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Rauder of House Sovven

Rauder Sovven

“You have my word as the Third Son of House Sovven.”

Though of humble nobility, House Sovven can trace their ancient lineage to the First Army of Exploration. Rauder is the third son of the current Patriarch: too young to inherit a position of rule, yet too old to live without responsibility. He thus bears the unenviable family obligation to provide an able body to the royal military.

Rauder is a proven martial paragon possessive of valiant charm and clear judgement. After years of formal swordsmanship and the finest equipment his family can provide, he enters the Grand Princess’ service with the intention of earning high distinction.

In an unusual turn of events, Rauder was granted special compensation to patrol the kingdom and its amicable neighbors as an adventurer. In doing so he safeguards the land from nonobvious threats and establishes connections with persons of interest. The arrangement also keeps Rauder detached from court intrigue and machinations. He is thus overlooked by malcontents seeking to undermine the throne and provides Her Highness with a loyalist unfamiliar to them.


UNIQUE LG MEDIUM ELF HUMAN HUMANOID
   Male Taldan half-elf fighter 5 (noble background)
   Perception +11; low-light vision
   Languages Elvish, Taldane
   Skills Athletics +13 (expert), Diplomacy +14 (expert), Lore: Genealogy +7 (trained), Medicine +9 (trained), Society +7 (trained)
   Str +4, Dex +0, Con +2, Int +0, Wis +2, Cha +4
   Worn Items backpack, diplomat’s badge, fine clothing, full plate, healer’s tools, 1gp, 6sp; Stored Items bedroll, flint and steel, pup tent, rations (2 weeks), rope (50 feet), sack, soap, torch (5), waterskin; Current Bulk 6.1


   AC 23; Fort +11, Ref +9, Will +11; bravery
   HP 73
   Attack of Opportunity ⟳ (fighter) Trigger A creature within Rauder’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect Rauder makes a melee Strike against the triggering creature. If Rauder’s attack is a critical hit and the trigger was a manipulate action, Rauder disrupts that action. This Strike doesn’t count toward Rauder’s multiple attack penalty, and his multiple attack penalty doesn’t apply to this Strike.
   Shield Block ⟳ (fighter) Trigger While Rauder has his shield raised and he would take damage from a physical attack. Effect Rauder’s shield prevents him from taking an amount of damage up to the shield’s Hardness. Rauder and the shield each take any remaining damage, possibly breaking or destroying the shield.


   Speed 30 feet
   Melee+1 striking bastard sword +16 (magical, two-hand d12), Damage 2d8+4 slashing, Critical Specialization Effect The target is made off-balance by Rauder’s attack, becoming flat-footed until the start of Rauder’s next turn.


   Ancestry Feats 1 General Training, 5 Nimble Elf
   Class Feats 1 Sudden Charge, 2 Dueling Parry, 4 Dual-Handed Assault
   General Feats 1 Fleet, 1 Shield Block, 3 Toughness
   Skill Feats 1 Courtly Graces, 2 Bon Mot, 4 Group Impression
   Class Abilities 1 Attack of Opportunity, 3 Bravery, 5 Fighter Weapon Mastery (Sword), 5 Critical Specialization


   Bon Mot APG ◆ (auditory, concentrate emotion, linguistic, mental, skill) Choose a foe within 30 feet and roll a Diplomacy check against the target’s Will DC. Critical Success The target is distracted and takes a -3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to Rauder’s Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. Typically, the retort needs to use a linguistic Charisma-based skill action. Success As critical success, but the penalty is -2. Critical Failure Rauder’s quip is atrocious. Rauder takes the same penalty an enemy would take had Rauder succeeded. This ends after 1 minute or if Rauder issues another Bon Mot and succeed.
   Courtly Graces (skill) Rauder can use Society to Make an Impression on a noble.
   Diehard (general) Rauder dies from the dying condition at dying 5, rather than dying 4.
   Dual-Handed Assault ◆ (fighter, flourish) Requirements Rauder is wielding a one-handed melee weapon and has a free hand. Effect Rauder makes a Strike with the required weapon. Rauder quickly switches his grip during the Strike in order to make the attack with two hands. If the weapon doesn’t normally have the two-hand trait, increase its weapon damage die by one step for this attack. If the weapon has the two-hand trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon’s number of damage dice. When the Strike is complete, Rauder resumes gripping the weapon with only one hand. This action doesn’t end any stance or fighter feat effect that requires Rauder to have one hand free.
   Dueling Parry ◆ (fighter) Requirements Rauder is wielding only a single one-handed melee weapon and has his other hand or hands free. Effect Rauder gains a +2 circumstance bonus to AC until the start of his next turn as long as he continues to meet the requirements.
   Group Impression (skill) When Rauder uses Make an Impression, he can compare his Diplomacy check result to the Will DCs of four targets instead of one. It’s possible to get a different degree of success for each target.
   Sudden Charge ◆◆ (fighter, flourish, open) Stride twice. If Rauder ends his movement within melee reach of at least one enemy, Rauder can make a melee Strike against that enemy. Rauder can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if he has the corresponding movement type.
   Toughness (general) The DC of recovery checks is equal to 9 + Rauder’s dying condition value.


