneak attack anyone climbing.
  During Combat Jaren uses Mobility to avoid being flanked and 
  to draw opponents near his pirate allies.
  Morale Jaren loves his life of adventure and flees combat if he 
  believes he’ll be killed, jumping off his ship and swimming 
  to safety if necessary.
  STaTISTICS
  Str 13, Dex 16, Con 12, Int 10, Wis 10, Cha 14
  Base atk +5; CMB +6; CMD 20
  feats Acrobatic, Athletic, Dodge, Improved Initiative, Mobility, 
  Weapon Finesse
  Skills Acrobatics +10, Bluff +10, Climb +11, Diplomacy +10, Disable 
  Device +7, Escape Artist +10, Knowledge (geography) +3, 
  Knowledge (local) +4, Perception +9, Profession (sailor) +5, Sense 
  Motive +9, Sleight of Hand +10, Swim +7, Use Magic Device +6
  languages Common
  SQ rogue talents (resiliency, stand up), trapfinding +2
  Combat Gear potion of cure moderate wounds; other Gear +1 
  leather armor, +1 short sword, masterwork light crossbow 
  with 20 bolts, 535 gp
  SPeCIal aBIlITIeS
  Jinx (Su) Any creature within 10 feet of Jaren who confirms 
  a critical hit actually misses as if rolling a 1. Jaren has no 
  control over who this affects or when it happens.
  Rotting Curse (Su) Jaren suffers from a rotting curse which 
  afflicts him as mummy rot, but only when within 100 feet of 
  Deadeye, Jessa, Nightscale, or Okonkwo.
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  lord AChimAir
  1
  Named NPCs
  The sodden lAnds
  The self-titled Lord Achimair 
  stays in constant motion patrolling his territory 
  in search of tribute or sentient flesh upon 
  which to feast. He has no home base, or 
  rather, he brings his base with him a motley 
  band of trained sharks and aquatic monsters, 
  and a barge filled with air-breathing slaves and 
  thuggish collaborators armed with crossbows and pikes. The 
  settlements scattered within his territory know the folly of 
  challenging him, and they caution travelers 
  to offer him his “tax” without demur. 
  Sometimes even the distraction of 
  plunder freely given fails to rein in his cannibalistic instincts; 
  then the salty waters of the Sodden Lands deepen ever so 
  slightly with blood and tears.
  Since he rules by nothing save brute force and terror, Lord 
  Achimair relishes every chance to display his battle prowess. 
  He wears trophies of prior victories on his body, including 
  bone piercings chipped from the gnawed remains of former 
  foes. Though savage, treacherous, and unpredictable, Lord 
  Achimair still welcomes diversions, so long as they appeal to 
  his brutal nature. He loves blood sports and cruel practical 
  jokes. Things that explode or kill in similarly flashy or 
  gruesome ways make him laugh with delight. Lord Achimair 
  brooks no challenges from his followers; even the intimation 
  of doubt or disloyalty could throw him into a killing rage and 
  give outsiders a chance to gather their thoughts or slip away.
  Boon: If Lord Achimair decides he likes someone, he 
  selects one of the sahuagin wives from his harem and 
  orders her to serve as a guide through the Sodden Lands. 
  As mercurial as her mate, she is trustworthy for just the 
  first few days; as the distance grows and her fear of Lord 
  Achimair’s retribution lessens, the guide’s fidelity erodes. 
  Keeping her from wandering off, or even attacking, requires 
  progressively more flattery and bribes. However, until the 
  final bond of loyalty snaps she should prove a valuable source 
  of information about dangers to avoid, treasures to seek, and 
  safe places in which to rest.
  loRD aChIMaIR 
  CR 6
  XP 2,400
  Male sahuagin barbarian 4 (Pathfinder RPG Bestiary 239)
  NE Medium monstrous humanoid (aquatic)
  Init +2; Senses blindsense 30 ft., darkvision 60 ft.; 
  Perception +15
  DefenSe
  aC 16, touch 10, flat-footed 14 (+1 armor, +2 Dex, +5 natural, 
  –2 rage)
  hp 77 (6 HD; 2d10+4d12+42)
  fort +13, Ref +6, Will +8
  Defensive abilities trap sense +1, uncanny dodge
  Weaknesses light blindness
  offenSe
  Speed 40 ft., swim 60 ft.
  Melee 2 claws +13 (1d4+6), bite +12 (1d4+6)
  Ranged mwk heavy crossbow +8 (1d10/19–20)
  Special attacks blood frenzy, rage (15 rounds/day), rage 
  powers (no escape, renewed vigor [1d8+6 hit points])
  TaCTICS
  Before Combat Lord Achimair uses water as cover while 
  preparing to use his crossbow, then drinks a potion and 
  moves into melee range.
  During Combat Lord Achimair uses his blood frenzy in 
  conjunction with rage.
  Morale Lord Achimair believes he is unkillable by humanoids 
  and fights to the death. If his opponents include a creature 
  of at least Large size, he flees when his non-raging hit 
  points reach 10 or fewer.
  Base Statistics When not raging, Lord Achimair has the 
  following statistics: aC 18, touch 12, flat-footed 16; hp 
  65; fort +11, Will +6; Melee +2 claws +11 (1d4+4), bite +10 
  (1d4+4); Str 18, Con 20; CMB +10; Skills Intimidate +11
  STaTISTICS
  Str 22, Dex 15, Con 24, Int 12, Wis 14, Cha 8
  Base atk +6; CMB +12; CMD 22
  feats Great Fortitude, Intimidating Prowess, Weapon Focus (claw)
  Skills Acrobatics +7, Handle Animal +9, Intimidate +13, Perception 
  +15, Sense Motive +4, Stealth +13, Survival +11, Swim +31
  languages Aquan, Common; speak with sharks
  SQ fast movement
  Combat Gear potion of cure moderate wounds, potion of 
  protection from arrows; other Gear bracers of armor +1, 
  masterwork heavy crossbow with 14 bolts and +1 shock 
  bolts (4), 136 gp
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  Adelle durAn
  Pathfinder Chronicles: NPC Guide
  TAldor
  Adelle learned Rondelero dueling in one 
  of Taldor’s finest fighting schools, but that 
  amounted to nothing when a lucky foe’s attack pierced her 
  heart. As she lay there dead, her spirit in an intangible, 
  seemingly endless abyss, she felt nothing. It wasn’t cold, it 
  wasn’t warm, it wasn’t even frightening. There was just 
  an infinite span of nothing, and then heat, like a 
  white-hot forge in her chest that made her 
  scream out in pain. When the abyss at last 
  faded, she saw a priest looking down at 
  her, holding her forehead. Adelle was 
  no longer dead, courtesy of her wealthy 
  mother spending nearly everything she 
  had to bring her daughter back.
  Ever since that day, the black abyss 
  has stayed with Adelle, but one memory 
  eclipses all of that nothingness—the 
  bright, shining moment when she saw her 
  opponent’s blade coming at her and 
  she knew she was going to die. It was one 
  moment when every single decision she 
  made meant something—the moment 
  her next breath would be her last, when lives 
  depended on every movement of her body. 
  Adelle was dead—dead in spirit, long before her 
  opponent’s sword pierced her heart, but now she lives.
  Adelle knows death’s touch and before she feels that 
  nothingness again, she’s going to make sure she feels 
  everything else in the world first. She drinks like she never 
  drank before, eats like she never ate before, and fights like she 
  never fought before. Every single moment of every single day 
  is the last moment of her entire life. She knows this. And she’s 
  abandoned all thoughts of safety and security in favor of total 
  freedom—doing all and only what she wants. 
  Adelle’s own freedom isn’t the only thing that concerns her. 
  She believes that men and women were born to live and love 
  and be free, and laws are meant to protect those freedoms, not 
  hinder them. If some men wish to be slaves—whether slaves 
  to another man or to the fear of death—then so be it, that’s 
  their choice, not hers. She was dead, and she will be again one 
  day—but until that day, she laughs in the face of death and 
  revels in every moment of life.
  Adelle makes hummingbirds dizzy just watching her. 
  Seeing her move, it’s clear why Adelle doesn’t wear heavy 
  armor: it would just get in her way. From one bottle to another, 
  from one plate to another, from one kiss to another, it is as if 
  her feet were on fire—never in one place too long. Varisians 
  are homebodies compared to her. Everything about her is 
  movement, speed, and laughter.
  Boon: Adelle wants adventure, but not just mindless killing. 
  Those who befriend her and appeal to her spirit of adventure 
  find her a steadfast ally willing to go to the ends of the earth to 
  search out new experiences and laugh in the face of death.
  aDelle DuRan 
  CR 7
  XP 3,200
  Female human fighter 8
  CG Medium humanoid (human)
  Init +8; Senses Perception +10
  DefenSe
  aC 23, touch 16, flat-footed 18 (+5 armor, 
  +1 deflection, +4 Dex, +1 dodge, +2 shield)
  hp 52 (8d10+8)
  fort +7, Ref +6, Will +1; +2 vs. fear
  Defensive abilities bravery +2
  offenSe
  Speed 30 ft.
  Melee +1 falcata +10/+5 (1d8+3/19–20/×3)
  Ranged light crossbow +12/+7 (1d8/19–20)
  Special attacks weapon training (light blades +1)
  TaCTICS
  During Combat Adelle relies on her 
  Combat Expertise feat to increase 
  her Armor Class (–2 to attacks, 
  +2 dodge to AC). With her Improved 
  Disarm feat she disarms and taunts armed 
  opponents, suggesting they surrender.
  Morale Adelle has no fear of death. Rather, 
  the only thing she fears is boredom. Adelle will not 
  withdraw against a clearly superior foe, but she may 
  disengage if her opponent is obviously unable to best her 
  and presents no interesting challenges.
  STaTISTICS
  Str 10, Dex 18, Con 12, Int 14, Wis 8, Cha 13
  Base atk +8; CMB +8 (+10 disarm); CMD 24 (26 vs. disarm)
  feats Combat Expertise, Dodge, Exotic Weapon Proficiency 
  (falcata), Improved Disarm, Improved Initiative, 
  Mobility, Spring Attack, Weapon Focus (falcata), Weapon 
  Specialization (falcata), Taldan Duelist (see below)
  Skills Acrobatics +17, Bluff +9, Escape Artist +13, Knowledge (history) 
  +3, Knowledge (local) +3, Knowledge (nobility) +5, Perception +10, 
  Perform (Dance) +13, Sense Motive +10, Swim +4
  languages Common, Elven, Kelish
  SQ armor training 2
  Combat Gear potions of cure moderate wounds (3); other 
  Gear +1 mithral chain shirt, masterwork buckler, +1 falcata 
  (Pathfinder Chronicles Campaign Setting 208), light crossbow 
  with 10 bolts, ring of protection +1, 120 gp
  SPeCIal aBIlITIeS
  feats Adelle is skilled the art of fighting with the falcata (a 
  type of Taldan sword) and buckler. When using this fighting 
  style, her buckler’s shield bonus increases by 1 and she 
  gains a +2 bonus on Acrobatics checks. See page 137 of the 
  Pathfinder Chronicles Campaign Setting.
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  TpAnnon
  1
  Named NPCs
  ThuviA
  Over the last 200 years, Tpannon has achieved 
  near-legendary status as one of the greatest of 
  Thuvia’s Water Lords. The source of a hundred different 
  tales and a dozen proverbs, Tpannon has an 
  authority and status that makes him the 
  unofficial leader of the Water Lords. His 
  word is law and few dare to challenge him 
  when he settles a dispute or demands a 
  gift as tribute for the peace he maintains. 
  Many 
  consider 
  his 
  unprecedented 
  longevity to be proof that he has struck 
  some sort of deal with Artokus himself 
  entitling him to regular doses of sun 
  orchid elixir, despite the ban on its use by 
  citizens.  Others suspect a yet more sinister 
  explanation. But few ever realize Tpannon’s 
  identity is an elaborate con—whenever 
  the current “Tpannon” grows weary 
  or old, he passes on a hat of disguise to 
  a designated successor and goes into a 
  lucrative retirement.
  The current Tpannon only earned the 
  hat about a year ago and he still has much 
  to learn. He does his best not to buckle 
  under the pressure, but living up to the image 
  created by the role is proving far more difficult than 
  he expected. All too often he finds himself relying on 
  Tpannon’s reputation as a peerless swordsman, brilliant 
  strategist, and master of stealth; he dreads the day when 
  someone finally calls his bluff. He tends to compensate by 
  making hearty boasts and asking rhetorical, deep-voiced 
  questions of his “lads” (a group of 10–20 thugs) as a way of 
  demonstrating the loyalty of his followers.
  Boon: Tpannon knows the locations of every major oasis 
  in Thuvia, as well as a few minor ones the previous Tpannon 
  told him about. If he believes the PCs can help bolster his 
  reputation or reinforce his identity as the legendary water 
  lord, he may be willing to escort them (with the help of his 
  troops) to any of these watering holes or negotiate on their 
  behalf with any of the other Water Lords. He is still trying 
  to build his own fortune and cannot pay full price for a 
  sun orchid; however, he will trade some of his unguent of 
  timelessness (which he claims is a lessened form of sun orchid 
  elixir that preserves nonliving things) or lend the service of 
  some of his “lads” in exchange for such a treasure.
  TPannon 
  CR 4
  XP 1,200
  Male human ranger 5
  N Medium humanoid (human)
  Init +4; Senses Perception +9
  DefenSe
  aC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  hp 37 (5d10+10)
  fort +6, Ref +8, Will +2
  Resist fire 5 (see below)
  offenSe
  Speed 30 ft.
  Melee longsword +6 (1d8+1/19–20)
  Ranged mwk longbow +11 (1d8/×3)
  Special attacks favored enemy (humans +4, 
  animals +2)
  Spells Prepared (CL 2nd, concentration +3)
  1st—entangle (DC 12), summon nature’s ally I
  TaCTICS
  Before Combat Tpannon affects a jovial 
  demeanor and keeps targets distracted while 
  his troops deploy. He may summon an ally to 
  help distract or flank opponents.
  During Combat Tpannon prefers to stay 
  out of melee, not wanting to reveal 
  that he’s not as skilled a swordsman 
  as the tales about him suggest. In 
  keeping with his reputation as an 
  excellent strategist, he normally uses 
  his hunter’s bond ability to advise 
  his allies when battling humans or 
  dangerous animals.
  Morale Tpannon flees if in serious danger, knowing 
  he can always get more followers by relying on his 
  extensive reputation.
  STaTISTICS
  Str 13, Dex 18, Con 14, Int 10, Wis 12, Cha 8
  Base atk +5; CMB +6; CMD 20
  feats Desert Dweller (see below), Endurance, Point-Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
  Skills Bluff +2, Climb +5, Diplomacy +1, Disguise +3, Handle 
  Animal +6, Knowledge (geography) +5, Knowledge 
  (history) +2, Knowledge (local) +2, Linguistics +2, 
  Perception +9, Ride +10, Stealth +12, Survival +9
  languages Common, Osiriani, Polyglot
  SQ favored terrain (desert +2), hunter’s bond (companions), 
  track +2, wild empathy +4
  Gear +1 studded leather, masterwork longbow with 20 arrows, 
  longsword, hat of disguise, unguent of timelessness (2), 125 gp
  SPeCIal aBIlITIeS
  feats Tpannon has the Desert Dweller feat, which grants 
  him fire resistance 5 against effects that deal 5 or fewer 
  points of fire damage (attacks that deal 6 or more points 
  of fire damage affect him normally). He has a +4 bonus on 
  checks made to avoid starvation or thirst and on Fortitude 
  saves to avoid nonlethal damage from hot environments 
  (this is in addition to the benefits of the Endurance feat). 
  See page 139 of the Pathfinder Chronicles Campaign Setting.
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  esme Currindon
  Pathfinder Chronicles: NPC Guide
  usTAlAv
  The once-great Currindon family carried 
  on a quiet war with the Beauturne family for 
  three generations. Commoners knew nothing of the noble 
  machinations, but the families seethed with 
  new venom after each social or political 
  victory one scored over the other. 
  Eventually, the Beauturnes achieved the 
  rank of count, and the fading Currindon 
  heirs were banished from Lozeri. The 
  exiled Currindons naturally backed 
  the commoner coup in 4670, but failed 
  to seat themselves in the Beauturnes’ 
  place. The Currindon family fell from 
  infamy to obscurity for 40 years.
  Esme Currindon, only a child when 
  Lozeri changed hands, has had quite 
  enough of this feud. Raised in a 
  sympathetic noble’s keep in neighboring 
  Odranto, 
  she 
  saw 
  her 
  birthright 
  squandered by listless relatives and 
  overlooked by Prince Valislav. Esme is 
  quietly infuriated at this indifference to 
  her family’s state. She believes the Palatinates, 
  particularly Lozeri, are ripe for return to noble rule.
  Her primary job is tending the connections and resources 
  necessary to return the Currindons to power. Esme’s first 
  husband, Temcurel Muralt (second cousin of the current 
  count), died several years ago, but left her with land, wealth, 
  a young son, and the means to disguise her Currindon 
  identity when it suits her. In addition to her portfolio of 
  favors and admirers across Ustalav, she is also a sorcerer 
  of some ability, which she uses to bolster her return to 
  rightful rule.
  Esme is well bred and pleasant but prideful. She is 
  particularly nice to adventurers, however, since she knows 
  they are powerful, useful destabilizers. She only tells her 
  plans to those who can be implicitly trusted. In other cases, 
  she attempts to sic adventurers on her rivals. Her pretexts 
  are genuine—she’s too clever to send adventurers on a wild 
  goose chase—but she makes sure that the tasks she gives 
  them align with her own interests.
  Considered something of a beauty in her time, Esme 
  has aged gracefully (with magical assistance) as she nears 
  50 years. She can still wear her curled brunette hair long, 
  something few other women her age do with dignity. She 
  favors rich colors, such as purples, blues, and reds, for her 
  clothes and wears long dresses. Her jewelry is not gaudy 
  but is obviously expensive to the trained eye. She is always 
  perfumed with lavender. Her voice is clear but can be harsh, 
  perhaps the one unlovely aspect of a well-painted portrait 
  of charm and beauty.
  Boon: Esme is an excellent (though biased) source of 
  information about goings-on in Ustalav. Adventurers who 
  gain a helpful relationship with her may lodge and eat for 
  free in her manor house and have access to her entire staff 
  (including a small force of 1st-level fighter bodyguards) 
  for the duration of their stay in Odranto. She may have 
  information about other strange happenings in Ustalav; 
  as a noblewoman she considers herself above petty 
  gossip and stories of evil monsters, but she knows 
  adventurers are often interested in such things.
   eSMe CuRRInDon 
  CR 4
  XP 1,200
  Female human aristocrat 3/sorcerer 3
  N Medium humanoid (human)
  Init +1; Senses Perception +8
  DefenSe
  aC 11, touch 11, flat-footed 10 
  (Dex +1)
  hp 30 (6d8+6)
  fort +3, Ref +5, Will +6
  Defensive abilities fated +1
  offenSe
  Speed 30 ft.
  Melee unarmed strike +2 (1d3–1 nonlethal)
  Bloodline Spell-like abilities (CL 3rd, concentration +8)
  8/day—touch of destiny
  Spells Known (CL 3rd, concentration +8)
  1st (5/day)—alarm, charm person (DC 17), hypnotism (DC 17), 
  unseen servant
  0 (at will)—detect magic, detect poison, ghost sound (DC 15), 
  read magic, touch of fatigue (DC 15)
  Bloodline destined
  TaCTICS
  During Combat Esme is a poor combatant. If there is no one 
  to protect her, she attempts to charm a likely protector and 
  then flees combat, using unseen servant to close doors and 
  move obstacles into the path of pursuers.
  Morale Esme quickly flees or gracefully surrenders if she 
  believes she would be killed. She isn’t frightened by battle; 
  she just understands that she has no aptitude for it.
  STaTISTICS
  Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 20
  Base atk +3; CMB +2; CMD 13
  feats Alertness, Eschew Materials, Lightning Reflexes, 
  Persuasive, Spell Focus (enchantment)
  Skills Appraise +10, Bluff +11, Diplomacy +13, Intimidate +13, 
  Knowledge (history) +7, Knowledge (local) +7, Knowledge 
  (nobility) +7, Linguistics +7, Perception +8, Sense Motive +9, 
  Spellcraft +7
  languages Common, Draconic, Elven, Skald, Varisian
  SQ bloodline arcana
  Gear headband of alluring charisma +2, noble’s outfit, 500 gp
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  CordelizA pArAsCA
  1
  Named NPCs
  vArisiA
  Cordeliza never expected to be a fortuneteller. 
  Her grandmother, a very wise woman 
  gifted with sight into the spirit world, was the 
  third child in her family. Cordeliza’s mother, 
  also a gifted fortuneteller, was a third child as 
  well. When Cordeliza’s parents died in a fire, 
  everyone thought Cordeliza’s younger sister 
  would take up the mantle of fortuneteller, 
  but it was Cordeliza her grandmother 
  chose to train.
  For 
  many 
  months 
  Cordeliza 
  resisted this calling. Grief-stricken 
  over her parents’ deaths, she could 
  not handle this break in tradition. 
