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JR05 - Imperial Heroes - Pregenerated Characters

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JR05

Make Your Game Legendary!


A set of 8 rules-legal, ready to play, pregenerated 1st level characters created specifically to shine in a Far East-themed
Adventure Path campaign, using 20-point buy method (with notes for 15-point builds), includes advancement notes,
roleplaying tips, and more! Useable by players as PCs, by GMs as NPCs or rival adventurers.

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!

About Legendary Games


Legendary Games is an all-star team of authors and designers, coordinated by Clark Peterson of Necromancer Games,
Inc. Legendary Games uses a cooperative, team-based approach to bring you, the Paizo fan, the best expansion
material for your game. We are gamers and storytellers first, and we believe that passion shows in our products. So
check us out, and Make Your Game Legendary!
Imperial Heroes

Visit us on Facebook and follow us on Twitter @legendary_games.

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.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used
under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
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
The front and back cover, back matter, introduction and Credits page, as well as the background, notes, and roleplaying tips for Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered
each character, and any other part of this product not specifically designated as Open Game Content is not Open Game Content. Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product
No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that
permission. Product Identity.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are
Seection 1(e), and are not Open Content: Legendary Games, the Legendary Games Logo, Adventure Path Plug-In, Imperial Heroes: distributing are Open Game Content.
Pregenerated Characters, as well as all trademarks, registered trademarks, proper names (including the names of each pregenerated 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized
character), dialogue, plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this
designated as Open Game Content are not included in this declaration.) License.
OPEN GAME LICENSE Version 1.0a 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless
Rights Reserved. You have written permission from the Contributor to do so.
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the
“Derivative Material” means copyrighted material including derivative works and translations (including into other computer Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so
languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other affected.
form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach
sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and necessary to make it enforceable.
means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes 15. COPYRIGHT NOTICE
Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
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.
depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based
names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, on material by E. Gary Gygax and Dave Arneson.
locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and The Hypertext d20 SRD. Copyright 2004, Jans W Carton.
any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan
specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by Tweet, Monte Cook, and Skip Williams.
a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor Pathfinder RPG Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material Cook, and Skip Williams.
of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. Pathfinder Roleplaying Game: Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may Pathfinder Roleplaying Game: GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason
only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin
may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K
applied to any Open Game Content distributed using this License. Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams,
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. Skip Williams, Teeuwynn Woodruff.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; Author: Jason Bulmahn
royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; Author: Jason Bulmahn
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Pathfinder Chronicles Campaign Setting. Copyright 2008, Paizo Publishing, LLC. Author: Mike McArtor, et. al.
Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. Jade Regent Player’s Guide. © 2011, Paizo Publishing, LLC; Author: James Jacobs and Patrick Renie.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the Pathfinder Adventure Path #49: The Brinewall Legacy. © 2011, Paizo Publishing, LLC; Author: James Jacobs

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.

Why Pregenerated Characters? I’ll Tell You...


Adventure Path campaigns are designed to provide heroic challenges. That means players participating in those campaigns have
to create a party of PCs able to handle any situation thrown at them by Paizo’s amazing stable of writers. That’s where we come in.
Let those very same writers provide you with the characters you need to succeed, all rules-legal and fully compliant. We guarantee
each character will provide an interesting and unique roleplaying experience, because these pregens are more than just a collection
of stats—they are fully formed character concepts with identities and personalities created by the best in the industry. You’ll find no
cardboard cutouts here. We feel comfortable you can make your own dwarven fighters and elven wizards. But the discriminating
gamer wants more—you want the awesomesauce. Well, here it is. Or, here they are. And each with amazing art by Hugo Solis!
Paizo products have long been as much about story as about combat, and these pregens are no different. But, because of our old-
school gaming pedigree, you can rest assured these PCs can handle themselves in each challenge they’ll face. When it’s time to throw
down, none of these pregens will be stepping to the sidelines. Print these heroes out and double-dip them in the stuff adventures are

