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archetype cards

set 1
ANCESTRY

RANK: NOVICE
AMIRI (BARBARIAN)
Human: Adaptability.
Fiery of heart and fierce in battle, Amiri demands
respect. Those who offend the barbarian soon learn HINDRANCES
the wrath of her blood rage. She wields an over-
sized bastard sword, her most-prized possession, BloodtHirsty (major): Every fight is to the death and you
won from a frost giant years ago. never take prisoners.
deatH WisH (minor): You embrace the inevitability of death
and your reckless fighting style shows it.
ATTRIBUTES Poverty (minor): You spend freely, knowing each day might
be your last, so you never seem to have two gold pieces to rub
Agility d8 pAce 8 together.
SmArtS d4 pArry 6
Spirit d6 toughneSS 8(2)
EDGES
Strength d10 BarBarian: You’re a brutal and uncompromising fighter.
Vigor d8 Brute: Athletics is linked to Strength, not Agility. Increase
thrown weapon ranges by +1/+2/+4.
SKILLS CLASS FEATURES
AthleticS d6 armor restriction (medium): Subtract 4 from Agility and
com. Knowledge d4 Agility-based rolls if using heavy armor or shield.
Fighting d8 rage: As a limited free action, you may “rage” voluntarily for
intimidAtion d6 five rounds. If Shaken or Wounded, you must make a Smarts
roll or rage, whether you want to or not.
notice d6
WHile raging, you gain tHe folloWing aBilities:
perSuASion d4 fury: Increase Strength a die type. Must Wild Attack if able.
riding d4 enraged: You ignore two levels of Wound penalties and all
Shooting d6 Fatigue penalties.
SteAlth d4 reckless aBandon: If you roll a Critical Failure on a Fighting
SurViVAl d4 check while raging, you hit a random target within range.
GEAR
Languages: Common, Bastard Sword (Str+d8, AP 1), short bow (Range 12/24/48,
Goblin, Halfling Damage 2d6), 20 arrows,handaxe (Str+d6), studded leather
tunic and leggings (+2), adventurer’s kit, 9 gp.

ANCESTRY
RANK: NOVICE

LEM (BARD)
Halfling: Agile, Keen Senses, Lucky, Reduced Pace, Size –1,
Lem possesses a delightful sense of humor, along Sure-Footed.
with a boundless optimism, despite his childhood as
a slave in Cheliax. Constantly humming tunes from HINDRANCES
lore or of his own invention, the impulsive halfling
is quick to intervene whenever he witnesses cruelty. impulsive (major): You often act without thinking.
mild mannered (minor): Your friendly demeanor means you
suffer –2 to Intimidation rolls.
ATTRIBUTES Quirk (minor): You are constantly humming catchy tunes.

Agility d8 pAce 5 EDGES


SmArtS d6 pArry 5 Bard: You bring epic tales of heroism and tragedy to the
Spirit d8 toughneSS 6(2) people of Golarion.
Strength d6 CHarismatiC: You get a free reroll on Persuasion rolls.
Vigor d6 luCk: You start each session with an extra Benny.
arCane BaCkground (Bard): You use Performance as your
arcane skill.
SKILLS
AcAdemicS d4 CLASS FEATURES
AthleticS d6 armor interferenCe (ligHt): –4 to Performance, Agility, and
com. Knowledge d6 Agility-based skill rolls if using medium, or heavy armor or
Fighting d6 shields.
notice d6 sHarp tongued: Bards can use Performance in place of Taunt
to test foes.
occult d6
perFormAnce d8 GEAR
perSuASion d6 Dagger (Str+d4), sling (Range 4/8/16, Damage Str+d4, uses
SteAlth d6 Athletics), 20 stones, entertainer’s outfit, soft leather tunic and
thieVery d4 leggings (+2), adventurer’s kit, flute, potion of minor healing,
vial of antitoxin, 5x tinder twigs, 18 gp.

Languages: Common, Elven, POWERS


Gnome, Halfling
powers: Boost/lower Trait, confusion, empathy.
power points: 10
ANCESTRY

RANK: NOVICE
KYRA (CLERIC)
Human: Adaptability.
Kyra’s vow to Sarenrae guides her path. With each
new day, the cleric renews her oath to fight evil, heal HINDRANCES
the sick, and protect the innocent. Kyra takes great
pride in her divine powers, and her prowess with a
Code of Honor (major): You have a strict set of values.
scimitar—all in service to her goddess. HeroiC (major): You always step in to help those in need.
Vow (major): You’re devoted to the goddess Sarenrae and
have vowed to serve her forever.
ATTRIBUTES EDGES
Agility d6 pAce 6 arCane BaCkground (CleriC): You call on the power of your
SmArtS d8 pArry 5 deity using Faith as your arcane skill.
Spirit d8 toughneSS 7(2) CleriC (good): You have been called to serve powers beyond
Strength d6 most mortal understanding.
Vigor d6 Healer: You gain a free reroll on all healing rolls.
CLASS FEATURES
SKILLS CHannel energy: You can cast the healing power at a Range
AthleticS d4 of Spirit rather than Touch. Your healing also has the Additional
com. Knowledge d4 Recipients Power Modifier, allowing you to heal nearby allies
FAith d8 at the cost of one extra Power Point each.
Fighting d6 Vow: You have sworn a solemn oath to serve your deity. If you
violate your deity’s trust (GM’s call) you subtract 2 from Faith
heAling d6 rolls for a week. Truly sacrilegious acts might rob you of your
intimidAtion d6 powers entirely until you atone in some way.
notice d6
occult d6 GEAR
perSuASion d6 Scimitar (Str+d6), sling (Range 4/8/16, Damage Str+d4, uses
riding d4 Athletics), 20 stones, cleric’s vestments, leather tunic, helm,
SteAlth d4 and leggings (+2), adventurer’s kit, healer’s kit, silver holy
symbol, holy water, 29 gp.
Languages: Celestial, Common,
Elven, Halfling, Kelish POWERS
Powers: Healing, protection, smite.
Power Points: 10

