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Drosil the Grey's page

686 posts. Alias of Pedwiddle.

Full Name

Drosil the Grey


Fetchling (World Walker)


Swashbuckler (Inspired Blade) 8 [ HP 65/76 | AC 29/18T/22FF | Fort +6, Ref +13, Will +3 | Init +7 (+2 with panache) | Perception +10 | Panache: 4/4 ]








Chaotic Good


Common, Draconic, Infernal, Varisian

Strength 13
Dexterity 20
Constitution 14
Intelligence 14
Wisdom 8
Charisma 15

About Drosil the Grey


HP: 76 (13 + 9 + 9 + 9 + 9 + 9 + 9 + 9)
Init: +7* (5 (Dex) + 2 (Trait)) (* - +2 when he has at least one panache)
AC: 29 (Touch: 18, Flat-footed: 22) (+5 Dex, +2 Dodge (Nimble), +9 Armor, +2 Shield, +1 Deflection)
Fort: +6, Ref: +13, Will: +3
BAB: +8/+3
CMB: +9 (8 (BAB) + 1 (Str))
CMD: 24 (10 + 8 (BAB) + 1 (Str) + 5 (Dex))

Melee (-3 to hit/+6 damage w/Power Attack)
+1 Mithral Rapier (+17/+12 to hit, 1d6+9 (+1/level w/Precise Strike) (P) damage, 15-20/x2 crit)

Mithral Dagger (+14/+9 to hit, 1d4+1 (+1/level w/Precise Strike) (P/S) damage, 19-20/x2 crit)
+1 Mithral Dagger (+14/+9 to hit, 1d4+2 (+1/level w/Precise Strike) (P/S) damage, 19-20/x2 crit)
+1 Humanoid (Shapechanger) Bane Dagger (+14/+9 to hit, 1d4+2 (+1/level w/Precise Strike) (P/S) 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.

Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Bonus Feats: At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.

In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.
Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Inspired Finesse (Ex): At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.
Inspired Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following way.

Critical Hit with a Rapier: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
Rapier Training (Ex): At 5th level, an inspired blade gains a +1 bonus on attack rolls and a +2 bonus on damage rolls with rapiers. While wielding a rapier, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th (to a maximum of +4 on attack rolls and +5 on damage rolls at 17th level).

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.
Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.
Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.
Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.

As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).
Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.
Swashbuckler's Grace (Ex): At 7th level, while the swashbuckler has at least 1 panache point, she takes no penalty for moving at full speed when she uses Acrobatics to attempt to move through a threatened area or an enemy's space.
Superior Feint (Ex): At 7th level, a swashbuckler with at least 1 panache point can, as a standard action, purposefully miss a creature she could make a melee attack against with a wielded light or one-handed piercing weapon. When she does, the creature is denied its Dexterity bonus to AC until the start of the swashbuckler's next turn.
Targeted Strike (Ex): At 7th level, as a full-round action the swashbuckler can spend 1 panache point to make an attack with a single light or one-handed piercing melee weapon that cripples part of a foe's body. The swashbuckler chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.
- Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.
- Head: The target is confused for 1 round. This is a mind-affecting effect.
- Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.
- Torso or Wings: The target is staggered for 1 round.

Feats, Traits, and Skills:

Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Fencing Grace: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The rapier must be one appropriate for your size.

In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
Greater Weapon Focus (Rapier): You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.
Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Weapon Focus (Rapier): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Weapon Specialization (Rapier): You gain a +2 bonus on all damage rolls you make using the selected weapon.

Anatomist: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits.
Chance Savior: Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.

