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BARBARIAN (L EVEL 1)

Competitive and brash, Amiri is imposing in armor covered in small trophies Killer When Amiri confirms a critical hit, she deals an additional
from her kills. She speaks little of her past, and only her giant-sized sword amount of damage equal to her weapon’s critical modifier (+2 with
gives any hint about her history. her Large bastard sword or +3 with her shortbow). This additional
damage is added to the final total and is not multiplied by the
AMIRI critical hit multiple itself.
Female human barbarian 1 Large Bastard Sword The sword Amiri carries is difficult for her to
CN Medium humanoid (human) wield because it was created to be swung by a giant. She takes a
Init +1; Senses Perception +5 –2 penalty on attack rolls with the sword (this is already calculated
DEFENSE into her attack bonus). Though a bastard sword can normally be
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) wielded in one hand, Amiri must use two hands because the
hp 15 (1d12+3) sword is sized for a Large creature. The sword deals 2d8 points of
Fort +4, Ref +1, Will +1; +2 vs. fear damage because of its Large size.
OFFENSE Power Attack Before attacking, Amiri may choose to take a –1 penalty
Speed 30 ft. on all melee attack rolls and combat maneuver checks until her next
Melee Large bastard sword +3 (2d8+6/19–20) turn and gains a +3 bonus on melee damage.
Ranged shortbow +2 (1d6/×3)
Special Attacks rage (6 rounds/day) Amiri never fit into the expected gender roles of her tribe, refusing to
STATISTICS be the docile, domestic sort of woman that the Six Bear tribe valued.
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 10 Instead, she insisted on competing with the male warriors of her
Base Atk +1; CMB +5; CMD 16 tribe, and constantly one-upped them. If another hunter brought
Feats Exotic Weapon Proficiency (bastard sword)*, Power Attack back a caribou to feed the tribe, she brought back two. If the man
Skills Climb +5, Handle Animal +4, Intimidate +4, Perception +5, considered the best warrior among them killed four orcs in a raid,
Survival +5; Armor Check Penalty –3 she killed six.
Traits courageous*, killer Though many were secretly impressed by her prowess, other tribes
Languages Common mocked the Six Bears, and the village elders knew that tradition could
SQ fast movement* not be dishonored in such a manner without grave consequences.
Combat Gear acid; Other Gear hide armor, Large bastard sword, Amiri had to die. When the tribe attempted to send her on a suicide
shortbow with 20 arrows, backpack, bedroll, caltrops, flint and mission, however, Amiri refused to fall. Instead, she returned with
steel, hemp rope (50 ft.), shovel, torches (5), trail rations (4), an enormous trophy: a frost giant’s sword. Her former comrades’
waterskin, 14 gp laughter—how could she possibly expect to wield such a huge blade—
* The effects of this ability have already been calculated into and the admission that she’d been sent out to die was too much for
Amiri’s statistics. Amiri. Rage overtook her, and in that blind bloodlust she found a
SPECIAL ABILITIES strength she’d never known she possessed. When the red mists
Rage As a free action, Amiri can go into a rage that makes her deadlier, cleared, the dead members of her hunting party surrounded her.
tougher, and dauntless—but easier to hit. When raging, Amiri’s stats While she was unrepentant for the deaths of the men who
are AC 13; hp 17; Fort +6, Will +3; Melee Large bastard sword +5 preferred to betray her rather than admit her skill, Amiri still
(2d8+9/19–20); Str 22, Con 18; CMB +7; Skills Climb +7. She can rage knew that kin-killing was a crime she could never live down. She
for a total of 6 rounds per day, and can end a rage as a free action. abandoned her people to the cold steppes and tundra and headed
When her rage ends, she loses the 2 hit points she gained from south toward more civilized lands, enjoying the heady rush of
raging, and if this brings her below 0 hit points, she falls unconscious f inally being free of blind tradition. Since then, she has taken to
and begins dying. Ending her rage also makes her fatigued (imparting traveling only with those adventurers and mercenary companies
a –2 penalty to her Strength and Dexterity) for 2 rounds for every who show her proper respect. She values her oversized sword (even
round she spent in a rage, and she can’t rage while fatigued or though she can only truly wield it properly when her blood rage
exhausted. While raging, she can’t use Charisma-, Dexterity-, or takes her), but never speaks of the circumstances that forced her to “Well, you’re a big one. I’ve killed bigger.”
Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride). f lee her homeland. Some things are better left unsaid.
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BARD (L EVEL 1)
Short and well-dressed, Lem always seems to have a smile on his face and Countersong: Lem makes a Perform (wind) skill check. Any
a perfect joke for any situation. He always jumps to support people who are creature within 30 feet (including Lem) that is affected by a sonic
being stepped on. or language-dependent magical attack can use the result in place
of his saving throw. If already under the effect of such an attack, he
LEM gains a new saving throw against it each round, but must use the
Male halfling bard 1 Perform check result.
CG Small humanoid (halfling) Distraction: This works like countersong, but uses a Perform
Init +2; Senses Perception +2 (comedy) check and works against illusion (pattern) or illusion
DEFENSE (figment) magical attacks.
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size) Fascinate: Each creature within 90 feet that can see, hear, and
hp 11 (1d8+3) pay attention to Lem attempts a Will save (DC 14). If it fails, the
Fort +3, Ref +5, Will +3; +2 vs. fear creature sits quietly and observes the performance as long as
OFFENSE it lasts, taking a –4 penalty on skill checks made as reactions,
Speed 20 ft. including Perception checks. A potential threat gives the creature
Melee short sword +3 (1d4–1/19–20) a new saving throw, and an obvious threat automatically ends
Ranged sling +3 (1d3–1) the fascination.
Special Attacks bardic performance 8 rounds/day (countersong, Inspire Courage: Lem and his allies who can hear his performance
distraction, fascinate, inspire courage +1) gain a +1 morale bonus on saving throws against charm and fear
Bard Spells Known (CL 1st; concentration +5) effects and a +1 competence bonus on attack and damage rolls.
