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Touch of Character

Author: Sean Wilt

Artists: The following are sources of the stock art:

C. 2010 www.veer.com, Sade


Table of Contents
Alydric: Expert 2 1
Alydric: Expert 4 1
Alydric: Expert 6 2

Ysigold: Aristocrat 1 4
Ysigold: Aristocrat 3 4
Ysigold: Aristocrat 5 5

Feats

Psychic Locator 7
True Soothsaying 8

Sponsors 8
License 9
Name: Ayldric to hit: +2
Race: Human damage: 1d6+1 (club), 1d3+1 (unarmed)
Classes: Expert 2 critical: 20/x2
Hit Points: 10
Alignment: Neutral Equipment
Speed: Walk 30 ft.
Languages: Common Club
Studded Leather
Stat Score Mod
Encumbrance
Strength 12 (+1)
Dexterity 11 (+0) Light: 43
Constitution 11 (+0) Medium: 86
Intelligence 15 (+2) Heavy: 130
Wisdom 11 (+0)
Charisma 10 (+0) Name: Ayldric
Race: Human
Skill Total Rank Stat Msc. Classes: Expert 4
Hit Points: 17
Bluff 2 2.0 0 0 Alignment: Neutral
Climb 5 1.0 1 3 Speed: Walk 30 ft.
Diplomacy 4 1.0 0 3 Languages: Common
Handle Animal 4 1.0 0 3
Knowledge (Geography) 7 2.0 2 3 Stat Score Mod
Knowledge (Local) 7 2.0 2 3
Perception 5 2.0 0 3 Strength 12 (+1)
Profession (Farmer) 8 2.0 0 6 Dexterity 11 (+0)
Sense Motive 5 2.0 0 3 Constitution 11 (+0)
Survival 5 2.0 0 3 Intelligence 15 (+2)
Swim 6 2.0 1 3 Wisdom 12 (+1)
Charisma 10 (+0)
Feats
Skill Total Rank Stat Msc.
Armor Proficiency, Light
Psychic Locator* Bluff 2 2.0 0 0
Simple Weapon Proficiency Climb 6 2.0 1 3
Skill Focus (Profession (Farmer)) Diplomacy 7 4.0 0 3
Handle Animal 9 4.0 0 5
Combat Knowledge (Geography) 9 4.0 2 3
Knowledge (Local) 9 4.0 2 3
Total / Touch / Flat Footed Perception 8 4.0 1 3
AC: 13 / 10 / 13 Profession (Farmer) 11 4.0 1 6
Sense Motive 7 3.0 1 3
Initiative: +0 Survival 7 3.0 1 3
BAB: +1 Swim 7 3.0 1 3
Melee tohit: +2
Ranged tohit: +1 Feats

Saves Animal Affinity


Armor Proficiency, Light
Fortitude: +0 Psychic Locator*
Reflex: +0 Skill Focus (Profession (Farmer))
Will: +3 Simple Weapon Proficiency

1
Combat Handle Animal 11 6.0 0 5
Knowledge (Geography) 11 6.0 2 3
Total / Touch / Flat Footed Knowledge (Local) 11 6.0 2 3
AC: 13 / 10 / 13 Perception 9 5.0 1 3
Profession (Farmer) 12 5.0 1 6
Initiative: +0 Sense Motive 10 6.0 1 3
BAB: +1 Survival 9 5.0 1 3
Melee tohit: +4 Swim 9 5.0 1 3
Ranged tohit: +3
Feats
Saves
Animal Affinity
Fortitude: +1 Armor Proficiency, Light
Reflex: +1 Psychic Locator*
Will: +5 Run
Simple Weapon Proficiency
to hit: +2 Skill Focus (Profession (Farmer))
damage: 1d6+1 (club), 1d3+1 (unarmed)
critical: 20/x2 Total / Touch / Flat Footed
AC: 14 / 10 / 14
Equipment
Initiative: +0
Club BAB: +4
Studded Leather Melee tohit: +5
Ranged tohit: +4
Encumbrance
Saves
Light: 43
Medium: 86 Fortitude: +2
Heavy: 130 Reflex: +2
Will: +6
Name: Ayldric
Race: Human to hit: +5
Classes: Expert 6 damage: 1d6+1 (club), 1d3+1 (unarmed)
Hit Points: 26 critical: 20/x2
Alignment: Neutral
Speed: Walk 30 ft. Equipment
Languages: Common
Club
Stat Score Mod Studded Leather +1

