Rocks and Runelords

Hosted ByWes Smith, Matt Brewer, Hannah Sims, Adam Sims, Casey Davis

Welcome to Rocks and Runelords! Where we're slingin' rocks and slayin' Runelords. A weekly Actual Play Podcast of Paizo's adventure path Rise of the Runelords. Join your GM Wes as he runs Adam, Casey, Hannah, and Matt through the most cherished adventure path of all time.

Benjen Marsh

Benjen Marsh

Benjen Marsh was born in Sandpoint to Beth and Juda Marsh. He was born 3 months early but larger than any other baby recorded. Other than his size, he was just like every other baby!

However, as he aged he began to grow a tail and flesh-colored horns. Over time his fingers began to fuse together and grow green scales, his skin began turning a tough thick leathery red. He looked like a devil. His parents moved out of Sandpoint about three miles east. They began farming and taught Benjen everything they knew. They raised him to be kind and loving regardless of how others treated him. They enrolled him at the House of Blue Stones where he learned patience, discipline, and respect.

He begins his story at the Swallow Tail Festival, having provided all of the events vegetables and meat from his own farm. The town allowed him a small tobacco stand near the outskirts of town square. This is his day, to share his passion with the townsfolk and try to find some even footing. Who doesn’t love a nice Taldorian smoke? 

Character Sheet
Benjen Marsh

Bennjen Marsh

MaleLawful Gooddevil-spawn tiefling

unchained monk (scaled fist) 5

  • Strength : 14 (+2 )
  • Dexterity : 12 (+1 )
  • Constitution : 13 (+1 )
  • Intelligence : 12 (+1 )
  • Wisdom : 9 (-1 )
  • Charisma : 14 (+2 )
  • Acrobatics :+6
  • Appraise :+3
  • Bluff :+2
  • Climb :+6
  • Diplomacy :+5
  • Disable Device :-1
  • Disguise :+2
  • Escape Artist :+1
  • Fly :+1
  • Handle Animal :+5
  • Heal :-1
  • Intimidate :+10
  • Knowledge (arcana) :+4
  • Knowledge (history) :+6
  • Knowledge (local) :+1
  • Knowledge (planes) :+3
  • Knowledge (religion) :+6
  • Linguistics :+1
  • Perception :+7
  • Profession (farmer) :+5
  • Ride :+1
  • Sense Motive :+6
  • Sleight of Hand :+2
  • Spellcraft :+1
  • Stealth :+1
  • Survival :+0
  • Swim :+6
  • Use Magic Device :+2
  • Hit Points: 50 HP
  • Hit Dice: 5d10+10
  • Initiative: +1
  • Attack Bonus: +5
  • (melee: +7 )
  • (ranged: +6 )
  • Fortitude Save : +6
  • Reflex Save : +6
  • Will Save : +3
  • Armor Class: 23
  • (touch: 19 )
  • (flat-footed: 18 )
  • CMB: +5
  • CMD: 26
  • (flat-footed: 21 )

Feats & Traits: Belier's Bite, Combat Reflexes (2 AoO/round), Crane Style, Dodge, Grasping Tail, Improved Unarmed Strike, Monk Weapon Proficiencies, Stunning Fist (5/day, DC 14), Bullied, Persecuted Expatriate (Perception)

Special Abilities: Darkvision (60 feet), Evasion (Ex), Immunity to Disease, Energy Resistance, Fire (5), Flurry of Blows (Unchained) (Ex), Ki Flurry (Su), Ki Strike, Magic (Su), Style Strike (1/round) (Ex), Draconic Fury (1d6 Fire, 2 rounds, Fire) (Su), Draconic Mettle (Su), Fast Movement (Unchained) (+10 ft.), Flying Kick (max 10 ft.), Hero Points, Ki Pool (4/day) (Su), Prehensile Tail, Ring of force shield, Stunning Fist (Stun, Fatigue) (Ex), Talisman of beneficial winds, lesser, Talisman of beneficial winds, lesser, Unarmed Strike (1d8), Unusual Anatomy

  • Double-chained kama (+5/+5 , 1d6+3 damage, crit ×2/×2 )
  • Masterwork handaxe (+6 , 1d6+2 damage, crit ×3 )
  • Masterwork silver dagger (+6 , 1d4+1 damage, crit 19-20/×2 )
  • Unarmed strike (+5/+5 , 1d8+2 plus 1d4 bleed damage, crit ×2 )

Magic Items: Bracers of armor +1, Cloak of resistance +1, Masterwork handaxe, Masterwork silver dagger, Potion of barkskin +2, Potion of bull's strength, Potion of cure light wounds (x5 ), Potion of cure moderate wounds (x2 ), Potion of gaseous form, Ring of force shield, Ring of protection +1, Spell tattoo of Shocking Grasp (Hands Slot), Talisman of beneficial winds, lesser, Talisman of beneficial winds, lesser

Other Gear: Backpack (empty), Belt pouch (empty), Blanket, Double-chained kama, Rope, Soap, Torch (x10 ), Trail rations (x5 ), Waterskin


Horse, light

True Neutralhorse

  • Strength : 16 (+3 )
  • Dexterity : 14 (+2 )
  • Constitution : 17 (+3 )
  • Intelligence : 2 (-4 )
  • Wisdom : 13 (+1 )
  • Charisma : 7 (-2 )
  • Acrobatics :+2
  • Appraise :-4
  • Bluff :-2
  • Climb :+3
  • Diplomacy :-2
  • Disable Device :+0
  • Disguise :-2
  • Escape Artist :+2
  • Fly :+0
  • Handle Animal :-2
  • Heal :+1
  • Intimidate :-2
  • Linguistics :-4
  • Perception :+6
  • Ride :+2
  • Sense Motive :+1
  • Sleight of Hand :+2
  • Spellcraft :-4
  • Stealth :-2
  • Survival :+1
  • Swim :+3
  • Use Magic Device :-2
  • Hit Points: 15 HP
  • Hit Dice: 2d8+6
  • Initiative: +2
  • Attack Bonus: +0
  • (melee: +3 )
  • (ranged: +2 )
  • Fortitude Save : +6
  • Reflex Save : +5
  • Will Save : +1
  • Armor Class: 11
  • (touch: 11 )
  • (flat-footed: 9 )
  • CMB: +5
  • CMD: 17
  • (flat-footed: 15 )

Feats & Traits: Endurance, Run

Special Abilities: Low-Light Vision, Scent (Ex), Riding [Trick]

  • Hooves x2 (Horse) (-2/-2 , 1d4+1 damage, crit ×2 )

Magic Items:

Other Gear:


Artwork
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Benjen Marsh

Benjen Marsh was born in Sandpoint to Beth and Juda Marsh. He was born 3 months early but larger than any other baby recorded. Other than his size, he was just like every other baby! However, as he aged he began to grow a tail and flesh-colored horns. Over time his fingers began to fuse...

Read More

Benjen Marsh

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