My first Pathfinder RPG character ever (it took five years of GMing Pathfinder before I found a game to just play in), who would much later (long after the campaign ended) go on to become Seldlon I, Runelord of Divination and Emperor of New Thassilon.

Verost “Seldlon” Felendrin

SeldlonMale elf wizard 18
NG Medium humanoid (Elf)
Init +20, Senses low-light vision, permanent arcane sight, permanent comprehend languages, permanent darkvision, permanent read magic, Perception +28

AC 25, touch 16, flat-footed 22 (+6 armour, +3 deflection, +3 Dexterity, +3 natural)
hp 114 (18d6+36)
Fort +13, Ref +14, Will +19; +2 vs. enchantment, +2 vs. transmutation
Defensive Abilities forewarned; Immune sleep effects

Speed 30 ft.
Melee staff +9/+4 (1d6) or melee touch spell +9
Ranged ranged touch spell +12
Wizard Spells Prepared (CL 18th; concentration +32)
9th–clashing rocks (DC 28), foresightB, mage’s disjunction, time stop
8th–clenched fist, frightful aspect, mind blank, moment of prescienceB, heightened dazing snapdragon fireworks
7th–delayed blast fireball (DC 27), mage’s magnificent mansion, plane shift, prismatic spray (DC 27), scrying, greaterB
6th–chain lightning (DC 26), chains of fire (DC 26), disintegrate (DC 26), 2× dispel magic, greater, repulsion (DC 26), true seeingB
5th–dominate person (DC 25), hold monster (DC 25), icy prison (DC 25), overland flight, stoneskin, communal, telepathic bondB, wall of force
4th–confusion (DC 24), dimensional anchor (DC 24), globe of invulnerability, lesser, invisibility, greater, resilient sphere, scryingB (DC 24), wall of ice
3rd–ablative sphere, clairaudience/clairvoyanceB, 2× dispel magic, 2× fireball (DC 23), slow
2nd–detect thoughtsB, glitterdust (DC 22), knock, mirror image, protection from arrows, 2× resist energy, scorching ray
1st–anticipate peril, charm person (DC 21), detect secret doorsB, enlarge person, endure elements, feather fall, grease (DC 21), magic missile
0 (at will)–dancing lights, ghost sound (DC 20), mage hand, prestidigitation
B bonus school spell; School Divination, Foresight-focused; Opposition School Necromancy

