JR05 - Imperial Heroes - Pregenerated Characters
JR05 - Imperial Heroes - Pregenerated Characters
JR05 - Imperial Heroes - Pregenerated Characters
Imperial Heroes
Pregenerated Characters
by Neil Spicer
with the Legendary Games Design Team
Imperial Heroes
Pregenerated Characters
Credits
Author: Neil Spicer
Art: Tanyaporn Sangsnit, Frank Hessefort, and Colby Stevenson
Layout and Design: Timothy K. Wickham and Liz Courts
Legendary Games Team Members: Clinton J. Boomer, Matt Goodall, Jim Groves, Tim Hitchcock, Rob Lazzaretti,
Jason Nelson, Neil Spicer, Russ Taylor, Greg Vaughan, Timothy Wickham, and Clark Peterson
Special Thanks
Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff, and to all the authors of the amazing Jade Regent Adventure
Path!
Imperial Heroes: Pregenerated Characters. Copyright 2013, Legendary Games. All rights reserved.
This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 Edition of the world’s oldest fantasy roleplaying game.
The OGL can be found below.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the
Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
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Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the
Neil Spicer
a challenge to their ownership and is used under Fair Use. copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product designated 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as
as Open Game Content is the statblock of each of the pregenerated characters and their familiars, companions, and/or summoned expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to
eidolons, if any, and the “Advancement” sections of each character, as defined in the Open Game License version 1.0a Section 1(d). indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open
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artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, Imperial Heroes: Pregenerated Characters. Copyright 2013, Legendary Games; Author Neil Spicer.
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2
3
Welcome to Adventure Path Plug-Ins!
When you see the “Adventure Path Plug-In” logo at the top of a Legendary Games product, you can expect it is designed to fit
directly with the themes of a particular Adventure Path campaign. The all-star team of designers here at Legendary Games is
committed to bringing you—the busy GM or player—the absolute best third party support for your Pathfinder campaign. To deliver
on that commitment, we’ve assembled the best of the best of current gaming authors, designers and layout experts so you can feel
comfortable that Legendary Games products will be the most creative, rules-legal, and well-designed content you can find. Though
Adventure Path Plug-Ins all share a theme with a specific Adventure Path campaign, they’re also designed for easy inclusion in your
home game regardless of what campaign you run.
Legendary Games
made of. Each PC also includes a backstory, a trait selection from the specific campaign’s Player’s Guide, some special equipment,
links to how the character fits into the campaign, and some roleplaying tips. To top it all off, each character comes with preselected
choices as they advance in the first few levels, and also include notes about their ultimate design goals so you know what you are
working towards.
Plenty of our products are geared for the hardworking GM, but this one is for every gamer out there. If you are a player, these PCs
should provide endless opportunities for adventure. If you are a GM, you can use these pregenerated characters as NPCs or rival
adventuring parties. And if you play or run Pathfinder Society adventures, with a few tweaks, these PCs will work for you, too.
Power to the players! Now, go roll initiative!
Clark Peterson
Characters
Akobi Thiesson
“I used to think nothing could be more honorable than serving my king, but life
has a way of changing things when you’re looking the other way. House Thiesson
is gone now. It’s just me and my sister. But there’s still honor and purpose in how
we live. So, I’ll look after her and my friends...even if it takes us to the other
side of the world.”
©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
Akobi
Thiesson
Imperial
Heroes
Characters
Jin Thiesson
“I’ve always wanted to see my mother’s homeland—the exotic Far East! Maybe
my brother and I can reconnect with our family there! After all, it’s not like
there’s a life here for us anymore. So, why not see the world and whatever lies
across the horizon? Life’s an adventure, right? That’s what mom and dad always
said, and I intend to live like it!”
©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
Jin
Thiesson
Imperial
Heroes
Advancement
Jin always advances as a rogue, increasing all her existing skill
ranks except Knowledge (local) and Sleight of Hand, which she
alternates with Escape Artist and Use Magic Device. At 2nd
level, she acquires Combat Expertise as a combat trick with her
rogue talent. At 3rd level, she picks up the Improved Feint feat
with a planned progression into Greater Feint to set up her own
©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
Imperial
Heroes
Pregenerated
Characters
Masato Koshin
©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
Masato
Koshin
Imperial
Heroes
Masato Koshin
Male human (Tiun) monk (martial artist) 1 Special Abiltiies
LN Medium humanoid (human) Caravan Guard (Ex) Masato hired on with the
Init +2; Senses Perception +7 Caravan Master to serve as a guard. While
Defense the job pays well, it gives him little chance to
AC 16, touch 16, flat-footed 13 (+2 Dex, +1 scratch his itch for adventure since the caravan
dodge, +3 Wis) rarely ventures into dangerous territory. He
hp 14 (1d8+6) understands why they avoid the more dangerous
Fort +4, Ref +4, Will +5 routes, but it doesn’t stem this desire. Recently,
Offense he told the Caravan Master he's quitting the
Spd 30 ft. job in order to try his hand at adventuring. The
Melee unarmed strike +3 (1d6+2), flurry of blows Caravan Master seemed to understand, and even
+2/+2 (1d6+2), dagger +2 (1d4+2/19–20) gave Masato some good tips on how best to
Ranged dagger +2 (1d4+2/19–20), wushu dart* survive potential challenges. As a result, Masato
+2 (1d3+2) gains a +1 trait bonus on Survival checks, and
Special Attacks flurry of blows, stunning fist (1/ Survival becomes a class skill for him.