ANCESTRY
RANK: NOVICE

VALEROS (FIGHTER)
Human: Adaptability.
Valeros takes an laid-back approach to life. Still, he
remains loyal to his adventuring companions, though HINDRANCES
he acts on impulse in battle. He prefers to fight with ImpulsIve (major): You often act without thinking.
a sword in each hand, although his proficiency with
loyal (mInor): You won’t abandon your friends.
a bow proves a boon in ranged combat.
vengeful (mInor): You bear a grudge when slighted.
EDGES
ATTRIBUTES ambIdextrous: Ignore the –2 penalty to Trait rolls with your
Agility d8 pAce 6 off-hand.
SmArtS d6 pArry 6 brawny: Size +1. You treat Strength as a die type higher for
Spirit d6 toughneSS 9(3) encumbrance and Min Str requirements.
Strength d8 fIgHter: You excel at combat. Rarely shying away from battle,
Vigor d6 you lead the charge to protect your friends and defeat your
enemies.
SKILLS CLASS FEATURES
AthleticS d6 martIal flexIbIlIty: Once per encounter, as a free action, you
com. Knowledge d4 can choose to gain the benefits of a single Combat Edge. You
Fighting d8 must meet all of the Edge’s Requirements, and the benefits of
the chosen Edge end after 5 rounds.
intimidAtion d6
notice d4 GEAR
perSuASion d4 Longsword (Str+d8), short sword (Str+d6), long bow (Range
riding d4 15/30/60, Damage 2d6, AP 1), 20 arrows, scale mail shirt (+3),
Shooting d8 leather leggings (+2), adventurer’s kit, 29 gp.
SteAlth d6
SurViVAl d4

Languages: Common,
Dwarven, Elven, Sylvan
ANCESTRY

RANK: NOVICE
MERISIEL (ROGUE)
Elf: Agile, Elven Magic (free reroll to resist enemy powers),
Although Merisiel never learned the entire truth Intelligence, Keen Senses, Low Light Vision (ignore penalties
about her parents, she knows enough to bear the for Dim and Dark lighting), Slender.
shame of her circumstances. Life lessons learned,
including prison time in more than one city, Merisiel HINDRANCES
now lives every moment to the fullest.
Bad luck (major): Fate often deals you an unlucky hand. You
start each session with one fewer Bennies.
ATTRIBUTES EnEmy (minor): Your shady past has earned you a life-long
enemy who seeks retribution.
Agility d8 pAce 6 ShamEd (minor): Your upbringing continues to be a source of
SmArtS d8 pArry 7(1) shame for you.
Spirit d6 toughneSS 6(2)
Strength d6
EDGES
Vigor d6(-1) acroBat: You get a Free reroll on acrobatic Athletics rolls.
roguE: Life is an endless adventure for you and you live by
your wits.
SKILLS thiEf: You get +1 Thievery, Athletics rolls made to climb, and
AthleticS d8 Stealth rolls in urban environments.
com. Knowledge d4
CLASS FEATURES
Fighting d8
notice d6 armor rEStriction (light): You subtract 4 from Agility and
Agility-based rolls if using medium or heavy armor or shields.
perSuASion d6
SnEak attack: Rogues add an additional d6 to their damage
SteAlth d8 when they have the Drop on their victim, or the victim is
tAunt d6 Vulnerable. This applies to Athletics (throwing), Fighting, or
thieVery d6 Shooting attacks.
GEAR
Rapier (Str+d4, Parry +1), 6×throwing knives (Range 3/6/12,
Damage Str+d4), 2×daggers (Str+d4), soft leather jacket and
Languages: Common, Elven, leggings (+2), thieves’ tools, tanglefoot bag, adventurer’s kit,
Giant, Goblin, Sylvan climbers kit, 35 gp.

ANCESTRY
RANK: NOVICE

EZREN (WIZARD)
Human: Adaptability.
Ezren finds solace in his arcane studies, which he
pursues in the field rather than dusty libraries. The HINDRANCES
elderly wizard travels far and wide to research and
EldErly (major): Your body is not as strong or vital as it was,
discover new magics, partly as a way to put the
shame of his father’s heresy behind him. but with advancing years comes wisdom.
SHamEd (major): You father’s heretical views have been a
constant source of shame your whole life.
ATTRIBUTES EDGES
Agility d6(-1) pAce 5 arcanE Background (Wizard): You’ve learned to harness
SmArtS d10 pArry 5 the arcane powers using Spellcasting as your arcane skill.
Spirit d8 toughneSS 4 jack of all TradES: As an action, make a Smarts roll to learn
Strength d4(-1) any skill at d4 (d6 with a raise). This lasts until you next use
Vigor d6(-1) this Edge.
Wizard (univErSaliST): You’re capable in all schools of magic.
SKILLS CLASS FEATURES
AcAdemicS d8 arcanE Bond (BondEd oBjEcT): Your cane grants you +1 to
AthleticS d4 your Spellcasting rolls when holding it.
com. Knowledge d8 armor inTErfErEncE (any): –4 to Spellcasting, Agility, and
Fighting d4 Agility-based skill rolls if using light, medium, or heavy armor
or shields.
notice d6
SpEllBook: Your spellbook is an important source of power.
occult d8
perSuASion d6 GEAR
riding d4 Cane (Str+d4, Parry +1, Reach 1, two hands), dagger (Str+d4),
Shooting d6 hand crossbow (Range 5/10/20, Damage 2d4), 20 bolts, spell
SpellcASting d10 component pouch, spellbook, adventurer’s kit, ink pen, ink,
SteAlth d6 parchment, scroll of slumber, 24 gp.

