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Exxor's page

537 posts. Alias of Grenfax.

Full Name





Expert 7 / HP:35|35 / AC:20 T:14 FF:16 / F+3 R+8 W+7 / Init +6 / CMB+4 CMD 17 /










Common, Elven, Dwarven, Halfling


Merchant's assistant

Strength 10
Dexterity 20
Constitution 10
Intelligence 16
Wisdom 12
Charisma 13

About Exxor

Exxor grew up on the streets, his abilities caught the attention of a traveling merchant that has channeled the youth's natural talents.


Male Expert 7/Mythic Tier 1 Trickster
NG Medium humanoid (half-elf)
Init +6; Senses low light vision, Darkvision 60' Perception +15
AC 20, touch 14, flat-footed 16
10+4(Chain Shirt)+4(Dex)+1 (Deflection)+1(Armor Attunement-Chain Shirt)
hp 35 (7d8) Current 35 [twitch]
Fort +3, Ref +9, Will +7 (+2 vs undead abilities (Tome))
Speed 30 ft.
Melee Dagger +5 (1d4), Heavy Mace +5 (1d8)
Ranged Light Crossbow+10 (1d8) (Weapon Attunement), Dagger +10 (1d4+4)
BAB +5 DEX +5 Weapon Attunement +1 //Deadly Aim -2 (Damage +6)
Str 10, Dex 20 (18+2), Con 10, Int 14(+2), Wis 12, Cha 13
Base Atk +5; CMB +5; CMD 18


+2 bonus on Perception and Sense Motive

Combat Expertice:
–1 penalty on melee attack rolls and combat maneuver checks for +1 dodge bonus to AC. When BAB= +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Rapid Reload:
The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.
If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.

Deadly Aim:
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 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.
Total with Mythic Feat -2 Att/+6 Dam


3rd Resistance +1
4th Armor attunement +1, weapon attunement +1
5th Deflection +1
6th Mental prowess +2 (INT)
7th Physical prowess +2 (DEX)


Trickster - Tier 1
Path (Univeral) Ability: Pierce the Darkness (Sp): You gain permanent darkvision with a 60-foot range, as the universal monster ability.

Mythic Feat - Deadly Aim
Benefit: When you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. When your base attack bonus reaches +4, and every +4 thereafter, the bonus on ranged damage rolls increases by +3 rather than +2.

Hard to Kill (Ex):
Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su):
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su):
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Trickster Attack:
Surprise Strike (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

Traits Merchant; Deft Dodger; Elven Reflexes;

Trait Desc.:
Merchant: You lived your life as a merchant, buying and selling goods. You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill for you.
Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Elven Reflexes: One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on initiative checks.

Appraise+13; Bluff+11; Diplomacy+11; Disable Device+16; Escape Artist +6; Perception+15; Profession-Merchant+9; Sense Motive+13; Slight of Hand+12; Stealth+12

Languages Elven, Common, Dwarven, Halfling


Chain Shirt, Hvy mace, DaggersX3; ancient elven dagger-MWk
2 score crossbow bolts

Nobles Outfit
Pathfinder Kit (12gp/22 lbs*)backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. *10lbs if bedroll-rations left on mount/camp.
Grooming Kit (1gp/2lb) pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
10 Sunrod (2 gp/1 lb) (2/party member)
Tanglefoot bag (50 gp/4 lbs)
Alchemist's fire (flask) (20 gp/1 lb)
10 Torch (1 cp/1 lb)
Lantern, bullseye (12 gp/3 lbs)


Deed to store 500 gp
Potions: Invisibility; mystery jar from the assassins, potion of gaseous form; cure moderate wounds; lesser restoration.

False identity papers, each marking the bearer as Chelish nobility in good standing with House Thrune. Even though they are vastly outdated, the papers still provide a +2 bonus to any Bluff checks made against the dottari, Hellknights, nobles, or other Chelish authorities. (330gp value)

Silver Holy Symbol

Special Abilities

Tome - The Imprisonment of Marcos Trom:

This book imparts the sorrowful tale of an Ustalavic nobleman named
Marcos Trom, who was wrongfully accused of murdering an administrative official and hurled into the bowels of a massive prison. There, Marcos languished for 8 years, surviving frequent lashings without any chance to see the sun. Only careful planning followed by ingenious tunneling made his escape possible, yet as he emerged into the hills south of the prison after a grueling crawl through ghoul-infested warrens, he discovered that during his stay
in prison he had actually died and transformed into an undead mockery of his former life—he enjoyed only a few moments of sun and freedom before burning to ashes.
The desperate and cruel memories imparted by this book impart both a longing for freedom and a powerful focus of the mind, granting a +1 bonus on Escape Artist, and it is not a class skill and +2 to save against undead abilities.


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