   Diplomat’s Badge ◆ (enchantment, item 5, magical) Activate Recall Knowledge. Frequency Once per day. Effect Attempt a DC 20 check to Recall Knowledge about people of a human ethnicity, a non-human ancestry, or some other type of creature. If Rauder succeeds, the badge’s bonus increases to +2 for Diplomacy checks with creatures of that group for the rest of the day.
   True Blade of the House of Sovven ◆ (evocation, item 4, magical, two-hand d12) The ancestral sword of House Sovven, this +1 striking bastard sword has a +1 weapon potency rune (+1 item bonus to attack rolls with the weapon) and a striking rune (one extra damage dice).


Tactics Rauder will rush to the frontline and intercede himself as an obstacle to protect weaker allies. Past battles have taught Rauder a good defense is the foundation for a great offense. He therefore prioritizes Dueling Parry whenever possible.
   Sudden Charge ◆◆ → Dueling Parry ◆
   Bon Mot ◆ → Dual-Handed Assault ◆ → Dueling Parry ◆
   Dual-Handed Assault ◆ → Dueling Parry ◆ → Strike ◆

Iruxi Mage Zhi’fir

Zhi’fir

“The more one tries to understand magic, the less one actually understands magic.”

Decades ago, Zhi’fir began a search to discover the true origin of magic. These adventures brought her across the breadth of Avistan and Tian Xia. She held audiences with great dragons and unpronounceable entities. She allied herself to institutions that horde forgotten and lost learning. Yet these combined efforts, and dozens moreover, never brough Zhi’fir closer to the irrefutable truth.

Zhi’fir is convinced the answer she seeks cannot be found on Golarion; but elsewhere across the Outer Planes. Yet to explore these realms requires arcana she presently lacks. Zhi’fir has since dedicated her actions towards becoming an archimage able to travel beyond the Prime Material. Yet doing so drew the attention of powerful threats, both known and new to her. Disturbed at this strange turn of events, Zhi’fir ceased activities known to attract notice and maintains a low profile to avoid recognition until she amasses enough might to render them negligible.


UNIQUE N MEDIUM LIZARDFOLK HUMANOID
   Female wetlander LOCG lizardfolk LOCG wizard 16 (scholar background)
   Perception +23 (+2 for initiative); darkvision +3, see invisibility +3
   Languages Aquan, Draconic, Elven, Gnomish, Iruxi, Jotun, Senzar, Sylvan, Taldane, Tien
   Skills Acrobatics +22 (trained), Arcana +31 (legendary), Athletics +22 (trained), Crafting +27 (master), Diplomacy +18 (trained), Lore: Academia +23 (trained), Medicine +21 (trained), Occultism +23 (trained), Society +27 (master), Stealth +22 (trained), Survival +21 (trained)
   Str +4, Dex +4, Con +3, Int +5, Wis +3, Cha +0
   Worn Items backpack, boots of speed, bracers of armor ii, explorer’s clothing, handwraps of mighty blows, major endless grimoire, major staff of evocation, ring of wizardry iv, temporary scroll of darkvision +3, temporary scroll of false life +4, temporary scroll of water breathing +2, 1pp, 28gp, 8sp, 6cp; Stored Items bedroll, four-person tent, healer’s tools, mirror, rations (4 weeks), soap, waterskin (2), writing set; Current Bulk 2.2


   AC 36; Fort +25, Ref +26, Will +25; water breathing +2
   HP 168 plus 23 temporary hit points
   Counterspell APG ⟳ (witch) Trigger A creature Casts a Spell that Zhi’fir has prepared. Effect When a foe Casts a Spell and Zhi’fir can see its manifestations, Zhi’fir can use her own magic to counter it. Zhi’fir expends a prepared spell to counter the triggering creature’s casting of that same spell. Zhi’fir loses her spell slot as if she had cast the triggering spell. Zhi’fir then attempts to counteract the triggering spell.
   Recognize Spell ⟳ (secret, skill) Trigger A creature within line of sight casts a spell that Zhi’fir doesn’t have prepared or in her spell repertoire, or a trap or similar object casts such a spell. Zhi’fir must be aware of the casting. Effect If Zhi’fir is trained in the appropriate skill for the spell’s tradition and it’s a common spell of 10th level or lower, she automatically identifies it (still roll to attempt to get a critical success). If Zhi’fir is not trained in the skill, she can’t get a result better than failure. Critical Success Zhi’fir correctly recognizes the spell and gains a +1 circumstance bonus to her saving throw or her AC against it. Success Zhi’fir correctly recognizes the spell. Failure Zhi’fir fails to recognize the spell. Critical Failure Zhi’fir misidentifies the spell as another spell entirely.


