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Shiyara the High Mediator

Pixie Rogue's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber; Pathfinder Card Game, Roleplaying Game Subscriber. 811 posts (16,754 including aliases). No reviews. 1 list. 1 wishlist. 31 aliases.

About Pixie Rogue

Glenna, Halfling Sorceress:

Female Halfling sorcerer 4
CG small humanoid (halfling)
Init +4; Senses Perception +4,
Languages Common, Elven, Halfling

AC 15, touch 15, flat-footed 11
hp 22 (4HD)
Fort +3, Ref +6, Will +7, +2 vs. fear
Resistances Electricity 10,

Ranged touch attack (in 30') +8 (damage varies, +1 PBS)
Ranged touch attack (outside 30') +7 (damage varies)
Crossbow +1 (in 30') +9 (1d6+2, 19-20)
Crossbow +1 (outside 30') +8 (1d6+1, 19-20)

Speed 20 ft. (4 squares)
Face 5 ft. Reach 5 ft.
Base Atk +2; CMB +0; CMD 14
Special Actions Elemental Ray (1d6+2, 7/day),
Known Sorcerer Spells (CL 4th):
2nd (4/day) - web (DC 16)
1st (7/day) - enlarge person (DC 15) , mage armor (DC 15) , magic weapon (DC 15) , ray of enfeeblement (DC 15) , burning hands (electricity) (DC 15)
0th (at will) - acid splash , dancing lights , detect magic , disrupt undead , ghost sound (DC 14) , prestidigitation (DC 14)

Abilities Str 9, Dex 18, Con 12, Int 12, Wis 14, Cha 18
Special Qualities Bloodline Arcana, Cantrips, Elemental Bloodline (Air), Fearless, Halfling Luck, Keen Senses, Sure-Footed, Weapon Familiarity,
Feats Eschew Materials, Point-Blank Shot, Precise Shot, Simple Weapon Proficiency
Skills Acrobatics +6, Acrobatics (Jump) +2, Appraise +6, Bluff +4, Climb +1, Craft (Untrained) +1, Diplomacy +4, Disguise +4, Escape Artist +4, Fly +6, Heal +2, Intimidate +4, Knowledge (Arcana) +7, Knowledge (Planes) +9, Perception +4, Perform (Untrained) +4, Ride +4, Sense Motive +2, Spellcraft +8, Stealth +13, Stealth (In hilly or rocky areas) +14, Survival +2, Swim -1, Use Magic Device +9,

Gear Light Crossbow +1 (small), 5 bolts

Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's type to Electricity.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Elemental Bloodline (Air) The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Elemental Ray (Sp) You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+2 points of electricity damage You can use this ability 7 times per day.

Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.

Highlander (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.

Resistance to Electricity (Ex) You may ignore 10 points of Electricity damage each time you take electricity damage.

Scholar of the Great Beyond (Knowledge (Planes)) Your great interests as a child did not lie with current events or the mundane-- you have always felt out of place, as if you were born in the wrong era. You gain a +1 trait bonus on Knowledge (History) and Knowledge (Planes) checks, and Knowledge (Planes) is always a class skill for you.

Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.


Male Kobold adept 3
None small humanoid (reptilian, reptilian)
Init +1; Senses Darkvision (60 ft.), Perception +6,
Languages Draconic

AC 13, touch 12, flat-footed 12
hp 13 (3HD)
Fort +3, Ref +2, Will +5
Weaknesses Light Sensitivity,

Speed 30 ft. (6 squares)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB +0; CMD 11

Abilities Str 10, Dex 13, Con 11, Int 10, Wis 15, Cha 12
Special Qualities Crafty, Familiar, Light Sensitivity,
Feats Alertness, Combat Casting, Simple Weapon Proficiency
Skills Acrobatics +1, Bluff +1, Diplomacy +1, Disguise +1, Escape Artist +1, Fly +3, Heal +7, Intimidate +1, Perception +6, Perform (Untrained) +1, Ride +1, Sense Motive +4, Spellcraft +5, Stealth +5, Survival +7,

