Characters: Pathfinder Mortals

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Amiri of the Six Bears

"Well, you’re a big one. I’ve killed bigger."

Race: Human (Kellid)
Class: Barbarian
Alignment: Chaotic Neutral
Homeland: Realm of the Mammoth Lords

Once the best hunter and warrior in her tribe, Amiri so offended the misogynist that headed up her tribe that they tried to kill her, sending her out to die in the mountains. Returning home, Amiri murdered the plotters then headed into the southlands, betrayed and bitter. She carries a massive bastard sword once used by a frost giant.

Ezren Zefiir

"Some say knowledge flows from sweat and blood. I prefer a tidier approach."

Race: Human (Taldan)
Class: Wizard
Alignment: Neutral Good
Homeland: Absalom

When Ezren's father was accused of heresy, it ruined his family's lives. Ezren, a wizard and scholar would dedicate most of his early years trying to clear his father's name, only to uncover irrefutable proof of his guilt. Leaving home at the age of 42 to seek adventure elsewhere, Ezren knows he's missed out on the greater part of his life, and as he heads into his old age, is aiming to make up for lost time.
  • Clear Their Name: His father was accused of heresy. The charges were dropped, but his reputation was ruined. Ezren went through all the records trying to clear his father's name...and instead found irrefutable proof of his guilt.
  • Cool Old Guy: Didn't get started adventuring until he was in his forties and is now considerably older. Still a cool guy though, and one who gets along well with his younger companions.
    • Not to James Jacobs, the creative director: "Ezren, thanks to Josh Frost, who played him in my presence, has a loud and shrill voice that gives me a headache."
  • Hollywood Atheist: Averted. Ezren is an atheist who is good-hearted and philosophical in nature. He enjoys friendly debate with his more religious comrades.
  • Intergenerational Friendship: With all of his younger comrades.
  • Nay-Theist: Ezren doesn't worship the gods, but that doesn't mean he doesn't believe they exist, he just has... philosophical differences with them.
    • Or with typical wizard mentality, perhaps he thinks he's on his way to becoming one himself. Wizards aren't generally known for being terribly religious folk.
  • Omniglot: In his stat block in the NPC Codex, Ezren is listed as being fluent in twenty languages.
  • The Philosopher: Ezren is always willing to discuss philosophy, especially with those who hold different points of view from him.
  • Took a Level in Badass: Also the Iconic Archmage in Mythic Adventures.
    • And if his bared arms in that picture (or at least the preliminary sketch in the Mythic Playtest) are anything to go by, he is surprisingly ripped for a middle-aged wizard.
      • Ezren's physical state already came up in an earlier AP picture of four of the iconics in a bathhouse, where Ezren's in the background looking massively muscular, at least in the calf region.
  • Wizard Beard: Albeit a short and neatly trimmed one.
  • Wizard Classic: Staff? Check. Wizard Robes? Check. Long white hair and beard? Check. Casts Spells like a wizard? Check. Yep, Ezren's a Wizard Classic


"Gold's fine, but give me a good hunt and a cup of strong tea afterward, and I’m content."

Race: Dwarf
Class: Ranger
Alignment: Lawful Neutral
Homeland: Five Kings Mountains

A Dwarven ranger whose brother was slain on a raid because he was not there, Harsk now tries to make the world a better place by ridding it of giants and other menaces. Blaming himself for the loss of his brother, Harsk is taciturn and prefers to be alone.
  • Anti-Hero: Harsk is a taciturn loner who atones for his part in his brother's death by slaughtering giants and making the wilds of the world safe (typically through violence).
  • Badass Beard: He's a Dwarf, it comes with the territory.
  • Big Damn Heroes: Subverted. Harsk tries to be this, but he only arrives after his brother's entire party has been completely slaughtered.
  • Came Back Wrong: Averted, in one of the blog posts James Jacobs mentions that Harsk has a policy against Reincarnation. Probably to avoid becoming an Inhuman Human.
  • Hit-and-Run Tactics: How he avenged his brother against the giants that slew him.
  • Our Dwarves Are All the Same: Mostly averted. Harsk has the traditional dwarf beard and gruff nature, but bucks tradition by specializing in the crossbow and prefers the wilderness of the surface world to the mines of his kinsmin. He also shuns alcohol in favor of tea as it keeps his senses sharp.
  • Roaring Rampage of Revenge: Angainst the giants who killed his brother.
  • Tragic Keepsake: His brother's axe.
  • Weapon of Choice: Heavy crossbow.

Kyra Sief al Kiraan

Mythic Kyra 
"May the blessings of the Dawnflower shed light on the dark corners of Golarion."

Race: Human (Keleshite)
Class: Cleric (Sarenrae)
Alignment: Neutral Good
Homeland: Qadira

Losing her family at a young age, Kyra was taken in by the priests of Sarenrae. She now travels the country, spreading her goddesses faith, and doing her utmost to save lives.
  • Action Girl: This is actually a religious requirement for Kyra since she is a Priestess of Sarenrae.
  • Church Militant: She is rarely seen in battle without both her scimitar and holy symbol in hand. Sarenrae's clerics tend to be like this.
  • Combat Medic: She is seen going toe to toe with the enemy as often as healing her companions.
  • Doomed Hometown: The village she lived in as a girl was burned to the ground by bandits while priestess of Sarenrae attempted to defend it. This inspired her to become one herself.
  • Go and Sin No More: Frequently invoked, as a priestess of Sarenrae, Kyra must offer mercy to those who would change their ways and tell them to Go and Sin No More.
  • Letting Her Hair Down: Does this in the Mythic Adventures book as the Mythic Hierophant, if the sketch is anything to go by. And it looks fantastic.
  • Mentor Occupational Hazard: The Priestesses of Sarenrae who inspired and defended Kyra were all killed off the battle which burned her Doomed Hometown
  • Shoot the Dog: But when the time for mercy has passed, Kyra puts villains who won't accept mercy and change their ways down like rabid dogs.
  • Took a Level in Badass: Also the Iconic Hierophant in Mythic Adventures.
  • Weapon of Choice: Scimitar (her goddess's sacred weapon).


"No need to look so glum, everyone! I’d hardly call this certain death!"

Race: Halfling
Class: Bard
Alignment: Chaotic Good
Homeland: Cheliax

Raised as a slave in Cheliax, Lem longed to escape, finally burning down his master's manor in order to make good his getaway. The rest of his family, horrified by his attack on their master, chose to remain as slaves, and Lem accordingly hit the road, never to go home again.


"Yes, Droogami, they do seem friendly. But let me know if you smell trouble."

Race: Gnome
Class: Druid
Alignment: True Neutral
Homeland: Land of the Linnorm Kings

The iconic druid. Accompanied everywhere by her snow leopard companion.

Merisiel Sillvari

"If I’ve got a big problem, I cut it into smaller pieces and most of the time that solves it!"

Race: Elf
Class: Rogue
Alignment: Chaotic Neutral
Homeland: Varisia

Merisiel is a Forlorn—an elf raised in human society, by parents and caretakers who did not even live into her teenage years. Having finally reached adulthood, Merisiel has set out to see the world—and steal anything that isn't tied down. Impulsive and prone to getting into trouble, Merisiel makes up for not being the sharpest knife in the drawer by keeping several dozen of them on her person.
  • Action Girl
  • Aesop Amnesia: Repeatedly steals from people she probably shouldn't. As Valeros asks her, "Merisiel, do you notice certain patterns in your life?"
  • Ambiguously Bi/Ambiguously Gay: If her responses in the "Ask Merisiel" thread are any indication, she really wants Kyra to use her spells on her.
  • The Ditz: Apparently not the sharpest knife in the tool shed, which is why she keeps dozens of them on her person.
    • Gameplay and Story Segregation: Statwise her intelligence is actually average, so either she merely lacks sense or is Obfuscating Stupidity. (This is a holdover from her original 3.5 statistics; Intelligence is her Dump Stat, and in 3.5 clocked in at a below-average 8. In Pathfinder, elves now get a bonus to Intelligence, pushing her up to an average Int score of 10.)
    • Her ability scores on her Paizo forums profile(as an alias for Creative Director James Jacobs) give her a whopping thirty in all her stats(even Intelligence) except for Wisdom, which is nine.note 
  • Elves vs. Dwarves: According to the "Ask Merisiel" thread, she finds Lem's jokes about dwarves hilarious.
    "What's the difference between a dwarf and a bucket of otyugh puke?" - "THE BUCKET!"
    "What do you call a dwarf with twenty arrows in his gut?" - "A good start."
    "Why do dwarves make their wedding cakes out of goblin dung?" - "To keep the flies off the bride."
  • Knife Nut: "To date, Merisiel hasn't met a problem that can't, in one way or another, be solved with daggers." Conversely, she has run into a number of problems caused by daggers.
    • To give a better idea, take a close look at her picture, and count how many different daggers you can see.
  • Lovable Sex Maniac: Check out the "Ask Merisiel" thread on the forums. Almost half of her answers involve getting Kyra naked, groping Kyra, or getting Kyra to heal her. Note: All Cure spells are ''touch'' spells. Also flirts with Ameiko a lot in the comic. It should be noted that she was raised in a temple of Calistria, Goddess of Lust (the kind of place that has its own prostitutes).
  • Raised by Natives: Merisiel is a Forlorn, an elf raised among humans. Though it doesn't necessarily mean that she has no social skills.
  • Sticky Fingers: Merisiel is an impulsive thief who is constantly getting the others in trouble. After being pursued by yet another angry guardian out to reclaim its treasure, Valeros is forced to ask Merisiel if she is starting to notice "certain patterns in her life."
  • Street Urchin: She was one till she became a drifter.
  • Took a Level in Badass: Also the Iconic Trickster in Mythic Adventures.
    • According to the "Ask Merisiel" thread, she's not too happy with the domino-mask-style makeup she got in the artwork.
  • Weapon of Choice: Daggers. Lots of them. (In her Iconic Trickster sketch, she has upwards of 40 on her person.)

Sajan Gadadvara

Mythic Sajan 
"We could deny this challenge; we could bypass it. But by facing the challenge, we grow."

Race: Human (Vudran)
Class: Monk
Alignment: Lawful Neutral
Homeland: Vudra

Raised to become a warrior-monk, Sajan never had any intention of leaving his homeland—until his master lost a war, and had to sell his Sajan's twin sister to the victor as a result. Sajan now roams Golarion, ever searching for his sister.


"Iomedae is my sight and my strength. She will guide my sword into the heart of evil!"

