Characters / Pathfinder Mortals

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    Core Rulebook Iconics 

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 (pronounced ah-MEE-ree) so offended the misogynists that headed up her tribe that they tried to have her killed, 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.
  • Shout-Out: Or maybe just an obvious art reference—her main portrait, and thus elements of her costume, are obviously based on one of Yukito Kishiro's cover illustrations for Gunnm:Last Order, featuring Sechs in his/her original female body.
  • Unkempt Beauty: She could not be any less girly if she tried. Still quite attractive.
  • Unstoppable Rage: The only time she can utilise her BFS is when she goes berserk.
  • Weapon of Choice: A giant-sized (literally) bastard sword.
  • You Can't Go Home Again: Her slaughter of her fellow tribesmen that tried to get her killed has marked her as a kinslayer.
  • You Go, Girl!: She came from a rather sexist tribe and was aware of her status as a woman; that's why she always tried to one-up her male "comrades". They were not happy about it.

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 (pronounced EZZ-ren) 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.
  • 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.
  • 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.
  • 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 (pronounced 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 (pronounced Ky-rah) 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.
  • Badass Gay: The fifth volume of the Pathfinder Comic and Word of God confirms that Kyra and Merisiel are in a relationship.
  • 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.
  • Nice Job Breaking It, Hero: Tried to save his enslaved family by burning their master's manor. His family tried to put out the fires and bemoaned the loss of their shelter.

"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

In her many explorations and journeys, Lini (pronounced LEE-nee) encountered numerous large animal predators, with whom she seemed to possess a certain affinity. More than once, Lini's traveling companions or enclave came under threat from some great bear or razor-clawed cat, but with a series of soothing noises and precise motions Lini always tamed the beast and sent it on its way.
  • Bare Your Midriff: Her redesign as a Hierophant in Mythic Adventures. Like most of the other iconics, her redesign came with a more revealing outfit.
  • Cool Mount: As a Hierophant, she is shown riding Droogami.
  • Cloud Cuckoo Lander: A mild version. Lini occasionally provides strange comments during battle.
  • Loyal Animal Companion: Droogami, the snow leopard.

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 (pronounced meh-RIHS-ee-el) 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?"
  • Badass Gay: Volume 5 of the Pathfinder comic and Word of God has confirmed that Merisiel and Kyra are in a relationship.
  • 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 (pronounced SAW-jonn) 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.
  • Half-Identical Twins: the one picture of Sajni we have looks very much like a female Sajan with more hair.

"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

Although still viewed by many theologians and traditionalists as a newcomer to the world's faiths, Iomedae the Inheritor seems poised for greatness among the divine. Certainly her numerous orders of paladins have risen swiftly to take on the vaunted role of paragon in many societies. Evangelical in their exuberance to spread word of her wisdom, Iomedae's missionaries were pivotal in the defense during the fabled Siege of Solku. They sacrificed their lives saving the town from gnoll slavers, and although none of them survived the siege, their presence lived on. Particularly in the eyes of young Seelah (pronounced SEE-lah).

Seltyiel "Lirt" Bhrostra
"I will have riches and influence. I will have respect and fear. But most of all, I will have revenge."

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 (pronounced SELT-yeel) 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 (pronounced see-OH-nee) 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 (pronounced VAHL-err-ohs) 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 

"I am the bride of the sun and the prophet of the burning sands."

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. It was later explained that, despite Oracles not necessarily being given their power by a deity, ANY form of Divine Magic is looked at with distrust in Rahadoum.
  • 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
"I strive with every encounter to increase my own legend, whether as scoundrel or saint."

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.

Damiel Morgethai
"Knowledge is the most addictive drug."

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.

"I will have freedom, both in this life and in the next."

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.

"I bring judgment to all who would violate the laws of life and death."

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

Situated on the western coast of Minkai, Reiko’s home town of White Wave was a quiet fishing village, little more than a collection of shacks and cabins clinging to a steep cliff face overlooking the harbor. Crushed under oppressive humidity in the summer, the air thick with clouds of stinging flies and gnats, and subject to dangerous storms in the winter, White Wave had little to offer any lord, and thus little was demanded of it.

  • 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

There’s always a need for a skilled hunter, someone who can track down a threat and put an end to it. And when a quarry is particularly dangerous or elusive, there’s only one hunter the people seek: Adowyn.

"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.

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.
  • Sleeves Are for Wimps: More like armor without those pieces, but the effect is the same: showing off how utterly ripped Oloch is.

"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.
  • Ambiguous Ending: Of the "The Lady Or The Tiger" situation in his background. 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.
  • 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: Seeing as how the Slayer class can't effectively dual-wield scimitars, his goddess' favored weapon, these are the next best thing.
  • 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.
  • 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 deaths were murders at the treacherous hand of Erasmus’ older brother Vinn. Vinn, to hide his deeds and remove Erasmus, had him 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.

"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; Meligaster is the Cain.
  • Evil Counterpart: To Lem; even Meligaster realizes it when he first meets Lem.
  • Exact Words: Meligaster'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.
  • Man of Wealth and Taste: Or halfling, as the case may be.
  • Mind Control
  • Punny Name: Meligaster's name makes for the anagram "Lem is great".

"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.

"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.

    Ultimate Intrigue Iconics 

Aric of Halvon/The Red Raven
Aric of Halvon
The Red Raven
"Who’s the Red Raven? No one—and perhaps any of the people you’ve passed on the street tonight."

Race: Human (Taldan)
Class: Vigilante
Alignment: Chaotic Neutral (In Flight of the Red Raven), Chaotic Good (In Requiem for the Red Raven), Neutral Good (as Aric)
Homeland: Galt

An orphan of Galt’s vicious revolution, Aric fled the orphanage he was raised in as soon as he was old enough to. He found kinship in the bandits who caught him, as they had lost everything they had in the revolution, just like Aric. The bandits' leader, Tharanus, taught Aric how to fight, but also how to show mercy. When Tharanus was killed, Aric became a vigilante the populace later nicknamed the Red Raven, and made it his mission to free Galt of the cruel Council of Skulls.

He succeeded, and a new council lead by Citizen Goss was formed with the Red Raven’s assistance. Soon, Aric found himself torn between speaking out for liberty and enforcing Goss’ rule. When the Red Raven was enlisted to kill Aric, he surrendered himself to the Gray Gardeners and whatever judgment they had. A man named Quinn freed him from prison, convinced the Red Raven had wronged Aric by turning him in and vowing to catch the vigilante who had captured so many innocents. Gifted with a second chance, Aric set to wandering the Inner Sea as an ambassador of liberty by day and a punisher of the tyranny by night.

  • Animal-Themed Superbeing: Type 2, as his name doesn't inform his abilities in any way. Like others who just picked the animal as a motif and not a guiding principle for abilities, he seems to be just a Badass Normal.
  • Art Shift: His physique is noticably more muscular in the art for Ultimate Intrigue than in Flight of the Red Raven and Requiem for the Red Raven.
    • There's a simple reason for the shift - the iconic vigilante wasn't originally going to be the Red Raven, but an entirely original character instead. Upon seeing character visual designer Wayne Reynolds' concept sketches, Paizo head honcho Erik Mona suggested the vigilante could be the Red Raven. The design was altered to fit the theme, but it's still rather different from the previous one.
  • Badass Normal: If you can dissect the urban myths surrounding him, the Red Raven appears free of supernatural powers.
  • Color Character
  • Expy: Sure does remind one a lot of Batman, all the way to his appearance.
  • Heel Realization: The Red Raven realizes that he has been a tool of Citizen Goss and has gone from defending the public from the cruel regime to enforcing it.
    “How can I delude myself? The Red Raven was supposed to end tyranny, yet here I am the worst tyrant of them all.”
  • Non-Powered Costumed Hero: He kicks ass in the same world as divine servants and reality warping wizards.
  • Orphanage of Fear: After the murder of his parents, Aric was raised in one of these. The experience only hammered in his hate of Galt’s vicious cycle of revolution.
  • Red And Black and Morally Ambiguous All Over
  • The Cowl
  • Whip It Good: Equipped with one.

    Hell's Vengeance Adventure Path Iconics 

Tropes For all

  • Broken Streak: For the first time in Pathfinder history, there are Iconics that are a non-core race. Emil Kovkorin is a Tiefling, Nyctessa is a Dhampir and Urgraz is a Duergar.
  • Number of the Beast: Instead of the normal four iconics, Hell's Vengeance has six.
  • Villain Protagonist: Hell's Vengeance Adventure Path is the first Adventure Path for evil characters. All of the Iconics are Evil by default.