  She refused to study with her 
  grandmother and even ran 
  away to Magnimar, where she 
  lived on the streets for several 
  weeks. Strange dreams plagued her 
  during this time and she missed her 
  family terribly. One night she dreamed of a 
  terrible storm,  with lightning and thunder 
  crashing around her. She woke in terror and ran 
  to a shrine of Desna for shelter. Not a moment later a 
  vicious storm broke over the city. Lightning struck several 
  houses, spewing rubble into the gutters, and many who slept 
  on the streets were injured. No longer able to deny her gift, 
  Cordeliza returned to her family and set about learning the 
  ways of the seer.
  Cordeliza acts as the caravan’s wise woman now. She reads 
  messages in the wind, directs the caravan on its travels, and 
  warns her family of impending dangers. On occasion, she 
  follows her dream-messages into cities or along unfamiliar 
  routes, certain that her destiny lies along this path.
  Boon: Cordeliza will perform a Harrow reading for those 
  who treat her respectfully and pay 50 silver (she considers 
  gold coins unlucky). If a character demonstrates respect 
  for the caravan and performs a service to assist Cordeliza’s 
  family, or otherwise shifts her attitude to helpful, Cordeliza 
  charges only 1 silver for the reading (not paying at all for a 
  reading is also considered unlucky) and may offer guidance 
  that comes to her in dreams (which might involve sending 
  letters or messengers to the PCs).
  CoRDelIza PaRaSCa 
  CR 3
  XP 800
  Female human bard 4
  CG Medium humanoid (human)
  Init +2; Senses Perception +2
  DefenSe
  aC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 21 (4d8)
  fort +1, Ref +6, Will +6; +4 vs. bardic performance, language-
  dependent, and sonic
  offenSe
  Speed 30 ft.
  Melee quarterstaff +2 (1d6–1)
  Ranged sling +5 (1d4–1)
  Special attacks bardic performance 19 
  rounds/day (countersong, distraction, 
  fascinate [DC 15], inspire competence +2, 
  inspire courage +1)
  Spells Known (CL 4th, concentration +7)
  2nd (2/day)—animal messenger, pyrotechnics 
  (DC 15)
  1st (4/day)—alarm, charm person (DC 14), 
  hideous laughter (DC 14), sleep (DC 14)
  0 (at will)—dancing lights, flare (DC 
  13), ghost sound (DC 13), message, 
  prestidigitation
  TaCTICS
  Before Combat Cordeliza is not a 
  fighter. She calls for help at the first 
  hint of danger. When possible, she tries to 
  head off an impending battle by using her 
  social skills or casting charm person.
  During Combat Cordeliza screams for her family, 
  local guards, or anyone in the area who might be able 
  to help her. She uses pyrotechnics to cover an escape 
  attempt and hideous laughter and sleep to disable her 
  opponents.
  Morale Time spent gazing into the great beyond has left 
  Cordeliza with a certain calmness about death. However, 
  she has no wish to die just yet and tries everything at 
  her disposal to flee when in danger. She bargains her 
  services or possessions for her life but dies rather than 
  betray her family.
  STaTISTICS
  Str 8, Dex 14, Con 10, Int 12, Wis 14, Cha 17
  Base atk +3; CMB +2; CMD 14
  feats Brew Potion, Extra Performance, Skill Focus 
  (Perform [sing])
  Skills Appraise +6, Bluff +10, Diplomacy +8, Knowledge 
  (arcana) +8, Knowledge (history) +8, Knowledge (local) 
  +8, Perform (dance) +8, Perform (oratory) +8, Perform 
  (sing) +13, Sense Motive +8, Sleight of Hand +9, 
  Spellcraft +6
  languages Common, Draconic, Varisian
  SQ bardic knowledge +2, versatile performance (sing), 
  well-versed
  Combat Gear potion of invisibility, wand of cure light wounds 
  (5 charges); other Gear amulet of natural armor +1, Harrow 
  deck, pocketed scarf (see Pathfinder Chronicles Campaign 
  Setting 213 for deck and scarf), 250 sp
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  Generic Golarion nPcs
  These NPCs are organized alphabetically by category—
  country, religion, region, or (in a few cases) race. A table 
  sorted by CR is on the inside back cover.
  AbsAlom: ArcAnAmirium mAven 
  cr 2
  XP 600
  Human wizard 3 
  LN Medium humanoid (human)
  init +1; senses Perception +0
  Defense
  Ac 11, touch 11, flat-footed 10 (+1 Dex)
  hp 13 (3d6+3)
  fort +2, ref +2, Will +3
  offense
  speed 30 ft.
  melee mwk dagger +1 (1d4–1/19–20)
  ranged hand of the apprentice (mwk dagger) 56 (1d4–1/19–20)
  special Attacks hand of the apprentice (6/day)
  spells Prepared (CL 3rd; concentration +6)
  2nd—bear’s endurance (DC 15), summon monster II
  1st—endure elements, feather fall, unseen servant
  0 (at will)—arcane mark, light, resistance, prestidigitation
  stAtistics
  str 8, Dex 13, con 12, int 17, Wis 11, cha 14
  base Atk +1; cmb +0; cmD 11
  feats Craft Wondrous Item, Scribe Scroll, Self-Sufficient, Skill 
  Focus (Knowledge [arcana])
  skills Appraise +8, Craft (alchemy) +9, Heal +5, Knowledge 
  (arcana) +9, Knowledge (engineering) +8, Knowledge 
  (history) +7, Knowledge (local) +7, Knowledge (nature) +7, 
  Profession (librarian) +5, Spellcraft +9, Survival +0
  languages Aquan, Common, Gnome, Halfling 
  sQ arcane bond (wand of silent image) 
  combat Gear scroll of magic circle against chaos, wand of 
  silent image (50 charges), wand of sleep (12 charges); other 
  Gear masterwork dagger, city maps, courtier’s outfit, 
  notebooks, spellbook
  While the vulgar adventurer may wield magic like a hammer, 
  the senior students of Golarion’s oldest school direct it like an 
  artisan’s tools. After years of hard study and brutal abuse, the 
  mavens stand ready to graduate and change their world with 
  their arcane skills. While this specific stat block represents a 
  maven dedicated to public health and civic planning, almost 
  any arcane expert can be made by changing out Craft and 
  Skill Focus specialties.
  AbsAlom: GillmAn Knife fiGhter 
  cr 1
  XP 400
  Gillman rogue 2 
  CN Medium humanoid (aquatic)
  init +3; senses Perception +4
  Defense
  Ac 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 11 (2d8+2)
  fort +1, ref +6, Will –1
  Defensive Abilities evasion
  Weaknesses water dependent
  offense
  speed 30 ft., swim 30 ft.
  melee dagger +4 (1d4+1/19–20)
  ranged javelin +4 (1d6+1)
  special Attacks sneak attack +1d6
  stAtistics
  str 12, Dex 17, con 12, int 10, Wis 8, cha 14
  base Atk +1; cmb +2; cmD 15
  feats Skill Focus (Intimidate), Weapon Finesse
  skills Acrobatics +7, Bluff +6, Intimidate +10, Knowledge (local) 
  +5, Perception +4, Perform (Dance) +7, Profession (fisherman) 
  +3, Sense Motive +4, Sleight of Hand +8, Swim +13
  languages Azlanti, Common
  sQ amphibious, rogue talents (finesse rogue), trapfinding +1
  Gear masterwork chain shirt, daggers (4), javelin
  sPeciAl Abilities
  Water Dependent (ex) Gillmen must submerge themselves 
  completely in salt or fresh water at least once every 24 
  hours or begin to dehydrate. Death claims a gillman after 24 
  + 4d6 hours without submersion.
  The Gillmen of Absalom and Escadar are avid duelists, but 
  their confrontations are hardly the elegant dances of the 
  brash human nobles. Their ritualized knife fights erupt 
  in bars and back alleys across the docks, and the most 
  f lamboyant displays aren’t with blades, but with tongues: 
  shocking insults and sexual innuendo f ly back and forth to 
  horrify or enrage an opponent into making mistakes. Such 
  encounters are rarely fatal; gillmen traditionally fight to 
  first blood. Afterward, the winner claims a trophy from the 
  loser: sometimes a handkerchief, other times an ear. 
  AbsAlom: PuDDles thuG 
  cr 2
  XP 600
  Human rogue 1/warrior 3
  CN Medium humanoid (human)
  init +2; senses Perception +1
  Defense
  Ac 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 shield)
  hp 27 (4 HD; 1d8+3d10+7)
  fort +4, ref +5, Will +2
  offense
  speed 30 ft.
  melee sap +5 (1d6+2 nonlethal) or 
  mwk dagger +7 (1d4+2/19–20)
  ranged mwk dagger +7 (1d4+2/19–20)
  special Attacks sneak attack +1d6
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  Generic NPCs
  stAtistics
  str 15, Dex 15, con 13, int 10, Wis 12, cha 10
  base Atk +3; cmb +5; cmD 17
  feats Catch Off-Guard, Skill Focus (Intimidate), Weapon 
  Focus (dagger)
  skills Bluff +7, Intimidate +5, Knowledge (local) +7, Sense 
  Motive +7, Stealth +9, Swim +6
  languages Common
  sQ trapfinding +1
  Gear leather armor, buckler, masterwork dagger, sap
  The downtrodden of Absalom’s notorious Puddles district scrape 
  out a living any way they can. When times are good, they’re 
  guides, messengers, and bodyguards. When times are bad, they 
  turn to less savory services. At all times,  however, they apply their 
  intimate knowledge of the city, spreading information quickly 
  among comrades and guiding or evading outsiders within 
  Absalom’s tangled nest of side streets and alleys.
  AnDorAn: eAGle KniGht 
  cr 3
  XP 800
  Human ranger 4
  LG Medium humanoid (human)
  init +1; senses Perception +8
  Defense
  Ac 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
  hp 30 (4d10+8)
  fort +6, ref +5, Will +2
  offense
  speed 20 ft.
  melee mwk longsword +8 (1d8+3/19–20) or 
  mwk longsword +6 (1d8+3/19–20), mwk short sword +6 
  (1d6+1/19–20)
  ranged longbow +5 (1d8/×3)
  special Attacks favored enemy (humans +2)
  spells Prepared (CL 1st; concentration +2)
  1st—speak with animals
  stAtistics
  str 16, Dex 13, con 14, int 10, Wis 12, cha 10
  base Atk +4; cmb +7; cmD 18
  feats Andoren Falconry (see below), Animal Affinity, 
  Endurance, Two-Weapon Defense, Two-Weapon Fighting
  skills Diplomacy +4, Handle Animal +9, Knowledge (history) +3, 
  Knowledge (nature) +7, Knowledge (nobility) +3, Linguistics +2, 
  Perception +8, Ride +7, Sense Motive +5
  languages Common, Giant, Goblin
  sQ favored terrain (plains +2), hunter’s bond (falcon animal 
  companion), track +2, wild empathy +4
  combat Gear holy water (2); other Gear masterwork 
  breastplate, longbow with 20 arrows, masterwork longsword, 
  masterwork short sword, greatcoat, grooming kit
  sPeciAl Abilities
  feats This Eagle Knight has the Andoren Falconry feat, which 
  grants him a +4 bonus on Handle Animal checks with 
  birds of prey and treats his ranger level as 1 higher for the 
  purpose of determining animal companion abilities (see 
  Pathfinder Chronicles Campaign Setting 63).
  The Eagle Knights represent the freedom and self-
  determination that all Andorens have fought and died for. 
  They are the best hope for democracy in Avistan. At least, 
  that’s what they believe. Around the Inner Sea, the knights 
  represent anything from allies, to saviors, to friendly 
  competition, to bitter enemies. While most members of this 
  order are benevolent, any zealot could cross the line, even 
  those with equality on his lips.
  AsmoDeus: secret bureAucrAt 
  cr 2
  XP 600
  Human cleric of Asmodeus 3 
  LE Medium humanoid (human)
  init –1; senses Perception +3
  Defense
  Ac 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
  hp 16 (3d8+3)
  fort +4, ref +0, Will +6
  offense
  speed 30 ft.
  melee light mace +2 (1d6)
  ranged hand of the acolyte (light mace) +5 (1d6)
  special Attacks channel negative energy 4/day (DC 12, 2d6), 
  hand of the acolyte (6/day)
  Domain spell-like Abilities (CL 3rd; concentration +6)
  6/day—touch of law
  spells Prepared (CL 3rd; concentration +6)
  2nd—align weaponD, lesser restoration, undetectable 
  alignment (DC 15)
  1st—command (DC 14), divine favor, protection from chaosD, 
  sanctuary (DC 14)
  0 (at will)—bleed, detect magic, mending, read magic
  D Domain spell; Domains Law, Magic
  stAtistics
  str 10, Dex 8, con 12, int 15, Wis 16, cha 13
  base Atk +2; cmb +2; cmD 11
  feats Deceitful, Selective Channeling, Skill Focus (Sense Motive)
  skills Bluff +6, Diplomacy +7, Disguise +4, Knowledge (planes) 
  +7, Knowledge (religion) +8, Profession (barrister) +6, Sense 
  Motive +12
  languages Celestial, Common, Infernal
  sQ aura
  Gear +1 studded leather, dagger, light mace, law books, leather 
  satchel, parchment
  The Prince of Darkness’s conniving faithful insinuate 
  themselves so easily into positions of quiet power that any 
  public office in any nation can claim to have been held by 
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  an Asmodean at one point or another. Outside of Cheliax, 
  Asmodeus’s faithful work quietly and tirelessly behind the 
  scenes, rarely forming large churches or cults but rather 
  creating a small network of trusted conspirators. They detest 
  the chaos caused by outright rebellion or bloody conquest 
  and prefer to change any system from within, unobtrusively 
  altering the rules to their benefit. Their touch is subtle: new tax 
  laws that favor corrupt business practices, reinterpretations 
  of old precedents to free nonviolent criminals, or impossibly 
  complicated legal wording.
  belKzen: orc berserKer 
  cr 1
  XP 400
  Orc barbarian 2 (Pathfinder RPG Bestiary 222)
  CE Medium humanoid (orc)
  init +1; senses darkvision 60 ft.; Perception –1
  Defense
  Ac 14, touch 11, flat-footed 15 (+5 armor, +1 Dex, –2 rage)
  hp 23 (2d12+10)
  fort +7, ref +0, Will +1
  Defensive Abilities ferocity, uncanny dodge
  Weaknesses light sensitivity
  offense
  speed 30 ft.
  melee greataxe +9 (1d12+10/×3), bite +4 (1d4+3)
  ranged javelin +2 (1d6+7)
  special Attacks rage (8 rounds/day), rage powers (animal fury)
  base statistics When not raging, the berserker’s stats are Ac 
  16; hp 19; fort +5, Will –1; melee greataxe +7 (1d12+7/×3); 
  ranged javelin +2 (1d6+5); str 20, con 14, cmb +7, cmD 18
  stAtistics
  str 24, Dex 13, con 18, int 6, Wis 8, cha 10
  base Atk +2; cmb +9; cmD 20
  feats Power Attack
  skills Intimidate +5, Survival +4
  languages Common, Orc
  sQ fast movement, weapon familiarity
  Gear scale mail, greataxe, javelins (2)
  While the common orc is a fearsome opponent, more 
  terrifying still are those berserkers who lose themselves in 
  the heat of battle, becoming more animal than humanoid. 
  These howling beasts are eagerly recruited by power-hungry 
  warlords or hired away by other humanoids as mercenaries.
  belKzen: orc shAmAn 
  cr 1
  XP 400
  Orc adept 3 (Pathfinder RPG Bestiary 222)
  CE Medium humanoid (orc)
  init –1; senses darkvision 60 ft.; Perception +2
  Defense
  Ac 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
  hp 19 (3d6+9)
  fort +2, ref +0, Will +3
  Defensive Abilities ferocity
  Weaknesses light sensitivity
  offense
  speed 30 ft.
  melee mwk morningstar +4 (1d8+2)
  ranged javelin +0 (1d6+2)
  spells Prepared (CL 3rd; concentration +3)
  1st—bless, cause fear (DC 11)
  0—create water, guidance, touch of fatigue (DC 10)
  stAtistics
  str 15, Dex 9, con 12, int 6, Wis 11, cha 8
  base Atk +1; cmb +3; cmD 12
  feats Alertness, Light Armor Proficiency, Persuasive
  skills Diplomacy +0, Heal +4, Intimidate +5, Knowledge 
  (history) +2
  languages Common, Orc
  sQ summon familiar (toad), weapon familiarity
  combat Gear potions of cure light wounds (2); other 
  Gear masterwork chain shirt, javelins (2), masterwork 
  morningstar, spirit fetishes
  The orcs of Belkzen worship a variety of “gods,” and the 
  shaman is the agent of these entities. They fill the roles of 
  healers, advisors, and battle-casters among orc tribes.
  belKzen: orc sKoll (WorG riDer)  
  cr 1
  XP 400
  Orc fighter 2 (Pathfinder RPG Bestiary 222)
  NE Medium humanoid (orc)
  init +2; senses darkvision 60 ft.; Perception +1
  Defense
  Ac 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
  hp 13 (2d10+2)
  fort +2, ref +2, Will +1; +1 vs. fear
  Defensive Abilities bravery +1, ferocity
  Weaknesses light sensitivity
  offense
  speed 20 ft.
  melee mwk battleaxe +6 (1d8+2/x3)
  ranged shortbow +4 (1d6/x3)
  stAtistics
  str 14, Dex 15, con 13, int 10, Wis 12, cha 6
  base Atk +2; cmb +4; cmD 16
  feats Animal Affinity, Mounted Combat, Weapon Focus 
  (battleaxe)
  skills Handle Animal +4, Knowledge (geography) +1, Ride +6, 
  Survival +6
  languages Common, Orc
  sQ weapon familiarity
  Gear masterwork hide armor, masterwork heavy wooden 
  shield, masterwork battleaxe, shortbow with 20 arrows, 
  exotic military saddle
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  The skolls, those few orcs brave enough, strong enough, and 
  loathsome enough to “tame” a worg, hold a powerful place 
  in orc society: they are revered for their prowess and primal 
  spirit yet hated out of jealousy for their powerful ally. Because 
  of this, most skolls exist on the fringes of orc society, more 
  wild animal than thinking creature.
  boGGArD: hoPPinG WArPriest 
  cr 4
  XP 1200
  Boggard cleric of Gogunta 1/fighter 1 (Pathfinder RPG 
  Bestiary 37)
  CE Medium humanoid (boggard)
  init +0; senses darkvision 60 ft., low-light vision; 
  Perception +6
  Defense
  Ac 18, touch 10, flat-footed 18 (+4 armor, +3 natural, +1 shield)
  hp 43 (5 HD; 4d8+1d10+21)
  fort +9, ref +1, Will +5
  offense
  speed 15 ft., swim 20 ft.
  melee mwk heavy mace +9 (1d8+4), tongue +2 touch  
  (sticky tongue)
  special Attacks channel negative energy 3/day (DC 10, 1d6), 
  terrifying croak (DC 14)
  Domain spell-like Abilities (CL 1st; concentration +3)
  5/day—touch of chaos
  5/day—icicle (1d6 cold damage)
  spells Prepared (CL 1st; concentration +3)
  1st—cure light wounds, magic weapon, obscuring mistD
  0 (at will)—create water, resistance, virtue
  D Domain spell; Domains Chaos, Water
  stAtistics
  str 19, Dex 11, con 18, int 6, Wis 14, cha 10
  base Atk +3; cmb +7; cmD 17
  feats Cleave, Elemental Channel (fire), Power Attack, Weapon 
  Focus (heavy mace)
  skills Acrobatics –4 (+12 jump), Craft (sculptures) +2, 
  Knowledge (religion) +3, Perception +0, Stealth –3 (+5 in 
  swamps), Swim +12
  languages Boggard
  sQ aura, hold breath, swamp stride
  Gear hide armor, light wooden shield, masterwork heavy 
  mace, fine whittling knife, unholy symbol
  When the putrid mother Gogunta first laid the eggs of 
  Golarion’s swamps, she entrusted her boggards to watch 
  after them and see them grow. Now her loyal warpriests 
  frantically attempt to glean ways to please her from the mad 
  rambles of their bloated priest-kings, and push back violently 
  against any encroachment on the sacred wetlands, real or 
  imagined. Guided only by a capricious demon-goddess and 
  mad babbling, the cult of Gorgunta often flails wildly in the 
  search for their proper path.
  brevoy: Duelist for hire 
  cr 1
  XP 400
  Human fighter 1/rogue 1
  N Medium humanoid (human)
  init +3; senses Perception +7
  Defense
  Ac 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield)
  hp 12 (2 HD; 1d10+1d8+3)
  fort +3, ref +5, Will +1
  offense
  speed 30 ft.
  melee rapier +4 (1d6+1/18–20)
  ranged dagger +4 (1d4+1/19–20)
  special Attacks sneak attack +1d6
  stAtistics
  str 12, Dex 17, con 13, int 10, Wis 14, cha 8
  base Atk +1; cmb +2; cmD 15
  feats Combat Expertise, Improved Feint, Weapon Finesse
  skills Acrobatics +7, Bluff +4, Diplomacy +3, Intimidate +4, 
  Knowledge (nobility) +1, Perception +7, Perform (Dance) +3, 
  Sense Motive +6, Sleight of Hand +7
  languages Common, Varisian
  sQ trapfinding +1
  Gear leather armor, buckler, dagger, rapier, letters of 
  recommendation, rare perfume (4 doses)
  Brevoy’s most notable contribution to Golarion’s political 
  realm is its abundance of fencers-for-hire. In much of the 
  world, honor duels and trials by combat are still considered 
  acceptable. Some swordsmen, called blade arbiters, act as 
  proxies, helping to settle civil and legal matters with quick 
  and entertaining displays.
  cheliAX: hellKniGht ArmiGer 
  cr 2
  XP 600
  Human fighter 3 
  LN Medium humanoid (human)
  init +1; senses Perception +2 
  Defense
  Ac 22, touch 11, flat-footed 21 (+8 armor, +1 Dex, +3 shield)
  hp 31 (3d10+15)
  fort +6, ref +2, Will +4; +1 vs. fear
  Defensive Abilities bravery +1
  offense
  speed 20 ft.
  melee mwk longsword +6 (1d8+2/19–20) 
  ranged heavy crossbow +4 (1d10/19–20) 
  stAtistics
  str 15, Dex 13, con 16, int 10, Wis 12, cha 8
  base Atk +3; cmb +5; cmD 16
  feats Improved Bull Rush, Iron Will, Power Attack, Shield 
  Focus, Toughness
  skills Intimidate +5, Knowledge (religion) +1, Linguistics +1, 
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  Perception +2, Sense Motive +4
  languages Common, Infernal
  sQ armor training 1
  Gear masterwork half-plate, heavy steel shield, heavy 
  crossbow with 10 bolts, masterwork longsword, 
  masterwork manacles
  Trained in battle against devils so that they fear no mortal 
  threat, the Hellknights are a powerful force of order in Cheliax 
  and nearby lands. Those who have not yet attained the rank of 
  Hellknight are called armigers.
  cheliAX: noble inDiscretion 
  cr 1
  XP 400
  Tiefling fighter 1/rogue 1 (Pathfinder RPG Bestiary 264)
  NE Medium outsider (native)
  init +2; senses darkvision 60 ft.; Perception +4
  Defense
  Ac 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
  hp 9 (2 HD; 1d10+1d8)
  fort +2, ref +4, Will –1
  resist cold 5, electricity 5, fire 5
  offense
  speed 30 ft.
  melee longsword +2 (1d8+1/19–20)
  ranged mwk hand crossbow +4 (1d4/19–20)
  special Attacks sneak attack +1d6
  spell-like Abilities (CL 2nd; concentration +3)
  1/day—darkness
  stAtistics
  str 12, Dex 15, con 10, int 16, Wis 8, cha 13
  base Atk +1; cmb +2; cmD 14
  feats Point-Blank Shot, Skill Focus (Sleight of Hand)
  skills Acrobatics +6, Appraise +8, Bluff +8, Diplomacy +3, 
  Knowledge (local) +8, Knowledge (nobility) +5, Perception 
  +4, Sleight of Hand +10, Stealth +9
  languages Common, Halfling, Infernal, Osiriani, Varisian
  sQ trapfinding
  combat Gear smokestick; other Gear leather armor, 
  masterwork hand crossbow with 20 bolts, longsword, 
  bloodroot (2 doses), oil of taggit (1 dose), tindertwigs (5)
  Many noble estates in Cheliax sport a few tiefling servants who 
  resemble  their employers. Twisted and angry, the tieflings are 
  ever eager to prove their loyalty and win the respect of their sires. 
