Pathfinder Character Sheet
A tall bone-white gnome with a shaved head, covered in colorful tattoos and jade piercings.
Native tongue, +1 (Int), + 2 (Linguistics)
Zipakna was the religious leader of his people, the voice of their three deities.
|Q’uq’umatz (k-UHK oo-MAHTS)|
|The Companion Consort|
|Goddess of the sun, agriculture, and life|
|Domains||Community, Day (sun), Healing, Knowledge, Plants|
|Holy Symbol||An archaeopteryx with pinions of sunlight|
Created companion of Fa’ahilae, Q’uq’umatz was born a slave to sate the passions of the neglected king of the moon. She soon grew into a beautiful and exceedingly wise woman, and taught her creator the virtues of compassion and protection. Feeling guilt for his treatment of her, Fa’ahilae freed Q’uq’umatz and made her his companion consort, much to the fury of his wife, the hag. In their coupling they created the lesser races.
Q’uq’umatz was a creature of freedom, however, and rarely stayed at the side of her lover king. She spends her life roaming the sky, bringing sunlight to the fields to feed her children, and caring for the injured. She taught her children the first spoken languages, and passed on the knowledge of medicine.
She is described as a great ancient bird, a feathered flying reptile or couatl.
|Fa’ahilae (FA ah-HEE-lay)|
|The Moon King|
|God of the moon, travelers, and death|
|Domains||Ancestors (repose), Luck, Night (darkness), Stars (void), Travel|
|Holy Symbol||A white crescent moon laying on its back|
Fa’ahilae, twin brother and husband to His’malahuk’ah, was born to fill the great loneliness of the endless black sky. He was tricked by his sister into helping her conceive the world and all the animals therein. Abandoned after he fathered the world upon His’malahuk’ah, the moon king turned to Q’uq’umatz, a companion created from his own seed.
At Qu’qu’matz’s request, he spends his life leading the lost to safety, and guiding the dead through the maze of the stars. He allows the living to speak to the dead in order to learn from their successes and mistakes.
He is described as a tall, pale-skinned man with a shapeless, glowing white face.
|Goddess of weather, misfortune, wild animals, and arcane secrets.|
|Domains||Animal, Catastrophe (destruction), Deception (trickery), Magic, Storms (weather)|
|Favored Weapon||Mere club|
|Holy Symbol||A lantern hanging from a staff|
His’malahuk’ah is the twin sister and wife of Fa’ahilae. Bitter and implacable, she tricked her husband into impregnating her to create the world and creatures to live upon it. In a jealous rage over being replaced by Q’uq’umatz, she stole the moon king and stored him in a lantern, which she uses to trick the unwary from the path to their misfortune in the wilderness.
She spends her life bringing destruction to the land, trying to thwart the growth of the lesser races, which she sees as a threat to her animal children. She knows the secrets of the written language, and through it magic, but she keeps these secrets close to her chest.
She is described as a natural disaster, such as an earthquake or tornado or a tiny, stooped, black-cloaked crone, with the skull of a herd animal such as a horse or deer extending from her gnarled white hair beneath her hood.
|Timek Sa'luah (TIM-ehk SAH-loo-AH)|
|God of war, disease, and slavery.|
|Domains||Ferocity (strength), Madness, Metal (earth), Nobility, War|
|Holy Symbol||A hanged man|
The youngest deity of the pantheon, Timek Sa'luah is not worshiped, but feared. He brings strange men to plunder the fields and spread disease and poisonous ideas. Though his influence has been felt as far back as the arrival of the Linnorm kings, his power has become troublesome as more and more strangers visit the shores of Arcadia.
Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. Samurai are proficient with all types of armor (heavy, light, and medium) and shields (except tower shields).
Far Challenge (Ex): Once per day, a luring cavalier can use his far challenge ability as a swift action. When he does, the luring cavalier chooses one target within sight to challenge. The luring cavalier’s ranged attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the luring cavalier’s level. The luring cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Furthermore, once per day, the luring cavalier may spend a use of his far challenge ability to double the potential extra damage of his ranged attack. Before making the attack roll, he can choose to spend a use of his challenge to deal twice his cavalier level in extra damage on a successful hit instead of just his cavalier level in extra damage. If the attack misses, the use of the challenge is wasted.
Challenging a foe requires subtle deceits and strategies. The cavalier must make it look like he is a soft target. The subject of the far challenge gains a +4 bonus on attack rolls made against him.
This challenge remains in effect until the target is dead or unconscious, until the target hits the luring cavalier with a melee attack, or until the combat ends. If this challenge ends because the target hits the luring cavalier with a melee attack, this challenge changes to the effects of the normal cavalier challenge, and gains any order benefit the luring cavalier has. Far challenge replaces the challenge ability.