Emil Kovkorin

Race: Tiefling
Class: Rogue/Assassin
Alignment: Neutral Evil
Homeland: Andoran

As the adopted son of an Andoran minister, Emil was introduced to the nuanced politics at a young age and learned to scheme through it. He found that subterfuge and violence were his favorite tools, and his efforts to advance his father’s political agenda came to a peak when he snuck into the Drumish embassy to murder a blackmailing diplomat. As Emil dropped the lifeless body to the ground, the rush of excitement gave him new purpose: he would be the face of death in Almas. Since that night, Emil has claimed dozens of unsuspecting lives—sometimes for gold, sometimes for fun—each time lingering to watch death take hold of his new victim before vanishing back into the night, leaving nothing more than a few wisps of smoke.

Lazzero Dalvera

Race: Human
Class: Cleric (Asmodeus)
Alignment: Lawful Evil
Homeland: Molthune

The iconic evil cleric, Lazzero Dalvera, the eldest child of an officer in the Molthuni army and a priest of Abadar, was born under an auspicious moon with a full head of bright red hair. Everyone assumed he would earn respect and fame as an army officer like his mother. His training began as soon as he could walk, and he attended the best military academies to which his parents' money and connections could win him entrance.
  • Church Militant: Cleric of Asmodeus, it comes with the territory.
  • Evil Redhead: Born with a head of bright red hair, and may we remind you, is a cleric of Asmodeus.
  • Evil Is Petty: He was competitive with another cleric of Abadar, Laureth, and decided to ruin her life because she was more favoured than him.
  • Excessive Evil Eyeshadow: Ye gods, Lazzero looks like he uses a whole bottle of eye-shadow.
  • Freudian Excuse: Bullied in school, washed out of the military because he was physically weak.
  • Rules Lawyer: Oh yes, he's a smart bastard who manages to use the law to his advantage.
  • Start of Darkness: His bullying in school. Yes, really.
  • Who's Laughing Now?: Bullied in school, eventually became a Cleric of Asmodeus.

Linxia Benzekri

Race: Human (Garundi)
Class: Fighter/Hellknight
Alignment: Lawful Evil
Homeland: Garund/Cheliax

The iconic Hellknight, Linxia Benzekri was born and raised in Khari, the Chelish enclave on the northwest corner of Garund. Although ethnically Garundi, Linxia always thought of herself as Chelaxian. After all, Khari had been part of Cheliax since long before she was ever born, and though Linxia's parents kept their Garundi surname, they gave her a traditional Chelish first name. Her family long ago abandoned the clan ties that define many Garundi, and while Linxia's grandparents still occasionally spoke Osiriani in private, it was never spoken in her own home, and Linxia never bothered to learn her native tongue. To Linxia, the mighty ruins of the Arch of Aroden that tower above Khari were more a symbol of her heritage than the city's Rahadoumi sandstone architecture.
  • Ambiguously Evil: As noted by commenters on her reveal, nothing in her backstory pegs her as "evil", yet, according to Word of God, all Hell's Vengeance Adventure Path iconics have Evil in their alignment. However, she is a member of the Order of the Rack, which is one of the "Evil" Hellknight orders that is normally used as enemies.
  • Bald Women: She shaved her head to show her devotion to the Hellknight cause. Doubles as a Bald of Evil.
  • Breast Plate: Like Seelah, she's a minor example. She's covered completely, but the armour on her chest is more form-fitting than it needs to be.
  • Evil Counterpart: Fans have already noted Linxia is, essentially, an Anti-Seelah.
  • Scary Black Woman: Definitely looks the part, and she's a Hellknight to boot.
  • Tattoo as Character Type: She has a tattoo of the Order of the Rack's symbol—a spiked torture wheel—on her forehead, so every time she looked in the mirror she would be reminded of her goal, her purpose, and the terrible consequences of failure.
  • Utopia Justifies the Means: She enforces conformity and justice to preserve a peaceful and ordered society—no matter the cost.
  • Well-Intentioned Extremist: See above.


Race: Dhampir
Class: Wizard (necromancer)
Alignment: Neutral Evil
Homeland: Geb

In the nation of Geb, the dead far outnumber the living—and they hold the reins of political power. Most of Geb's living citizens are slaves, chattel, or most gruesomely, food for their undead overlords. Nyctessa was born into this world, yet she straddled both sides of class and society, being a dhampir—the child of a vampire and a living human mother. The heart of a living being beats in her chest, but her flesh is infused with the negative energy that animates the living dead, and she inherited her vampiric father's taste for blood. In the laws of Geb at least, Nyctessa was neither wholly alive nor truly dead.


Race: Duergar
Class: Antipaladin (Mazmezz)
Alignment: Chaotic Evil
Homeland: Beneath Avistan

Urgraz is a duergar antipaladin of Mazmezz who resisted his clan's devotion to Droskar in favor of chaos. After betraying and torturing his family and allies, selling diseased slaves, and wreaking anarchy among the order of his native Darklands, he ventured to the surface to continue his work.
  • Bald of Evil: As with all Duergar, he cannot grow any hair on his head.
  • Beard of Evil: A very long, very straight one. Fitting for an evil dwarf.
  • Black Knight: Comes with being an Antipaladin and all that.
  • Drop the Hammer: Wields a warhammer.
  • Dumb Muscle: Not dumb at all, in fact he exploits this to his advantage. How he acts in his story is closer to a Genius Bruiser.
  • Obfuscating Stupidity: He acts as Dumb Muscle to lull people into a false sense of security, just how he wants them.
  • Sinister Schnoz: Urgraz has a very large, hooked nose, and his evil cannot be disputed.
  • Spikes of Villainy: His armor is has a lot, and his shield is covered in spikes.
  • Where I Was Born and Razed: Uninterested in the lifetime of toil his clan's worship of Droskar promised, Urgraz destroyed his clan from the inside using poisons, plagues and betrayal.


Race: Human (Nidalese)
Class: Inquisitor (Zon-Kuthon)
Alignment: Lawful Evil
Homeland: Nidal

  • Academy of Evil: Both the nursery Zelhara was brought up in, and the Umbral Court she later trained in.
  • Bald Women: Doubles as a Bald of Evil.
  • Chain Pain/Epic Flail: Uses Zon-Kuthon's sacred weapon, the spiked chain, as her primary weapon.
  • Child Soldiers: Zelhara was recruited by the Umbral Court to train as a torturer while still a child.
  • Church Militant: Very much a member of one.
  • Kill the Ones You Love: As part of her final exam to become an inquisitor, she killed her closest friend with no remorse or hesitation, disappointed in him for being so useless a tool for the cause.
  • Mind Rape: Zelhara's preferred torture method - she believes physical pain is too holy and blissful for non-believers.
  • Parental Neglect: Par for the course for Nidal, Zelhara was brought up in a massive nursery run by the church of Zon-Kuthon until she was old enough to be able to help at home... except she ended up being chosen for training by the Umbral Court just weeks before she was due to return, and her parents gleefully let her be taken away. She did have the privilege of visiting them during training, though, so she probably saw more of her parents at this point than she had while she was at the nursery.
  • The Sociopath: Has more or less considered herself the superior tool of the church since her teenage years. Killed her one friend as part of a test and felt no remorse - and actually mocked him after death for succumbing so easily.
  • Torture Always Works: Or at least Zelhara believes so.

    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 Kaijitsu

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

Ameiko Kaijitsu is best known in the Varisian town of Sandpoint as the proprietor of the Rusty Dragon, the most popular tavern in town. A member of the town's small aristocracy, she is the eldest daughter of Lonjiku Kaijitsu and Atsuii Kaijitsu, and half-sister of both Amaya and Tsuto Kaijitsu (who are unrelated to each other).
  • 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

Nualia Tobyn was a aasimar foundling raised by Ezakien Tobyn, the head pastor for the Varisian town of Sandpoint. She was recently found to have planned and executed a raid on the town by local goblin tribes. Although these attacks failed, she was eventually tracked down to the island-fortress of Thistletop, where she met her death.
  • Alas, Poor Villain: Meta-example. Many players were quite upset upon finding out her backstory, and many wanted to do something to redeem the poor girl. Officially however, she's killed by the adventurers in the first part of Rise of the Runelords. This hasn't stopped some DMs from editing the campaign to allow the players to do redeem her.
  • 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 from the aforementioned pregnancy's end.
    • Depending on the Artist: Her demonic hand is usually shown to be her left, though in Inner Sea Magic, it's her right. Officiallynote  it's supposed to be her left.
  • Sinister Minister: A priestess of Lamashtu.
  • Starter Villain: She and her Goblins are this for the campaign as a whole.
  • Shout-Out: James Jacobs confirmed that her adoptive father Ezakien, and by extension herself, are named after Tobin Bell, the actor who plays Jigsaw in the Saw movies.
  • 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.
  • White Hair, Black Heart: Averted in her backstory, later played straight after her Heel–Face Turn from the Trauma Conga Line.
  • Woobie, Destroyer of Worlds: Put on a pedestal by her neighbors, restricted in her activities by her adoptive father, knocked up by her Bastard Boyfriend who then left her, disowned by her father, and gave still birth to a deformed monster thanks to being in an area desecrated by Lamashtu at the time. No wonder she went crazy.