Str 10, Dex 16, Con 14, Int 30, Wis 12, Cha 7
Base Atk +9; CMB +9; CMD 21
Feats AlertnessB, Dazing SpellB, Fast Study (Discovery)B, Greater Spell Penetration, Heighten Spell, Improved Familiar, Improved Initiative, Iron Will, Opposition Research (enchantment) (Discovery)B, Preferred Spell (cold ice strike), Preferred Spell (haste), Preferred Spell (telekinetic charge), RunB, Scribe Scroll, Spell Penetration
Skills Diplomacy +16, Fly +17, Knowledge (arcana) +31, Knowledge (dungeoneering) +31, Knowledge (history)) +14, Knowledge (local) +14, Knowledge (nature) +31, Knowledge (nobility) +14, Knowledge (planes) +31, Perception +27, Sense Motive +23, Spellcraft +31 (+33 to identify magic items)
Languages Common, Celestial, Draconic, Elven, Gnome, Goblin, Sylvan; empathic link with Sekel
SQ arcane bond (familiar; faerie dragon named Sekel), cantrips, fleet-footed, focused mind, forewarned, foretell (18 rounds/day), prescience (20/day), scry on familiar, warrior of old
Combat Gear pearl of power (1st level), potion of cure disease, 2× potion of cure light wounds, potion of cure serious wounds, rod of absorption (6 charged, 8 remain), scroll of comprehend languages, scroll of contact other plane, scroll of globe of invulnerability, scroll of mirror image, scroll of see invisibility, dominant staff of heaven and earth (27 charges), wand of lightning bolt (CL 10, 24 charges), wand of magic missile (CL 3rd, 26 charges), wand of magic missile (CL 5, 35 charges), wand of shield (7 charges); Other Gear amulet of natural armour +3, belt of physical perfection +2, bracers of armour +6, cap of the free thinker, chime of opening (5 charges), cloak of resistance +5, eyes of the eagle, glove of storing, handy haversack, headband of vast intelligence +6 (diplomacy, perception, sense motive), quill of revelation, ring of sustenance, robe of runes, sandals of quick reaction, sihedron medallion (in haversack), sihedron ring, tunic of careful casting, bedroll, flint & steel, ink, inkpen, traveller’s outfit, spellbooks, spell component pouch, waterskin, spell foci for contingency, create pit, repulsion, and scrying, spell components for true seeing ×8, programmed image ×4, and limited wish, 2× 5,000 gp diamonds, 5 PP, 6 GP, 1 SP
Spellbook contains all cantrips and prepared spells plus: 8th–euphoric tranquility, irresistible dance, maze, polymorph any object, prismatic wall; 7th–limited wish, reverse gravity, teleport, greater; 6th–antimagic field, cold ice strike, contingency, freezing sphere, geas/quest, permanent image, planar binding, programmed image, sirocco, stone to flesh, suggestion, mass, summon monster VI; 5th–animal growth, cloudkill, cone of cold, feeblemind, mind fog, permanency, persistent image, planar binding, lesser, secret chest, sending, summon monster V, telekinesis, teleport, wall of stone; 4th–arcane eye, black tentacles, dimension door, ice storm, illusory wall, secure shelter, stone shape, summon monster IV, telekinetic charge; 3rd–aqueous orb, arcane sight, blink, displacement, fly, haste, heroism, invisibility sphere, lightning bolt, mad monkeys, magic circle against evil, phantom steed, shrink item, sleet storm, spiked pit, stinking cloud, suggestion, summon monster III, tiny hut, tongues, wind wall; 2nd–acid arrow, burning gaze, cat’s grace, create pit, darkvision, flaming sphere, fox’s cunning, invisibility, levitate, locate object, minor image, protection from evil, communal, pyrotechnics, rope trick, see invisibility, summon monster II, spider climb, web, whispering wind; 1st–burning hands, colour spray, comprehend languages, floating disk, identify, mage armour, mount, obscuring mist, protection from evil, shocking grasp, silent image, sleep, unseen servant

As I mentioned above, Seldlon was my first time as a Pathfinder RPG player. I had not been a player in a long-term campaign in over ten years and this was my first time playing Pathfinder at all since my previous group had self-destructed spectacularly about two years prior (and Jayson Parker can still go fuck himself). As such, there are many, many glaring errors and omissions in his stat block above. For example, skill points are completely wrong and he doesn’t know enough languages, because I didn’t realize until literally the last day of the campaign that those were retroactive in PFRPG, where they weren’t in D&D v.3.5. Most experienced players will probably have fits regarding his spell selection, especially not having any sort of contingency prepared. There are probably dozens more problems, but don’t bother pointing them out to me. I was inexperienced as a player and just happy to not be the GM, so I don’t care.

This was a Rise of the Runelords Anniversary Edition campaign, which currently holds the record for most dead PCs for this group. Seldlon ended up being the de facto leader of the party by virtue of being the only one who made it through the whole campaign; he was the only one who knew the whole story and sometimes it felt like it was just Seldlon and his hired guns – none of the characters had any emotional investment in what was happening at the end. (The characters didn’t have any investment, the players were fine.) When Xan followed and became captain of the Sirenia and the central character in the Skull & Shackles campaign, I made the conscious decision that for the next few adventure paths I’d avoid playing characters who could be leaders of the groups, forcing the other players to step up. And they’ve stepped up quite well. I’m so happy about that. But more about that when I post my Wrath of the Righteous character.

RotR was an excellent adventure path when it came out, and the Anniversary Edition update to full Pathfinder RPG rules just made it better. Like all adventure paths, things get a little silly in the final book when the characters can start tossing around spells like wish and time stop, but that’s been an inherent problem with the system since the original D&D 3.0 days and not the fault of the AP. In fact, I think that one of the things that was great about Skull & Shackles was that it only went to 14th level. In my opinion, that’s the top of the “awesome” levels of PRPG – after 14th, things start to get really weird as the 8th- and 9th-level spells start to come on-line, and it starts taking hours to resolve one combat.

Runelords feels more like a “typical” D&D-style campaign than many of the other APs. This is not a bad thing. It’s a solid AP without a lot of glaring problems and a lot of fun for the players. I would absolutely recommend it to anyone.

Leave a Reply

Your email address will not be published. Required fields are marked *