Crafty (Ex) Craft (Traps) and Stealth are always class skills for a kobold.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Light Sensitivity (Ex) You are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Kobold Warrior:

Male Kobold warrior 1
None small humanoid (reptilian, reptilian)
Init +1; Senses Darkvision (60 ft.), Perception +5,
Languages Draconic

AC 15, touch 12, flat-footed 14
hp 5 (1HD)
Fort +2, Ref +1, Will -1
Weaknesses Light Sensitivity,

Speed 30 ft. (6 squares)
Melee spear (small) (two handed) +1 ((two handed) 1d6-1/x3)
Ranged spear (small/thrown) +3 (1d6-1/x3)
Ranged sling (small) +3 (1d3-1)
Face 5 ft. Reach 5 ft.
Base Atk +1; CMB -1; CMD 10

Abilities Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Special Qualities Crafty, Light Sensitivity,
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Perception), Tower Shield Proficiency
Skills Acrobatics +1, Bluff -1, Climb -1, Craft (Traps) +6, Diplomacy -1, Disguise -1, Escape Artist +1, Fly +3, Heal -1, Intimidate -1, Perception +5, Perform (Untrained) -1, Ride +1, Sense Motive -1, Stealth +5, Survival -1, Swim -1,
Possessions spear (small); leather (small); Sling (Small) ;

Crafty (Ex) Craft (Traps) and Stealth are always class skills for a kobold.
Light Sensitivity (Ex) You are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Winter, animal companion from Darkmoon Vale thread:

Medium Animal (Tiger)
Perception +2
Initiative +7

AC 14 = +1 [natural]+3 [dexterity]
hp 24 (3d8+3)
Saves F4 R6 W3

BAB +2
Speed 40'
Bite +3 (1d6+1),
2 claws +3 (1d4+1)
CMB +5, CMD 16

Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10

SA rake +3 (1d4+1)
SQ low-light vision, scent
Feats Agile Maneuvers, Improved Initiative

Laucian Galanodel:

Elven Illusionist (favored) 3
Init +2: +2 [dexterity]
Senses Perception +2
Low-light Vision
Speed 30 ft
Daily Abilities
Blinding Ray (Standard action; Fire a shimmering ray at any foe within 30' as ranged touch attack; Target of 3HD or less is blinded for 1 round. Target of more than 3HD is dazzled for 1 round.) 5/6 uses remaining
+2 racial bonus to concentration when casting defensively
+2 racial bonus to spell penetration to overcome spell resistance

Prepared spells:
Dancing Lights
Detect Magic
Mage Hand
Charm Person (1st, DC 14)
Color Spray (1st, DC 15) (used)
Disguise Self (1st, DC 15)
Ventriloquism (1st, DC 15)
Minor Image (2nd, DC 16)
Minor Image (2nd, DC 16)
Mirror Image (2nd)

AC 12, touch 12, flat-footed 10 (Dex +2)

CMD 13 (10, BAB +1, Dex +2)

hp 19 (3d6 [wizard]+0 [Con]+2 [favored]) wounds 0

Fort +1: [+1 wizard, +0 ability, +0 magic]
Ref +3: [+1 wizard, +2 ability, +0 magic]
Will +3: [+3 wizard, +0 ability, +0 magic]
+2 racial saving throw bonus against enchantment spells and effects

Base Atk +1; CMB +1
Melee quarterstaff +1 (1d6, 20/x2)

Statistics STR 11, DEX 15, CON 10, INT 17, WIS 11, CHA 16
Feats Spell Focus (illusion) (1st), Scribe Scroll (Class bonus - 1st), Eschew Materials (3rd)

Traits & Abilities Low-light Vision, Immune to Sleep,
Arcane Bond (Su), Bonded Object (Quarterstaff), Cantrips, Specialization school (Illusion), Opposition schools (Divination, Necromancy), Elven Magic, Extended Illusion (Su), Weapon Familiarity