day, DC 13) Magical Talent (Ex) From extensive meditation
Spell-Like Abilities (CL 1st; concentration +1) on the runes of the Enlightened One, Masato has
1/day—arcane mark mastered the use of the arcane mark cantrip. He
Statistics may cast that spell once per day as a spell-like
Str 14, Dex 14, Con 14, Int 10, Wis 16, Cha 10 ability (CL 1st).
Base Atk +0; CMB +2; CMD 18 Hit Points
Feats Dodge, Improved Unarmed Strike, Stunning
Fist, Toughness, Weapon Focus (unarmed strike)
Traits Caravan Guard, Magical Talent
Skills Acrobatics +6, Climb +6, Perception +7,
Sense Motive +7, Stealth +6, Survival +4
Languages Common, Tiun
SQ caravan guard, magical talent
Gear dagger, wushu darts* (10), backpack,
bedroll, flint and steel, inkpen, ink (1 vial),
monk’s outfit, rice paper (10 sheets), scroll case,
trail rations (5 days), waterskin, winter blanket,
7 gp, 7 sp, 10 cp
©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
Scaling the PC
Background: Masato Koshin (muh-SAH-toh koh-SHEN) comes
from a troubled family in the Far East. His parents couldn’t Under a 15-point buy, Masato should reduce his
feed all their children and reluctantly sent Masato to a nearby Constitution and Intelligence by 2. This lowers his
monastery, offering their son as a new acolyte to the monks hit points and Fortitude save by 1 and necessitates
living there. He underwent training in the ways and teachings of the removal of his skill rank in Sense Motive.
the Enlightened One, earning his keep by cleaning and working
at the temple. A natural at unarmed combat, Masato soon
outpaced his fellow brothers in their lessons, rising through the spell. He also picks up skill ranks in Diplomacy, Heal, and
ranks to become a monk rather than a priest. Knowledge (religion). At 3rd level, Masato advances again as a
Masato’s skill and meteoric rise attracted the jealousy of the monk, selecting Combat Reflexes as his bonus feat along with
other students. One of his rivals—a man named Shoji Atando Crushing Blow. He also increases his skill ranks in Acrobatics,
from a family of far greater wealth and prestige—bribed the Climb, Perception, Sense Motive, and Stealth. At 4th level,
monastery’s caretakers to invoke a little-used tradition of he adds another level in cleric, increasing his Wisdom while
sojourn to send Masato away on a personal journey of discovery preparing resistance and magic weapon as his new spells. He also
in the hopes he would die while crossing the arctic. In Masato's raises his skill ranks in Diplomacy and Knowledge (religion)
absence, Shoji expected to exceed the monk's accomplishments, before adding a rank in Escape Artist. Thereafter, Masato
thereby attaining a higher position of authority to further alternates his level advancement between the two classes with the
diminish him upon his return. For the past several years, intention of pursuing Weapon Specialization (unarmed strike)
Masato has wandered the world, widening his perspective of the as a martial artist when he obtains a total of 4 levels in monk.
cultures, people, and natural wonders he’s encountered—all in He discontinues his advancement as a cleric after attaining 6th
an effort to attain the same perfection as the Enlightened One. level, focusing solely on his monk abilities thereafter. Masato
But his sojourn has finally reached an end and it’s now time for also seeks to upgrade his personal protection with an amulet of
him to return. natural armor, bracers of armor, or a ring of protection as soon as
Physical Description: Dressed in the simple, pale-blue jerkin, possible, using whatever funds he can scrape together from his
breeches, and sandals of a monk dedicated to the Enlightened adventures.