Race: Human (Garundi)
Class: Paladin (Iomedae)
Alignment: Lawful Good
Homeland: Katapesh

A street urchin with a few more brains, and a slightly greater conscience than most, Seelah probably wouldn't have amounted to much, had she not stolen the helmet of Acemi, Paladin of Iomedae. When Acemi was killed a few days later by a blow to the head, Seelah, wracked with guilt attempted to commit suicide by climbing into her funeral pyre. Rescued by Acemi's companions, Seelah was brought into the order and is now a full-fledged Paladin of Iomedae.

Seltyiel "Lirt" Bhrostra

Race: Half-elf
Class: Fighter/Wizard (evoker)/Eldritch Knight (became a Magus in Ultimate Magic)
Alignment: Lawful Evil
Homeland: Cheliax

The son of an Elven brigand and the noble's wife whom he had raped, Seltyiel was born to a dead mother, and raised by a lord who hated the very sight of him. Eventually driven from his home, sickly Seltyiel was briefly taken in by his real father, who subsequently crippled and abandoned him in order to evade capture. Spending most of his formative years in prison, Seltyiel was eventually released, and twisted and filled with self-loathing, has made it his life's goal to murder both of his fathers.


"We all choose our paths in life. See to it that yours doesn’t cross mine again."

Race: Human (Varisian)
Class: Sorcerer (tattooed sorcerer archetype)
Alignment: Lawful Neutral
Homeland: Varisia

Highly intelligent and more than a little manipulative, Seoni is a tattooed sorceress who may have the blood of something less than human running through her veins.
  • Dark-Skinned Blond
  • Depending on the Artist: Her tattoos are virtually never consistent from one artist to another; given the intricacy of them, this is understandable. Also, whether her hair is blonde or white varies; Word of God is that she's supposed to be blonde and that depictions of her with white hair are a mistake.
  • Familiar: A lizard.
  • Game Play And Story Integration: The Inner Sea Magic splatbook introduced the tattoo magic subsystem and the tattooed sorcerer archetype specifically to reflect Seoni's lore-established powers. All stats given for her are of the vanilla Sorceress, however.
  • Hot Sorceress
  • Kill It with Fire: Her go-to attack spell seems to be Scorching Ray.
  • Power Tattoo: She has traditional Varisian tattoos, which literally empower some of her spells. One picture has her storing her Familiar as one.
  • Stripperiffic: Take a good long look at her clothing. Or lack thereof.
    • Goes even further as an Archmage in Mythic Adventures; she's basically down to just a loincloth and a narrow tube-top now.
  • Roma: A Varisian, the Fantasy Counterpart Culture thereof.
  • Vapor Wear: Depending on how the artist is drawing her slinky red dress.
  • She Cleans Up Nicely: Ultimate Campaign has a picture of her in a Fairytale Wedding Dress.
  • Witch Species: She's a sorceress of the Arcane bloodline, which means magic runs in her family.
  • Wrong Genre Savvy: According to Merisiel, Seoni thinks her fancy magic and cleavage can get her out of any situation, when it seems that instead those talents are consistently much better at getting her into situations.


“For the scar I’ll forgive you; for the spilt drink I’ll have your heart."

Race: Human (Chelaxian)
Class: Fighter
Alignment: Neutral Good
Homeland: Andoran

The iconic fighter, Valeros was a simple farm boy who left home hoping to become an epic hero. What he ended up as was a jaded mercenary whose gruff exterior, and extensive womanizing camouflages his basically decent nature. Always the first into the fray, and the last one out, Valeros is a loyal, if unpredictable companion, who has given up on his childhood dreams, but not his desire to help others.

    Advanced Player's Guide Iconics 


Race: Human (Garundi)
Class: Oracle
Alignment: Lawful Good
Homeland: Rahadoum

A blind oracle with the power to predict the future, Alahazra would have been honoured and loved had she not been born in Rahadoum. Exiled from her homeland and cut off from her family she now tries to make the best of a bad situation.
  • Blessed with Suck: Like all oracles, Alahazra is blessed with considerable magical power, but at considerable cost - in her case, her eyesight. On a personal level, her powers got her exiled from her homeland and alienated her from her family.
  • Blind Seer: Invoked by her particular Oracle's Curse, which cripples her eyesight in exchange for her powers.
  • Fanservice: Her clothing is effectively a bikini with a loincloth added around the waist once the cloak and hat are removed.
  • Hello, Nurse!: She is described as getting this reaction quite often and is rumored to have made consorts of many powerful men.
  • Kuudere: She has a cold exterior that hides an inner rage and passion.
  • Nay-Theist: Required by law in her homeland of Rahadoum, Alahazra acknowledges that the gods exist and sees them as "allies" of a sort, but does not appear to actively worship any herself.
  • Nice Hat: A particularly impressive and possibly heavy example.
  • Playing with Fire: As a Flame Oracle, she definitely qualifies.
  • Prophet Eyes: Part of the specific Oracle's Curse she has.
  • You Can't Go Home Again: Because of her unasked-for gift of divine spellcasting, Alahazra was exiled from her native country, Rahadoum, which outlaws religion. Ironically, she herself is agnostic.
  • Walking Swimsuit Scene: See Fanservice.

The Antipaladin

Race: Human
Class: Antipaladin
Alignment: Chaotic Evil
Homeland: Unknown

An unnamed antipaladin who frequently appears in art battling the iconics, especially the paladin, Seelah. One of a number of recurring "sub-iconics", albeit the best-known and most often seen.
  • Arch-Enemy: To Seelah.
  • Black Knight
  • For the Evulz: He kicks piggies for fun.
  • Kick the Dog: Or more accurately, the adorable little piglet, as seen in Advanced Class Guide.
  • No Name Given: He's not an official iconic and doesn't have a name or backstory, but frequently appears in illustrations regardless.
  • Sadistic Choice: In one illustration in Pathfinder Unchained, he's implied to have set an orphanage on fire and forced Seelah to choose between saving the children or fighting him.
    • Mind you, he's showing her this choice via road signs, so there may be a little Troll in him too.
  • Slasher Smile: ... yeah.
  • Tin Tyrant: He's always seen in his black armor with horned helmet, and apparently rules a castle, going by an illustration in Pathfinder Unchained.

Alain Germande

Race: Human (Taldan)
Class: Cavalier
Alignment: Lawful Neutral
Homeland: Taldor

A narcissistic ass who cares more about his personal glorification than anyone around him, Alain may look the part of the perfect knight, but certainly doesn't act it. Always keen to take advantage of the men and women he encounters, Alain is out to make his reputation no matter who gets killed in the process.
  • Ambition Is Evil: Although Alain is not evil per se, his ambition has gotten a lot of his underlings killed, and he doesn't care, seeing it as simply an inevitable part of his tale.
  • Blood Knight: Alain originally went off to be a Cavalier because he had a romanticized view of combat, based on bardic tales and ritualized jousts in Taldan. When he learned just how bloody real combat was, he ended up being enthralled with it, and now eagerly continues fighting for a combination of glory and the thrill it gives him.
  • The Casanova: Alain has always been adept at seducing women, and has little qualms against doing so. He heartily partakes in womanly pleasures whenever he offers, and has left a number of bastard children in his wake.
  • Glory Hound: He's out for profit, glory and all the pleasures those can bring.
  • Hate Sink: The fans really, really don't like this guy. The Iconic Magus, who is the official Token Evil Teammate, is better regarded than this guy!
    • Merisiel rates him as the least attractive male iconic based solely on his personality(he's actually a fairly handsome man). In contrast, despite Lirt being actively evil, she considers him the most attractive. Turns out Alain's personality is just that insufferable.
  • It's All About Me: He refused to become an actual knight because that would mean he'd first have to spend time as a squire, and the idea of taking orders from someone else was intolerable, so much so that he ran away to become a sellsword instead. That sums up a lot about Alain's personality.
  • Jerkass: Alain is basically a Spoiled Brat who never grew out of it and became a highly ambitious Blood Knight. He's one of the most unlikeable, unsympathetic Iconics in the lineup.
  • Knight Errant: Technically. Alain fits the motif, and in his own way tries to live up to it, but he's never been a squire, is certainly not formally knighted, and, oh yes, he's a total jerkass.
  • Knight in Shining Armor: Subverted. Alain has the look, but cares only for himself.
  • Politically Incorrect Hero: Implied that he thinks of women as lesser beings compared to men. One of the reasons he has so much hate from the fans is because he is written referring to Alahazra, the Iconic Oracle, as a "crone" in the flavor text for Advanced Player's Guide, chapter two. Alahazra, for the curious, is regarded In-Universe and out as being a very attractive woman, with a tendency to run around in surprisingly skimpy clothes.


"No obstacle is insurmountable, for we need never overcome it alone."

Race: Gnome
Class: Summoner
Alignment: True Neutral
Homeland: Nex

The iconic summoner, Balazar was initially a prankster who displayed little talent for magic, before an incident that saw him bonded to his eidolon.


Race: Elf
Class: Alchemist
Alignment: Chaotic Neutral
Homeland: Kyonin

Damiel is a living testament to why both drug abuse and self-experimentation are bad ideas. Once a respected alchemist, he is now a haunted, skeletal elf, with scarred veins and lifeless eyes, forced to battle against a psychotic alternate personality that aims to kill everyone around him.


Race: Human (Tian-Min)
Class: Witch
Alignment: Chaotic Good
Homeland: Lands of the Linnorm Kings

Kidnapped as a child and raised by hags, Feiya was rescued by her fox familiar. Possessed of few social graces, she is nonetheless a basically good person who hopes to regain the life that the hags stole from her.


Race: Half-orc
Class: Inquisitor (Pharasma)
Alignment: Neutral Good
Homeland: Ustalav

Abandoned as a child, half-orc Imrijka was taken in by priests of Pharasma, goddess of death, and brought up within their order. Now one of Pharasma's most accomplished inquisitors, Imrijka has earned a reputation as a "monster monster hunter", putting the undead to rest, and working hard to cleanse Ustalav, and the rest of Golarion, of their presence.

    Ultimate Combat Iconics 

Hayato Nakayama

"My soul feeds upon honor, and my blade on flesh. We will both gorge this day"

Race: Human (Tian-Min)
Class: Samurai
Alignment: Lawful Good
Homeland: Minkai

A hard man who keeps to himself, Hayato is a ronin—a masterless samurai. Convinced that he should have died with his former master, Hayato has become a mercenary, and struggles to redeem, in his own eyes, his honour and reputation.
  • Helmets Are Hardly Heroic; Averted, he's decked out in full armor, including a kabuto-helmet.
  • Honest Advisor: His lord saw that Hayato was not a yes-man even at a young age, earning his favor.
  • Katanas Are Just Better: He's a Samurai. He wouldn't be caught dead without one.
  • Samurai
  • The Stoic: Very. Champions of Purity has a picture of Hayato surrounded by Ridiculously Ugly Cute baby goblins, and clearly having no idea what to do with the crying infants. The name of the image in question is Goblin Nursery.
  • To Be Lawful or Good: Ultimately chooses good.
  • You Can't Go Home Again: Killed the corrupt government official who goaded his lord into a fatal duel. He would have killed himself afterwards, but his lord's widowed wife told him to flee instead out of affection.
  • Walking Armory: Look at him. He has a Katana, Wakazashi, Naginata and a Dai-kyu.