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

Adventure Path Plug-In


How We Did It
We created the characters in this product using the “purchase” system for “Destined Empress,” the “Elven Protector,” the “Caravan Master,” the “Mystic
generating ability scores assuming a 20-point buy. While this makes these PCs a Seer,” or even the “Eternal Rose” or “Goddess of Love” instead of the proper
cut-above the usual iconic pregens from prior Adventure Paths, our research has names of specific characters or places from those adventures or gods from the
determined most players gravitate to a 20-point buy vs. 15-point buy. So, when world setting. While we can create compatible products under the Open Game
in doubt, we’d rather make the characters we’d want to run through Adventure License, we still have to be respectful of certain content Paizo owns. Because we
Paths ourselves. And, we believe a 20-point buy will certainly help make your want to be very respectful of their content and work in partnership with them,
characters “Legendary” right from the start. In addition, the 20-point buy has we use these “replacement phrases.” Plus, this helps the product have a more
the added benefit of matching the standard for Pathfinder Society organized general appeal to those who may be running a home campaign that fits the same
play. And, while we won’t incorporate every rule difference from Pathfinder themes. In any event, we are 100% confident you know what we are talking
Society play, we believe this approach provides the easiest baseline for you to about and will have no problem making the required connection. So, enjoy these
make such adjustments, if you so choose. The same goes for 15-point buy. If pregenerated characters for use in your “Far East Adventure Path,” helping the
your GM favors a “standard fantasy” campaign, we include sidebars with each “Destined Empress” claim her birthright across the polar ice cap in the “dragon
pregen explaining what changes we’d recommend to scale them down. All empire.” See, that wasn’t so hard, was it?
race, class, skills, feats, spells, and equipment were selected from the Pathfinder
Roleplaying Game Core Rulebook, Advanced Player’s Guide, Pathfinder Bestiary, Special Electronic Features
Ultimate Combat, and Ultimate Magic, as can be found in the Pathfinder Some of the content in the stat blocks of the pregens has been linked to the
Reference Document. Traits were selected from the online Character Traits Pathfinder Reference Document, the official online compendium of game
Web Enhancement as well as the Jade Regent Player’s Guide, both available free rules (when not present there, we also used the d20PFSRD). If it is in the core
at paizo.com. Any content used from any source other than the core rules is rulebook, we generally didn’t link to it. The point is not to supercede the game
identified with an asterisk (*) or any other mark. books, but rather to help support you, the player, in accessing the rules. We did
link some of the more unusual things, like feats or abilities. On occasion, we
Hey, What’s With the Adventure Path Plug-In? linked to content form the core rules if we thought a rule was obscure.
You will see us use phrases such as “Far East Campaign” instead of the title
of the most recent Adventure Path. Or, you may see us use names such as the
Imperial
Heroes
Pregenerated