One, Masato appears unassuming and serene, even if a bit
foreign and odd for his sojourn in the west. He stands a modest Roleplaying Ideas
5-foot, 6-inches tall with a thin build weighing just 145 pounds
of pure, lean muscle. He wears his black hair pulled tightly into Masato is particularly finicky about his diet, describing various
a short, eastern-style pony-tail. Each morning when practicing food toxins to those who question him as if they hold the same
his ki, he removes his shirt, displaying the many tattoos on his danger as an actual poison or disease. After becoming a priest,
chest, shoulders, and back—each placed with a single arcane he always casts purify food and drink on anything he's about to
mark. He bears at least two dozen of these symbols, most consume. Even then, he only partakes of food items he believes
representing Tiun runes corresponding to the Enlightened One's will aid his ki.
teachings or an artistic sigil representing a single style of martial In his homeland, Masato belonged to a monastery with
art he's mastered. Since he can only draw one rune per day, it an ancient tradition of sending their followers on multiyear
particularly vexes him if he loses more than one to a dispel effect. sojourns through foreign lands. He believes this helps him
Personality: Masato has the air of a philosopher on the perfect his ki as he finds it necessary to travel and experience all
verge of completing his personal sojourn to make meaning of the natural world has to offer. As such, he relishes opportunities
the universe around him. He often talks in parables to express to climb mountains, swim rivers, and even bathe naked in the
opinions on any given subject, leaving those unable to follow the warming light of the sun.
wisdom of these ramblings no more enlightened by the sharing Masato begins each day practicing the various forms of his
of them. He grows annoyed by anyone too impatient or rushed martial art, often waking others with the sounds of his breathing
to hear him out. In his view, they should either take the time to exercises. Before going to bed, he ends each night with a single
hear the complete lesson he imparts, or they should never have hour of meditation and casts arcane mark to renew any tattoo
asked for his insight in the first place. Masato believes fully in his that's starting to fade. He dislikes interruptions of either activity,
martial art, convinced that once he masters it, the secrets of the sometimes resorting to a Stunning Fist to dissuade anyone
universe will open to him, much as they did for the Enlightened persisting in such behavior.
One. He honors anyone pursuing a similar tradition, whether in
body or mind.
Advancement
Masato multiclasses as a priest of the Enlightened One as soon
as he gains enough experience, adding a level in cleric while
maintaining his favored class as a monk. He selects Healing and
Strength as his domains, preparing orisons of guidance, purify
food and drink, and stabilize. He prepares divine favor and shield
of faith for his 1st level spells and enlarge person as his domain
©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
Imperial
Heroes
Pregenerated
Characters
Caladrel Qoervari
“I don't know what it is about this voice, but it speaks to me...and I’m compelled
to listen. It’s strongest when I’m fighting, as if it guides my hand and channels
my spells in battle. I think it's leading me somewhere…to something. All so I can
accomplish some greater deed. I think it wants me to go with you. And I don't
want to deny it, even if I could.”
©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
Caladrel
Qoervari
Imperial
Heroes
©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
Imperial
Heroes
Pregenerated
Characters
Saroune Anzoletta
“You like this dance? It's called the Weave of Sorrow and I've made my own form
of it. In ancient times, my people would perform it with bladed scarves, nicking
themselves here and there as a means of bloodletting and pain to reflect the
loss they feel for their loved ones. My version uses scrolls instead, but the only
sorrow and bloodletting I perform is upon my enemies.”
©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
Saroune
Anzoletta
Imperial
Heroes
Saroune Anzoletta pen, iron pot, map case, oil (3 flasks), paper (10
Female human (Varis) transmuter (scrollmaster) 1 sheets), sewing needle, soap (1 lb.), spellbook
CG Medium humanoid (human) (all non-enchantment and necromancy cantrips
Init +3; Senses Perception +5 plus her prepared spells plus enlarge person,
Defense feather fall, and protection from evil), sunrods
AC 13, touch 13, flat-footed 10 (+3 Dex) (2), tindertwigs (3), trail rations (5 days),
hp 12 (1d6+6) traveler's outfit, waterskin, whetstone, 1 gp, 1
Fort +2, Ref +3, Will +2 sp, 3 cp
Offense Special Abilities
Spd 30 ft. Dangerously Curious (Ex) Magic has always
Melee scroll blade +3 (1d6/19–20), dagger +3 intrigued Saroune, often leading her to sneak
(1d4/19–20) into laboratories and shrines to tinker with spell
Ranged dagger +3 (1d4/19–20), dart +3 (1d4) components and magic devices. As a result,
Special Attacks friend of the family, scroll blade these activities frequently caused quite a bit of
Arcane School Spell-Like Abilities (CL 1st; damage and headaches for her parents and the
concentration +4) communities they visited. She gains a +1 trait
6/day—telekinetic fist (1d4+1 bludgeoning) bonus on Use Magic Device and it’s always a
Transmuter Spells Prepared (CL 1st; class skill for her.