16 skill points: 15 (3*2+Int Mod(3)) WIZ + 1 (favored)
Class skills: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Acrobatics +2: [+0 WIZ ranks, +2 Ability]
Acrobatics (Jump) +2: [+0 WIZ ranks, +2 Ability, +0 Speed]
Appraise +3: [+0 WIZ ranks, +3 Ability, +0 Class]
Bluff +6: [+3 WIZ ranks, +3 Ability]
Climb +0: [+0 WIZ ranks, +0 Ability]
Craft (any) +3: [+0 WIZ ranks, +3 Ability, +0 Class]
Diplomacy +3: [+0 WIZ ranks, +3 Ability]
Disguise +3: [+2 WIZ ranks, +3 Ability]
Fly +2: [+0 WIZ ranks, +2 Ability]
Heal +0: [+0 WIZ ranks, +0 Ability]
Intimidate +3: [+0 WIZ ranks, +3 Ability]
Knowledge (Arcana) +7: [+1 WIZ ranks, +3 Ability, +3 Class]
Knowledge (Geography) +7: [+1 WIZ ranks, +3 Ability, +3 Class]
Knowledge (History) +7: [+1 WIZ ranks, +3 Ability, +3 Class]
Knowledge (Planes) +7: [+1 WIZ ranks, +3 Ability, +3 Class]
Linguistics (Orc) +7: [+1 WIZ ranks, +3 Ability, +3 Class]
Perception +2: [+0 WIZ ranks, +0 Ability, +2 Racial]
Perform (Act) +6: [+3 WIZ ranks, +3 Ability]
Perform (Untrained) +3: [+0 WIZ ranks, +3 Ability]
Ride +2: [+0 WIZ ranks, +2 Ability]
Sense Motive +0: [+0 WIZ ranks, +2 Ability]
Spellcraft +9: [+3 WIZ ranks, +3 Ability, +3 Class]
Spellcraft (identify)+11: [+3 WIZ ranks, +3 Ability, +3 Class, +2 Racial]
Stealth +2: [+0 WIZ ranks, +2 Ability]
Survival +0: [+0 WIZ ranks, +0 Ability]
Swim +0: [+0 WIZ ranks, +0 Ability]

Languages Common, Elven, Gnoll, Gnome, Goblin, Orc

Combat Gear:
Other Gear (carried):

Encumbrance 36.0 lb
Light Load 38
Medium Load 39 - 76
Heavy Load 77 - 115

References: Elven Racial Traits+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

References: Alternate favored class bonusElven Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

Edrukk, Warpriest 7
64 years old
4' 4" tall
199 pounds

Edrukk is the son of a well-respected weaponsmith and has several brothers that have taken up the craft. Edrukk, however, was always more interested in the use of the weapons than in their creation. His father, sensing a chance for a different sort of fame for the family, allowed his son to pursue training as a warrior. It was through some of the others in his class that he came to be familiar with Gorum and found something there, something that fit him better than the tales of Torag and his forge. He even meditated on what he was feeling, trying to sort out his emotions, and eventually realized what he'd been denying -- his heart belonged to the Lord in Iron, not the Forgefather. He has devoted himself to his god since that time.

Despite his disappointment at who his son worshiped, Thorvir was still proud that one of his sons was able to channel the divine. Better that it had been Torag, but the power of a god is significant, regardless of which it might be.

In order to follow his god's path, Edrukk felt the need to leave their largely peaceful tunnels and go to where Gorum's glory could be witnessed - on the field of battle. Several years of traveling with mercenary companies led him to the Forcastle Watch, where he joined the garrison just over a year ago. He still has not found what he seeks, so when his contract was up for renewal, he chose to strike out on his own, going to the village of Wolfstone after hearing rumors of adventure and gold. Thus far, all he has seen are thugs and thieves, but he still has a little coin and can afford to be patient. Besides, after judicious application of his mace to the head of a mugger on his first night in town, the scoundrels have largely left him alone...