Languages: Abyssal, Common, POWERS


Dwarven, Elven, Giant, Thassilonian poWErS: Bolt, detect/conceal arcana, protection.
poWEr poinTS: 10
ANCESTRY

RANK: NOVICE
LINI (DRUID)
Gnome: Gnome Magic (can cast cantrips), Keen Senses, Low
Lini has a way with animals, especially big cats. The Light Vision (ignore penalties for Dim and Dark lighting),
gnome prefers the company of her snow leopard, Obsessive, Reduced Pace, Size –1, Tough.
Droogami, though she gets along well enough with
people she trusts. Curious and quirky, she collects HINDRANCES
sticks from every forest she visits.
All Thumbs (minor): –2 penalty if using mechanical items.
Curious (mAjor): You must know what’s behind every mystery.
Quirk (minor): You collect sticks from forests you visit.
ATTRIBUTES
Agility d6 pAce 5 EDGES
SmArtS d6 pArry 5 ArCAne bACkGround (druid): Faith is your arcane skill.
Spirit d8 toughneSS 6(2) druid: You are an ally to the beasts and protector of the wild.
Strength d6 beAsT mAsTer: Droogami has Fighting d8.
Vigor d6
CLASS FEATURES
Armor inTerferenCe (liGhT): –4 to Faith, Agility and Agility-
SKILLS based skill rolls if using medium or heavy armor or shields.
AthleticS d6 nATure bond: Your snow leopard animal companion
com. Knowledge d6 Droogami accompanies you wherever you go.
FAith d8 nATure sense: Survival is linked to Spirit instead of Smarts.
Fighting d6 Vow (mAjor): You swore an oath to protect nature. Violating that
oath (GM’s call) has dire consequences (see Savage Pathfinder).
heAling d4
intimidAtion d4 GEAR
notice d6 Sickle (Str+d4), sling (Range 4/8/16, Damage Str+d4, uses
perSuASion d4 Athletics), soft leather tunic and pants (+2), traveler’s outfit,
riding d4 20 stones, adventurer’s kit, component pouch, thunderstone,
SteAlth d4 potion of minor healing, 5x smoke sticks, 39 gp.
SurViVAl d8
POWERS
Languages: Common, Druidic, Powers: Beast friend, elemental manipulation, entangle,
Elven, Gnome, Sylvan environmental protection, protection.
Power PoinTs: 11

ANCESTRY
RANK: NOVICE

HARSK (RANGER)
Dwarf: Dark Vision (ignore Illumination penalties up to
An unusual dwarf, Harsk enjoys forests more than 10”), Iron Constitution (+1 if resisting poison), Reduced Pace,
mines and tunnels. Few things make him happier Stonecunning (Notice roll +2 to detect unusual stonework
than crouching in a tree with his crossbow. Harsk’s within 10 feet), Tough.
axe once belonged to his brother, Sigur, who was
slain by giants 20 years ago. HINDRANCES
Habit (minor): Your drink of choice, unlike most of your kind,
is tea!
ATTRIBUTES SuSpiciouS (minor): It takes a long time to win your trust.
Agility d8 pAce 5 tHin-SkinneD (minor): Subtract 2 when resisting Taunt attacks.
SmArtS d6 pArry 5 Vow (minor): Your brother will be avenged!
Spirit d6 toughneSS 8(2)
Strength d6
EDGES
Vigor d8 ranger: You are at home in the forest (your Favored Terrain).
Your Favored Enemies are Humanoids.
wooDSman: You gain +2 to Survival and Stealth rolls in the
SKILLS wilds.
AthleticS d4 CLASS FEATURES
com. Knowledge d4
Fighting d6 armor reStriction (meDium): –4 to Agility and Agility-
based skill rolls if using heavy armor or shield.
heAling d4
faVoreD enemy: You get one free reroll when failing to track
notice d6 (Survival) or attack (Athletics, Fighting, or Shooting) your
perSuASion d4 Favored Enemy.
Shooting d8 faVoreD terrain: You draw an additional Action card for
SteAlth d6 initiative in your Favored Terrain.
SurViVAl d8 wilDerneSS StriDe: You ignore movement penalties for
Difficult Ground.
GEAR
Languages: Common, Sigur’s battleaxe (Str+d6), heavy crossbow (Range 15/30/60,
Dwarven, Goblin, Sylvan Damage 2d8, AP 2, Reload 2), 20 bolts, handaxe (Str+d6),
studded leather tunic and leggings (+2), adventurer’s kit,
climbers kit, tanglefoot bag, 34gp.
ANCESTRY

RANK: NOVICE
SEONI (SORCERER)
Human: Adaptability.
Born into a nomadic tribe known as the Varisians,
Seoni is driven by dreams to learn more about her HINDRANCES
magical heritage, she travels Golarian seeking
arcane knowledge and power. Seoni’s familiar is Curious (major): You have an insatiable desire to discover
a small, blue-tailed skink called Dragon. and learn.
Hesitant (minor): You like to consider your options before
choosing a course of action.
ATTRIBUTES LoyaL (minor): You never abandon your friends.

Agility d6 pAce 6 EDGES


SmArtS d8 pArry 4 arCane BaCkground (sorCerer): You cast your spells using
Spirit d8 toughneSS 5 Spellcasting as your arcane skill.
Strength d4 CaLCuLating: If your Action Card is a Five or less, you may
Vigor d6 ignore up to 2 points of penalties on one action on your turn.
LuCk: You start each session with an extra Benny.
sorCerer: You have been touched by magic and summon its
SKILLS power from deep within yourself rather than from study.
AthleticS d6
com. Knowledge d6
CLASS FEATURES
Fighting d4 armor interferenCe (any): –4 to Spellcasting rolls and to
notice d6 Agility and Agility-based skill rolls if using light, medium, or
heavy armor or shields.
occult d6
BLoodLine (arCane): You have an Arcane Bond with your
perSuASion d4 familiar, a skink named Dragon.
riding d4
SpellcASting d8 GEAR
SteAlth d4 Staff (Str+d4, Parry +1, Reach 1, two hands), dagger (Str+d4),
tAunt d6 alchemist’s fire, antitoxin, adventurer’s kit, scroll of bolt,
scroll of lower Trait (Vigor), 28 gp.

