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Characters from various story modules.

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Hollow's Last Hope

    Laurel Gebre 

Laurel Gebre

Race: Human (half-Garundi)
Class: Expert
Alignment: Neutral Good

Laurel Gebre is an herbalist and healer who owns and operates the apothecary known as Roots and Remedies. She and her remedies are trusted more than those of outsiders, and as such most of the community's citizens seek her before visiting the local Temple of Iomedae.


  • Nice Guy: She wastes no time helping the players find the means to fight the blackscour taint, and is one of the few people in town actively helping the sick.
  • Pride: She is prideful and refuses to admit her lack of funding means she can't provide adequate healing to her customers.

    Graypelt 

Graypelt

Race: Worg
Class: Warrior
Alignment: Chaotic Evil

An evil worg who has taken over the surface level of the ruined dwarven monastery. The wolves prowling the woods around it all respond to him.


  • Final Boss: Designed to be this, though the players can potentially kill him before exploring the rest of the dwarven monastery.
  • Flunky Boss: He's helped by two wolf consorts, should they have survived a previous fight with the players.
  • Mêlée à Trois: Should the players meet him before clearing the monastery, he attempts to persuade them to go and do so, with the promise of letting them have his ironbloom mushrooms. He has no intention of doing that, and rather wants both to have the players kill his competition and for them to be weakened, so he can finish them off easily.
  • Plot-Irrelevant Villain: He has no involvement with the blackscour taint whatsoever, but he antagonizes the party and is guarding the largest pocket of ironbloom mushrooms in the ruin.
  • Savage Wolves: An evil worg with a pack of wolves ready to attack the players when they're vulnerable.

Crown of the Kobold King

    Merlokrep, the Kobold King 

Merlokrep

Race: Kobold
Class: Fighter/Sorcerer
Alignment: Chaotic Evil

The king of the Truescale tribe, Merlokrep wants to sacrifice human children for his crown in an attempt to break a supposed curse that has befallen his people.


  • Antagonist Title: He's the Kobold King with the Crown.
  • Big Bad: Of Crown of the Kobold King.
  • Cain and Abel: According to his backstory, he killed his eight siblings.
  • Cool Crown: The Crown of the Kobold King, which's a magical item that gives you immunity to the Frightful Presence of dragons, on top of some other bonuses.
  • Eye Scream: Lost one of his eyes after his consort slipped on dais steps and poked it with one of the bristly points of his own crown.
  • Flunky Boss: Fights alongside a pair of kobold bloodscales.
  • Magic Knight: Thanks to multi-classing in both Fighter and Sorcerer, he can fight up-front and use spells.
  • Make My Monster Grow: When the party meets him, he's under the effects of Enlarge Person, making him Medium-sized (which is quite tall for a kobold).
  • Named Weapons: His battleaxe is named "Man-feller".
  • Red Baron: His tribe calls him the Dragon King.
  • Would Hurt a Child: His goal is to sacrifice five human children.

    Jekkajak 

Jekkajak

Race: Kobold
Class: Sorcerer
Alignment: Lawful Evil

"He Who Forgets More Than You or He Knows", Jekkajak is the shaman of the Truescales and the one who prophecized that human children must be sacrificed to the Crown of the Kobold King to break the curse that befell the kobolds.


  • The Dragon: To Merlokrep.
  • Final Boss: Likely to be the final enemy faced by the party, after they deal with Merlokrep.
  • Flunky Boss: Fights alongside a pair of kobold bloodscales.
  • Psycho Knife Nut: He fights with a Heartripper Blade, which's a magical dagger that can instantly coup-de-grace by consuming the victim's heart and turning it into a buff to the user.
  • Would Hurt a Child: Sacrificing the children was his idea.

    Jeva 

Jeva

Race: Human werewolf
Class: Rogue
Alignment: Chaotic Evil

A fourteen year old girl who lost her parents after they were attacked by a savage wolf. She was bitten by it, and it turned out it was in fact a werewolf, who turned her into one as well. She would reside with other orphans at Elara’s Halfway House, where the headmistress subjected her to torturous agony in an attempt to "cure" her lycanthropy. All it did was drive her completely to darkness.