"I'd be obliged if you stood down, friend. I got no stomach for killing this early."

Race: Half-elf
Class: Gunslinger
Alignment: Chaotic Good
Homeland: Mana Wastes

Shieldmarshal Dahmok's greatest failing was teaching his middle daughter to read. After the loss of their mother, a lively but capricious elven explorer who viewed ten years and three children as a "fling," he had hoped to rear homebody children. Even with their halfblood status stretching the years he spent with his treasured children, the old marshal shuddered at the knowledge that one was already slipping away.

While older Suzeressa took to the practical household arts and younger Milliceene pursued a love of natural sciences, middle-born Lirianne lost herself for hours at a time in tales of shining knights, devious fairies, and mighty dragons�all subjects absent from her homeland of Alkenstar. Raised among bricks, smoke, and bureaucracy, the young half-elf dreamed of the life of adventure and fantasy promised by the collection of fairy tales left by her absent mother and her own ever-growing library of penny dreadfuls. Naturally, she aspired to follow in her father's footsteps and become a shieldmarshal, protecting Alkenstar from the hostile giants and hideous mutations of the Mana Wastes. Preferring to keep his little girl safe at home, Dahmok calmly explained she could never become a shieldmarshal, running with the first excuse he could come up with�that her beloved long hair would become entangled in firearm mechanisms. To his surprise, he awoke the next morning to discover Lirianne grinning like a fool, with her long tresses roughly chopped, eagerly packed and ready to follow him to work.

For twenty years, the little half-elf pushed herself to meet ever more insane requirements laid down by her aging father. Schoolmates nicknamed her "the Phantom" as she vanished often to practice her quick draw or memorize technical volumes. Tutors and governesses thought her adle-brained as she sat staring, redrawing engineer's schematics in her mind rather than follow her lessons. Even before she was old enough to entertain her first romance, she had mastered the construction and firing of a rifle, and could reckon complex trajectories by eye alone.

An old man and long since retired by the time his daughter reached womanhood, Dahmok could no longer forbid her entry into the shieldmarshals. But the old patriot's influence lived on in his successors, and to honor his service they assigned Lirianne to a quiet domestic position, safeguarding farming settlements along the secure Alkenstar-Martel road. Ten years of her life passed rounding up drunks and mediating water rights, eating away at her passion for adventure in ways her father's disapproval never could. Her childhood dreams eventually forgotten, Lirianne's steely eyes dulled with the tarnish of a thousand mundane details.

It was kismet when a storm of wild magic blew off the Spellscar Desert, past Alkenstar, and into her jurisdiction. The rampant arcane energy, fallout from centuries of wizard warfare, warped space and time around it. The magical swells lashed out, reshaping hillsides, boiling sand into glass, and calling forth bizarre creatures from the dawn of history. The only marshal at hand, Lirianne leapt into service. As townsfolk huddled in their cellars and buildings crumbled into twisted forms of misbegotten wood and bone, a bolt of green lightning lashed out, striking the half-elf even as she confronted the storm's abominations.

Lirianne awoke soaking and half-drowned on distant shores. The bizarre country was flush with thick forests and green hills�plant life like she'd never seen. Wandering inland, she soon encountered a lumber caravan beset by malicious fey. In a heartbeat, a childhood's worth of stories welled up inside her, and she rushed into battle with a passion long since forgotten. The grateful caravan loaded her with all the supplies and information she could manage, confirming that her inexplicable odyssey had deposited her cleanly in the midst of those same shining knights, devious fairies, and mighty dragons who had occupied so much of her youth.

Now a wanderer in the strange land of Avistan, Lirianne struggles to balance her resurgence of childhood wonder and adult dedication to justice, all while confronting her long-ignored elven blood. While thoughts of family and the familiar industrial life of Alkenstar occasionally tug at her roaming heart, sights remain unseen and people remain unsaved, and Lirianne will be damned if she'll fail in either.

  • Badass Longcoat
  • Boyish Short Hair: Cut to avoid getting it caught in her weapons.
    • Her appearance in Mythic Origins has her hair grown out and fluffed up. Actually one of the complaints with the book was that her Mythic version appeared more like a Steampunk pinup girl rather than the badass gunslinger she first appeared as.
  • Cleavage Window
  • Guns Akimbo
  • Out of Focus: Due to Fantasy Gun Control, she doesn't appear all that often. Although if guns are involved, she's usually their go-to girl.
  • The Gunslinger
  • Schizo Tech: She comes from Alkenstar, a city-state in a wasteland where magic doesn't work all that well, which is why she relies on guns. This makes her stand out in the outside world.
    • To say nothing of what she picks up in Iron Gods and the Technology Guide.
  • Spy Catsuit/Latex Spacesuit: Wears one on the cover of the Technology Guide.
  • Spirited Young Lady
  • Stay in the Kitchen: Her father and his friends on the force did everything they could to keep Lirianne out of the Alkenstar shieldmarshals, and even after she proved herself beyond a shadow of the doubt, had her consigned to menial jobs.


"The spider waits for its prey to come to its web."

Race: Human (Tian-Min)
Class: Ninja
Alignment: True Neutral
Homeland: Minkai

  • Action Girl
  • Asexuality: Reiko is stated to be Asexual by her character designer.
  • Deadpan Snarker: Described as being "quick with a cutting remark"
  • Ninja
  • Parental Abandonment: Seeing as they got killed and all.
  • Transsexual: Word of God confirms that Reiko is genderfluid(presenting as female).
    Liz Courts: Reiko does not identify strongly on either end of the spectrum, but does default to a feminine one when dealing with people that aren't close friends. Platonic relationships are more important to Reiko (and maybe a romantic relationship, but not a sexual one).
  • You Killed My Father: She's plotting revenge on the feudal lord who killed her parents.

    Advanced Class Guide Iconics 


"No quarry escapes my arrows—or Leryn's jaws."

Race: Human (Taldan)
Class: Hunter (Erastil)
Alignment: Neutral Good
Homeland: Nirmathas


"Savor the lightning’s flash, for the thunder that follows will be the last thing you hear."

Race: Human (Shoanti)
Class: Bloodrager
Alignment: Chaotic Neutral
Homeland: Varisia

A Shoanti with serious rage problems.


"Look, I don't want to have to hurt you, but you're standing between me and that artifact."

Race: Halfling
Class: Arcanist
Alignment: Lawful Neutral
Homeland: Rahadoum

Like many halflings, Enora has always been driven by an unlikely pairing of curiosity and luck. Her parents, both professors at Manaket's premier arcane institution, the Occularium, fostered in their only daughter a hunger for knowledge that was rivaled only by her optimism and determination. Enora is singularly driven in her search for knowledge, but isn't above working with others in order to achieve common goals. She remains cheerful and optimistic about most things, yet holds deep-seated anxiety about the conflict she will inevitably face should she return to Manaket and be outed as a follower of Nethys. She doesn't talk much about where she came from, but knows that one day her travels will take her back to Rahadoum, and she'll be hard pressed to keep her secret.
  • Adventurer Archaeologist
  • Badass Bookworm: Rather than simply rely on her natural Sorcerous talent, Enora studies as well.
  • What Have I Done: Minor, but hits her twice. She realizes both how much knowledge her Rahadoumi upbringing has made her blind to, and also realized her new path will cut her off from her home.
  • You Can't Go Home Again: Yet another Rahadoumi who can't return home. Although Enora found religion rather than it finding her like with Alahazra.


"The dance of my axes and your blood will provide excellent material for the next verse of my saga."

Race: Human (Ulfen)
Class: Skald
Alignment: Neutral Good
Homeland: Land of the Linnorm Kings

As a youth, Hakon proudly told the stories of great viking heroes, yet always dreamed of creating his own. Since departing the Lands of the Linnorm Kings in search of his brother, Ostog the Unslain, he has earned his own fame. Tales of Hakon’s victories fill his companions with unparalleled battle spirit and combat prowess, further cementing his growing legend. But the skald knows that his journeys must continue until his deeds rival those of the greatest heroes, and the Saga of Hakon is complete, daring those who come after him to even greater feats of bravery and legend.


"Winning is easy. It's putting on a show that's the real challenge."

Race: Half-Elf
Class: Swashbuckler
Alignment: Chaotic Good
Homeland: The Shackles

Jirelle may have been born and raised on a ship, and she might call the Shackles her homeland, but she never considered herself a pirate, even if only to distance herself from the darkest part of her childhood: her mother. Jirelle seeks the funds to someday finance a ship and crew of her own. She plans not to become a pirate — for a life of plunder and cruelty holds no appeal for the daring swashbuckler — but to finish the job she started on the eve of her thirteenth birthday when she escaped her mother's crew. Jirelle knows she can't do this on her own, though. So she seeks true and able allies, knowing that only with bravery and trust will the Bloodcrow's days be numbered.
James Jacobs: It's [the e at the end of her name] silent. jeh-RELL (Kinda like "Michelle")

Kessilandrie "Kess the Bull" Vlastos

"Fencing is for dandies and duels are just ego dramas. I solve problems with a fist to the jaw."

Race: Human (Taldan)
Class: Brawler
Alignment: Chaotic Good
Homeland: Taldor

She was raised to be Lady Kessilandrie Anicia Vlastos, but the thousands of cheering fans that fill the arena's seats when she fights shout her preferred name — Kess the Bull.


"Every fight is a fight to the death."