1st (2/day)—charm person (DC 15), sleep (DC 15) Spells Lem knows the following spells. For full spell descriptions, see
0 (at will)—dancing lights, detect magic, ghost sound (DC 14), Chapter 10 of the Core Rulebook.
prestidigitation Charm Person: Makes one person within 25 feet Lem’s friend for
STATISTICS 1 hour.
Str 8, Dex 14, Con 14, Int 13, Wis 10, Cha 18 Dancing Lights: Creates torches or other lights.
Base Atk +0; CMB –2; CMD 10 Detect Magic: Detects all spells and magic items within a 60-foot
Feats Weapon Finesse* cone.
Skills Acrobatics +8 (+4 when jumping), Bluff +9, Climb +1, Diplomacy +8, Ghost Sound: Create illusory sounds.
Knowledge (arcana) +6, Knowledge (nobility) +6, Perception +2, Prestidigitation: Perform minor magical tricks.
Perform (comedy) +4, Perform (wind) +8, Sense Motive +4 Sleep: Puts 4 HD of creatures into a magical slumber.
Traits fast talker*, freedom fighter Freedom Fighter Lem gains a +1 trait bonus on any skill check or
Languages Common, Elven, Halfling attack roll made during the process of escaping capture or in
SQ bardic knowledge +1* helping a slave escape bondage.
Combat Gear potion of expeditious retreat, scroll of cure light
wounds, caltrops, smokestick; Other Gear leather armor, short Although Lem was raised in a wealthy household, it was only because “No need to look so glum, everyone!
sword, sling with 10 bullets, backpack, bedroll, flute, hooded he was born a slave. He learned how to say what his superiors wanted I’d hardly call this certain death!”
lantern, scroll case, silk rope (50 ft.), spell component pouch, trail to hear, which secured him less onerous jobs—like playing the f lute
rations (2), waterskin, 2 gp at family gatherings. But when his kin were to be sacrif iced to a
* The effects of this ability have already been calculated into devil, Lem lit a few f ires in the manor and ensured that all of his
Lem’s statistics. half ling kin were safe in the slave’s quarters.
SPECIAL ABILITIES Lem was shocked to see them rush back in a hopeless attempt
Bardic Performance Lem can start a performance as a standard action to aid in extinguishing the f lames. As the place burnt and the
and maintain it each round as a free action. He can perform for half lings bemoaned the loss of their shelter, Lem slipped away,
a total of 8 rounds in a day, and can have only one performance bitter and distraught. Still quick to side with the underdog, Lem
in effect at a time. This ability is described on page 35 of the has learned that his most powerful traits are his optimism and his
Pathfinder RPG Core Rulebook. sense of humor.
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CLERIC (L EVEL 1)
Kyra has sworn her life and sword arm to Sarenrae, vowing to protect the damage. Creatures healed by channeled energy cannot exceed
helpless and to not spare the blade when the time for redemption has passed. their maximum hit point total—all excess healing is lost. Kyra can
channel energy 5 times per day as a standard action that does not
KYRA provoke an attack of opportunity. Kyra can choose whether or not
Female human cleric of Sarenrae 1 to include herself in this effect. She must be able to present her
NG Medium humanoid (human) holy symbol to use this ability.
Init +0; Senses Perception +3 Flame of the Dawnflower When Kyra scores a critical hit with a
DEFENSE scimitar, she deals an additional 2 points of fire damage. Rebuke
AC 14, touch 10, flat-footed 14 (+4 armor) Death Five times per day, Kyra can touch a living creature as a
hp 13 (1d8+5) standard action, healing it 1d4+1 points of damage. She may only
Fort +3, Ref +1, Will +5 use this ability on a creature that is below 0 hit points.
OFFENSE Selective Channeling When Kyra channels positive energy, she can
Speed 30 ft. select up to two creatures within the area of the burst; these targets
Melee scimitar +2 (1d6+2/18–20) are not affected by her channeled energy.
Ranged sling +0 (1d4+2) Spells Kyra can cast the following spells she has memorized. For full
Special Attacks channel positive energy 5/day (DC 12, 1d6 [+1 spell descriptions for these and other spells she can prepare, see
vs. undead]) Chapter 10 of the Pathfinder RPG Core Rulebook.
Domain Spell-Like Abilities (CL 1st; concentration +4) Bless: Grants Kyra and all allies within 50 feet a +1 morale bonus
6/day—rebuke death (1d4) on attack rolls and on saving throws against fear effects.
Cleric Spells Prepared (CL 1st; concentration +4) Cure Light Wounds: Touch a living creature to heal 1d8+1 hit
1st—bless, cure light woundsD, shield of faith points of damage, or touch undead to deal 1d8+1 points of damage.
0 (at will)—detect magic, light, stabilize Detect magic: Detects all spells and magic items within a 60-
D Domain spell; Domains Healing, Sun foot cone.
STATISTICS Light: Touched object shines like a torch for 10 minutes.
Str 14, Dex 10, Con 12, Int 11, Wis 17, Cha 14 Shield of Faith: Touched creature gains a +2 defelction bonus to AC.
Base Atk +0; CMB +2; CMD 12 Stabilize: A living creature within 25 feet that has –1 or fewer hit
Feats Selective Channeling, Toughness* points stabilizes.
Skills Diplomacy +6, Heal +7, Knowledge (religion) +4; Armor Check Spontaneous Casting Kyra can exchange any prepared spell (other
Penalty –2 than an orison or a domain spell) for a cure spell of the same spell
Traits deft dodger*, flame of the Dawnflower level or lower as she casts the spell.