  • Bitch in Sheep's Clothing: Attempts to make herself look friendly and harmless to the party when they meet her, when she's just trying to gain their trust so she can kill them more easily.
  • Evil Orphan: She has embraced her lycanthropy and now thrives in bloodshed, burning down an entire orphanage and killing all the orphans there.
  • Our Werewolves Are Different: She's a werewolf who can turn into a hybrid form.
  • Starter Villain: She burned down the orphanage and killed all the orphans, but she has no involvement with the kobold threat or the children they kidnapped. The players will likely have dealt with her before they arrive to Droskar's Crucible.

    Edgrin Galesong 

Edgrin Galesong

Race: Halfling
Class: Bard
Alignment: Chaotic Good

A member of an adventuring troupe called the Gray Eagles, Edgrin was captured by the kobolds alongside the children they kidnapped. He managed to free himself as well as four of them, but some were lost in the dungeon, and he's under attack by a kobold troop.


  • Distressed Dude: The party meets him fighting back a kobold force on his own, wounded and likely just one or two hits away from death.
  • The Medic: He can provide the party with some healing.
  • Optional Party Member: Should he survive the fight with the kobolds, he'll help the players through the rest of the adventure.

Conquest of Bloodsworn Vale

    Sir Tolgrith 

Gyrad Tolgrith

Race: Human
Class: Fighter/Ranger
Alignment: Neutral Good

A knight of Korvosa, Sir Gyrad Tolgrith is responsible for turning the Bloodsworn Vale into a trade route by creating Fort Thorn. With the help of adventurers, he hopes to rid the vale of its most dangerous elements.


  • Big Good: He's this in Fort Thorn and serves as the players' main ally and quest giver.
  • Nice Guy: A polite and helpful man, the module encourages the game master to make him a good friend of the players.
  • Reasonable Authority Figure: He's happy to work out deals with Oakbrow and the lizardfolk provided he's at least informed first. The only people he doesn't deal with are those who are outright evil.

    The King of Roses 

The King of Roses

Race: Roseblood sprite
Class: N/A
Alignment: Neutral Evil

The leader of the roseblood sprites, the King of Roses is a nasty little fey creature with a superiority complex and a taste for human flesh. He has been blackmailed by Lord Vardak, who extorts him for his people's ears, and with the founding of Fort Thorn, he saw fit to replace them with the ears of humans.


  • Blatant Lies: If you try and talk him down with a Diplomacy check, he'll claim he'll stop attacking the human settlers, only to keep doing it as soon as the players' backs are turned.
  • The Fair Folk: He's a malevolent fey and his subjects enjoy feasting on human flesh.
  • Flunky Boss: He'll call for his sprite subjects to help him if they're still alive.
  • Green Thumb: He can create walls of thorns, and like other roseblood sprites, has the ability to turn into a rose.
  • Starter Villain: The first major enemy encountered in the module.

    Oakbrow 

Oakbrow

Race: Human
Class: Expert/Druid
Alignment: Neutral Good

A hermit who has lived in Bloodsworn Vale for the last 20 years, Oakbrow is fond of morality fables telling the lessons of nature. He's worried the recent settlement of Fort Thorn may harm the Vale and wants to be proven wrong.


  • Big Damn Heroes: If befriended, he'll come to Fort Thorn's aid in the flame drake attacks.
  • Druid: Of 6th level, to be exact.
  • The Hermit: He's lived in Bloodsworn Vale for two decades and isn't interested in going back to civilization.
  • Nice Guy: He's welcoming and reasonable, and can easily become a valuable ally of the party, as he's more than happy to tell you where the important landmarks are located.

    Chief Kassmak 

Kassmak

Race: Lizardfolk
Class: Barbarian
Alignment: Chaotic Neutral

Chieftain of the lizardfolk Turessk Tribe, Kassmak is curious about the recently settled humans. He invites them so that he may discern how much of a threat they are to his people. Depending of your diplomacy skills, he may be a grave threat to Fort Thorn, or a valuable ally.


  • Big Damn Heroes: If befriended, he gets his lizardfolk to hunt down the bugbears prowling the Vale, significantly reducing their numbers.
  • Lizard Folk: Indeed.
  • Reasonable Authority Figure: While fearsome, he's content to leave the humans be or even allow them to roam free in his swamp, depending of your diplomatic skills.
  • Sssssnaketalk: He's described as speaking in "broken Common, with prolonged “s” sounds".
  • This Means War!: A Diplomacy roll resulting in a natural 1 will lead him to declare war on Fort Thorn in a fit of rage.