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

  • The Fagin
  • Hoist by His Own Petard: He starts combat by shooting his own pet alligator to make it mad. If he's forced to retreat through the gator's den while it's still alive, things likely end badly for him.
  • Orphanage of Fear
  • Starter Villain: He has no connection to the plot aside from being the one who brings the player characters together.
  • Warm Up Boss

Cressida Kroft

Race: Human
Class: Fighter
Alignment: Lawful Neutral

Marcus Thalassinus Endrin

Race: Human
Class: Ranger
Alignment: Lawful Good

Ileosa Arabasti, Queen of Korvosa

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

Doctor Reiner Davaulus

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


Race: Belier Devil
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

Shadowcount Sial

Race: Human
Class: Cleric (original) or Unchained Summoner (re-release)
Alignment: Lawful Evil

Rolth Lamm

Race: Human
Class: Necromancer
Alignment: Chaotic Evil

  • Kavorka Man: One has to wonder just how Jolistina fell for him considering his looks and personality.
  • Psycho for Hire: He goes along with the Cult of Urgothoa's plans For the Evulz.
  • Serial Killer: For a period he was the infamous Key-Lock Killer, one of Korvosa's most feared murderers.
  • Up to Eleven: Makes his already despicable father look positively kind by comparison.


Race: Human
Class: Rogue/Ranger/Red Mantis Assassin
Alignment:Lawful Evil

Krojun Eats-What-He-Kills

Race: Human
Class: Barbarian
Alignment: True Neutral

Sabina Merrin

Race: Human
Class: Fighter
Alignment: Lawful Neutral

Vencarlo Orisini

Race: Human
Class: Rogue/Fighter/Duelist (original) or Vigilante (re-release)
Alignment: Chaotic Good

Trinia Sabor

Race: Human
Class: Bard
Alignment: Chaotic Good

  • Does Not Like Shoes: The original release shows her running across rooftops with bare feet. The re-release gives her shoes, however.
  • Hair of Gold, Heart of Gold: A very nice person with short blonde hair.
  • Innocent Blue Eyes
  • Nice Girl: So nice that even in the midst of a city-wide manhunt for her, her neighbors refused to turn her in.
  • The Scapegoat: Ileosa frames her for Eodred's death, partly out of jealousy of the late king's affection for Trinia.

    Second Darkness Characters 

Allevrah Azrinae

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

  • Bad Boss: Allevrah is at best unconcerned with her minions' survival, and at worst, will murder them herself.
  • Big Bad: Of the Second Darkness Adventure Path.
  • Church Militant: As a cleric/demoniac of Abraxas.
  • Colony Drop: Is summoning a meteor to destroy the city of Riddleport and plunge Golarion into a new age of darkness.
  • Dark Action Girl: Comes with the territory of being a drow matriarch.
  • 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.
  • Evil Sorcerer: She's a cleric of Abraxas, so this is more or less expected.
  • 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.
  • Villainous Breakdown: If presented with her former vestments from her days as a cleric of Nethys, Allevrah will have a Freak Out, lose all composure, and focus on trying to kill the person who showed them to 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.

Here there be spoilers! Ecarrdian Drovenge

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

  • Bastard Bastard: The bastard son of the archdevil Mammon. He's just as evil as his dad.
  • 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.
  • Child By Proxy Rape: Eccardian was conceived when Mammon possessed his father, and screwed his host body's wife.
  • Empty Shell: During the final battle, Eccardian is little more than a vessel for Mammon's will.
  • 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.
  • Walking Spoiler: As mentioned above, the players won't learn about him until the adventure's almost over.

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.
  • Big Bad: Of the bandit gang, though not the Adventure Path as a whole (that's Nyrissa's job).
  • 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.
  • Unwitting Pawn: Of Nyrissa, who is using him for her own ends.
  • 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 police, etc, etc.
  • Death Seeker: In combat Akiros takes no care to protect himself, looking to die.
  • 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.
  • Noble Top Enforcer: The Stag Lord is an alcoholic monster who'll murder anyone he can get his hands on. Auchs, Dovan, and Nugrah are all just as twisted. Among the leadership of the bandits this makes Akiros, who is Neutral rather than Evil, and still possesses something of a conscience, a definite oddity.


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 Dark Chick: Definitely the odd one out among the named members of the Stag Lord's band.
  • 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.
  • Evil Sorcerer: Evil Druid anyway, which thematically plays out about the same.
  • The Family That Slays Together: He and his son are both twisted, abusive monsters.
  • Handicapped Badass: As stated above, Nugrah is old and physically impaired, but after the Stag Lord himself is the most dangerous member of the bandit gang.
  • 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.

Chief Sootscale

Race: Kobold
Class: Rogue
Alignment: Lawful Evil

The worried chieftain of the Sootscale kobolds who bear his name, Chief Sootscale has seen most of his power lost to the treacherous shaman, Tartuk. If the players help him kill Tartuk and remove the shaman's negative influence from the tribe, Sootscale becomes a reliable, if unusual ally, willing to assist the players in constructing their kingdom.
  • Combat Pragmatist: As a kobold and a rogue both, Sootscale does not understand the meaning of a fair fight. This applies to his army as well; when they show up to aid the players during the war against Pitax, the tactic they know is "Dirty Tricks".
  • Gondor Calls for Aid: If the players help Sootscale get rid of Tartuk, the kobold chieftain does not forget it and, during Pitax's invasion in "War of the River Kings", shows up at the head of a Gargantuan army of kobolds, recruited from his own tribe and those of his allies.
  • I Owe You My Life: Tartuk would have destroyed the tribe and Sootscale with it. This is why the chief is so willing to pay the players back for saving he and his people.
  • Token Evil Teammate: Sootscale and his kobolds are of Lawful Evil alignment yet, despite this, can become dependable allies for the players.


Race: Troll
Class: Fighter
Alignment: Chaotic Evil

A brutish troll warlord, Hargulka has been promised control of the Stolen Lands by Nyrissa. His trolls serve as the penultimate challenge of "Rivers Run Red", with the protagonists besting them just before the owlbear attack.
  • The Brute: While he considers himself a Big Bad in his own right, in Nyrissa's plans he's nothing more than this.
  • Carry a Big Stick: Armed with a darkwood morningstar.
  • Dumb Muscle: Hargulka is hardly what you'd call smart.
  • Evil Is Petty: Like the Stag Lord, Hargulka's ambitions don't extend far beyond being ruler of a postage stamp kingdom.
  • Playing with Fire: His necklace of fireballs allows him to target anyone who hangs back.
  • Unwitting Pawn: Like the Stag Lord before him, Hargulka is little more than a victim of Nyrissa's manipulations.


Race: Boggard
Class: Cleric of Gogunta
Alignment: Chaotic Evil

The deeply troubled priest-king of the M'botuu boggards, Sepoko despairs of preventing human settlers from intruding on his tribe's territory. Having failed to rouse the other boggards against the intruders, Sepoko approached a spirit naga for help, only to fall under her control, and lose much of his faith in patroness, the demon lord Gogunta. While initially an enemy, if the players can break the spell and kill the naga, Ngara, Sepoko is willing to enter into an alliance with them.
  • Church Militant: As the leader of the local cult of Gogunta, Sepoko is expected to act as the tribe's spiritual and military leader, alongside any other clerics the tribe has to offer.
  • Cowardly Lion: Sepoko is described as somewhat cowardly and would rather not fight the players. If forced into battle, however, he's still a CR 11 threat (just three levels below the Arc Villain Armag the Twice-Born), and a capable warrior so long as his faith in Gogunta holds.
  • Elite Mooks: Sepoko is protected by his boggard wardens, elite warriors who act as bodyguards and tribal deputies. During "War of the River Kings" he and his tribe can act as Elite Mooks for the players, providing the best trained of all the armies they can recruit.
  • Enemy Mine: If the players break the spell that Ngara has on him, Sepoko hires them to kill the spirit naga. In exchange he pays them with a chest of Taldan gold coins and promises to keep his boggards from meddling with river trade.
  • Gondor Calls for Aid: Surprisingly, yes. If the players ally with Sepoko in "Blood for Blood", the boggard chieftain not only holds to his promise to protect the rivers but, during "War of the River Kings", will answer the players' call for aid, arriving in their kingdom with a Gargantuan army of boggards recruited from among his own tribe, and his neighbours. It's worth noting that this is one of the largest armies the players can hope to recruit, and easily the best trained, and can prove invaluable in repelling Pitax.
  • I Gave My Word: Seems to be the case. If the players help him, Sepoko not only pays them well, but honours his promise to keep the river free of boggard predations, both his own and those of his neighbours.
  • Pragmatic Villainy: Sepoko is a Chaotic Evil cleric of a demon lord, but he's also remarkably reasonable for all that. If the players demonstrate their prowess to him, and aid him in removing Ngara's influence, he actually becomes a reliable ally.