concentration +4) Friend of the Family (Ex) Saroune has been
1st—burning hands (DC 14), expeditious retreat, close friends with the Mystic Seer's family for
mage armor as long as she's been alive. The Seer's mother
0 (at will)—detect magic, mage hand, ray of frost, asked her to go with her daughter if she ever
read magic went on a long trip. Ever since making this
Opposition Schools Enchantment, Necromancy promise, Saroune's felt a strange sense of
Statistics destiny looming in her future―even thinking
Str 10, Dex 16, Con 14, Int 16, Wis 10, Cha 13 that the Seer's mother is now watching over her
Base Atk +0; CMB +0; CMD 13 shoulder, just as she asked Saroune to watch
Feats Scribe Scroll, Toughness, Weapon Finesse over her daughter. As a result of this eeriness,
Traits Dangerously Curious, Friend of the Family she's able to react to dangerous situations more
Skills Knowledge (arcana) +7, Knowledge quickly than ever. As long as the Mystic Seer
(history) +7, Perception +5, Perform (dance) +2, remains alive, Saroune gains a +1 trait bonus
Spellcraft +7, Use Magice Device +6 on Perception checks, and Perception becomes
Languages Common, Draconic, Goblin, Skall*, a class skill for her. In addition, she gains a +1
Varis trait bonus on all attack rolls against foes who
SQ dangerously curious, friend of the family, threaten her charge.
physical enhancement +1, scroll shield Hit Points
Combat Gear scroll of identify, scroll of shield,
scroll of unseen servant; Other Gear dagger,
darts (5), backpack, bedroll, candles (2), chalk
(3 pieces), hooded lantern, ink (2 vials), ink
©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
Scaling the PC
Background: Saroune Anzoletta ( sah-ROON anz-OH-LET-
tuh) grew up among the magical traditions of the Varis people, Under a 15-point buy, Saroune reduces her Dexterity
traveling the caravan routes from the wild coast to the frozen by 2 and her Charisma by 1. This lowers her AC
north. Though the art of sorcery never manifested in her family's and Reflex saves, as well as any corresponding skill
bloodline, she still yearned to master spellcraft, applying herself scores, by 1.
to learning the more bookish traditions of a wizard instead. She
loves poring over ancient scrolls, deciphering their secrets, and
adding them to her own. An avid dancer as well, she learned a Advancement
means for applying her scrolls to a fighting routine her people
use with bladed scarves. Fueled by magic, she can make her Saroune advances as a wizard every time she gains a new level,
scrolls as sharp as a blade or as rigid as a shield, wielding them in making sure to always increase her ranks in Knowledge (arcana),
a flurry of both dance and martial art. To that end, she's devoted Spellcraft, and Use Magic Device. The latter enables her to
herself to the magical school of transmutation, developing both expand her use of magic to include both arcane and divine spell
her body and her craft into deadly instruments. scrolls, as she prefers to use cure spell scrolls for her scroll blade
Unfortunately, this single-minded pursuit makes Saroune and scroll shield ability so she can heal herself (or an ally) before
a social outcast among her people. She rarely participates in the magic expires. At 2nd level, Saroune adds endure elements
their gatherings anymore because of the demanding study her and magic missile to her spellbook. She also acquires new skill
spellcraft requires. She often lingers in towns they visit, trading ranks in Craft (alchemy), Knowledge (planes), and Linguistics
lore with any wizard willing to satisfy her curiosity. Thereafter, (which lets her master the Tiun language). At 3rd level, she adds
she catches up with her caravan when it suits her, leading to cat's grace and scorching ray to her spellbook. She also learns the
many arguments with her family. Someday, Saroune expects to Combat Expertise feat to better defend herself, and adds new
part ways with her people, taking up the life of an adventurer. skill ranks in Appraise, Knowledge (geography), and Knowledge
To that end, she cultivates relationships with like-minded (history). At 4th level, Saroune increases her Intelligence while
people, surrounding herself with those who can understand and researching glitterdust and levitate for her spellbook. She
appreciate her skills. also picks up skill ranks in Perception, Perform (dance), and
Physical Description: Saroune has the 5-foot, 9-inch frame of Spellcraft. Whenever possible, Saroune purchases new spell
a graceful, willowy dancer. Weighing 155 pounds, she has long, scrolls with her share of any treasure, either adding them to her
dark, auburn hair which she wears long and loose. The unusual spellbook or saving them for use as scroll blades or scroll shields.
color of her golden eyes matches the scattered tattoos along her She also makes judicious use of her Scribe Scroll feat to cut down
arms, shoulders, and legs—her dusky, suntanned skin a living on the expense of such things.