Languages: Common, Draconic, POWERS


Elven, Goblin, Sylvan Powers: Bolt, deflection, detect/conceal arcana, dispel
Power Points: 20 (includes 5PP from your familiar)

ANCESTRY
RANK: NOVICE

SAJAN (MONK)
Human: Adaptability.
Sajan’s is driven by his vow to find his missing
twin sister, Sajini. He exhibits discipline and HINDRANCES
perseverance in all things, but especially in the Heroic (major): You battle evil and protect the innocent.
rigors of his martial training. He always helps
those in need, even if it puts him in harm’s way. LoyaL (minor): You never desert your friends.
Vow (minor): You swore to find your twin sister, Saijini, and
you will not rest until you do.
ATTRIBUTES EDGES
Agility d8 pAce 8 FLeet-Footed: Pace +2, increase running die one die type.
SmArtS d6 pArry 7(1) monk: Yours is a path of discipline and balance.
Spirit d6 toughneSS 7 trademark weapon: Your fists and feet are weapons. Add +1
Strength d6 to Fighting and +1 Parry when fighting unarmed.
Vigor d8
CLASS FEATURES
armor restriction (any): –4 to Agility and Agility-based
SKILLS skill rolls if using light, medium, or heavy armor or shields.
AthleticS d8 martiaL discipLine: +1 Toughness if wearing no armor.
com. Knowledge d4 mobiLity: Increase your running die one die type.
Fighting d8 stunning Fist: With a raise on an Unarmed Strike (even if
heAling d4 all damage is soaked), make the foe Distracted or Vulnerable.
intimidAtion d6 unarmed strike: +1 Fighting (Str+d4, AP 2) when fighting
unarmed. On a raise, your bonus damage is d10.
notice d6
perSuASion d4 GEAR
riding d4 Temple sword (treat as short sword, Str+d6), 6x shurikens
SteAlth d8 (Range 3/6/12, Damage Str+d4), caltrops, adventurer’s kit, 3x
Alchemist’s fire, sunrod, potion of minor healing, 21 gp.

Languages: Common, Elven,


Giant, Goblin
ANCESTRY

RANK: NOVICE
SEELAH (PALADIN)
Human: Adaptability.
Seelah is a faithful follower of Iomedae and
honors her goddess every day. Sworn to a strict HINDRANCES
code, she strives to act with honor and ensure
justice at all times. Seelah has vowed to root out Code of Honor (major): You keep your word, won’t kill or
evil on Golarion and bring evildoers to justice. abuse prisoners, and generally uphold the highest standards of
etiquette and manners.
LoyaL (minor): You stand by your companions to the end.
ATTRIBUTES THin Skinned (minor): You take insults, real and perceived, to
heart very quickly. You suffer –2 to resist Taunts.
Agility d6 pAce 6 Vow (major): You have dedicated yourself to the service of
SmArtS d6 pArry 8(2) Iomedae.
Spirit d8 toughneSS 9(3)
Strength d8
EDGES
Vigor d8 CHampion: +2 damage to supernaturally evil enemies.
paLadin: You are a paragon of virtue, a holy warrior for your
deity.
SKILLS
AthleticS d6
CLASS FEATURES
com. Knowledge d4 aura of Courage: Allies within 10” gain +1 to Fear checks.
Fighting d8 deTeCT eViL: As an action you can detect if one target within a
range of Smarts is evil.
intimidAtion d6
SmiTe eViL: As a free action (once per encounter, per Rank)
notice d6 you can choose an enemy. If the enemy is evil, you get a reroll
perSuASion d4 on any failed attack roll against them.
riding d6
Shooting d6 GEAR
SteAlth d4 Longsword (Str+d8), long bow (Range 15/30/60, Damage
2d6, AP 1), 20 arrows, explorer’s outfit, chain mail shirt (+3),
leather leggings (+2), medium shield (+2 Parry, −2 Cover),
adventurer’s kit, holy symbol, holy water, 15 gp.
Languages: Celestial, Common,
Dwarven, Elven
RANK: SEASONED

AMIRI (BARBARIAN) ANCESTRY


Human: Adaptability.
Fiery of heart and fierce in battle, Amiri demands
respect. Those who offend the barbarian soon learn HINDRANCES
the wrath of her blood rage. She wields an over-
sized bastard sword, her most-prized possession, BloodtHirsty (major): You never take prisoners.
won from a frost giant years ago. deatH WisH (minor): You embrace the inevitability of death
and your reckless fighting style shows it.
Poverty (minor): You spend freely, knowing each day might
ATTRIBUTES be your last, so you never have two gold pieces to rub together.

Agility d8 pAce 8 EDGES


SmArtS d4 pArry 7(1) BarBarian: You’re a brutal and uncompromising fighter.
Spirit d6 toughneSS 10(3) Brute: Athletics is linked to Strength, not Agility. Increase
Strength d10 thrown weapon ranges by +1/+2/+4.
Vigor d10 PoWerful BloW: +4 damage to Wild Attacks instead of +2.
sWeeP: Make a single Fighting attack with a two-handed
weapon and apply it against all targets in her Reach at a −2
SKILLS trademark WeaPon: +1 Fighting and +1 Parry with your
AthleticS d6 bastard sword.
com. Knowledge d4 CLASS FEATURES
Fighting d8
intimidAtion d6 armor restriction (medium): Subtract 4 from Agility and
Agility-based rolls if using heavy armor or shield.
notice d6
rage: As a limited free action, you may “rage” for five rounds.
perSuASion d4 If Shaken or Wounded, you must make a Smarts roll or rage.
riding d4 While raging, you gain the following abilities:
Shooting d6 fury: Increase Strength a die type. Must Wild Attack if able.
SteAlth d4 enraged: Ignore two levels of Wound penalties and all Fatigue.
SurViVAl d6 reckless aBandon: If you roll a Critical Failure on a Fighting
check while raging, you hit a random target within range.

