Elf Chevalier 2/Fighter 8/Liberator 5/Rogue 3/Barbarian 1 and Sword for Hire


Male middle-aged elf barbarian 1/chevalier 2/fighter 8/liberator 5/rogue 3
CG Medium humanoid (elf)
Init 6; Senses darkvision 60 ft., low-light vision; Perception +26
Aura courage (10 ft.)
AC 33, touch 20, flat-footed 26 (
8 armor, 5 deflection, +6 Dex, +1 dodge, +5 natural, -2 rage)
hp 276 (19 HD; 3d8
Fort 24, Ref +18 (2 trait bonus vs. breath weapons), Will 16 (2 vs. fear); 2 vs. enchantments, +2 vs. poison
Defensive Abilities evasion, trap sense +1; Immune sleep; Resist poison resistance, stubborn mind, to the rescue
Speed 45 ft.
Melee slice ( +3 elven curve blade of speed) +28/
28/23/18/13 (1d1034/15-20) or
unarmed strike 22/17/12/7 (1d3+19 nonlethal)
Ranged 2 composite longbow +26/21/16/11 (1d8+8/×3)
Special Attacks controlled charge, rage (9 rounds/day), recklessness, slaver’s ruin, sneak attack 2d6, to the rescue, weapon training (heavy blades +1)
Str 28, Dex 22, Con 25, Int 15, Wis 15, Cha 15
Base Atk +18; CMB +22 (
26 sunder); CMD 47 (49 vs. sunder)
Feats Diehard, Dodge, Endurance, Fleet, Greater Sunder, Greater Weapon Focus (elven curve blade), Improved Critical (elven curve blade), Improved Iron Will, Improved Sunder, Iron Will, Leadership, Power Attack, Skill Focus (Disable Device), Stealthy, Toughness, Weapon Focus (elven curve blade), Weapon Specialization (elven curve blade)
Traits child of the streets, dragonfoe
Skills Acrobatics 14 (18 to jump), Climb 18, Craft (blacksmith) +7, Diplomacy +13, Disable Device +26, Escape Artist +14 (16 to escape bindings, shackles, and other restraints), Fly 8, Handle Animal +6, Intimidate +9, Knowledge (local) +8 (8 vs. forbidden lore, 8 vs. non-forbidden lore), Perception +26, Ride +13, Sense Motive +10, Sleight of Hand +15, Stealth +32, Survival +9; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Chondathan, Common, Dwarven, Elven
SQ armor training 2, elven magic, fast movement, forbidden lore (0 lore; +0/
0), insanity points (0; effective Wis 11/11), lockbreaker, rogue talent (weapon training), silent sunder, trapfinding 1
Combat Gear potion of bull’s strength (2), potion of endure elements (3), potion of shield of faith +2 (2); Other Gear +2 composite longbow (
6 Str), slice ( 3 elven curve blade of speed), +8 bracers of armor, amulet of natural armor +5, belt of physical perfection +6, cloak of resistance +4, deep red sphere ioun stone, goggles of night, headband of mental superiority +4, portable hole, ring of protection +5, ring of sustenance, winged boots, bedroll, masterwork blacksmithing tools, waterskin (2), heavy horse (combat trained), bit and bridle, exotic military saddle, saddlebags, hireling, +1 thundering sling, +2 defending dagger, +2 moderate fortification leaf barding, +2 orcs-bane dagger, portable hole, 846 gp, 9 sp
Special Abilities
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Controlled Charge (Ex) You take no AC penalty when charging.
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Elven Immunities – Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Forbidden Lore (0 lore; +0/
0) Knowing lore grants bonuses on lore related knowledge checks but penalties on others.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Sunder You don’t provoke attacks of opportunity when sundering.
Improved Unarmed Strike Unarmed strikes don’t cause attacks of opportunity, and can be lethal.
Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Leadership (score 21) You attract loyal companions and devoted followers.
Lockbreaker 2 (Ex) Gain the listed bonus Escape Artist vs. bindings or restraints.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison Resistance +2 (Ex) You gain +2 save vs. poison, +4 at 7th level.
Power Attack -5/
10 You can subtract from your attack roll to add to your damage.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Recklessness +2 (Ex) Gain a bonus to attack and damage on the first round of combat.
Silent Sunder (Ex) Your sunder/break object checks make little noise.
Slaver’s Ruin (Ex) One slaver is considered flat-footed against your next attack.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stubborn Mind (Ex) If fail a save vs. an enchantment, can resave 1 rd later.
To the Rescue (Su) As a standard action, allies within 30’ gain +1 attack, +4 escape artist, +4 save vs. fear.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

Stats are during rage.


Quiet, to the point and when enraged, utterly ruthless, Patch was once an assassin initiate for the Shadow Thieves in Amn, in the world of Toril. Patch knew not his heritage, or where he truly was from. Though he didn’t really approve of his guild’s actions, Patch was raised to steal, kill and corrupt others.

Patch in his later years realized that stealing and corruption was not the way. Patch met an elf named Jonas Windspear and adventured all over the realms. Learning of the state of mind of Jonas, Patch started to turn towards the forces of good and has never looked back.

Patch once worked as Bear’s Head high sword. Patch has overcome his hatred for pirate captains due to the fact that there are good seafarers out there, such as Xander and Ghesh.

Patch feels like he always has to vindicate himself with every good deed. He always feels like he cannot do enough to right the wrongs he has done in the past.

Voice of like a human, gruff like a dwarf, and fierce as an orc Patch will serve, protect and help any in need.

Until recently, Patch was one of the new leaders of the recently reformed town of Bear’s Head. Patch had endured many hardships, and lost many friends. Among them were Lo-kag, Winslow, and Skaylebane.

When called to save the realms from the evil dragon queen, Tiamat, Patch joined the others on a dangerous quest. When Lo-kag, Winslow, and Skaylebane were captured and later sacrificed to Tiamat, Patch along with others descended into the Nine Hells to retrieve an object which contained the souls of his friends.

Having succesfully returned from the Nine Hells to find his friends’ souls, Patch enjoyed a brief moment of respite in Bear’s Head when a strange magical storm appeared over the Sunset Vale and the town. Magical bolts struck downward and either injured, killed people, or teleported them elsewhere. Patch, who was helping citizens was himself struck along with a few of his friends.

When he awoke, Patch found himself and his friends in a whole new world. Together, they discovered they had been transported to the world of Golarion and in the nation of Taldor. Unable to find a way back home, Patch and the others from Toril made a living as adventurers in Taldor. Patch hired himself as a sword for hire (who specializes in the freedom of slaves) and ultimately gained a reputation as one of the most skilled fighters in all of Taldor.

In the two years since their arrival, he and his friends have made a name for themselves as the Champions of the Realms.

“I am a Wolf, a lone cur,
Stray from the pack,
With blood on my fur,
Every howl, marks the dead,
A beaten dog, never forgets.”


The Golarion Gambit CainJustice