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Drosil the Grey's page

507 posts. Alias of Pedwiddle.

Full Name

Drosil the Grey


Fetchling (World Walker)


Rogue (Burglar) 7 [ HP 47/52 | AC 18/15/13 | Fort +3, Ref +9, Will +2 | Init +5 | Perception +10 ]








Chaotic Good


Common, Draconic, Infernal, Varisian

Strength 14
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 10
Charisma 14

About Drosil the Grey


HP: 52
Init: +5
AC: 18 (Touch: 15, Flat-footed: 13) (+4 Dex, +1 Dodge, +3 Armor)
Fort: +3, Ref: +9, Will: +2
BAB: +5
CMB: +7 (5 (BAB) + 2 (Str))
CMD: 21 (10 + 5 (BAB) + 2 (Str) + 4 (Dex))

Mace, light (+9 to hit, 1d6+2 (B) damage, x2 crit)
Sap (+9 to hit, 1d6+2 (B, nonlethal) damage, x2 crit)
Dagger, Mithral +1 (+11 to hit, 1d4+3 (P or S) damage, 19-20/x2 crit)
Dagger, Humanoid (Shapechanger) Bane +1 (+11 (+13 vs. Shapechangers) to hit, 1d4+3 (1d4+2d6+5 vs. Shapechangers) (P or S) damage, 19-20/x2 crit)

Heavy Crossbow, Masterwork (+10 to hit, 1d10 (P) damage, 19-20/x2 crit)

Racial and Class Features:

Native Outsider: Fetchlings are outsiders with the native subtype.
Darkvision: Fetchlings can see in the dark up to 60 feet.
Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.
Skilled: Fetchlings have a +2 racial bonus on Stealth checks and a +1 racial bonus on Knowledge (nature) and Knowledge (local) checks.
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day. A fetchling's caster level is equal to his total Hit Dice.

Careful Disarm (Ex): At 4th level, whenever a burglar attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Sneak Attack (+4d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Offensive Defense (Ex): When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for 1 round.
Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.

Feats, Traits, and Skills:

Dazzling Display: Intimidate all foes within 30 feet.
Dodge: Gain a +1 dodge bonus to your AC.
Double Slice: Add your Strength bonus to damage rolls made with your off-hand weapon.
Two-Weapon Fighting: Reduce two-weapon fighting penalties.
Weapon Finesse: Use Dex instead of Str on attack rolls with light weapons.
Weapon Focus (Dagger): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Adopted (Gnome - Rapscallion): You've spent your entire life thumbing your nose at the establishment and take pride in your run-ins with the law. Somehow, despite all the mischievous behavior in your life, you've never been caught. You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on Initiative checks.
On the Payroll: +150gp starting gold

Acrobatics*: 14 (7 + 3 (Class Skill) + 4 (Dex)) (ACP)
Appraise*: 5 (1 + 3 (Class Skill) + 1 (Int))
Bluff*: 11 (5 + 3 (Class Skill) + 2 (Cha))
Climb*: 8 (2 + 3 (Class Skill) + 2 (Str)) (ACP)
Craft*: 1 (0 + 1 (Int))
Diplomacy*: 7 (2 + 3 (Class Skill) + 2 (Cha))
Disable Device*: 17 (7 + 3 (Class Skill) + 4 (Dex) + 3 (Trapfinding)) (ACP)
Disguise*: 7 (2 + 3 (Class Skill) + 2 (Cha))
Escape Artist*: 9 (1 + 3 (Class Skill) + 4 (Dex) + 1 (Trait)) (ACP)
Fly: 4 (0 + 4 (Dex)) (ACP)
Heal: 0 (0 + 0 (Wis))
Intimidate*: 10 (5 + 3 (Class Skill) + 2 (Cha))
Knowledge (Local)*: 7 (2 + 3 (Class Skill) + 1 (Int) + 1 (Race))
Linguistics*: 6 (2 + 3 (Class Skill) + 1 (Int))
Perception*: 10 (7 + 3 (Class Skill) + 0 (Wis)) (+3 to detect traps)
Perform*: 2 (0 + 2 (Cha))
Ride: 4 (0 + 4 (Dex)) (ACP)
Sense Motive*: 9 (6 + 3 (Class Skill) + 0 (Wis))
Sleight of Hand*: 14 (7 + 3 (Class Skill) + 4 (Dex)) (ACP)
Stealth*: 16 (7 + 3 (Class Skill) + 4 (Dex) + 2 (Race)) (ACP)
Survival: 0 (0 + 0 (Wis))
Swim*: 2 (0 + 2 (Str)) (ACP)

Gear and Encumbrance:

Current Encumbrance: 51.8 lbs. (Light)
Light Encumbrance: up to 58 lbs.
Medium Encumbrance: 59-116 lbs.
Heavy Encumbrance: 117-175 lbs.