Strength 12 (+1) Encumbrance


Dexterity 11 (+0)
Constitution 11 (+0) Light: 43
Intelligence 15 (+2) Medium: 86
Wisdom 12 (+1) Heavy: 130
Charisma 10 (+0)
Description
Skill Total Rank Stat Msc.
Height: 6' 2" Weight: 200 lbs.
Bluff 2 2.0 0 0 Gender: Male Age: 38
Climb 10 6.0 1 3 Eyes: Brown Hair: Brown
Diplomacy 9 6.0 0 3 Dominant Hand: Right

2
Full Description He told the others about it and the village elders decided
to see if it had any water in it. It did and rumors of
Ayldric looks like a farmer in many ways. He is a big man, witchcraft spread. Ayldric was ostracized for a long time
stocky in his youth and while he has grown a bit heavier since the villages couldnt decide what to do with him.
over the years, he is still able to work without complaint.
He has a plain but honest face with an overly developed Luckily for Ayldric, a witchhunter of local renown came
chin. His hair is thinning but his hair is still the same to his farm and deemed Ayldric clean and free of any and
shade of brown as it was when he was a child. His eyes all outside influences and malign powers. With this single
are very expressive but his use of body language is limited. proclamation, the villagers started talking to him again
He avoids the nods, shrugs and waves that other people but Ayldric was torn and decided to hire himself as a
seem to do naturally. finder of lost and hidden things.
He is relatively scar-free since he has managed to escape His adventures had brought to many places that the
being injured on the journeys that he takes from time to others in his village could only imagine when they heard
time. His arms seem a bit longer than normal for a man the tales of the elders being recited over and over again.
of his height, giving him a bit of a simian look to him.
He is in good health and his aches are limited. So far, age Plot Hooks
hasnt really affected him.
1. A sage has hired the PCs to find an extremely rare
He wears the standard peasants outfit for the most part metal and they are given a tiny sample of it. The metal
even though he owns one of the largest farms in the area isnt readily apparent in terms of its value but the sage
thanks to his unique ability. When he is traveling, he wants it very much. The sage mentions that he has heard
dons on his suit of studded leather no matter what. stories about someone who is able to find hidden objects.
The sage remembers the general area that Alydric lives in.
Background
2. The PCs are traveling from one area to another. They
Ayldric was born into a family who has stayed in the area see someone being accused of witchcraft. The accused
for generations. They did not know about their ancient begs for mercy and denies any accusation. If the PCs
bloodline and that Ayldric possesses a unique talent. He choose to intervene and save the life of the man in
began life as most people of his station do. He learned question, they will find out that his name is Alydric and
all about running a freeholder farm. As he was the oldest he will tell them everything about his life story if they ask.
son, he was expected to take over when his father was no If they listen, he offers them a free use of his services.
longer able to do so.
3. One or more of the PCs have somehow found
His ordinary childhood quickly changed when he was out treasure and one of their enemies have learned of this.
playing with dowsing rods. The children had just heard The enemy goes to Alydric and spins a tale of deceit,
the founding tale of their village and like the founder, painting the PCs as dangerous foes who must be found
they went out and found appropriate looking Y-shaped and stopped at any costs. Alydric takes him at his word
branches and starting walking around. None of the other and volunteers to use his power to find the PCs via the
children found water or anything else for that matter. treasure they are carrying. The PCs are found and the
Ayldric felt a strong pull and followed it. He found a enemy reveals himself for who he is really is. Now, they
couple of spilled copper coins on the ground. The group have to decide if Alydric was an innocent dupe or if he
blew it off as a fluke but Ayldric knew there was more to has pledged allegiance to the PCs enemies.
it than that.
4. A group of raiders has been pillaging and burning
He played with the same dowsing rod for weeks but villages and Alydrics residence is one of many destroyed.
found nothing. The village well had ran dry and there Through a series of crazy events, Alydric is now the leader
was concern over this event. Alydric felt another one of of a mob seeking vengeance. He knows nothing about
those strong pulls and slipped away from the village leading large groups of people in battle and now the mob
gathering. He marched for miles until he noticed that he seeks to lynch any strangers to the area, especially if they
was circling the same area over and over again. He went seem well-armed. Alydric wants this to stop but he
to the center and found an old abandoned well filled with doesnt know how to to do. Now, the PCs are in the
water. area...