  Most eagerly pass along rumors, steal from houseguests, and even  
  kill for a chance to embrace the role in society they believe 
  they deserve.
  cheliAX: scion of thrune 
  cr 1
  XP 400
  Human aristocrat 3 
  LE Medium humanoid (human)
  init +0; senses Perception +2
  Defense
  Ac 12, touch 10, flat-footed 12 (+2 armor)
  hp 10 (3d8–3)
  fort +0, ref +1, Will +5
  offense
  speed 30 ft.
  melee mwk longsword +2 (1d8–1/19–20)
  stAtistics
  str 8, Dex 10, con 9, int 11, Wis 14, cha 13
  base Atk +2; cmb +1; cmD 11
  feats Noble Scion (Thrune; see below), Persuasive, Skill 
  Focus (Sense Motive)
  skills Bluff +7, Diplomacy +8, Intimidate +9, Knowledge 
  (nobility) +6, Knowledge (religion) +4, Linguistics +4, 
  Perform (Dance) +6, Sense Motive +11
  languages Common, Elven, Infernal
  Gear leather armor, masterwork longsword, elixir of love, 
  jewelry (worth 150 gp), noble’s outfit
  sPeciAl Abilities
  feats This scion has the Noble Scion feat, which gives Infernal 
  as a bonus language (see Pathfinder Chronicles Campaign 
  Setting 71).
  A noble line counts more than just immediate descendants 
  among its family tree. As a house succeeds, more and more 
  opportunists crawl out of the branches, claiming whatever 
  tenuous blood relation they can and fighting for scraps of 
  wealth and power. Since the ascendancy of the thrice-damned 
  house of Thrune, its ranks have swollen tenfold as every 
  cousin and half-blood bastard tears into each other in an orgy 
  of political violence. The wisest enjoy magical assistance, but 
  never rely entirely upon it.
  GAlt: mouthPiece of revolution 
  cr 1
  XP 400
  Human expert 2/warrior 1 
  CN Medium humanoid (human)
  init +0; senses Perception +9
  Defense
  Ac 12, touch 10, flat-footed 12 (+2 armor)
  hp 13 (3 HD; 2d8+1d10–1)
  fort +1, ref +0, Will +4
  offense
  speed 30 ft.
  melee short sword +2 (1d6/19–20)
  ranged flask of oil +2 (1d6 fire)
  stAtistics
  str 10, Dex 11, con 8, int 9, Wis 13, cha 14
  base Atk +2; cmb +2; cmD 12
  feats Alertness, Persuasive, Skill Focus (Perform [Oratory])
  skills Bluff +8, Diplomacy +8, Intimidate +10, Perception +9, 
  Perform (Oratory) +8, Sense Motive +7
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  2
  languages Common
  combat Gear oil flask (5, already prepared with rag fuses), 
  thunderstone; other Gear leather armor, short sword, 
  rakish hat, tindertwigs (10)
  The sword was once a noble’s heirloom and the fancy hat 
  formerly crowned a corrupt merchant; now the original 
  owners’ blood stains the cobbles and the mouthpiece of 
  revolution wields the true power in Galt’s anarchy. This 
  gifted rabble-rouser and demagogue stirs the commoners 
  into a fighting fervor and leads attacks on all enemies of 
  the people. He may be a fierce proponent of liberty—or a 
  provocateur sowing chaos for the highest bidder.
  Geb: blooD lorD bureAucrAt 
  cr 2
  XP 600
  Human necromancer 3 
  LE Medium humanoid (human)
  init +0; senses Perception +1
  Defense
  Ac 11, touch 10, flat-footed 11 (+1 armor)
  hp 22 (3d6+12)
  fort +5, ref +1, Will +4
  offense
  speed 30 ft.
  melee mwk quarterstaff +3 (1d6+1)
  special Attacks channel negative energy 5/day (DC 13, 
  command undead only)
  Arcane school spell-like Abilities (CL 3rd, concentration +5)
  5/day— grave touch
  spells Prepared (CL 3rd; concentration +5)
  2nd—command undead, detect thoughts (DC 14), spectral hand
  1st—chill touch (DC 13), obscuring mist, ray of enfeeblement, shield
  0 (at will)—bleed (DC 12), detect magic, light, ray of frost, 
  touch of fatigue (DC 12)
  opposition schools Conjuration, Illusion
  stAtistics
  str 12, Dex 10, con 15, int 14, Wis 13, cha 10
  base Atk +1; cmb +2; cmD 12
  feats Command Undead, Great Fortitude, Improved Channel, 
  Scribe Scroll, Toughness
  skills Appraise +7, Diplomacy +2, Intimidate +3, Knowledge 
  (arcana) +8, Knowledge (history) +7, Linguistics +8
  languages Common, Draconic, Gnoll, Infernal, Kelish, 
  Osiriani
  sQ arcane bond (amulet), power over undead
  Gear bracers of armor +1, masterwork quarterstaff, acolyte 
  robes, bonded amulet, government credentials, spellbook
  Despite public perception, the ranks of Blood Lords rarely 
  coddle the eager necromancer who lacks the good sense 
  to die. While intelligent undead occupy many of the seats 
  of power, living mortals must endure grueling fieldwork: 
  collecting taxes, leading investigations, even surveying 
  hostile territory. Strong members of their caste toughen 
  quickly, while the weak flee or die out, making the publicans 
  of Geb a tireless and thorough lot.
  hermeA: AGent of the enliGhtenment 
  cr 1
  XP 400
  Human bard 1/rogue 1
  N Medium humanoid (human)
  init +1; senses Perception +6
  Defense
  Ac 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 10 (2d8+2)
  fort +1, ref +5, Will +2
  offense
  speed 30 ft.
  melee dagger +0 (1d4/19–20) or
  whip +0 (1d3)
  ranged dagger +1 (1d4/19–20)
  special Attacks bardic performance 6 rounds/day 
  (countersong, distraction, fascinate, inspire courage +1), 
  sneak attack +1d6
  spells Known (CL 1st; concentration +3)
  1st (2/day)—charm person (DC 13), disguise self
  0 (at will)—detect magic, know direction, message, read magic
  stAtistics
  str 10, Dex 13, con 12, int 15, Wis 10, cha 14
  base Atk +0; cmb +0; cmD 11
  feats Deceitful, Skill Focus (Bluff)
  skills Bluff +11, Diplomacy +8, Disguise +9, Escape 
  Artist +5, Handle Animal +3, Intimidate +9, Knowledge 
  (geography) +7, Knowledge (local) +7, Linguistics +7, 
  Perception +6, Perform (Sing) +7, Sense Motive +5, 
  Sleight of Hand +4, Stealth +4, Use Magic Device +7
  languages Common, Draconic, Hallit, Osiriani, Skald, Varisian
  sQ bardic knowledge +1, trapfinding +1
  combat Gear smokestick, thunderstone; other Gear chain 
  shirt, concealed daggers (4), whip disguised as a belt, 
  disguise kit, notebook, quill, tindertwigs (5)
  Hermea’s Agents of Enlightenment are dispatched into the 
  world to track events and people of interest for their nation 
  and its draconic patron. Except to recruit new citizens, agents 
  rarely involve themselves in a situation directly, but in times 
  of crisis they are quick with advice, and quicker still with 
  hidden weapons.
  irrisen: rAGe WorG 
  cr 4
  XP 1200
  Worg barbarian 2 (Pathfinder RPG Bestiary 280)
  CE Medium magical beast 
  init +3; senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
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  Defense
  Ac 15, touch 11, flat-footed 12 (+2 armor, +3 Dex, +2 natural, 
  –2 rage)
  hp 67 (6 HD; 4d10+2d12+32)
  fort +12, ref +7, Will +5
  Defensive Abilities uncanny dodge
  offense
  speed 40 ft.
  melee bite +13 (1d6+10 plus trip)
  special Attacks rage (9 rounds/day), rage powers (no escape)
  base statistics When not raging, the worg’s statistics are Ac 17, 
  touch 13, flat-footed 14; hp 55; fort +10, Will +3; melee bite 
  +11 (1d6+7 plus trip); str 21, con 17; cmb +11, cmD 24 (28 vs. 
  trip); skills Climb +9, Swim +9
  stAtistics
  str 25, Dex 17, con 21, int 8, Wis 14, cha 8
  base Atk +6; cmb +13; cmD 26 (30 vs. trip)
  feats Endurance, Intimidating Prowess, Step Up
  skills Climb +11, Intimidate +10, Perception +8, Stealth +9, 
  Survival +10, Swim +11
  languages Goblin, Hallit
  sQ fast movement
  Gear masterwork leather barding
  The weak, mewling creatures of the world crumble before the 
  rage worgs, elite hunters and scouts of Irrisen’s monstrous 
  armies. More terrifying and bestial than their common ilk 
  and yet altogether more intelligent and plotting, rage worgs 
  stalk the borders and man the front lines of horrible armies 
  to sate their addiction to sadism and death. Barely controlled 
  at the best of times, they run like mad dogs through the 
  countryside, destroying loyal Irrisen villages solely to vent 
  their rage.
  isGer: Goblin chitterbAcK 
  cr 1/2
  XP 200
  Goblin fighter 1 (Pathfinder RPG Bestiary 156)
  NE Small humanoid (goblinoid)
  init +5; senses darkvision 60 ft.; Perception +2
  Defense
  Ac 17, touch 12, flat-footed 16 (+5 armor, +1 Dex, +1 size)
  hp 6 (1d10+1)
  fort +3, ref +1, Will +2
  offense
  speed 20 ft.
  melee longspear +3 (1d6+1/x3) or 
  short sword +3 (1d4+1/19–20)
  ranged shortbow +3 (1d4/×3)
  stAtistics
  str 13, Dex 12, con 13, int 10, Wis 14, cha 10
  base Atk +1; cmb +1; cmD 12
  feats Improved Initiative, Quick Draw
  skills Craft (armor) +4, Handle Animal +4, Knowledge 
  (geography) +1, Ride +5, Stealth +5
  languages Goblin
  combat Gear tanglefoot bags (2); other Gear scale mail, 
  longspear, shortbow with 20 arrows, short sword, sack of 
  dead rats, long stick, length of string
  Mean-spirited, stupid, and hard to control, goblins take to 
  war more like rioters than soldiers; spiders behave no better. 
  Frequently, the spider simply does as it will, with a sputtering 
  goblin chitterback merely along for the ride. Goblin 
  chitterbacks are an especially common sight within Isger, 
  where the long winters and high population of giant spiders 
  creates an easily collected stable of mounts for the local tribes 
  each spring.
  isGer: GolDen erinyes novice 
  cr 2
  XP 600
  Female human monk 3 
  LE Medium humanoid (human)
  init +7; senses Perception +7
  Defense
  Ac 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 Wis)
  hp 22 (3d8+9)
  fort +5, ref +6, Will +4; +2 vs. enchantment
  Defensive Abilities evasion
  offense
  speed 40 ft.
  melee unarmed strike +5 (1d6+1) or 
  mwk spiked chain +6 (2d4+1) or 
  flurry of blows +4/+4 (1d6+1)
  ranged dart +5 (1d4+1)
  special Attacks flurry of blows, stunning fist (3/day, DC 12)
  stAtistics
  str 13, Dex 16, con 15, int 8, Wis 12, cha 10
  base Atk +2; cmb +4; cmD 18
  feats Dodge, Exotic Weapon Proficiency (spiked chain), 
  Improved Initiative, Improved Unarmed Strike, Scorpion 
  Style, Stunning Fist, Weapon Finesse
  skills Acrobatics +9 (+13 jump), Intimidate +6, Knowledge 
  (history) +3, Knowledge (religion) +4, Perception +7
  languages Common, Infernal
  sQ fast movement, maneuver training
  Gear masterwork spiked chain, darts (10), black adder venom 
  (2 doses), habit, prayer book
  The Sisters of the Golden Erinyes, Isger’s so-called devil 
  nuns, inspire both fear and admiration for their unwavering 
  resolve and their merciless fighting style. Beginning in 
  childhood, the sisters beat weakness from their orphaned 
  charges, tempering body and mind in the fires of Hell. But 
  ultimately, those fires char all things equally, and the devil 
  nuns are among Golarion’s truest proponents of equality for 
  every human, despite their servitude to Asmodeus.
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  JAlmerAy: monK of untWistinG iron 
  cr 2
  XP 600
  Human monk 3
  LN Medium humanoid (human)
  init +1; senses Perception +7
  Defense
  Ac 12, touch 12, flat-footed 11 (+1 Dex, +1 Wis)
  hp 28 (3d8+15)
  fort +6, ref +4, Will +4; +2 vs. enchantment
  Defensive Abilities evasion
  offense
  speed 40 ft.
  melee unarmed strike +4 (1d6+2) or
  mwk quarterstaff +5 (1d6+3) or
  flurry of blows +3/+3 (1d6+2)
  ranged sling +3 (1d4+2)
  special Attacks flurry of blows, stunning fist (3/day, DC 12)
  stAtistics
  str 14, Dex 13, con 17, int 10, Wis 12, cha 8
  base Atk +2; cmb +5; cmD 16
  feats Combat Reflexes, Improved Unarmed Strike, Scorpion 
  Style, Stand Still, Step Up, Stunning Fist, Toughness
  skills Acrobatics +7, Climb +8, Craft (Poetry) +6, Knowledge 
  (history) +6, Perception +7
  languages Common, Vudrani
  sQ fast movement, maneuver training
  Gear masterwork quarterstaff, sling
  An iron rod planted in the earth bows to neither howling 
  winds nor the crack of lightning; just as that iron rod fulfills 
  its purpose, so too do the students of the Monastery of 
  Untwisting Iron. Pupils learn to root themselves, and through 
  such mastery, control an enemy’s movements.
  KAtAPesh: oKeno slAver 
  cr 2
  XP 600
  Human fighter 1/rogue 2 
  NE Medium humanoid (human)
  init +2; senses Perception +6
  Defense
  Ac 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield)
  hp 20 (3 HD; 1d10+2d8+6)
  fort +4, ref +5, Will +1
  Defensive Abilities evasion
  offense
  speed 40 ft.
  melee sap +4 (1d6+2 nonlethal) or 
  scimitar +5 (1d6+2/18–20)
  ranged net +5 ranged touch (entangle)
  special Attacks sneak attack +1d6
  stAtistics
  str 15, Dex 14, con 15, int 8, Wis 12, cha 10
  base Atk +2; cmb +4; cmD 16
  feats Athletic, Deceitful, Point Blank Shot, Weapon Focus 
  (net), Weapon Focus (scimitar)
  skills Bluff +7, Climb +3, Diplomacy +4, Disguise +2, 
  Intimidate +6, Knowledge (local) +5, Linguistics +5, 
  Perception +6, Profession (merchant) +6, Sense Motive +6, 
  Stealth +5, Survival +4, Swim +3
  languages Common, Gnoll, Kelish, Osiriani, Polyglot
  sQ rogue talents (weapon training), trapfinding +1
  combat Gear potion of cure light wounds, potions of stabilize (2), 
  thunderstone (2); other Gear +1 chain shirt, buckler, nets (3), 
  sap, scimitar
  For all their majesty, the great civilizations of the Inner Sea 
  would be nothing but warring tribes in mud huts without cheap 
  labor. Ever the realists, the entrepreneurs of Okeno simply 
  dispense with paltry titles like “day laborer” or “freedman” 
  and bring to market the one resource that backs all currency: 
  human lives. Despite their brutality and lack of compassion, 
  slavers are masters of taking prey alive and relatively uninjured. 
  After all, no one builds walls with a broken arm, and a corpse 
  fetches only a fraction of the price of living stock.
  KAtAPesh: zePhyr GuArD 
  cr 2
  XP 600
  Human fighter 3 
  LN Medium humanoid (human)
  init +2; senses Perception +5
  Defense
  Ac 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
  hp 22 (3d10+6)
  fort +5, ref +3, Will +3; +1 vs. fear
  offense
  speed 30 ft.
  melee mwk scimitar +6 (1d6+2/18–20)
  stAtistics
  str 14, Dex 15, con 14, int 13, Wis 10, cha 8
  base Atk +3; cmb +5; cmD 17
  feats Alertness, Combat Expertise, Improved Disarm, Iron 
  Will, Power Attack
  skills Climb +2, Knowledge (local) +2, Linguistics +4, 
  Perception +5, Profession (soldier) +6, Sense Motive +5
  languages Common, Dwarven, Kelish, Osiriani, Vudrani
  sQ armor training 1, bravery +1
  combat Gear potion of cure light wounds; other Gear 
  masterwork chainmail, heavy wooden shield, masterwork 
  scimitar, zephyr amulet (as everburning torch, but occupies 
  the neck slot), masterwork manacles, signal whistle
  Drawn from across the world and paid a king’s ransom 
  for their services, the Zephyr Guard keeps the peace in 
  and around Katapesh. Facing all manner of visitors and 
  invaders, individual guards excel at adapting their fighting 
  style to exploit an opponent’s weaknesses. Their techniques 
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  shift as freely as the desert sands, mingling the soft twists 
  of Tien monks and the harsh steps of berserkers from the 
  Lands of the Linnorm Kings with a dozen other martial 
  schools gathered from across Golarion. What would be a 
  clumsy jumble of maneuvers in a lesser warrior’s hands 
  becomes an erratic, unpredictable art when tempered by 
  the unwavering discipline of the Zephyr Guard.
  Kyonin: Greenscout 
  cr 1
  XP 400
  Elf ranger 2 
  CG Medium humanoid (elf)
  init +3; senses low-light vision; Perception +8
  Defense
  Ac 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 13 (2d10+2)
  fort +4, ref +6, Will +1; +2 vs. enchantments
  immune sleep
  offense
  speed 30 ft.
  melee mwk longsword +2 (1d8+1/19–20), kukri +1 (1d4/18–20)
  ranged longbow +5 (1d8/×3)
  special Attacks favored enemy (goblinoids +2)
  stAtistics
  str 13, Dex 16, con 13, int 10, Wis 12, cha 10
  base Atk +2; cmb +3; cmD 16
  feats Self-Sufficient, Two-Weapon Fighting
  skills Climb +5, Handle Animal +5, Heal +7, Knowledge 
  (geography) +4, Knowledge (nature) +4, Perception +8, 
  Sense Motive +2, Stealth +6, Survival +8
  languages Common, Elven
  sQ elven magic, track +1, weapon familiarity, wild empathy +2
  Gear masterwork chain shirt, kukri, longbow with 20 arrows, 
  masterwork longsword, heavy cloak
  Kyonin’s greenscouts serve as the public face given to most 
  elven matters of defense at home and abroad. Part border 
  guard, part roving lawman, the Greenscouts may spend weeks 
  out of contact with civilization. Their legendary ability to 
  track criminals and enemy soldiers makes even elves pause 
  to reconsider before they flee their crimes. Their duty to 
  Kyonin’s security and sanctity occasionally takes Greenscouts 
  abroad to recover lost artifacts, reconnoiter foreign armies, 
  and return elven criminals to Kyonin for proper trial.