   Speed 30 feet, swim 30 feet
   Melee+1 striking lizardfolk razor claws +25 (agile, finesse, lizardfolk, magical, unarmed, versatile p), Damage 2d6+6 slashing
   Arcane Innate Spells DC 34, attack +24; 4th freedom of movement (once per day), stoneskin (once per day); Cantrip detect magic +4 (at will)
   Arcane Prepared Spells DC 37, attack +27; 8th bind undead +5, dispel magic +6, horrid wilting; 7th fly +3, haste +4, tempest of shades SoM; 6th day’s weight SoM +3, disintegrate, slow +3; 5th see invisibility +3, telekinetic haul, transmute rock and mud APG, wall of stone; 4th dimensional anchor, enlarge +2, resist energy +2, shape stone, suggestion; 3rd comprehend language +1, fear +2, illusionary disguise +2, meld into stone; 2nd mirror image, telekinetic maneuver, timely tutor SoM; 1st grease, kinetic ram DA, true strike; Cantrips electric arc, mage hand, message, ray of frost, shield
   Arcane Prepared Spells DC 37, attack +27; 6th unexpected transposition SoM; 5th prying eye; 4th gaseous form, invisibility +2; 3rd familiar’s face, time jump SoM; 2nd invisibility, timely tutor SoM; 1st feather fall, pet cache APG; Cantrips protect companion


   Ancestry Feats 1 Razor Claws LOCG, 5 Swift Swimmer LOCG, 9 Guided by the Stars LOCG, 13 Primal Rampage LOCG
   Class Feats 1 Eschew Materials, 1 Familiar, 2 Witch Dedication APG, 4 Basic Witch Spellcasting APG, 6 Enhanced Familiar, 8 Patron’s Breadth APG, 10 Scroll Savant, 12 Expert Witch Spellcasting APG, 14 Basic Witchcraft, 16 Advanced Witchcraft
   General Feats 1 Breath Control, 3 Toughness, 7 Incredible Initiative, 11 Prescient Planner, 15 Prescient Consumable
   Skill Feats 1 Assurance (Arcana), 2 Arcane Sense, 4 Recognize Spell, 6 Magical Crafting, 8 Quick Recognition, 10 Read Lips, 12 Streetwise, 14 Multilingual, 16 Unified Theory
   Class Abilities 1 Arcane Bond, 1 Universalist, 1 Improved Familiar Attunement, 1 Drain Familiar, 1 Patron (Rune) APG, 5 Lightning Reflexes, 7 Expert Spellcaster, 9 Magic Fortitude, 11 Alertness, 11 Wizard Weapon Expertise, 13 Defensive Robes, 13 Weapon Specialization, 14 Counterspell APG, 15 Master Spellcaster, 16 Incredible Familiar APG


   Assurance (skill) Zhi’fir can forgo rolling a skill check for Arcana to instead receive a result of 32.
   Breath Control (general) Zhi’fir can hold her breath for 200 rounds before suffocating. Zhi’fir gains a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if she rolls a success on such a saving throw, Zhi’fir gets a critical success instead.
   Drain Familiar ◇ (arcane, wizard) During Zhi’fir’s turn, she gains the ability to cast one spell she prepared today and already cast, without spending a spell slot. Zhi’fir must still Cast the Spell and meet the spell’s other requirements. Drain Familiar can be used any time an ability would allow Zhi’fir to use Drain Bonded Item and functions identically, except that Zhi’fir draws magic from her familiar instead of an item.
   Eschew Materials (skill) When Casting a Spell that requires material components, Zhi’fir can provide these material components without a spell component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, Zhi’fir still must have a hand completely free. This doesn’t remove the need for any materials listed in the spell’s cost entry.
   Guided by the Stars ◇ (fortune, lizardfolk) Frequency Once per day. Trigger Zhi’fir is about to attempt a skill check or saving throw. Effect The stars grants Zhi’fir insights that guide her actions. Zhi’fir rolls twice and takes the better result. If it’s night and Zhi’fir can see the stars, she gains a +1 circumstance bonus to the triggering roll.
   Magical Crafting (skill) Zhi’fir can Craft magic items.
   Prescient Consumable (general) When using Prescient Planner, Zhi’fir can procure a consumable item from her backpack, instead of a piece of adventuring gear. The consumable item must still be common with a level no higher than 8, and its Bulk must be low enough that carrying it wouldn’t have made Zhi’fir encumbered.
   Prescient Planner (general) Cost Price of the chosen item. Requirements Zhi’fir hasn’t used this ability since the last time she was able to purchase goods. Effect Zhi’fir takes 1 minute to remove her backpack, then carefully remove an item she hadn’t previously declared that Zhi’fir purchased. The item must be a piece of adventuring gear, and can’t be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than 8, and its Bulk must be low enough that carrying it wouldn’t have made Zhi’fir encumbered.
   Primal Rampage ◆◆◆ (lizardfolk) Frequency Once per day. Effect Zhi’fir can Cast a Spell twice to cast her innate freedom of movement and stoneskin spells as long as they are both still available for the day.
   Quick Recognition ◇ (skill) Frequency Once per round. Effect Zhi’fir can Recognize a Spell using Arcana as a free action.
   Read Lips (skill) Zhi’fir can read lips of others nearby who she can clearly see. When Zhi’fir’s at her lleisure, she can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, Zhi’fir is fascinated and flat-footed during each round in which she focuses on lip movements, and Zhi’fir must succeed at a Society check to successfully read someone’s lips. In either case, the language read must be one that Zhi’fir knows.
   Scroll Savant (wizard) During her daily preparations, Zhi’fir can create three temporary scrolls containing arcane spells from her spellbook. Each scroll must be of a different spell level, and 6th-level spell slot or lower. Any scrolls Zhi’fir creates this way become non-magical the next time she makes her daily preparations. A temporary scroll has no value.
   Streetwise (skill) Zhi’fir can use her Society modifier instead of her Diplomacy modifier to Gather Information. In any settlement Zhi’fir frequents regularly, she can use the Recall Knowledge action with Society to know the same sorts of information that she could discover with Diplomacy to Gather Information. If Zhi’fir fails to recall the information, she can still subsequently attempt to Gather Information normally.
   Toughness (general) The DC of recovery checks is equal to 9 + Zhi’fir’s dying condition value.
   Unified Theory (skill) Whenever Zhi’fir uses a skill action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, she can use Arcana instead. If Zhi’fir would normally take a penalty or have a higher DC for using Arcana on other magic, she no longer does so.
   Universalist (arcane, wizard) For each level of wizard spell slots Zhi’fir has, she can use Drain Familiar once per day to recall a spell of that level, instead of using it only once per day in total.