Languages Common, Kelish Sun’s Blessing When Kyra channels positive energy to harm
SQ aura (faint good), spontaneous casting undead creatures, she adds 1 point to the damage dealt (already
Combat Gear scroll of endure elements; Other Gear chain shirt, calculated into her statistics). Undead do not add their channel
scimitar, sling with 10 bullets, backpack, wooden holy symbol, resistance to their saves when she channels positive energy.
waterskin, 6 gp
* The effects of this ability have already been calculated into Kyra was one of the few to survive a brutal raid on her hometown,
Kyra’s statistics. and on the smoking ruins of her village she swore her life and sword
SPECIAL ABILITIES to Sarenrae—the goddess of the sun, redemption, honesty, and
Channel Positive Energy Kyra can release a wave of positive energy healing. Possessed of a fierce will, pride in her faith, and skill with
by channeling divine power through her holy symbol. This energy the scimitar, Kyra has traveled far since that time. Where another
can be used to cause damage to undead creatures or to heal might be consumed by anger and a thirst for revenge, she has instead
living creatures. Channeling energy causes a burst that affects all found peace in the Dawnf lower, and in the belief that if she can
creatures of one type (either undead or living) in a 30-foot radius prevent even one death at evil hands, her own losses will not have
centered on Kyra. Creatures that take damage from channeled been in vain. Though she takes great pleasure in ridding the world of “May the blessings of the Dawnflower shed light
energy may attempt a DC 12 Will saving throw to halve the evildoers, she takes even greater pleasure in redeeming them. on the dark corners of Golarion.”
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DRUID (L EVEL 1)
The gnome Lini has a way with wild creatures, but seems eccentric to Int 2, Wis 12, Cha 6; Feats Weapon Finesse; Skills Perception +5,
people—as evidenced by the bundle of sticks she guards closely. A faithful Stealth +13; SQ link, low-light vision, scent, share spells, tricks
snow leopard, Droogami, stalks near her. (attack [all creatures], come, defend, fetch, guard, heel)
Animal Friend Lini gains a +1 trait bonus on Will saving throws while
LINI an animal is within 30 feet.
Female gnome druid 1 Spell-Like Abilities Because she’s a gnome, Lini can use four spell-
N Small humanoid (gnome) like abilities, each once per day. For full spell descriptions, see
Init +1; Senses low-light vision; Perception +9 Chapter 10 of the Pathfinder RPG Core Rulebook.
DEFENSE Dancing Lights: Creates torches or other lights.
AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size); +4 dodge Ghost Sound: Create illusory sounds.
vs. giants Prestidigitation: Perform minor magical tricks.
hp 11 (1d8+3) Speak with Animals: Allows the caster to talk to animals for 1 minute.
Fort +5, Ref +1, Will +5; +2 vs. illusions Spells Lini can cast the following spells she has memorized. For full
OFFENSE spell descriptions for these and other spells she can prepare, see
Speed 20 ft. Chapter 10 of the Pathfinder RPG Core Rulebook.
Melee sickle –1 (1d4–2) Detect magic: Detects all spells and magic items within a 60-
Ranged sling +2 (1d3–2) foot cone.
Special Attacks +1 on attack rolls against goblinoid and reptilian Entangle: Plants in a 40-foot-radius area within 440 feet of Lini
humanoids entangle creatures that fail their Reflex saving throws (DC 14). This
Gnome Spell-Like Abilities (CL 1st) lasts for 1 minute, and makes the area difficult terrain. Any creature
1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak that moves into the area must immediately attempt a saving throw;
with animals any creature that succeeds at a saving throw against entangle but
Druid Spells Prepared (CL 1st; concentration +4) remains in the area must attempt another saving throw at the end
1st—entangle (DC 14), goodberry of each of Lini’s turns.
0 (at will)—detect magic, know direction, resistance Goodberry: This spell makes 2d4 fresh berries magical. When eaten,
STATISTICS they provide nourishment like a full meal and cure 1 point of damage.
Str 6, Dex 12, Con 16, Int 12, Wis 16, Cha 15 Know Direction: The caster instantly knows which direction is north.
Base Atk +0; CMB –3; CMD 8 Resistance: Grants one creatures touched a +1 bonus on saving throws.
Feats Self-Sufficient* Spontaneous Casting Lini can exchange any prepared spell that is not
Skills Craft (jewelry) +3, Handle Animal +6, Heal +9, Knowledge an orison for a summon nature’s ally spell of the same spell level or
(geography) +6, Knowledge (nature) +8, Perception +9, Spellcraft +5, lower as she casts the spell.
Survival +7; Racial Modifiers +2 Craft (jewelry), +2 Perception Wild Empathy Lini can improve the attitude of an animal using wild
Traits animal friend, devotee of the green* empathy (like how using Diplomacy works with people). Her bonus
Languages Common, Druidic, Gnome, Goblin, Sylvan on this check is +3. She can try influencing a magical beast with an
SQ nature bond (animal companion), nature sense*, wild empathy +3 Intelligence score of 1 or 2, but takes a –4 penalty.
Combat Gear scroll of cure light wounds, scroll of magic fang, acid;
Other Gear leather armor, sickle, sling with 10 bullets, antitoxin, Lini always had a way with wild creatures. More than once, her enclave “Yes, Droogami, they do seem friendly. But let me
belt pouch, mistletoe, spell component pouch, stick collection, was threatened by some great bear or razor-clawed cat, yet each know if you smell trouble.”
sunrods (2), trail rations (2), 13 gp time she soothed the beast and sent it on its way. The snow leopard
* The effects of this ability have already been calculated into Lini’s statistics. Droogami was the first animal to threaten her, but Lini beseeched
SPECIAL ABILITIES the cat to help her instead, and they quickly became companions. In
Animal Companion Lini’s snow leopard animal companion, Droogami, the years since her departure from the Lands of the Linnorm Kings,
has the following statistics: Lini has collected more than a dozen sticks—one from each forest
Size Small; AC 17; hp 11; Fort +4, Ref +8, Will +1; Speed 50 ft.; Melee she has visited. These sticks are a road map of her experiences, and
bite +7 (1d4+1 plus trip), 2 claws +7 (1d2+1); Str 12, Dex 21, Con 13, each holds a wealth of memories for the gnome druid.
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FIGHTER (L EVEL 1)
Noble at heart, and fiercely loyal to his friends, Valeros nevertheless hides longsword, granting him a +1 bonus on all attack rolls made with
such sentiments under a jaded and crass demeanor, frequently observing that this weapon. This bonus has already been added to his stats.
there’s nothing better than ending a day with an evening of hard drinking and Splash Weapons The acid and alchemist’s fire Valeros carries can
a night of soft company. be thrown as a ranged touch attack with a range increment of 10
feet that deals 1d6 points of damage and 1 point of damage to
VALEROS each creature within 5 feet of where the flask hits. This damage
Male human fighter 1 is acid or fire, respectively, and the alchemist’s fire deals another
NG Medium humanoid (human) 1d6 points of fire damage on the next round to a target it hits.