Race: Half-Orc
Class: Warpriest (Gorum)
Alignment: Chaotic Neutral
Homeland: The Hold of Belkzen

Oloch has no memory of a time before pain — pain suffered, and pain inflicted. A quiet, brooding warrior with a disturbing love of violence he is not actively evil, and scornful of those who pick on obviously weaker opponents, but nevertheless takes it as a given that might makes right.
  • Axe Crazy: Even by orc standards, since his violent urges were the only thing that allowed him to survive in their malevolent culture. It eventually got him driven away from his human mother's hometown, by his mother, when he proved so addicted to violence that even she couldn't stomach him.
  • Badass Family: He's a member of one; his mother is a barbarian chieftain badass enough to roam the Hold of Belkzen on her own, and she has several other children.
  • BFS: Specializes in wielding an oversized sword.
  • Black Sheep: Due to his nigh-uncontrollable bloodlust and quick temper; his mother loves him, but won't allow him in her city.
  • Child by Rape: Averted, despite this being the official standard origin for half-orcs in Pathfinder; his mother bore him after a consensual liaison with an orc male, but the orc then stole him from his mother's camp and brought him back to the tribe to be raised as a slave.
  • The Exile: Was exiled from Trunau after one too many incidents of viciously maiming someone who annoyed him.
  • Gladiator Games: Fought in them for his tribe.
    • Gladiator Revolt: A one-man version; when he decided to leave his tribe, he severed limbs as well as ties.
  • Hair-Trigger Temper: He tends to react with violence with little provocation.
  • Happiness in Slavery: Downplayed; he wasn't happy as a slave, but it did provide him with ample opportunity to fight, and that's one of the few things that makes him happy. He hasn't yet learned to adjust to life outside of the arenas.
  • Hates Being Touched: Again, downplayed; when his mother embraced him warmly and with affection, it made him very uncomfortable as he had never experienced such a thing before.
  • Might Makes Right: Believes in this utterly.
  • Religious Bruiser: So devoted to Gorum and his ideals that he can cast spells as well as he can fight.


"A man needs only three things to change the world: a quick wit, a righteous heart, and a stylish coat."

Race: Human (Garundi)
Class: Investigator
Alignment: Lawful Good
Homeland: Galt

Quinn is a genial, gentlemanly sort, quick with a joke and able to fit easily into both high society and low. His well-honed analytical mind is capable of astounding feats of logic and deduction, and he's fond of sharpening it still further with alchemical extracts learned from his parents and his own personal studies. Roaming the nations of the Inner Sea, he constantly keeps an ear out for allegations of unjust accusations or abuses of power. When he finds one, he investigates the case himself, using a lifetime of association with law enforcement agents and detective agencies like The Sleepless to help him ferret out the truth.

Shardra Geltl

"The spirits of the stones and my ancestors whisper secrets to me, and their power flows through me."

Race: Dwarf
Class: Shaman
Alignment: True Neutral
Homeland: Five King Mountains

  • Bling of War: She's decked out in ceremonial jewelry in addition to her armor.
  • Carry a Big Stick: Her Weapon of Choice is a spiked heavy mace.
  • Familiar: Her spirit animal is a crag tuatara named Kolo.
  • Gender Bender: Just so we're clear. Yes, Shardra is transgender.
  • Nice Hat: Apparently shares a haberdasher with Alahazra.
  • No MacGuffin, No Winner: To settle a brewing battle between her government and the local spirits, she wrecked the shrine they were fighting over.
  • Transsexual: Shardra was raised as a male dwarf, but after discovering her spiritual powers realized she was a woman. Unlike Anevia Tirabade (see under Wrath of the Righteous), she's transitioned through the use of alchemical compounds (i.e., hormone therapy), not magic.
  • The Unfettered: For the most part, Shardra prefers not to have anything tie her down.


"I am judgment made flesh. I am justice visited upon those who are beyond redemption."

Race: Human (Keleshite)
Class: Slayer
Alignment: True Neutral
Homeland: Qadria

Zadim, the so-called "Shadow of Sarenrae," travels the lands of the Inner Sea as an associate of Sarenrae's church, providing deadly solutions to problems the religion cannot resolve through diplomacy and forgiveness. The world of Golarion teems with misguided folk who can be turned from darkness, but it also contains multitudes who are beyond redemption, who revel in evil, wickedness, and selfishness. Zadim is one answer to their depravities.
  • Dual Wielding
  • The Hunter: He's trained to hunt down enemies of Sarenrae who the Cult of the Dawnflower has deemed irredeemable.
  • Kukris Are Kool
  • Religious Bruiser: Despite not being a divine spellcaster, he is a member of the Cult of the Dawnflower and is dedicated to eliminating enemies of the faith who cannot be redeemed.
  • The Hashshashin: A Fantasy Counterpart Culture variant.
  • The Lady Or The Tiger: His background has him making a decision on whether or not to complete his assignment to kill a noble who had persecuted followers of Sarenrae, only to find he had become a Paladin of Abadar since them. You never find out what choice he made.
  • Weapon of Choice: Twin kukris.

    Occult Adventures Iconics 


"I may look fragile, but the spirits who follow me are not. Consider yourself warned."

Race: Human (Varisian)
Class: Medium
Alignment: True Neutral
Homeland: Ustalav

The youngest son of a minor noble house in Ustalav, Erasmus lived a content life with no burdens of becoming an heir. However, as he grew, his family members began dying mysteriously, and Erasmus began to hear their voices in his mind. Their message was clear – their murders were the treachery of Erasmus’ older brother Vinn. Vinn had Erasmus commited to Havenguard Lunatic Asylum. Yet Erasmus learned to channel the restless spirits of his murdered family and use their skills to escape the asylum. He now travels widely, to understand the world, to better commune with the spirits who follow him, and to escape their grim fate.


"Respect your elders, child. I’m a forgiving sort, but my husband not so much..."

Race: Human (Chelaxian)
Class: Spiritualist
Alignment: Neutral Good
Homeland: Isger

Raised in a family of charlatans, Estra had been fooling people she could commune with spirits long before she truly could. But she changed her ways when a noble knight named Honaire came to her, seeking to speak with his deceased mother. Each smitten with the other, Estra couldn’t live with her deceit and confessed her lies. Yet Honaire still accepted her, and the two spent several happy decades together. When he died, she began bilking mourners again, but it wasn’t long before his spirit returned to her. A reminder of his enduring kindness, Estra vowed to use her gifts to help others and provide real comfort to mourners. She aids the helpless wherever they’re afflicted, though her impatience and sharp tongue sometimes get the better of her.


"All objects tell stories, friend. You just need to listen when they speak.

Race: Human (Varisian)
Class: Occultist
Alignment: True Neutral
Homeland: Varisia

Mavaro is a man of many indulgences, making up for a modest childhood and young adulthood spent deep in a Pharasmin convent. When he was 22, Mavaro pilfered and sold the convent’s specially cast silver talismans to pay for a strange but intriguing sword. Little did he know, however, that the talismans had been keeping an ancient evil entity at bay. Newly loosed, the entity called the Thorn Priest murdered the nuns and possessed the prioress. Mavaro himself only survived by listening to the ghostly whispers that emanated from the skull of Mother Wren, the convent’s founding abbess, who helped him harness the power of the convent’s remaining relics and expel the Thorn Priest. Since then, Mavaro has quietly sought the relics he traded away long ago, hoping to undo the folly of his youth and to finally face the Thorn Priest, which stalks him still.
  • The Atoner: After releasing the Thorn Priest and causing the death of the Pharasmin nuns, Mavaro prepares to slay the beast and redeem himself.


"Look deep into my eyes. Everything will be so much easier when I am in complete control."

Race: Halfling
Class: Mesmerist
Alignment: Neutral Evil
Homeland: Cheliax

A former slave in a minor Chelish noble house, Meligaster used his mental powers to dominate the masters who had treated him so cruelly. He didn’t stop there, though—he tyrannized the household’s other halfling slaves. It was only when Meligaster’s brother, the cheerful bard named Lem, found him that the slaves broke their psychic bonds and prompted a Hellknight investigation at the house. Meligaster fled and began an adventuring career in which he always seeks the easy route to wealth and the finer rewards of success.
  • Cain and Abel: With Lem
  • Evil Counterpart: To Lem, even Maligaster realizes it when he first meets Lem.
  • Exact Words: Maligaster's first meeting with Lem ended with him hypnotizing him to leave his estate. Which Lem does... but not before freeing all his slaves and taking their mother with them.
  • Mind Control


"We are all one. The pain you bring others, you bring yourself."

Race: Human (Vudrani)
Class: Psychic
Alignment: Lawful Neutral
Homeland: Vudra

The path of the initiate is long and fraught with danger. For Rivani, the journey began as a young girl in Vudra, when she took the Trial of the White Lotus, a test to determine a child’s psychic aptitudes. Rivani passed the trial, but her unexpected foray into the consciousness of the court’s members revealed dangerous secrets. Proclaimed a great scholar reborn, Rivani was shuffled off to the distant lands of the Inner Sea to teach and learn what she could. A life filled with travel has only fed Rivani’s wanderlust, and while she’s kind and generous to all, she avoids forming long-lasting connections, knowing that her path is one of constant exploration.
  • Enlightenment Superpowers: Rivani hopes to achieve mental transcendence through study, philosophy, and adventure.
  • Mind over Matter: Always pictured as demonstrating minor telekinesis.
  • Telepathy: Her natural talent at it threatened her scheming mentors.


"Gom-Gom likes it when the fire burns. Don’tcha, Gom?"

Race: Human (Tian)
Class: Kineticist
Alignment: Chaotic Good
Homeland: Minkai

Yoon’s short life has been filled with tragedy and adventure. Hailing from Minkai’s Oda province in distant Tian Xia, Yoon lost her adventurer mother at the age of five to a battle with an aquatic threat. When Yoon was eight years old, her father started a revolt using his pyrokinetic powers at a fireworks festival. Yoon’s grandmother unleashed her own powers to allow Yoon to escape from the imperial soldiers. With no place left for her in Minkai, Yoon is eager to see the world and user her newfound abilities to help those in need, and to one day reach Hwanggot, her mother’s homeland.

    Rise of the Runelords Characters 

Aldern Foxglove, the Skinsaw Man

Race: Human (Chelaxian), later dread ghast
Class: Aristocrat/Rogue
Alignment: Chaotic Neutral, later Chaotic Evil

Ameiko Kaijutsu

Race: Human (Tian-Min)
Class: Aristocrat/Bard/Rogue
Alignment: Chaotic Good

  • Action Girl: Not in Rise of the Runelords, where she's just a Distressed Damsel despite her history. She gets to shine in Jade Regent.
  • Bare Your Midriff
  • Break the Cutie: Her half-brother Tsuto kidnaps her as a sacrifice for Nualia, has his goblin minions beat her within an inch of her life, ties her up in a basement, and kills their father before the PCs rescue her.
  • Distressed Damsel
  • Faux Action Girl: She has a history as an adventurer, but in Rise of the Runelords she doesn't do much besides get kidnapped. See Action Girl above.
    • Tends to happen frequently in Jade Regent as well.
  • Multicolored Hair: Her bangs are dyed white.
  • Royal Blood: As revealed in Jade Regent, Ameiko is the heir to the throne of the Minkai Empire.
  • Spirited Young Lady: She becomes an adventurer (and later, an innkeeper) against her very conservative father's wishes.