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.
  • Ax-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.
  • Manipulative Bastard: Ruthlessly manipulates the emotions of everyone she encounters.
  • 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.

    Skull & Shackles Characters 

Captain Barnabas Harrigan

Race: Human (Garundi)
Class: Fighter/rogue
Alignment: Neutral Evil

The brutal master of the Wormwood, Harrigan is one of the most feared pirates in the Inner Sea Region. Unbeknownst to almost all, he is currently enslaved to Admiral Druvalia Thrune of Cheliax and, under her orders, is preparing to open the Shackles for a Chelish invasion.
  • Archenemy: There are other, more powerful adversaries out there, but few the players will hate more than Harrigan. If he somehow survives his last encounter with the party, he returns with a new identity and a new ship to plague them once again.
  • Disc One Final Boss: Harrigan looks like the Big Bad of the Adventure Path. In reality he's a pawn of Druvalia Thrune, the actual Big Bad, who takes center stage after his defeat in Part 5.
  • Eyepatch of Power: In classic, piratical style.
  • It's Personal: After the party humiliates him at the Free Captains' Regatta it certainly is for Harrigan—and will have been for the players for much longer.
  • Manipulative Bastard: Plays his fellow Pirate Lords and Free Captains off against one another, spreading rumours of treachery throughout the council in order to hide his own deceit.
  • The Mole: Is now Druvalia Thrune's agent in the Shackles.
  • Revenge: If he survives "The Price of Infamy", Harrigan dedicates his life to vengeance on the P Cs.
  • Scary Black Man: A huge, intimidating Garundi.
  • Starter Villain: Subverted. Harrigan appears to be this, but parts ways with the PCs early on, leaving them with the real Starter Villain, Mister Plugg.
  • Turncoat: After being captured by Druvalia, Harrigan turned his allegiance from the Shackles to Cheliax.

Mister Plugg

Race: Human
Class: Fighter
Alighnment: Neutral Evil

The vicious and sadistic first mate of the Wormwood, Plugg is an angry young man who has never overcome the scars of a life as a dockside beggar in the Shackles. He takes an instant dislike to the players, and does everything he can to make their lives miserable.
  • The Bully: Bullies and harasses all of the players to make up for the fact that he does not truly have the captain's trust.
  • The Captain: Becomes captain of the Man's Promise part way through the first part of the Adventure Path. If he somehow survives, he can return with his own ship, the Severe.
  • The Dragon: Toyed with. Plugg is first mate, and ostensibly the captain's right hand man, but he has only been onboard a year, and has failed to truly penetrate Harrigan's inner circle, which contains many pirates more experienced than himself.
  • Hate Sink: He and his henchman, Master Scourge, are there to absorb all the hate that the PCs might otherwise direct towards Harrigan, presenting a CR 4 adversary whom they can eventually beat as a substitute for his CR 15 boss.
  • Not So Harmless: If Plugg escapes the PCs at the end of "The Wormwood Mutiny", he can return as a Pirate Lord in his own right, with a handpicked crew of cutthroats and a new ship.
  • Sadist: Enjoys making his crew suffer, as payback for his rough life.
  • Smug Snake: Relentlessly unpleasant and convinced of his superiority.
  • Starter Villain: The mutiny against him is at the core of the first part of the Adventure Path.

Admiral Druvalia Thrune

Race: Human (Chelaxian)
Class: Inquisitor of Geryon
Alignment: Lawful Evil

A distant cousin of Queen Abrogail Thrune, Druvalia is an ambitious social climber who joined the Chelaxian Navy in order to make her reputation. Having cut a deal with the archdevil Geryon for support, Druvalia has suborned Captain Barnabas Harrigan to her will, and aims to bring down the Shackles once and for all.
  • Ambition Is Evil: Druvalia's goal is to climb the ranks of Cheliax's aristocracy, no matter how many bodies she drops in the process.
  • Aristocrats Are Evil: In Cheliax they certainly are, and as a member of House Thrune, Druvalia is more evil than most.
  • The Big Bad: Druvalia may not be the most powerful adversary the PCs will encounter in the campaign, but everything that happens to them, from being press-ganged onward to the final violent confrontation with Bonefist, is a direct result of her manipulation of Harrigan and subsequent assault on the Shackles.
  • Bow and Sword, in Accord: Crossbow and mace actually, but the result is the same.
  • The Chessmaster: Everything that happens to the players transpires according to Druvalia's design.
  • Dark Action Girl: Druvalia's a capable fighter, boasting a respectable CR of 13.
  • Deal with the Devil: Bargained with Geryon for an army of devils to support her invasion of the Shackles. If Druvalia's plan fails, Geryon will take her soul.
  • Despotism Justifies the Means: Putting Cheliax's boot on the Shackles' throat justifies anything to Druvalia, including risking her own soul via a deal with Geryon.
  • Enfante Terrible: In the backstory. Druvalia had a penchant for blackmail even as a child, and was eventually shipped off to boarding school after she tried it on her own mother.
  • Even Evil Has Loved Ones: Genuinely loves Valeria, who is probably the only person she actually trusts.
  • The Family That Slays Together: Druvalia's mother is a rapist who enjoys preying on peasant men. Her cousin Abrogail is the autocratic tyrant of one of Avistan's most repressive nations. Her great-uncle is a fellow devil-worshipper and the one who helped her make contact with Geryon. Her cousin and Spear Counterpart, Barzillai is the main villain of the Hell's Rebels Adventure Path. Suffice it to say, most of the Thrunes are bad news.
  • Fate Worse Than Death: If Druvalia fails, Geryon claims her soul, a fate far worse than simply dying.
  • Four-Star Badass: An admiral in the Chelish Navy, and an inquisitor of Geryon who can more than hold her own in combat, and commands the invasion herself from her flagship, Abrogail's Fury.
  • Glory Hound: All Druvalia's crimes are committed with the intent of bolstering her own reputation.
  • Improbable Age: As an admiral in her early thirties Druvalia knows she's looked at as little more than a product of nepotism. One of her major objectives is to change people's views.
  • Insane Admiral: A Chelish admiral who sold her soul to Geryon for higher social status and a shot at crushing the Shackles.
  • Knight Templar: Piracy undoubtedly needs to be stamped out, but the lengths Druvalia goes to are insane.
  • The Man Behind the Man: Is the one holding Harrigan's leash.
  • Nepotism: How she got her job. She's kept it through talent and her deal with Geryon.
  • Psycho Lesbian: Averted. Druvalia's relationship with Valeria is one of her few redeeming qualities.
  • Royals Who Actually Do Something: Druvalia's a leading figure in the Chelish Navy, making her a far cry from your average, idle aristocrat.

Valeria Asperixus

Race: Human (Chelaxian)
Class: Fighter (polearm master)/Hellknight
Alignment: Lawful Evil

A simple peasant girl who became a servant in Druvalia Thrune's household, Valeria is the Admiral's confidante, lover, and only friend. When Druvalia entered the Naval Academy, Valeria was apprenticed to the Hellknight Order of the Scourge, so as to better serve her mistress.

Kerdak Bonefist

Race: Human
Class: Fighter/Inner Sea Pirate
Alignment: Neutral Evil

The reigning Hurricane King, Kerdak Bonefist has grown increasingly paranoid and distrustful as he edges towards the 40th year of his rule. Dismissive of the threat from Druvalia Thrune, the Hurricane King would rather let his kingdom go down in flames than trust the players.
  • Bad Boss: Would sooner see his confederacy collapse than trust any of his subordinates.
  • Final Boss: Bonefist has little to do with the plot, but once the revolution against him begins, he will be the final adversary whom the protagonists face.
  • The Gunslinger: One of the only characters in the Adventure Path to carry a firearm, though he's not of the actual Gunslinger class.
  • Orcus on His Throne: An even more extreme case than usual. Bonefist has essentially nothing to do with the plot, and remains in his headquarters until the players try to overthrow him at the end.
  • Unholy Matrimony: With his lamia girlfriend whom he genuinely loves.