Languages: Common, GEAR


Goblin, Halfling Bastard Sword (Str+d8, AP 2, Accurate), short bow (Range
12/24/48, Damage 2d6), 20 arrows, handaxe (Str+d6), studded
leather tunic and leggings (+3, Aegis), adventurer’s kit, 9 gp.
RANK: SEASONED
LEM (BARD) ANCESTRY
Halfling: Agile, Keen Senses, Lucky, Reduced Pace, Size –1,
Lem possesses a delightful sense of humor, along Sure-Footed.
with a boundless optimism, despite his childhood as
a slave in Cheliax. Constantly humming tunes from HINDRANCES
lore or of his own invention, the impulsive halfling
is quick to intervene whenever he witnesses cruelty. impulsive (major): You tend to act without thinking.
mild mannered (minor): –2 to Intimidation rolls.
Quirk (minor): You are constantly humming catchy tunes.
ATTRIBUTES EDGES
Agility d8 pAce 5 Bard: You’re a teller of epic tales of heroism and tragedy.
SmArtS d6 pArry 6 CHarismatiC: You get a free reroll on Persuasion rolls.
Spirit d10 toughneSS 7(3) inspire HeroiCs: Once per encounter, spend a Benny to gain
Strength d6 five Inspiration tokens. Until the encounter ends, you may give
Vigor d6 these tokens to other characters within Range of Smarts. Each
token allows a reroll of a Trait or damage roll.
luCk: You start each session with an extra Benny.
SKILLS arCane BaCkground (Bard): You use Performance as your
AcAdemicS d4 arcane skill.
AthleticS d8
com. Knowledge d6
CLASS FEATURES
Fighting d8 armor interferenCe (ligHt): –4 to Performance, Agility, and
notice d6 Agility-based skill rolls if using medium, or heavy armor or
shields.
occult d6
sHarp tongued: You can use Performance in place of Taunt
perFormAnce d10 to test foes.
perSuASion d8
SteAlth d6 GEAR
thieVery d4 Dagger (Str+d4), sling (Range 4/8/16, Damage Str+d4, uses
Athletics), 20 stones, soft leather tunic and leggings (+3,
Aegis), adventurer’s kit, flute, robe of useful items.
Languages: Common, Elven,
Gnome, Halfling POWERS
powers: Boost/lower Trait, confusion, empathy.
power points: 10
RANK: SEASONED

KYRA (CLERIC) ANCESTRY


Human: Adaptability.
Kyra’s vow to Sarenrae guides her path. With each
new day, the cleric renews her oath to fight evil, heal HINDRANCES
the sick, and protect the innocent. Kyra takes great
pride in her divine powers, and her prowess with a Code of Honor (major): You have a strict set of values.
scimitar—all in service to her goddess. HeroiC (major): You always step in to help those in need.
Vow (major): You’re devoted to the goddess Sarenrae.
EDGES
ATTRIBUTES
arCane BaCkground (CleriC): You call on the power of your
Agility d6 pAce 6 deity using Faith as your arcane skill.
SmArtS d8 pArry 5 CleriC (good): You have been called to serve your god.
Spirit d8 toughneSS 8(3) destroy undead: As an action, spend 2 Power Points to
Strength d8 center a Medium Blast Template on yourself. All undead within
Vigor d6 the template must make a Spirit roll or take a Wound.
Healer: You gain a free reroll on all healing rolls.
SKILLS CLASS FEATURES
AthleticS d4 CHannel energy: You can cast healing at a Range of Spirit.
com. Knowledge d4 Your healing has the Additional Recipients Modifier, allowing
FAith d8 you to heal nearby allies at +1 Power Point per additional ally.
Fighting d6 Vow: You swore an oath to serve your deity. If you violate her
trust (GM’s call) you subtract 2 from Faith rolls for a week.
heAling d8
Sacrilegious acts might rob you of your powers until you atone.
intimidAtion d6
notice d6 GEAR
occult d8 Scimitar (Str+d6+1, AP 1, Damaging), short bow (Range
perSuASion d6 12/24/48, Damage 2d6), 20 arrows, cleric’s vestments, chain
riding d4 tunic, helm, and leggings (+3), adventurer’s kit, healer’s
SteAlth d4 kit, silver holy symbol, holy water, 29 gp, wand of dispel (7
charges; Faith), 3x potion of minor healing.
Languages: Celestial, Common,
Elven, Halfling, Kelish POWERS
Powers: Boost/lower Trait, healing, protection, relief, smite.
Power Points: 10
RANK: SEASONED
VALEROS (FIGHTER) ANCESTRY
Human: Adaptability.
Valeros takes an laid-back approach to life. Still, he
remains loyal to his adventuring companions, though HINDRANCES
he acts on impulse in battle. He prefers to fight with ImpulsIve (major): You often act without thinking.
a sword in each hand, although his proficiency with
a bow proves a boon in ranged combat. loyal (mInor): You won’t abandon your friends.
vengeful (mInor): You bear a grudge when slighted.
EDGES
ATTRIBUTES
ambIdextrous: Ignore the –2 penalty to Trait rolls with your
Agility d8 pAce 6 off-hand.
SmArtS d6 pArry 6 brawny: Size +1. You treat Strength as a die type higher for
Spirit d6 toughneSS 10(3) encumbrance and Min Str requirements.
Strength d8 deadly blow: +1 damage to successful Athletics (throwing),
Vigor d8 Fighting, or Shooting.
fIgHter: You excel at combat. You lead the charge to protect
your friends and defeat your enemies.
SKILLS nerves of steel: Ignore 1 point of Wound Penalties.
AthleticS d6 two-weapon fIgHtIng: You may attack with your off-hand
com. Knowledge d4 without incurring a multi-action penalty.
Fighting d8 CLASS FEATURES
intimidAtion d6
martIal flexIbIlIty: Once per encounter, as a free action,
notice d4
you can choose to gain the benefits of a single Combat Edge.
perSuASion d4 You must meet all of the Edge’s Requirements, and the benefits
riding d4 of the chosen Edge end when the encounter ends.
Shooting d8
SteAlth d6 GEAR
SurViVAl d4 Longsword (Str+d8, AP 1, Accurate), short sword (Str+d6, AP
1, Keen), long bow (Range 15/30/60, Damage 2d6, AP 1), 20
arrows, scale mail shirt and leggings (+3), adventurer’s kit,
Languages: Common, ring of feather fall, 29 gp.
Dwarven, Elven, Sylvan
RANK: SEASONED