  Kyonin: niGhtfAll sniPer 
  cr 3
  XP 800
  Elf ranger 4
  cG Medium humanoid (elf)
  init +4; senses low-light vision; Perception +10
  Defense
  Ac 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  hp 26 (4d10+4)
  fort +4, ref +7, Will +2; +2 vs. enchantments
  immune sleep
  offense
  speed 30 ft.
  melee longsword +4 (1d8/19–20)
  ranged mwk longbow +10 (1d8/×3)
  special Attacks favored enemy (goblinoids +2)
  spells Prepared (CL 1st; concentration +2)
  1st—longstrider
  stAtistics
  str 10, Dex 18, con 12, int 15, Wis 12, cha 8
  base Atk +4; cmb +4; cmD 18
  feats Endurance, Point-Blank Shot, Precise Shot, Weapon 
  Focus (longbow)
  skills Climb +5, Craft (bows) +9, Handle Animal +6, Knowledge 
  (nature) +9, Knowledge (nobility) +6, Perception +10, 
  Perform (Wind) +3, Stealth +9, Survival +8
  languages Common, Elven, Sylvan, Varisian
  sQ elven magic, favored terrain (forest +2), hunter’s bond 
  (companions), track +2, weapon familiarity, wild empathy +3
  combat Gear caltrops; other Gear masterwork chain shirt, 
  longsword, masterwork longbow with 20 arrows, alchemical 
  silver arrows (5), darkwood flute, heavy cloak
  While Kyonin welcomes trade and alliances with the human 
  nations, its leaders aren’t foolish enough to think all 
  interactions will be peaceful. For protection, the monarchy 
  of Kyonin relies upon its secret defenders, the Nightfall 
  Snipers. So named because their shafts fall as invariably 
  and timely as the sunset, the snipers protect Kyonin and 
  Iadara from the shadows. They operate mostly as guardians 
  within elven lands, but as sure as the sun follows the rain, 
  any traveling agents of the crown will be shadowed by a 
  group of Nightfall Snipers.
  lAmAshtu: Pernicious Priestess 
  cr 2
  XP 600
  Human cleric of Lamashtu 3 
  NE Medium humanoid (human)
  init +0; senses Perception +2
  Defense
  Ac 11, touch 10, flat-footed 11 (+1 armor)
  hp 22 (3d8+9)
  fort +5, ref +1, Will +5
  offense
  speed 30 ft.
  melee mwk dagger +4 (1d4+1/19–20 plus bloodroot poison)
  ranged dagger +2 (1d4+1/19–20 plus poison)
  special Attacks channel negative energy 2/day (DC 12, 2d6)
  Domain spell-like Abilities (CL 3rd; concentration +5)
  5/day—copycat (3 rounds), vision of madness (+/–1)
  spells Prepared (CL 3rd; concentration +5)
  2nd—lesser restoration, summon monster II, touch of idiocyD
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  2
  1st—bane (DC 13), cure light wounds, disguise selfD, inflict 
  light wounds (DC 13)
  0 (at will)—create water, detect magic, stabilize, virtue
  D Domain spell; Domains Madness, Trickery
  stAtistics
  str 13, Dex 10, con 15, int 10, Wis 14, cha 12
  base Atk +2; cmb +3; cmD 13
  feats Deceitful, Skill Focus (Craft [alchemy]), Toughness
  skills Bluff +8, Craft (alchemy) +8, Disguise +9, Heal +9, 
  Knowledge (local) +1, Knowledge (nature) +1, Knowledge 
  (religion) +5, Profession (midwife) +6
  languages Common
  sQ aura
  Gear padded armor, masterwork dagger, alchemist’s lab, 
  disguise kit, healer’s kit, bloodroot poison (2 doses), striped 
  toadstool poison (3 doses), unholy symbol
  A typical Lamashtan priestess is a savage humanoid, scarred and 
  swathed in stinking skins, leading a jabbering clan of monsters 
  in profane revelry. But Lamashtu’s faith is open to any who crave 
  or resent maternity and corruption. The embittered spinster, 
  the barren newlywed, the madwoman—all may hear the Mother 
  of Beasts’ crooning and eagerly serve her. These pernicious 
  priestesses operate quietly, posing as friendly confectioners, 
  skilled midwives, or outgoing neighborhood mothers while 
  using vile chemicals and spells to twist the bodies and minds 
  of the local unborn. Friendly neighborhoods fall quickly as the 
  weeds of suspicion and shame take root. A priestess may spend 
  weeks or even years settling into a village before beginning 
  her goddess’s work, burying her guilt behind scapegoat after 
  scapegoat. By the time suspicion falls upon the true culprit, she 
  has already taken on a new identity miles away.
  lAstWAll: cAvAlry officer 
  cr 2
  XP 600
  Human fighter 2/aristocrat 1
  LG Medium humanoid (human)
  init +1; senses Perception +6
  Defense
  Ac 20, touch 11, flat-footed 19 (+8 armor, +1 Dex, +1 shield)
  hp 18 (3 HD; 2d10+1d8+3)
  fort +4, ref +1, Will +2; +1 vs. fear
  Defensive Abilities bravery +1
  offense
  speed 20 ft.
  melee longsword +4 (1d8+2/19–20) or 
  lance +4 (1d8+2/×3)
  special Attacks mounted charge 3d8+6
  stAtistics
  str 15, Dex 13, con 12, int 10, Wis 10, cha 14
  base Atk +2; cmb +4; cmD 15
  feats Mounted Combat, Power Attack, Ride-By Attack, Skill 
  Focus (Ride), Spirited Charge
  skills Diplomacy +7, Handle Animal +7, Knowledge (nobility) 
  +5, Perception +6, Perform (Dance) +6, Ride +1
  languages Common
  combat Gear holy water (2); other Gear masterwork half-plate, 
  light wooden shield, lance, longsword, heavy warhorse
  Lastwall’s noble cause attracts talented riders and noble scions 
  from across Avistan. True monsters atop a mount, these 
  soldiers tower above the battlefield and break enemy ranks 
  with devastating charges. Every cavalry officer masters war 
  and etiquette alike, and is equally at home in noble solariums 
  as in muddy trenches.
  linnorm KinGs: rAiDer  
  cr 2
  XP 600
  Human barbarian 2/rogue 1
  CN Medium humanoid (human)
  init +1; senses Perception +5
  Defense
  Ac 13, touch 9, flat-footed 12 (+4 armor, +1 Dex, –2 rage)
  hp 29 (3 HD; 2d12+1d8+12)
  fort +7, ref +3, Will +2; +2 vs. spells, supernatural abilities, 
  and spell-like abilities
  Defensive Abilities uncanny dodge
  offense
  speed 40 ft.
  melee greataxe +7 (1d12+7/×3)
  ranged throwing axe +3 (1d6+5)
  special Attacks rage (8 rounds/day), rage powers (superstition +2), 
  sneak attack +1d6
  base statistics When not raging, the raider’s stats are Ac 
  15, touch 11, flat-footed 14; hp 23; fort +5, Will +0; melee 
  greataxe +5 (1d12+4/×3); ranged throwing axe +3 (1d4+3); str 
  17, con 14; cmb +5, cmD 16
  stAtistics
  str 21, Dex 12, con 18, int 8, Wis 10, cha 13
  base Atk +2; cmb +7; cmD 18
  feats Athletic, Berserker’s Cry (see below), Power Attack
  skills Climb +9, Handle Animal +7, Intimidate +7, Perception +5, 
  Profession (sailor) +4, Survival +6, Swim +9
  languages Common, Skald
  sQ fast movement, trapfinding +1
  Gear chain shirt, battleaxe, greataxe, throwing axes (4), 
  heavy cloak
  sPeciAl Abilities
  feats This raider has the Berserker’s Cry feat. Once per day as a 
  move action, the barbarian can shout, granting all allies within 
  60 feet a +1 morale bonus on melee damage for 2 rounds. He 
  may activate this as a free action as part of beginning a rage. 
  See page 93 of the Pathfinder Chronicles Campaign Setting.
  The raiders from the icy Lands of the Linnorm Kings in the 
  north believe that might makes right and wealth only comes 
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  to those strong enough to keep it. Each raider’s fury whips the 
  next into a frenzy, and a group of any notable size is more a 
  force of nature than an organized army.
  meDioGAlti islAnD: vernAi neGotiAtor 
  cr 2
  XP 600
  Human expert 2/rogue 2
  LE Medium humanoid (human)
  init +1; senses Perception +11
  Defense
  Ac 11, touch 11, flat-footed 10 (+1 Dex)
  hp 14 (4d8–4)
  fort –1, ref +4, Will +5
  Defensive Abilities evasion
  offense
  speed 30 ft.
  melee mwk dagger +3 (1d4) or
  improvised weapon +2 (varies)
  special Attacks sneak attack +1d6
  rogue spell-like Abilities (CL 2nd; concentration +4)
  3/day—detect poison
  stAtistics
  str 10, Dex 12, con 8, int 14, Wis 14, cha 17
  base Atk +2; cmb +2; cmD 14
  feats Alertness, Catch Off-Guard, Persuasive
  skills Appraise +8, Bluff +10, Diplomacy +12, Disguise +10, 
  Heal +6, Intimidate +12, Knowledge (arcana) +6, Knowledge 
  (geography) +6, Knowledge (history) +6, Knowledge (local) 
  +9, Knowledge (nobility) +6, Knowledge (religion) +6, 
  Linguistics +9, Perception +11, Profession (negotiator) +6, 
  Sense Motive +11
  languages Common, Dwarven, Elven, Infernal, Kelish, 
  Osiriani, Polyglot
  sQ rogue talent (minor magic), trapfinding +1
  Gear masterwork dagger, courtier’s outfit, parchment and 
  quills, Red Mantis signet ring, sealing wax
  Not every disciple of Achaekek or denizen of Mediogalti kills 
  for her god. Some serve as go-betweens and mediators, every 
  bit as cold as their masked kin. The representatives of the 
  Vernai have a keen gift for reading others and dabble in every 
  facet of knowledge. In addition to brokering Mantis services, 
  they often serve as a neutral third party to settle disputes. 
  Fear of the Red Mantis ensures their safety and enforces their 
  decisions, even in the most hostile territory.
  menDev: WArDstone inQuisitor 
  cr 2
  XP 600
  Human cleric 1 of Iomedae/paladin 1/ranger 1
  LG Medium humanoid (human)
  init –1; senses Perception +11
  Defense
  Ac 16, touch 9, flat-footed 16 (+6 armor, –1 Dex, +1 shield)
  hp 17 (3 HD; 1d8+2d10+3)
  fort +7, ref +1, Will +9
  offense
  speed 20 ft.
  melee mwk morningstar +5 (1d8+2)
  ranged heavy crossbow +1 (1d10/19–20)
  special Attacks channel positive energy 4/day (DC 11 [13 vs. 
  undead], 1d6), favored enemy (evil outsiders +2), smite 
  evil 1/day
  spells Prepared (CL 1st; concentration +4)
  1st—command (DC 14), magic weapon, shield of faithD
  0 (at will)—detect magic, guidance, resistance
  D Domain spell; Domains Glory, Law
  Domain spell-like Abilities (CL 1st; concentration +4)
  6/day—touch of glory +1, touch of law
  Paladin spell-like Abilities (CL 1st; concentration +2)
  At will—detect evil
  stAtistics
  str 14, Dex 8, con 12, int 10, Wis 17, cha 13
  base Atk +2; cmb +4; cmD 13
  feats Alertness, Alignment Channel (evil), Iron Will
  skills Diplomacy +6, Knowledge (planes) +5, Knowledge 
  (religion) +6, Perception +11, Sense Motive +11, Spellcraft +4
  languages Abyssal, Common
  sQ aura of good, track +1, wild empathy +2
  combat Gear holy water (3); other Gear masterwork chainmail, 
  light steel shield, heavy crossbow with 20 bolts, masterwork 
  morningstar, copy of Banes and Forbiddances of the Demonic 
  (a Mendevian demon-hunting guide), silver holy symbol
  The crusader theocracy of Mendev guards the world from 
  the taint of the Worldwound, and its inquisitors protect 
  Mendev in turn. They ferret out corruption and possession, 
  beating back those demons who would undermine Mendev’s 
  purity. The inquisitors’ methods are thorough, and if an 
  innocent occasionally perishes in pursuit of justice, then 
  that is the terrible price that must be paid in protecting 
  the world.
  molthune: cAnorAte officer 
  cr 2
  XP 600
  Human aristocrat 3/fighter 1
  LN Medium humanoid (human)
  init +1; senses Perception +7
  Defense
  Ac 18, touch 11, flat-footed 17 (+6 armor, +1 shield, +1 Dex)
  hp 21 (4 HD; 1d10+3d8+3)
  fort +3, ref +2, Will +3; +2 vs. fear
  Defensive Abilities Molthuni Discipline
  offense
  speed 20 ft.
  melee longsword +5 (1d8+1/19–20)
  ranged longbow +4 (1d8/×3)
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  stAtistics
  str 12, Dex 13, con 10, int 15, Wis 10, cha 15
  base Atk +3; cmb +4; cmD 15
  feats Dazzling Display, Molthuni Discipline (see below), 
  Persuasive, Weapon Focus (longsword)
  skills Diplomacy +9, Intimidate +11, Knowledge (engineering) 
  +7, Knowledge (history) +9, Knowledge (local) +6, Knowledge 
  (nobility) +7, Perception +7, Ride +5, Sense Motive +6
  languages Common, Hallit, Varisian
  Gear masterwork breastplate, light steel shield, longbow with 
  20 arrows, longsword, identity papers, several royal medals
  sPeciAl Abilities
  feats This officer has the Molthuni Discipline feat, which 
  grants a +2 bonus on saves against fear effects. Fear effects 
  against him are one category less severe than normal. See 
  page 103 of the Pathfinder Chronicles Campaign Setting.
  The officers trained by the famed military academies in 
  Canorate are widely respected. Even the greenest of graduates 
  has pored over tomes of military history and are quick to spot 
  and exploit flaws in enemy ranks. A trained officer’s expertise 
  quickly demoralizes lesser opponents, and more than one 
  battle has been won by the keen eyes and unshakeable resolve 
  of a Canorite officer.
  mWAnGi eXPAnse: WAlKenA cultist 
  cr 2
  XP 600
  Human commoner 1/warrior 3 
  N Medium humanoid (human)
  init +0; senses Perception +4
  Defense
  Ac 13, touch 10, flat-footed 13 (+2 armor, +1 shield)
  hp 26 (4 HD; 1d6+3d10+7)
  fort +4, ref +1, Will +3
  offense
  speed 30 ft.
  melee club +6 (1d6+2)
  ranged throwing axe +2 (1d6+2)
  stAtistics
  str 15, Dex 10, con 12, int 11, Wis 8, cha 10
  base Atk +3; cmb +5; cmD 15
  feats Athletic, Iron Will, Weapon Focus (club)
  skills Climb +7, Handle Animal +4, Knowledge (religion) +2, 
  Perception +4, Perform (Dance) +1, Profession (farmer) +6, 
  Swim +7
  languages Polyglot 
  Gear leather armor, light wooden shield, club, throwing axes (2)
  Only a fool does not believe his own eyes, and the followers 
  of Walkena, Child-God of Mzali, have laid eyes upon a great 
  many wonders. First-hand experience hones their faith 
  into an unbreakable confidence, transforming even simple 
  farmers into fierce soldiers when called upon to defend their 
  god or beliefs. Their fanaticism is especially compelling as 
  their rewards and punishments await them in this life rather 
  than being promised in some shadowy hereafter.
  mWAnGi eXPAnse: WAlKenA Priest 
  cr 2
  XP 600
  Human cleric of Walkena 3 
  N Medium humanoid (human)
  init –1; senses Perception +2
  Defense
  Ac 13, touch 9, flat-footed 13 (+4 armor, –1 Dex)
  hp 16 (3d8+3)
  fort +4, ref +0, Will +5
  offense
  speed 30 ft.
  melee mwk quarterstaff +4 (1d6+1)
  special Attacks channel negative energy 5/day (DC 13, 2d6)
  Domain spell-like Abilities (CL 3rd; concentration +5)
  5/day—calming touch, storm burst
  spells Prepared (CL 3rd; concentration +5)
  2nd—cure moderate wounds, fog cloudD, hold person (DC 15)
  1st—blessD, command (DC 14), doom, sanctuary (DC 13)
  0 (at will)—create water, guidance, light, purify food and drink
  D Domain spell; Domains Community, Weather
  stAtistics
  str 12, Dex 8, con 12, int 13, Wis 15, cha 14
  base Atk +2; cmb +3; cmD 12
  feats Persuasive, Scribe Scroll, Spell Focus (enchantment)
  skills Diplomacy +10, Intimidate +6, Knowledge (religion) +6, 
  Linguistics +6, Perform (Sing) +4, Sense Motive +8, Spellcraft +5
  languages Common, Kelish, Polyglot, Terran
  sQ aura
  combat Gear scroll of cure light wounds; other Gear +1 studded 
  leather, masterwork quarterstaff, Walkena idol
  The priest caste of the child-god Walkena carries his edicts to 
  the people—and depending on his mood, these edicts may be 
  great boons to the faithful, bringing rain and healing the sick, 
  or ill omens threatening fire and darkness.
  neX: ArclorD historiAn 
  cr 1
  XP 400
  Gnome expert 1/wizard 2
  N Small humanoid (gnome)
  init +2; senses low-light vision; Perception +8
  Defense
  Ac 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 17 (3 HD; 1d8+2d6+6)
  fort +2, ref +2, Will +5; +2 vs. illusions
  Defensive Abilities defensive training
  offense
  speed 20 ft.
  melee quarterstaff +0 (1d4–2)
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  ranged heavy crossbow +4 (1d8/19–20)
  special Attacks hand of the apprentice 5/day, hatred
  Gnome spell-like Abilities (CL 3rd, concentration +5)
  1/day—dancing lights, ghost sound (DC 12), prestidigitation, 
  speak with animals
  spells Prepared (CL 2nd; concentration +4)
  1st—alarm, animate rope, comprehend languages
  0 (at will)—daze (DC 12), detect magic, mage hand, read magic
  stAtistics
  str 6, Dex 14, con 14, int 15, Wis 10, cha 15
  base Atk +1; cmb –2; cmD 10
  feats Alertness, Eye of the Arclord (see below), Scribe Scroll, 
  Skill Focus (Knowledge [history])
  skills Appraise +7, Knowledge (arcana) +7, Knowledge 
  (dungeoneering) +6, Knowledge (engineering) +7, 
  Knowledge (geography) +7, Knowledge (history) +8, 
  Linguistics +8, Perception +8, Profession (scribe) +6, 
  Spellcraft +6
  languages Ancient Osiriani, Azlanti, Common, Draconic, 
  Dwarven, Gnome, Osiriani, Kelish, Terran, Vudrani
  sQ arcane bond (hawk familiar), gnome magic, weapon 
  familiarity
  combat Gear scroll of see invisibility, wand of magic missile 
  (10 charges); other Gear heavy crossbow with 20 bolts; 
  shoulder bag containing notes, glasses, pipe, and pouch of 
  tobacco; silk rope
  sPeciAl Abilities
  feats This scholar has the Eye of the Arclord feat; as a 
  standard action, he can open a visible third eye for up to 
  2 minutes/day. The eye grants +1 CL to divination spells, 
  darkvision 60 feet, a +8 bonus on Perception checks to notice 
  invisible creatures, and allows him to use detect magic at will 
  (see Pathfinder Chronicles Campaign Setting 109).
  The Arclords attract a variety of students seeking arcane 
  knowledge, but no group takes to the twisted, often hidden 
  history of Nex and Geb with the same passion as gnomes. 