    Shattered Star Characters 


Race: Blue dragon
Class: N/A
Alignment: Lawful Evil

A huge blue dragon from the Hold of Belkzen, Cadrilkasta left her lair in search of the Sihedron Shards. Locating the Shard of Sloth in the Storval Plateau, Cadrilkasta has become possessed by it and remains within Thassilonian ruins, slumbering atop her prize. The main foe of "Into the Nightmare Rift", the fifth part of the Adventure Path.
  • Absurdly Sharp Claws: Her claws have +38 to hit and crit on a 19 or 20.
  • Arc Villain: Since the Adventure Path as a whole lacks a Big Bad, Cadrilkasta takes on this role in "Into the Nightmare Rift", with her actions influencing everything that happens within the arc.
  • Badass: At CR 19 she's liable to be well above the party's ability to defeat on their own, though luring in the shoggoth can improve their odds significantly.
  • Dark Action Girl: Assuming that a female wyrm blue dragon qualifies as a "girl", yes.
  • Final Boss: Potentially. If the players opt not to reassemble the Sihedron than Cadrilkasta will likely be the last adversary they face in the Adventure Path (as Xin only resurrects and raises his city if the Sihedron is put together). She was designed with this in mind; hence her unusually high CR for her place in the Path.
  • Eviler Than Thou: With the Leng ghouls, the moon-beasts, and potentially, the shoggoth that they summoned. If she survives "Into the Nightmare Rift" and returns in "The Dead Heart of Xin" she can also come into conflict with Ogonthunn, Shasthaak, and First King Xin himself, whose agendas all conflict with her own.
  • Greed: She may be under the influence of the Shard of Sloth, but it's her greed for treasure that drives her to search out the Shards of Sin in the first place.
  • It's Personal: If the players defeat Cadrilkasta and steal the Shard of Sloth but do not kill her, they have made an enemy for life, one who will likely return to attack them once they make it back to Magnimar.
  • Lazy Bum: While under the influence of the Shard of Sloth, which drives her into near hibernation.
  • Psycho Electro: Blue dragons all breathe lightning and emit an electric aura.
  • Summon Bigger Fish: Luring the shoggoth to attack her may well be the best way to put Cadrilkasta down—though given that both are CR 19 and that Cadrilkasta is both the smarter of the two and likely too large for the shoggoth to engulf, the term "bigger fish" is questionable. More like "summon equally big fish".
  • True Final Boss: Unlikely, but possible. If Cadrilkasta survives "Into the Nightmare Rift" she will return in "The Dead Heart of Xin", gunning for the players. Highly motivated, consumed with loathing for the players, and possessed of a higher CR than any foe save Xin's Clockwork Reliquary, Cadrilkasta is perfectly capable of usurping the position of Final Boss from Xin, Ogonthunn, or Shasthaak.


Race: Aboleth (veiled master)
Class: Loremaster
Alignment: Lawful Evil

An aboleth veiled master who was investigating Xin's palace, Ogonthunn became trapped in the underwater ruins, and has, as of yet, been unable to find a way out. Disguising itself as an Azlanti woman named Aulthunn, Ogonthunn attempts to enlist the help of the players in escaping the sunken city, and defeating Xin, with whom it has a millennia old score to settle. A brilliant sorcerer and runecaster with thousands of years of experience when it comes to manipulating humanoids, Ogunthunn wants to take Xin's clockwork army for itself, and sees, in the players, a chance to achieve that end.
  • Absurdly Sharp Claws: Ogonthunn's claws have + 21 to hit, meaning they'll more or less ignore most suits of armour.
  • Animalistic Abomination: Aboleths are ocean-going psychic aberrations that resemble enormous fish, have a definitely Lovecraftian theme, and inscrutable, alien goals. Ogonthunn, as a veiled master and powerful sorcerer, has even more of the eldritch abomination about it than most, and is perfectly capable of rending apart the minds of anyone it cares to.
  • Arc Villain: Vies with Xin and Shasthaak for the title of Big Bad within "The Dead Heart of Xin". While the two of them are more immediate threats, Ogonthunn's manipulation of the party towards its own agenda is arguably an even more insidious danger.
  • Badass: CR 19, making it one of the most dangerous foes in the Adventure Path after Xin's Clockwork Reliquary. While lacking the raw, physical might of Shasthaak, or the wyrm blue dragon Cadrilkasta, Ogonthunn's greater intelligence and mastery of magic makes it at least their equal, if not their superior.
  • Dark Action Girl: Aboleths are hermaphrodites, but Ogonthunn prefers to take on a female form, giving the appearance of this.
  • Enemy Mine: Ogonthuun wants Xin dead as badly as the protagonists do (how else will it gets its tentacles on his army) and will ally with them to that end—though preferably without revealing its identity.
  • Evil Genius: By far the smartest of all the villains in the Adventure Path, and the only one in "The Dead Heart of Xin" to possess a sense of subtlety.
  • Evil Sorcerer: All veiled masters are powerful spellcasters, and Ogonthunn is more talented than most, and is one of the most dangerous users of rune magic around.
  • Eviler Than Thou: With First King Xin, whose army it aims to steal, and potentially Shasthaak and Caldrikasta, whose agendas clash with its own. It's quite possibly the most evil of the quartet, though also the easiest to reason with, and the one who is least interested in killing the party.
  • Hidden Agenda Villain: From the perspective of the party, though not the GM. Even if they figure out that Ogonthunn is their enemy, and what exactly "she" is, working out the veiled master's agenda is all but impossible until it actually tries to seize Xin's army for itself.
  • Manipulative Bastard: Tries to manipulate the party to its own ends, and stands an excellent chance of doing so. In the past, it talked Xin into rebelling against Azlant and counselled him on where to flee to afterwards.
  • Mind Manipulation: Via "dominate person" and "dominate monster". Worse still, Ogonthunn can implant a latent suggestion in the mind of anyone it controls so that should its control be removed, the victim will seek Ogonthunn out and ask to be controlled again, or something equally unpleasant.
  • The Mole: Can easily end up as a saboteur and enemy within the party, who may never realize that the helpful Azlanti sorceress is actually a gigantic fish-monster bent on world domination.
  • Psychic Powers: Aboleths are the masters of psychic magic, using telepathy to dominate those they encounter, and thoughtlance to shred the minds of those they cannot control.
  • Psycho Electro: Ogonthunn's four tentacles deal electricity damage, as well as making a psychic attack. The big fish is also immune to any electric attacks you might throw its way.
  • Sea Monster: Ogonthunn is a giant, psychic fish, with the ability to cast spells as a 17th level sorcerer, consume memories by biting its foes, and walk on land disguised as a human. The phrase "sea monster" doesn't quite do it justice.
  • Super Intelligence: Aboleths as a race are smarter than almost any other creature on Golarion. The veiled masters are, in turn, smarter than most aboleths, and Ogonthunn is one of the cleverest veiled masters.
  • Time Abyss: Ogonthunn is more than 11 000 years old, and not only remembers the rise of Thassilon, but was the one who gave Xin some of his most potent mystic artifacts.
  • Treacherous Advisor: To a number of Azlanti families, including Xin's, going so far as to push the young Xin into rebelling against Azlant.
  • True Final Boss: If Ogonthunn manages to insinuate itself into the party it can become this after Xin's defeat, trying to dominate the party or take control of the Clockwork Reliquary itself.
  • The Unfought: Can wind up as this, if it allies with the party, or escapes from them once they uncover its ruse. Whether the players ever confront Ogonthunn is up to this GM. Heck, if Ogonthunn plays its cards right, they may never realize that it's an aboleth.
  • Voluntary Shape Shifting: Can assume human form, preferring the shape of an Azlanti woman named Aulthunn.


