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Tobiaal ald Kheled'Askech's page

98 posts. Alias of Herkymr the Silly.

Full Name

Tobiaal ald Kheled'Askech (curent hp 4)



young & advanced creature templates


Monk of the Gray Discipline







Special Abilities

Monk AC Darkvision 60ft Duergar Immunities Enlarge Person/ Invisibility Flurry of Blows Immune paralysis/phantasms/poison Slow & Steady Stability


Lawful Neutral




Common / Undercommon / Dwarven

Strength 15
Dexterity 20
Constitution 14
Intelligence 11
Wisdom 24
Charisma 7

About Tobiaal ald Kheled'Askech

Darkvision 60 ft

Slow & Steady

Speed is never effected by encumbrance.

Duergar Immunities
+2 saving throw vs spells & spell like abilities / Immune Paralysis / Immune Phantasms / Immune Poison

Enlarge Person

1/day self only
This spell causes instant growth of a humanoid creature, doubling
its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1),and a –1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10
feet and a natural reach of 10 feet. This spell does not change the target’s speed.
If insufficient room is available for the desired growth, the creature
attains the maximum possible size and may make a Strength check (using
its increased Strength) to burst any enclosures in the process. If it fails,it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by
the spell. Melee weapons affected by this spell deal more damage. Other
magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack,.
Enlarge person counters and dispels reduce person.

1/day self only -- The creature becomes invisible, vanishing from sight. If carried gear vanishes, too.Items dropped or put down by an invisible creature become visible;items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, & certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters & have
them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack
dogs, & so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even though enemies are in the area of effect.
Effects of Invisibility
Visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents,& ignores its opponents’ Dexterity bonuses to AC (if any).

Perception DC Modifiers
Invisible Creature Is… DC
In combat or speaking –20
Moving at half speed –5
Moving at full speed –10
Running or charging –20
Using Stealth Stealth check +40
Some distance away +1 per 10 feet
Behind an obstacle (door) +5
Behind an obstacle (stone wall) +15[/b]

Invisible creatures can be heard,smelled, or felt.
Invisibility makes a creature undetectable by vision,
including darkvision.
Invisibility does not, by itself, make a creature immune to critical hits, but it does make the creature immune to extra damage from being a ranger’s favored enemy & from sneak attacks.
A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something’s there” but can’t see it or target it accurately with an attack.
It’s practically impossible (+20 DC) to pinpoint an invisible creature’s location with a Perception check, & even if a character succeeds on such a check, the invisible creature still benefits from total concealment (50% miss chance). If an invisible creature strikes a character, the character struck still knows the location of the creature
that struck him (until, of course, the invisible creature moves). The only exception is if the invisible creature has a reach greater than 5 feet. In this case, the struck character knows the general location of the creature but has not pinpointed the exact location.Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature’s location.A creature with the scent ability can detect an invisible creature as it would a visible one. A creature with the Blind-Fight feat has a better chance to hit an invisible creature.A creature with blindsight can attack (& otherwise interact with) creatures regardless of invisibility.
An invisible burning torch still gives off light, as does an invisible object with a light spell (or similar spell) cast upon it.
Invisible creatures cannot use gaze attacks.
Invisibility does not thwart detect spells.

Quain Martial Artist

+1 damage with unarmed strikes.

Wisdom in the Flesh
Sleight of hand becomes class skill that uses wisdom mod instead of Dex mod.


+1 dodge bonus ac

Scorpion Style
Unarmed standard action-hit limits opponents to 5ft movement speed for wisdom mod rounds(7)
Save= DC 10 + 1/2 Level + Wisdom Mod (18 current)

Improved Unarmed
damage dice +1 step, always armed, no AoO for attacks using unarmed, lethal damage if wanted.