Init +2; Senses Perception +0 Armor Check Valeros’s armor weighs him down when he attempts
DEFENSE physical tasks. He takes a –4 penalty on skill checks with
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) Dexterity- and Strength-based skills. This penalty is already
hp 16 (1d10+6) included for the skills listed in his stat block.
Fort +4, Ref +2, Will +1
OFFENSE Valeros was born on a quiet farm, and grew up dreaming of
Speed 20 ft. adventure and exploration. Though this longing only increased
Melee longsword +3 (1d8+3/19–20), short sword +2 (1d6+1/19–20) or as he grew older, so did the responsibilities of agricultural life.
longsword +5 (1d8+3/19–20) or Finally, just a month before a marriage of convenience to a local
short sword +4 (1d6+3/19–20) farmer’s daughter could lock him into place, Valeros came to the
Ranged shortbow +3 (1d6/×3) realization that the door to a life of adventure was closing for
STATISTICS good. Seized by a desperate need for a larger life than tending to
Str 16, Dex 15, Con 14, Int 12, Wis 10, Cha 11 cattle and corn, Valeros quietly packed up his few possessions and
Base Atk +1; CMB +4; CMD 16 left in the middle of the night.
Feats Toughness, Two-Weapon Fighting, Weapon Focus (longsword) In the years since, Valeros has come a long way from the wide-
Skills Climb +3, Knowledge (dungeoneering) +5, Ride +2, Swim +3; eyed young man who sought only the joy of exploration (and maybe
Armor Check Penalty –4 a pretty girl or three). Life on the road is much harder than the
Traits dirty fighter, indomitable faith bards’ tales suggest, and the adult Valeros has the scars to prove
Languages Common, Varisian it. Discovering himself to be a deft hand with a sword, Valeros
Combat Gear acid, alchemist’s fire; Other Gear scale mail, quickly fell in with the mercenary crowd, learning the dirtier,
longsword, short sword, shortbow with 20 arrows, backpack, grittier facts of warfare. After acting as hired muscle for dozens of
bedroll, crowbar, grappling hook, hemp rope (50 ft.), tankard, different employers, Valeros f inally realized that it was time to go
torch (3), trail rations (2), waterskin, 6 gp into business for himself as an adventurer.
SPECIAL ABILITIES While admittedly not the best at following orders, Valeros is an
Dirty Fighter When Valeros hits while flanking, he deals 1 extremely talented two-blade f ighter, easily earning his keep in
additional point of damage. This damage is added to his base any group through the tenacity and absolute fearlessness—some
damage and is multiplied on a critical hit. might say thoughtlessness—with which he f lings himself into
Indomitable Faith Valeros’s faith in his god is strong, and he gains combat. Despite his reputation as a bruiser and scoff law, Valeros
a +1 bonus on Will saves, which has already been calculated into has picked up a fair bit of education during his travels, and can
his stats. even read (something his “respectable” parents never learned to
Toughness Valeros is particularly hardy and has 3 additional hit do). Valeros takes an easy-come, easy-go approach to life, wealth,
points, which have already been added to his total. and relationships.
Two-Weapon Fighting Valeros fights with a weapon wielded in Though a fan of f ine weapons and creature comforts, Valeros
each hand and can attack with both during the same round when is never without a tankard on his belt (after all, you never know
he makes a full attack. The first melee attack line listed for him when someone might offer you a drink). This vessel also symbolizes
includes all the attacks and appropriate bonuses. Valeros’s devotion to Cayden Cailean, the god of bravery, ale, “For the scar I’ll forgive you;
Weapon Focus Valeros has extensive training in fighting with a freedom, and wine—all things Valeros loves with great passion. for the spilt drink I’ll have your heart.”
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MONK (LEVEL 1)
Dutiful and dedicated to the arts of battle, Sajan is precise in both combat and in a round, and may make attacks of opportunity even when he
interaction. His search for his sister Sajni defines his life. is flat-footed.
Improved Unarmed Strike Sajan’s unarmed strikes don’t provoke
SAJAN attacks of opportunity, and can deal lethal or nonlethal damage
Male human monk 1 as he chooses.
LN Medium humanoid (human) Mobility Sajan gets a +4 dodge bonus to AC against attacks of
Init +2; Senses Perception +5 opportunity caused by his movement.
DEFENSE
AC 14, touch 14, flat-footed 11 (+2 Dex, +1 dodge, +1 Wis) Born into the padaprajna caste of warriors in beautiful Vudra, Sajan
hp 11 (1d8+3) Gadadvara and his twin sister Sajni learned to hold a temple sword
Fort +4, Ref +5, Will +3 before they could walk. Strict padaprajna discipline forged a tight
OFFENSE bond between the twins, who spent even their infrequent times of
Speed 30 ft. rest together, practicing the latest martial techniques taught to them.
Melee flurry of blows +2/+2 (1d6+3) or On their twelfth birthday, the twins were forcefully separated: Sajan
unarmed strike +3 (1d6+4) or went to live with the fighting men of the ghana padaprajna, while
temple sword +3 (1d8+4/19–20) Sajni joined the battling women of the sastra padaprajna. Despite
Ranged shuriken +2 (1d2+3) their separation, the twins continued to meet when they could,
Special Attacks flurry of blows, stunning fist (1/day, DC 11) sparring and joking as they had in childhood.
STATISTICS As the insightful narrative of the Vigrahin Patitraka states, “A
Str 16, Dex 15, Con 14, Int 10, Wis 13, Cha 10 warrior’s life is to war.” Thus it was that Sajan’s lord embroiled himself
Base Atk +0; CMB +3; CMD 17 in a conf lict with a neighbor. Most of the army fielded by Sajan’s
Feats Combat Reflexes, Dodge*, Improved Unarmed Strike, Mobility, lord consisted of conscripts wielding tools of their trades, while the
Stunning Fist valuable padaprajna watched in reserve. The warriors deduced that
Skills Acrobatics +6, Climb +7, Knowledge (nobility) +1, Knowledge they stood on the losing side, but they were duty-bound to fight to the
(religion) +1, Perception +5, Sense Motive +5, Stealth +6 death when instructed. Instead, their lord stole from them the glory
Traits child of the temple*, deft dodger* of battle-death when he sued for peace after his conscripts f led the
Languages Common, Vudrani field. As part of his surrender, the lord gave over half of his sastra
Combat Gear potion of magic fang, potion of mage armor; Other padapranja—including young Sajni.