canvass which her decorative corset and long skirt often leave
bare when she travels and dances. While adventuring, Saroune Roleplaying Ideas
always keeps a belt of easily-accessible scroll tubes slung low
around her narrow waist. She keeps a slender dagger there as Saroune has a knack for relating arcane philosophy to everyday
well, though she mainly uses it as a cutting tool rather than a life, quoting spell lessons and arcane allegories as calmly and
weapon. In physical combat, she prefers to keep her distance confidently as a priest citing scripture.
until she gains more consistent power with her scroll blade, For all of Saroune's interest in the ways of magic, it frustrates
throwing darts from a small pouch-like quiver on her hip, or her that the blood of innate sorcery skipped her generation. As
relying on her spells to take down enemies from afar. such, she feels like an outisder among her own people and proves
Personality: Saroune has an aggressive, focused personality, more accepting of other cultures than many among her kind.
especially where it concerns arcane magic. Her interest in spells The Mystic Seer has done a lot to make Saroune feel more at
and eldritch history borders on obsession, causing her to spend ease with her choice to pursue wizardry. As a result, Saroune
an inordinate amount of time studying her spellbooks and would do anything for her and hopes to learn more even arcane
scribing new scrolls. This leaves little room to practice social secrets from the Seer's extensive library.
graces, and even when attempting a conversation on more
mundane topics, she almost always relates them back to the
philosophy of magic. Of course, almost no one gets the point of
her ruminations, only leading to further frustration and social
awkwardness.
©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
Imperial
Heroes
Pregenerated
Characters
Kieyanna Waide
“Some scoff at the power of love, but history is full of stories telling how it
changed the hearts of villains...or inspired the righteous to stand against them.
Love accomplishes what no spell or weapon can. It motivates us to put others
before ourselves. And, when necessary, it leads us to lay down our lives for the
greater good. There's nothing more powerful than that.”
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Kieyanna
Waide
Imperial
Heroes
Advancement
Kieyanna advances as a cleric during her early adventuring
career. At 2nd level, she prepares light and divine favor with
her new spell slots. She also adds skill ranks in Diplomacy,
Knowledge (nobility), and Knowledge (religion). At 3rd level,
she takes the Selective Channeling feat while adding aid, lesser
restoration, and shield other to her prepared spells. She also adds
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Imperial
Heroes
Pregenerated
Characters
Ragnar Bralgweir
“YOU! You will taste the steel of my axe as I cleave that inglorious tongue from
your lying mouth! By the gods, your body shall be cast to the wolves and ravens
so they may take their fill of your carcass and remove your taint from this world
forevermore.” —a declaration of ire from the proud Viking warrior Ragnar just
before he backs up such threats with rage, violence, and deadly effect.
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Ragnar
Barlgweir
Imperial
Heroes
R agnar Bralgweir
Male human (Ulfen) barbarian (invulnerable rager) Special Abilities
1 Suspicious (Ex) Ragnar discovered at an early
CG Medium humanoid (human) age his father routinely lied to him about his
Init +2; Senses Perception +5 mother's death, his own cowardice, and his fear
Defense Ragnar would someday supplant him in their
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Ulfan tribe. This left him quick to question the
Dex, +2 shield) claims of others and now he gains a +1 trait
hp 18 (1d12+6) bonus on Sense Motive checks, and Sense Motive
Fort +5, Ref +2, Will +1 is always a class skill for him.
Offense Younger Sibling (Ex) Ragnar has lived his entire
Spd 30 ft. adult life in the shadow of the Caravan Master,
Melee battleaxe +5 (1d8+4/x3), longsword +5 a person who seems to have the adventure-
(1d8+4/19–20), shortspear +5 (1d6+4) filled lifestyle he's always wanted for himself.
Ranged shortspear +3 (1d6+4), throwing axe +3 While his older “brother” always took care of
(1d6+4) him, he never supported Ragnar's desire to
Special Attacks rage (6 rounds/day), younger become an adventurer―never explaining why,
sibling only saying, “Adventuring can cause a lot of
Statistics pain just as easily as it can bring success and
Str 18, Dex 14, Con 15, Int 8, Wis 12, Cha 8 riches.” Working alongside the Caravan Master,
Base Atk +1; CMB +5; CMD 17 Ragnar developed the same hearty constitution,
Feats Intimidating Prowess, Toughness giving him a +1 trait bonus on Fortitude saving
Traits Courageous, Younger Sibling throws. In addition, he gains a +1 trait bonus
Skills Intimidate +7, Perception +5, Sense Motive on all attack rolls against foes who threaten his
+6, Survival +5 “brother.”