    Lord Vardak 

Vardak

Race: Half-elf
Class: Sorcerer
Alignment: Lawful Evil

The self-proclaimed ruler of Bloodsworn Vale, the aging half-elf Vardak seeks to become immortal and eventually reach lichdom, so that he may lead a kingdom for eternity. He'll stop at nothing to achieve his goal, even if it means reducing Fort Thorn to ashes.


  • Ambition Is Evil: His great ambition is one of his most noticeable traits.
  • Bald of Evil: His bald head is perhaps his most striking physical feature.
  • Big Bad: Of Conquest of Bloodsworn Vale.
  • Evil Old Folks: His advanced age is one of the motivations for his quest for lichdom.
  • Familiar: He has one in the form of a bat named Earful.
  • Final Boss: The final opponent the players face in the module.
  • Flunky Boss: If his greater barghest minions are still alive, he orders them to come to his aid.
  • Half-Human Hybrid: He's a half-elf.
  • Kill It with Fire: He intends to do this with Fort Thorn by using a seed of fire, a powerful Chelish magic item.
  • The Man Behind the Man: He's the reason for the roseblood sprites' attacks on the settlers, as his immortality brew required fey ears as an ingredient and the sprites wanted human ears as a replacement for their own lost ears.
  • Villainous Breakdown: As his health depletes, "his calm, collective facade disintegrates, and he seethes with anger and desperation".

Revenge of the Kobold King

    Merlokrep, the Kobold King 

Merlokrep

Race: Dread wight kobold
Class: Fighter/Sorcerer
Alignment: Chaotic Evil

Merlokrep is back from the grave, seeking revenge on the tall bloodthirsty pinkskins who so mercilessly slew him and destroyed his tribe.


  • Antagonist Title: He's the Kobold King who wants revenge.
  • Back from the Dead: Risen as a wight by Drazmorg the Damned.
  • Berserk Button: If the party refuses to give him back his Crown, he'll attack them immediately in a fit of rage.
  • Big Bad: Of Revenge of the Kobold King.
  • Final Boss: Should the party have dealt with Payden Teedum already.
  • Flunky Boss: Fights alongside a pair of dread myrmidons. Additionally, if the players didn't clear out the wights in the previous chamber, he orders them to come to his aid, likely flanking the party in the process.
  • Magic Knight: He retains his class levels in undeath.
  • Revenge: It's in the module's name.
  • The Undead: He has become a wight, a type of undead who can create more of their kind from those they kill.

    Boss Payden Teedum 

Payden "Pay Day" Teedum

Race: Human
Class: Monk/Fighter
Alignment: Neutral Evil

The right-hand man of Gaven Thuldrin Kreed, known by the nickname of "Pay Day" due to him being the one who fetches Kreed's debts. He may either accompany the party in dealing with the kobold attack or stalk them from afar, should they refuse his aid. In truth, Kreed has hired him to ensure the party doesn't return from their adventure alive.


  • Bare-Fisted Monk: He fights bare-handed, and happens have levels in Monk.
  • The Brute: A brutish thug and a bully.
  • Final Boss: If he's not dealt with before Merlokrep, then the final encounter of the module is his betrayal.
  • Flunky Boss: Aided by a number of regulators. Their exact number is up to the DM's discretion.
  • Jerkass: Treats the party rather poorly through their entire time together, and eventually turns on them.
  • Optional Party Member: The party may choose to actively accept his help in dealing with the kobolds and have him and his regulators fight during encounters.

    Depnaakra 

Depnaakra

Race: Kobold
Class: Druid
Alignment: Neutral Evil

One of the last of Merlokrep's living servants, Depnaakra, also known as the Sting Warden, He Who Creeps and Crawls, is a kobold gifted with the ability to commune with the slimy venomous things that scuttle in dark caves or lurk undermoldy dead trees.