Karzoug the Claimer, Runelord of Greed

Race: Human (Azlanti)
Class: Wizard (transmuter)/Archmage
Alignment: Neutral Evil

Lyrie Akenja

Race: Human (Garundi)
Class: Wizard
Alignment: Chaotic Evil

  • Berserk Button: Harming Tsuto
  • Dirty Coward: Will flee from battle after the first hit she takes, unless she believes the PC's have hurt Tsuto.
  • Evil Genius: To Nualia
  • Stalker with a Crush: She's madly in love with Tsuto, and carries a pouch of items taken from him, including hair and fingernail clippings; Tsuto doesn't give her the time of day, being in love with Nualia.


Race: Stone giant
Class: Wizard (transmuter)
Alignment: Neutral Evil

Nualia Tobyn

Race: Aasimar
Class: Fighter/Cleric
Alignment: Chaotic Evil

  • BFS: She wields a bastard swordnote , that's usually shown to be black and serrated.
  • Fetus Terrible: She unknowingly conceived her child in an area desecrated by Lamashtu, the goddess of monsters. As a result, it was born stillborn and monstrously deformed. This threw her over the edge into insanity.
  • Red Right Hand: She had a literal demonic hand. Also a huge gash across her abdomen.
    • Depending on the Artist: Her demonic hand is usually shown to be her left, though in Inner Sea Magic, it's her right.
  • Sinister Minister: A priestess of Lamashtu.
  • Starter Villain: She and her Goblins are this for the campaign as a whole.
  • So Beautiful, It's a Curse: Because of her angelic heritage, Nualia was gifted with unearthly beauty. Unfortunately, the townsfolk became obsessed with her and constantly begged her for blessings she couldn't provide. That was the start of her spiral into madness.
  • Woobie, Destroyer of Worlds

Orik Vancaskerin

Race: Human
Class: Fighter
Alignment: Chaotic Neutral

Shalelu Andosana

Race: Elf
Class: Fighter/Ranger
Alignment: Chaotic Good

Tsuto Kaijitsu

Race: Half-elf
Class: Monk/Rogue
Alignment: Lawful Evil

    Curse of the Crimson Throne Characters 


Race: Human (Varisian)

Gaedren Lamm

Race: Human
Class: Expert/Rogue
Alignment: Neutral Evil

Cressida Kroft

Race: Human
Class: Fighter
Alignment: Lawful Neutral

Ileosa Arabasti, Queen of Korvosa

Race: Human (Chelaxian)
Class: Aristocrat/Bard
Alignment: Lawful Evil

Jolistina Susperio

Race: Elf
Class: Rogue/Sorcerer
Alignment: Chaotic Evil


Race: Blue Dragon
Alignment: Lawful Evil

Laori Vaus

Race: Elf
Class: Cleric (Zon-Kuthon)
Alignment: Lawful Evil


Race: Human
Class: Necromancer
Alignment: Chaotic Evil

Sabina Merrin

Race: Human
Class: Fighter
Alignment: Lawful Neutral

Vencarlo Orisini

Race: Human
Class: Rogue
Alignment: Chaotic Good

    Second Darkness Characters 

Allevrah Azrinae

Race: Drow, formerly elf
Class: Cleric/Demonic Initiate (Abraxas)
Alignment: Chaotic Evil

  • Big Bad: Of the Second Darkness Adventure Path.
  • Colony Drop: Is summoning a meteor to destroy the city of Riddleport and plunge Golarion into a new age of darkness.
  • Demonic Possession: Can allow a demon to possess her soul for a number of rounds, as per the demoniac rules.
  • Evil Matriarch: As the head of House Azinrae
  • Fallen Hero: Once one of Kyonin's most valued generals, now a thoroughly evil drow.
  • He Who Fights Monsters: She spent a lifetime trying to eradicate the drow, but due to her own hatred was transformed into a dark elf herself.
  • Klingon Promotion: Murdered her predecessor to become Matron of House Azinrae.
  • Omnicidal Maniac: Her plans for a Colony Drop will have this effect in the end.
  • Red Right Hand: Her clipped left ear. Also, as a demoniac, she has Abraxas' mark on her somewhere.
  • Sinister Minister: She's a cleric and demonic initiate (now referred to as a demoniac) of Abraxas, demon lord of magic, snakes, and forbidden knowledge.
  • Summon Magic: Can summon immense fiendish vipers to do her fighting for her.

Saul Vancaskerkin

Race: Human (Chelaxian)
Class: Rogue
Alignment: Chaotic Evil

  • Les Collaborateurs: He wants Riddleport to burn for his misfortune, so he sides with a drow plot.
  • Red Right Hand: One of his hands was chopped off for his past crimes, so he has a stump with a large key on it (used to open a secret door) in its place.
  • Smug Snake
  • Treacherous Advisor: He plays the role of employer/mentor to the PCs before betraying them.
  • You Have Outlived Your Usefulness: If the PCs don't kill him, he's killed by his drow ally because he's no longer useful.

Telandia Edasseril, Queen of Kyonin

Race: Elf
Class: Wizard/Archmage
Alignment: Neutral Good

    Legacy of Fire Characters 


Race: Harpy
Class: Archer /Ranger (In Mythical Monsters Revisited)
Alignment: Chaotic Evil later Chaotic Neutral

  • Always Chaotic Evil: But she can get better.
  • Ascended Extra: A moderately helpful monster to start with, she can take a larger role if the PCs like. Also, her picture is used for the Harpy entry in the Bestiary, and she is featured in Mythical Monsters Revisited, effectively making her the "Iconic" Harpy.
  • Good Bad Girl: By harpy standards. Lustful and unashamed of it, flirting heavily with any attractive man she meets, but unlike normal harpies, she doesn't kill and eat her boyfriends after sex. At least, not usually.
  • Harping on About Harpies
  • Heel-Face Turn: Assuming she survives the first adventure, she become much nicer after living in the reclaimed Kelmerane, becoming Chaotic Neutral. If a PC befriends her, she can even become Good.
    • Love Redeems: It's easier for a PC who is willing to respond to her flirtations and become her boyfriend to get this to happen, as one might expect.
  • The Pig Pen: Like most harpies in Golarion, she doesn't really "get" human standards of hygiene, and typically just smothers her strong body odor in perfume, rather than bathing.
  • Small Name, Big Ego: Definitely thinks very highly of her appearance, and all but constantly hits on the most attractive of the PCs.
  • Unkempt Beauty: Crooked teeth aside, the pictures of her (In the Bestiary and Mythic Monsters Revisited) show her as being pretty attractive (especially compared to the standard Harpy from D&D 3.5). That said, she has typical Harpy hygiene (in this world, that is to say none at all) unless the PCs take it upon themselves to teach her otherwise.


Race: Troglodyte
Class: Cleric (Rovagug)
Alignment: Chaotic Evil

Ghartok, The Carrion King

Race: Unchosen gnoll
Class: Warrior (unholy)
Alignment: Chaotic Evil


Race: Noble Djinni
Class: Ranger/Cleric
Alignment: Lawful Neutral


Race: Noble efreeti
Class: Fighter
Alignment: Lawful Evil

  • Badass Beard
  • Big Bad
  • Blessed with Suck: Like all efreet, Jhavhul can alter the very fabric of reality itself. Problem is, he can only do it when a mortal asks him to. But if he can coerce mortals into wishing the way he wants...
  • Four-Star Badass
  • Genie in a Bottle: He's actually a genie out of a bottle, though he can still grant wishes. Or rather, he can force mortals to wish for what he wants.
    • Jackass Genie: One of his generals wished for an immortal body, so he turned him into a clockwork Inevitable.
  • Large and in Charge: He's around twenty feet tall.
  • Love Makes You Evil: He was evil to begin with, but his obsession with the demigoddess Ymeri led him to attempt to merge with one of the Spawn of Rovagug so he would be a worthy suitor.
  • Make a Wish / Reality Warper
  • One-Winged Angel: If you fail to stop him from merging with Xotani the Firebleeder.
  • Playing with Fire: Being a fire genie and all.

    Council of Thieves Characters 


Race: Human
Class: Ranger
Alignment: Chaotic Good

Chammady Drovenge

Race: Human
Class: Ranger/Assassin
Alignment: Neutral Evil

  • Affably Evil: Interacts with the players several times before they realize she is up to no good, and is friendly in each of these encounters. It doesn't stop her from trying to kill them.
  • Big Bad: One of three in Council of Thieves, and the only one who can be redeemed.
  • Dark Action Girl: Sure she is pretty and friendly. She is also a trained assassin and has enough ranger levels to kick some serious behind, even those of high level characters.
  • Heel-Face Turn: Can possibly be talked into taking action against her brother.

Ecarrdian Drovenge

Race: Tiefling
Class: Rogue/Duelist
Alignment: Lawful Evil

  • Big Bad: Of the whole adventure path. He cannot be redeemed and has to be killed to save Westcrown, in contrast to his sister.
  • The Chessmaster: In cooperation with his beloved sister.
  • The Unseen: His involvement in the events of Council of Thieves is pretty obscure. The players most likely won't realize that he is the one who orchestrated everything until the fifth adventure, and they meet him for the first time in the final encounter.

Ilnerik Sivanshin

Race: Half Elf Vampire
Class: Bard/Rogue/Pathfinder Chronicler
Alignment: Chaotic Evil

  • The Dragon: To Chammady and Ecarrdian. He is responsible for the shadow beast infestation in Westcrown.

Liebdaga the Twin

Race: Devil/Pit Fiend
Standing: Duke of Hell
Alignment: Lawful Evil

  • Chekhov's Gun: The players have a chance to learn about him early. They won't be able to get to him for a long while though, and they have no incentive to do so.
  • Healing Factor: In addition to his standard Pit Fiend regeneration his soul can actually resurrect him.
  • Sealed Evil in a Can: Turns out that binding one of the most powerful devils known to mankind and using him to power minor magical enhancements to a villa isn't such a smart idea after all. He is sure to be pissed when he invariably gets out.
  • The Undying: In contrast to the vast majority of outsiders his body and soul are seperate entities, earning him the nickname "The Twin". After he dies his soul tries to resurrect him; he only truly dies if the soul fails to do heal enough damage done to his body.
  • Wakeup Call Boss: He is severely weakened from his long imprisonment but he is still a Pit Fiend and probably the toughest challenge the players have faced so far.