   Boots of Speed (invested, item 13, magical, transmutation) Activate Interact. Frequency Once per day. Effect Zhi’fir gains the quickened condition for 1 minute. Zhi’fir can use the extra action to Stride, Climb, or Swim.
   Handwraps of Mighty Blows ◆ (evocation, invested, item 4, magical, transmutation) These handwraps of mighty blows have a +1 weapon potency rune (+1 item bonus to attack rolls with the weapon) and a striking rune (one extra damage dice).
   Major Endless Grimoire (divination, grimoire, item 14) This spellbook has no limits to its number of spells and grants Zhi’fir a +2 item bonus to checks to Learn a Spell if she does so by transcribing the spell into the grimoire.
   Major Staff of Evocation ◆ (evocation, item 14, magical, staff, two-hand d8) While wielding the staff, Zhi’fir gains a +2 circumstance bonus to checks to identify evocation magic. Activate Cast a Spell. Effect Zhi’fir expends a number of charges from the staff to cast a spell from this list. 6th chain lightning, wall of force; 5th cone of cold, magic missile; 4th fireball, weapon storm; 3rd lightning bolt, magic missile; 2nd acid arrow, glitter dust; 1st magic missile, shocking grasp; Cantrips ray of frost
   Ring of Wizardry IV (arcane, divination, item 14, invested, uncommon) While wearing the ring of wizardry, the ring grants two 4th-level spell slots and one 3rd-level spell slot. Zhi’fir prepares spells in these slots, just as she normally cast her spells. If Zhi’fir takes off the ring for any reason, she loses the additional spell slots. Zhi’fir can’t gain spell slots from more than one ring of wizardry per day, nor can a single ring of wizardry grant spell slots more than once per day.
   Wayfinder (evocation, invested, item 6, magical, transmutation, uncommon) Activate Command. Effect The wayfinder is targeted by a 1st-level light spell. Gold Nodule Aeon Stone Zhi’fir gains the ability to understand, speak, and write Undercommon. The resonant power allows Zhi’fir to cast comprehend language as an occult innate spell once per day.


Rozei

“Feed me a juicy steak and I might reconsider your proposal.”

Unlike contemporary house drakes, Rozei exhibits a unique coat of crimson scales. This irregular resemblance to Imps made her an outcast among other house drakes. To escape their unceasing scorn, she fled from Korvosa; wandering aimlessly until stumbling across an Iruxi mage blindly exploring Thassilon ruins on a moonless night. Rozei offered to provide her darkvision aid in exchange for a modest meal, beginning what would be an enduring friendship between the pariahs.


UNIQUE N TINY DRAGON MINION FAMILIAR
   Female house drake SaS
   Perception +21; darkvision
   Languages Draconic
   Skills Acrobatics +21, Arcana +16, Athletics +16, Crafting +16, Deception +16, Diplomacy +16, Intimidation +16, Lore: Academia +16, Medicine +16, Nature +16, Occultism +16, Performance +16, Religion +16, Society +16, Stealth +21, Survival +16, Thievery +16


   AC 36; Fort +25, Ref +26, Will +25
   HP 112


   Speed 25 feet, fly 40 feet
   Breath Weapon SaS ◆ (arcane, conjuration, mental) Rozei breathes a 10-foot cone of silver mist. Each creature in the area must attempt a DC 37 Will save. A creature that fails its save is stupefied 2 for 1 round. Rozei can’t use Breath Weapon or Silver Infusion for 1d4 rounds.
   Independent APG In an encounter, if Zhi’fir does not use Command on Rozei, she still gains 1 action each round. Typically, Zhi’fir still decides how Rozei spends that action, but she might determine her own tactics rather than performing Zhi’fir’s preferred action.
   Manual Dexterity Rozei can use up to two of her limbs as if they were hands to use manipulate actions.
   Silver Infusion SaS ◆◆ (arcane, transmutation) Rozei breathes on one of your weapons. Until the start of your next turn, that weapon counts as silver instead of its normal material for any physical damage it deals. Rozei can’t use Breath Weapon or Silver Infusion for 1d4 rounds.
   Tenacious Mind SaS Once per day, as long as Rozei took no actions on the previous round, Zhi’fir gains the following reaction. Ferocious Will ⟳ (abjuration, arcane, mental) Trigger Zhi’fir succeeds at a saving throw against a magical mental effect. Effect Zhi’fir sends a blast of magical feedback at the effect’s source, dealing 2d6 mental damage (basic DC 37 Will save) to that creature. On a failed save, the creature is also slowed 1 for 1 round.