Languages Common, Skall Hit Points
SQ courageous, fast movement, younger sibling
Gear hide armor, heavy wooden shield, battleaxe,
dagger, longsword, shortspear, throwing axe,
ale (1 gallon), backpack, bedroll, belt pouch,
clay jug, cold weather outfit, fishhook, flask
(empty), flint and steel, hammer, hemp rope (50
ft.), tankard, torches (3), trail rations (10 days),
traveler's outfit, waterskin, whetstone, winter
blanket, 24 gp, 13 sp, 16 cp
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Scaling the PC
Under a 15-point buy, Ragnar reduces his Strength
Background: At the age of fourteen, Ragnar Bralgweir (RAG- and Constitution by 1. This lowers his damage
nahr BRAWLG-weyr) discovered his conniving father lied about bonus and Strength-based skill checks by 1, as well.
the murder of his mother—a woman he only married for the Upon attaining his 4th character level, Ragnar
status it provided, allowing the man to become chieftain upon spends his ability score increase on Strength instead
her and her father's death. In a fit of rage, Ragnar killed him with of Constitution.
his bare hands before he could reveal the coward's villainous act.
The trauma of this event drove him to flee the northlands lest his
own people see him as a murderer instead. Wounded and weak masterwork versions of his weaponry and better medium armor
from his escape, he only made it as far as the trade routes leading with whatever treasure he accumulates from his adventures. At
from the mountains into the southlands. Luckily, the Caravan 3rd level, he takes another level in fighter, picking up Dazzling
Master found him and took him in. Adopted by his family, they Display to maximize the ability to intimidate his foes and Shield
grew up together as brothers-in-arms, and Ragnar frequently Focus to enhance his defenses. At 4th level, Ragnar increases
found himself pressed into service as a guard and scout when his Constitution while adding another level in barbarian. He
they ventured north. also selects intimidating glare as his first rage power. Thereafter,
Ragnar has slowly adapted to life outside the wilds, struggling he seeks additional fighter feats for his weapons and shield,
to educate himself on the finer points of civilization. As a favoring such things as Improved Critical, Improved Shield Bash,
result, he prefers the open road or scouting the woods around Shield Master, Shield Slam, Two-Weapon Fighting, and Weapon
town. Occasionally, some need or attraction lures him back. Specialization. He also seeks rage powers such as boasting taunt*,
He's particularly fond of the local tavern, smitten with a young brawler, good for what ails you*, smasher*, and strength surge.
serving maid who works there—not to mention their exceptional
food and stout ale. He hasn't yet made his feelings known and Roleplaying Ideas
fears others would ridicule their relationship if she ever returned
his interest. For now, he defends her honor against anyone taking Ragnar is a simple man of simple tastes. He doesn't care for
liberties with her service—a position which puts him at the flamboyant attention-seekers, charismatic rabble-rousers, or
center of numerous brawls. elaborate gift-givers. He believes a man's actions speak louder
Physical Description: Ragnar is a mountain of a man at than words and sometimes a man's silence does as well. From
6-foot, 5-inches and 255 pounds. Since joining the caravan and afar, he admires those who impress him, supporting them in
traveling through more civilized lands, he's taken care to groom ways which he hopes are obvious and appreciated.
his blonde beard and hair to make himself more presentable He may lack knowledge about more sophisticated cultures, but
than the uncouth youth his adoptive parents discovered in Ragnar is nobody's fool and can see through liars and charlatans
the wilds. Even so, when Ragnar becomes angry, the boldest easily enough. He enjoys putting these untrustworthy folk in
troublemaker can still sense the barbarian raging behind his ice their place, even if it means he has to violate the local law to do
blue eyes. When adventuring, Ragnar carries a veritable arsenal so. He views himself as a hero in these circumstances, taking
of weaponry. He wears a longsword and battle axe strapped to action where others lack the courage or conviction to do so
his back, while keeping a dagger and throwing axe belted at themselves.
his waist. Meanwhile, he still has the shield and spear of his Ragnar struggles with his inner rage and it frightens him
forefathers which he brought out of the frozen north with him. sometimes just how far he takes things when truly stirred to
Despite this heavy load and his rugged chainmail, he still moves anger. Oddly enough, this fear is never a part of him when acting
with the steady purpose of a veteran warrior. on his rage. It only comes later once he's calmed down enough to
Personality: There's no denying Ragnar has a temper, but his rationally review his actions. He sees the way people look at him
closest friends also know he has a soft side, especially where it afterward and it makes him ill-at-ease with himself. Sometimes
concerns wild animals. He takes great inspiration in the raw his own self-loathing gets the best of him and he drowns these
power and intelligence of northern bears, the freedom and agility feelings in ale and stronger spirits at any tavern that'll take his
of eagles, and even the loyalty and savagery of a close-knit pack coin.
of wolves. He translates his belief in the spirits of nature and
the lessons they provide into his everyday life, viewing other
people as fellow animals he either hunts, tests himself against,
or seeks out as possible mates. He doesn't have a self-conscious
bone in his body in this regard and bluntly states whatever is
on his mind, sometimes to the horror or entertainment of his
companions.