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

Akobi Thiesson paper (5 sheets), saddle bags, sealing wax,


Male human (half-Tiun) cavalier (honor guard) 1 signet ring, trail rations (5 days), traveler’s
LG Medium humanoid (human) outfit, waterskin, whetstone, winter blanket, 12
Init +2; Senses Perception +0 gp, 27 sp, 30 cp
Defense Special Abilities
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Childhood Crush (Ex) Akobi has never had the
Dex) guts to act on it, but ever since meeting the
hp 16 (1d10+6) Destined Empress, he's had a crush on her.
Fort +4, Ref +2, Will +0 Someday, he might earn her love, but for now,
Offense he's content to spend time in her company and
Spd 20 ft. (base 30 ft.) do things to earn him a word of thanks or a
Melee mwk katana +6 (1d8+4/18–20), spear +4 pretty smile. Once per day, Akobi can attempt
(1d8+4/x3), dagger +4 (1d4+3/19–20) to impress or entertain her with his affection by
Ranged spear +3 (1d8+3/x3), dagger +3 making a DC 15 Charisma check. If successful,
(1d4+3/19–20) the attention she gives him grants a +1 trait
Special Attacks challenge (+1, +1, 1/day), bonus on all saving throws for the remainder
childhood crush, sworn defense of the day. If he ever manages to win her love,
Statistics this bonus applies at all times, as long as their
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 14 relationship remains active. In addition, Akobi
Base Atk +1; CMB +4; CMD 16 gains a +1 trait bonus on all attack rolls against
Feats Precise Strike*, Toughness, Weapon Focus foes who threaten the Destined Empress.
(katana) Rich Parents (Ex) As the oldest child of his
Traits Childhood Crush, Rich Parents family, Akobi inherited the liquidated assets of
Skills Diplomacy +6, Intimidate +6, Linguistics his noble father. After the dissolution of their
+1, Ride +3, Sense Motive +4 estate, he turned to a life of adventure, but still
Languages Common, Tiun enjoys a one-time benefit to his initial finances,
SQ childhood crush, mount (horse named increasing his starting funds to 900 gp.
Banraiu), rich parents, ronin (knight-errant),
tactician (1/day, 3 rounds, standard action) Hit Points
Combat Gear potion of cure light wounds; Other
Gear masterwork breastplate, masterwork
katana, dagger, spear, backpack, banner, bedroll,
belt pouch, bit and bridle, feed (5 days), fine
wine (1 bottle), flint and steel, hemp rope (50
ft.), hooded lantern, inkpen, ink (1 vial), iron
pot, military saddle, noble’s outfit, oil (3 flasks),
©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
Scaling the PC
Background: Born of a Tiun mother and Chelas father, Akobi Under a 15-point buy, reduce Akobi’s Charisma by
Thiesson (UH-koh-BEE THEES-suhn) lived his early life as 2 and his Dexterity by 1. This lowers his AC, ranged
a young noble on the western frontier. His family's influence attacks, and associated skills by 1 as well.
afforded him extensive training in the local fighting schools,
where he eventually came under the tutelage of an ex-samurai
who knew his mother. Thereafter, he practiced the art and more ranks in Climb and Perception. Whenever possible, he
discipline of swordcraft until he could join the city guard as one spends his hard-earned coin to enhance his katana and armor.
of its youngest members. Note: It's possible to play Akobi as an actual samurai rather
On the heels of this accomplishment, however, the local king than a western-style cavalier, either from the outset of his career,
died under mysterious circumstances. This caused a riot when or by changing to a samurai (with the GM's permission) after
the common folk suspected the young queen of murdering adventuring in the Far East. Either way, Akobi would retain
him for the throne. Akobi helped quell the uprising, but not the same order (i.e., ronin), but lose his tactician ability and
before the fighting and a subsequent outbreak of plague claimed Precise Strike bonus feat in exchange for a samurai's resolve. See
the lives of nearly everyone in his family. He and his sister Jin Ultimate Combat for further details on these changes at higher
eventually escaped the turmoil by selling what remained of their levels.
estate and relocating to a small town on the coast. There, they
reconnected with old friends, including the Destined Empress Roleplaying Ideas
who had recently suffered losses among her own family, as well.
Smitten with her beauty, wit, and fiery spirit, Akobi has lingered Akobi struggles to express his love for the Destined Empress,
ever since, hoping to win her heart. lacking experience in the ways of the heart. This leads to many
Note: For maximum roleplaying impact, if there’s another awkward attempts to win her favor, which amuses his friends. He
human PC in the group (and no one plays Akobi’s sister, Jin), sometimes clashes with her, as well, especially when they have
that person, with their consent, should be chosen as Akobi's strong-headed opinions—a romantic tug-of-war in their growing
brother or sister instead. relationship.
Physical Description: Akobi’s noble bearing upholds his half- If the party includes his sister Jin, Akobi acts as an
Chelas heritage, while his slight Tiun features further enhance overprotective brother, deeming her combat skills less capable
his appeal. At 5-feet, 10-inches, he’s considerably taller than than his own and aiding her whenever possible. This creates
his mother's people, capable of looking most warriors eye-to- friction between them sometimes but doesn't prevent the siblings
eye. Akobi keeps his dark hair quite short, though it grows from demonstrating excellent teamwork in melee, although
quickly enough to sometimes shade his dark brown eyes. He Akobi often claims greater accomplishments on the field.
takes especial care in looking after his armor and weaponry. As his adventures progress, Akobi becomes more and more
His breastplate dates back to his days serving the city guard, attuned to eastern culture, immersing himself in samurai
emblazoned with a golden hippogriff and a motto invoking both traditions where they reflect his own sense of honor and
fidelity and strength in the Common tongue. His katana has a sacrifice.
distinctive gold and black hilt with a matching black-lacquered
scabbard. It once belonged to the Tiun schoolmaster who trained Banraiu, Horse Companion
him, a man whose spirit Akobi honors in every battle in which N Large animal
he draws steel. Init +1; Senses low-light vision, scent; Perception
Personality: Akobi feels responsible for his younger sister, Jin, +5
as well as the Destined Empress. He's a natural leader in his own Defense
right and enjoys protecting those who put their trust in him. AC 14, touch 10, flat-footed 13 (+1 Dex, +4
Unfortunately, he becomes a bit of a hothead when someone natural, –1 size)
questions his honor, defending most slights by aggressively hp 13 (2 HD; 2d8+4)
challenging such offenders. He takes tremendous pride in his Fort +5 Ref +4, Will +1
skill at arms, especially with bladed weapons, even showing off Offense
at times. Regardless, he still strives to do right in the world as a Spd 50 ft.
true champion of good, even if he secretly enjoys the honor and Melee bite +4 (1d4+3), 2 hooves +4 (1d6+3)
attention it brings him. Space 10 ft. Reach 5 ft.
Statistics
Advancement Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
Akobi advances as a cavalier with each new level, always raising Feats Light Armor Proficiency, Run
his ranks in Bluff, Diplomacy, and Intimidate. At 2nd level, he Skills Perception +5, Swim +7
adds new skill ranks in Handle Animal and Knowledge (local). SQ bonus tricks (work), combat training, link
At 3rd level, he picks up the Exotic Weapon Proficiency (katana) Hit Points
feat so he can wield the weapon one-handed with a heavy shield.
He also acquires the Bodyguard feat as part of his honor guard's
intercept ability, and adds new skills with Ride and Sense Motive.
Once he reaches 4th level, Akobi increases his Strength and adds
©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
Imperial
Heroes
Pregenerated