3
Name: Ysigold Unarmed attack:
Race: Half-Elf
Classes: Aristocrat 1 to hit: -1
Hit Points: 9 damage: 1d3-1
Alignment: Lawful Evil critical: 20/x2
Vision: Low-light
Speed: Walk 20 ft (Armor), Walk 30 ft. Rapier:
Languages: Common, Elven
to hit: -1
Stat Score Mod damage: 1d6-1
critical: 18-20/x2
Strength 8 (-1)
Dexterity 14 (+2) Composite Bow:
Constitution 13 (+1)
Intelligence 11 (+0) to hit: +2
Wisdom 12 (+1) damage: 1d8-1
Charisma 17 (+3) critical: 20/x3

Skill Total Rank Stat Msc. CMB: +3


CMD: 13
Bluff 10 1.0 3 6
Diplomacy 7 1.0 3 3 Equipment
Disguise 7 1.0 3 3
Knowledge (Nobility) 4 1.0 0 3 Name LBS
Ride 5 0.0 2 3
Chain Shirt 25 lbs
Feats Composite Box 3 lbs
Rapier 2 lbs
Agile Maneuvers Shield (Light/Steel) 6 lbs
Armor Proficiency, Heavy
Armor Proficiency, Light Encumbrance
Armor Proficiency, Medium
Martial Weapon Proficiency Light: 26
Shield Proficiency Medium: 53
Simple Weapon Proficiency Heavy: 80
Skill Focus (Bluff)
Tower Shield Proficiency Name: Ysigold
Race: Half-Elf
Combat Classes: Aristocrat 3
Hit Points: 19
Total / Touch / Flat Footed Alignment: Lawful Evil
AC: 17 / 12 / 15 Vision: Low-light
Speed: Walk 20 ft.
Initiative: +2 Languages: Common, Elven
BAB: +0
Melee tohit: -1 Stat Score Mod
Ranged tohit: +2
Strength 12 (+1)
Saves Dexterity 11 (+0)
Constitution 11 (+0)
Fortitude: +1 Intelligence 15 (+2)
Reflex: +2 Wisdom 12 (+1)
Will: +3 Charisma 10 (+0)

4
Skill Total Rank Stat Msc. critical: 20/x3

Bluff 11 2.0 3 6 CMB: +4


Diplomacy 9 3.0 3 3 CMD: 13
Disguise 9 3.0 3 3
Knowledge (Nobility) 6 3.0 0 3 Equipment
Ride 4 2.0 2 0
Name lbs
Feats
Chain Shirt 25 lbs
Agile Maneuvers Composite Bow 3 lbs
Armor Proficiency, Heavy Rapier 2 lbs
Armor Proficiency, Light Shield (Light/Steel) 6 lbs
Armor Proficiency, Medium 2 potions of heal light wounds, potion of shield of faith
Martial Weapon Proficiency +2
Shield Proficiency Light combat trained horse with saddle and saddlebags
Simple Weapon Proficiency
Skill Focus (Bluff) Name: Ysigold
Tower Shield Proficiency Race: Half-Elf
True Soothsaying* Classes: Aristocrat 5
Hit Points: 35
Combat Alignment: Lawful Evil
Vision: Low-light
Total / Touch / Flat Footed Speed: Walk 30 ft.
AC: 17 / 12 / 15 Languages: Common, Elven