Advancement
Ragnar advances as both a barbarian and fighter, selecting
barbarian as his favored class. He always adds skill ranks in
Intimidate, Perception, and Survival with each new level, and
he alternates his remaining skill points among Acrobatics,
Climb, Knowledge (nature), and Swim. At 2nd level, he becomes
a fighter, taking Weapon Focus for his battleaxe. He also seeks
©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
Imperial
Heroes
Pregenerated
Characters
“Nurch am goblin, but not like other goblins. Nurch read and write words of the
longshanks. They teach him be better goblin, more sneaky and stabby. Can steal
other goblins blind now! They never know Nurch am there. Other goblins not like
Nurch. They try kill Nurch, but pretty elf save Nurch. Now Nurch follow pretty
elf so him save her, too.”
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Nurch
the Easily
Overlooked
Imperial
Heroes
©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
Scaling the PC
Background: Nurch (NURCH) the Easily Overlooked hasn't Under a 15-point buy, lower Nurch’s Constitution
had a very pleasant life in his few short years. As the obvious and Intelligence by 2. This reduces his hit points
runt of his goblin tribe, his fellow siblings nearly killed him a and Fortitude save by 1, while also necessitating the
half-dozen times (whether purposefully or by accident) even removal of his skill rank in Knowledge (local) and
before he reached maturity. Even then, they berated and belittled his ability to speak Common.
his contributions to the tribe's advancement, using him more
often as bait or an expendable scout before risking their own
necks in any given enterprise. Oddly enough, Nurch excelled the former to enhance his songs and the latter for the bomb-
in these assignments, but others always took credit for the making abilities. Even so, he keeps ninja as his favored class and
accomplishments he helped foster. frequently returns to it. Whenever possible, Nurch saves up for
Unlike most goblins, Nurch has always held a fascination magic items to boost his Stealth, mobility, and initiative, such
for writing. He often stole books from human towns and as boots of speed, a cloak of elvenkind or potions of cat's grace.
encampments, intrigued by the pattern of letters to convey He also obtains a bag of holding or handy haversack to further
meaning—and even more so if accompanied by pictures to his kleptomaniac tendencies. And he looks for a magic weapon
help him better understand. In time, he taught himself to read, as soon as possible, even paying to have one crafted for him, if
usually by showing torn, moldy pages at night to captives in necessary.
his tribe's holding pens and forcing them to explain the words
to him. Nurch used this information to better understand his Roleplaying Ideas
enemy, helping his tribe target easier victims and avoid capture—
but never revealing how he came by such knowledge. His most Nurch likes to stays up late at night, singing and writing
treasured discovery is actually a set of Tiun scrolls outlining disturbing songs he creates as a way to record each day's events.
the basic tenets of the way of the ninja. It took him many long The goblins in his tribe played lots of practical jokes on one
years to master the language, but the insights it's given him into another, a tradition which Nurch eagerly employs among his
remaining both deadly and unseen have helped him survive far friends, casually slipping slimy things into boots and bedrolls or
longer than any in his tribe would have imagined. flicking sparks from the campfire into a sleeping companion's
Physical Description: Nurch is small even by goblin hair.
standards. He measures just under 3 feet tall and 30 pounds, Nurch loves sharp pieces of metal—not just weapons, but any
most of it in his oversized, melon-shaped head, which he keeps shard or discarded nail will do. He collects bits and pieces from
wrapped in his “ninja mask”—a dark sack he wears like a hood different metallic compositions, saying he plans to have a heroic
with cutout holes for his eyes and ears. He dresses in similar weapon forged from them just like in the legends.
dark clothing, most of it child-sized garments he scavenged from Nothing pleases Nurch more than a good meal. The little
the local junkyard. As ridiculous and ill-fitting as this outfit goblin has an endless appetite and finds every type of cuisine
seems, the wakizashi and shuriken he stole from a Tiun ship run and food source to his liking, regardless of spice or preparation.
aground in the nearby marsh are all too real—a fact he readily He even eats things that would make most folk squeamish, but
demonstrates to anyone foolish enough to discount him and his stops short of eating other goblins or people—provided his
self-taught skills. friends rein him in.