Gear temple sword, shuriken (35), belt pouch, silk rope (50 ft.), Sajan vowed to be reunited with his sister, and slipped
trail rations (2), wooden holy symbol stealthily into the city of Sumadhadra just in time to see his sister
* The effects of this ability have already been calculated into pass out through the gates. He soon discovered that the traded sastra
Sajan’s statistics. padapranja were loaded onto ships bound for distant Jalmeray.
SPECIAL ABILITIES When he reached Jalmeray’s docks. Sajan learned that his sister
Flurry of Blows Sajan can make a flurry of blows as a full attack. He had signed on as a guard aboard a trading ship bound for a place
can make one additional attack, and takes a –2 penalty on all his called Absalom.
attacks during this round. These attacks can be any combination The desperate young padapranja gained passage to Absalom and,
of unarmed strikes and attacks with monk special weapons. Sajan upon arrival, stared in wonder at the city’s size and splendor. It seemed
uses his monk level as his base attack bonus for these attacks. to him that the strange western barbarians he found himself among
Stunning Fist Once per day before making an attack roll with an could be capable of creating a place so grand. By the time he found his
unarmed strike, Sajan can use this feat. If a foe is damaged bearings, he found himself without leads, for the sheer size of the city
by the attack, it takes damage as normal and must attempt a that so impressed him also made finding his sister nearly impossible.
Fortitude save (DC 11). If it fails, it’s stunned for 1 round (it drops Sajan knows he cannot return to Vudra, for the padapranja there
what it holds, can’t take actions, loses its Dexterity bonus to AC, would execute him as a deserter. He cares not for his home country,
and takes a –2 penalty to AC). however, and continues to seek out any clue that might point him “We could deny this challenge; we could bypass it.
Combat Reflexes Sajan may make up to two attacks of opportunity toward his sister. But by facing the challenge, we grow.”
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PALADIN (L EVEL 1)
A young paladin, Seelah believes she allowed the knight Acemi to die, and Detect Evil As a standard action as often as she wants, Seelah can
wears her hair in the same style in tribute. She hopes to carry on the good detect the presence of evil in a 60-foot cone.
work that Acemi might have done. Power Attack Before attacking, Seelah may choose to take a –1
penalty on all melee attack rolls and combat maneuver checks
SEELAH until her next turn and gain a +3 bonus on melee damage rolls.
Female human paladin of Iomedae 1 Armor Check Penalty Seelah’s armor weighs her down when she
LG Medium humanoid (human) attempts physical tasks. She takes a –5 penalty on skill checks
Init +0; Senses Perception +1 with Dexterity- and Strength-based skills. This penalty is
DEFENSE lower than most characters would take because Seelah has
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield) the armor expert trait.
hp 13 (1d10+3) Aura Seelah has an aura of good equal to her paladin level. It can
Fort +4, Ref +0, Will +3 be detected with the detect good spell.
OFFENSE Code of Conduct If Seelah willingly commits an evil act, she loses
Speed 20 ft. all class features except proficiencies.
Melee longsword +5 (1d8+3/19–20)
Ranged shortbow +1 (1d6/×3) Seelah faced numerous tragedies in her young life. The loss of her
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage) home brought her family to the city of Solku in Katapesh, and there
Paladin Spell-Like Abilities (CL 1st; concentration +3) she lost her family to gnoll raids. At 14, she was orphaned and poor
At will—detect evil on the streets of a strange town, doing what she had to in order to
STATISTICS survive—stealing, mugging, conning travelers, even attempting
Str 16, Dex 10, Con 14, Int 10, Wis 13, Cha 15 to make her way as a young mercenary. Eventually, a band of
Base Atk +1; CMB +4; CMD 14 Iomedaean paladins came to Solku to help defend it against the
Feats Power Attack, Weapon Focus (longsword)* gnoll hordes. Immediately enamored with the shining steel of the
Skills Diplomacy +6, Knowledge (religion) +4, Sense Motive +5, foreign defenders, Seelah stole one of their helmets, a great helm
Survival +2; Armor Check Penalty –5 emblazoned with the image of a golden bird.
Traits armor expert*, poverty-stricken* During the Battle of Red Hail, Seelah realized that one
Languages Common, Osiriani of the bravest knights, a woman named Acemi, fought the
SQ aura (faint good), code of conduct battle without her helm. While holding Solku’s gates, the
Combat Gear holy water; Other Gear scale mail, heavy wooden knight took a mortal wound to the skull, winning the day but
shield, longsword, shortbow, with 20 arrows, sunrod (2), dying of her wound that evening.
backpack, wooden holy symbol, trail rations (4), 13 gp Wracked with guilt, Seelah approached Acemi’s body as
* The effects of this ability have already been calculated into her companions prepared her pyre. They watched silently as
Seelah’s statistics. Seelah placed the stolen helm over the dead woman’s head,
SPECIAL ABILITIES and then climbed onto the pyre beside her. The paladins had
Smite Evil Once per day as a swift action, Seelah can choose one known from the start that Seelah stole the helm, but Acemi had
target in sight to smite. If it’s evil, she adds her Charisma bonus forbidden them from collecting it, hoping the helm would
to her attack rolls and paladin level to damage rolls against it. win the desperate orphan coin enough for a few meals. That
If it’s an outsider with the evil subtype, an evil-aligned dragon, night, the knights of Iomedae took Seelah in. Although she has
or an undead creature, the bonus on the damage roll on the come to terms with Acemi’s death, Seelah still regrets the theft that
first attack increases to 2 points per paladin level. The smite brought her into Iomedae’s arms. As the years passed, Seelah’s guilt
also bypasses the creature’s DR. Seelah also gains a deflection has transformed into a powerful love and faith in her goddess.
