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Shabbezz Whorlpad's page

766 posts. Alias of Bob Evil.

Full Name

Shabbezz Whorlpad




Diviner (Scroll Scholar) 5 / Fort +3, Ref +3, Will +6 / AC 17, touch 13, flat 15 (mage armor) / HP 30 of 30 / Init +8 / Perc +7 (darkvision 60 ft)







Special Abilities

Darkvision, Glider, Jumper






Quantium, Nex


Azlanti, Boggard, Common, Draconic, Elven, Grippli, Infernal, Osiriani, Polyglot, Sylvan, Thassilonian, Varisian



Strength 8
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 14
Charisma 8

About Shabbezz Whorlpad

Shabbezz Whorlpad 5
Female grippli diviner (scroll scholar) 5 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Bestiary 2 149)
N Small humanoid (grippli)
Init +8; Senses darkvision 60 ft.; Perception +7


AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 30 (5d6+15)
Fort +3, Ref +3, Will +6


Speed 30 ft. (20 ft. in armor), climb 20 ft.
Melee dagger +2 (1d3-1/19-20) or
quarterstaff +2 (1d4-1)
Ranged light crossbow +5 (1d6/19-20)
Wizard Spell-Like Abilities (CL 5th; concentration +11)
1/day—comprehend languages, identify
Diviner Spells Prepared (CL 5th; concentration +11)
3rd—clairaudience/clairvoyance, fireball (DC 17), lightning bolt (DC 17)
2nd—flaming sphere (DC 16), glitterdust (DC 16), see invisibility
1st—burning hands (DC 15), detect secret doors, grease, mage armor, magic missile
0 (at will)—acid splash, dancing lights, detect magic, read magic
Opposition Schools Illusion, Necromancy


Str 8, Dex 14, Con 14, Int 18, Wis 14, Cha 8
Base Atk +2; CMB +0; CMD 12
Feats Combat Casting, Improved Initiative, Scribe Scroll, Toughness
Traits exchange agent, focused mind
Skills Acrobatics -1 (-5 to jump), Appraise +8, Bluff -1, Climb +4, Diplomacy -1, Disguise -1, Escape Artist -1, Fly +5, Heal +2, Intimidate -1, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +8, Knowledge (geography) +9, Knowledge (history) +10, Knowledge (local) +8, Knowledge (nature) +9, Knowledge (nobility) +8, Knowledge (planes) +9, Knowledge (religion) +10, Linguistics +13, Perception +7, Profession (Scholar) +6, Ride -1, Sense Motive +2, Spellcraft +12, Stealth +3, Survival +2, Swim -4
Languages Azlanti, Boggard, Common, Draconic, Elven, Grippli, Infernal, Osiriani, Polyglot, Sylvan, Thassilonian, Varisian
SQ arcane bond (amulet), forewarned, glider, jumper
Combat Gear: scroll of feather fall, scroll of identify, scroll of mage armor, silver crossbow bolts (5), wand of mage armor (CL1, 4 charges), wand of magic missile (CL3, 50 charges), alchemist's fire (2), holy water (2), smokestick (2), tanglefoot bag (1); Other Gear: crossbow bolts (16), dagger, light crossbow, quarterstaff, - arcane bond amulet -, bracers of armor +2, handy haversack, ring of feather falling, backpack, bedroll, belt pouch, blanket[APG], blotter (0.2 lb), candle (10), candle lamp[UE], charcoal stick, colored ink, flint and steel, ink, inkpen, inkpen, journal[UE], knife for cutting quills into pens (0.5 lb), parchment (20), pen nibs, pigment for making ink (0.2 lb), powder[APG], ruler, small (0.1 lb), scroll box[UE], scroll case, silk rope (50 ft.), soap, spell component pouch, spellbook, sunrod (2), tindertwig (10), torch (10), trail rations (5), travelling spellbook[APG], vial, waterskin, wooden holy symbol of Nethys, 487 gp, 1 sp, 8 cp

Special Abilities:

Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Climbing (20 feet) You have a Climb speed.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Focused Mind +2 to Concentration checks
Forewarned 2 (Su) Can always act in surprise rounds.
Glider Halve falling distance, may move horizontally during fall half of vertical distance fallen.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Jumper You always are considered to have a running start when jumping.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.

3rd—clairaudience/clairvoyance, fireball (DC 17), lightning bolt (DC 17)
2nd—flaming sphere (DC 16), glitterdust (DC 16), gust of wind (DC 16), locate object, see invisibility, web (DC 16)
1st—burning hands (DC 15), comprehend languages, detect secret doors, detect undead, floating disk, grease, identify, mage armor, magic missile, sleep (DC 15)
0—all 0-level spells except for Illusion and Necromancy

Shabbezz Whorlpad is a bit of a rarity among her people, a grippli who took not to the magic of nature or the gods but to the intellectual pursuit of arcane theory. Hailing from the jungle forests of Southern Garund, the young wizard studied her way up from the Maagambya academy all the way to Quantium in Nex. There she showed an aptitude in both linguistics and the area of divination. Indeed, hers seems to be a promising future in the halls of the university.

Through connections gained through a sitting tenured professor, Shabbezz managed to get in contact with the Pathfinder Society and is using their resources to mount an expedition to Varisia. There she intends to scribe a thesis on the origin of the perplexing Thassilonian language that tends to turn up on monuments and artifacts in that country. She has recently arrived in Magnimar with the intent of continuing her studies.

Appearance & Personality:
Like many gripplis, Shabbezz is spindly and resembles nothing so much as an anthropomorphized tree frog, red eyes and all. Her skin is a bright green mottled with purple markings, her neck and belly are yellow, and her hands and feet are reddish-orange. A deep blue webbing extends between her fingers and toes, and she can extend this to help her glide short distances. There are two small black protuberances at the ends of her eyelids that give the somewhat feminine impression of eyelashes. She dresses in scholarly robes of purple, red, and green, accented with orange Mwangi-inspired designs. Whatever she wears, she's almost never seen without an amulet, her bonded object.

Shabezz is reasonably friendly to new acquaintances, but her wide eyes and rarely blinking gaze tends to make people uncomfortable. She is most at ease when she has the chance to study and examine a subject through her divinations, and sees combat as a distasteful necessity, something best ended as soon as possible.

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