Hungry Are The Dead

    Drazmorg the Damned 

Drazmorg

Race: Dread wight human
Class: Cleric/Wizard/Mystic Theurge
Alignment: Lawful Evil

A scholar who became obsessed with achieving immortality, Drazmorg became a necromancer and broke one of the seals of Tar-Baphon, the Whispering Tyrant. He seeks to use the power under Droskar's Crucible to find the other seals, as he believes himself to be Tar-Baphon incarnate.


  • A God Am I: He thinks he's a reincarnated Tar-Baphon, a necromancer so powerful it took an actual god (Aroden) to defeat him.
  • Big Bad: Of Hungry Are The Dead.
  • Body Horror: His organs can be seen inside his Stasis Crucible, acting almost like tubes inside the glass.
  • Evil Sorcerer: An evil necromancer with delusions of godhood.
  • Final Boss: Provided the party already dealt with Lucimar or manage to skip the encounter with him.
  • Flunky Boss: Fought alongside a pack of six ghouls.
  • Greater-Scope Villain: He's directly responsible for the events of Crown and Revenge of the Kobold King, having first pushed the Truescale kobolds out of their home deep within Droskar's Crucible (making them believe they were cursed) and then brought Merlokrep back from the dead to cause mayhem in the surface.
  • Half the Man He Used to Be: His lower half was destroyed when he damaged the seal's lock. He now moves around with an item called a Stasis Crucible.
  • Magic Staff: His Staff of All-Sight, which allows him to see through the eyes of his undead and speak through them, typically to provoke the party.
  • Necromancer: He's raised zombies, ghouls, ghasts, bloody bones and others.
  • The Undead: He's a dread wight, a type of undead who can create more of their kind from those they kill.

    Verrin Tieruk 

Verrin Tieruk

Race: Human
Class: Commoner
Alignment: True Neutral

The gravedigger of Falcon's Hollow, who's known for being eccentric. He is prone to strange outbursts, ofen at important meetings, and the villagers have accepted that he is a harmless annoyance and usually deal with him by escorting him to the edge of town and pushing him in the direction of his home, usually with a forceful kick.


  • Nice Guy: Despite his weirdness, he's a nice man and lets the party rest in his home even after it gets thrashed by the undead.
  • Talkative Loon: He has strange mannerisms, such as randomly rambling about things and interrupting the party when they try to speak to him.

    Lucimar 

Lucimar

Race: Worg, formerly human
Class: Wizard
Alignment: Lawful Evil

A necromancer follower of Urgathoa transformed into a worg by a rival, Lucimar has been attracted by the energies released by the breaking of the seal inside Droskar's Crucible.


  • Bitch in Sheep's Clothing: He makes himself appear as nothing more than a wolf who received an Awaken spell from a druid of Erastil. He's lying.
  • Body Horror: He's a worg with human-like paws, which allows him to cast somatic spells unhindered.
  • Evil Sorcerer: He's an evil, undead necromancer seeking the power of the seal for his own dark purpose.
  • Final Boss: Potentially. Should the party be wounded after defeating Drazmorg, he'll attempt to finish them off. If not, he'll prefer to ignore them.
  • Forced Transformation: He was turned into a worg by a rival, and hopes to use the power of the seal to regain his true form.
  • Necromancer: He is one, though he's not aligned with Drazmorg.
  • The Undead: He tries and make the party believe he was reanimated by the seal's power, but he's actually been like this for over a year before then.

Fire over Blackcrag

    Mayor Kostya 
The mayor of Blackcrag Cove.

    The Oracle of Blackcrag 
N female human oracle 13
The oracle who direct the PCs to a source of mythic power.

    Hiyalauai 
'N female strix druid 3
The leader of the birdfolk on Kraken's Maw.

    Bloodeye 
N advanced savage tyrannosaurus, CR 11/MR 2
A t-rex that guards the tears of last remorse.
  • Good Scars, Evil Scars: His body is criss-crossed with scars, the most prominent of which is a large slash over his right eye.

    Sorzan 

Sorzan, the Queen's Hand

LE female efreeti fighter 2/guardian 4
The high-priestess of the Queen of the Inferno, an obscure volcano deity.