Init +1
Senses Perception +4 (+2 Stonecunning)
Darkvision 60'
Speed 20 ft



Sacred Weapon bonus 7 rds/day
Swift action to apply bonus

Sacred Armor bonus 7 min/day
Swift action to apply bonus

Fervor 5/day
Swift action to heal self; Std to heal ally
Swift action to cast a prepared spell
Two uses to channel energy

Blessings 6/day
Minor Destruction Blessing (Std action; Ally gains morale bonus to damage = CL/2 for one minute)
Minor War Blessing (Std action; Ally chooses +10' base land speed, +1 dodge bonus to AC, +1 insight bonus to attacks, or +1 luck bonus to saves for one minute)



AC 18, touch 11, flat-footed 17 (Dex +1, Armor +7)
+4 dodge bonus vs. monsters of giant subtype
hp 77 (7d8 [warpriest, max]+14 [CON]+7 [favored]) wounds 0
Max hp per level

If enlarged:
AC 16, touch 9, flat-footed 16 (Size -1, Dex +0, Armor +7)
+4 dodge bonus vs. monsters of giant subtype

Fort +7 (+5 [cleric 3]+2 [CON])
Ref +3 (+2 [cleric 3]+1 [DEX])
Will +8 (+5 [cleric 3]+3 [WIS])
+2 to saving throws vs poison, spells, and spell-like abilities



Base Atk +5, Melee +7, Ranged +6
Sacred Weapon BAB +7/+1, Base Damage 1d8
+1 to attack humanoid creatures of the orc or goblinoid subtypes
CMB +7 (+5 [BAB]+0 [size]+2 [STR])
CMD 18 (10 [base]+5 [BAB]+0 [size]+2 [STR]+1 [DEX])
+4 racial bonus to CMD vs bull rush or trip

If enlarged,
CMB +8 (+5 [BAB]+1 [size]+3 [STR])
CMD 19 (10 [base]+5 [BAB]+1 [size]+3 [STR]+0 [DEX])
+4 racial bonus to CMD vs bull rush or trip

Melee +1 greatsword, sacred weapon, weapon focus +10/5 (2d6+4, 19-20/x2)
Melee +1 greatsword, sacred weapon, weapon focus, power attack +10/3 (2d6+10, 19-20/x2)
Melee light mace +7 (1d6+2, 20/x2)
If enlarged:
Melee +1 greatsword, sacred weapon, weapon focus +10/5 (3d6+5, 19-20/x2)
Melee light mace +7 (1d8+3, 20/x2)

Ranged mw light crossbow +7 (1d8, 19-20/x2)



Ability Scores: Str 14, Dex 13, Con 14, Int 12, Wis 16, Cha 12

Feats: Weapon Focus (greatsword) [class bonus], Combat Casting [1st], Power Attack [class bonus - 3rd], Selective Channeling [3rd], Extra Channeling [5th], Furious Focus [class bonus - 6th]

Skill points: 14 [cleric] + 7 [ability] + 0 [favored]

Class skills: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str)

