War-torn Veteran from a distant land, The Grave Keeper of Talon


Male Aasimar Harrower 3 Oracle 7
CE Medium Outsider (Native)
Hero Points 3
Init 3; Senses Darkvision (60 feet); Perception +10


Defense 14, flat-footed 11   (1 armor enhancement, 3 Dex)
Armor DR: 6/adam or Huge   (
2 armor, 2 HD bonus, +2 natural armor)
Critical Defense:
9   (6 DR, +3 Dex)
Vig 60 (7d8
3d6) Wnd 32 (Threshold 16)
Fort 8, Ref 8, Will 13
Defensive Abilities Armor of Bones +6 (7 hours/day); Immune fatigue; Resist acid 5, cold 5, electricity 5
Weakness Lame


Spd 20 ft.
Melee Bone Sickle, Grapple +7/
2 (1d6+6/20/x2) and
   Masterwork Sword Cane 8/3 (1d6+9/20/x2) and
   Unarmed Strike 6/1 (1d3+6/20/x2)
Special Attacks Death’s Touch (1d6+3) (9/day), Voice of the Grave (-2 saves) (7 rounds/day)
Spell-Like Abilities Daylight (1/day)
Oracle Spells Known (CL 10, 6 melee touch, +9 ranged touch):
5 (4/day) Inflict Light Wounds, Mass (DC 21), Unholy Ice
4 (6/day) Inflict Critical Wounds (DC 20), Restoration (DC 20), Terrible Remorse (DC 20)
3 (7/day) Prayer, Inflict Serious Wounds (DC 19), Animate Dead, Dispel Magic, Deadly Juggernaut (DC 19)
2 (8/day) False Life (DC 18), Inflict Moderate Wounds (DC 18), Augury (DC 18), Bull’s Strength (DC 18), Gentle Repose (DC 18), Status (DC 18)
1 (8/day) Bless Water (DC 17), Shield of Faith (DC 17), Magic Stone (DC 17), Cause Fear (DC 17), Comprehend Languages (DC 17), Summon Monster I, Inflict Light Wounds (DC 17)
0 (at will) Purify Food and Drink (DC 16), Create Water, Detect Poison, Read Magic (DC 16), Light, Detect Magic, Mending, Guidance (DC 16), Spark (DC 16)


Str 15, Dex 16, Con 16, Int 20, Wis 19, Cha 22
Base Atk
6; CMB 8; CMD 21
Feats Furious Focus, Harrowed, Power Attack -2/
4, Quick Draw, Scribe Scroll
Traits Child of the Streets, Heirloom Weapon (Proficiency): Sword Cane, Masterwork Sword Cane
Skills Bluff 19, Diplomacy +18, Heal +8, Intimidate +10, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +6, Knowledge (Religion) +18, Linguistics +6, Perception +10, Perform (Percussion Instruments) +19, Profession (Gambler) +17, Profession (Soldier) +8, Sense Motive +17, Sleight of Hand +17, Spellcraft +15, Stealth +10, Survival +5, Use Magic Device +10
Languages Celestial, Common, Dwarven, Elven, Gnome, Halfling, High Elven, Sylvan
SQ Blessing of the Harrow (1/day) (Su), Harrow Casting (3/day) (Su), Hero Points (3), Ring of Feather Falling, Ring of Sustenance, Tower of Intelligence (Su), Tower of Strength (Su)
Combat Gear
1 Silken ceremonial armor, Bone Sickle, Grapple, Masterwork Sword Cane; Other Gear Amulet of Natural Armor 2, Backpack, Masterwork (12 @ 16 lbs), Bag of Holding I (2 @ 20.5 lbs), Bag, Waterproof (2 @ 2 lbs), Bedroll, Case, map or scroll (empty), Cloak of Resistance, +2, Flint and steel, Harrow Deck, Holy Water Flask, Ink (1 oz. vial, black) (2), Inkpen, Pouch, belt (1 @ 0.7 lbs), Pouch, belt (empty), Rations, trail (per day) (6), Ring of Feather Falling, Ring of Sustenance, Rope, silk (50 ft.), Spell component pouch, Wand of Inflict Light Wounds