bonus to AC equal to her Charisma modifier against the target’s The young paladin wears her hair in Acemi’s style and trains
attacks. The smite lasts until the target is dead or Seelah rests relentlessly in the use of the longsword. In so doing, she hopes to carry
and regains the use of this ability. If Seelah attempts to smite a on the good work that Acemi might have done had she not fallen. It’s “Iomedae is my sight and my strength. She will
nonevil creature, the smite is wasted. the least Seelah feels she can do to make up for the death she caused. guide my sword into the heart of evil!”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
RANGER (L EVEL 1)
A gruff, taciturn loner, Harsk is atypical for a dwarf in that he prefers plains Rapid Reload Harsk can reload his heavy crossbow as a move action.
and forests over dark tunnels in the mountains. Wild Empathy Harsk can improve the attitude of an animal using
wild empathy (like using Diplomacy works with people). His
HARSK bonus for this check is +0. He can try influencing a magical beast
Male dwarf ranger 1 with an Intelligence of 1 or 2, but takes a –4 penalty.
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +6 Harsk is an uncommon dwarf. He enjoys the wide skies of the open
DEFENSE plains more than claustrophobic tunnels, prefers the taste of tea to
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex); +4 dodge vs. giants alcohol, and handles his battles at range rather than in melee. As a
hp 12 (1d10+2) young dwarf, he eschewed the company of his fellows, f inding that
Fort +5, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities few things made him happier than crouching in a tree stand with
OFFENSE his bow, listening to the wind through the forest leaves and waiting
Speed 20 ft. for prey to wander by.
Melee battleaxe +3 (1d8+2/×3) That all changed 20 years ago when his elder brother, a captain
Ranged heavy crossbow +4 (1d10/19–20) named Sigur, led a dwarven war band from Janderhoff against
Special Attacks +1 on attack rolls against goblinoid and orc a small party of raiding giants. Out of affection, Sigur offered
humanoids, favored enemy (giants +2) his less-experienced sibling the chance to come and prove
STATISTICS himself as chief scout and second-in-command. Calm and
Str 14, Dex 16, Con 15, Int 10, Wis 14, Cha 8 peaceful by nature, Harsk turned him down, failing to see
Base Atk +1; CMB +3; CMD 16 (20 vs. bull rush, 20 vs. trip) the honor his brother was doing him until several days
Feats Rapid Reload (heavy crossbow) after the company had departed. Traveling light and fast,
Skills Appraise +0 (+2 to assess nonmagical metals or gemstones), Harsk caught up with his brother quickly—but not quickly
Handle Animal +3, Heal +6, Knowledge (geography) +4, enough. Misjudging the size and skill of the raiding party,
Knowledge (nature) +4, Perception +6 (+8 to notice unusual Sigur had led his band into an ambush, where it was slaughtered
stonework), Stealth +6, Survival +6 (+7 to follow tracks); to the last dwarf.
Racial Modifiers +2 Appraise to assess nonmagical metals or With his brother’s blood still fresh on his hands, Harsk went
gemstones, +2 Perception to notice unusual stonework; Armor mad with rage. That night, he stalked through the giants’ camp
Check Penalty –1 like a vengeful wraith, slaughtering giant after giant with his
Traits killer, resilient* crossbow before melting back into the forest, only to reappear
Languages Common, Dwarven elsewhere and take another victim. When the last giant was left
SQ track +1*, wild empathy +0 gurgling in the dust, Harsk took up his brother’s axe and slipped
Other Gear studded leather, battleaxe, heavy crossbow with 30 bolts, off into the trees, vowing to forever be the voice of justice in
antitoxin, backpack, signal whistle, teapot, trail rations (4), 7 gp the wild places, to keep balance and prevent the sacrif ices of
* The effects of this ability are already calculated into Harsk’s statistics. noble warriors like his brother.
SPECIAL ABILITIES Harsk, like many of his kind, speaks little and has little time
Favored Enemy Against giants, Harsk gets a +2 bonus on weapon for niceties, but there ends most of his connection to dwarven
attack rolls and weapon damage rolls. He also gains a +2 bonus society. Since he was a child, he’s been inclined to keep his own
on Bluff, Knowledge, Perception, Sense Motive, and Survival company, and he prefers to spend his time outdoors, communing
skill checks against giants, and can make Knowledge skill checks with nature, though he occasionally travels alongside others
untrained when identifying giants. whose goals match his own. Uninterested in the beer and ale so
Killer When Harsk confirms a critical hit, he deals an additional strongly associated with dwarves in the minds of human society,
amount of damage equal to his weapon’s critical modifier (+3 Harsk instead drinks pot after pot of strong tea to keep his senses
with his battleaxe or +2 with his heavy crossbow). This additional sharp. While he never lets his brother’s axe out of his sight, he
damage is added to the final total and is not multiplied by the wields it only as a last resort, knowing his true skills lie in the “Gold’s fine, but give me a good hunt and a cup of
critical hit multiplier itself. hunt and striking from darkness. strong tea afterward, and I’m content.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
ROGUE (L EVEL 1)
Never the sharpest knife in the drawer, Merisiel makes up for this by carrying unforgiving of the weak. She gains a +1 trait bonus on Fortitude
at least a dozen of them on her person at any given time. saving throws.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
MERISIEL Low-Light Vision As an elf, Merisiel can see twice as far as humans
Female elf rogue 1 in conditions of dim light.
CN Medium humanoid (elf) Reactionary Merisiel is quick on her feet, and gains a +2 trait bonus
Init +6; Senses low-light vision; Perception +7 on initiative checks.
DEFENSE Trapfinding Merisiel gains a +1 bonus on Perception checks to
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex) locate traps and on Disable Device checks. She can use Disable
hp 10 (1d8+2) Device to disarm magic traps.
Fort +2, Ref +6, Will +1; +2 vs. enchantment Weapon Familiarity Elves are proficient with longbows,
Immune sleep longswords, rapiers, and shortbows, and treat any weapon with
OFFENSE the word “elven” in its name as a martial weapon.