MERISIEL (ROGUE) ANCESTRY


Elf: Agile, Elven Magic (free reroll to resist enemy powers),
Although Merisiel never learned the entire truth Intelligence, Keen Senses, Low Light Vision (ignore penalties
about her parents, she knows enough to bear the for Dim and Dark lighting), Slender.
shame of her circumstances. Life lessons learned,
including prison time in more than one city, Merisiel HINDRANCES
now lives every moment to the fullest.
Bad luck (major): Fate often deals you an unlucky hand. You
start each session with one fewer Bennies.
ATTRIBUTES EnEmy (minor): Your shady past has earned you a life-long
enemy who seeks retribution.
Agility d10 pAce 6 ShamEd (minor): Your upbringing continues to be a source of
SmArtS d8 pArry 7(1) shame for you.
Spirit d6 toughneSS 7(3)
Strength d6
EDGES
Vigor d6(-1) acroBat: You get a Free reroll on acrobatic Athletics rolls.
Quick: You redraw Action Cards of five or less.
roguE: Life is an endless adventure for you.
SKILLS thiEf: You get +1 to Thievery, Athletics rolls made to climb,
AthleticS d8 and Stealth rolls in urban environments.
com. Knowledge d4 trap SEnSE: You get a Notice roll to detect a trap within 10
Fighting d8 yards and may ignore up to 2 points of Thievery penalties to
disarm traps.
notice d6
perSuASion d6 CLASS FEATURES
SteAlth d8 armor rEStriction (light): You subtract 4 from Agility and
tAunt d8 Agility-based rolls if using medium or heavy armor or shields.
thieVery d8 SnEak attack: You add an additional d6 damage on Athletics
(throwing), Fighting, or Shooting attacks when you have the
Drop on your victim, or the victim is Vulnerable.
GEAR
Languages: Common, Elven, Rapier (Str+d4, AP 1, Parry +1, Elemental (fire)), 6× throwing
Giant, Goblin, Sylvan knives (Range 3/6/12, Damage Str+d4), 2× daggers (Str+d4),
soft leather jacket and leggings (+3, Aegis), thieves’ tools,
tanglefoot bag, adventurer’s kit, climbers kit, 35 gp.
RANK: SEASONED
EZREN (WIZARD) ANCESTRY
Human: Adaptability.
Ezren finds solace in his arcane studies, which he
pursues in the field rather than dusty libraries. The HINDRANCES
elderly wizard travels far and wide to research and EldErly (major): Your body is not as strong or vital as it was.
discover new magics, partly as a way to put the
shame of his father’s heresy behind him. SHamEd (major): You father’s heretical views have been a
constant source of shame your whole life.
EDGES
ATTRIBUTES
arcanE Background (Wizard): You’ve learned to harness the
Agility d6(-1) pAce 5 arcane powers using Spellcasting as your arcane skill.
SmArtS d10 pArry 5 FavorEd PoWErS: Once per turn you can ignore up to 2 points
Spirit d8 toughneSS 4 of penalties if casting arcane protection, deflection, or dispel.
Strength d4(-1) jack oF all TradES: As an action, make a Smarts roll to learn
Vigor d6(-1) any skill at d4 (d6 with a raise) until you next use this Edge.
Wizard (univErSaliST): You’re capable in all schools of magic.
SKILLS CLASS FEATURES
AcAdemicS d8 arcanE Bond (BondEd oBjEcT): Your cane grants you +1 to
AthleticS d4 your Spellcasting rolls when holding it.
com. Knowledge d8 armor inTErFErEncE (any): –4 to Spellcasting, Agility, and
Fighting d4 Agility-based skill rolls if using light, medium, or heavy armor
or shields.
notice d6
SPEllBook: Your spellbook is an important source of power.
occult d8
perSuASion d6 GEAR
riding d4 Cane (Str+d4, Parry +1, Reach 1, two hands), light crossbow
Shooting d6 (Range 10/20/40, Damage 2d6, AP 2), 20 bolts, spell compo-
SpellcASting d10 nent pouch, spellbook, adventurer’s kit, ink pen, ink, parch-
SteAlth d6 ment, 3x scroll of bolt with AP 4, robe of blending, 47 gp.
Languages: Abyssal, Common, POWERS
Dwarven, Elven, Giant, Thassilonian PoWErS: Bolt, boost/lower Trait, conjure item, deflection, detect/
conceal arcana, dispel, light/darkness, protection, summon ally.
PoWEr PoinTS: 15
RANK: SEASONED