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

Jin Thiesson the western frontier. Jin practically worships


Female human (half-Tiun) rogue 1 her, however, especially after observing an act
CG Medium humanoid (human) of impressive bravery on her part sometime in
Init +5; Senses Perception +5 the past. The Protector also gave Jin the perfect
Defense words of encouragement, sharing various gifts
AC 17, touch 14, flat-footed 13 (+3 armor, +3 with her at an impressionable age. Jin's done her
Dex, +1 dodge) best to emulate her idol's talents in combat ever
hp 10 (1d8+2) since. As a result, she gains a +1 bonus on AC
Fort +1, Ref +5, Will +1 against attacks of opportunity. In addition, Jin
Offense gains a +1 trait bonus on all attack rolls against
Spd 30 ft. foes who threaten her mentor.
Melee short sword +3 (1d6+1/19–20), dagger +3 Reactionary (Ex) Jin was often bullied as a child,
(1d4+1/19–20) but never quite developed an offensive response.
Ranged shortbow +3 (1d6/x3), dagger +3 Instead, she became adept at anticipating
(1d4+1/19–20) sudden attacks and reacting to danger quickly.
Special Attacks hero worship, sneak attack +1d6 She gains a +2 trait bonus on Initiative checks.
Statistics Hit Points
Str 12, Dex 16, Con 12, Int 14, Wis 13, Cha 13
Base Atk +0; CMB +1; CMD 15
Feats Dodge, Weapon Finesse
Traits Hero Worship, Reactionary
Skills Acrobatics +6, Bluff +5, Climb +4,
Diplomacy +5, Disable Device +6, Disguise +5,
Knowledge (local) +6, Perception +5, Sense
Motive +5, Sleight of Hand +7, Stealth +6
Languages Common, Elven, Tiun
SQ hero worship, reactionary, trapfinding +1
Gear studded leather, short sword, dagger,
shortbow with 20 arrows, backpack, bedroll,
courtier’s outfit, thieves' tools, tindertwigs (3),
trail rations (5 days), traveler's outfit, waterskin,
whetstone, winter blanket, 2 gp, 8 sp, 8 cp
Special Abilities
Hero Worship (Ex) Everyone in town admires
the Elven Protector—she's a hero, after all, and
played a key role in the recent troubles plaguing
©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
Scaling the PC
Under a 15-point buy, reduce Jin’s Intelligence and
Background: Jin Thiesson (JEN THEES-suhn) grew up as part
Charisma by 1 and her Strength by 2. This requires
of a noble family in the west. Her mother was a Tiun expatriate
the removal of her skill rank in Sleight of Hand as
who journeyed across the arctic with her Chelas father's caravan,
well as her mastery of the Elven language. It also
and the two married soon after. As a girl, Jin chafed under the
reduces her damage rolls and corresponding skill
expectations of her parents, not simply because of her impatience
scores by 1.
for learning the social graces, but also because the other
noblewomen looked down upon her foreign mother and never
made them feel welcome. Despite her father's admonition to fit sneak attacks even when fighting alone. Lastly, at 4th level, Jin
in, Jin rebelled against those who crossed her, using her Bluff and adds her ability score increase to her Wisdom while using her
Sleight of Hand skills to start rumors or plant false evidence to next rogue talent to obtain a ki pool. Thereafter, she spends
embarrass her enemies. In addition, she often disguised herself future rogue talents on ninja tricks such as darkvision, feather
to steal away at night and explore the city to experience brief fall, shadow clone, and vanishing trick. She also acquires feats
moments of a life different from the one her parents provided. like Mobility, Spring Attack, and Wind Stance to help her move
Unfortunately, Jin's life changed forever when most of her more efficiently in battle.
family perished during the riots and plague following their king's Note: It's possible to play Jin as an actual ninja rather than
untimely death. She feels tremendous grief and remorse for a rogue. This can be done either from the outset of her career,
never living up to her parents' expectations before they passed or by changing to a ninja (with the GM's permission) after
away. Now, she and her older brother Akobi only have each adventuring in the Far East. Either way, Jin would retain all her
other after selling their estate and starting over with friends in skills and feats, but lose her trapfinding ability in exchange for
a small coastal town. Only recently has she turned around her a ninja's poison use. See Pathfinder Roleplaying Game: Ultimate
melancholy to enjoy her newfound freedom. Even so, she misses Combat for further details on these changes at higher levels.
her mother and clings to what memories she has of her.
Note: For maximum roleplaying impact, if there’s another Roleplaying Ideas
human PC in the group (and no one plays Jin’s brother Akobi),
that person, with their consent, should be chosen as Jin's brother Jin gets in over her head sometimes with a penchant for
or sister instead. challenging tyrants and troublemakers. This often leads to her
Physical Description: Jin has a lean, compact build, taking friends and older brother having to rescue her, a fact she counts
after her Tiun mother more than her Chelas father. Just 5-feet, on too frequently, and it sometimes causes strained relationships.
4-inches tall, she weighs barely 100 pounds. When adventuring, The death of her mother during the outbreak of plague in
she keeps her long, dark hair in a single braid down the middle their former kingdom left a scar on Jin. It's made her far more
of her back but lets it hang loose in less dangerous settings. She conscious and fearful of disease, but it also gives her a healthy
has unusual blue eyes from her father and bears a small tattoo respect for the protection of natural environments, pitting her
of a pseudodragon with its tail coiled around her shoulder and against those who would corrupt the world for their own ends.
neck. Jin favors functional garments of black and dark blue Jin has a fascination for other cultures, immersing herself in
because they help her move more freely and blend with the them so she can sample the varied experiences they offer. She
shadows. She even dyes her armor to match. Among her most collects small mementos of distant lands and likes to exchange
prized possessions, she keeps a single, heirloom kimono from gifts with foreigners whenever she can.
her mother. Though rarely worn, she often looks upon it as a Able to read her brother like an open book, Jin knows all about
reminder of her parents’ love despite their cultural differences. his love for the Destined Empress and enjoys teasing him about it
Personality: Jin proves a lot more outgoing than her older without mercy. In actuality, she recognizes the two make a good
brother, Akobi. She makes friends easily and enjoys learning pair and secretly does her part to soften or explain his woeful
about different people and cultures. Goodhearted and attempts to win the would-be ruler's affection.
compassionate, she honed her talents as a rogue by routinely Jin takes on the things her brother can't bring himself to do.
sneaking away from her family estate to experience the world Though she respects how he always makes the honorable choice,
outside the nobility. Where possible, she helps others, and she knows some people don't deserve it. So she takes her own
cannot abide tyrants or villains. Unafraid to take the law into her actions against them to protect his reputation.
own hands, she exults in laying cretins low—not just with her
weapons, but also through guile and trickery. Because of this,
Jin resents those who question or belittle her capabilities, which
sometimes includes her overbearing and self-righteous brother.