Acrobatics*: 16 (8 + 3 (Class Skill) + 5 (Dex)) (ACP)
Appraise: 2 (0 + 2 (Int))
Bluff*: 11 (6 + 3 (Class Skill) + 2 (Cha))
Climb*: 5 (1 + 3 (Class Skill) + 1 (Str)) (ACP)
Craft*: 1 (0 + 1 (Int))
Diplomacy*: 9 (4 + 3 (Class Skill) + 2 (Cha))
Disguise: 2 (0 + 2 (Cha))
Escape Artist*: 9 (1 + 3 (Class Skill) + 5 (Dex)) (ACP)
Fly: 5 (0 + 5 (Dex)) (ACP)
Heal: -1 (0 + -1 (Wis))
Intimidate*: 13 (8 + 3 (Class Skill) + 2 (Cha))
Knowledge (Local)*: 10 (4 + 3 (Class Skill) + 1 (Int) + 1 (Race))
Knowledge (Nobility)*: 5 (1 + 3 (Class Skill) + 1 (Int))
Perception*: 10 (8 + 3 (Class Skill) + -1 (Wis))
Perform*: 2 (0 + 2 (Cha))
Ride*: 5 (0 + 5 (Dex)) (ACP)
Sense Motive*: 5 (3 + 3 (Class Skill) + -1 (Wis))
Sleight of Hand*: 11 (3 + 3 (Class Skill) + 5 (Dex)) (ACP)
Stealth: 7 (0 + 5 (Dex) + 2 (Race)) (ACP)
Survival: -1 (0 + -1 (Wis))
Swim*: 5 (1 + 3 (Class Skill) + 1 (Str)) (ACP)

Gear and Encumbrance:

Current Encumbrance: 51.8 lbs. (Light)
Light Encumbrance: up to 50 lbs.
Medium Encumbrance: 51-100 lbs.
Heavy Encumbrance: 101-150 lbs.

Traveler's Outfit (5 lbs.)
Celestial Armor (20 lbs.)
Cloak of Resistance +2 (1 lb.)
Ring of Protection +1 (- lbs.)
Belt of Dexterity +2 (1 lb.)
+1 Mithral Rapier (1 lb.)
+1 Dagger, Humanoid (Shapechanger) Bane (1 lbs.)
+1 Mithral Dagger (0.5 lb.)
Mithral Dagger (0.5 lb.)

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.)
- Mirror, small steel (.5 lbs.)
- Money (148gp 4sp 2cp)


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 - Panache, Deeds (Derring-Do, Dodging Panache, Opportune Parry and Riposte), Inspired Finesse
Feat: Fencing Grace
Bonus Feat: Weapon Focus (Rapier)
2 - Charmed Life (3/day)
3 - Deeds (Kip-Up, Menacing Swordplay, Precise Strike, Swashbuckler Initiative), Nimble +1
Feat: Power Attack
4 -
Bonus Feat: Weapon Specialization (Rapier)
5 - Rapier Training +1
Feat: Combat Reflexes
6 - Charmed Life (4/day)
7 - Deeds (Swashbuckler's Grace, Superior Feint, Targeted Throw)
Feat: Quick Draw
8 -
Bonus Feat: Greater Weapon Focus (Rapier)
9 - Rapier Training +2
10 - Charmed Life (5/day)
11 - Deeds (Evasive, Inspired Strike, Subtle Blade)


[dice=Attack (+1 Mithral Rapier, Power Attack)]1d20+16-3[/dice]
[dice=Damage (+1 Mithral Rapier, Power Attack, Precise Strike)]1d6+8+6+8[/dice]

[dice=Attack (+1 Mithral Rapier, Power Attack)]1d20+11-3[/dice]
[dice=Damage (+1 Mithral Rapier, Power Attack, Precise Strike)]1d6+8+6+8[/dice]

[dice=Attack (+1 Mithral Dagger)]1d20+13[/dice]
[dice=Damage (+1 Mithral Dagger, Precise Strike)]1d4+2+8[/dice]

[dice=Attack (+1 Humanoid (Shapechanger) Bane Dagger)]1d20+13[/dice]
[dice=Damage (+1 Humanoid (Shapechanger) Bane Dagger, Precise Strike)]1d4+2+8[/dice]

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