Speed 30 ft. Weapon Finesse With a light weapon, rapier, whip, or spiked chain,
Melee rapier +4 (1d6+2/18–20) Merisiel uses her Dexterity modifier instead of her Strength
Ranged dagger +4 (1d4+2/19–20) modifier on attack rolls.
Special Attacks sneak attack +1d6 Armor Check Penalty Merisiel’s armor weighs her down when she
STATISTICS attempts physical tasks. She takes a –1 penalty on skill checks
Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 10 with Dexterity- and Strength-based skills. This penalty is already
Base Atk +0; CMB +2; CMD 16 calculated into the skills listed in her statistics.
Feats Weapon Finesse*
Skills Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, The elves have a name for elven children unfortunate enough to
Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of be born and raised in human society—the Forlorn. Merisiel is
Hand +8, Stealth +7; Armor Check Penalty –1 one of these. Her parents left her in the care of Varisia’s temple
Traits forlorn*, reactionary* to Calistria. The priests raised her, but she had little patience for
Languages Common, Elven teachers and prayer. Eventually, she left and spent years on the
SQ elven magic*, keen senses*, trapfinding* +1, weapon familiarity streets of Magnimar, earning a living as a freelance thief. When her
Combat Gear acid, alchemist’s fire; Other Gear studded leather, growing reputation as a pincher became inconvenient, she decided
daggers (6), rapier, backpack, hooded lantern, oil (5), silk rope (50 ft.), to seek out new settlements to explore and enjoy.
thieves’ tools, 13 gp Merisiel became a master at stowing away on ships, talking her
* The effects of this ability are already calculated into Merisiel’s statistics. way out of trouble, and f inding her way in new societies. She’s
SPECIAL ABILITIES called dozens of cities home, leaving one for another when her
Sneak Attack If Merisiel can catch an opponent when it is unable companions have outgrown her or she’s outlived them. Faced often
to defend itself effectively from her attack, she can strike a vital with situations where a quick tongue or stealth won’t suff ice to
spot for extra damage. Her attack deals an additional 1d6 points keep her out of trouble, Merisiel has taken to carrying a dozen
of damage anytime her target would be denied a Dexterity knives. When things go wrong with her carefully laid plans (as
bonus to AC (whether the target actually has a Dexterity bonus they almost always seem to do), the knives come out. To date,
or not), or when she flanks her target. Should Merisiel score Merisiel hasn’t met a problem that can’t, in one way or another, be
a critical hit with a sneak attack, this extra damage is not solved with a blade.
multiplied. Ranged attacks can count as sneak attacks only if the Merisiel’s life experiences have taught her to enjoy things to
target is within 30 feet. their fullest as they occur—it’s impossible to tell when the good
Elven Immunities Elves are immune to magic sleep effects and get a +2 times might end. She’s open and expressive, always on the move and
racial saving throw bonus against enchantment spells and effects. working on her latest batch of plots to make easy money. In the end, it
Forlorn Having lived outside of traditional elf society for much of comes down to being faster than everyone else—either on her feet or “If I’ve got a big problem, I cut it into smaller
her life, Merisiel knows the world can be cruel, dangerous, and with her beloved blades. She wouldn’t have it any other way. pieces and most of the time that solves it!”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
SORCERER (L EVEL 1)
Seoni is meticulous, with many long-term plans in mind at all times. She’s Burning Hands: 15-foot cone of fire that deals 1d4 fire damage
bound by codes she doesn’t reveal, and keeps her emotions tightly bottled. to all within (Reflex half).
Color Spray: Stuns creatures within a 15-foot cone, possibly
SEONI also making them blinded or unconscious (Will negates).
Female human sorcerer 1 Detect Magic: Detects all spells and magic items within a
LN Medium humanoid (human) 60-foot cone.
Init +2; Senses Perception +3 Flare: Dazzles a creature within 25 feet (Fortitude negates).
DEFENSE Mage Armor: Gives subject +4 armor bonus for 1 hour.
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge) Magic Missile: Dart of force automatically hits target within
hp 8 (1d6+2) 110 feet, dealing 1d4+1 damage.
Fort +1, Ref +2, Will +3; +2 vs. fear Read Magic: Deciphers magical writing.
OFFENSE
Speed 30 ft. A member of the wanderers known as Varisians, Seoni wears
Melee quarterstaff +0 (1d6) the magical markings of her culture in the elaborate tattoos that
Ranged dagger +2 (1d4/19–20) crisscross her body. But her path wasn’t to be the path of tradition. As
Sorcerer Spells Known (CL 1st; concentration +5) a caravan master’s daughter, she spent much of her youth traveling,
1st (4/day)—mage armor, magic missile and was expected to one day either lead her own caravan or perhaps
0 (at will)—acid splash, detect magic, flare (DC 15), read magic develop a talent for reading the harrow, the fortune-telling cards
Bloodline arcane of her people. One night, while her family camped at the edge of
STATISTICS the mysterious Lurkwood, young Seoni wandered out of sight of her
Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 18 people’s cooking fires. There she found a great white tree, its ancient
Base Atk +0; CMB +0; CMD 13 roots twisted around a ring of rune-carved stone. As she investigated,
Feats Alertness*, Dodge*, Eschew Materials, Spell Focus (evocation)* the tree’s bark fell away, revealing elaborate symbols and images that
Skills Bluff +8, Climb +3, Knowledge (planes) +4, Perception +3, related a brief tale—that of her own short life. Seoni f led, but
Sense Motive +4, Spellcraft +4 returned with her kin soon after to find nothing more than a
Traits courageous*, world traveler* normal old tree and a strange rock.
Languages Common, Varisian Seoni’s runic tattoos play a large role in her identity.
SQ arcane bond* (familiar) Coming from a people where tattoo magic maintains a strong
Combat Gear potion of cure light wounds, scroll of color spray, following, hers are simultaneously a manifestation of her power
scroll of burning hands, smokestick; Other Gear quarterstaff, and a tool to aid in her castings. The sheer number adorning her
dagger, sunrod (5), backpack, trail rations (4) skin, as well as the similar patterns woven into her clothes, are
* The effects of these abilities are already calculated into a mark of status among her tribe—though many of the so-
Seoni’s statistics. called “civilized” residents of Varisia look upon such body
SPECIAL ABILITIES modif ication with distaste.