Traveler's Outfit (5 lbs.)
Studded Leather Armor, Masterwork (20 lbs.)
Dagger, Humanoid (Shapechanger) Bane +1 (0.5 lbs.)
Dagger, Mithral +1(0.5 lb.)
Mace, Light (4 lbs.)
Sap (2 lbs.)
Heavy Crossbow, Masterwork (8 lbs.)
- Crossbow Bolts (55) (5.5 lbs.)
- Crossbow Bolts +1 (5) (0.5 lbs.)

Backpack (2 lbs.) (Total: 8 lbs.)
- Rope of Climbing (60') (3 lbs.)
- Trail Rations (2 days) (2 lbs.)
- Waterskin (4 lbs.)

Belt Pouch (.5 lbs.) (Total: 3.3 lbs.)
- Holy Water (4) (4 lbs.)
- Magnifying glass
- Potion of Lesser Restoration (1 lb.)
- Sunrod (1 lb.)
- Thieves' tools, Masterwork (2 lbs.)
- Mirror, small steel (.5 lbs.)
- Money (1003gp)


Drosil sports a lithe, almost fragile-looking 6-foot frame, but handles it with an unnatural grace. He is attractive, with no visible scars or blemishes, but has a reserved demeanor. He understands that his otherworldly features might cause his neighbors' prejudices to erupt, perhaps violently, so he rarely draws attention to himself. He hides his face in his cloak and keeps to the shadows whenever possible. When forced to reveal himself, he will usually attempt to disguise himself by magical (via disguise self) or mundane means.

Height: 5'11"
Weight: 111 lbs.
Skin: Dark Grey
Hair: Light Grey
Eyes: Yellow


Drosil arrived in Caliphas as a young child or 7 or 8 as part of a larger group of kayal. Upon entering the city, however, that group was confronted and told to leave. Drosil, having no desire to go back to his old life, had hidden himself away and lived as a gutter rat, foraging and stealing to survive. It was soon after that he was approached by Professor Lorrimor.

The professor saw in Drosil a promising future - his build, his coloration, his racial predilections, all pointed to his becoming a successful...erm...procurer of hard-to-acquire items. However, he knew just as well that a young otherworldly boy living on the streets in a city with as many prejudices as Caliphas would likely not last nearly long enough to see that future realized. They travelled to Magnimar, where he convinced a small family of gnomes to take Drosil in and instruct him in the finer points of being a burglar.

He befriended several of the children at a nearby orphanage - most because he was a curiosity - but one plainly stood out from the others and became a truly steadfast friend, Anton. When they were younger, they would each help defend the other from the jibes and teasing of the other kids. As they grew up, they grew more or less inseparable.

As the adopted child of a gnome family, he took on several traits exhibited by gnomish children, becoming quick on his feet and somewhat adept at escaping bonds. He studied written languages and the art of diplomacy, as well as many other less savory abilities. As Drosil grew in stature and ability, Professor Lorrimor called on him to gather information about goings-on in the city, as well as to relieve certain individuals of certain goods. It was a mutually beneficial relationship, and Drosil always did everything he could to come through for the professor, regardless of the request.


Upon learning of the Professor's death, Drosil was suddenly aware of the fact that he would miss the old man for more reasons than their business relationship. He owed his life, his adoptive family, and all of his burgling skills to the professor - how could he not respond to the summons and do everything he could to fulfill his benefactor's final wishes?

Future Development:

1 - Two-Weapon Fighting
2 - Talent: Finesse Rogue
3 - Dodge
4 - Talent: Offensive Defense
5 - Double Slice
6 - Talent: Weapon Training
7 - Dazzling Display
8 - Talent: Combat Trick (Shattered Defenses)
9 - Improved Two-Weapon Fighting
10- Crippling Strike


[dice=Attack (Mithral Dagger +1, TWF)]1d20+11-2[/dice]
[dice=Damage (Mithral Dagger +1, Sneak Attack)]1d4+3+4d6[/dice]

[dice=Attack (Dagger +1 Humanoid (Shapechanger) Bane, TWF)]1d20+11-2[/dice]
[dice=Damage (Dagger +1 Humanoid (Shapechanger) Bane, Sneak Attack)]1d4+3+4d6[/dice]

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