Old Blue

“Graar!”

The reanimated remains of a desert drake enslaved by Zhi’fir. Rozei often protests the circumstances as offensively macabre, but Zhi’fir contends the creature’s cargo hauling contributions are an invaluable resource. Rozei only relents because Zhi’fir promises her a greater share of rations.

Whenever the drake skeleton’s monstrous appearance or large size makes accompaniment impossible (such as visiting a village), Zhi’fir will seek out a nearby safe site and command it to wait in hiding until her return.


NE LARGE MINDLESS SKELETON UNDEAD MINION
   Female drake skeleton BoD
   Perception +14; darkvision
   Skills Acrobatics +14, Athletics +18, Stealth +16
   Str +6, Dex +4, Con +4, Int -5, Wis +2, Cha -1
   AC 26; Fort +16, Ref +14, Will +12
   HP 130 (negative healing); Immunities death effects, disease, mental, paralyzed, poison, unconscious; Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10
   Fragile Wings When the drake skeleton is reduced to fewer than half its Hit Points, it can no longer fly. If it’s aloft when this happens, it crashes immediately but can use the tatters of its wings to soften the landing, treating the fall as 20 feet shorter to calculate falling damage.
   Worn Items saddle bags, tack; Current Bulk 1.1


   Speed 20 feet, fly 40 feet
   Melee ◆ fangs +20, Damage 2d8+12 piercing
   Melee ◆ tail +20 (reach 10 feet), Damage 2d4+12 bludgeoning
   Draconic Frenzy ◆◆ The skeletal drake makes two Fangs Strikes and one Tail Strike in any order.

Blademaster Zaisetsu

Zaisetsu Sen

“There is no greater beauty than bloodless death on a pristine moonlit snowfield.”

Sen is the last survivor of a Strigoi bloodline known as the Zaisetsu. Under commandment of the Jade Throne, imperial solders and Shizuru priests sought to eradicate the cursed lineage. As an illegitimate dhampir, Sen’s birth was denied official registration in the clan register. This exclusion kept his heritage secret.

Devoid resources to make ends meet, Sen became a mercenary. A peerless nodachi swordsman, tales of his martial supremacy spread throughout Tian Xia. He was eventually offered membership into the Pathfinder Society by the Three Gates Lodge at Kayajima to escort dangerous expeditions. Unbeknownst to the organization, Sen pursues assignments in search of forbidden Zura relics and forgotten vampire lore to augment his blood and become a Strigoi Progenitor.

Minkai bards often claim Sen stumbled across a hidden yukionna village whilst lost in the Kyojin Mountains. Though Sen downplays these tales as fanciful embellishment of an arctic near-death experience, his acquisition of supernatural endurance to winter temperatures lends credence to encountering more than avalanches and hypothermia during the ordeal.


UNIQUE LE MEDIUM DHAMPIR HUMAN HUMANOID
   Male Tian-Min dhampir APG fighter 20 (warrior background)
   Perception +29 (+2 for initiative); low-light vision, darkvision
   Languages Minkaian, Tien
   Skills Acrobatics +32 (legendary), Athletics +38 (legendary), Intimidation +36 (legendary), Lore: Warfare +22 (trained), Religion +25 (trained), Society +22 (trained), Survival +25 (trained)
   Str +7, Dex +4, Con +4, Int +0, Wis +3, Cha +5
   Worn Items backpack, dread blindfold, explorer’s clothing, belt of giant strength, greater arctic vigor LOGB, greater boots of bounding, +2 greater resilient standard-grade mithral ō-yoroi TV, +3 greater striking handwraps of mighty blows, potion of quickness, 4pp, 9gp, 6cp; Stowed Items bedroll, flint and steel, pup tent, rations (2 weeks), scholarly journal compendium (vampirism), soap, thieves’ tools, waterskin, writing set; Current Bulk 6.4


   AC 44; Fort +32, Ref +32, Will +31; juggernaut, evasion, bravery
   HP 308
   Attack of Opportunity ⟳ (fighter) Trigger A creature within Sen’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect Sen makes a melee Strike against the triggering creature. If Sen’s attack is a critical hit and the trigger was a manipulate action, Sen disrupts that action. This Strike doesn’t count toward Sen’s multiple attack penalty, and Sen’s multiple attack penalty doesn’t apply to this Strike.
   Battle Cry ⟳ (concentrate, emotion, fear, mental, skill, visual) Trigger Sen critically succeeds at an attack roll. Effect Sen can Demoralize his foe.
   Shield Block ⟳ (general) Trigger While Sen has his shield raised and he would take damage from a physical attack. Effect Sen’s shield prevents him from taking an amount of damage up to the shield’s Hardness. Sen and the shield each take any remaining damage, possibly breaking or destroying the shield.