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

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Imperial
Heroes
Pregenerated

Characters

Masato Koshin

“The Enlightened One teaches that nothing is impossible if we seek perfection.


By perfecting our minds, we master the body. By perfecting our bodies, we draw
upon our ki and harness the spirit inside us. By perfecting our ki, we achieve a
greater understanding of the world and our place in it. My place is here with you,
and together we will achieve the impossible.”

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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

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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

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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.”

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Caladrel
Qoervari
Imperial

Heroes

Caladrel Qoervari SQ arcane pool (4 points, +1), devotee of the


Male elf magus (bladebound) 1 green, elven magic, student survivalist, weapon
LN Medium humanoid (elf) familiarity
Init +3; Senses low-light vision; Perception +2 Gear studded leather, elven curve blade, dagger,
Defense shortbow w/ 20 arrows, backpack, bedroll, ink (1
AC 16, touch 13, flat-footed 13 (+3 armor, +3 vial), inkpen, parchment (5 sheets), scroll case,
Dex) spellbook (with all magus cantrips plus burning
hp 10 (1d8+2) hands, expeditious retreat, frostbite*, magic
Fort +3, Ref +3, Will +2; +2 vs. enchantments missile, shock shield*, and shocking grasp), spell
Immune sleep component pouch, tindertwigs (3), trail rations (5
Offense days), traveler's outfit, waterskin, whetstone, 2
Spd 30 ft. gp, 2 sp, 8 cp
Melee elven curve blade +3 (1d10+3/18–20), Special Abilities
dagger +3 (1d4+2/19–20) Devotee of the Green (Ex) Caladrel’s faith in the
Ranged shortbow +3 (1d6/x3), dagger +2 natural world makes it easy for him to pick up
(1d4+2/19–20) related concepts. He gains a +1 trait bonus on
Special Attacks spell combat (–2 attack), student Knowledge (geography) and Knowledge (nature)
survivalist checks, and Knowledge (nature) is always a class
Magus Spells Prepared (CL 1st; concentration skill for him.
+4) Student Survivalist (Ex) Although most citizens
1st—shock shield*, shocking grasp in town see the Elven Protector as something
0 (at will)—detect magic, prestidigitation, read of a mystery, she's never really seemed all that
magic unusual to Caladrel. Of course, that’s probably
Statistics because they share a common culture as elves.
Str 14, Dex 16, Con 12, Int 16, Wis 10, Cha 10 He's never understood why she treats him as
Base Atk +0; CMB +2; CMD 15 one of her closest friends, but Caladrel certainly
Feats Weapon Finesse appreciates it―and he eagerly absorbed all the
Traits Devotee of the Green, Student Survivalist survivalist tricks she shared over the years. As a
Skills Climb +5, Knowledge (arcana) +7, result, he gains a +2 trait bonus on all Survival
Knowledge (geography) +4, Knowledge (nature) checks and Survival is a class skill for him. In
+8, Perception +2, Spellcraft +7 (+9 to identify addition, he gains a +1 trait bonus on attack rolls
magic item properties), Survival +6, Use Magic against foes who threaten her.
Device +4; Racial Modifiers +2 Perception, +2 Hit Points
Spellcraft to identify magic item properties
Languages Common, Elven, Draconic, Goblin,
Sylvan
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Scaling the PC
Under a 15-point buy, Caladrel reduces his Strength
Background: Caladrel Qoervari (cuh-LAD-ruhl COHR-VAHR- by 2 and his Constitution by 1. This lowers his
ee) walks the land as a free elf, beholden to no one, yet afraid of damage bonus, hit points, Fortitude save, and
his own skill with a sword. Once a valued guardian of the elven corresponding skill scores by 1. He then uses
homeland, he fled that calling after losing control in a sparring his ability score increase at 4th level to raise his
match and grievously wounding a trusted friend—an act he Constitution rather than his Dexterity.
attributes to the martial advice of a strange voice manifesting
in his mind. He doesn't understand all its ramblings, or why it
only speaks to him in the heat of battle, but there's no denying Advancement
its deadly influence. Initially, Caladrel believed himself to be
going mad, even refusing to pick up a weapon again lest the Caladrel advances as a magus at each new class level, always
whisperings overtake him once more. On the lawless frontier, raising his skill ranks in Knowledge (arcana), Knowledge
however, Caladrel found no shortage of troublemakers willing (nature), and Spellcraft, while alternating remaining skill