Personality: As a goblin, Nurch has a different view of the
world. From his fascination with alchemist's fire and smokesticks
to his penchant for “borrowing” things which don't belong to
him, he has little understanding of personal property—except
what he views as “mine,” which is apparently anything he can
stuff in his stomach or endless pockets. Mostly a coward at heart,
he prefers to let larger folk engage his enemies first so he can
slip into the fray and strike with a surprise sneak attack. More
rarely, he summons the courage to face an opponent head-on,
usually because they've threatened someone he values as a friend,
surprising almost everyone with his unexpected rage.
Advancement
In his early adventuring career, Nurch adds a new level in ninja
every time he gains enough experience, increasing all his existing
skills by an additional rank. At 2nd level, he selects vanishing
trick as his ninja trick, using it to continually surprise opponents
or as a quick getaway. At 3rd level, Nurch adds the Weapon
Finesse feat to make himself an even deadlier combatant. And,
at 4th level, Nurch increases his Dexterity while also adding
the pressure points ninja trick to enhance his sneak attack. As
he progresses further in his adventuring career, Nurch may
dabble in other classes such as bard or even alchemist, choosing
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JR05
Imperial Heroes
Pregenerated Characters
Neil Spicer won Paizo Publishing’s second annual design Games is Clark’s latest venture—an all-star team of
contest for RPG Superstar in 2009, going on to write authors and designers assembled to bring you the best
the acclaimed Pathfinder adventure module, Realm of third party support for the Pathfinder Roleplaying Game.
the Fellnight Queen. After joining Paizo’s talented pool
of freelancers, he followed that success with consistent Hugo Solis, also known as Butterfrog, found his love for
contributions to their Pathfinder Adventure Paths, RPGs in 1990 when he miraculously encountered the
penning the Kingmaker adventure, Blood for Blood; the Dark Sun boxed set at his local game store—no mean feat
Serpent’s Skull adventure, Sanctum of the Serpent God; in Guadalajara, Mexico! Hugo resides in Mexico with
the gothic-themed vampire adventure called Ashes at his patient wife, who is his toughest art critic, and their
Dawn for Carrion Crown; the pirate-themed adventure two Schnauzers. He followed the dark and bloody career
Island of Empty Eyes for Skull & Shackles; and the finale of a GM, and eighteen years later, began illustrating
for Jade Regent, The Empty Throne. Neil returned to RPG character artwork for the fans on Paizo’s messageboards.
Superstar in 2011 and 2012 as a guest judge, providing Shortly thereafter, he created the award-winning
encouragement and feedback for each of the Top 32 Wayfinder fanzine with Liz Courts as a way to bring the
competitors. He also joined Legendary Games in 2011 Paizo fan community to a whole new level. Hugo now
with the first release of pregenerated characters called does freelance illustration and cartography for many
Gothic Heroes. Neil lives in Charlotte, NC with his wife companies, including Paizo Publishing, 4 Winds Fantasy,
Blai and three girls, Kailey, Hannah, and Bree. Open Design, Rite Publishing, SKR Games, and is now
pleased to join the Legendary Games team of all-stars,
Clark Peterson founded Necromancer Games, Inc., and while secretly hoping they won’t find out the big mistake
has the distinction of being the first person to make they’re making...
use of the Open Game License and release compatible
content for Third Edition with his free, ENnie-award Timothy K. Wickham, swiftly learned that some college
winning adventure, The Wizard’s Amulet. Clark produced students go to Cancun for spring break, while others
a number of key third party products for Third Edition, discover roleplaying games. Tim certainly belongs in the
from the famed Creature Collection with Sword and second group. After finishing his education, he moved
Sorcery Studios, to the indispensible Tome of Horrors to the Pacific Northwest for the coffee and stayed for a
series, and wrote a large number of classic “First Edition career. When he’s not pushing the limits of the print/
Feel” adventures, from The Tomb of Abysthor and Bard’s pixel divide, he enjoys long walks with his pup and quiet
Gate to Rappan Athuk, the world’s deadliest dungeon dinners with his very patient wife, Kate. Tim made his
crawl. Clark had the pleasure of working with Gary professional debut in the game industry with Legendary
Gygax on Necropolis, Flying Buffalo on The Wurst of Games and Open Design. And he’s thrilled for the
Grimtooth’s Traps and the honor of bringing Judges opportunity to give form to the fiction,
Guild’s Wilderlands of High Fantasy and City State while being counted among such
of the Invincible Overlord to the Third Edition rules. prestigious company.
An expert on the Open Game License, Clark has been
a tireless supporter of open gaming. Clark is also an
outspoken advocate for the classic “old school” heart
of gaming. A friend and supporter of Paizo since
its inception, Clark served as a judge for
several years on Paizo’s RPG
Superstar competition.
Legendary