   Speed 40 feet, swim 40 feet
   Melee+3 major striking ghost touch high-grade cold siccatite LOGB large nodachi TV +38 (brace, cold, deadly d12, large, magical, reach 10 feet), Damage 4d8+15 slashing + 1d8 cold, Critical Specialization Effect The target is made off-balance by Sen’s attack, becoming flat-footed until the start of Sen’s next turn.
   Melee+3 greater striking fangs +38 (grapple, magical, unarmed), Damage 3d6+15 piercing, Critical Specialization Effect The target must succeed at a DC 43 Fortitude save or be slowed 1 until the end of Sen’s next turn.
   Divine Innate Spells DC 37, attack +27; 7th vampiric exsanguination +1 (once per day)


   Ancestry Feats 1 Cel Rau LOAG, 5 Fangs APG, 9 Multitalented (Barbarian), 13 Taste Blood LOAG, 17 Symphony of Blood APG
   Class Feats 1 Exacting Strike, 2 Intimidating Strike, 4 Lunge, 6 Advanced Weapon Training (Swords), 8 Shatter Defenses, 9 Knockdown, 10 Fearsome Brute, 12 Lunging Stance, 14 Brutal Finish, 15 Improved Knockdown, 16 Combat Reflexes, 18 Savage Critical, 20 Sever Space FRP
   General Feats 1 Shield Block, 3 Toughness, 7 Fleet, 11 Breath Control, 15 Scare to Death, 19 Canny Acumen (Will)
   Skill Feats 1 Intimidating Glare, 2 Titan Wrestler, 4 Steady Balance, 6 Intimidating Prowess, 8 Battle Cry, 10 Cat Fall, 12 Underwater Marauder, 14 Kip Up, 16 Quick Jump, 18 Cloud Jump, 20 Quick Swim
   Class Abilities 1 Attack of Opportunity, 3 Bravery, 5 Fighter Weapon Mastery (Sword), 5 Critical Specialization, 6 Advanced Weapon Group (Sword), 7 Battlefield Surveyor, 7 Weapon Specialization, 9 Combat Flexibility, 9 Instinct (Giant), 9 Juggernaut, 9 Rage, 9 Titan Mauler, 11 Armor Expertise, 11 Fighter Expertise, 13 Weapon Legend (Sword), 15 Evasion, 15 Greater Weapon Specialization, 15 Improved Flexibility, 17 Armor Mastery, 19 Versatile Legend