  Arclord historians spend much of their time among moldering 
  old books, but the nature of Golarion history sometimes 
  demands forays into dangerous tombs and forbidden libraries.
  niDAl: umbrAl flAGellAnt 
  cr 1
  XP 400
  Human cleric of Zon-Kuthon 2
  LE Medium humanoid (human)
  init +1; senses Perception +3
  Defense
  Ac 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 13 (2d8+4)
  fort +4, ref +1, Will +5
  offense
  speed 20 ft.
  melee mwk spiked chain +4 (2d4+2)
  ranged light crossbow +2 (1d8/19–20)
  special Attacks channel negative energy 2/day (DC 10, 1d6)
  spells Prepared (CL 2nd; concentration +4)
  1st—bane, cause fear, obscuring mistD, protection from good
  0 (at will)—bleed, detect poison, resistance, stabilize
  D Domain spell; Domains Darkness, Evil
  Domain spell-like Abilities (CL 2nd; concentration +4)
  5/day—touch of darkness, touch of evil
  stAtistics
  str 15, Dex 12, con 13, int 12, Wis 14, cha 8
  base Atk +1; cmb +3; cmD 14
  feats Blind-Fight, Self-Sufficient
  skills Heal +9, Knowledge (religion) +6, Perception +3, 
  Profession (torturer) +7, Survival +5
  languages Common
  sQ aura
  Gear chainmail, light crossbow with 10 bolts, masterwork 
  spiked chain, copy of Umbral Leaves
  As devotees of Zon-Kuthon, the Umbral Flagellants revel in 
  the pleasures of torment. Members of the church are also 
  studied in the healing arts and may provide treatment or 
  knowledge if it ultimately suits the Midnight Lord’s goals.
  nirmAthAs: fAnGWooD liberAtor 
  cr 2
  XP 400
  Human commoner 3/warrior 1
  CG Medium humanoid (human)
  init +2; senses Perception +5
  Defense
  Ac 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 19 (4 HD; 3d6+1d10+4)
  fort +4, ref +5, Will +1
  offense
  speed 30 ft.
  melee sickle +2 (1d6)
  ranged longbow +4 (1d8/×3)
  stAtistics
  str 11, Dex 15, con 12, int 10, Wis 10, cha 8
  base Atk +2; cmb +2; cmD 14
  feats Nimble Moves, Point-Blank Shot, Skill Focus (Stealth)
  skills Acrobatics +3, Craft (bows) +4, Knowledge (local) 
  +3, Perception +5, Profession (farmer) +6, Stealth +5, 
  Survival +3
  languages Common
  combat Gear caltrops (2); other Gear studded leather, dagger, 
  longbow with 20 arrows, sickle, flint and steel, hunk of cheese
  Nirmathas’s desperate farmers have held the entire 
  Molthuni army at bay for years. Masters of quick and messy 
  ambushes, they are skilled at fighting in the thick Nirmathi 
  forests and can disappear into the brambles without 
  warning, leaving enemy soldiers confused and injured.
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  norGorber: sKinsAW cultist 
  cr 2
  XP 600
  Human cleric of Norgorber 3 
  NE Medium humanoid (human)
  init +6; senses Perception +2
  Defense
  Ac 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 16 (3d8+3)
  fort +4, ref +3, Will +5
  offense
  speed 30 ft.
  melee mwk short sword +5 (1d6+1/19–20)
  ranged heavy crossbow +4 (1d10/19–20)
  special Attacks channel negative energy 3/day (DC 11, 2d6)
  Domain spell-like Abilities (CL 3rd; concentration +5)
  5/day—bleeding touch, copycat (3 rounds)
  spells Prepared (CL 3rd; concentration +5)
  2nd—cat’s grace, invisibilityD, undetectable alignment
  1st—command, disguise selfD, poisoned egg (Pathfinder 
  Chronicles: Gods and Magic 29), shield of faith
  0 (at will)—bleed (DC 12), guidance, light, mending
  D Domain spell; Domains Death, Trickery
  stAtistics
  str 12, Dex 15, con 13, int 10, Wis 14, cha 10
  base Atk +2; cmb +3; cmD 15
  feats Improved Initiative, Stealthy, Weapon Finesse
  skills Acrobatics +4, Bluff +5, Escape Artist +4, Knowledge 
  (local) +3, Knowledge (religion) +4, Sleight of Hand +4, 
  Stealth +9
  languages Common
  sQ aura
  combat Gear acid flask (3); other Gear +1 studded leather, 
  heavy crossbow with 10 bolts, masterwork short sword, 
  black mask, egg
  As the most proactive of Norgorber’s worshipers, the Cult of 
  Father Skinsaw embraces its patron’s role as god of murder. 
  Many members hold conventional jobs and social positions, 
  staying close to those they slaughter in the guise of business 
  partners, maids, or military commanders.
  osirion: risen GuArDsmAn 
  cr 3
  XP 800
  Human fighter 2/rogue 2
  LN Medium humanoid (human)
  init +6; senses Perception +10
  Defense
  Ac 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 34 (4 HD; 2d10+2d8+14)
  fort +5, ref +6, Will +1; +1 vs. fear
  Defensive Abilities bravery +1, evasion
  offense
  speed 30 ft.
  melee mwk khopesh +7 (1d10+3/19–20)
  ranged mwk dart +6 (1d4+2)
  special Attacks sneak attack +1d6
  stAtistics
  str 15, Dex 14, con 14, int 10, Wis 12, cha 8
  base Atk +3; cmb +5; cmD 17
  feats Alertness, Improved Disarm, Improved Initiative, Power 
  Attack, Toughness, Weapon Focus (khopesh)
  skills Acrobatics +7, Disguise +3, Intimidate +6, Knowledge 
  (nobility) +2, Perception +10, Profession (guard) +5, Sense 
  Motive +10, Sleight of Hand +6, Stealth +8
  languages Common, Osiriani
  sQ rogue talent (combat trick), trapfinding +1
  combat Gear potion of cure light wounds, potions of 
  stabilize (2); other Gear masterwork chain shirt, 
  masterwork darts (5), masterwork khopesh (see 
  Pathfinder Chronicles Campaign Setting 209), guardsman 
  uniform, disguise kit
  No protectors are more loyal or more effective than the 
  Risen Guardsmen of Osirion’s royal court. Having already 
  died once, they have transcended fear of mortality and now 
  dedicate themselves solely to protecting their charges. Most 
  Risen Guardsmen flank their charges, readily visible. Other 
  specialize in observing nobles unseen, disguising themselves 
  as servants, counselors, or petitioners in the crowd.
  QADirA: KAtheer conJurer 
  cr 2
  XP 600
  Half-elf conjurer 3 
  N Medium humanoid (elf, human)
  init +1; senses low-light vision, Perception +3
  Defense
  Ac 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
  hp 10 (3d6)
  fort +0, ref +2, Will +4; +2 enchantment
  immune sleep
  offense
  speed 30 ft.
  melee mwk dagger +2 (1d4/19–20)
  spell-like Abilities (CL 3rd; concentration +6)
  6/day—acid dart (1d6+1 acid)
  spells Prepared (CL 3rd; concentration +6)
  2nd—eagle’s splendor, minor image (DC 15), summon monster II
  1st—comprehend languages, summon monster I (2), unseen servant
  0 (at will)—detect magic, message, prestidigitation, read magic
  opposition schools Evocation, Necromancy
  stAtistics
  str 10, Dex 13, con 8, int 16, Wis 12, cha 15
  base Atk +1; cmb +1; cmD 12
  feats Alertness, Augment Summoning, Scribe Scroll, Skill 
  Focus (Knowledge [planes]), Spell Focus (conjuration)
  skills Appraise +10, Diplomacy +5, Intimidate +4, Knowledge 
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  (nobility) +8, Knowledge (planes) +11, Sense Motive +3, 
  Spellcraft +9
  languages Auran, Common, Elven, Ignan, Kelish
  sQ arcane bond (raven familiar), elf blood, multitalented, 
  summoner’s charm
  combat Gear scroll of obscuring mist, scroll of summon swarm; 
  other Gear bracers of armor +1, masterwork dagger, chalk, 
  entertainer’s outfit, incense, spellbook
  Straddling the positions of court magician and aspiring 
  politician, these trained wizards lust for power and 
  influence. They call upon extra-dimensional creatures and 
  otherworldly allies when most politicians would rely on 
  underlings and mortal connections.
  rAhADoum: Atheist PhilosoPher 
  cr 1/2
  XP 200
  Human expert 2
  N Medium humanoid (human)
  init –1; senses Perception +1
  Defense
  Ac 12, touch 10, flat-footed 12 (+2 armor)
  hp 9 (2d8)
  fort +0, ref +3, Will +4
  offense
  speed 30 ft.
  melee dagger +0 (1d4–1/19–20)
  ranged dagger +0 (1d4–1/19–20)
  stAtistics
  str 8, Dex 9, con 10, int 12, Wis 13, cha 13
  base Atk +1; cmb +0; cmD 9
  feats Godless Healing (see page 25), Persuasive
  skills Diplomacy +7, Intimidate +7, Knowledge (arcana) +5, 
  Knowledge (dungeoneering) +5, Knowledge (engineering) 
  +2, Knowledge (geography) +5, Knowledge (history) +5, 
  Knowledge (local) +6, Knowledge (nature) +2, Knowledge 
  (nobility) +5, Knowledge (planes) +2, Knowledge (religion) 
  +5, Linguistics +3, Perform (Comedy) +2, Perform (Oratory) 
  +5, Use Magic Device +2
  languages Celestial, Common, Infernal, Osiriani
  Gear leather armor, dagger, bedroll, rations
  The role of humanity without gods is a topic still passionately 
  argued in Rahadoum. Almost every citizen in the Kingdom 
  of Man loves a vigorous debate, and this tendency has given 
  rise to an entire class of wandering philosophers who journey 
  from town to town to trade ideas and espouse theories. Some 
  even journey overseas, hoping to teach outsiders the value of 
  self-reliance and the foolishness of worship.
  rAzmirAn: Priest of the thirD steP 
  cr 1
  XP 400
  Human sorcerer 2 
  LE Medium humanoid (human)
  init +2; senses Perception +0
  Defense
  Ac 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 11 (2d6+4)
  fort +1, ref +2, Will +3
  offense
  speed 30 ft.
  melee sap +2 (1d6+1 nonlethal) or
  mwk spear +3 (1d8+1/×3) or
  unarmed strike +2 (1d3+1 nonlethal)
  ranged light crossbow +3 (1d8/19–20)
  spells Known (CL 2nd; concentration +4)
  1st (5/day)—charm person (DC 13), mage armor
  0 (at will)—acid splash, dancing lights, detect magic, ghost 
  sound (DC 12), message
  bloodline arcane
  stAtistics
  str 13, Dex 14, con 12, int 10, Wis 10, cha 15
  base Atk +1; cmb +2; cmD 14
  feats Combat Casting, Enforcer (see below), Eschew Materials
  skills Intimidate +7, Knowledge (religion) +2, Spellcraft +5
  languages Common
  sQ arcane bond (spear), bloodline arcana 
  Gear light crossbow with 10 bolts, sap, bonded masterwork 
  spear, priestly robe, iron mask
  sPeciAl Abilities
  feats This priest has the Enforcer feat; when he deals 
  nonlethal damage, he can make an Intimidate check to 
  demoralize the target as a free action (see Pathfinder 
  Chronicles Campaign Setting 125).
  The word of the god-king Razmir is law within his domain. 
  The masked priests of the Living God enforce that will by any 
  means. While many of Razmir’s acolytes are potent warriors 
  and spymasters, the battle-sorcerers are the most feared, 
  using their magic to spread suffering and pain rather than 
  merciful death.
  river KinGDoms: mercenAry cAPtAin 
  cr 1/2
  XP 200
  Human warrior 2
  CN Medium humanoid (human)
  init +0; senses Perception +1
  Defense
  Ac 16, touch 10, flat-footed 16 (+5 armor, +1 shield)
  hp 15 (2d10+4)
  fort +5, ref +0, Will +0; +2 vs. enchantment and mind-
  affecting effects
  offense
  speed 20 ft.
  melee short sword +4 (1d6+1/19–20)
  ranged shortbow +2 (1d6/×3)
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  2
  stAtistics
  str 13, Dex 11, con 12, int 11, Wis 8, cha 10
  base Atk +2; cmb +3 (+5 to escape grapples); cmD 13
  feats Free Spirit (see below), Weapon Focus (short sword)
  skills Craft (sculpture) +4, Diplomacy +1, Intimidate +4, 
  Perception +1, Profession (cook) +3
  languages Common
  Gear scale mail, light wooden shield, shortbow with 20 
  arrows, short sword
  sPeciAl Abilities
  feats This captain has the Free Spirit feat, which gives him a 
  +2 bonus on saves against enchantment and mind-affecting 
  effects, and +2 on Escape Artist checks and to CMB to 
  escape a grapple or bindings (see Pathfinder Chronicles 
  Campaign Setting 129).
  The River Kingdoms supply many of Avistan’s mercenary 
  warriors, who support causes ranging from virtuous to vile. 
  These men and women are loyal to no cause beyond dying as 
  free as they lived.
  rovAGuG: hunGerinG mAW cultist 
  cr 2
  XP 600
  Human cleric of Rovagug 3 
  CE Medium humanoid (human)
  init +1; senses Perception +4
  Defense
  Ac 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 22 (3d8+9)
  fort +5, ref +2, Will +4
  offense
  speed 20 ft.
  melee mwk greataxe +6 (1d12+4/×3)
  ranged alchemist’s fire +3 ranged touch (1d6)
  special Attacks channel negative energy 5/day (DC 11, 2d6), 
  destructive smite +1 (4/day)
  Domain spell-like Abilities (CL 3rd; concentration +4)
  4/day—touch of chaos
  spells Prepared (CL 3rd; concentration +4)
  2nd—shatter D (DC 13), sound burst  (DC 13)
  1st—cause fear (DC 12), doom (DC 12), protection from lawD, 
  summon monster I
  0 (at will)—bleed (DC 11), detect magic, resistance, virtue
  D Domain spell; Domains Chaos, Destruction
  stAtistics
  str 17, Dex 12, con 14, int 8, Wis 13, cha 10
  base Atk +2; cmb +5; cmD 16
  feats Cleave, Extra Channel, Power Attack
  skills Knowledge (religion) +3, Perception +4, Spellcraft +4
  languages Common
  sQ aura
  combat Gear alchemist’s fire (3), elixir of hiding, wand of bear’s 
  endurance (5 charges); other Gear masterwork chainmail, 
  masterwork greataxe, heavy cloak, unholy symbol
  Eventually, inexorably, the world will end in the maw of 
  chaos, the slithering, entropic embrace of the Rough Beast. 
  Some of his priests form cults around themselves to usher 
  in elaborate, man-made disasters. Others are lone madmen 
  who sow terror, wandering into crowded public squares and 
  unleashing the unholy energies gifted to them by Rovagug.
  sArGAvA: chAlice runner 
  cr 1
  XP 400
  Human expert 3 
  N Medium humanoid (human)
  init +1; senses Perception +5
  Defense
  Ac 11, touch 11, flat-footed 10 (+1 Dex)
  hp 16 (3d8+3)
  fort +2, ref +2, Will +2
  offense
  speed 35 ft.
  melee dagger +3 (1d4+1/19–20)
  ranged sling +3 (1d4+1)
  stAtistics
  str 12, Dex 13, con 13, int 9, Wis 8, cha 11
  base Atk +2; cmb +3; cmD 14
  feats Endurance, Fleet, Run
  skills Acrobatics +7, Climb +7, Escape Artist +5, Heal +3, 
  Knowledge (geography) +5, Knowledge (nature) +3, 
  Perception +5, Survival +5, Swim +7
  languages Common
  Gear dagger, sling with 10 bullets, flint and steel, machete, 
  marker dye, torches
  The Sargava Chalice is a testament to the nation’s colonists 
  and their ability to thrive in a hostile land. A select few of 
  these citizens, through training and dedication, become true 
  champions of the cross-country race. Sargava celebrates its 
  professional Chalice Runners as minor celebrities.
  shAcKles: stormJAmmer PirAte 
  cr 2
  XP 600
  Half-orc rogue 3
  NE Medium humanoid (human, orc)
  init +1; senses darkvision 60 ft.; Perception +7
  Defense
  Ac 14, touch 12, flat-footed 12 (+2 armor, +1 Dex, +1 dodge)
  hp 19 (3d8+6)
  fort +3, ref +4, Will +2
  Defensive Abilities evasion, orc ferocity, trap sense +1
  offense
  speed 30 ft.
  melee rapier +4 (1d6+2/18–20)
  ranged mwk hand crossbow +4 (1d4/19–20)
  special Attacks sneak attack +2d6
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  stAtistics
  str 15, Dex 13, con 14, int 10, Wis 12, cha 10
  base Atk +2; cmb +4; cmD 17
  feats Athletic, Dodge, Storm-Lashed (see below)
  skills Acrobatics +8, Climb +8, Intimidate +5, Knowledge 
  (local) +6, Knowledge (nature) +2, Linguistics +4, 
  Perception +7, Profession (sailor) +7, Stealth +8, Swim +8
  languages Common, Orc, Polyglot
  sQ intimidating, orc blood, rogue talent (ledge walker), 
  trapfinding +1
  combat Gear smokesticks (2); other Gear leather armor, 
  masterwork hand crossbow with 20 bolts, rapier, dice
  sPeciAl Abilities
  feats This pirate has the Storm-Lashed feat, which grants 
  him a +2 bonus on all Constitution and Survival checks to 
  resist the effects of severe weather (+4 on board a ship) and 
  can reduce some of the penalties of severe weather (see 
  Pathfinder Chronicles Campaign Setting 133).
  To those willing to gamble with their lives, the Eye of Abendego 
  represents freedom and opportunity. The unending hurricane 
  offers speed and protection to those who know her secrets, 
  and the nearby trade routes provide rich plunder. With these 
  resources, even the most hated minorities of civilization 
  can live free. Stormjammers live high on pillaged booty and 
  ships, attacking without warning and plunging back into the 
  unforgiving Eye when faced with a real challenge.
  shoAnti: tribesmAn 
  cr 1/2
  XP 200
  Human barbarian 1 
  CN Medium humanoid (human)
  init +1; senses Perception +8
  Defense
  Ac 13, touch 9, flat-footed 12 (+4 armor, +1 Dex, –2 rage)
  hp 11 (1d12+5)
  fort +7, ref +1, Will +4
  offense
  speed 30 ft.
  melee greataxe +5 (1d12+6/×3)
  ranged shortbow +2 (1d6/×3)
  special Attacks rage (6 rounds/day)
  base statistics When not raging, the tribesman’s stats are Ac 
  15, touch 11, flat-footed 14; hp 9; fort +5, Will +2; melee 
  greataxe +3 (1d12+3/×3); str 15, con 14; cmb +3; cmD 14; 
  Climb +3
  stAtistics
  str 19, Dex 13, con 18, int 10, Wis 14, cha 8
  base Atk +1; cmb +5; cmD 16
  feats Endurance, Totem Spirit (Spire Clan, see below)
  skills Climb +5, Handle Animal +3, Knowledge (nature) +4, 
  Perception +8, Survival +6
  languages Common, Shoanti
  sQ fast movement
  Gear hide armor, dagger, greataxe, shortbow with 20 arrows, 
  bedroll, bundle of dried meat
  sPeciAl Abilities
  totem spirit (ex) The tribesman has the Totem Spirit feat, 
  which means he has close ties to the spirits of the Shundar-
  Quah tribe. The tribesman receives a +1 bonus on Fortitude 
  saves and a +2 bonus on Perception checks. See the Pathfinder 
  Chronicles Campaign Setting, page 147.
  The boundless pride and passion of the Shoanti transforms 
  pain into a strength few outsiders understand. Most of these 
  nomadic people now carry a great melancholy in their hearts 
  due to their lost homelands and exile to the hellish Storval 
  Plateau. But even here they survive where most humans would 
  fall to exposure, wild fires, or savage predators. Through it 
  all, the tribes endure, even as small bits of their culture and 
  history erode with every generation.
  tAlDor: courtier sPy 
  cr 2
  XP 600
  Human aristocrat 1/rogue 3
  N Medium humanoid (human)
  init +1; senses Perception +11
  Defense
  Ac 11, touch 11, flat-footed 10 (+1 Dex)
  hp 13 (4d8–4)
  fort +0, ref +4, Will +5
  Defensive Abilities evasion, trap sense +1
  offense
  speed 30 ft.
  melee mwk dagger +3 (1d4/19–20)
  ranged mwk dagger +4 (1d4/19–20)
  special Attacks sneak attack +2d6
  stAtistics
  str 10, Dex 13, con 9, int 12, Wis 14, cha 17
  base Atk +2; cmb +2; cmD 13
  feats Alertness, Deft Hands, Persuasive
  skills Bluff +10, Diplomacy +12, Disable Device +10, Disguise +10, 
  Intimidate +12, Knowledge (local) +6, Knowledge (nobility) +6, 
  Linguistics +5, Perception +11, Sense Motive +11, Sleight of 
  Hand +8, Stealth +8
  languages Common, Hallit, Kelish
  sQ rogue talent (fast stealth), trapfinding +1
  combat Gear smoke bomb; other Gear concealed 
  masterwork daggers (2), courtier’s outfit with hidden 
  pockets, oil of taggit (1 dose), thieves’ tools
  The spy is a special breed of courtier, adept at uncovering secrets 
  and allaying suspicion. The most cautious simply sit and listen, 
  blending into the background of any social situation. The most 
  daring penetrate locks, intimidate servants, and seduce nobles, 
  walking a precarious path between luxury and assassination.