to test his peaceful vows, and from time to time he has given in points to pick up ranks in Intimidate, Knowledge (planes),
to the voice to defend himself when necessary. Thankfully, he's Perception, Stealth, Survival, and Use Magic Device. At 2nd
managed to limit most of his altercations to the goblin tribes and level, he prepares the mage hand cantrip and burning hands
bandits of the coast. from his spellbook. At 3rd level, he acquires his black blade as
In time, Caladrel's activities came to the attention of the Elven a bladebound magus. This manifests with his existing elven
Protector, who found him in the wilderness and struck up a curve blade or any magic weapon he acquires in the course of
casual friendship. Caladrel admires her for her kindness and his adventures. Unsurprisingly, he selects Weapon Focus with
intelligence, and she slakes his loneliness and desire for contact this blade as his 3rd level feat, while adding frostbite to his
with his own kind. Thankfully, her infrequent visits keep her prepared spells. At 4th level, Caladrel increases his Dexterity
from learning the worst aspects of his past. Nearing middle in anticipation of a future increase benefiting his attacks and
age, Caladrel fears he may never live a normal life, but if he ever AC. He also adds cat's grace and scorching ray to his spellbook,
manages to master himself, he'd like little more than to widen his quickly including the former among his prepared spells.
relationship with her and hopes she feels the same about him.
Among his other secrets, Caladrel fathered a child with a Roleplaying Ideas
woman from the southlands. She wrote him about their half-
elven daughter, but he's been unsuccessful in tracking down her Caladrel occasionally hears a voice in his head—the first of many
whereabouts, reluctant to open up that chapter of his life again ruminations from his future black blade, which calls to him even
while continuing to wrestle with his unknown condition. This in his early adventuring career. He doesn’t always understand it,
daughter is actually Kieyanna Waide, an orphaned priestess of but much of his aloof introspection results from listening for it.
the Goddess of Love and the best friend of the Destined Empress. Meditating every morning, Caladrel attunes himself with
Note: For maximum roleplaying impact, if no one plays the world around him, believing the land itself has a spirit
Caladrel’s daughter, Kieyanna, consider adding another which deserves his honor and respect. He wonders sometimes
acquaintance of the Destined Empress as his daughter instead. if the voice in his head emanates from a nature spirit trying to
Physical Description: Caladrel presents a striking image, communicate with him.
even for an elf. At 6-feet tall and weighing 140 pounds, he’s in Caladrel takes the art of swordcraft very seriously. Anyone
excellent shape, having honed his body into an efficient sword- mistreating, abusing, or otherwise disrespecting the purpose and
fighting machine. He has stark white hair and possesses startling use of a sword earns his ire.
jade green eyes, with wider than normal irises which make them Over the course of his adventures, Caladrel’s admiration for
stand out even more. He uses prestidigitation to maintain an the Elven Protector blossoms into love, leading him to trust her
immaculate appearance in his clothing and style. This includes wisdom over his own and to support her in all she does.
altering the color of his garments and armor to match any task at
hand, making them green and brown to blend into rural settings
or brighter shades of red, white, or purple if he wishes to impress
someone. His most prized possession is an ancient elven curve
blade from his homeland, which he always keeps strapped to his
back.
Personality: Caladrel seems distant and aloof, as if viewing
the world through different eyes than his friends. He speaks
very little, but when he does, he’s usually very direct and
exceedingly sharp in his analysis of situations. His intelligence
is without question, but he sometimes lacks wisdom and tact
in how he shares opinions. He spares little time to explain
himself before acting independently if he thinks it will prove
decisive. Regardless, he expects others to follow his lead, failing
sometimes to understand why they didn’t perceive a situation the
same way as he did or view his solution as the best action to take.

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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.”

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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
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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.

