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Tybek Odeon's page

761 posts. Alias of GM Harpwizard.

Full Name

Tybek "Clockwork" Odeon




Rogue 3 (hp: 31/31, AC 18, Touch 14, Flat 14, Perception +7 (+9 Traps), Stealth +13)




Cayden Cailean moving back toward Torag




Taldan (Common), Dwarven, Undercommon



Strength 16
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 12
Charisma 7

About Tybek Odeon

+4 Initiative (+4 Dex)
+2 BAB

+4 CMB (+1 BAB, +3 Str)
+18 CMD (+1 BAB, +3 Str, +4 Dex, +10)

+6 Battleaxe (+2 BAB, +3 Str, +1 Enchantment) Damage: (1d8+3)(20/x3) (1d8+4 with 2 hands)
+4/+3 Battleaxe/Hand Axe (1d8+3)/(1d6+3) (20/x3)/(20/x2)
+6 Crossbow (+2 BAB, +4 Dex) Damage: (1d8) (Range 50')

Current hp: 31 /31
Max hp: 30 (+8 Lvl 1, +7 Lvl 2, +7 Lvl 3, +3 Toughness, +3 Con, +3 Favored Class)
AC 18 [+4 Dex, +4 Armor (Chain Shirt), +10 ]
Flatfoot AC 14
Touch AC 14

Move: 20 ft.

+2 Fort (+1 base, +1 Con)
+8 Ref (+3 base, +4 Dex, +1 Trait) [Trap Sense +1 ]
+2 Will (+1 base, +1 Wis)


+11* Acrobatics (Dex +4, Ranks 2, Class Skill +3, +2 Trait),
+5 Appraise (Int +1, Ranks 1, +3 Class Skill),
+2 Bluff (Cha -2, Ranks 1, +3 Class Skill)
+7* Climb (Str +3, Ranks 1, +3 Class Skill)
+8 Craft, Clockmaking (Int +1, Ranks 2, Class Skill +3, +2 Racial)
+2 Diplomacy (Cha -2, Ranks 1, Class Skill +3)
+10* Disable Device (Dex +4, Ranks 3, Class Skill +3)
+12* Disable Traps (Same as DD + 0.5/level (3))
-2 Disguise (Cha -2)
+9* Escape Artist (Dex +4, Ranks 2, Class Skill +3)
-2 Handle Animal (Cha -2)
+2 Intimidate (Cha -2, Ranks 1, Class Skill +3)
+5 Knowledge, Dungeoneering (Int +1, Ranks 1, Class Skill +3)
+5 Knowledge, Local (Int +1, Ranks 1, Class Skill +3)
+5 Linguistics (Int +1, Ranks 1, Class Skill +3)
+7 Perception (Wis +1, Ranks 3, Class Skill +3)
+9 Perception Traps (Same as Perception +0.5/level (3))
+9 Perception in Stonework. (Same as Perception +2 with stone)
+2 Perform, Drum (Cha -2, Ranks 1, Class Skill +3)
+4* Ride (Dex +4)
+5 Sense Motive (Wis +1, Ranks 1, Class Skill +3)
+9* Sleight of Hand (Dex +4, Ranks 1, Class Skill +3, Trait +1)
+15* Stealth (Dex +4, Ranks 3, Class Skill +3, Cloak +5)
+1 Survival (Wis +1)
+3* Swim (Str +3)
+2 Use Magic Device (Cha -2, Ranks 1, Class Skill +3)

*Armor Check Penalty (Chain Mail Shirt):-2
Total Ranks = 27
Each level skill points gained = 9 (8+Int)

• Child of the Streets (+1 Sleight of Hand)
• Grounded (+2 Acrobatics and +1 Reflex Saves)


Toughness (Level 1)
Two Weapon Fighting (Rogue Talent Level 2)
Power Attack (Level 3)

Feat & Talent Tree

Rogue Talent: Weapon Training (Weapon Focus) (Level 4)
Feat: Cleave (Level 5)
Rogue Talent: Resiliency (Level 6)
Feat: Dodge (Level 7)
Rogue Talent: Trap spotting (Level 8)

Dwarven Racial Traits:

Standard Racial Traits

• Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. Due to Tybek's upbringing he earns +2 Dexterity, +2 Wisdom, and –2 Charisma.
• Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
• Type: Dwarves are humanoids with the dwarf subtype.
• Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

• Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
• Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
• Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Feat and Skill Racial Traits

• Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
• Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Senses Racial Traits

• Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Offense Racial Traits

•Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
• Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Favored Class: Rogue:

Lvl 1 +1 Hp
Lvl 2 +1 Hp
Lvl 3 +1 Hp

Rogue: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.