Melee +3
Range +6
Flurry Melee +2/+2 ( d4 small d6 medium)
Flurry Ranged +5/+5

CM +1
CMD 24 / 18 Flat

Fort +4
Refl +7
Will +9

Armor Class
24 touch
20 flat

Initiative +5
Perform Comb -2
Speed 20 ft

Hit Points
10 / 10

Encumbered: lght 49.5 Med 99.75 Hvy 150

Small (5ft & 5ft each)

Acrobatics + 5(0 ranks)
Climb + 2(0 ranks)
Craft--tanning + 4 (1 ranks)
Diplomacy -2 (0 ranks)
Escape Artist +5 (0 ranks)
Intimidate-2 (0 ranks)
Perception+ 11(1 ranks)
Sense Motive+ 11(1 ranks)
Sleight of Hand + 11(1 ranks)
Stealth +17 (1 ranks)
Survival + 11(1 ranks)
Swim + 2(0 ranks)

Monk Outfit / Peasant's outfit / Traveler Outfit
Adventurer's Sash

water proof bag with tinder-twigs(35) & Fire carrier & Stove Can

50 ft. Hemp rope

Seeker Yak (Musk Ox)

I maxed 1st hit dice as if it were a character--- then dice roller hero lab for the additional hp Changed skill points to swim/perc attributes: str 22 dex 10 con 16 int 3 wis 10 cha 4 (small adjustment from beast1)Tricks attack-combat riding-defend-down-heel--come--guardfeat Endurance/Toughness

Seeker's Load
Bedroll / cold weather outfit x2 / 7 days his feed / 3 days wisk food / i day firewood /monk's outfit / iron pot / trail rations x10 days / riding kit / pack saddle /riding saddle / saddle bags /snow shoes

Wisk Weasel
I maxed 1st hit dice as if it were a character Changed skill point to stealth attributes: str2 dex 16 con 10 int 2 wis 12 cha 3 (small adjustment from beast1)[b]Tricks attack any-come-defend-down-heal --featweapon finesse

Story Background:

Rukum al Tobiaal ald Kheled'Askech -
Young Untamed of the GlassScorpion

Glass Scorpion Clan: Elite trained agents used for assasination of those deemed a threat to the duergar.

Tobiaal was the only son of the only two members of the glass scorpion to refuse a direct order to assasinate a "sunlander." As punishment,Tobiaal was exiled to the sunlands in the mountaimns of Kodar.His mother (Auldine) was imprisoned but father (Droskdon) was killed but only after knowing the fate of their only male child.

Realizing that he couldn't survive of the eternal cold of Irrisen even on its edges in the Kodar Mountains, Tobia sought the heard creatures of the steppes. While following the herd one day, he saw a female Yak slaughtered by a white wolf. The herd however banded together and stampeded the wolf driving it off. Unable to save the fallen female they eventually wandered off. Tobia crept to the carcass, nearly starving, in order to eat and take the hide if possible.

Trapped underneath was a small Yak; still living. Starving for companionship as much as he was for food, Tobia "adopted" the little one. As "seeker" learned to follow Tobia or atleast tolerate him, the young Druegar found a companion that knew where many of the sheltered valleys of the area were located. This new found boon soon had Tobia living atleast better if not well.

Tobiaal learned quickly that the only means of survival was the"law of the jungle." (1.) Kill only when attacked or hungry (2.) Don't kill more than you need (3) Safety in numbers (4) strongest & wisest should lead for the good of the family (5) Anger clouds the mind & decisions,6) Eat when you have the chance, & (7) leave nothing wasted.

One day while wandering the mountains, Tobia stumbled on a Thassalonion ruin in suprisingly good repair nestled in a high valley. Cautiously, he left Seeker and began to explore the ruins. One building seemed to dominate the citadel and continually peaked the curiousity of the young outcast. Finally he drew a deep breathe and with a determine half unsure gait approached the structure.

Sounds of fighting and music came from the doorway, yet even at close distance the interioe of the building was shrouded. Curious yet cautious, Tobia continued to approach. Climbing to a perch on a window ledge some 40 ft or so off the ground he again attempted to visually pierce the interior of the building. Losing his balance, he toppled forward into the wall and through a mist of illusion that claoked its inhabitants.