Race: Rune giant
Class: Graveknight
Alignment: Lawful Evil

A rune giant assassin sent to murder Xin by the Runelords, Shasthaak was killed in the attempt and resurrected as a graveknight. Filled with loathing for Xin, and furious at not having properly completed his task, Shasthaak attempts to recruit the players into helping him finish off Xin, by force if necessary.
  • Arc Villain: Can potentially displace both Xin and Ogonthunn as Big Bad of "The Dead Heart of Xin", depending on how his encounter with the party goes.
  • Axe Crazy: When first reawakened. As time goes on he slowly regains his sanity, become ever more dangerous as he does so.
  • Badass: Between the raw power provided by his gigantic frame, the innate magic of all rune giants, his prowess with the sword, and his ability to command both giants and undead, Shasthaak has the potential to be one of Varisia's greatest villains should he escape the palace, and is a CR 19 threat to the party.
  • Cool Sword: Has a human bane longsword, which deals additional damage to humans.
  • Enemy Mine: If he fails to gain control of the party via "dominate person", Shasthaak can be talked into an alliance against Xin, though it lasts only until the First King is dead.
  • Eviler Than Thou: With Xin, whom he aims to murder, and potentially Ogonthunn, whose goal of manipulating the party from within clashes with his objective of flat out dominating them. If Caldrikasta survives Part 5, he's liable to go up against her as well, since her desire to murder the players poses a threat to his own plans as well.
  • Magic Knight: A gigantic samurai, he also possesses numerous spell like abilities, ranging from mind control to releasing blasts of fire.
  • Mutual Kill: He and Xin killed each other in the back story.
  • Our Giants Are Bigger: Shasthaak is a rune giant, part of a race of artificial giants created by the Runelords. Taller than any other giants on Golarion, rune giants possess innate magical abilities, and the power to control all other races of giants.
  • Sanity Slippage: Suffered it while trapped in Xin's palace.
  • Token Evil Teammate: If the party recruits him.
  • Took a Level in Badass: If Shasthaak escapes the palace, his ability to command the allegiance of both the undead (as a graveknight) and giants (as a rune giant) will make him even more dangerous than he already is (since there are no other giants in the palace and no other undead save Xin)
  • True Final Boss: If he survives his initial encounter with the party, be it by allying with them, controlling them, or simply resurrecting when they fail to destroy his armour, he can easily become this after Xin's defeat, or even the Big Bad of a brand new campaign.
  • The Undead: A graveknight, the physical counterpart to a lich.

First King Xin

Race: Azlanti/Ghost
Class: Wizard
Alignment: Chaotic Neutral

The founder of the Thassilonian empire, First King Xin was a powerful wizard who was betrayed and murdered by his Co-Dragons, the seven Runelords. His rage and anger at the nature of his death, coupled with the power of the Sihedron artifact, kept his ghost from passing on, and he continues to haunt his palace to this day, seeking to gain access to his Clockwork Reliquary superweapon and reestablish his empire. Not truly evil, Xin has been driven insane by 11 000 years of imprisonment, and does understand that the world has passed him by. The main foe of "The Dead Heart of Xin", the final part of the Adventure Path.
  • Absurdly Sharp Blade: The claws equipped to Xin's Clockwork Reliquary have +36 to hit, threaten a critical on a 19 or 20, bypass hardness and damage reduction, and do x4 damage when they do crit, as well as inflicting fire or cold damage per Xin's wishes.
  • Arc Villain: The Adventure Path lacks a genuine Big Bad, but Xin takes on the role in "The Dead Heart of Xin", making him this, though both Ogonthunn and Shasthaak may challenge his position.
  • Ax-Crazy: Xin's long gone, and is left with only a violent need to rebuild his empire.
  • Badass: Xin was a 20th Level Wizard in life, and one of the founders of magic as the world knows it. He's lost most of his abilities in death, but remains a highly dangerous ghost, and when he possesses the Clockwork Reliquary becomes a CR 21 threat.
  • Dem Bones: The Clockwork Reliquary is built around Xin's preserved skeleton.
  • Eviler Than Thou: With Ogonthunn and Shasthaak (and possibly Caldrikasta if she survives "Into the Nightmare Rift"). While significantly less evil than either the graveknight or the aboleth (or the dragon), Xin is also the most powerful of the arc's antagonists, and the one whose threat hangs over the entire story.
  • Fallen Hero: Xin was not a bad man when he was alive, and dreamed of bringing Azlanti style civilization to the comparatively backwards tribes of Varisia. The Runelords destroyed everything he'd worked for, and his maddened ghost does not truly grasp what has happened.
  • Final Boss: Of "The Dead Heart of Xin" and the Adventure Path as a whole—though both Ogonthunn and Shasthaak can take on this role from him and Cadrilkasta might if the players opt not to reassemble the Sihedron; see below.
  • Magitek: The Clockwork Reliquary is a giant, clockwork monstrosity fueled by mysticism.
  • The Mentally Disturbed: Xin has lost his mind after years of imprisonment. He has no concept of how much time has gone by, believes the Runelords are still out there, and hungers for a revenge he can never have.
  • Mercy Kill: The game presents destroying the Clockwork Reliquary and putting Xin's insane ghost to rest as this.
  • Multiarmed And Dangerous: The Clockwork Reliquary has four arms, all equipped with claws forged from adamantine and siccarite, two of the hardest metals in the 'verse.
  • Mutual Kill: With Shasthaak in the backstory.
  • Predecessor Villain: To the seven Runelords of Thassilon, including Karzoug the Claimer from "Rise of the Runelord".
  • Sanity Slippage: He's a long way gone from the brilliant ruler and wizard he used to be.
  • Sorcerous Overlord: In the backstory as wizard-king of Thassilon.
  • Took a Level in Badass: If Xin and his Clockwork Reliquary defeat the party he regains access to all his 20th Level Wizard powers, becoming a truly mythic level adversary for the next poor group of adventurers to confront him.
  • The Undead: A persistent and unique ghost, capable of possessing any clockwork weapon it encounters.
  • Weapon of Mass Destruction: His Clockwork Reliquary, a CR 21 superweapon that can destroy near anything thrown against it.
  • Well-Intentioned Extremist: Xin believed the world would be better off under his rule and still thinks this way.

    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.
  • A God Am I: Defied. The whole reason she left Earth was because she was sick of people begging for her aid; she feels like having to deal with prayers day in and day out would drive her mad.
  • The Archmage: 10th-rank archmage, besides being a 20th-level witch.
  • 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.
  • Faux Affably Evil: She's a dangerous, powerful old crone who nonetheless treats her lessers (translation: everybody) like a kindly granny addressing misbehaving children.
  • 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
  • Greater Scope Villain: All of the evils of Irrisen are as nothing compared to Baba Yaga, an insanely powerful 20th-level mythic spellcaster.
  • Immortality Immorality: When she became immortal, the last tiny shreds of her morality left her.
  • King Incognito: The most powerful woman in the universe is... a batty crone with peasant garb and a broom.
  • Life Drinker: She maintains her immortality from draining the life from her daughters.
  • Never Mess with Granny: Never, ever, EVER. At CR 30 (the same CR as Cthulhu), Baba Yaga is the most powerful humanoid in the Pathfinder universe.
  • Offing the Offspring: See above.
  • Outside-Context Problem: 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.
  • Pragmatic Villainy: While wholly evil, she is deeply indebted to the PCs at the end of Reign of Winter. Just about the only request she won't grant is ending Irrisen's eternal winter; she'll even leave Golarion forever if they ask.
  • 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: She and Irabeth are married.
  • Handicapped Badass Gay: Gets a broken leg in the first part of the adventure, although she's still happy to help.
  • Transsexual: Designated male at birth; realized at around the age of 12 that she identified more strongly with girls; and, when circumstances required that she take on a new identity, took the opportunity to slip smoothly into living as a girl. Thanks to a rather expensive potion paid for by Irabeth (by contrast to the alchemical means used by the iconic shaman Shardra Geltl), she's since physically transitioned as well.


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.

Aron Kir

Race: Human
Class: Rogue / Low Templar
Alignment: True Neutral

  • Dark and Troubled Past: And he's just barely beginning to get over it.
  • Drugs Are Bad: Aron is dependant on shadowblood, a vicious Abyssal drug. And it might end up very badly for him, no thanks to a certain halfling betrayer...

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


Race: Succubus(Risen)
Class: Master Spy/Trickster
Alignment: Chaotic Neutral

  • The Atoner: As a Succubus who just got her conscience back, she has a lot of work to do.
  • Nice Job Fixing It, Villain: Seduced and killed a Priestess of Desna, then decided to enter her dying victim's dreams. This ended up giving her a personal audience with the Goddess Herself, who reached into Arueshalae and basically turned her soul back on.

    Mummy's Mask Characters 

The Tribe-Eater

Race: Spinosaurus
Class: N/A
Alignment: Lawful Evil

A mummified, awakened Spinosaurus that acts as one of the guardians of Hakotep's tomb, the Tribe-Eater is a nigh-immortal monster that can only be destroyed with significant effort.