Initiative: +2 Stat Score Mod


BAB: +2
Melee tohit: +1 Strength 8 (-1)
Ranged tohit: +4 Dexterity 14 (+2)
Constitution 13 (+1)
Saves Intelligence 11 (+0)
Wisdom 12 (+1)
Fortitude: +2 Charisma 18 (+4)
Reflex: +3
Will: +4 Skill Total Rank Stat Msc.

Unarmed attack: Bluff 15 5.0 4 6


Diplomacy 12 5.0 4 3
to hit: +1 Disguise 12 5.0 4 3
damage: 1d3-1 Knowledge (Nobility) 6 3.0 0 3
critical: 20/x2 Ride 9 5.0 2 2

Rapier: Feats

to hit: +1 Agile Maneuvers


damage: 1d6-1 Armor Proficiency, Heavy
critical: 18-20/x2 Armor Proficiency, Light
Armor Proficiency, Medium
Composite Bow: Martial Weapon Proficiency
Point Blank Shot
to hit: +4 Shield Proficiency
damage: 1d8-1 Simple Weapon Proficiency

5
Skill Focus (Bluff) Encumbrance
Tower Shield Proficiency
True Soothsaying* Light: 26
Medium: 53
Combat Heavy: 80

Total / Touch / Flat Footed Description


AC: 17 / 12 / 15
Height: 5' 9" Weight: 115 lbs.
Initiative: +2 Gender: Female Age: 23
BAB: +3 Eyes: Violet Hair: Blond
Melee tohit: +2 Dominant Hand: Right
Ranged tohit: +5
Full Description
Saves
Ysigold is a very pretty half-elf who skewed childhood
Fortitude: +2 has marred her soul forever. Her long blond is almost
Reflex: +3 the color of platinum. Her fair complexion is in stark
Will: +5 contrast to her brilliant eyes. She is tall but slight; the
sight of her wearing armor would almost be comical but
Unarmed attack: the bloodlust in her eyes would quickly bring any jokes to
a halt.
to hit: +1
damage: 1d3-1 Her ears betray her elven heritage but her full lips show
critical: 20/x2 that she is not a full elf. Her voice is very pleasant to the
ear and can be seen floating around, whispering empty
Rapier: platitudes and stories in everyones ears. Her graceful
step show her dexterity off to anyone who observers her
to hit: +2 for a while.
damage: 1d6-1
critical: 18-20/x2 Her outfits vary quite a bit based on where she is at. On
the battle, she wear her fighting leathers and either a
Composite Bow: chain or mithril shirt. The court is a place where she
shows off her finery but she will sometimes wear rags as
to hit: +5 well, especially when she seeks to read the futures of
damage: 1d8-1 other through the art of myomancy.
critical: 20/x3
Background
CMB: +5
CMD: 15 In many ways, her childhood was typical of any child
born into the aristocracy. Her every wish was fulfilled and
Equipment it is ordered that everything she said was to believed since
no one of the upper class would have reason to lie. In fact,
Name lbs in her land, anyone who says anything bad about the
upper class has a habit of either disappearing or learning
Composite Bow 3 lbs a very painful lesson.
Mithril Shirt 10 lbs
Rapier 2 lbs Of course, she would take advantage of this and concoct
Shield (Light/Steel) 6 lbs elaborate stories designed to get various people into
2 potions of heal light wounds, trouble. It didnt take long for her parents to find out
potion of shield of faith +2 about this but instead of punishing her, they lectured her
Light combat trained horse with saddle, saddlebags, and that she didnt know how to lie well enough if they were
all other necessary equipment able to figure out what she was doing.