LINI (DRUID) ANCESTRY


Gnome: Gnome Magic (can cast cantrips), Keen Senses, Low
Lini has a way with animals, especially big cats. The Light Vision (ignore penalties for Dim and Dark lighting),
gnome prefers the company of her snow leopard, Obsessive, Reduced Pace, Size –1, Tough.
Droogami, though she gets along well enough with
people she trusts. Curious and quirky, she collects HINDRANCES
sticks from every forest she visits.
All Thumbs (minor): –2 penalty if using mechanical items.
Curious (mAjor): You must know what’s behind every mystery.
Quirk (minor): You collect sticks from forests you visit.
ATTRIBUTES
Agility d6 pAce 5 EDGES
SmArtS d8 pArry 5 ArCAne bACkGround (druid): Faith is your arcane skill.
Spirit d8 toughneSS 6(2) druid: You are an ally to the beasts and protector of the wild.
Strength d6 beAsT mAsTer: Droogami has Fighting d8.
Vigor d6 Wild shApe: You may cast shape change at one higher Rank.
WoodsmAn: Add +2 to Survival and Stealth rolls in the wild.
SKILLS CLASS FEATURES
AthleticS d6 Armor inTerferenCe (liGhT): –4 to Faith, Agility, and Agility-
com. Knowledge d6 based skill rolls if using medium or heavy armor or shields.
FAith d8 nATure bond: Droogami accompanies you wherever you go.
Fighting d6 nATure sense: Survival is linked to Spirit instead of Smarts.
heAling d4 VoW (mAjor): You swore an oath to protect nature. Violating that
oath (GM’s call) has dire consequences (see Savage Pathfinder).
intimidAtion d4
notice d6 GEAR
perSuASion d4 Sickle (Str+d4), sling (Range 4/8/16, Damage Str+d4, uses
riding d4 Athletics), leather tunic and pants (+2), 20 stones, adventur-
SteAlth d4 er’s kit, spell component pouch, thunderstone, potion of minor
SurViVAl d8 healing, 5x smoke sticks, ring of the ram (20 charges), 39 gp.
Languages: Common, Druidic, POWERS
Elven, Gnome, Sylvan poWers: Beast friend, elemental manipulation, entangle,
environmental protection, healing, protection, shape change, smite.
poWer poinTs: 11
ANCESTRY

RANK: SEASONED
HARSK (RANGER)
Dwarf: Dark Vision (ignore lighting penalties up to 10”),
An unusual dwarf, Harsk enjoys forests more than Iron Constitution (+1 if resisting poison), Reduced Pace,
mines and tunnels. Few things make him happier Stonecunning (Notice roll +2 to detect unusual stonework
than crouching in a tree with his crossbow. Harsk’s within 10 feet), Tough.
axe once belonged to his brother, Sigur, who was
slain by giants 20 years ago. HINDRANCES
Habit (minor): Unlike most of your kind, you drink tea!
SuSpiciouS (minor): It takes a long time to win your trust.
ATTRIBUTES tHin-SkinneD (minor): –2 when resisting Taunt attacks.
Agility d8 pAce 5 Vow (minor): Your brother will be avenged!
SmArtS d6 pArry 5
EDGES
Spirit d6 toughneSS 8(2)
Strength d8 ranger: You’re at home in forests or mountains (your Favored
Terrains). Your Favored Enemies are Animals and Humanoids.
Vigor d8
rapiD reloaD: Reduce the Reload value of a weapon by 1.
traDemark weapon: +1 to Shooting with heavy crossbow.
SKILLS Quarry: Favored Enemy (animal), Favored Terrain (mountain).
wooDSman: +2 to Survival and Stealth rolls in the wilds.
AthleticS d6
com. Knowledge d4 CLASS FEATURES
Fighting d6 armor reStriction (meDium): –4 to Agility and Agility-
heAling d4 based skill rolls if using heavy armor or shield.
intimidAtion d4 faVoreD enemy: Get one free reroll if you fail to track (Survival)
notice d6 or attack (Athletics, Fighting, or Shooting) your Favored Enemy.
perSuASion d4 faVoreD terrain: You draw an additional Action card for
Shooting d8 initiative in your Favored Terrain.
SteAlth d6 wilDerneSS StriDe: Ignore movement penalties for Difficult
SurViVAl d8 Ground.
GEAR
Languages: Common, Sigur’s battleaxe (Str+d8, AP 1, Accurate), heavy crossbow
Dwarven, Goblin, Sylvan (Range 15/30/60, Damage 2d8+1, AP 3, Reload 1, Damaging),
20 bolts, handaxe (Str+d6), studded leather tunic and leggings
(+2), adventurer’s kit, climbers kit, tanglefoot bag, 12 gp.
RANK: SEASONED

SEONI (SORCERER) ANCESTRY


Human: Adaptability.
Born into a nomadic tribe known as the Varisians,
Seoni is driven by dreams to learn more about her HINDRANCES
magical heritage, she travels Golarian seeking
arcane knowledge and power. Seoni’s familiar is Curious (major): You have an insatiable desire to learn.
a small, blue-tailed skink called Dragon. Hesitant (minor): You consider your options before choosing.
LoyaL (minor): You never abandon your friends.
EDGES
ATTRIBUTES
arCane BaCkground (sorCerer): You cast your spells using
Agility d6 pAce 6 Spellcasting as your arcane skill.
SmArtS d8 pArry 5 CaLCuLating: If your Action Card is a Five or less, you may
Spirit d8 toughneSS 7(2) ignore up to 2 points of penalties on one action on your turn.
Strength d4 Favored Powers: Once per turn, you may ignore up to two
Vigor d6 points of any penalties (Multi-Action, Wounds, Fatigue, etc.) if
casting bolt, deflection, dispel.
LuCk: You start each session with an extra Benny.
SKILLS sorCerer: You have been touched by magic and summon its
AthleticS d6 power from deep within yourself rather than from study.
com. Knowledge d6 CLASS FEATURES
Fighting d6
armor interFerenCe (any): –4 to Spellcasting, Agility, and
notice d6
Agility-based skill rolls if using light, medium, or heavy armor
occult d8 or shields.
perSuASion d4 BLoodLine (arCane): You have an Arcane Bond with your
riding d4 familiar, a skink named Dragon.
SpellcASting d8
SteAlth d4 GEAR
tAunt d6 Staff (Str+d4), alchemist’s fire, ring of minor protection, wand
of puppet (6 charges; Spellcasting), potion of minor healing.