Rusthenge

    Ordwi 
CG female human cleric of Cayden Cailean 2
The youngest elder in Osprey Cove, still settling into her new role. She recruited the PCs on a trip to Iron Harbor after learning a haunting message from a dying Gorumite there who escaped to her village.
  • Badass in Distress: She was captured by Vanda and sent to Meitremar's forces, who locked her up in a cell. By the time the PCs have reached her, she ended up very weak, or even dead if they are too late.
  • Don't Call Me "Sir": As the journey continues, Elder Ordwi would ask the PCs to dispense her title and just use her name. Not only is she settling into her new role, but she also sees the PCs as equals, and wants to empower their choices and roles in their journey.
  • GMPC: She appears to be one at the start of the adventure, as she provides healing and support to what would possibly be beginner adventurers, not to mention she's a level higher than them. Then it's subverted as she disappears for the majority of the adventure after the PCs arrived at Iron Harbor.

    Vanda 
CN female human ex-cleric of Gorum 2
An ex-cleric of Gorum who stood guard on the edge of Iron Harbor, waiting for her fellow Gorumite Blanton's return.
  • Face–Heel Turn: Sister Vanda had fallen by the time the PCs have arrived. Meitremar had managed to convert a lot of Gorumites to his side, and when the PCs meet her in Stonehome, she will fight them alongside her fellow fallen Gorumites.
  • Heel–Face Turn: That said, it's possible to redeem her after the fight.
  • Must Make Amends: If the PCs manage to make her realize her mistakes, she will fight along their side as long as they travel within Stonehome.

    Knurr Ragnulf 
CE (formerly CN) male dwarf ex-cleric of Gorum 2
The leader of Stonehome, currently corrupted by the cult of Xar-Azmak.
  • Brainwashed and Crazy: Meitremar has cast an Inveigle ritual on him while restrained. As such, he denounced his previous god, believes the ex-demon lord Xar-Azmak, and fights for the cultists.
  • Face Death with Dignity: If the PCs manage to bring him down to low health, Knurr will actually surrender and ask for an "honorable execution". However, if the PCs deny this, he will pick his weapon up and keep fighting relentlessly.
  • Face–Heel Turn: Like many people in Stonehome, Knurr has been converted by the cult of Xar-Azmak, and has lost his cleric powers from Gorum as a result.

    Meitremar 
CE male human cultist of Xar-Azmak 3
The cult leader of Xar-Azmak who wanted to resurrect the dead Sin of Steel. He serves as the Big Bad of the adventure.
  • Bad Boss: He will sacrifice his fellow cultists to keep the summoning ritual going.
  • Big Bad Wannabe: This is what he ultimately came off as. He wanted to continue his grandfather's work in summoning Xar-Azmak, but he's nowhere near as powerful as him at his peak. The supplies that he used were laid down by his grandfather. Furthermore, mechanically speaking, summoning something like a demon lord would require him to be at end-game levels, but he is only at level 3. As a result, the best he could summon is a vloriak demon, and his ritual can be disrupted at several important spots, to the point where it can backfire on him badly. That said, he is still a major threat to the Kindred Coast, managing to mess up the whole temple of Gorum and killing many people in his way.
  • Cult: He's the leader of one.
  • Determinator: If he gets killed, he can come back as a plague zombie to keep fighting.
  • Hoist by His Own Petard: Can be done by the players' choice.
    • He paid the Swordfish to lead him and his cult into Iron Harbor and set up his scheme in Rusthenge. When he didn't come back for several days, it drew suspicion from the crew, leading them to investigate, and even ally themselves with the PCs to provide useful clues to them, allowing them to disrupt his schemes.
    • He had a ritual set up where a vloriak demon can be summoned. If the PCs fully disrupt the ritual, the vloriak demon will attack him before returning to the Abyss, thus invalidating his whole scheme.
  • Irony: For all his boasts about being rewarded by Xar-Azmak if he resurrects him, he gets insulted and attacked by a vloriak demon (which were underlings of the demon lord) should his summoning ritual be fully disrupted.
  • Mind Control: He had successfully subjugated Knurr Ragnulf under his control using an Inveigle ritual, and made him an underling to guard the grand altar in his lair.
  • Ungrateful Bastard: After arriving at Iron Harbor via the Swordfish, he killed the captain of the ship and two deckhands when they came to investigate.
  • You Have Failed Me: He can be on the receiving end of this. If the summoning ritual gets fully disrupted, the vloriak demon that got summoned will be disgruntled by its weakened state, and proceed to attack Meitremar before retreating to the Abyss.

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