    Kingmaker Characters 

The Stag Lord

Race: Human
Class: Ranger/rogue
Alignment: Chaotic Evil

Chief of the bandits of the Green Belt, the Stag Lord is a bitter, self-loathing alcoholic man shaped by years of abuse at the hands of his brutal father. Clad at all times in his fanged stag skull helmet, he aims to take over the Stolen Lands and become a king. Only then, he believes, will the "goddess" who saved him from his father return to his side.
  • Abusive Dad: His father made it his life's goal to destroy his son in every meaningful way, emotionally, mentally, and physically.
  • The Alcoholic: Has slipped more and more into alcoholism as the years have gone by, and is slowly losing what remains of his mind.
  • Archer Archetype: He's got the icy, analytical loner part down.
  • Bow and Sword, in Accord: Carries both a composite longbow and a masterwork longsword. He prefers the former, but will draw his blade if cornered.
  • Cool Helmet: Made from the skull of an elk, and decorated with fangs, it is as strong as steel, and enhances his sight, hearing, and archery.
  • Covered with Scars: The result of his father's abuse. His face in particular is so damaged that he won't reveal it to anyone.
  • The Dog Bites Back: After years of abuse, he finally snapped and beat his father half to death, then threw him in a cage.
  • Elder Abuse: Does it to his father, in revenge for everything that happened to him as a child.
  • Evil Is Petty: A petty sadist with delusions of grandeur.
  • The Family That Slays Together: He and his father are both twisted, abusive monsters.
  • Freudian Excuse: Good Lord, where to start? His absolute bastard of a father abused and tortured him for years, burning his face with acid, abandoning him in the winter, beating him near to death, and otherwise taking out all his rage on him. Then he became the pawn of an evil nature spirit, who drove him to take his revenge on his father, before leaving him an alcoholic ruin.
  • The Leader: Of the Green Belt outlaws, ruling through fear.
  • Misanthrope Supreme: Hates everybody and everything, including himself, and is only too glad to use this as an excuse for murder.
  • Patricide: Averted. The Stag Lord decided not to murder his father, because his father had let him live. He now keeps his father as a prisoner.
  • Revenge: The Stag Lord's abuse of his father, Nugrah, is revenge for his father's abuse of him. In a larger sense, he's also out for revenge on the world that allowed this to happen to him.
  • Sadist: Revels in hurting people.
  • Starter Villain: He's the main antagonist of "Stolen Lands", the first adventure in the adventure path, and serves as a taste of what is to come.
  • You Are What You Hate: The Stag Lord has become his father in more ways than one.

Akiros Ismort

Race: Human
Class: Ex-paladin/barbarian
Alignment: Chaotic Neutral

A former Paladin of Erastil, Akiros' life collapsed when his lover's husband discovered their affair. Desperate to avoid a divorce, she told her husband that Akiros had raped her; when the two confronted Akiros at the temple of Erastil, the young paladin flew into a rage and killed them both. He's since been on the run, living as a bandit, and joining up with any group that will take him. At the start of Kingmaker he is acting as the second-in-command of The Stag Lords' band, a position and life that he is becoming increasingly dissatisfied with.
  • Accidental Murder: Akiros didn't intend to kill his lover, but when she accused him of raping her, he snapped and struck her, killing her instantly.
  • The Berserker: Akiros rages the moment he enters combat, throwing himself at the players, The Stag Lord, or anybody else he might be fighting.
  • Bow and Sword, in Accord: Like his boss, The Stag Lord, he carries both a longsword and a bow and arrow. This would actually be fairly standard equipment for a Paladin, or ex-Paladin, of Erastil, who favours the bow as his Weapon of Choice, but also expects his Paladins to be able to fight up close.
  • Crime After Crime: Killed his lover by accident when he hit her, then had to deliberately kill her husband to cover it up, then wound up hiding out as a bandit in order to get away from the polie, etc, etc.
  • The Dragon: To The Stag Lord.
  • Fallen Hero: Was once a promising Paladin of Erastil, and defender of his hometown.
  • False Rape Accusation: Was on the receiving end of one from his lover.
  • Heel-Face Turn: By the time the players raid the bandit camp, Akiros has had enough of the life of an outlaw. Given the opportunity he switches sides and fights alongside them against The Stag Lord.
  • Murder Makes You Crazy: Killing his lover, and then her husband in order to hide the evidence, pushed Akiros over the edge.


Race: Human
Class: Fighter
Alignment: Chaotic Evil

Brutish and stupid, simple-minded Auchs combines the petty cruelty of a child with the physical bulk of a grown man. A hulking thug who likes making smaller people scream, Auchs is The Stag Lord's muscle, and can usually be found trailing after Dovan.
  • Berserk Button: Anybody touching his collection of knight and dragon toys.
  • Brains and Brawn: The brawn to Dovan's brains.
  • The Brute: Fills this role in The Stag Lord's band.
  • The Bully: Has the temperament of a school-yard thug.
  • Carry a Big Stick: The only weapon Auchs is smart enough to use is a club.
  • Dumb Muscle: Auchs has the mind of a mean-spirited five year old, but the bulk of a weight-lifter.
  • Heel-Face Turn: Sort-of. If Auchs is bested in combat but spared, he immediately becomes the loyal follower of the person who spared his life. His morality, however, doesn't change, and this, coupled with his limited intellect, could be a serious issue further on down the line.
  • Psychopathic Manchild: A classic example who does whatever his "friends" tell him to do, enjoys hurting anybody weaker than him, and flies into a rage if his collection of toys is touched.
  • Sadist: Of the petty variety.
  • Undying Loyalty: To Dovan, fighting to the death if the latter is in view.

Dovan from Nisroch

Race: Human
Class: Rogue
Alignment: Neutral Evil

Despite his name, Dovan isn't actually from Nisroch. Born in an Ustalavi whorehouse, Dovan ran away from home after discovering that he was going to be raped and tortured at request of a client. Cutting a swathe of murder and thievery across the continent, Dovan eventually wound up in The Stolen Lands, where he joined forces with The Stag Lord, becoming the de facto leader of the band, prior to Akiros' arrival.
  • Bare Your Midriff: In the illustrations.
  • Brains and Brawn: With Auchs, whom he "saved" from a brawl (that Dovan had engineered in the first place). Dovan comes up with the schemes, while Auchs bashes anybody who proves to be a problem.
  • Dirty Coward: Dovan would rather run than fight. If cornered though, he fights to the death, which given what happened to him last time someone had power over him, makes sense.
  • Evil Genius: Serves as the organizing mind of the band, partly because he's well-suited to it, and partly because no one else in the leadership is interested in doing it.
  • Freudian Excuse: Grew up in a depraved Ustalav whorehouse that catered to sexual sadists.
  • Know When to Fold 'Em/Screw This, I'm Outta Here!: Dovan is a pragmatist and has no particular desire to be killed in The Stag Lord's service. If he's reduced to less than four HP and there's a clear way out, he takes it.
  • Rape as Backstory: Maybe. We know that he was going to be raped and killed as part of a nobleman's entertainment; we don't know if he was ever raped beforehand.
  • Sadist: Perhaps the most sadistic member of the band, with a penchant for torture.
  • Serial Killer: Enjoys targeting blondes for kidnapping, torture, and murder.
  • Son of a Whore: Was born in a particularly depraved whorehouse.
  • Torture Technician: Is in charge of torturing those the band captures and has a particular fondness for it.

Nugrah the Decrepit

Race: Human
Class: Druid
Alignment: Neutral Evil

The father of The Stag Lord, and the one responsible for making him what he is, Nugrah was a druid of the Green Faith, before he turned to necromancy to try and resurrect his wife. Driven from the order, Nugrah turned to the worship of Gozreh, and became a violent, sadistic misanthrope who took out all his anger on the son whose birth slew his wife.
  • Abusive Dad: To a staggering degree. He beat, burned, scarred, and tried to murder his son.
  • Badass Grandpa: He's an old, physically impaired man, but after his son (CR 6) he's the most deadly foe the PCs will encounter in the bandit camp at CR 4.
  • The Dreaded: Among The Stag Lord's bandits. All of them are terrified of him, and go out of their way to avoid him, even refusing his healing if they are injured.
  • Elder Abuse: On the receiving end of it from his son, who physically abuses him and keeps him locked in a basement.
  • Evil Cripple: Constant beatings from his son have left Nugrah impaired even by the standards of a man of his age.
  • Evil Old Folks: Now an old, crippled man, but just as vile as before.
  • The Family That Slays Together: He and his son are both twisted, abusive monsters.
  • Love Makes You Evil: His love for his wife transformed him into the monster he became, and ruined his son's life in the process.
  • The Medic: Forced to act as one for the bandits, though most would just as soon die of infection as interact with him.
  • Offing the Offspring: Tried to kill his son several times.
  • Pay Evil unto Evil: He was on the receiving end of this from his son, who has payed him back for every blow.
  • Sadist: His increasingly inventive tortures of his son nicely demonstrate this.
  • Shape Shifter: Turns into a wolverine during combat.


Race: Nymph
Class: Sorcerer/mystic theurge
Alignment: Chaotic Evil

A crazed nymph, Nyrissa hails from the First World, where she committed the cardinal sin of first falling in love with one of the Eldest—the rulers of that world—and then believing that this tryst made she herself one of the Eldest. As punishment she was stripped of her ability to feel love, and driven into exile. She currently plans to use a spell to trap The Stolen Lands in a bottle, and present it to the Eldest as a bribe, believing that in doing so she can buy her way back into their good graces.
  • Axe Crazy: Completely, violently insane.
  • Big Bad: Of the whole of the Kingmaker adventure path.
  • Lack of Empathy: All fey are capricious at best, but Nyrissa has actively lost her ability to feel.
  • The Man Behind the Man: The Stag Lord and his bandits, Hargulka and his trolls, Vordakai, Armag and his barbarians, and the King of Pitax, all of them are ultimately pawns of Nyrissa.
  • The Mentally Disturbed: Nyrissa is under the impression that by bottling The Stolen Lands she can buy back her life. That this plan is completely insane evades her totally.
  • The Vamp: Seduces a number of men in order to get them to help her with their schemes, usually promising that they will rule The Stolen Lands together as king and queen.
  • We Can Rule Together: Makes this offer to most of her male minions, but never means it.