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  tAlDor: elite cAvAlry 
  cr 3
  XP 800
  Human fighter 2/ranger 2 
  LG Medium humanoid (human)
  init +1; senses Perception +5
  Defense
  Ac 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
  hp 30 (4d10+8)
  fort +8, ref +4, Will +0; +1 vs. fear
  Defensive Abilities bravery +1
  offense
  speed 20 ft.
  melee mwk longsword +7 (1d8+3/19–20), light spiked shield 
  +5 (1d4+1) 
  ranged light crossbow +5 (1d8/19–20)
  special Attacks favored enemy (humans +2) 
  stAtistics
  str 16, Dex 13, con 14, int 10, Wis 10, cha 12
  base Atk +4; cmb +7; cmD 18
  feats Animal Affinity, Improved Shield Bash, Mounted 
  Combat, Ride-By Attack, Two-Weapon Fighting, Weapon 
  Focus (longsword)
  skills Diplomacy +5, Handle Animal +10, Knowledge (nobility) +3, 
  Linguistics +2, Perception +5, Ride +7, Sense Motive +3
  languages Common, Halfling, Kelish
  sQ track +1, wild empathy +3
  Gear masterwork breastplate, masterwork light spiked steel 
  shield, masterwork longsword, light crossbow with 20 bolts, 
  grooming kit, regal tent, heavy horse (combat trained), 
  breastplate barding, military saddle
  Whether mounted on horses or elephants, the cavalry 
  of Taldor strikes fear into opponents and plays hell with 
  enemy lines and formations. Drawn from the ranks of 
  Taldor’s bearded elite and landed nobles, these riders use 
  the leadership skills developed while running an estate 
  or plantation to direct troop movements and establish a 
  civilized camp.
  tAlDor: PrivAteer 
  cr 2
  XP 600
  Human rogue 3 
  NE Medium humanoid (human)
  init +1; senses Perception +7
  Defense
  Ac 15, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 dodge,  
  +1 shield)
  hp 25 (3d8+12)
  fort +4, ref +4, Will +2
  Defensive Abilities evasion, trap sense +1
  offense
  speed 30 ft.
  melee short sword +4 (1d6+2/19–20)
  ranged mwk hand crossbow +4 (1d4/19–20)
  special Attacks sneak attack +2d6
  stAtistics
  str 15, Dex 13, con 16, int 10, Wis 12, cha 8
  base Atk +2; cmb +4; cmD 16
  feats Athletic, Dodge, Skill Focus (Acrobatics)
  skills Acrobatics +10, Appraise +4, Climb +10, Intimidate +5, 
  Knowledge (local) +5, Knowledge (nature) +2, Linguistics +6, 
  Perception +7, Profession (sailor) +7, Stealth +5, Swim +10
  languages Common, Kelish, Osiriani, Vudrani
  sQ rogue talents (ledge walker), trapfinding +1
  Gear leather armor, masterwork buckler, masterwork hand 
  crossbow with 20 bolts, short sword, harrow deck
  As contractor-pirates for a specific nation, privateers 
  enjoy safety and a guaranteed market for whatever goods 
  they “liberate” from enemy ships. Even with this official 
  backing, few privateers serve as tireless patriots; the vast 
  majority lie, cheat, and murder as a way of life, with their 
  letter of marque serving only as a convenient window 
  dressing for antisocial tendencies.
  tenGu: feAthereD KinG 
  cr 3
  XP 800
  Tengu rogue 4
  NE Medium humanoid (tengu) (Pathfinder RPG Bestiary 263)
  init +4; senses low-light vision; Perception +8
  Defense
  Ac 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  hp 26 (4d8+8)
  fort +3, ref +9, Will +4
  Defensive Abilities evasion, trap sense +1, uncanny dodge
  offense
  speed 30 ft.
  melee mwk short sword +8 (1d6+1/19–20), bite +2 (1d3) 
  ranged composite shortbow +7 (1d6+1/×3)
  special Attacks sneak attack +2d6
  stAtistics
  str 12, Dex 18, con 12, int 10, Wis 15, cha 8
  base Atk +3; cmb +4; cmD 18
  feats Skill Focus (Acrobatics), Weapon Finesse
  skills Acrobatics +13, Appraise +4, Climb +7, Disable Device +8, 
  Knowledge (local) +7, Knowledge (nobility) +1, Linguistics +9, 
  Perception +8, Sleight of Hand +10, Stealth +12, Survival +4, 
  Use Magic Device +6
  languages Common, Goblin, Halfling, Kelish, Tengu, Varisian
  sQ gifted linguist, rogue talents (fast stealth, ledge walker), 
  swordtrained, trapfinding +2, trap sense +1, uncanny dodge
  combat Gear potion of cure moderate wounds, potions of jump 
  (3), smokesticks (2); other Gear masterwork chain shirt, 
  masterwork short sword, composite shortbow (+1 Str) with 
  20 arrows, cloak of resistance +1, climber’s kit, grappling 
  hook, silk rope (100 ft.), thieves’ tools, tindertwigs (5)
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  Many cities play host to an infestation of avian tengu. Their 
  leaders are often skilled rogues, able to run silently across 
  rooftops and working as thieves, couriers, and spies. 
  urGAthoA: fetiD Almoner 
  cr 2
  XP 600
  Human cleric of Urgathoa 3 
  NE Medium humanoid (human)
  init +0; senses Perception +2
  Defense
  Ac 16, touch 10, flat-footed 16 (+6 armor)
  hp 22 (3d8+9)
  fort +8, ref +1, Will +5
  offense
  speed 20 ft.
  melee mwk scythe +5 (2d4+1/×4)
  special Attacks channel negative energy 2/day (DC 10, 2d6)
  Domain spell-like Abilities (CL 3rd; concentration +5)
  5/day—bleeding touch, strength surge +1
  spells Prepared (CL 3rd; concentration +5)
  2nd—bull’s strengthD, ghoul hunger (DC 14; Pathfinder 
  Chronicles: Gods and Magic 41), status
  1st—cause fearD (DC 13), cure light wounds, obscuring mist, 
  shield of faith
  0 (at will)—bleed (DC 12), detect magic, resistance, stabilize
  D Domain spell; Domains Death, Strength
  stAtistics
  str 13, Dex 10, con 16, int 12, Wis 15, cha 8
  base Atk +2; cmb +3; cmD 13
  feats Command Undead, Great Fortitude, Weapon Focus 
  (scythe)
  skills Heal +8, Knowledge (religion) +7, Profession (brewer) +8, 
  Sleight of Hand +3, Spellcraft +7
  languages Common, Varisian
  sQ aura
  combat Gear potion of cure light wounds, scroll of contagion; 
  other Gear masterwork breastplate, masterwork scythe, 
  unholy symbol
  In dark, hidden places, Urgathoa’s followers gather for reverie 
  and unspeakable experimentation. Few of their goals, from 
  gluttonous feasts to ascension to undeath, can be accomplished 
  alone, and their indulgences often attract stragglers dissatisfied 
  with their lot in life. Cults in civilized areas grow and fester with 
  phenomenal speed, a unique strength of Urgathoa’s hedonistic 
  faith. The Pallid Princess’s almoners specialize in distributing 
  her gifts to unwitting supplicants, with tainted food and wine 
  being their favorites for the poor, and venereal afflictions to lay 
  low the powerful following close behind.
  ustAlAv: heDGe Witch 
  cr 2
  XP 600
  Human (middle-aged) adept 4
  CN Medium humanoid (human)
  init –1; senses Perception +5
  Defense
  Ac 9, touch 9, flat-footed 9 (–1 Dex)
  hp 10 (4d6–4)
  fort +0, ref +0, Will +7
  offense
  speed 30 ft.
  melee dagger +0 (1d4–2/19–20)
  spells Prepared (CL 4th; concentration +7)
  2nd—see invisibility
  1st—bless, comprehend languages, protection from evil
  0—detect magic, guidance, read magic 
  stAtistics
  str 7, Dex 9, con 8, int 12, Wis 17, cha 13
  base Atk +2; cmb +0; cmD 9
  feats Alertness, Animal Affinity, Brew Potion, Persuasive
  skills Craft (alchemy) +5, Diplomacy +4, Handle Animal +7, 
  Heal +10, Intimidate +7, Knowledge (arcana) +5, Knowledge 
  (history) +5, Knowledge (local) +6, Knowledge (nature) +7, 
  Knowledge (planes) +5, Knowledge (religion) +5, Profession 
  (fortune teller) +7, Profession (herbalist) +7, Ride +0, 
  Spellcraft +5, Stealth +2
  languages Common, Varisian
  sQ summon familiar (cat)
  combat Gear potion of invisibility; other Gear dagger; 
  alchemist’s kit; collection of charms, wards, and unguents; 
  harrow deck; healer’s kit
  Many communities turn to a local dabbler or hedge witch 
  for their inexpensive folk magic, as the powers of clerics and 
  sorcerers are too expensive for them to afford. These minor 
  casters counsel townsfolk on matters of love or weather, mix 
  medicines and potions, expel spirits, create charms, read 
  fortunes, or do anything else that makes ends meet. Hedge 
  witches usually live on the fringes of civilization and are just as 
  often feared as loved by the communities to which they cater.
  vArisiA: sczArni leGbreAKer 
  cr 1
  XP 400
  Human expert 1/warrior 2 
  CN Medium humanoid (human)
  init –1; senses Perception +4
  Defense
  Ac 11, touch 9, flat-footed 11 (+2 armor, –1 Dex)
  hp 20 (3 HD; 1d8+2d10+5)
  fort +4, ref –1, Will +4
  offense
  speed 30 ft.
  melee unarmed strike +4 (1d3+2)
  ranged acid flask +1 (1d6 acid)
  stAtistics
  str 15, Dex 8, con 12, int 9, Wis 10, cha 11
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  2
  base Atk +2; cmb +4 (+6 grapple); cmD 13 (15 vs. grapple)
  feats Improved Grapple, Improved Unarmed Strike, Iron Will
  skills Intimidate +6, Knowledge (geography) +3, Knowledge 
  (local) +3, Perception +4, Sense Motive +5, Stealth +3
  languages Common, Varisian
  combat Gear acid flasks (2), potion of cure light wounds; other 
  Gear leather armor, pocketed scarf
  Not every Varisian is blessed with a silver tongue, and 
  generations of wandering alongside the fearsome Shoanti tribes 
  has gifted the roamers with unusual puissance. With hands 
  large enough to wrap around a man’s throat and legendary 
  fearlessness, the legbreakers of the Sczarni are every bit as 
  effective as, if less subtle than, the organization’s confidence 
  men and smugglers. A quality legbreaker prides himself on 
  personal skill and cultivating a terrifying reputation, and 
  most prefer the use of their bare hands for violence to feed 
  this aura of menace. But ultimately, winning the fight is far 
  more important than how it’s done, and a reputation for dirty 
  fighting frightens just as many shopkeeps.
  vArisiA: sczArni smuGGler 
  cr 1
  XP 400
  Human rogue 2 
  NE Medium humanoid (human)
  init +1; senses Perception +5
  Defense
  Ac 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 11 (2d8+2)
  fort +1, ref +4, Will +0
  Defensive Abilities evasion
  offense
  speed 30 ft.
  melee rapier +1 (1d6/18–20)
  ranged mwk hand crossbow +3 (1d4/19–20)
  special Attacks sneak attack +1d6
  stAtistics
  str 10, Dex 12, con 13, int 14, Wis 10, cha 15
  base Atk +1; cmb +1; cmD 12
  feats Deceitful, Persuasive
  skills Appraise +7, Bluff +9, Diplomacy +9, Disguise +4, Handle 
  Animal +4, Intimidate +9, Knowledge (local) +7, Linguistics +7, 
  Perception +5, Perform (Dance) +7, Profession (smuggler) +5, 
  Sense Motive +5, Sleight of Hand +6
  languages Common, Dwarven, Goblin, Shoanti, Varisian 
  sQ rogue talents (rogue crawl), trapfinding +1
  Gear masterwork leather armor, masterwork hand crossbow 
  with 10 bolts, rapier, forger’s kit
  For a price, these criminals provide all the greased palms and 
  forged papers needed to move anything: drugs, magic items, 
  poisons, and even people. Some call them scum, but the 
  smugglers of the Sczarni see themselves as simple businessfolk, 
  providing a valuable service to the community. These ne’er-do-
  wells seize every opportunity, and more than one client has 
  been jumped by Sczarni thugs.
  WorlDWounD: survivor 
  cr 1/2
  XP 200
  Human barbarian 1 
  CN Medium humanoid (human)
  init +1; senses Perception +2
  Defense
  Ac 14, touch 9, flat-footed 13 (+4 armor, +1 Dex, +1 natural, –2 rage)
  hp 10 (1d12+4)
  fort +5, ref +1, Will +4
  resist cold 2, electricity 2, fire 2
  offense
  speed 30 ft.
  melee mwk greatsword +6 (2d6+6/19–20)
  ranged javelin +2 (1d6+4)
  special Attacks rage (6 rounds/day)
  base statistics When not raging, the survivor’s stats are Ac 16, 
  touch 11, flat-footed 15; hp 8; fort +3, Will +2; melee mwk 
  greatsword +4 (2d6+3/19–20); ranged javelin +2 (1d6+2); str 
  14, con 15; cmb +3, cmD 14; Climb +3
  stAtistics
  str 18, Dex 13, con 19, int 10, Wis 14, cha 8
  base Atk +1; cmb +5; cmD 16
  feats Self-Sufficient, Twisted Flesh (see below)
  skills Acrobatics +2, Climb +5, Heal +5, Intimidate +4, 
  Knowledge (geography) +1, Survival +8
  languages Common, Hallit
  sQ fast movement
  Gear hide armor, javelins (2), masterwork greatsword, demon-
  faced helmet, heavy cloak
  sPeciAl Abilities
  twisted flesh (ex) Surviving the chaos of the Worldwound has 
  left this barbarian more resilient, but hideously deformed. 
  They gain a +1 natural armor bonus, a +1 bonus on 
  Intimidate checks, and cold, electricity, and fire resistance 
  2. They also gain a –1 penalty on all other Charisma-based 
  skills, Charisma checks, and Fortitude saves. See page 151 of 
  the Pathfinder Chronicles Campaign Setting.
  Not all the people of the land once called Sarkoris perished when 
  the Worldwound split open, pouring demons and plague into 
  Golarion’s northern wilderness. Many survived, warped and 
  twisted by the plague and the strange dimensional energies 
  saturating the area. Their descendants skulk about the borders, 
  too insane and hideous to rejoin mankind. Ironically, many of 
  these survivors throw their lot in with the demonic invaders who 
  tainted their ancestors, becoming unholy warriors and haunting 
  the nightmares of Mendev’s paladins. Still others stalk the 
  Worldwound’s demonic host, devouring abyssal flesh to sate an 
  unnatural addiction only they understand.
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  Paizo Staff NPCS
  T
  his chapter is a little different from the previous ones. 
  Paizo’s editor-in-chief James Jacobs runs a Pathfinder game 
  set in and around Sandpoint. Six of the following seven 
  characters are PCs played by members of the Paizo staff; the 
  seventh is one of James’ favorite PCs from another campaign.
  Each of these characters has PC-level gear, not NPC-level gear; 
  each has a +1 CR modifier to account for this extra gear. Unlike 
  the characters in the rest of this book, you can use the characters 
  in this chapter as is if you need a PC in an emergency (while still 
  being able to use them as NPCs if they suit your need). Note that 
  these character builds aren’t optimized—the sorcerer has few 
  attack spells, the barbarian doesn’t wear any armor, and so on. If 
  you look closely, you may also find little things in the stat blocks 
  that don’t have an apparent source—an extra +1 or +2 on some 
  save or skill check resulting from a favorable Harrow reading 
  during the campaign.
  While NPCs normally use the standard array of ability 
  scores, these characters were generated by the classic 4d6-drop-
  the-lowest method. In other words, they’re real PCs with real 
  quirks from an active campaign. They may not have exactly to 
  the gold piece the gear they should have at their level or the 
  average number of hit points, and their skill points may not add 
  up exactly right; that’s because they’re in-progress, organically 
  developed PCs, just like those in your home campaign.
  In the time since this book was planned and art was ordered, 
  new people have joined the Sandpoint campaign. Rob McCreary 
  is Paizo’s new assistant editor, and with him came his character, 
  Imrijka. Imrijka is a half-orc cyphermage from Riddleport, 
  though she was raised among the Shoanti of the Shadde-Quah 
  clan. Ousted from the cyphermages for reasons she is not 
  willing to share (she claims it was racism), Imrijka has come to 
  Sandpoint to study the ruins and artifacts of ancient Thassilon. 
  She hopes to make an extraordinary discovery of some kind 
  that will show the cyphermages that they made a mistake in 
  expelling her. While Imrijka is normally a levelheaded scholar, 
  her half-orc father’s barbarian blood runs hot in her veins, and 
  in moments of great stress, savage rages sometimes overtake 
  her. Imrijka has no memories of what happens during these 
  rages, thinking only that she has blacked out, and would be 
  horrified if she knew the violent truth.
  Another late addition is Tim Nightengale, founder of 
  PaizoCon and long-time Paizo booster. His paladin, Howell 
  Backus Talbot III, hails from a wealthy royal family that owns 
  significant shares in the country’s most prominent trading 
  companies. As a result, Howell benefitted from the finest 
  training and upbringing in Oppara but found the life of royalty 
  rather tedious; what he yearned for was action, adventure, and 
  danger. Howell joined the ranks of the Church of Abadar and 
  was given orders to bring justice to the frontiers of Varisia, where 
  he now pursues smugglers, embezzlers, thieves, murderers, and 
  other uncivilized folk, while investing in local businesses.
  KiriN the heretiC
  Played by James L. Sutter
  Orphaned at a young age by a border dispute between Kyonin 
  elves and crusaders traveling up the River Road, the elf named 
  Kirin was pulled from the ruins of his village by his attackers 
  and forcibly apprenticed to Mendevian demon-hunters near 
  the Worldwound. For several decades, the boy served in sullen 
  slavery under a series of harsh taskmasters, before finally 
  taking his carefully planned vengeance and fleeing the nation, 
  leaving the corpses of his captors in his wake.
  Now fully grown, Kirin is a rarity on Golarion for his 
  religious beliefs—or rather, his lack of them. A staunch atheist, 
  Kirin blames religion and its adherents for the death of his 
  family, rejecting the idea of divine beings entirely. Instead, he 
  posits that clerics and other so-called divine casters are merely 
  sorcerers without the self-confidence to take responsibility 
  for their powers. While he never passes up a chance to preach 
  his heresy or mock those who pay homage to the gods, Kirin 
  also understands that religion is too ingrained in society to be 
  dug out with words alone. This knowledge has led him to his 
  singular mission in life: to pass the Test of the Starstone—and 
  then destroy it.
  To achieve that goal, however, Kirin understands that 
  he’ll need plenty of adventuring experience. Though he is 
  something of a loner, content to hide in a corner and scribble 
  rants in his journal, his recent acquaintance with several 
  of Sandpoint’s dubious “heroes” has brought him just that. 
  While Kirin laughs publicly at the concept of true friendship 
  in a world so twisted and broken, in truth he harbors a 
  secret sense of loyalty and honor which often sees him on 
  the front lines defending the same companions he loves to 
  mock. If asked why he’d so frequently risk life and limb in 
  their defense, Kirin’s only answer would be that, if Ostog is 
  a simpleton, Styrian a know-it-all prat, and Velmarius even 
  more carnally obsessed than the average short-lived human, 
  at least they’re never boring. 
  Kirin is a tall, wiry elf whose only affectation is a bandana 
  worn constantly over his nose and mouth (perhaps to ward 
  off the smell of his surroundings). As befits a tramp who 
  frequently makes his bed in ditches and garbage heaps, Kirin’s 
  clothes and bits of salvaged gear are often filthy, but the well-
  worn swords that balance both sides of his belt keep most folks 
  from commenting. Early mishaps with poisoned traps—the 
  result of earning his roguish skills the hard way, through trial 
  and error—have left him jittery and scarred. His wild eyes 
  constantly watch the sky, and the appearance of any bird tends 
  to startle him, for reasons he chooses not to explain. Of late, 
  his companions have also noticed his disturbing tendency to 
  talk to himself, as if addressing someone only he could hear. 
  Boon: Kirin’s constant and caustic mockery of religion 
  gives allies within earshot a +1 bonus to all saves against 
  divine spells.
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  Kirin the heretic 
  cr 4
  XP 1,200
  Male elf rogue 4
  CN Medium humanoid (elf)
  init +7; Senses low-light vision; Perception +11
  DefenSe
  Ac 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
  hp 34 (4d8+7)
  fort +7, ref +9, Will +8; +1 vs. divine magic, +2 vs. 
  enchantment, +2 vs. mind-affecting effects
  Defensive Abilities evasion, trap sense +1, uncanny dodge; 
  immune sleep
  OffenSe
  Speed 30 ft.
  Melee 2 mwk short swords +8 (1d6+1/19–20) or
  mwk short sword +10 (1d6+1/19–20)
  ranged longbow +8 (1d8/×3)
  Special Attacks sneak attack +2d6
  StAtiSticS
  Str 12, Dex 20, con 14, int 13, Wis 14, cha 6
  Base Atk +3; cMB +4; cMD 19
  feats Combat Reflexes, Two-Weapon FightingB, 
  Weapon FinesseB, Weapon Focus (short sword)
  Skills Acrobatics +11, Climb +6, Diplomacy –1, 
  Disable Device +8, Escape Artist +10, Intimidate 
  +2, Knowledge (dungeoneering) +7, Knowledge 
  (local) +6, Perception +11, Sense Motive +7, 
  Sleight of Hand +10, Stealth +11, Use Magic 
  Device +0
  Languages Common, Elven, Goblin
  SQ elven magic, Harrow boons (+1 
  Perception, +2 vs. mind-affecting 
  effects, +1 Diplomacy), 
  rogue talents 
  (combat 
  oStog the UNSlaiN
  Played by Erik Mona
  The Steaming Sea crashed with thunder the night Ostog the 
  Unslain betrayed Girt Bear-Wearer and was left for dead in the 
  violent waters west of Varisia. The corrupt and arrogant lord of 
  the Linnorm Kings, a thegn with an eye on a local throne and 
  the will to sell out a score of huscarls in the taking of it, Girt 
  Bear-Wearer had beset a final indignity upon his crew as they 
  rowed south for summer’s raiding. When the boatlord had the 
  berserker Snorri Snurlleson whipped for insubordination, 
  the valorous men among the dragonship’s crew arose 
  as one, challenging their leader’s rule and claiming 
  control of the vessel.