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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

Kieyanna Waide Gear scale mail, glaive, light crossbow with 10


Female half-elf cleric of the Goddess of Love 1 bolts, light mace, backpack, bedroll, cleric’s
NG Medium humanoid (elf, human) vestments, flint and steel, silver holy symbol,
Init +1; Senses low-light vision; Perception +5 trail rations (5 days), traveler’s outfit, waterskin,
Defense whetstone, winter blanket, 2 gp, 8 sp, 8 cp
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Special Abilities
Dex) Best Friend (Ex) Kieyanna is best friends with
hp 10 (1d8+2) the Destined Empress, and, while her friend
Fort +4, Ref +2, Will +6; +2 vs. enchantments has led a more exciting life so far, she hopes
Offense to one day follow in her footsteps by becoming
Spd 20 ft. (base 30 ft.) an adventurer and seeing the world. Growing
Melee glaive +1 (1d10+1/x3), light mace +1 up together, Kieyanna picked up a lot from her
(1d6+1) friend, but particularly her skill in interacting
Ranged light crossbow +1 (1d8/19–20) with others. As a result, Kieyanna gains a +2
Special Attacks best friend, channel positive trait bonus on Diplomacy checks. In addition,
energy 5/day (DC 12, 1d6) in situations where the Destined Empress is in
Domain Spell-Like Abilities (CL 1st; danger, she gains a +1 trait bonus on all attack
concentration +4) rolls against foes who threaten her friend.
6/day—resistant touch, touch of good (+1) Child of the Temple (Ex) Kieyanna has long
Cleric Spells Prepared (CL 1st; concentration served at various temples in the coastal cities.
+4) Not only did this enable her to pick up many of
1st—bless, protection from evilD, shield of faith the nobility's customs, but she also spent much
0 (at will)—guidance, stabilize, virtue time in the temple libraries studying her faith.
D Domain spell; Domains Good, Protection As a result, Kieyanna gains a +1 trait bonus on
Statistics Knowledge (nobility) and Knowledge (religion)
Str 12, Dex 12, Con 13, Int 13, Wis 16, Cha 14 checks, and Knowledge (nobility) is always a
Base Atk +0; CMB +1; CMD 12 class skill for her.
Feats Skill Focus (Perform [sing])B, Turn Undead Hit Points
Traits Best Friend, Child of the Temple
Skills Craft (painting) +5, Diplomacy +4,
Knowledge (history) +5, Knowledge (nobility)
+2, Knowledge (religion) +2, Perception +5,
Perform (sing) +5, Sense Motive +7; Racial
Modifiers +2 Perception
Languages Common, Elven, Tiun
SQ aura, best friend, child of the temple, elf blood
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Scaling the PC
Under a 15-point buy, Kieyanna reduces her
Background: Kieyanna Waide (KEE-yah-NUH WAYD) grew Dexterity by 2 and her Intelligence and Charisma by
up as an orphan in the temple of the Eternal Rose. Her destitute 1. This lowers her AC and Reflex saves, as well as any
mother left her there, counting on the followers of the Goddess Dexterity-based and Charisma-based skill scores,
of Love to look after her child. They did exactly that, taking her by 1. Upon reaching 4th level, she increases her
in as a daughter of the church to train in the ways of art and Charisma rather than her Constitution.
music. Kieyanna's mother passed away sometime later, a fact
the young acolyte discovered after joining the clergy and using
divinations to find her. Kieyanna never knew her elven father but ranks in Diplomacy, Heal, and Knowledge (geography). At 4th
studied the elven language and history in the hope of someday level, Kieyanna increases her Constitution by 1 and prepares the
making contact with him. To that end, she carries messages command and spiritual weapon spells. She also adds ranks in
between the temples of her goddess in an effort to ask other Diplomacy, Knowledge (religion), and Sense Motive. At higher
elves about him. To pay for these trips, she paints portraits of levels, Kieyanna may multiclass by picking up a level in bard
sitting nobles and sometimes teaches history and songs to their (using the geisha archetype), further developing her Perform and
privileged children. Diplomacy skills. Magic weapons and armor attract Kieyanna’s
In time, Kieyanna's travels brought her to the town of the interest, as well as more utilitarian items in tune with the
Destined Empress. The two struck up a fast friendship, sharing Goddess of Love such as a figurine of wondrous power (silver
much in common. She learned the Tiun language from her and raven), a rod of enemy detection, and even an elixir of love.
a host of new songs from faraway lands. She longs to see the
places and people the Destined Empress describes and envies Roleplaying Ideas
her life of adventure. Not a day passes in which Kieyanna doesn't
encourage her friend to take up the excitement of the road again. Kieyanna takes joy in the wonders of nature, seeing each sunrise
She only hopes she can tag along when that opportunity comes. and sunset as the brush strokes of the gods upon the canvas of
In the meantime, she hasn't yet realized Caladrel Qoervari is her the world. She's an avid bird-watcher and captures their beauty
father—despite his occasional visits into town with the Elven by painting them into portraits of landscapes and panoramic
Protector. vistas she experiences during her journeys.
Note: For maximum roleplaying impact, if no one Because of her knowledge of etiquette and interaction with
plays Kieyanna’s father Caladrel, consider adding another various nobles of the southern coast, Kieyanna is well-suited
acquaintance of the Elven Protector as Kieyanna's father instead. to guide the Destined Empress in her transformation from
Physical Description: Kieyanna's loveliness is more than just adventuring tavern owner and small town councilwoman to
skin deep, which only magnifies her flawless skin, violet eyes, ruler of a far-flung empire. She should have ample opportunity
and jet black hair. She turns heads wherever she goes, a serene, to influence the rest of her retinue as well, including any
effortless beauty who can intimidate and tie the tongues of even adventuring companions accompanying them on her journey.
the most determined suitors. She stands 5-foot, 5-inches tall and Kieyanna's skills in art and music translate well when
weighs a slender 125 pounds. Her favorite colors are as seasonal interacting with other cultures, allowing her to swiftly endear
as the plumage of the migratory songbirds favored by her herself to the local population as she adopts and honors their
goddess and she has several separate outfits, which she accents customs as her own.
by wearing matching feathers in her hair. When adventuring, Kieyanna loves playing matchmaker, recognizing the early
however, Kieyanna is all business, donning form-fitting scale blossom of affection between her friends and then doing what
mail and carrying a dangerous-looking glaive she's trained with she can to foster and support it. If she aids Caladrel in winning
for several years in her temple. the heart of the Elven Protector, she should become privy to his
Personality: Kieyanna's laugh and spirit can warm the coldest past relationship with her mother, thereby discovering him as
heart, proving both infectious and unflappable. She has a her father.
vivacious, positive attitude about everything, fully believing she
and her friends can overcome any setback with time, thought,
and patience. She has an absolute zeal for making friends
and influencing people for the better. Her wisdom and subtle
guidance does much to keep others on the right path and she's
an anchor for everyone around her during troubled times.
Supportive to a fault, she always puts others before herself and
she has a genuine concern for everyone's happiness, going out of
her way to bring cheer to others during darker times.