Languages: Common, Draconic, POWERS


Elven, Goblin, Sylvan Powers: Boost/lower Trait, bolt, burst, deflection, detect/conceal
arcana, dispel
Power Points: 25 (includes 5PP from your familiar)
ANCESTRY

RANK: SEASONED
SAJAN (MONK) Human: Adaptability.
Sajan’s is driven by his vow to find his missing
twin sister, Sajini. He exhibits discipline and
HINDRANCES
perseverance in all things, but especially in the Heroic (major): You battle evil and protect the innocent.
rigors of his martial training. He always helps LoyaL (minor): You never desert your friends.
those in need, even if it puts him in harm’s way. Vow (minor): You swore to find your twin sister, Saijini.
EDGES
ATTRIBUTES BrawLer: Increase your unarmed weapon damage one die type.
Agility d8 pAce 8 First strike: As long as you’re not Shaken or Stunned, you
SmArtS d6 pArry 7(1) gain a free Fighting attack against a foe who moves into Reach.
FLeet-Footed: Pace +2, increase running die by one die type.
Spirit d6 toughneSS 8
monk: You tread a path of discipline and balance.
Strength d8
mystic Power: You gain 10 Power Points to spend on only the
Vigor d8 following, boost Trait (Agility, Athletics, Fighting and Stealth),
deflection, smite, and speed. These powers succeed automatically
SKILLS for their base cost and with a raise for an extra 2PP.
trademark weaPon: Your fists and feet are deadly weapons.
AthleticS d8 Add +1 to Fighting and +1 Parry when fighting unarmed.
com. Knowledge d4
Fighting d8 CLASS FEATURES
heAling d4 armor restriction (any): –4 to Agility and Agility-based
intimidAtion d6 skill rolls if using light, medium, or heavy armor or shields.
notice d6 martiaL disciPLine: +1 Toughness if wearing no armor.
perSuASion d4 moBiLity: Increase your running die one die type.
riding d4 stunning Fist: With a raise on an Unarmed Strike (even if
all damage is soaked), make the foe Distracted or Vulnerable.
SteAlth d8
unarmed strike: +1 Fighting (Str+d4, AP 2)when fighting
unarmed. On a raise, your bonus damage is d10.
GEAR
Languages: Common, Elven,
Giant, Goblin Temple sword (treat as short sword, Str+d6, AP 1, Accurate),
6x shurikens (Range 3/6/12, Damage Str+d4), caltrops, ad-
venturer’s kit, 3x Alchemist’s fire, sunrod, 2x potion of minor
healing, ring of counterspells (lower Trait), 21 gp.
RANK: SEASONED

SEELAH (PALADIN) ANCESTRY


Human: Adaptability.
Seelah is a faithful follower of Iomedae and
honors her goddess every day. Sworn to a strict HINDRANCES
code, she strives to act with honor and ensure
justice at all times. Seelah has vowed to root out Code of Honor (major): You keep your word, won’t kill or
evil on Golarion and bring evildoers to justice. abuse prisoners, and uphold the highest standards of etiquette.
LoyaL (minor): You stand by your companions to the end.
THin Skinned (minor): You take insults, real and perceived, to
ATTRIBUTES heart very quickly. You suffer –2 to resist Taunts.
Vow (major): You have dedicated yourself to Iomedae.
Agility d6 pAce 6
SmArtS d6 pArry 9(3) EDGES
Spirit d8 toughneSS 9(3) CHampion: +2 damage to supernaturally evil enemies.
Strength d8 Command: +1 to Extras’ Shaken or Stunned recovery rolls.
Vigor d8 mySTiC powerS: You have 10 Power Points and know the
following powers: boost Trait (Fighting, Stealth, and Vigor),
healing, relief, and smite. These succeed automatically for their
SKILLS base cost and with a raise for an extra 1PP.
AthleticS d6 paLadin: You are a paragon of virtue, a holy warrior.
com. Knowledge d4 CLASS FEATURES
Fighting d8
aura of Courage: Allies within 10” gain +1 to Fear checks.
heAling d4 deTeCT eViL: As an action you can detect if one target within a
intimidAtion d8 range of Smarts is evil.
notice d6 SmiTe eViL: As a free action (once per encounter, per Rank)
occult d6 you can choose an enemy. If the enemy is evil, you get a reroll
perSuASion d4 on any failed attack roll against them.
riding d6
Shooting d6 GEAR
SteAlth d4 Longsword (Str+d8, AP 1, Keen), long bow (Range 15/30/60,
Damage 2d6, AP 1), 20 arrows, explorer’s outfit, chain mail
Languages: Celestial, Common, shirt and leggings (+3), medium shield (+3 Parry, −2 Cover,
Dwarven, Elven Deflecting), adventurer’s kit, holy symbol, holy water, 2x po-
tion of minor healing, ring of energy resistance (cold), 15 gp.
RANK: NOVICE
DROOGAMI (COMPANION) SPECIAL ABILITIES
Bite/Claw: Str+d6.
Droogami is Lini’s faithful animal Wild Card low light Vision: Droogami ignores penalties for Dim and
companion. If a player is playing Lini, that player Dark Illumination.
also takes this card for her Snow Leopard friend. PounCe: Droogami pounces on prey to best bring its mass and
claws to bear. If it makes a Wild Attack, Droogami adds +4 to
its damage instead of +2.

ATTRIBUTES EDGES
Agility d8 pAce 8 Frenzy: Droogami rolls a second Fighting die with any one of
its standard Fighting attacks for the turn. The extra die may
SmArtS d6(A) pArry 5
be allocated to the same or different targets.
Spirit d8 toughneSS 6
Strength d8
Vigor d8

SKILLS
AthleticS d8
Fighting d6
intimidAtion d6
notice d6
SteAlth d8
SurViVAl d6

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