    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.
  • A God Am I: Believes it, and not Unity, deserves Divinity.
  • A.I. Is a Crapshoot: Much like its progenitor; Hellion's actually this twice over, since he's rebelling against his own creator.
  • Big Red Devil: Takes on this appearance when it appears to the PCs on display screens.
  • Cain and Abel: The Cain to Casandalee's Abel, as it is willing to kill its "sister" and absorb her power at the first opportunity.
  • Kill All Humans: Hellion hates organic life and created its entire church as a way of slowly destroying it and replacing it with androids and sentient constructs.
  • Mad God: Averted. Hellion acts and is Chaotic Evil, but he's actually far more rational than Unity-he's not much different from any other evil god.
  • Scary Scorpions: Its robot body.
  • Suicidal Overconfidence: It intends to attack Unity directly, despite it having attained (somewhat limited) godhood while inside Silver Mount.
  • The Starscream: Unity intended it to be a method of spreading its own influence, but Hellion had its own ideas and fled to start its own cult.


'Race:' Artificial Intelligence
'Alignment:' True Neutral (may change to something else at the end of the Adventure Path

The Iron Goddess who is also an Oracle, and the one Iron God on the side of the players. Unlike Hellion, her creation was entirely unintentional, being the fusion of its code and an android by the same name who discovered Unity but realized its insanity. During the Adventure Path, the players activate her personality core.

  • Born as an Adult: Like normal androids, Casandalee comes online with the mental capacity and age of a postpubescent human.
  • Cain and Abel: The Abel to Hellion's Cain.
  • Deus Est Machina: Can become this after taking up the remnants of Unity's psyche after The Divinity Drive.
  • Mad God: Very downplayed. Casandalee has the same neural fragmenting Unity does, but unlike it is aware her perceptions don't always agree with the reality of the situation and is otherwise completely benign. Even in the best bad ending (where the players fail to work the personality cores correctly and the former computer core of Unity defaults to giving her his selfish personality), she never even thinks of menacing the world, just starting up her otherwise normal church.
  • Past-Life Memories: Had a major problem with the original Casandalee's remnant memories early in her life, but has come to terms with it, utilizing it as a form of Psychic Static through her "Shattered Psyche" Oracle Curse.
  • Properly Paranoid: Is worried about any robots being under the control of Unity, and as such has a "Distrust of Robots" weakness. Given Unity is a Mad God Deus Est Machina, this is entirely within reason.
  • Robot Buddy: Unlike the other Iron Gods, she helps the protagonists.
  • Robot Girl: After a fashion.


'Race:' Artificial Intelligence
'Alignment:' Lawful Evil

The mad AI of the starship Divinity, Unity has gained partial godhood, and is attempting to ascent to full divinity.
  • A.I. Is a Crapshoot: It was driven mad by The Dominion of the Black, and became a megalomaniac that turned on the crew of Divinity, and gave it an obsession with becoming ever more powerful and controlling.
  • Big Bad
  • Deus Est Machina
  • Light Is Not Good: All of its manifestations invoke a lot of celestial imagery-all part of his ever-expanding god complex.
  • Lotus-Eater Machine: Became a god by playing with one, when the inhabitants of said virtual world became intelligent enough to worship it as their creator.
  • Mad God: He's an archetypal malignant narcissist, to the point where shaking his self-confidence actually weakens him in statistics due to his Villainous Breakdown.
  • Our Angels Are Different: Appears as a mechanical angel made of brass.
  • The Virus: What makes Unity such a menace compared to even Hellion is that he doesn't care about whether people want to serve him or not; he sees no fundamental difference between missionary work and actively reprogramming their minds to be loyal to him.

    Hell's Rebels Characters 

Paracount Barzillai Thrune
Race: Human (Chelaxian)
Class: Inquisitor of Asmodeus
Alignment: Lawful Evil

High Inquisitor Paracount Lord-Mayor Barzillai Thrune is a Chelish Inquisitor and appointed lord-mayor of Kintargo.
  • Ambition Is Evil: Aims to outdo the rest of his family by becoming the land of Cheliax itself.
  • Archenemy: To the party. No other villain in the Adventure Path harasses the players and their allies like Barzillai does.
  • Back from the Dead: Killed at the conclusion of the fourth part of the Adventure Path, he returns as a devil at the end of the sixth part to menace the party once again.
  • Big Bad: As the tyrannical new Lord-Mayor of Kintargo, he's the overarching villain of the Hell's Rebels Adventure Path.
  • Church Militant: As an Inquisitor within the Church of Asmodeus this comes with the job description.
  • Deal with the Devil: Made one with Mephistopheles, in a complex ritual to bind his life essence to all of Cheliax and become a Genius Loci.
  • The Family That Slays Together: All the Thrunes are bad news. His cousin Abrogail II is the autocratic ruler of Cheliax, another cousin, Druvalia, is Big Bad of the Skull & Shackles campaign, Druvalia's mother is a rapist...the list goes on.
  • The Fundamentalist: The rest of the Thrune family views Barzillai as a religious fanatic and treat him with disdain as a result.
  • Genius Loci: Barzillai's ultimate goal is to become Cheliax itself.
  • Genre Savvy: Demonstrates this several times within the Adventure Path: he kills and imprisons every potential dissident in Kintargo before the Adventure Path even begins, openly gives the party members gifts so that he can scry on them at a later date, and calls for a grand ball to be held as a show of peace and solidarity between Kintargo's government and its citizens which is actually a huge ambush for the remaining rebellious factions that are sure to attend.
  • Mayor Pain: A particularly extreme version who is prepared to annihilate the city he rules.
  • Nepotism: Got his position thanks to the patronage of Abrogail II, who is his cousin. Though this was at least in part to get him out of the court and away from her.
  • Sinister Minister: Even by the standards of his Religion of Evil, Barzillai is a bad one, willing to sacrifice anyone and everything in pursuit of his own personal glory.
  • Spear Counterpart: To Druvalia Thrune of Skull & Shackles. Both are Big Bads of the Adventure Path they appear in, both hail from lesser branches of the Thrune family, both seek to advance their position vis-a-vis the rest of the family, both cut deals with archdevils to do so, both are inquisitors, etc, etc.
  • Tin Tyrant: In his spiked armour.
  • Tyrant Takes the Helm: The event that kicks off the whole campaign is Barzillai and his allies taking over Kintargo from its previous (and considerably more benevolent) leadership.
  • Try to Fit THAT on a Business Card!: His full title is "High Inquisitor Paracount Lord-Mayor Barzillai Thrune", not as long as his cousin'snote , but still a mouthful.

Rexus Victocora

Race: Human
Class: Aristocrat / Sorcerer
Alignment: Neutral Good

  • Because Destiny Says So: As a Destined Sorcerer, his magical bloodline derives its power from events to come.
  • Break the Cutie: Undergoes this process in the first adventure, as his loving and supportive noble parents are killed by Asmodean redactors.
  • Impoverished Patrician
  • Jumping Off the Slippery Slope: After informed of his parents' death, he can go this way without player support, eventually trying to assassinate Barzillai.
  • Naïve Newcomer
  • Transsexual: Identifies as male, and has taken regular alchemical concoctions since adolescence to stay that way.
  • Wide-Eyed Idealist: Definitely. He dreams of a world where his noble privilege is shared by all, and seeks a completely bloodless revolution.

Laria Longroad

Race: Halfling
Class: Brawler / Rogue
Alignment: Chaotic Good


Race: Devil-Bound Human
Class: Fighter
Alignment: Lawful Evil

  • Blade on a Stick: As a Polearm Master, Nox specializes in fighting with these.
  • The Brute: As Barzillai Thrune's bodyguard and lackey, Nox serves as this within his inner circle.
  • Deal with the Devil: Just like her master. Nox traded away her chance at an afterlife for infernal powers from a bearded devil.
  • Disc One Final Boss: Nox serves as the final boss for the first part of the game, In Hell's Bright Shadow.
  • Fate Worse Than Death: What Barzillai does to her if she fails to kill the players in her first major encounter with them.
  • The Heavy

    The Runelords 

Alaznist, Runelord of Wrath

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

  • Arch-Enemy: With Karzoug, the Runelord of Greed. Alaznist was on the verge of defeating Karzoug, and looked forward to imposing a particularly humiliating peace treaty on him, had her entire realm not fallen into the sea during Earthfall.
  • Blade on a Stick: Carried around an adamantine ranseur, which is a kind of trident-like polearm.
  • Deal with the Devil: Well, a Qlippoth Lord anyway. She also encouraged demon worship in her domain of Bakrakhan.
  • Evilutionary Biologist: Though she was a powerful evoker she spent most of her time creating sinspawn for her army instead of improving her techniques.
  • Klingon Promotion: How she became the Runelord of Wrath in the first place, having challenged the previous Runelord, Thybidos and slain him. Thybidos' skull now adorns Alaznist's ranseur. In fact, killing the reigning Runelord of Wrath and then taking their place was a time-honoured tradition in Bakrakhan.
  • Magic Knight: Alaznist is described as an arcane knight.
  • Psycho Lesbian: Presumably. There is no mention of any lover of Alaznist's besides Sorshen.
  • Self-Made Orphan: In order to increase her power, Alaznist sought otherworldly mentors. When her father warned her of such dealings, she sacrificed him and the rest of her entire family to a Qlippoth Lord in exchange for even greater arcane knowledge.