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
©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
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.

©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
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

©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
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 the Easily Overlooked

“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.”

©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
Nurch
the Easily
Overlooked

Imperial

Heroes

Nurch the Easily Overlooked


Male goblin ninja 1 Special Abilities
CN Small humanoid (goblinoid) Dirty Fighter (Ex) Nurch wouldn't have lived
Init +4; Senses darkvision 60 ft.; Perception +3 to make it out of childhood without the larger
Defense goblins in his tribe distracting his enemies long
AC 17, touch 15, flat-footed 13 (+2 armor, +4 enough for him to do a little more damage
Dex, +1 size) than normal. When he hits a foe he's flanking,
hp 11 (1d8+3) Nurch deals an additional 1 point of damage
Fort +2, Ref +6, Will –1 (this damage is added to his base damage, and
Offense is multiplied on a critical hit). This additional
Spd 30 ft. damage is a trait bonus.
Melee wakizashi +2 (1d4+1/18–20), sap +2 Rescued (Ex) At one point in the past, Nurch had
(1d4+1 nonlethal) a terrifyingly close brush with death. His fellow
Ranged shuriken +5 (1+1) goblins nearly killed him during a disagreement,
Special Attacks dirty fighter, rescued, sneak and he would have surely died if not for the swift
attack +1d6 actions of the Elven Protector, who intervened
Statistics just in time to save his life. She did so not
Str 12, Dex 18, Con 14, Int 12, Wis 8, Cha 14 because she liked him, but because she needed
Base Atk +0; CMB +0; CMD 14 a goblin to interrogate about a larger issue under
Feats Go Unnoticed* investigation. As she questioned Nurch, a band
Traits Dirty Fighter, Rescued of bugbears arrived, forcing her to flee. Nurch
Skills Acrobatics +9, Bluff +5, Climb +5, Disable never forgot her, though, and has shadowed the
Device +8, Knowledge (local) +5, Linguistics Elven Protector ever since, keeping just out of
+5, Perception +3, Ride +8, Sleight of Hand sight lest he provoke her wrath. Perhaps more
+8, Stealth +16; Racial Modifiers +4 Ride, +4 importantly, the method she used to save him
Stealth had an impact on his own skills. She rescued him
Languages Common, Goblin, Tiun by pulling him to safety while simultaneously
SQ rescued, poison use defeating the other goblins that almost did him
Combat Gear alchemist's fire (2 flasks), in. As a result, he gains a +1 trait bonus on
smokesticks (2); Other Gear leather armor, Acrobatics checks. In addition, he gains a +1
wakizashi, sap, shuriken (10), backpack, trait bonus on all attack rolls against foes who
bedroll, belt pouch, flint and steel, monk's outfit, threaten the Elven Protector, as he continues to
thieves' tools, trail rations (5 days), waterskin, admire her from afar.
whetstone, 4 gp, 13 sp, 8 cp Hit Points

©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
©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
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

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