   Battle Cry ◇ (concentrate, emotion, fear, mental, skill, visual) When Sen rolls initiative, he can Demoralize an observed foe as a free action.
   Breath Control (general) Sen can hold his breath for 225 rounds before suffocating. Sen gains a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if he rolls a success on such a saving throw, Sen gets a critical success instead.
   Brutal Finish ◆ (fighter, press) Requirements Sen is wielding a melee weapon in two hands. Effect Sen makes a Strike with the required weapon. After the Strike, Sen’s turn ends. The Strike deals two extra weapon damage dice. The Strike also gains the following failure effect. Failure Sen deals damage equal to two weapon damage dice of the required weapon.
   Cel Rau LOAG (dhampir) Sen gains a +1 circumstance bonus to saving throws against effects with the darkness, light, or shadow traits, and whenever he becomes dazzled or blinded for at least 2 rounds, Sen can reduce the duration by 1 round.
   Cat Fall (skill) Sen always lands on his feet and doesn’t take damage, regardless of the distance of the fall.
   Cloud Jump (skill) Triple the distance Sen can Long Jump. When Sen does the High Jump action, use the calculation for a Long Jump but don’t triple the distance. Sen can jump a distance greater than his Speed by spending additional actions when Sen uses Long Jump or High Jump. For each additional action spent, add Sen’s Speed to the limit on how far he can Leap.
   Combat Reflexes (fighter) At the start of each of Sen’s turns when he regains his actions, Sen gains an additional reaction that can be used only to make an Attack of Opportunity.
   Exacting Strike ◆ (fighter, press) Sen makes a Strike. The Strike gains the following failure effect. Failure This attack does not count toward Sen’s multiple attack penalty.
   Fearsome Brute (fighter) Sen gains a circumstance bonus to damage rolls for Strikes against frightened creatures. The bonus is equal to triple the target’s frightened value.
   Improved Knockdown ◆◆ (fighter, flourish) Sen makes a melee Strike. If it hits and deals damage, Sen automatically applies the critical success effect of a Trip. If Sen is wielding a two-handed melee weapon, ignore Trip’s requirement needing a hand free. If Sen used a two-handed melee weapon for the Strike, he can use the weapon’s damage die size instead of the regular die size for the damage from a critical Trip.
   Intimidating Glare (skill) Demoralize loses the auditory trait and gains the visual trait, and Sen doesn’t take a penalty if the creature doesn’t understand Sen’s language.
   Intimidating Prowess (skill) In situations where Sen can physically menace the target with Coerce or Demoralize, Sen gains a +2 circumstance bonus to his Intimidation check and ignores the penalty for not sharing a language.
   Intimidating Strike ◆◆ (emotion, fighter, fear, mental) Sen makes a melee Strike. If Sen hits and deals damage, the target is frightened 1, or frightened 2 on a critical hit.
   Kip Up ◇ (skill) Sen stands up. This movement doesn’t trigger reactions.
   Lunge ◆ (fighter) Requirements Sen is wielding a melee weapon. Effect Sen makes a Strike with a melee weapon, increasing his reach by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait, Sen can use the corresponding action instead of a Strike.
   Lunging Stance ◆ (fighter, stance) While Sen is in this stance, he can use Attack of Opportunity against a creature that is outside his reach but within the reach Sen would have with a Lunge. If Sen does, he increases his range with the Strike by 5 feet.
   Quick Jump ◆ (skill) Sen can use High Jump and Long Jump as a single action instead of 2 actions. If Sen does, he doesn’t perform the initial Stride (nor does Sen fail if he doesn’t Stride 10 feet).
   Rage ◆ (barbarian, concentrate, emotion, mental) Requirements Sen isn’t fatigued or raging. Effect Sen gains 24 temporary Hit Points. This frenzy lasts for 1 minute, until there are no enemies Sen can perceive, or until he falls unconscious, whichever comes first. Sen can’t voluntarily stop raging. While Sen is raging: he deals 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if Sen’s weapon or unarmed attack is agile. Sen takes a –1 penalty to AC. Sen can’t use actions with the concentrate trait unless they also have the rage trait. Sen can Seek while raging. After Sen stops raging, he loses any remaining temporary Hit Points from Rage, and Sen can’t Rage again for 1 minute.
   Savage Critical (fighter) Requirements Strike with a weapon or unarmed attack for which Sen has legendary proficiency. Effect Sen critically succeeds if he rolls a 19 on the die as long as that result is a success. This has no effect on a 19 if the result would be a failure.
   Scare to Death ◆ (emotion, fear, general, incapacitation) Attempt an Intimidation check against the Will DC of a living creature within 30 feet of Sen that he senses or observes and who can sense or observe Sen. If the target can’t hear Sen or doesn’t understand the language he is speaking, Sen takes a –4 circumstance penalty. The creature is temporarily immune for 1 minute. Critical Success The target must attempt a DC 35 Fortitude save. On a critical failure, it dies. On any other result, it becomes frightened 2 and is fleeing for 1 round. The critical failure effect has the death trait. Success The target becomes frightened 2. Failure The target becomes frightened 1. Critical Failure The target is unaffected.
   Sever Space FotRP ◆◆ (conjuration, fighter, flourish, teleportation, uncommon) Requirements Sen is wielding a weapon that deals slashing damage or has an unarmed Strike that deals slashing damage. Effect Sen makes a melee Strike with the required weapon or unarmed attack. The attack gains an 80-foot reach for this Strike. After the Strike, regardless of whether it succeeded, Sen can choose to teleport to the closest space adjacent to the target or to attempt to teleport the target adjacent to him. If Sen chooses the target, they can negate the teleportation if they succeed a DC 43 Fortitude save.
   Shatter Defenses ◆ (fighter, press) Requirements A frightened creature is in Sen’s melee reach. Effect Sen makes a melee Strike against a frightened creature. If Sen hits and deals damage, the target becomes flat-footed until its frightened condition ends. If the target was already flat-footed to Sen when he damaged it with this Strike, it can’t reduce its frightened value below 1 until the start of Sen’s next turn.
   Steady Balance (skill) Whenever Sen rolls a success using the Balance action, he gets a critical success instead. Sen is not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to Sen’s incredible balance, he can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
   Taste Blood LOAG ◆ (dhampir, necromancy, negative) Sen drinks fresh blood from a living humanoid creature, gaining temporary Hit Points equal to the target’s level that last for 10 minutes. The target must succeed a DC 43 Fortitude save or become drained 1. Regardless of the outcome of this save, the target is temporarily immune to Sen’s Taste Blood for 1 day; further uses of this ability against the target don’t increase the drained condition or grant Sen more temporary Hit Points. To drink a creature’s blood, either Sen’s last action must have been a fangs Strike that damaged the target, or the target must be restrained or unconscious and Sen’s last action must have been a Strike that dealt piercing or slashing damage to them. If the target is willing, they don’t need to be restrained or unconscious for the latter.
   Titan Mauler (barbarian, instinct) Sen can use a weapon built for a Large creature. When wielding such a weapon in combat, increase Sen’s additional damage from Rage from 2 to 6, but he has the clumsy 1 condition because of the weapon’s unwieldy size. Sen can’t remove this clumsy condition or ignore its penalties by any means while wielding the weapon.
   Titan Wrestler (skill) Sen can attempt to Disarm, Grapple, Shove, or Trip creatures regardless of their size.
   Toughness (general) The DC of recovery checks is equal to 9 + Sen’s dying condition value.
   Underwater Marauder (skill) Sen is not flat-footed while in water, and he doesn’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.