    Reign of Winter Characters 

Baba Yaga

Race: Human (Sarmatian)
Class: Witch/Archmage
Alignment: Neutral Evil

Yes, the Baba Yaga. Born centuries ago on "our" Earth in the depths of Russia, she accidentally stumbled across one of the fae, which whimsically decided to tutor her in witchcraft and set her down the path to becoming a demigod-like witch. Travelling between worlds in her Dancing Hut, she came to Golarion centuries ago on a whim, establishing the kingdom of Irrisen, "the Land of Eternal Winter", on a whim. To rule it, she set up a matriarchal magocratic dynasty comprised of female descendants of hers — this time for a more practical reason. Baba Yaga sustains her youth by consuming the Life Force of one of her many female descendants, and returns to Golarion every century to take the current Queen of Irrisen as her latest meal. When the adventure begins, the current Queen, Elvana, has conspired with her kinsman Rasputin to overthrow Baba Yaga and take her place, forcing the party to be responsible for saving Baba Yaga.
  • Age Without Youth: Deliberately invoked. Baba Yaga knowingly waited until she was a withered old crone before she became immortal, because she didn't want to be distracted by pleasures of the flesh or other youthful foolishness.
  • The Archmage: 10th-rank archmage, besides being a 20th-level witch.
  • Bigger Bad: All of the evils of Irrisen are as nothing compared to Baba Yaga, an insanely powerful 30th-level spellcaster.
  • Enemy Mine: She's actually one of your allies in Reign of Winter, as well as the key to stopping the Endless Winter caused by her daughter. One of the AP's goals is to free Baba Yaga so she can set up her next heiress.
  • Evil Old Folks: Certainly has the look.
  • Eviler Than Thou: Has managed to make herself a very dangerous enemy in Kostchtchie, Demon Lord of cold, giants, and revenge. He was mortal when she first met him.
  • Eye Scream: Only Baba Yaga knows the recipe for destroying her Dancing Hut. One of the ingredients? Her left eye.
  • From Nobody to Nightmare: She started out as just a young girl who was lost in the Russian wilderness while gathering firewood, who was taken in by a fey creature who taught her witchcraft. Centuries later, she's a spellcaster with the power to rival demigods.
  • God Save Us from the Queen!: She and all of her daughters.
  • Gonk
  • Immortality Immorality: When she became immortal, the last tiny shreds of her morality left her.
  • Life Drinker: She maintains her immortality from draining the life from her daughters.
  • Offing the Offspring: See above.
  • Outside-Context Villain: Baba Yaga was born on Earth and travels across countless worlds. She has nothing at all to do with the affairs of Golarion, and her conquest of Irrisen was totally unexpected.
  • Public Domain Character: One of the Big Bads of Russian and Slavic folklore.
  • Shout-Out: To Greyhawk, where she also had a daughter (Iggwilv) who became a witch-queen. She's explicitly noted in Pathfinder to travel to many different worlds, and The Witchwar Legacy mentions a daughter of hers with a name (Tashanna) similar to Iggwilv's alias (Tasha). Artifacts & Legends also mentions a female wizard named Louhi who claims to be Baba Yaga's daughter; in Greyhawk, Louhi was another one of Iggwilv's aliases.
  • Sorcerous Overlord: Of Irrisen, though she rarely visits.
  • The Ugly Guy's Hot Daughter: When you look at Baba Yaga, and then at any of her daughters, you really have to wonder how they're related. Even their taste in clothing is radically different - Baba preferring the slightly-ratty Russian peasant garb while her daughters make the most of their royal post in Irrisen with elegant, tailored gowns.
  • Wicked Witch: Patron of them.

Grigori Yefimovich Rasputin

Race: Human
Class: Oracle
Alignment: Neutral Evil

Once again, the Rasputin. Secretly a son of Baba Yaga, left behind on Earth after he was born. Rage and envy at being abandoned by his birth-mother led him to conspire with his distant female sibling, Queen Elvana, to overthrow her. Appearing in the fifth adventure of the path, Rasputin guards Baba Yaga's prison and seeks to claim her near-divine mantle for himself.

Nadya Petska

Race: Human
Class: Ranger
Alignment: Chaotic Good

This Irriseni woodswoman is more than willing to help the PC's in their quest, despite the tragedies fate has thrown her way.
  • Action Mom
  • Break the Cutie: Lost her husband at a fairly young age, Just lost her daughter at the beginning of the Adventure, and if the PC's aren't on the ball, can lose one of her sons too. Life is not kind to this woman.
  • Mother Russia Makes You Strong: Nadya shows remarkable strength over the course of the story.


Race: Winter Wolf
Class: Fighter
Alignment: Neutral Evil

A female winter wolf who guards the Howlings Gate, appearing in adventure #2: "The Shackled Hut". She can become a potential ally of the party if approached right, but the party has to get past her to get into Howlings regardless.
  • Abhorrent Admirer: Her human form is far from ugly, but her natural form is a giant wolf, which may turn some players off.
  • An Axe to Grind: Wields a +1 greataxe when in human form.
  • Becoming the Mask: A variant; like all winter wolves in Howlings and Redtooth, she greatly enjoys being able to take on human form and especially in indulging in more human comforts. One way of securing her allegiance is promising to help find a way for her to assume human form even when she's not in Howlings or Redtooth.
  • Breath Weapon: A conical blast of freezing cold, as is standard for winter wolves.
  • Canis Major: In her true form, she a bear-sized she-wolf with freezing cold bite and Breath Weapon attacks.
  • Even Evil Has Loved Ones: Yes, she's a savage, ice-breathing giant wolf, Don't mean she doesn't need affection, too!
  • Evil Is One Big Happy Family: Averted. She explicitly has no loyalty to Queen Elvanna, nor is she a member of the Winter Guard, and this is why she's willing to throw her lot in with the party if they approach her in the right fashion. Also, she's disinterested in her job, and thusly if all else fails she happily looks the other way and lets the party in for a decent (30gp a head, minimum) bribe.
  • Gone Horribly Right: If a PC using the rimepelt to disguise themselves as a winter wolf uses Diplomacy to persuade Greta to let the party in, she automatically becomes enamored with them and starts flirting.
  • If It's You, It's Okay: While initially angry if the truth about the rimepelt comes out, she's initially annoyed, even mildly angry, but comes to term with it quite quickly and has no problems continuing the relationship afterwards.
  • Interspecies Romance: Will unwittingly try and enter this if she believes a PC to be a fellow winter wolf.
    • Nothing explicitly forbids a PC trying to woo her from the start without the rimepelt, either, and it's noted that winter wolves in Howlings and Redtooth do occasionally take human lovers.
  • Love Redeems: It's explicitly noted that Greta's "worldview can expand, and even her alignment can change over time," if she has someone special to give her a reason to do so.
  • Single Woman Seeks Good Man: She's currently single, and wants to find a mate. Thusly, she's quick to offer a sincere, flirtatious and less than innocent offer to a PC she thinks is a fellow winter wolf about going for a cup of tea or spiced wine together. Her entry in the "Friends, Allies & Lovers" sidebar even explicitly notes she has "romance on her mind".
  • Woman Scorned: Whilst she will accept honest rejection maturely and gracefully, misleading her or standing her up can make a serious enemy of her.

Nazhena Vasilliovna

Race: Human (Jadwiga)
Class: Witch/Winter Witch
Alignment: Neutral Evil

The former mistress of the Pale Tower, one of the great-great-granddaughters of Queen Elvanna.
  • An Ice Person: Like all of the Winter Witches of Irrisen, she specializes in using ice magic.
  • Even Evil Has Loved Ones: In her own way, she truly loves her apprentice, Radosek Pavril, and she's confident of his loyalty. When he dies at the party's hands, she is filled with grief and becomes determined to avenge him.
  • Evil Is Deathly Cold: A thoroughly evil, merciless character with a wintery motif to her spells and appearance.
  • Hot Witch: A beautiful and talented, if evil, spellcaster. She even has the Witch class.
  • Sinister Scythe: Wields the enchanted sickle Emberchill.
  • Start of Darkness: When she was seven, she offered a female cousin a momentary act of kindness. Said cousin repaid her by breaking her arm. Nazhena was told that her pain was her own fault, and if she wanted justice, she would have to take it herself. It wasn't the only "lesson" she learnt at her ancestor's court, but it definitely started her descent into malice and cruelty.

Solveig Ayrdahl

Race: Human (Ulfen)
Class: Hidden Priest Cleric (Milani)
Alignment: Chaotic Good

A native-born Irriseni Ulfen, Solveig grew up seeing the horrors heaped upon her people by the rulers of Irrisen, until her family was smuggled over to the Lands of the Linnorm Kings when she was twelve by the Heralds of Summer's Return. Growing up, she absorbed much of her ancestral heritage, but she was forever marked by her childhood, and eventually travelled to Cheliax. There, she became invited to a small, private congregation of Milani worshippers and immediately converted to the Everbloom's faith. For four years she attempted to undermine the Chelish government, but her combination of a striking physical appearance and bold, brash behavior made her stand out too much; she was forced to flee the country to evade Thrune inquisitors. Since then, she has established herself as the leader of a cell of the Heralds of Summer's Return in Irrisen. When the party encounters her, she is dealing with a personal crisis; she fled Cheliax on behalf of her lover, a Chelish opera singer named Bella Belvorica, who recently arrived in Whitethrone and was taken prisoner by the dragon Logrivich. Though she tries to remain professional, she is quick to suggest the party should rescue Bella.
  • Badass Gay: Used to be a freedom fighter in the devil-worshipping kingdom of Cheliax, and is now the leader of a freedom fighting band in Irrisen. Also a lesbian who is still deeply in love with her opera singer ex-girlfriend.
  • Being Personal Isn't Professional: Won't admit she wants Bella to be saved because of her former relationship with the Chelish woman, instead couching it in terms of "Bella's remarkable talent not being collateral damage in a world so thirsty for beauty". A successful Sense Motive check does reveal that she has a more personal interest in Bella's rescue.
  • Carry a Big Stick: Wields an Everbloom's Rose, an enchanted Morningstar popular with the clerics of Milani.
  • It's Not You, It's My Enemies: Had to break up with Bella because of the enemies she had made as a rather foolish anti-government agent in Cheliax. Privately hopes that, if she can save Bella from the dragon Logrivich, the two can be together again in Whitethrone.
  • Straight Gay: Unless actually convinced to reveal the information, the party probably won't realize she's a lesbian until she kisses Bella upon their reunion.
  • Unequal Rites: Her Hidden Priest class archetype allows her to disguise her divine spellcasting as arcane spellcasting, which she uses to pretend to be a sorcerer. This is essential because divine spellcasters, especially those faithful to the goddess of uprisings and revolution, aren't welcome in Irrisen.

Bescaylie and Efrixes

Race: Winterborn Triaxian/Red Dragonkin
Class: Fighter(Dragoon)(Bescaylie)
Alignment: Lawful Neutral

A Triaxian Dragon Legionnaire and her Dragonkin partner who form the party's welcome wagon to the alien world.

