The Song of Bone Picker
his shaven head encircled by tattoos of strange glyphs, this man carries himself in the graceful manner of the Taldan "bearded" but speaks strangely of distant stars and other delusions.
Iconic Sorcerer 7 CR 7
Female Human Sorcerer 7
LN Medium humanoid (human)
Init +6; Senses Perception +3
AC 25, touch 15, flat-footed 22 (14)
Fort +3, Ref +4, Will +6
Speed 30 ft.
Melee quarterstaff +3 (1d6)
Ranged dagger +5 (1d4/19–20)
Sorcerer Spells Known (CL 7th; concentration +12)
3rd (5/day)—dispel magic, haste, lightning bolt (DC 20)
2nd (7/day)—glitterdust (DC 17), invisibility, scorching ray, web (DC 17)
1st (8/day)—burning hands (DC 18), enlarge person (DC 16), identify, mage armor, magic missile, shield
0th (at will)—acid splash, detect magic, disrupt undead, flare (DC 17), light, prestidigitation, read magic
Before Combat The Iconic Sorcerer casts mage armor and extended shield (using her metamagic adept ability) before the start of the encounter.
During Combat In combat, The Iconic Sorcerer serves as artillery from range, blasting foes with magic missile, lightning bolt, and scorching ray.
Without mage armor and shield, her statistics are AC 17, touch 15, flat-footed 14.
Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 21
Base Atk 1 DC for metamagic spells that increase spell level), metamagic adept (2/day)
Combat Gear potion of cat’s grace, potions of cure light wounds (3), scroll of fireball, scroll of fly, wand of magic missile (CL 3rd, 50 charges); Other Gear dagger, quarterstaff, amulet of natural armor +2, headband of alluring charisma +2, ring of protection +2, backpack, trail rations (4), 44 gp
Effective Wizard level 7
N Tiny magical beast
Init +2; Senses low-light vision; Perception +1
AC 18, touch 14, flat-footed 16 (+2 Dex, +2 size, +4 natural)
Fort +1, Ref +4, Will +6
Defensive abilities improved evasion
Speed 20 ft., climb 20 ft.
Melee bite +5 (1d4–4)
Space 2-1/2 ft.; Reach 0 ft.
Str 3, Dex 15, Con 8, Int 9, Wis 12, Cha 2
Base Atk +3; CMB +3; CMD 9 (13 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Stealth +14; Racial Modifiers +8 Acrobatics
SQ Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with lizards
Dunlin Vortain was born to the prominent House Vortain of Cassomir, his ancestral line that of silver-tongued statesmen and honorable martial commanders. His journey would take a different path and evidence of this began to manifest at an early age. As a boy he was examined by Mana Dowsers of Nethys and proved to possess some raw but highly unstable talent.
Sorcerers are neither despised nor incredibly rare amongst Taldan nobility, though few were likely ever as fascinated by the more bizarre aspects of Transmutation as Dunlin was. While not directly outcasting him, his “strangeness” was a sore spot for the vain and reputation obsessed Vortains. Failing to demonstrate competency as a courtesan and still a young man of 20 he was given charge of a small operation in Almas, expanding their influence in the region by sowing discord and confusion amongst the Andoran merchant ships. In this task he proved to be exceedingly adept, though soon suspicions towards him grew and he was forced to flee back to his family seat near Threegates, Old Cassomir.
He did to dwell long, soon traveling on to Oppara where he became involved with an underground syndicate of low-born mages. His “work” in Almas already bolstering his infamy, at 26 years of age “Dunny” was as sharp as a bootknife and possessed a wild, predatory air that was unusual for the lanky, scholarly man. It was during his time he secured that first, strange manuscript… a thing only speculated to exist, seemingly written in the shrill verse of creatures from beyond the veil of reality itself. He distanced himself from his cohorts and began spending day after day in a squalid room somewhere in The Narrows. As Dunlin kept on delving deeper into the unreal tome, it wasn’t long before he deciphered clues pointing to other works.
Having nurtured a lifelong affinity with the mighty Sellen, he yearned to wander the great river and find a place where he could devote himself to rigorous study. He travelled by foot throughout the Verduran wilds for years until discovering a weathered old barge partly submerged in a boggy quagmire. Knowing only something dead, forgotten and lost like this moldering boat would attract the favor of his deity.
The reclaimed barge is Dunlin’s home and aboard it he ponders otherworldly mysteries and pursues some “mission” which he never elaborates on even when pressed. He travels to different sites where his bizarre, demented rituals can go on unfettered.