Arcane Bond Seoni has a familiar—a blue-tailed skink named Despite being a consummate adventurer, Seoni is an enigma
Dragon. Most of its effects are already calculated into her to her compatriots. Quietly neutral on most matters, bound by
statistics. As long as Dragon is within arm’s reach, Seoni gains codes and mandates that she rarely feels compelled to explain,
the Alertness feat (already calculated into her statistics). the sorceress keeps her emotions tightly bottled. Extremely detail
Eschew Materials Seoni can cast any spell with a material component oriented—what the more pugnacious members of her party call
costing 1 gp or less without needing that component. a “control freak”—Seoni is a careful and meticulous planner, a
Spells Seoni knows the following spells or has them as scrolls. For schemer who frequently becomes frustrated by the improvised
full spell descriptions, see Chapter 10 of the Pathfinder RPG Core plans of her more impulsive companions. Despite all of this, Seoni
Rulebook. has stuck by her comrades through numerous tight spots. As with
Acid Splash: Ranged touch attack (+2 to hit, range 25 feet) that so many things, however, if Seoni understands her motivations, “We all choose our paths in life. See to it that
deals 1d3 points of acid damage. she’s keeping that knowledge to herself. yours doesn’t cross mine again.”
©2013 Paizo Publishing, LLC. Permission given to photocopy for personal use only.
WIZARD (LEVEL 1)
A pragmatist, skeptic, and atheist, the self-taught wizard Ezren often comes Hand of the Apprentice As a standard action, Ezren can make a
across as gruff and curmudgeonly, but his mastery of the arcane arts makes single attack with his cane at a range of 30 feet, the weapon
him a valued member of the Pathfinder Society. flying from his hand to strike a foe and then instantly returning
to him. This attack is treated as a ranged attack with a thrown
EZREN weapon, with a +5 bonus to hit. This ability cannot be used to
Male human wizard 1 perform combat maneuvers.
NG Medium humanoid (human) Spells Ezren can cast the following spells (either from memory
Init +2; Senses Perception +1 or from his spellbook). For full spell descriptions of these and
DEFENSE the unprepared spells in his spellbook, see Chapter 10 of the
AC 12, touch 12, flat-footed 10 (+2 Dex) Pathfinder RPG Core Rulebook.
hp 8 (1d6+2) Acid Splash: Ranged touch attack (+2 to hit, range 25 feet)
Fort +3, Ref +2, Will +3; +1 vs. divine spells dealing 1d3 points of acid damage.
OFFENSE Burning Hands: 15-foot cone of fire dealing 1d4 points of fire
Speed 30 ft. damage to all within range (Reflex save for half damage).
Melee mwk cane +1 (1d6) or Detect Magic: Detects all spells and magic items within a 60-foot cone.
dagger +0 (1d4/19–20) Light: Touched object shines like a torch for 10 minutes.
Ranged light crossbow +2 (1d8/19–20) Mage Armor: Subject gains a +4 armor bonus for 1 hour.
Special Attacks hand of the apprentice (7/day; +7 to hit, 1d6 damage) Magic Missile: Dart of force automatically hits target within
Wizard Spells Prepared (CL 1st; concentration +7 [+11 to cast 110 feet, dealing 1d4+1 points of force damage.
defensively])
1st—burning hands (DC 16), magic missile Born to a successful spice merchant in one of Absalom’s more
0 (at will)—acid splash, detect magic, light aff luent districts, Ezren lived a pleasantly safe childhood. He
STATISTICS enjoyed the comforts of a well-to-do family, lived in a neighborhood
Str 10, Dex 14, Con 13, Int 18, Wis 12, Cha 10 relatively safe from crime, and seemed poised for a life of mediocrity.
Base Atk +0; CMB +0; CMD 12 That changed when his father was taken away and charged
Feats Combat Casting*, Great Fortitude*, Spell Focus (evocation)* with heresy by the church of Abadar. Though his father escaped
Skills Appraise +8, Knowledge (arcana) +8, Knowledge (history) +8, excommunication, the damage had been done—his father’s
Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +8, business fell to pieces. Convinced his father was innocent, Ezren
Spellcraft +8 spent his adult life trying to repair his father’s reputation. When
Traits focused mind*, history of heresy* Ezren f inally uncovered irrefutable proof of his father’s guilt and
Languages Common, Draconic, Goblin, Infernal, Osiriani, Terran realized he’d wasted his life on a lie, he turned his evidence over
SQ arcane bond (cane) to the church and said goodbye to his home, his family, and his
Combat Gear scroll of mage armor, tanglefoot bag; Other Gear former life.
dagger, light crossbow with 10 bolts, masterwork cane, backpack, At his advanced age, Ezren knows he’s missed his adulthood, yet
scroll case, spell component pouch, spellbook (contains all 0-level looks forward to discovering the world. His dissatisfaction with
spells; 1st—burning hands, color spray, expeditious retreat, grease, family, religion, and government left him precious little to trust
mage armor, magic missile, sleep), 15 gp but his own intellect—in f ighting for his father’s redemption, he
* The effects of this ability have already been calculated into had become a gifted researcher, scholar, and intellectual. He hoped
Ezren’s statistics. to join one of several prestigious schools of wizardry. Yet time and
SPECIAL ABILITIES time again, he was turned away due to his age. So Ezren was forced
Arcane Bond If Ezren attempts to cast a spell without wielding his to strike out on his own once again.
cane, he must make a concentration check (DC 20 + the spell’s Over the next decade, Ezren studied where he could, picking
level) or lose the spell. Once per day, Ezren may use his cane to up tricks of the wizard’s trade here and there. The combination of
cast any single spell from his spellbook, even if the spell hasn’t arcane study mixed with his worldly experiences has given him an “Some say knowledge flows from sweat and
been prepared, as if he had memorized it that morning. edge over young wizards fresh out of apprenticeship. blood. I prefer a tidier approach.”
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.

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