General Malesinder

Race: Silver Dragonkin
Class: None
Alignment: Chaotic Evil

Commander of the Drakelands' army attacking the fortress of Spurhorn. The players may fight her or even join her

     Wrath of the Righteous Characters 

Anevia Tirabade

Race: Human
Class: Rogue
Alignment: Neutral Good

  • Action Girl
  • Battle Couple: With Irabeth
  • Handicapped Badass Gay: Gets a broken leg in the first part of the adventure, although she's still happy to help.
  • Transsexual: Used to be biologically male, but quickly realized around 12 that she was born in the wrong body. Thanks to a rather expensive potion paid for by Irabeth, that is no longer a problem.


Race: Elf
Class: Conjuere Wizard / Riftwarden
Alignment: Chaotic Good

  • Conspiracy Theorist: Even before the demons blew up Kenebres, he was feeling rather suspicious of any demonic conspirators there. He was right, but a few of his pet theories are called out as wrongheaded, and he's very pushy about them.
  • Handicapped Badass: Loses his eyes in the first adventure.
  • Innocently Insensitive: Doesn't realize that "molemen" is somewhat offensive to mongrelmen.
  • Small Name, Big Ego: Thinks of himself as one of the most brilliant Riftwardens in all of Mendev, let alone Kenebres. He's level one in the prestige class.

Horgus Gwerm

Race: Human
Class: Aristocrat
Alignment: Lawful Neutral

  • Becoming the Mask: He used to be a servant and the best friend of the real Horgus Gwerm, but the latter was killed with the destruction of his parents' manor, and in a panicked haze he pretended to be Gwerm. He's since grown into the role.
  • Brutal Honesty: He feels guilty about stealing his best friend's identity, resulting in this to compensate.
  • Fantastic Racism: Is the most disturbed by the mongrelmen.
  • Insufferable Genius: He's genuinely knowledgeable and intelligent, but a combination of stress and feeling helpless puts his already prickly personality on edge throughout the first adventure, and even beyond that he's a bit of a blowhard.
  • Non-Action Guy: The only training he's had in combat is showfighting with rapiers, and he knows it.
  • The Scapegoat: Of one of Aravashina's conspiracy theories. Not only was the elf wrong, said theory also accused him of working with demons, which he hates. Being forced to work with Aravashina to survive is one of the many, many reasons why he's generally a prick throughout the first adventure.

Irabeth Tirabade

Race: Half-orc
Class: Paladin
Alignment: Lawful Good

    Iron Gods Characters 


'Race:' Android
'Class:' Cleric/Ranger
'Alignment:' Chaotic Neutral

Khonnir Baine

'Race:' Human
'Class:' Wizard/Rogue
'Alignment:' Chaotic Good

A beloved councilman from Torch, Khonnir was captured by robots under Black Hill shortly before the start of the adventure path.


'Race:' Artificial Intelligence
'Alignment:' Chaotic Evil

The Iron God of Scrapwall and an inferior clone of Unity.


'Race:' Artificial Intelligence
'Alignment:' unknown

The mad AI of the starship Divinity, Unity has gained partial godhood, and is attempting to ascent to full divinity.

    The Runelords 

Karzoug the Claimer, Runelord of Greed

Race: Human (Azlanti)
Class: Wizard (transmuter)/Archmage
Alignment: Neutral Evil

Sorshen, Runelord of Lust

Race: Human (Azlanti)
Class: Wizard (enchanter)
Alignment: Chaotic Evil

    Other Characters 

Channa Ti

Race: Half-elf
Class: Druid
Alignment: (unknown)

Eando Kline

Race: Human (Taldan)
Class: Rogue/Sorcerer/Bard
Alignment: Chaotic Good


Race: Human (Garundi), later ghost
Class: Wizard (necromancer)
Alignment: Lawful Evil

Radovan Virholt

Race: Tiefling
Class: Rogue
Alignment: Chaotic Good


Race: Human
Class: Sorcerer
Alignment: Lawful Evil

Ruthazek, the Silverback King

Race: Human, later dire ape
Class: Fighter
Alignment: Chaotic Evil

Tar-Baphon, the Whispering Tyrant

Race: Human (Varisian), later lich
Class: Wizard (necromancer)/Archmage
Alignment: Neutral Evil

The Tarrasque

Race: Unique monster
Alignment: Chaotic Evil

Varian Jeggare

Race: Human (Chelaxian)
Class: Wizard
Alignment: Neutral Good


Race: Linnorm (unique)
Alignment: Chaotic Evil

  • Blow You Away: Fafnheir can generate tornado force winds.
  • Defeating the Undefeatable: Slaying Fafnheir is the last test that an Ulfen warrior would have to pass in order to unite the Linnorm Kingdoms. Given that Fafnheir is CR 24, and therefore more powerful than almost any true dragon alive, it's not likely to happen anytime soon, especially given his Resurrective Immortality.
    • Taking You with Me: Killing him causes the killer's body to become the vessel for Fafnheir's resurrection.
  • The Dreaded: Not only among the humans of the Lands of the Linnorm Kings, but among his fellow linnorms, and most true dragons as well.
  • Famed In-Story: Fafnheir is the most infamous linnorm in-universe, with power that rivals that of all but the greatest dragons.
  • Final Boss: Of any campaign dedicated to uniting the Linnorm Kingdoms.
  • Genius Bruiser: Fafnheir is well-versed in many fields and can work a wide variety of magic through wishcrafting.
  • Hero Killer: Fafnheir has seen many challengers over the years. Few have lived to talk about it.
    • Thanks to the way his Death Curse works, those who have often can't talk about it very long, as he uses them as a vessel for his rebirth. This is an invariably fatal process (his new body appears inside his would-be killer and makes said killer the first victim of that body's breath weapon).
  • Our Dragons Are Different: Fafnheir's a unique linnorm—a colossal, serpentine dragon, with two limbs, and no wings.
  • Playing with Fire: The winds Fafnheir releases are burning, and cause severe fire damage to anyone they hit.
  • Psycho Electro: Produces lightning in the area around him.
  • Time Abyss: The first linnorm to cross over from the First World, Fafnheir has seen thousands of years pass him buy, and expects to see thousands more.
  • Wicked Cultured: Fafnheir, unlike most linnorms, is very intelligent, and will share his wisdom and philisophical outlook with those who ask.
  • Historical-Domain Character: Taken from the Nibelungenlied.

King Daralathyxl

Race: Red Dragon
Alignment Chaotic Evil

  • Asskicking Equals Authority: He's often called the Sixth King of the Five King Mountains. Has at least a dozen other powerful chromatic dragons under his control.
  • Awesome Ego: As mentioned below, anyone meeting him is advised to address him as "King", though he prefers "Emperor" or "God".
  • Badass: He's perhaps the strongest red dragon and second strongest true dragon on Golarion(one of three stronger than Fafnheir).
  • Berserk Button: Not showing proper deference- anyone meeting him is advised to address him at least as "King". Also, rumors that he's dead or infirm enrage him to no end.
  • The Dreaded: When dragons get together to discuss potential threats, he's a popular topic.
  • Famed In-Story: He's one of the most well known dragons in the world, to the point of being acknowledged as the defacto ruler of the Five Kings Mountains.
  • Playing with Fire
  • Reports of My Death Were Greatly Exaggerated: He likes to slumber for long periods of time. When rumors of his death reach him, he goes on a rampage, letting the world know he is still very much alive.
  • The Spymaster: Because he always shows up when rumors of his death start circulating, it's speculated he controls a large spy network in the Darkmoon Vale.


Race: Gold Dragon
Alignment: Lawful Good

  • Badass Bystander: At a CR of 27, he's one of the most powerful creatures on Golarion. And he's content to live a quiet, unassuming life under various mortal guises.
  • Badass Pacifist: Lives in Nidal, one of the most corrupt and evil nations on Golarion. Chooses to help improve it not with his power, but by helping people and shining the light of goodness on them through charity and good will. In combat, he makes every effort to neutralize his foes through nonlethal means, and will spare even the obviously evil if they ask for mercy.
    • Evil souls tend to eventually become Demons/Devils/Daemons after a few centuries. Humans normally don't have to worry about that, but to a Dragon that's actually the kind of problem they're likely to live long enough to get bitten in the tail by.
  • Beware the Nice Ones: Spends most of his time doing charity work, but still, most powerful statted dragon in the setting. He is described as "ruthless" against truly evil enemies, but even then he'lll grant them mercy if they surrender.
  • Nice Guy: Spends most of his time as a grocer, insuring the poor of Nidal are fed. He offers his food at lower prices than others, and will even give it freely if you choose your words carefully.

The Licktoad Heroes (Reta Bigbad, Chuffy Lickwound, Poog of Zarongel, and Mogmurch)

Race: Goblin
Classes: Fighter (Reta), rogue (Chuffy), cleric (Poog), and alchemist (Mogmurch)
Alignment: Neutral Evil

Dr. Skule

Doctor Bensi Skule was a renowned alchemist obsessed with uncovering the secret to the regenerative abilities of trolls. Emphasis on was. Capturing a young troll, Skule spent years dissecting it, letting it heal, and then dissecting it again, before he was murdered by debt collectors. The unfortunate troll, with nowhere else to go, and fearing what would happen if he ventured into the city, took over Skule's identity, recruited a legion of street urchins—called Skule's Army—to act as his informants, and continued the late doctor's experiments, only this time, on himself.
  • All Trolls Are Different: Pathfinder trolls, like D&D trolls, are lean, predatory giants standing about eight feet tall, and gifting with a formidable healing factor. The second Dr. Skule departs from this norm by living in an urban environment, working as an alchemist, and maintaining extensive contacts with humans.
  • Basement-Dweller: The second Dr. Skule never goes outside for what should be fairly obvious reasons.
  • Dead Person Impersonation: With no options left to him, the troll that the first Dr. Skule was experimenting on decided to assume his identity.
  • The Fagin: The second Dr. Skule has become this to his army of street rats.
  • Genius Bruiser: The false Dr. Skule is a full-grown male troll, a monster that stands more than eight feet tall and weighs in at 300 or so pounds. He's also a talented alchemist who has been able to continue his predecessor's research without a hitch, and a skilled information broker with ears and eyes all over the city.
  • Healing Factor: The purpose of both Dr. Skule's experiments is to discover just how far a troll's healing factor can go, and if, through understanding it, the secrets to immortality and creating life can be uncovered.
  • Knowledge Broker: The second Dr. Skule acts as one within Absalom, trading information gathered by Skule's Army for money to fund his experiments.
  • Mad Scientist: Both the original Dr. Skule and the impostor.
  • The Unseen: The second Skule never leaves his basement lab, and contacts the world through Skule's Army.

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