   Belt of Giant Strength ⟳ (apex, invested, item 17, magical, transmutation) Sen gains a +2 circumstance bonus to Athletics checks to lift a heavy object, Escape, and Force Open. Trigger Sen is targeted by a thrown rock attack, or a rock would fall on him. Effect Sen attempts an Athletics check to grab the triggering rock. Sen must have a free hand to catch the rock, but he can Release anything he is holding in a hand as part of this reaction. Success Sen safely catches the rock, takes no damage, and now holding the rock. Failure Sen takes half damage. Critical Failure Sen takes full damage.
   Clan Inheritance (bulwark, item 14, laminar, magical, uncommon) This standard-grade mithral ō-yoroi TV has a +2 armor potency rune (+2 item bonus to AC) and a greater resilient rune (+2 item bonus to saving throws).
   Dread Blindfold ◇ (emotion, enchantment, fear, invested, item 17, magical, mental) Sen can see through the blindfold, but only using darkvision. The first time a particular creature sees Sen in a day, it must succeed at a DC 37 Will save or be frightened 1. Sen’s allies become immune to it after about a week. Activate Command. Frequency Once per minute. Trigger Sen damages a creature with a Strike. Effect Your target is gripped by intense fear. This has the effect of a DC 37 phantasmal killer spell, but it is an enchantment instead of an illusion. The creature is then temporarily immune for 24 hours.
   Ethereal Winter ◆ (brace, cold, conjuration, deadly d12, evocation, item 19, large, magical, rare, reach, transmutation) Shrouded in the malevolent hoarfrost of a yuki-onna entombed within, this ghost touch high-grade cold siccatite LOGB large nodachi TV has a +3 weapon potency rune (+3 item bonus to attack rolls with the weapon) and a major striking rune (three extra damage dice). The weapon can harm creatures without physical form. Incorporeal creatures can touch, hold, and wield ghost touch weapons. The weapon deals an additional 1d8 cold damage on a successful Strike. On a critical hit, the target is also slowed 1 until the end of Sen’s next turn unless it succeeds at a DC 34 Fortitude save. Cold damage dealt by this weapon ignores the target’s cold resistance.
   Greater Arctic Vigor LOGB ◆◆ (cold, evocation, invested, item 15, magical, tattoo, uncommon) Sen doesn’t take damage from extreme cold or severe cold. While exposed to incredible cold, Sen only takes minor cold damage every hour, instead of moderate cold damage every minute. Sen ignores the uneven ground and difficult terrain caused by ice and the difficult terrain caused by snow (reducing greater difficult terrain from ice or snow to normal difficult terrain). Activate Command. Frequency Once per day. Effect Sen calls forth a blast of polar wind in a 20-foot burst within a range of 60 feet that deals 12d6 cold damage. All creatures in the area must attempt a DC 34 basic Fortitude save.
   Greater Boots of Bounding (invested, item 14, magical, transmutation) When Sen uses the Leap action, he can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically.
   Potion of Quickness ◆ (consumable, item 8, magical, potion, transmutation) Activate Interact. Effect Drinking this silver potion grants Sen the effects of haste for 1 minute.
   Sanguine Gauze ◆ (evocation, invested, item 16, magical, transmutation) Drenched in the ichor of a Strigoi Progenitor, these handwraps of mighty blows have a +3 weapon potency rune (+3 item bonus to attack rolls with the weapon) and a greater striking rune (two extra damage dice).


Tactics Sen’s swordsmanship is a combination of elegance and savagery. Each beautifully precise blade strike inflicts ruinous injury or crippling disfigurement. Sen dismisses criticism against his technique, arguing on the merits of efficiency and lethal combat is intrinsically horrific.
   Battle Cry ◇ → Fangs Strike ◆ → Taste Blood ◆ → Shatter Defenses ◆
   Battle Cry ◇ → Improved Knockdown ◆◆ → Shatter Defenses ◆
   Battle Cry ◇ → Rage ◆ → Shatter Defenses ◆ → Brutal Finish ◆
   Battle Cry ◇ → Sever Space ◆◆ → Shatter Defenses ◆
   Battle Cry ◇ → Shatter Defenses ◆ → Exacting Strike ◆ → Brutal Finish ◆
   Fangs Strike ◆ → Taste Blood ◆ → Brutal Finish ◆
   Improved Knockdown ◆◆ → Brutal Finish ◆
   Intimidating Strike ◆◆ → Shatter Defenses ◆
   Rage ◆ → Lunge Stance ◆ → Brutal Finish ◆
   Rage ◆ → Scare to Death ◆ → Shatter Defenses ◆
   Rage ◆ → Sever Space ◆
   Scare to Death ◆ → Shatter Defenses ◆ → Brutal Finish ◆
   Sever Space ◆◆ → Brutal Finish ◆
   Sever Space ◆◆ → Lunge Stance ◆