  But Girt Bear-Wearer was not known for the employ 
  of valorous men, and so the rebels found few allies 
  among the crew; the revolt that struck like lightning 
  had ended by the final peal of the echoing 
  thunder. Great heroes fell on that day. The 
  twin warriors Bolgi and Bjarni, slayers 
  of the frost wolf Kuldnir, went down in a 
  flurry of swords and handaxes. Brave Hrolf 
  Harfargr, leader of the insurrection and 
  old consort of the Linnorm Queen White 
  Estrid, swung his mighty brand Gnarlfang 
  to drink deep the blood of those loyal to 
  the Bear that day, but an arrow to the eye 
  laid him low. And at the center of the 
  ship, a young oarsman named Ostog 
  took eleven deep cuts to the trunk from 
  the daggers of seven men before toppling 
  into the sea. But as the sagas of Bolgi and 
  Bjarni and Hrolf Harfargr were coming to 
  an end, that of Ostog the Oarsman was 
  just beginning.
  Somehow, Ostog managed to survive 
  nearly a dozen murderous strikes, clinging 
  to life on the turbid sea among the floating 
  corpses of his unfortunate brothers of the 
  oars. By intuition alone Ostog swam directly 
  to shore. By sheer tenacity he powered his 
  way to the coast, his pouring wounds leaving 
  him always one or two strokes away from the 
  final ebb of life. Of all the traitors, Ostog 
  alone emerged upon the solemn shores of 
  Sandpoint. He had survived! If he was to be a 
  hero, as fate and the high seas had decreed, 
  then let him have a hero’s name. Thus Ostog 
  the Oarsman became Ostog the Unslain.
  Within days, Ostog had spent his pitiful 
  savings on wenches and drink at the Rusty 
  Dragon. As he contemplated his grim fate at 
  the bottom of the jug of ale purchased with his 
  rogue, finesse rogue), 
  traits (Exile, History of 
  Heresy), trapfinding +2, 
  weapon familiarity
  combat Gear potion of lesser restoration, black 
  paste poison (2 doses, Fort DC 15, 1d2 Str, 
  1/round for 6 rounds, cure 1); Other Gear 
  studded leather armor, flaming bird-
  headed dagger, masterwork cold iron 
  dagger, longbow with 40 arrows, 
  sap, masterwork short swords (2), 
  antitoxin, backpack, caltrops, chalk 
  (3), creeper poison (7 vials), flint 
  and steel, journal, lamp oil, pen and ink (2 vials), quality 
  hooch (2 bottles), rope, sack, thieves’ tools, torch, 6 gp
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  last few coppers, fate again guided the hero’s way by putting him 
  in the path of the cleric Vorn of Gorum, associate of Sandpoint’s 
  Sheriff Belor Hemlock. Vorn’s contacts have brought a nonstop 
  series of unusual exploits into Ostog’s life. From the exploration 
  of derelict houses along Sandpoint’s periphery and the forlorn 
  caverns beneath the town to investigations of the Devil’s Platter 
  and encounters with the cult of Pazuzu, the ghost of a murderer, 
  and even a battle against his reanimated oar-brothers Hrolf 
  Harfargr and the rest, these increasingly dangerous adventures 
  serve the double purpose of confirming Ostog’s conviction that 
  he cannot be killed and furthering his legend. His bard ally 
  Styrian records Ostog’s every major and minor victory so that no 
  aspect of his remarkable tale is lost to posterity.
  So convinced is Ostog that he cannot die that the young 
  warrior refuses to wear armor of any kind, virtually daring 
  the gods to disprove his theory. Most of the time, Ostog 
  drapes his considerable frame with a deep green cloak 
  marked with an ornate clasp from the northlands. When 
  battle begins, he casts the cloak to the ground, revealing 
  the powerful musculature and trunk-like arms of a born 
  fighter. Dozens of grisly scars—some shockingly deep—
  mar his otherwise appealing bare chest. Still in his early 
  twenties, Ostog wears his long, full blond hair to his 
  shoulders. His forked beard, 
  meticulously trimmed, shows 
  hints of red among the gold.
  Boon: If his attitude is helpful, 
  Ostog the Unslain can share a bit of 
  his “unkillable” defensive technique 
  after a day of training, granting the allied 
  character a +1 dodge bonus to AC—but 
  only when the character wears no armor. 
  OStOG the UnSLAin 
  cr 4
  XP 1,200
  Male human barbarian 4
  CG Medium humanoid (human)
  init +4; Senses Perception +10
  DefenSe
  Ac 11, touch 11, flat-footed 9 (+1 deflection, +2 Dex, –2 rage)
  hp 67 (4d12+20)
  fort +8, ref +3, Will +5
  Defensive Abilities trap sense +1, uncanny dodge
  OffenSe
  Speed 40 ft.
  Melee +1 keen greatsword +11 (2d6+10/17–20)
  ranged shortbow +6 (1d6/×3)
  Special Attacks rage (12 rounds per day), rage powers 
  (intimidating glare, strength surge +4)
  Base Statistics When Ostog is not raging his stats are Ac 13, 
  touch 13, flat-footed 11; hp 59; fort +6, Will +3; Melee +1 
  keen greatsword +9 (2d6+7/17–20); Str 18, con 15; cMB +8; 
  cMD 21; Climb +9, Swim +9
  StAtiSticS
  Str 22, Dex 15, con 19, int 8, Wis 14, cha 14
  Base Atk +4; cMB +10; cMD 23
  feats Diehard, Endurance, Power Attack
  Skills Acrobatics +8 (+12 jump), Climb +11, Diplomacy +4, 
  Intimidate +8, Perception +10, Survival +6, Swim +11
  Languages Common, Skald
  SQ fst movement, traits (Exile, Killer)
  combat Gear alchemist’s fire; Other Gear Gnarlfang (+1 keen 
  greatsword of Hrolf Harfargr), shortbow with 16 arrows, 
  ring of protection +1, antitoxin, blanket, cold weather outfit, 
  fishing hook, flask, grappling hook, holy water, rope, sack, 
  signet ring, torches (5), waterskin, 35 gp
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  Staff NPCs
  SheNSeN
  Played by James Jacobs
  When a group of adventures encountered a small band of drow 
  in the Scar Thicket of Cheliax’s Whisperwood, a furious battle 
  ensued. The only survivor of the battle was a Keleshite druid of 
  Sarenrae named Izorah, and as she sorted through the bloody 
  aftermath, she was mortified to discover the dark elves had 
  among them a young drow child who had perished in the fiery 
  magic Izorah’s group had used. Overwhelmed with grief for her 
  part in the child’s death, Izorah used reincarnate to give the child 
  a second chance at life, restoring her in the form of an aquatic 
  half-elf and naming her Shensen. Izorah then retired from the 
  adventuring life to raise Shensen as her own daughter.
  Shensen, freed of her drow lineage both physically and 
  spiritually, grew up a devout worshiper of Sarenrae, but one day 
  a band of Thrune soldiers tried to claim Izorah’s grove for the 
  Chelish government. Izorah hid Shensen before confronting 
  the soldiers, but in the resulting fight the druid was petrified 
  by a Thrune wizard. Shensen watched from hiding as the 
  mercenaries razed her home and then left, taking Izorah with 
  them as a trophy.
  Shensen spent her years following these events adventuring 
  with an eclectic group of companions (including an artistic 
  monk named Svetlana, a druid named Bandar who traveled 
  with a rather violent gorilla, and even a tengu who fancied 
  himself a pirate). After one unfortunate misadventure ended 
  in a tragic fire in an Egorian marketplace, the group disbanded 
  and Shensen fled to the northwest.
  Shensen has long seethed at the stubbornness and cruelty 
  inherent in Cheliax’s government, and has vowed to take the 
  whole diseased beast apart, one sin at a time. She’s become a 
  specialist in infiltrating Chelish organizations and redeeming 
  them from their evil ways.
  Currently, Shensen enjoys a life filled with comforts and 
  admirers as a well-adored performer in the Chelish Opera 
  (thanks largely to her daring roles involving skilled swordplay 
  or particularly risqué acts). She’s gathered blackmail material 
  on dozens of Kintargo’s nobles, usually by seducing the sons 
  and daughters of the city’s elite or traveling aristocrats and then 
  using the besotted nobles to learn scandalous family secrets. 
  Shensen maintains a strong presence among Cheliax’s black 
  marketers, both to aid her fellow insurgents and to keep her 
  own expensive habits (such as her fondness for exotic drinks, 
  and food for her pet deinonychus, Guttugger). Yet her greatest 
  passion remains her devotion to the reformation of Cheliax. 
  With Shensen’s aid, the Dawnflower’s worshipers have 
  established safe houses and hidden temples throughout 
  Cheliax. All the while, Shensen keeps an eye out for 
  clues to the location of her mother’s statue, hoping to 
  track down whatever Chelish collector claimed the 
  petrified druid so Shensen can return the favor and 
  restore Izorah to life. 
  Although friendly, artistic, and quick-witted, Shensen is 
  prone to impulsive choices and emotional outbursts. She’s 
  easily distracted by things of beauty, particularly brightly 
  colored reptiles or exquisite swords. Her faith is strong, but 
  her true devotions are to her friends, her pet dinosaur, her art, 
  her vices, and her political cause—things that often put her at 
  odds with the tenants of her faith. She enjoys long swims in 
  the open ocean and is particularly frightened of gorillas.
  Boon: Shensen can pull strings for any allies while they 
  adventure in Cheliax. This grants favored access to the 
  Chelish black market—in any city in Cheliax, the base value 
  for available magic items increases by 50% of its typical value.
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  ShenSen 
   
  cr 12
  XP 19,200
  Female aquatic half-elf bard 8/fighter 4 
  CG Medium humanoid (elf, human)
  init +6; Senses low-light vision; Perception +15
  DefenSe
  Ac 28, touch 19, flat-footed 21 (+7 armor, +2 deflection, +6 
  Dex, +1 dodge, +2 natural)
  hp 86 (12 HD; 8d8+4d10+24)
  fort +7, ref +13, Will +5; +1 vs. fear; +2 vs. enchantment; +4 vs. 
  bardic performance, language-dependent, and sonic
  Defensive Abilities bravery +1; immune sleep
  OffenSe
  Speed 30 ft., swim 60 ft.
  Melee Dawnrazor +18/+13 (1d6+9/15–20 plus 1d6 fire) or
  mwk whip +17/+12 (1d3+1 nonlethal)
  Special Attacks bardic performance 25 rounds/day (move 
  action—countersong, dirge of doom, distraction, fascinate, 
  inspire competence +3, inspire courage +2, suggestion)
  Spells Known (CL 8th; concentration +15)
  3rd (4/day)—confusion (DC 20), cure serious wounds, glibness
  2nd (6/day)—blindness/deafness (DC 19), detect thoughts (DC 
  19), invisibility, suggestion (DC 19)
  1st (6/day)—charm person (DC 18), cure light wounds, disguise 
  self (DC 18), grease (DC 18), undetectable alignment
  0 (at will)—dancing lights, detect magic, mage hand, 
  mending, prestidigitation, read magic
  StAtiSticS
  Str 13, Dex 22, con 12, int 15, Wis 7, cha 24
  Base Atk +10; cMB +11; cMD 30
  feats Arcane Strike, Dervish Dance (see below), Dodge, 
  Improved Critical (scimitar), Skill Focus (Diplomacy), Vital 
  Strike, Weapon Finesse, Weapon Focus (scimitar), Weapon 
  Specialization (scimitar), Wind Stance
  Skills Diplomacy +28, Knowledge (local, nobility, religion) +11, 
  Linguistics +7, Perception +15, Perform (dance, sing) +22, 
  Spellcraft +17, Swim +24
  Languages Aquan, Common, Elven, Infernal, Tengu, Tien
  SQ armor training 1, bardic knowledge +4, elf blood, lore 
  master 1/day, multitalented, versatile performance (dance, 
  sing), well-versed
  combat Gear potions of fly (3), wand of haste (15 charges), wand 
  of sound burst (20 charges); Other Gear +3 mithral chain shirt, 
  Dawnrazor (+1 flaming burst mithral scimitar), masterwork 
  whip, amulet of natural armor +2, belt of incredible dexterity 
  +4, headband of alluring charisma +4, pearl of the sirens, ring of 
  feather falling, ring of protection +2, rod of wonder, stone salve 
  (1 dose), earrings (500 gp), noble’s clothing (200 gp)
  SPeciAL ABiLitieS
  Dervish Dance When Shensen uses her scimitar with one hand 
  and her other hand is free, she may use her Dexterity modifier 
  for attack and damage rolls instead of her Strength modifier. 
  See Pathfinder Chronicles: Qadira, Gateway to the East, page 23.
  StyriaN KiNdler
  Played by F. Wesley Schneider
  Raised among the reedmace and reflections of ruins 
  common along the Ardis reach of the Vhatsuntide River, 
  Styrian lived a childhood of hauntings. Born the son of 
  Allishan Kindler, the eldest heiress of a line of once-wealthy 
  and once-esteemed royal scholars, and Blake Thorenly, a 
  solicitor in the shared employ of several declining families 
  in Ustalav’s former capital, Styrian Thorenly came to know 
  and loathe the stately desperation of his family and home 
  city from an early age.
  The first 11 years of his life he spent surreptitiously 
  exploring a wonderland of moldy tomes, shrouded antiques, 
  and dust motes at August House, his family’s home. With 
  the staff long departed, the manor stood largely empty, 
  doors locked and windows shuttered—though not so well 
  that a tenacious youth couldn’t weasel his way in at every 
  opportunity. From his parent’s cramped home converted 
  from the estate’s summer house, Styrian spent most of his 
  days alone, as his father spent weeks away in the nearby 
  city—hardly a 2 hour trek by carriage—and his mother 
  was victimized by chronic illness. What extra silvers the 
  family ever came by typically went to pay for Allishan’s 
  endless march of physicians, who offered such varied and 
  contradictory diagnoses as acute disappointment, persistent 
  lassitude, past-life rejection, and indolent constitution, along 
  with the tonics, liniments, and quack remedies associated 
  with each. At a young age Styrian learned not to comment 
  on his mother’s seemingly miraculous ability to drag herself 
  out of even the deepest fugue whenever he went digging in 
  the vegetable garden or made an attempt to squeeze through 
  the estate’s broken cellar window, her exasperated shouts and 
  insistences momentarily curing her weak coughs and glazed 
  squinting. Any remark on the matter promptly dropped 
  her into a severe relapse and significant depression, which 
  the youth could do little to repair. When his father did visit 
  the dour house, shadowed by the manor’s faded opulence, 
  his return proved instantly detectable, and in the tiny home 
  away from the presumption and procedure of the city, the 
  short man ruled like a tyrant. What love Styrian’s parents 
  might once have shared passed before he could remember it, 
  likely with his mother’s girlish good looks and his father’s 
  cowardly realization that the Kindler family was just as 
  destitute as nearly every other old-blood family in Ardis.
  Fortunately, a strangely skewed beam of light shone on 
  young Styrian in the form of his mother’s sister Ailson, or 
  Aunt A. His parents made a point of not discussing Aunt 
  Ailson’s business, beyond distastefully remarking that she 
  was an author of immoralities and unbelievable romances. She 
  also traveled frequently and for long periods, and innocent 
  queries about her next visit often incited Styrian’s father to 
  snidely remark that he’d likely never see her again. Without 
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  fail, though, early some random morn Aunt A would appear 
  at the house, riding like a man, her hair streaked with one 
  more stripe of gray as if tallying her travels, and bringing 
  some exotic new knickknack for her nephew to treasure. The 
  duration of her visits varied. Should she catch her brother-
  in-law at home, she stayed for tea with the family and to 
  delightedly take part in a duel of cruel civility and half-insults, 
  for which Blake proved endlessly outmatched but ever willing, 
  before departing. Finding her sister and nephew home alone, 
  as she most often did, especially in later years, she would stay 
  at some length and possibly even overnight, regaling them 
  with tales of the fantastic places she’d visited and sights she’d 
  seen. In the dark, though, when the aging sisters thought the 
  boy asleep, they would often whisper of darker things, regrets 
  and tragedies his mother refused to let go.
  On the rarest but most magical occasions, when both 
  his parents were away visiting this doctor or that 
  herbalist and Ailson came upon 
  her brave nephew minded by 
  some doubtful member of his 
  father’s staff, she would dismiss 
  the 
  would-be 
  guardian 
  and 
  spend a day or more at August 
  House. Truly delighting in the 
  boy’s company, Ailson would 
  produce a long metal key, 
  boldly stride up to the manor 
  door, and throw it open with a 
  boom that echoed throughout the 
  entire building. Then she would show 
  him the best treasures still hidden in 
  the house, the most curious books left 
  in the library, and new ways to sneak 
  in without being seen. Afterward she 
  told him stories his mother would have 
  thought him far too young to hear and 
  even let him practice with her razor-
  tipped rapier. When finally she departed—
  always just minutes before his parents’ 
  return and with a kiss-sealed note left 
  for his mother—the fantastic stories 
  and new revelations lingered on in 
  Styrian’s memory and imagination.
  In 4688, having accrued some nameless 
  debt in his business, Styrian’s father sold 
  August House and the family took larger but 
  far draftier apartment rooms in gray Ardis. In 
  the city Styrian grew wiry and cagey, brutally 
  learning to avoid the offers of strangers and 
  the gambols of city urchins in ways that left 
  him bruised and shaken. With his father 
  now capable of returning home nightly, 
  he learned how to disappear in silence and 
  self-control, taking up whatever books and pamphlets he 
  could find as shields behind which to weather the evening 
  hours. His mother faired less well, reacting to the sale of 
  her family home like an amputee severely debilitated by the 
  loss of a limb previously taken for granted. Gradually the 
  doctors started visiting more frequently and they spoke their 
  diagnoses with greater gravity and downcast eyes.
  At the start of his fifteenth year, Styrian’s father conscripted 
  him as a page and messenger for his practice. Although he 
  hated the bleak, three-man office, he delighted in roaming 
  the city, visiting grim estates like ruined castles, and 
  occasionally even running errands to the former royal library. 
  During this time he also began receiving letters from his Aunt 
  Ailson. Although she explained that she wouldn’t be able to 
  visit him at “his father’s home”—only implying it was 
  forbidden—she promised to write from wherever 
  her life took her and encouraged him to do the 
  same, offering detailed instructions as to how 
  she might be reached. With a line 
  to the world beyond faded Ardis, 
  Styrian’s curiosity transformed into 
  a ravenous thing, and hungry for more 
  tales and stories, it unleashed itself upon 
  the bookshops, libraries, and whatever private 
  collections his job and burgeoning charm 
  could grant him even a moment’s access to.
  On his twentieth birthday, Styrian received 
  two invitations: One came from his 
  father, in name still a solicitor but 
  in truth a miserly old man in 
  the business of simultaneously 
  guarding 
  and 
  stealing 
  the 
  coppers of old women. It 
  appointed Styrian the status of 
  junior member in his father’s 
  practice—in truth more a 
  proclamation than a request. 
  The other came from his aunt 
  Ailson, now living in Caliphas, 
  Ustalav’s true capital, who invited him to 
  rent a room there in a building she’d come to 
  own and take up true schooling at the University 
  of Caliphas. His choice proved laughably obvious.
  For the past 10 years Styrian has lived in 
  foggy Caliphas, taking classes on a wide variety 
  of fascinating topics and supplementing his ample 
  education with tales from his aunt’s past, finally revealed 
  to him, as a professional adventurer and former member 
  of the Pathfinder Society. After many seasons of keeping 
  his aunt’s museum of a home and reading her collection 
  of tomes of often-grim journals, Styrian has recently 
  ventured forth on his own. His research into and 
  fascination with the folktales of Varisia have led 
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  him to the Lost Coast in an eager attempt to chronicle the 
  truth of the legendary Sandpoint Devil.
  Boon: After spending a day studying with Styrian, a PC 
  gains a +2 bonus on Knowledge checks made to answer 
  questions about a monster. If the monster is the Sandpoint 
  Devil, this bonus increases to +5.
  StyriAn KinDLer 
  cr 4
  XP 1,200
  Male human bard 4
  NG Medium humanoid
  init +6; Senses Perception +8
  DefenSe
  Ac 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
  hp 25 (4d8+4)
  fort +2, ref +6, Will +4; +2 vs. illusions; +4 vs. bardic music, 
  language-dependent, sonic effects
  OffenSe
  Speed 30 ft.