Armor of Bones +6 (7 hours/day) (Ex) +6 AC.
Blessing of the Harrow (1/day) (Su) 10 min, grant self and allies +1 insight bonus to a random type of roll for 24 hr.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Daylight (1/day) (Sp) Daylight once per day.
Death’s Touch (1d6
3) (9/day) (Su) Melee touch attack deals 1d6+3 negative energy damage. Undead are healed and granted 2 channel resistance for 1 minute.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Harrow Casting (3/day) (Su) Add S & F component to spell for random benefit. Can’t affect metamagic spell.
Harrowed +1 on saves vs. enchantment; can draw Harrow cards for bonuses
Hero Points (3) Hero Points can be spent at any time to grant a variety of bonuses.
Immune to Fatigue You are immune to the fatigued condition.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Power Attack -2/
4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Ring of Feather Falling This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.

Faint transmutation; CL 1st; Forge Ring, feather fall; Price 2,200 gp.
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Tower of Intelligence (Su) Harrow casting, gain +1/INT card bonus to overcome spell resistance.
Tower of Strength (Su) Harrow casting, gain +1/STR card bonus on each die of spell damage.
Voice of the Grave (-2 saves) (7 rounds/day) (Su) You can speak with dead, as per the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level, and every five levels thereafter, the dead creature takes a cumulative –2 penalty on its W


From Boy to Hero to Disgrace…

Lotus was born in a distant land called Merica. In Merica he grew up and dreamed to one day join the army, to be a man who others would be proud of, who he could be proud to be. He looked around at all the pride the Merican showed during their holidays and how everyone was glad to do what they could to make it a better place. It was a great time to grow up. When he turned 18 he joined the army during one of it’s most trying times.

Merica had been at war with the neighboring island of Nam. A treaty had been signed years ago by these two countries to stay out of each others business, but a new rebellion had surged in Nam. The country island became split in two and those from the south asked Merica for help. Lotus joined just in time to be part of the first battalion to storm the beaches. Everything went well until they made it to the border lands. The natives to Nam were trolls, some where friendly but other were the enemy. The biggest problem was that to Lotus they all looked the same. Years went by in the jungles of the island and Lotus watched as his company was slowly killed before his eyes, he began to only believe in death out in the jungle. Only death was there to comfort him and to hurt him time and time again. He soon began to worship the idea of death, thinking that he could stop it if only he could learn its ways. When his company received orders to storm a village lead by the fearsome Charlie Tribe, Lotus was captured an forced to watch them kill his battle buddies to prove to the Merican government that the Tribe wanted them gone. Lotus spent 10 years in a prison camp focusing only on the death around him. He slowly lost his mind.

One day he broke free of his cage and fought bravely against the Charlie leader, Big Chuck. The fighting was savage Lotus with no weapons except a rock he had used to beat the troll’s skull in with. He had escaped letting all of the prisoners free. When he returned to the Merica’s Base camp in South Nam Island he was received as a hero. He was brought back to Merica’s for treatment of an injury to his right leg he got during the fight with Big Chuck. He was discharged from the army with a thank you, and found himself lost. It had been 30 years since he had been home, it had changed so much it didn’t seem much like home anymore. After sometime he took the sword cane he had received as a present for his service from the general and left Merican soil forever.


They found Lotus at a casino arguing with a Gnome about price of a room. As they travel Lotus became stronger and so did the bonds of friendship they shared. When he felt he had destroyed those bonds with his one true friend Isaiah, Lotus began to make plans to set everything right. He returned to Talon and began a cross planar travel and struck a deal with Grundel, Dwarven Goddess of death for the safe and full restoration of the Lethudos family and the city of Talon. In exchange his life was forfeit to her, she also eased his condition back so that he no longer suffered from Post-Traumatic Stress Disorder. When he returned he did so from the stomach of another man. Things went from bad to worse, soon he had helped create the world as we know it now. Though he would receive most of the blame for it, soon it would even become known as the Death Lotus Incident.

Post Adventures

Dark mage by m hugo d3gt7fi Lotus has returned to the world, he has lost his friends once more and come to the terrible truth that in the end death is the one constant thing. But it is his unfortunate curse to live until he has payed Grundel back in full for the deal he struck with her. The Lethudos family seeming disappeared with Gregory and Isaiah, it seems to him that his deal will only be honored after he has paid his end so he pushes forward going were death takes him. He leaves a trail of tears and blood where he goes and cares not for who his victims are because in the end he is doing this for those he knows to be his true friends.


Striking of the Anvil nuRegret