Challenge (Ex): Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai’s level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the samurai’s concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of
his challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai’s challenge also includes another effect, which is listed in the section describing the samurai’s order.
Mount (Ex): A samurai gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the samurai’s level as his effective druid level. The creature must be one that he is capable of riding and that is suitable as a mount. A Medium samurai can select a camel or a horse. A Small samurai can select a pony or a wolf, but can also select a boar or a dog if he is at least 4th level. The GM may approve other animals as suitable mounts.
A samurai does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A samurai’s mount does not gain the share spells special ability. A samurai’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves.
Should a samurai’s mount die, the samurai may find another mount to serve him after 1 week of mourning. The new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the samurai gains a level.
Order (Ex): At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description (see pages 34–37 of the Advanced Player’s Guide), but such samurai are rare.
A samurai who wishes to change his order must undertake a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once he has accomplished this, he gains all the bonuses from his new order. The only exception to this is when a samurai decides to become a ronin. A samurai can elect to become a ronin immediately, losing all the benefits from his old order and replacing them with the new benefits from the ronin order. Once a ronin, however, the only way for the samurai to change to another order is through the method described above. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.
Edicts: The cavalier must guard against needless violence, protecting both the land and its people from wars they neither started nor wish to fight. He must seek to stop conf lict with a minimum of bloodshed, to encourage peaceful resolutions to disagreements between intelligent creatures, and to mend the wounds opened by battle. He must also honor quarter when he gives it, protecting captives who have surrendered from his own allies if need be.
Challenge: Whenever an order of the blue rose cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms). This bonus increases by +1 for every four levels the cavalier possesses (to a maximum of +5 at 17th level).
Skills: An order of the blue rose cavalier adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. Whenever an order of the blue rose cavalier uses Diplomacy to try to mediate a dispute between two parties that do not include him, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Resolve (Ex): Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.
Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
|Perform (string instrument)||*||CHA||??||+??||+??||—||+(3)||+??|
|Perform (wind instrument)||*||CHA||??||+??||+??||—||+(3)||+??|
|Sleight of Hand||DEX||??||+??||+??||-??||+(3)||+??|
|Use Magic Device||CHA||??||+??||+??||—||+(3)||+??|
+2 Constitution, +2 Wisdom, +2 Charisma, –2 Strength: Bleachlings are physically weak but surprisingly hardy, possess natural wisdom and alien beauty.
Small: Bleachlings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Slow Speed: Bleachlings have a base speed of 20 feet.
Low-Light Vision: Bleachlings can see twice as far as humans in conditions of dim light (see low-light vision.)
Bleachling Magic: Bleachlings often feel that there is a world just beyond the fabric of the material objects around them, and sometimes they can hear the north wind calling them or smell the dread taint of polluted water before they taste it. Bleachlings add +1 to the DC of any saving throws against divination spells that they cast. They gain a +2 racial bonus on saving throws against such spells. Bleachlings with a Wisdom of 11 or higher also gain the following spell-like abilities:
1/day—detect poison, know direction, stabilize
At will—speak with animals.
The caster level for these effects is equal to the bleachling's level. The DC for these spells is equal to 10 + the spell's level + the bleachling's Wisdom modifier. This racial trait replaces the gnome magic and illusion resistance racial Traits.
Gift of Tongues: Bleachlings love languages and learning about those they meet. Bleachlings with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces the defensive training and hatred racial Traits.
Keen Senses: Bleachlings receive a +2 racial bonus on Perception skill checks.
Multi-talented: Bleachlings choose two favored classes at first level, one of which must be druid. They gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Timeless Body: A bleachling takes no ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the bleachling still dies of old age when her time is up.
Obsessive: Bleachlings receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Bleachlings treat any weapon with the word “gnome” in its name as a martial weapon.
Languages: Bleachlings begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
|Sam 01||+1||+2||+0||+0||Far challenge 1/day, mount, Order of the Blue Rose, resolve||1. ??||10|
|Hide Shirt||90 gp||13 lbs.|
|Mere club||2 gp||1 lb.|
|Terbutje||5 gp||1 lb.|
|Great terbutje||12 gp||2 lbs.|
|Atlatl||2 gp||1 lb.|
|Atlatl darts (10)||10 gp||1 lb. ea.|
|Buckler (bone)||7 go||2 lbs.|
|Artisan's tools, masterwork (stone)||52.5 gp||4 lbs.|
|Monk's outfit||5 gp||.5 lb.|