Rogue Class Features:

• Weapon Proficiency: Simple Weapons, Hand Crossbow, Rapier, Sap, Shortbow, and Shortsword
• Armor Proficiency: Light Armor
• Sneak Attack (+2d6 when flanking or attacking flatfooted opponents)
• Trapfinding (adds +0.5 his level to perception skill checks to locate traps and to disable device checks to disarm traps)

• Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

• Sneak Attack

Some may balk at this but it can easily be imagined or explained as the attack having found a weak point in the undead's "body" (such as a zombies head) or even finding a crack or flaw in a constructs "body."

Creatures Immune to Critical Hits

Incorporeal (unless using a ghost touch attack) creatures
Proteans (50% ignore)

Creatures Immune to Precision Damage (like Sneak Attacks)

Incorporeal (unless using a ghost touch attack) creatures
Proteans (50% ignore)

Creatures Immune to Flanking


• If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

• Trapfinding - A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

• Evasion - At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

• Trap Sense - At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.


Arms, Armor, and Clothing

Cloak of Elvenkind
+1 Battleaxe (Andoran)
Chain shirt 25 lbs.
Battleaxe, 6 lbs.
Traveler's Outfit, 5 lbs.
Pocket watch
Backpack, 2 lbs.
Waterskin, 1 lb.

Weight = 39 lbs.

In Backpack

Bedroll, 5 lbs.
Blanket, Winter, 3 lbs.
Clockmaker's Tools, 1 lb.
Thieve's Tools, 1 lb.
Grappling Hook, 4 lbs
Rope, Hemp, 50 ft., 10 lbs.
Musical Instrument, Drum, 3 lbs.
2 Belt Pouch, Empty (0.5), 1

Weight = 27 lbs

Belt Pouch
50 coins = 1 lb.

0 Falcons (p.p.)
85 Sails ( g.p.)
349 Wolves (s.p.)
15 Caps (c.p.)

Weight = 1 lbs

Carrying Capacity

Worn = 39 lbs.
Backpack = 27 lbs.
Coins = 1 lbs.
Total = 67 lbs

Light Load: x < 76 lbs.
Medium Load: 77 < x < 153 lbs.
Heavy Load: 154 < x < 230 lbs

Party Drinking Fund:

10 Falcons (p.p.)
156 Sail (g.p.)
380 Wolves (s.p.)
802 Caps (c.p.)
1 Ring (worth 30 gold)
1 Quartz Stone (worth 50 gold)

Growing up in the foothills of the World's Edge Mountains, Tybek Odeon is the son of a Hybek Odeon, the prestigious clock maker of Maheto. Just outside of the walls of the city, young Tybek grew up in his father’s workshop and apprenticed under him, diligently learning as much as he could from the great artisan. He learned to fix and craft watches and clocks of all sorts. He loved the gears, pinions, springs, hands and all the mechanisms that went into this wonderful and complex craft! One day, he hoped to create, with his father, the most precise, elemental powered clock ever made.

However, one day before that dream ever came to happen, his parents were killed by a raiding band of Frost Giants. From that day forward, all that Tybek loved and cherished came to a horrific end. His family, the shop where he worked, and all of the wonderful clocks that filled his father’s shop were destroyed.

From that day forth, Tybek lived with his drunk and sometimes cruel uncle Dolgrym who maintained the clock tower in Maheto. Tybek's uncle was mostly useless, and did very little to take care of his nephew, but at least Tybek was able to live in the great clock tower of Maheto and work with the great machine. However, Dolgrym’s demands were great and to survive the hardship, the young Tybek began stealing food and other items simply to survive. Consequently, Tybek became a master of stealth and escape, not to mention developing a brilliant talent for disabling traps and mechanical devices of all sorts.

One day, after robbing the Durskan clan of Maheto of the legendary Korloch Stone, Storbent Snivel, the captain of the Maheto guard caught Tybek and the dwarf was sentenced to life in a dungeon. After three years, however, Tybek escaped and fled Maheto forever. Since that time, he has wandered the countryside in despair, in the hopes of someday being able to avenge his father's death and to rob from as many evil giants as he could.