Acrobatics -2 = +0 [rank]+1 [ability]-3 [armor]
Acrobatics (jump) -6 = +0 [rank]+1 [ability]-3 [armor]-4 [speed]
Appraise +3 = +2 [rank]+1 [ability]
Appraise (Precious metals and gems) +5 = +2 [rank]+1 [ability]+2 [racial]
Bluff +1 = +0 [rank]+1 [ability]
Climb -1 = +0 [rank]+0 [class]+2 [ability]-3 [armor]
Craft (any) -1 = +0 [rank]+0 [class]+1 [ability]-2 [equipment]
Diplomacy +5 = +1 [rank]+3 [class]+1 [ability]
Disable Device -2 = +0 [rank]+1 [ability]-3 [armor]
Escape Artist -2 = +0 [rank]+1 [ability]-3 [armor]
Fly -2 = +0 [rank]+1 [ability]-3 [armor]
Handle Animal (trained only) = +0 [rank]+0 [class]+2 [ability]
Heal +9 = +4 [rank]+3 [class]+3 [ability]
Intimidate +1 = +0 [rank]+0 [class]+1 [ability]
Knowledge (Arcana) +2 = +1 [rank]+1 [ability]
Knowledge (Engineering) +5 = +1 [rank]+3 [class]+1 [ability]
Knowledge (History) +3 = +2 [rank]+1 [ability]
Knowledge (Religion) +6 = +2 [rank]+3 [class]+1 [ability]
Knowledge (The Planes) +3 = +2 [rank]+1 [ability]
Linguistics +1 = +0 [rank]+0 [class]+1 [ability]
Perception +4 = +1 [rank]+3 [ability]
Perception (Unusual stonework) +6 = +1 [rank]+3 [ability]+2 [race]
Ride +5 = +1 [rank]+3 [class]+1 [ability]
Sense Motive +3 = +0 [rank]+0 [class]+3 [ability]
Sleight of Hand -2 = +0 [rank]+1 [ability]-3 [armor]
Spellcraft +6 = +2 [rank]+3 [class]+1 [ability]
Stealth -2 = +0 [rank]+1 [ability]-3 [armor]
Survival +7 = +1 [rank]+3 [class]+3 [ability]
Swim +3 = +1 [rank]+3 [class]+2 [ability]-3 [armor]

SQ: Favored Class (Warpriest - +7 hit point), Slow and Steady, Darkvision, Defensive Training, Greed, Hatred, Hardy, Stability, Stonecunning, Weapon Familiarity, Aura (Chaos 7), Minor Blessings (Destruction, War) 3+CL/2=6/day, Focus Weapon (Greatsword), Orisons, Sacred Weapon +1 (greatsword; brilliant energy, defending, disruption, flaming, frost, keen, shock, anarchic, vicious; 7 rds/day), Fervor 2d6 (CHA MOD+CL/2=5/day), Bonus feat (2x), Channel Energy (2/day or 2 uses of Fervor, Will DC 10+CL/2+CHA MOD=15), Sacred Armor +1 (energy resistance (normal +2, improved +4, or greater +5), fortification (light, medium, heavy), glamered +1, spell resistance (13, 15, 17, 19); CL min/day, Spontaneous Casting (Cure spells), Chaotic, Evil, Good spells, Bonus Languages,

Languages Common, Dwarven, Giant



Combat Gear
Other Gear Backpack, bedroll, crossbow bolts (20), masterwork light crossbow, +1 greatsword, light mace, explorer's outfit, trail rations (6), "clean" traveler's clothes, 2083 gp

Buccaneer's Breastplate: Aura moderate transmutation; CL 9th; Price 23,850 gp; Weight 30 lbs. DESCRIPTION - This +1 breastplate is made of bluish metal and decorated with wave motifs. It allows the wearer to continually utilize the effects of the spell water walk. If a creature puts on the armor while underwater, the wearer is borne toward the surface at a rate of 60 feet per round.

Encumbrance 61.0 + coin
Light Load 58
Medium Load 59 - 116
Heavy Load 117 - 175



Close range: 25 + 5 * CL/2 = 35'
Medium range: 100 + 10 * CL = 150'
Long range: 400 + 40 * CL = 600'

Concentration +10 = +7 [caster level]+3 [ability]
Concentration (combat) +14 = +7 [caster level]+3 [ability]+4 [feat]

Cantrips (0-level), at will (CL 7)
5 prepared/day; base DC 13

4+1 1st-level (CL 7); base DC 14

3+1 2nd-level (CL 7); base DC 15

1+1 3rd-level (CL 7); base DC 16



Fast track XP 1300
Experience Points: 1236
167xp for orcs in the corridors
300xp for orcs in the courtyard
333xp for night-time orc attack
133xp for spider squashin'
83xp for false crypt pit trap
100xp for crossbow trap
64xp for new game (per DM)
Hero Points: 2
1hp for starting character
1hp for orcs in the courtyard
1hp for night-time orc attack
-1hp used



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