He rapidly found himself pinned and dragged to the center of the room by loosely clothed participants. It was here he was introduced to Droskar of the Calm hand. Droskar was a monk of extreme age who had been cast out of his clan. He never shared why he was banished but it was commonly belieed by his students that he had challenged the views of the ruling king.

Given sanctuary, Tobia began to adjust once more to civilization and people. The students were of all races and each had been sent by individual monasteies to study under Droskar.

Droskar took a special interest in the clanless Tobia. He began to teach him in away that differed from the other students, a way known only to the Deurgar. Slowly as Tobia's skills and wisdom increased, he began to understand the form of a grey disciple.

For 15 years he studied under his sensai. Then Droskar died of old age. The student who became the Sensai and "ruler" of the training monastery, Eveerglen Singlesight, nursed a grudge for the young monk. With an ever increasing hostility growing with in his once welcomed home. Tobia once again left civilization with Seeker and Wisk.

Wisk had often been his companion as he studied and practiced alone. The weasel followed Tobia probably out of curiosity. When Tobia realized he had a silent companion he began to leave rats and small friendly tokens of food for the weasel. Eventually, Wisk came to trust Tobia and then by default Seeker. So when Tobia left, Wisk naturally followed his friend and provider.

Several months later, Seeker, Wisk and Tobia once again sought civilization. Tobia had collected several furs of various rough quality from animals killed for food ot left by other predators. Knowing others valued the furs, and longing for a few civilized pieces of gear, Tobia slowly approached a river side hamlet. The small village was located above a vast area of seismic activity collectively known as The Cinderlands and nestled close to the banks of the Stalak Rive just east of Guilspur.

Several days of mistrust and suspicion passed as Tobia tried to find a buyer for his furs. After several brawls with boastful local scum. Tobia became known and atleast respected for his skills if not admired.

Three years passed with Tobia returning every six months or so to trade and get supplies not easily obtained in the wilds he wandered. He developed several quasi-friendship with some of the citizens of the area.

On his last visit to the small village, he arrived to see it in shambles from a raid. only a few of the marauders remain scouring the ashes for reminders and loot of their dastardly attack.Tobia watched until they had all left but two half-orcs. He approached and attempted to negotiate the sale of his furs. When a price could not be reached that was mutually acceptable to both parties, Tobia attempted to pack up and leave.

Wisk's vigilance and Tobia natural distrust for the murdering thieves prevented them from taking the furs and leaving the unclanned dwarf in the burning remains.
Wisk hiding in the baggage Seeker carried, launched himslef at one of the fiends who was attempting to sneak up on Tobia from the far side of the Yak. Screaming in rage, Wisk lathed onto the face of the maurader clawing furiously.

Tobia hearing Wisk's enraged cries, lept across Seeker and attacked. He disabled Wisk's assailant and turned to deal with the other sneak thief. This one refusing to surrender or retreat soon was crushed beneath the onslaught of fists and feat as the young monk used the hard earned knowledge imparted to him by his Sensai Droskar.

Turning back to the first assailant, he discovered an injured Wisk and a running half-orc. The orc, swearing oaths of revenge in dwarven and undercommon, was rushing away from the cite of their wanton destruction.

Tobia knowing that many of the inhabitants of the now burned town lived further south, decided to explore and seek out the kin of those slaughtered to explain their fate.

So Tobia is wandering looking for those few people he knew were relatives of his once almost home. His companion, Seeker, and compatriot the ever vigilant and mischievous Wisk rarely leave his company.
Along the way of his travels he stumbled upon a quaint dwarfling seeking to kill rats. More out of amusement then anything else, he convinced the dwarfling to join him promising that one day, when Seeker had come to tolerate him, he would be allowed to ride him. The Gully Dwarf also found a like mind when it came to disposing of rats...often feeding the carcasses of his slain foes to Wisk.

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