6
She learned that the gods were okay with her doing New Feats
whatever she wanted but as long as a few rules were
followed. Her mother showed her the art of myomancy Psychic Locator (seen in Haunting Signals)
and explained it was through this art that they were able
to obtain the wealth and power they have now. Your character is able to potentially locate items in a given
area without needing to be a spellcaster. (Note this ability
Her father made sure she learned the arts and to look at is weaker than the detection spells that cover similar
it or at least fake interest in them. She took more towards abilities.)
the martial side of aristocracy even though her frame
would suggest otherwise. The bow is her favorite but she Requirements: Must choose this feat at time of character
also loves the rapier as well. creation, Perception 1. Look at the table below to see
how this feat will develop over a period of time.
Over the years, she has caused and/or predict the fall of
many an army or nobleman before anyone else could Level Number of uses per day
figure it out.
1st Once per day
Plot Hooks 5th Twice per day
10th Thrice per day
1. A rodent infestation has taken over the kingdom. Bad 15th Four times per day
things start happening. Enemies have started to win 20th Five times per day
battles they normally wouldnt, assassinations have went
up quite a bit and even the peasants have started to suffer Find Item
from bad luck. Rats are seen just before each event
happens. Is it a coincidence or something more? School divination; Pyschic Locator
Casting Time 1 standard action
2. Ysigold has hired the PCs to do a series of tasks. They
Components DF (Sample of the material type the caster
start with straightforward tasks and slowly her requests
is looking for.)
become morally ambiguous. They may notice certain
Range touch or self
things that tell him Ysigold is more than what she seems.
Duration concentration, up to 10 min./level (D)
The customs of the land might warn them but then the
Saving Throw none; Spell Resistance no
lure of gold is strong. Will the PCs ever figure out her
true motives or is she a master of manipulation?
The caster can detect any item made of natural materials
as long as he used the sample of material used in the spell.
I.e. someone wanting gold might use a gold coin to focus.
The spell-like ability does not detect complex items made
of a variety of materials if the selected material is only a
minor part of the item.

This spell-like ability can potentially be used to look for


mechanical traps or natural traps if the trap is made of the
selected material. If the trap is made of the selected
material, the target gets a +10 bonus to their Perception
score for the purpose of finding the trap as long as it is
actually made of that material or comprises at 25% of the
material in question. For instance, if the trap use lots of
iron in its construction and the target looks for iron, then
the bonus would apply. If the material is closely related
(e.g. cold iron verses forged steel, then the DM could still
allow the bonus.)

Find Item does not detect any sort of magic traps, natural
hazards, nor mechanically complex ones not made of the

7
selected material, nor those that have been rendered safe Note: Ysigolds method is knowing as myomancy, or the
or inactive. art of predicting the future through the study of rodents.
She prefers rats for her method. This method is great at
Specifics predicting defeat and woe but not very good for weal or
good events. As a result,she gains a +5% bonus to
Amount of Material predict woe but a -10% penalty to predict weal.

Aura Strength Pounds of Material DC Rating There are many different methods of fortune telling,
many of which have specialities in one area or another.
None: 0 DC 5 By just reading a description, you can easily stat it out.
Dim: >1 DC 30
Faint: 2-10 DC 20
Moderate: 11-25 DC 15
Strong: 26-50 DC 10
Overwhelming: <50 DC 5

Number of areas with material in question

None: DC 5
1: DC 30
2-4: DC 20
5-10: DC 15
11-20: DC 10
<20: DC 5

Location of each aura

None: DC 5
Extreme(1): DC 30
Long: DC 20
Moderate: DC 15
Close: DC 10
Touch: DC 5

1 = Within sight

True Soothsaying

Benefit: Your character is able to actually predict the


future accurately, at least once in a while.

Your character can cast the augury or divination spell a


number of times as listed below. The fortuneteller must
pick one method that they will use to do so. Each method
has a bonus and penalty associated with it.

Feat Usage:

1st level - augury once per week


5th level - augury once per day
10th level - divination once per week
15th level - divination once per day
20th level - divination two times per day.

8
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