The Dungeons of Castle Sandorne The Kingdom of Sandorne. Not the most prosperous of kingdoms, but the people were happy. Nestled in a part of the world known as 'The River Kingdoms', a realm of conquerors and kingdoms paved with the corpses of those that came before. Sandorne was fortunate: defended by natural land formations such as the forest surrounding it. Siege weapons could not get through without destroying these woods, which seemed a moot point. Originally constructed as a fortress by elves, the beauty of that race was enough to make it a prize to it's current human occupants. Though complaints of high taxes abound, the reality was that Sandorne was a fantastic place to live. That is, until earlier today, when the King and his armies were turned to stone and his beautiful daughter was kidnapped. It otherwise began as a normal winter's day court. A bit of festivity to lighten up the otherwise dark and cold winter months. A group of bards played a merry tune as the feast was just about to begin. The king mused about having an "in-castle joust", which got alarmed stares from his servants. He laughed it off, reporting that he had "only been joking", which placated them. Through the crowd, however, stalked an uninvited guest. Having used magic to get past the guards, a man in a concealing cloak strode up to the King. He swept off his cloak, revealing himself to be a muscular, handsome man. He pointed accusingly at the King, "Now, Sandorne! I've come for what you owe me!" Alarmed, the King rose to his feet. "What is the meaning of this? I owe you nothing! Guards!" At that, the guards in the room turned and surrounded the man, standing like statues. The King commanded, "Take him away at once!" However, the guards did not move, having been turned to stone. The sorcerer strode by, reaching forward and whispering something to the King. His eyes widened, and he was suddenly frozen in that horrified expression. It was then when panic struck. In the confusion, no one saw the sorcerer grab the princess, leaving a note behind and teleporting away. It had been a failure, a tragedy greater than any others in the history of Sandorne. The note read: "To the esteemed people of Sandorne. I, Octavius Grendle, have kidnapped the princess - and thus, the heir to the throne and taken her to the dungeon under the castle. With me, I have brought my minions. You will all serve me now, as I intend to become the next King of Sandorne by marrying the princess. None of you, of course, are invited. Make no effort to stop me." This was, of course, exactly what you intend to do. Of course, that begs the question: who are you? Pathfinder Game System Level: 3 Races: Any Starting Gold for Equipment: 3,000 gold.Ability Scores: 25 Point Buy (Epic Fantasy) Traits: The character may choose two traits. As well, it should be asked... who are you? Who you are will give you some special benefits beyond your class and race. Are you... The Leader of the Guard? You've never been so disgraced. A lone man walks right into the castle, turns all your men to stone, followed by the King, and then just leaves with the princess? Worse, he expects you to follow him now? No way. You're going to march down there and show him what a Sandornian Guard can do. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Additional Class Skill: Perception. Bonus Skill Ranks: +1 Intimidate, +1 Perception Ability Score Modifiers: +1 WIS. The Leader of the Guard must be vigilant. Bonus Feats: Simple Weapons Proficiency, Light and Medium Armor Proficiency, either Alertness or Improved Initiative Bonus Equipment: chain shirt, mace or flail of choice, small wooden shield, hooded lantern, 1d8 gp savings. Occupational Knacks: Choose one of the following as an occupational knack. - Always Vigilant: You do not suffer a penalty on Perception checks when asleep, which gives you a decent excuse for sleeping at your post. - At the Doorway: You do not suffer a penalty on hearing-based Perception checks for listening through a door. The penalty for listening through a solid wall is reduced by -5. - Intimidating Prowess: You receive Intimidating Prowess as a bonus feat. - Stand Still: You receive Stand Still as a bonus feat. The Visiting Prince/Princess? You came from another, nearby kingdom. Your family has been at war with the Sandornians since before you were born, and you intended to put a stop to it. This... sort of puts a kink in this plan. You're worried that this might be pinned on your or your family. You intend to prove your good intentions by helping to fix things here. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Additional Class Skill: Diplomacy Bonus Skill Ranks: +1 Diplomacy, +1 Knowledge (nobility) Ability Score Modifiers: +1 CHA. Nobles are trained in etiquette and poise. Bonus Feats: Simple and Martial Weapon Proficiency, Skill Focus (diplomacy) or Skill Focus (knowledge: nobility). Additional Equipment: noble’s outfit, signet ring, masterwork rapier or long sword, 2d6x10 gp savings. Occupational Knacks: Choose one of the following as an occupational knacks. - Arrogant Duelist: You add your CHA modifier as a deflection bonus to Armor Class when attacked by any humanoid wielding natural weapons or a non-masterwork quality manufactured weapons. - Commanding Voice: Three times per day, you can speak a Command as a cleric of your total character level to any member of your race who is of a lower social standing, as determined by the game master. - Fearless: Fear is for peasants. You become immune to mundane and magical fear effects. - Noble’s Privilege: You receive a +1 bonus on all CHA-based skills made against members of your race who are of a lower social standing, as determined by the game master. The Court Magician? Just your luck! You've spent your entire life trying to obtain this position, and now some upstart is going to come in with flashy spells, steal the show and run off with the kingdom? Well you won't have it. Besides, your career is at stake: this guy can already cast magic! He won't need you at all! When you catch up to that punk, you're going to blast him into oblivion! Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Additional Class Skill: Spellcraft Bonus Skill Ranks: +1 Spellcraft, +1 Knowledge (arcana) Ability Score Modifiers: INT 13+. The King has no need for imbecilic court magicians. Bonus Feat: Spell Focus (any). Additional Equipment: spellbook, inkpen and 2 vials of ink, noble’s outfit, 1d4 gp savings Occupational Knacks: Choose one of the following as an occupational knack. - Arcane Energy Reserve: As long as you have one spell of the highest level you can cast uncast, you receive a +2 competence bonus on Spellcraft checks made to penetrate Spell Resistance. - Efficient Copy: Spells take up less space in your spellbook, thanks to your efficient method of note-taking. Spells take up half the usual space (rounded down) when copied into your spellbook. - Superior Telekinesis: When you cast Mage Hand, you can manipulate objects weighing up to 15 lbs. The Executioner? A quick, clean death. Unlike many executioners, you were trained to quickly and effectively take someone out of the picture, regardless of the public eye. Your presence sends a shiver up the spines of even the most stalwart, but the fact of the matter is... you do it because you believe in the King. You don't know how much you can trust this sorcerer, so the action that needs to be taken is simple: execute him. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Additional Class Skill: Intimidate Bonus Skill Ranks: +1 Intimidate, +1 Knowledge (nobility) Bonus Feat: Simple and Martial Weapon Proficiency, Select either Intimidating Prowess, Power Attack or Weapon Focus Additional Equipment: select one masterwork quality martial weapon you are proficient with, 3d8 gp savings Occupational Knacks: Choose one of the following as an occupational knack. - Certain Death: Your growing knowledge of anatomy allows you to kill efficiently. For every 5 character levels, the FORT Save DC to resist a coup de gras attempt made by you increases by +1. - Dignified Execution: When making a sneak attack against any bound or paralyzed target, you add an additional +1d6 points of damage on a successful attack. - Soul Scarring Demise: A creature slain by a coup de gras made by you suffers an additional negative level if later raised from the dead. The Longbowman? You were on the wall when it happened. Figures - swords and pikes are all well and good, but no one gets through the sharp eye and range of a ready bowman. Your father was a bowman, his father was a bowman, all the way down the line. You intend to continue the tradition, and what better way to add something to family legend than this? Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Additional Class Skill: Perception Bonus Skill Ranks: +1 Perception, +1 Stealth Ability Score Modifiers: +1 DEX. Longbowmen are trained exclusively with the bow, sharpening their coordination. Bonus Feat: Light Armor Proficiency, Simple and Martial Weapons Proficiency, Weapon Focus (longbow) Additional Equipment: masterwork longbow, 20 arrows, leather armor, waterskin, 1d6 gp savings Occupational Knacks: Choose one of the following as an occupational knacks. - Ballistic Arc: You know how to fire your arrows in a high, arcing trajectory that dramatically increases range, but cuts accuracy. By taking a -3 penalty on your attack roll, you can double your weapon’s range increment. - Massed Fire: If you are adjacent to other longbowmen and are all aiming at the same target, you receive a cumulative +1 competence bonus on attack rolls against the designated target (maximum +5 bonus). - Uncatchable: Three times per day, you can make an arrow you fire uncatchable. Anyone using the Deflect Arrows or Snatch Arrows feats to catch an arrow you fire must make an attack roll equal to or greater to yours to successfully deflect the arrow. The Priest? You knew that guy was bad news. You felt it when he came in: you know that chill, and your only wish is that you had told someone. Not that it would have done any good, the man was a sorcerer. You thank the diety you serve and pray for the safety of the princess... of course, praying is one thing. Actually doing something about it... the divines help those that help themselves. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Additional Class Skill: Sense Motive Bonus Skill Ranks: +1 Sense Motive, +1 Knowledge (either local or religion) Minimum Ability Scores: WIS 13+. Prospective priests must be keen eyed and perceptive. Bonus Feat: Armor Proficiency Light, Simple Weapons Proficiency, Alertness Additional Equipment: leather armor, club or mace of choice, wooden holy symbol, 1d6 gp savings Occupational Knacks: Choose one of the following as an occupational knack. - Blessing Touch: Three times per day, a Priest can shake hands with a member of his faith or a closely allied faith and bestow a Bless spell as a cleric of his total character level. Doing so is a standard action. - Improved Unarmed Strike: The priest prefers to remove trouble makers from the temple without a weapon and receives Improved Unarmed Strike as a bonus feat. - Sense Evil: You can cast Detect Evil as a first level cleric a number of times per day equal to 3 + your WIS modifier. (Priests from other cultures can swap detect evil for detect good, or for another alignment as fits their beliefs.) The Minstrel? Well, that's one hell of a way to wrap up a night. Stealing the show, indeed! Though your first thought is to ruin his reputation through song, a new thought has crossed your mind: getting defeated by a mere minstrel. How amazingly storybook. That'll show this guy not to crash a party you're playing in. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Additional Class Skill: Bluff Bonus Skill Ranks: +1 Bluff, +1 Knowledge (local) Ability Score Modifiers: +1 CHA. Misntrels have to be charming. Bonus Feat: Simple Weapons Proficiency, Deceptive Additional Equipment: noble’s outfit, masterwork dagger, 3d6 gp savings Occupational Knacks: Choose one of the following as an occupational knack. - Blatant Lies: You figure it’s better to be hung for a big lie than a little one. Reduce the penalties for using Bluff to tell a farfetched or impossible lie by half. - Charming Liar: Your lies are especially effective against those you seduce. You receive a +2 competence bonus on Bluff checks made against a target who would find your race and gender sexually attractive. - Devil’s Luck: Up to three times per day, you can re-roll any failed Bluff, Stealth or Sleight of Hand check. You must accept the results of the second roll even if it worse than the first. If you succeed at the re-roll, your mercurial luck turns for the worse. For one hour after ward, you suffer a -1 luck penalty on all saving throws. The Witch/Hedge Wizard? You finally got invited to a party. Finally! You had no intention of cursing anyone, feeling just fine to go about your buisiness and mingle a little. Perhaps meet someone nice! Nope, not happening. Instead, you got to play witness to someone else come in and cursing the kingdom. That's your gig! All the way out of your nice swamp hut for this. Time to roll up your sleeves and put on your hat, because you're turning that handsome sorcerer into a toad. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Additional Class Skill: Spellcraft Bonus Skill Ranks: either +1 Knowledge (arcana) or +1 Heal, +1Spellcraft Ability Score Modifiers: +1 CHA. Witches have strong wills and personalities. Bonus Feat: either Magical Aptitude or Augment Summoning Additional Equipment: 4-6 candles, 2-4 sheets of paper, spellbook, holly and mistletoe or wooden holy symbol, 1d8 gp savings Occupational Knacks: Choose one of the following as an occupational knack. - Animal Speech: You know the secret language of beasts. You can Speak With Animals, as the spell for a number of rounds per day equal to your WIS score. These rounds need not be consecutive. - Hex: Once per day, you can perform a short ritual that must include some personal item, bit of flesh, blood or hair from your intended target. Make a Spellcraft check (DC 12 + the target’s Hit Die). If the check is successful, the target is hexed. A hexed target suffers a -1 luck penalty on all saving throws for 24 hours. A hex will affect a target at any distance, so long as the witch and the target are on the same plane. - Kitchen Witch: You are able to brew useful little potions and magical oils from mundane ingredients. When brewing a potion, you reduce the raw material cost of any first level potion to 1 GP worth of mundane ingredients. - Witch’s Familiar: You have been chosen by a familiar who is showing you the ways of magic. You gain a familiar as a first level wizard. Your effective wizard level increases by one for every four character levels, and stacks with actual wizard levels. The Butler? You've served the family for your entire life, and you don't intend to stop now. Sure, half the time they don't even remember your name, but that's just a perk of the job. You get to live in the castle, in exchange for keeping things working smoothly. You stay warm while others freeze in the cold. The royal family has done a great deal for you, and you intend to return the favor. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Additional Class Skill: Knowledge (either local or nobility) Bonus Skill Ranks: +1 Knowledge (either local or nobility), +1 Bluff Ability Score Modifiers: +1 CHA. Household servants are trained to be polite and gracious and to hide their feelings well from their masters. Additional Equipment: artisan’s outfit, 2d4 gp savings Occupational Knacks: Choose one of the following as an occupational knack. - Ingratiating: Household servants know how to win the affection and patronage of their masters. When dressed in their uniform (any artisan’s outfit), they receive a +4 competence bonus on Bluff and Diplomacy checks made against characters of higher social standing and members of the Noble NPC class. - Lightfingered: Dishonest servants know how to conceal stolen valuables on their person. When wearing their uniform (any artisan’s outfit), they receive a +2 competence bonus on Sleight of Hand checks. - Socially Invisible: Household servants, when dressed in their uniform (any artisan’s outfit) receive a +4 competence bonus on Stealth checks made against characters of higher social standing and members of the Noble NPC class. The Soldier? 'War is hell'. Not nearly as much hell as winter is. You make your living off of fighting, and you can't do that during this season. You've been itching for a fight for over a month now, and you're champing at the bit to get down into that dungeon and bust some heads for King and Country. A sorcerer can't cast spells with a few inches of steel through his head, that's for damn sure. Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Additional Class Skill: Perception Bonus Skill Ranks: +1 Perception, +1 Heal Ability Score Modifiers: +1 WIS. Being a soldier requires more common sense and courage than it does raw strength. Bonus Feat: Simple Weapons Proficiency, Light and Medium Armor Proficiency, either Power Attack or Run. Additional Equipment: leather armor, wooden small shield, longspear, waterskin, 1d4 gp savings Occupational Knacks: Choose one of the following as an occupational knack. - Exhausted and Enraged: There comes a point when you just want the battle done and over. When exhausted or fatigued, the critical threat range of any melee weapon you wield is increased by one. This stacks with other effects that increase a weapon’s critical threat range. - Grit: You don’t go down easy. Once per day, you can take a move equivalent action and instantly recover a number of hit points equal to your CON modifier. - Knight-slayer: You’ve learned how to take down the proudest, most heavily armored knight. On a successful attack, you inflict an additional +1 point of damage with a melee weapon against any target wearing manufactured Heavy Armor. - Pikeman: You are trained with the pike and its use in unhorsing opponents. You gain Martial Weapons proficiency and are issued either a guisarme or halberd. If you set a weapon to receive a charge, the target must make a FORT Save (DC 10 + ½ the damage inflicted) or become stunned for one round. - Strong Back: An infantryman must be able to carry a heavy load. Your light, medium and heavy loads are each increased by +50%. The Astronomer? Well, you didn't see that coming. You're not going to let that little embarasment stop you, though. This 'sorcerer' seems protected by fate: and his magic is strong, you've seen the results. Pure stone, that seems to resist curing. A mighty curse, one which you have seen cured. You're just not sure how, yet. Perhaps going down into the dungeons, you can eke what the secret is... Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Additional Class Skill: Knowledge (the planes) Bonus Skill Ranks: +1 Knowledge (the planes), +1 Knowledge (nature) Ability Score Modifiers: +1 INT. The work is mentally demanding and sharpens a student’s mind. Bonus Feat: Skill Focus (Knowledge: the planes) Additional Equipment: spyglass, blank book, inkpen and 1 vial of ink, scholar’s outfit, 2d8 gp savings Occupational Knacks: Choose one of the following as an occupational knack. - Science of the Stars: Once per night, the astronomer can calculate the stars, requiring a spyglass and clear view of the night sky. Doing so requires 1d6+1 minutes and a DC 20 Knowledge: the planes check. If the check is successful, the astronomer receives a +1 luck bonus on WILL Saves and Initiative checks for the remainder of that evening. - Star Dance: To amuse and educate children, the astronomer has learned a little bit of magic. The astronomer can cast Dancing Lights at will, as a first level wizard. These lights always take the form of star maps and glowing stellar phenomena. - Starsight: years of staring into the night sky has provided the astronomer with Darkvision with a 60 ft range. On days of the dark of the moon and during lunar eclipses, the astronomer’s Darkvision increases to 90 ft.