After leaving Maheto and his less than reputable past behind him, Tybek travelled north. First reaching the mountainous Faldamont, another small city with a sizable population of dwarves, but the dwarves in Faldamont, unlike Maheto with its fine craftsmen, were primarily miners. With little call for his skills, he once again turned to acquiring money and goods which were not his. Resulting in him leaving the city in the wee hours of the morning via a high wall with the guard close behind.

After Faldamont, Tybek continued north leaving the foothills of the World’s Edge Mountains and entering the broad plains of northern Taldor. With a continuous wind blowing from the thousands of miles of plains to the east in Casmaron, the sand and dust made travel by foot from farming village to farming village less than enjoyable. He had managed to pocket enough before leaving Faldamont that he did not need to resort to less than reputable means of getting food, however, the young dwarf spent many long nights sleeping outside on the plains while listening the the distant howling of wolves and the other night sounds. Sounds which to a dwarf born and raised in a city like Maheto were strange and alien resulting in but a few hours of restless sleep each night. On one night he even heard a roar which he imagined to be a lion, causing him to hide is a dry stream bed for nearly a day before finally emerging to see that no lions were about.

Unlike the major trade routes to the east and southwest of Yanmass, the road Tybek followed was not much more than a path. Fortunately, he was traveling across a part of Taldor still regularly patrolled by the Taldan Horse and, thus, managed to avoid the bandits and other threats he had heard much about in various taverns as he continued his slow trek north.

After several days of solemnly making your way north alone, fearing that he might die of thirst after having finished your last two wineskins the prior day and now having to subsist on the last half filled waterskin, Tybek notice a lone traveller following you on the path. The dwarf continue forward, but it soon became apparent that this traveller was faster than the dwarf and shortly before evening he caught up with the rouge. Tybek quickly noticed the symbol of Cayden, a tattered pewter mug, hanging around his neck. Open to any companionship, the dwarf struck up a conversation and eventually they decide to make camp together.

During the evening meal, which was quite spartan due to neither of them being properly prepared for this journey, Arindale tells Tybek that he is a priest of Cayden. At this point the young dwarf's smile grows several sizes, and might in fact have stretched his face far beyond its normal size. Tybek then asked whether clerics of Cayden can in fact create mead from dust and receive as a confirmation a skin full of mead. Not the best mead in the world, but for being in the middle of nowhere, it tasted like heaven. That evening Tybek consumed several more and had no recollection of what occurred, but remembered awakening late the next morning when the sun was already well above the horizon.

After the late wakeup with a wicked headache, Tybek again began the walk north with his new companion. Late that afternoon, he saw the guard towers of Yanmass appear on the horizon. At first they were but specs, but soon they grew in height and as they approached the city walls, they also begin to see what appeared to be a tent city outside of the city. Tybek knew to expect this, Yanmass is the first point of entry into the Avistan, the place where huge caravans from Camaron cross north of the World’s Edge Mountains with exotic goods from lands to the east.

As he passed through the tent city, he saw strange wagons and peoples. People wearing turbans and carrying strange curved blades. He even saw huge wagons with sails atop, as though designed to sail across the land like a ship on the sea. Finally, after nearly thirty minutes of walking through the tent city, Tybek saw the gates ahead, still standing open as the sun inched closer to the horizon behind him. And inside the gate, he saw his own future. Tybek does not know what to expect, but after being run out of two cities due to acquiring things from others which they did not wish to relinquish, he knows that this is his last chance in Taldor. If he is caught stealing here, his choices are north across the Fog Peaks to chaotic Galt, west to Andoran, or east to mysterious Casmaron, none of which he wishes to visit broke and covered in dust.

As Tybek first entered the tent city, his new companion, Arindale, asked one of the guards where a cleric of Cayden and a dwarf can find a good drink. He told them that if they had any useful skills, they should seek out the Inn of the Spider Queen, not the most reputable of inns, but a place where those with the right talents and an interest in adventure could frequently be found gathering.

Thus, after dipping his hand in a basin of water outside of the gate and wiping the dust and grime from his face - his beard will require far more than a little water to clean - he entered through the gates seeking the Inn of the Spider Queen.

Tybek has his own habit of drinking too much and stealing richly prizes, but he struggles within to try and be a better dwarf. Currently he worships Cayden Cailean, giving honor to the drunken hero by drinking frequently. However, whenever he thinks of his fallen father, he contemplates Torag and wonders if the Creator God had meant for him to have a higher purpose. In these moments where he is inspired, he tries to quit drinking, but he often falls off of the wagon and resigns himself that there is little he can do to save the catastrophe he has made of his own life.

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