  Melee +1 longsword +7 (1d8+4/19–20)
  ranged light crossbow +5 (1d8/19–20)
  Special Attack bardic performance 21 rounds/day 
  (countersong, distraction, fascinate [DC 17], inspire 
  competence +2, inspire courage +1)
  Spells Known (CL 4th; concentration +9)
  2nd (2/day)—glitterdust (DC 17), sound burst (DC 17)
  1st (4/day)—cure light wounds, disguise self (DC 16), silent image 
  (DC 16), unseen servant
  0 (6/day)—dancing lights, detect magic, ghost sound (DC 15), 
  mage hand, prestidigitation, read magic
  StAtiSticS
  Str 16, Dex 14, con 12, int 16, Wis 11, cha 20
  Base Atk +3; cMB +6; cMD 18
  feats Arcane Strike, Extra Performance, Improved Initiative
  Skills Acrobatics +6, Appraise +7, Bluff +10, Diplomacy +12, 
  Disable Device +4, Knowledge (arcana) +10, Knowledge 
  (dungeoneering) +8, Knowledge (engineering) +5, Knowledge 
  (geography) +8, Knowledge (history) +8, Knowledge 
  (local) +9, Knowledge (nature) +6, Knowledge (nobility) +6, 
  Knowledge (planes) +8, Knowledge (religion) +8, Linguistics 
  +9, Perception +8, Perform (oratory) +12, Sense Motive +4, 
  Sleight of Hand +6, Spellcraft +9, Stealth +7
  Languages Aklo, Common, Elven, Hallit, Infernal, Orc, 
  Undercommon, Varisian
  SQ bardic knowledge +2, traits (Lore Seeker, Skeptic), versatile 
  performance (oratory), well-versed
  combat Gear wand of cure light wounds (8 charges), wand of 
  cure moderate wounds (18 charges), alchemist fire (2), holy 
  water (4); Other Gear leather armor, +1 longsword, light 
  crossbow with 30 bolts, antitoxin (4), backpack, dark creeper 
  poison (2 doses), ink pen, journal, “milky” potion, signal 
  whistle, silk rope (50 ft.), sunrod (3), thieves’ tools, vials of 
  ink (2), waterskin, wooden holy symbol (Sarenrae), 940 gp
  VelmariUS elazariN
  Played by Jason Bulmahn
  Born in the Chelish capital of Egorian to the minor noble 
  house of Elazarin, Velmarius grew up living a pampered 
  lifestyle. His every need cared for, Velmarius became a man 
  who cares little for work and even less for those who toil for a 
  pittance. When Sameena, his mother, insisted that he receive 
  a formal education, Velmarius scoffed, but he relented under 
  the withering gaze of Lord Kassar, his father, who threatened 
  to disown him should he not become a proper member of 
  the house. Over the next year, Velmarius moved from one 
  school to another, either by his own choice or by that of the 
  headmaster. Finally, after being expelled for the fifth time, 
  Velmarius and his father got into a heated argument. After 
  Lord Kassar beat Velmarius to within an inch of his life, fire 
  erupted from Velmarius’ fingers, nearly immolating his 
  father. Velmarius’s sorcerous powers were revealed. It soon 
  became clear that Velmarius’s blood was not entirely pure, 
  and behind a veil of tears, Sameena confessed to consorting 
  with devils many years ago. Unable to accept such tainted 
  blood in his line, Kassar banished Velmarius, telling him 
  never to return to Egorian if he valued his life. Thus, with 
  only the clothes on his back and the coins in his pouch, 
  Velmarius left Cheliax to find his fate.
  Velmarius is an arrogant, untrusting man who lives by 
  his own personal code. He believes very strongly in social 
  castes and treats those he views as beneath him (which is 
  nearly everyone) with mild disdain. This applies especially 
  to halflings, whom he frequently refers to as the “servant 
  race.” He loathes work of any sort but realizes that without 
  his family wealth, he needs to find some way of earning 
  the coin to support his preferred lifestyle. He has dreams 
  of returning to Cheliax and casting down his father to take 
  his rightful place as the head of the House Elazarin, but 
  such dreams seem impossibly remote. About his mother, 
  he is deeply conflicted. It was her indiscretion that led to 
  his current predicament, but as it is also the source of his 
  power, he is mildly grateful. Velmarius is more than willing 
  to undertake dangerous adventures, so long as they pay well 
  and do not involve too much filth. He can often be found in 
  the arms of buxom bar maidens with a bottle of expensive 
  wine at his side, as these are his most frequent habits. 
  Velmarius knows a great deal about the inner workings of 
  the Chelish aristocracy, but such conversations bore him 
  terribly and serve to do little but remind him of the life that 
  is currently denied him.
  If in civilized lands, Velmarius tends to dress in the 
  fashions common to the Chelish nobility; that is, primarily 
  in red and black. His clothes are of fine make, but they are 
  starting to get a bit threadbare. In the wilds or while out 
  on an adventure, Velmarius dresses to blend in, hoping to 
  avoid trouble while outside the protection of authority. He 
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  is well aware that his homeland does not enjoy the most 
  respected of positions around the world and he is fearful 
  of what self-righteous peasants might do if his heritage or 
  nationality were uncovered. 
  In combat, Velmarius prefers to control the situation 
  through his enchantment spells, particularly charm person 
  and daze monster. If these are ineffective, he quickly shifts to 
  more obvious spells, such as burning hands and magic missile. In 
  either case, he prefers to stay away from the actual fighting, as 
  such crude,  physical exertions are completely beneath him.
  Velmarius is a slight man with a thin frame, attractive 
  despite the haunting gray tone of his eyes, sunken underneath 
  a heavy brow. Although obviously of Chelish stock, his exact 
  heritage is something he keeps to himself, unless he believes 
  it might get him some measure of respect or privilege. Most of 
  the time he simply relies on his wealth, magic, and scathing 
  wit to get his way. 
  Boon: Velmarius is unlikely to have a helpful attitude 
  toward anyone who isn’t a noble (–10 penalty on checks to 
  improve his attitude beyond friendly if the acting character 
  is not a noble), though someone willing to appeal to his 
  baser interests can get past this. Most of the “help” he 
  provides is critiquing an ally PC’s manners and speech; 
  after a day of “instruction,” the PC’s attempts at Diplomacy 
  and Intimidate improve so his target’s attitude only 
  decreases toward him if he fails by 6 or more. Velmarius 
  may be willing to negotiate on behalf of a less-skilled 
  PC, though in the interest of saving time he may 
  simply cast charm person on the target.
  VeLMAriUS eLAzArin  
  cr 4
  XP 1,200
  Male human sorcerer 4 
  LN Medium humanoid (human)
  init +4; Senses Perception +5
  DefenSe
  Ac 13, touch 12, flat-footed 11 (+1 armor,  
  +2 Dex)
  hp 20 (4d6+4)
  fort +2, ref +3, Will +5; +2 vs. poison
  resist fire 5
  OffenSe
  Speed 30 ft.
  Melee dagger +4 (1d4–2/19–20) 
  ranged light crossbow +4 (1d8/19–20) 
  Bloodline Spell-Like Abilities (CL 4th; 
  concentration +8)
  7/day—corrupting touch
  Spells Known (CL 4th; concentration +8)
  2nd (4)—daze monster (DC 16)
  1st (7)—burning hands (DC 15), charm person (DC 
  17), magic missile, protection from good
  0 (at will)—acid splash, detect magic, light, mage 
  hand, message, prestidigitation
  Bloodline infernal
  StAtiSticS
  Str 7, Dex 15, con 12, int 14, Wis 12, cha 18
  Base Atk +2; cMB +0; cMD 12
  feats Combat Casting, Eschew Materials, Skill Focus 
  (Diplomacy), Weapon Finesse
  Skills Appraise +6, Bluff +11, Diplomacy +11, Intimidate +10, 
  Knowledge (nobility) +3, Perception +5, Spellcraft +9, Use 
  Magic Device +10
  Languages Common, Halfling, Infernal
  SQ bloodline arcana, traits (Charming, Exile)
  combat Gear potion of cure light wounds, potion of invisibility; 
  Other Gear light crossbow with 20 bolts, dagger, bracers of 
  armor +1, backpack, bottles of fine wine (2), noble’s outfit, 
  rations (3), signet ring, sunrods (3), traveler’s outfit, 24 gp
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  VorN
  Played by Sean K Reynolds
  Vorn has always been strong, even as a child, though never 
  particularly agile. The other children in Sandpoint learned 
  not to tease him about his clumsiness, though some needed to 
  lose a few teeth before getting the idea. He was never a bully, 
  never went out of his way to beat on someone who didn’t ask 
  for it, but he never backed down from a fight, either. The truth 
  is, he liked to fight. He liked the thrill of it, the rush of his 
  heart pounding, the crunch of a rival’s nose under his fist. 
  This didn’t make 
  him feel proud or 
  strong—he 
  knew 
  he was strong, and 
  was proud of it—just 
  content. 
  If 
  people 
  wanted to fight, he’d fight, 
  whether the target was 
  a drifter who spent too much 
  time staring at the local girls, 
  a town drunk causing a ruckus 
  in town, or another man with 
  something to prove.
  Given his strength and proclivity 
  toward violence, he sometimes worked 
  for Sheriff Avertin as part of a posse 
  dealing 
  with 
  Szcarni 
  thugs 
  and 
  other undesirables, and when Sheriff 
  Hemlock took over after Avertin’s 
  murder, Vorn continued this help. 
  It wasn’t until a military priest of 
  Gorum from Magnimar passed 
  through town with a group of 
  soldiers that Vorn realized that 
  the church of Our Lord in Iron 
  was what he was missing in life. 
  After all, he was no simpleton, and 
  no fool, despite what some assumed 
  about him based on his rugged looks and 
  scarred knuckles. He had the drive and insight 
  to focus the essence of battle into true magic, and 
  eventually became a combat priest, wielding a heavy 
  sword that takes down enemies in an even more 
  satisfying way than his bare fists.
  Vorn continued to work for Sheriff Hemlock as 
  an enforcer and informally as a deputy. Though 
  Vorn never aspired to leadership, when the Sheriff 
  had to leave town to deliver his annual report 
  to Magnimar, he left the Gorumite priest 
  in charge of enforcing the law—a duty Vorn 
  has taken to proudly, with much enthusiasm 
  a n d 
  almost no finesse. The recent troubles in Sandpoint have 
  given him ample opportunity to boss around townsfolk and 
  his fellow adventurers. He sees himself as the leader of this 
  band of heroes, though perhaps only Ostog sees it that way; 
  the others may roll their eyes when he insists he’s in charge 
  and makes decisions for the group, and Vorn sees them 
  doing it, but as long as the end result is glorious battle, he 
  is content.
  Boon: Vorn is willing to teach a trusted ally who loves 
  battle a secret prayer to Gorum. Reciting the prayer is a 
  swift action, and gives the speaker a +1 enhancement bonus 
  to melee attacks and combat maneuver checks that rely on 
  Strength. Gorum only answers this prayer for a particular 
  person once per day.
  VOrn 
  cr 4
  XP 1,200
  Male human cleric of Gorum 4
  CN Medium humanoid (human)
  init +1; Senses Perception +5
  DefenSe
  Ac 15, touch 9, flat-footed 15 (+6 armor, –1 Dex)
  hp 31 (4d8+10)
  fort +5, ref +0, Will +6
  OffenSe
  Speed 20 ft.
  Melee mwk greatsword +7 (2d6+4/19–20) 
  Special Attacks channel positive energy 
  4/day (DC 14, 2d6), destructive smite +2 
  (5/day)
  Domain Spell-Like Abilities (CL 4th, 
  concentration +6)
  5/day—strength surge +2
  Spells Prepared (CL 4th, concentration +6)
  2nd—bull’s strengthD, delay poison, lesser 
  restoration, spiritual weapon
  1st—divine favor, magic weapon, remove fear, 
  shield of faith, true strikeD
  0 (at will)—light, mending, stabilize, virtue
  D Domain spell; Domains Destruction, 
  Strength
  StAtiSticS
  Str 17, Dex 9, con 13, int 13, Wis 15, cha 12
  Base Atk +3; cMB +6; cMD 15
  feats Combat Casting, Toughness, Weapon 
  Focus (greatsword)
  Skills Heal +8, Intimidate +4, Knowledge (local) 
  +4, Knowledge (religion) +6, Perception +5
  Languages Abyssal, Common
  traits Favored Son, Reactionary
  SQ aura, traits (Favored Son, Reactionary)
  Gear chainmail, masterwork greatsword, 
  backpack, grappling hook, iron holy symbol, rope, 
  sunrods (2), tindertwigs (2), torches (9), 195 gp
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  zaNdU VorCyoN
  Played by Christopher Carey
  Raised in the orphanage at Sandpoint, Zandu Vorcyon has 
  no memory of his birth parents. Although the records of 
  the orphanage are sealed, a woman there who later adopted 
  Zandu told him his parents were local merchants, killed 
  by a pack of ghouls that once menaced Sandpoint in 
  coordinated attacks with goblin raiders. Thus the thought 
  of both goblins and ghouls fills Zandu with feelings of 
  hate and vengefulness.
  As a youth, Zandu apprenticed in his adoptive father’s smithy, 
  but from an early age, he found more enjoyment in taking off 
  on his own into the nearby wilderness, pretending to hunt 
  ghouls and goblins. As he got older, and the reality of his 
  past gnawed at him, Zandu spent more and more time 
  in the wilds, learning the lay of the local terrain and 
  perfecting his woodcraft and skill with a bow, ever 
  on the lookout for the creatures he holds responsible 
  for the death of his parents. No longer does he feel 
  he is a citizen of Sandpoint, but neither does 
  he feel apart from it. Although his adoptive 
  mother passed away after a wave of deadly 
  sickness swept the town and he never felt 
  close to her blacksmith husband, Zandu 
  still feels protective of the town where 
  he was born and regularly patrols the 
  woods nearby, looking to snipe with 
  an arrow the stray ghoul or goblin 
  that might pass his way.
  Zandu stands at medium height 
  and wears a hooded hunter green 
  cloak that allows him to blend in 
  against his forest haunts. Never 
  without his longbow and a quiver 
  of arrows, he also sports a longsword 
  forged in his adoptive father’s smithy. 
  Albeit a quiet sort, Zandu burns 
  inside with a white-hot intensity that 
  leaves many who encounter him feeling 
  somewhat on edge.
  Despite his apparent solitary nature, 
  Zandu is willing to make friends, as 
  long as they share his goal of hunting 
  undead whenever they’re encountered. 
  Though he finds it hard to admit 
  even to himself, this wiry ranger 
  needs and even craves society, and 
  with his single-minded pursuit 
  ever before him, makes a steadfast 
  companion who always has his 
  friends’ backs when they need him most, 
  regardless of the foe that daunts them.
  Boon: Zandu’s trained eye misses little when it comes to 
  undead. To those he trusts, he may explain the secrets of striking 
  true against undead foes; anyone who spends a day training 
  with Zandu gains a +1 bonus on Bluff, Knowledge, Perception, 
  Sense Motive, Survival checks, attack rolls, and damage rolls 
  against ghasts, ghouls, skeletons, and zombies. This counts as 
  a ranger’s favored enemy bonus and does not stack with any 
  favored enemy bonus he already has against undead.
  zAnDU VOrcyOn 
  cr 4
    
   
          XP 1,200
  Male human ranger 4 
  CG Medium humanoid (human)
  init +3; Senses Perception +8
  DefenSe
  Ac 17, touch 13, flat-footed 14 
  (+4 armor, +3 Dex)
  hp 34 (4d10+8)
  fort +6, ref +7, Will +3
  OffenSe
  Speed 30 ft.
  Melee longsword +5 (1d8+1/19–20)
  ranged +1 longbow +9 (1d8+1/×3)
  Special Attacks favored enemy 
  (undead +2)
  Spells Prepared (CL 1st; 
  concentration +2)
  1st—longstrider 
  StAtiSticS
  Str 13, Dex 17, con 14, int 11, 
  Wis 13, cha 10
  Base Atk +4; cMB +5; cMD 18
  feats Endurance, Point-Blank Shot, 
  Precise Shot, Rapid Shot, Weapon 
  Focus (longbow)
  Skills Climb +7, Handle Animal 
  +7, Knowledge (dungeoneering) 
  +7, Knowledge (local) +3, 
  Knowledge (nature) +7, 
  Perception +8, Stealth +9, 
  Survival +7, Swim +5
  Languages Common
  SQ favored terrain 
  (underground +2), hunter’s 
  bond (companions), track +2, 
  traits (Orphan, Resilient), wild 
  empathy +4
  combat Gear alchemist’s 
  fire (2), holy water; Other 
  Gear masterwork chain shirt, 
  +1 longbow with 20 arrows, 
  longsword, explorer’s outfit, sunrods 
  (2), backpack, 636 gp
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  15. COPYRIGHT NOTICE
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  System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, 
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  51
  NPC	
  CR	
  Page
  Isger: Goblin Chitterback 
  CR 1/2 
  40
  Rahadoum: Atheist Philosopher 
  CR 1/2 
  48
  River Kingdoms: Mercenary Captain CR 1/2 
  48
  Shoanti: Tribesman 
  CR 1/2 
  50
  Worldwound: Survivor 
  CR 1/2 
  53
  Absalom: Gillman Knife Fighter 
  CR 1 
  34
  Belkzen: Orc Berserker 
  CR 1 
  36
  Belkzen: Orc Shaman 
  CR 1 
  36
  Belkzen: Orc Skoll (Worg Rider)  
  CR 1 
  36
  Brevoy: Duelist For Hire 
  CR 1 
  37
  Cheliax: Noble Indiscretion 
  CR 1 
  38
  Cheliax: Scion of Thrune 
  CR 1 
  38
  Galt: Mouthpiece of Revolution 
  CR 1 
  38
  Hermea: Agent of the Enlightenment CR 1 
  39
  Kyonin: Greenscout 
  CR 1 
  42
  Nex: Arclord Historian 
  CR 1 
  45
  Nidal: Umbral Flagellant 
  CR 1 
  46
  Razmiran: Priest of the Third Step 
  CR 1 
  48
  Sargava: Chalice Runner 
  CR 1 
  49
  Varisia: Sczarni Legbreaker 
  CR 1 
  52
  Varisia: Sczarni Smuggler 
  CR 1 
  53
  Absalom: Arcanamirium Maven 
  CR 2 
  34
  Absalom: Puddles Thug 
  CR 2 
  34
  Asmodeus: Secret Bureaucrat 
  CR 2 
  35
  Cheliax: Hellknight Armiger 
  CR 2 
  37
  Geb: Blood Lord Bureaucrat 
  CR 2 
  39
  Isger: Golden Erinyes Novice 
  CR 2 
  40
  NPC	
  CR	
  Page
  Jalmeray: Monk of Untwisting Iron 
  CR 2 
  41
  Katapesh: Okeno Slaver 
  CR 2 
  41
  Katapesh: Zephyr Guard 
  CR 2 
  41
  Lamashtu: Pernicious Priestess 
  CR 2 
  42
  Lastwall: Cavalry Officer 
  CR 2 
  43
  Linnorm Kings: Raider  
  CR 2 
  43
  Mediogalti Island: Vernai Negotiator CR 2 
  44
  Mendev: Wardstone Inquisitor 
  CR 2 
  44
  Molthune: Canorate Officer 
  CR 2 
  44
  Mwangi Expanse: Walkena Cultist 
  CR 2 
  45
  Mwangi Expanse: Walkena Priest 
  CR 2 
  45
  Nirmathas: Fangwood Liberator 
  CR 2 
  46
  Norgorber: Skinsaw Cultist 
  CR 2 
  47
  Qadira: Katheeran Conjurer 
  CR 2 
  47
  Rovagug: Hungering Maw Cultist 
  CR 2 
  49
  Shackles: Stormjammer Pirate 
  CR 2 
  49
  Taldor: Courtier Spy 
  CR 2 
  50
  Taldor: Privateer 
  CR 2 
  51
  Urgathoa: Fetid Almoner 
  CR 2 
  52
  Ustalav: Hedge Witch 
  CR 2 
  52
  Andoran: Eagle Knight 
  CR 3 
  35
  Kyonin: Nightfall Sniper 
  CR 3 
  42
  Osirion: Risen Guardsman 
  CR 3 
  47
  Taldor: Elite Cavalry 
  CR 3 
  51
  Tengu: Feathered King 
  CR 3 
  51
  Boggard: Hopping Warpriest 
  CR 4 
  37
  Irrisen: Rage Worg 
  CR 4 
  39
  Generic NPCs by CR
  51
  
  paizo.com/pathfinder
  ®
  TM
  Printed in China PZO9219
  Scores of Characters!
  S
  ave yourself some number crunching and use this collection of 91 fully statted 
  and ready-to-run nonplayer characters. Whether you need a veteran Pathfinder, an 
  eccentric Red Mantis assassin, an undead-hating Nexian mage, or just a rough-and-
  tumble thug, this book does the dirty work for you! Characters in this book include:
  ► 
  Thirty unique NPCs native to the myriad nations of Golarion, with illustrations, 
  histories, complete stat blocks, and special boons for PCs who befriend them. While 
  they bear flavor and history tied to their homelands, all 30 NPCs may appear in any 
  part of the world, and in any setting—use them as mentors, allies, cohorts, or sworn 
  enemies of your PCs.
  ► 
  More than 50 nameless NPC stat blocks, custom designed for maximum utility in 
  your game, including raiders from the Lands of the Linnorm Kings, Katapeshi slavers, 
  spider-riding goblins, Gillmen knife fighters, and evil cultists. Whether you use 
  them as bosses in low-level adventures or minions for high-level enemies, you’ll 
  save yourself hours of work by putting your own names and faces over these 
  premade NPCs.
  ► 
  Seven adventurer PCs played by Paizo staff members, 
  presented as NPCs with illustrations, histories, stat 
  blocks, and player boons. Use one as a quick premade 
  PC, or drop them all into your campaign as a rival 
  adventuring group!
  Pathfinder Chronicles: NPC Guide is intended for use with the Pathfinder Chronicles 
  campaign setting, but is suitable for any setting using the Pathfinder Roleplaying Game or 
  the 3.5 edition of the world’s oldest roleplaying game.
  
SOURCE: textdata/thevault/Pathfinder/NPCS.pdf