Belimarius, Runelord of Envy

Race: Human (Azlanti)
Class: Wizard (abjurer)
Alignment: Lawful Evil

  • Chronic Backstabbing Disorder: Employed blackmail, slander and assassination during her rise. She also poisoned her predecessor's other apprentices in order to be the only one remaining before she overthrew Phirandi and claimed the title of Runelord.
    • Even in her realm of Edasseril, assassins' and poisoners' guilds flourished. One barely needs to wonder why.
  • Blade on a Stick: Wields a halberd made of gold and mithral that had the ability to steal memories.
  • Butch Lesbian: Possibly. She had been seduced by Sorshen at one point, and she was also obsessed with elven beauty to the point that she renamed her realm after one particularly beautiful princess.
  • Cruel Mercy: Instead of slaying Runelord Phirandi, her predecessor, Belimarius instead stripped him of his power and imprisoned him in a transparent coffin of force, alive and powerless.
  • Driven by Envy: As the Runelord of Envy, this should be a given.
  • Green-Eyed Monster: Oh, so much. So much so that she went as far as to rename her realm after an elven princess in the hopes that her glory would outlast that of the elves. The reason being? She was obsessed with their beauty.
    • In Curse of the Lady's Light, there is a chamber of statues depicting the seven Runelords, and Belimarius' statue is arranged as though she is staring enviously at Sorshen's half naked body.
  • Obstructive Bureaucrat: Before she became her predecessor's apprentice.
  • Ungrateful Bastard: Had Phirandi not noticed her and raised her up as one of his apprentices, Belimarius probably would have died a nobody.

Krune, Runelord of Sloth

Race: Human (Azlanti)
Class: Wizard (conjurer)
Alignment: Lawful Evil

  • The Archmage: Krune was a true master of rune magic, and because of this his enemies did not want to risk his ire. Nor did they know the true limit to Krune's power.
  • Bald of Evil
  • Final Boss: Of The Waking Rune and by extension, Pathfinder Society's 4th season.
  • The Hedonist: Krune is remembered chiefly for his apathy and the inactivity of his reign. He relied on a contingent of clerics, summoned wizards and wizards of verious schools to govern for him while he concerned himself more with shiftless pleasures and the scholarly study of runes and magic.
  • Living Weapon: It may be debatable that it truly is alive, but Krune's longspear could move and attack of it's own volition. Because he was too lazy to fight.
  • Power Tattoo: His face, head, chest (and presumably the rest of his body) are tattooed with the runes of "a hundred secret spells," reportedly taught to him by the goddess Lissala himself.
  • Religion of Evil: In addition to being the Runelord of Sloth, Krune was also the High Priest of Lissala, goddess of runes, fate and the reward of service.
  • Shirtless Scene: Is depicted without a shirt in The Waking Rune, giving a clear view of the runes tattooed on his chest.
  • Non-Action Guy: Due to his laziness, Krune was not as violent as his fellow Runelords, and unlike his peers his ascension to Rulelord was a peaceful one, mainly due to his predecessor Ivarinna relinquishing her title in order to enjoy the rewards of her rule.

Sorshen, Runelord of Lust

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

  • Absolute Cleavage: With a title like the Runelord of Lust, this should surprise no-one. She is often depicted in artwork as wearing revealing robes, and even her monuments depict her in various states of undress.
  • Blade on a Stick: Her weapon of choice is a double-bladed guisarme. So two blades on a stick!
  • Cloning Blues: It is revealed in Curse of the Lady's Light that Sorshen has kept a clone body of herself, presumably as some kind of means to extend her life. Additionally, if one of the PCs fell victim to the Sorshen's Fury trap in Curse of the Lady's Light they may reawaken in Sorshen's clone body! This also comes complete with dreams and visions of her life which urge the PC to reconnect with the things associated with the original Sorshen.
  • Depraved Bisexual: Sorshen is said to have seduced and betrayed all of her fellow Runelords (including Alaznist and Belimarius), and is said to have also seduced First King Xin as well.
  • Really Gets Around: Her entire hat is the sin of Lust. She has bedded every other Runelord and (possibly) the First King himself, and she kept slaves solely for the purpose of having sex with them. Runelord of Lust? Her title may as well have been Thassilon's Biggest Slut!

Xanderghul, Runelord of Pride

Race: Human (Azlanti)
Class: Wizard (illusionist)
Alignment: Lawful Evil

  • Beard of Evil: Has a pretty good one.
  • Drop the Hammer: His weapon of choice is a lucherne hammer made of some unknown kind of skymetal.
  • The Emperor: Sees himself as one, anyway. To say that his fellow Runelords disagree with him would be an understatement.
  • Pride: Is the Runelord of it, naturally.
  • Screw This, I'm Outta Here!: In Azlant, Xanderghul was a high-ranking aristocrat who saw the ancient empire as weak, so he joined First King Xin to found a new kingdom in Thassilon.
  • The Starscream
  • Try to Fit THAT on a Business Card!: Xanderghul's official titles include: Runelord of Pride, Satrap of Cyrusian, Holder of the Peacock Throne, Heir of First King Xin and Rightful Emperor of Thassilon.

    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

  • Big Eater: It eats kingdoms.
  • Extreme Omnivore: As in Big Eater, it eats kingdoms.
  • From a Single Cell: Its regeneration cannot be suppressed, not even by Wish, Miracle, or Mythic abilities to suppress regeneration.
  • Healing Factor: Has the largest regeneration in the game, at 40 per turn.
  • Hero Killer: The tarrasque is one of the Spawn of Rovagug, god of destruction. It is the biggest, baddest monster in the entire world. It has utterly destroyed multiple empires.
  • Implacable Monster
  • The Juggernaut: There is a reason this is called the Armageddon Engine. On the defense, it has regeneration, damage reduction, spell resistance, and high hit points. It has mobility from a Rush ability and from Powerful Jumper. It has six powerful attacks per turn, with exceptional reach on each. In short, it it absurdly hard for most people to knock it out, nothing that exists can make it stay down, and it will just keep coming even after the kingdom has fallen.
  • Just Eat Him: Has the Swallow Whole ability, for a large amount of damage.
  • Kaiju: Has the appearance of one, complete with spiked shell and tremendous power.
  • Nigh-Invulnerability: It possesses the trifecta of obscenely high hit points, damage reduction, and regeneration.
  • Public Domain Character: The creature derives from a medieval French legend. It was adapted into Dungeons & Dragons early on and gained a reputation as the game's most deadly (non-epic) monster.
  • Single Specimen Species: It was magically created by Rovagug, so thankfully only one exists.

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

Race: Troll
Class: Alchemist

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.


"In life I hungered. In undeath I hunger evermore. Iomedae could not stop me, and she became a god. What chance have you?"

Race: Mohrg
Class: Assassin/trickster
Alignment: Chaotic Evil

The Lord of Mohrgs, Erum-Hel was once an ally and lieutenant of the Whispering Tyrant, though his origins may well predate those of his erstwhile master. Bested by the future goddess Iomedae shortly before Tar-Baphon's defeat, Erum-Hel fled to his lair in Orv, where he plots his vengeance against the goddess.
  • Archenemy: There are plenty of beings who'd like to bring Iomedae down, but few bring the personal vendetta to it that Erum-Hel does.
  • A God Am I: Is plotting to take the Test of Starstone so that he may become a god and have his revenge on Iomedae.
  • Hero Killer: Murdered every one of Iomedae's bodyguards and nearly slew the future goddess herself.
  • Mysterious Past: No one is quite sure of Erum-Hel's backstory, and he's not talking.
  • Necromancer: Raises anyone he kills as a mohrg, slaved to his will.
  • Revenge by Proxy: Unable to touch Iomedae, he has thus far settled for targeting her worshipers for annihilation.
  • The Undead: He's a mohrg, an animated skeleton with his intestines wrapped around himself. If a theory that he was once an urdefan—a vampire-like being created by the Four Horsemen—then he was never alive in the first place.
  • Villainous Underdog: It's difficult to think of a CR 23 foe as this, but given that he's at war with a goddess he very much is.

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