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Radosek Pavril

Wexley's page

398 posts. Alias of D-Kal.

Full Name

Wexley Tabberhorn


Human Paladin 1/Wizard 5/EK 1 - HP: 49/49, - AC: 18/T: 14/FF: 14, Percep: +5


F: +5/R: +5/W: +6 - CMB: +5 - CMD: 19, Speed: 30ft - Init +4



Special Abilities

Binding Darkness, Beneficial Bandolier




Common, Mainland, Coastal, Island, Aizanes-Tulita, Aquan, Gnoll, lip-reading


XP: 26,670

Strength 12
Dexterity 18
Constitution 12
Intelligence 18
Wisdom 10
Charisma 8

About Wexley

Male Human Paladin 1/Wizard 5 <Illusion(Shadow): vs Abjuration & Enchantment>/Eldritch Knight 1
LG Medium Humanoid
Favored Class: Wizard
Speed: 30 ft.
Init +4 (+4 Dex)
AC 18 (10 Base, +4 Dex, +4 Armor)
Touch 14 (10 Base, +4 Dex)
Flat Footed 15 (10 Base, +4 Armor)
HP 49 (2d10+5d6, +7x1 Con, +5x1 FC)
Fort +5 Ref +5 Will +6
CMD 18 (10 Base, BAB +3, Str +1, Dex +4)
BAB +4

MW Dagger +9 (1d4+2, 19-20/x2) or
MW Daggers +7/+7 (1d4+2/+1, 19-20/x2)

MW DB Pistol +9 (1d10, x3, 30ft) or
MW DB Pistols +5/+5 (1d10, x3, 30ft) or
MW Dagger +9 (1d4+2, 19-20/x2) or
MW Daggers +7/+7 (1d4+2/+1, 19-20/x2)

CMB: +5 (+4 BAB, +1 Str)

Str 12 (+1) [2 pts]
Dex 18 (+4) [13 pts, +1 level]
Con 12 (+1) [2 pts]
Int 18 (+4) [10 pts, +2 racial]
Wis 10 (+0) [0 pts]
Cha 8 (-1) [+2 pts]

Weapon Finesse - Apply Dex vs Str on attack rolls with light weapons.
Two-Weapon Fighting (racial bonus) - Reduce TWF penalties to -2/-2 for one-hand main handed & off-hand light weapon.
Precise Shot (archetype bonus) - No penalty for shooting into melee.
Scribe Scroll (class bonus) - Craft Scrolls at half market price.
Quick Draw - Draw two weapons as free action.
Arcane Armor Training - Decrease armor Arcane Spell Failure chance by 10%.
Craft Magic Arms and Armor (class bonus) - Can repair and craft magic weapons and armor.
Point-Blank Shot - +1 ranged atk/dmg within 30ft
Craft Wondrous Item - Can repair and craft wondrous items.

Magical Knack - +2 to Caster Level (wizard), up to HD
River Rat - +1 to Swim and Class Skill; +1 to damage with daggers.

Skills: class 2x6, Int 4x6, race 1x6 = 35
Sleight of Hand +9 [5 Rank, +4 Dex]
Craft(alchemy) +8 [1 Rank, +4 Int, +3 Class]
Craft(armor) +10 [3 Rank, +4 Int, +3 Class]
Craft(firearms) +10 [3 Rank, +4 Int, +3 Class]
Craft(weapons) +10 [3 Rank, +4 Int, +3 Class]
Kno(all) +8 [10x1 Rank, +4 Int, +3 Class]
Linguistics +10 [3 Rank, +4 Int, +3 Class]
Spellcraft +13 [6 Rank, +4 Int, +3 Class]
Sense Motive +4 [1 Rank, +0 Wis, +3 Class]
Perception +5 [5 Rank, +0 Wis]
Profession(investigator) +5 [2 Rank, +0 Wis, +3 Class]

-Binding Darkness-(4+3)- 30ft ranged touch - entangled 2 rounds & concealed, also affected by concealment. Darkvision negates concealment either way. 1/2 duration in bright light.
-Detect Evil- at will - As the spell; May also Detect Evil as move action on single target, learning as though studied for 3 rounds.
-Arcane Bond- ring (1/day) - Cast any one spell from spellbook.
-Extended Illusions- (2 rnds) - Illusion spells with duration of Concentration last extra rounds after.

Spells: LVL0/DC14/(x4), LVL1/DC15/(k9,x4+1), LVL2/DC16/(k4,x3+1), LVL3/DC17/(k2,x2+1)
Dancing Lights, Detect Magic, Read Magic, Ray of Frost

*Grease - close, 10x10ft or 1 item - vs REFLEX (fall or drop item), DC 10 acro to move, fail by 5 & fall prone
*Vanish - touch, 1round/lvl - subject is invisible
Shocking Grasp - touch - 1d6/lvl electric dmg (+3 to attack roll if target wearing metal armor)
**Burning Hands - 15ft cone - 1d4/lvl fire dmg, Reflex half
*Magic Missile - medium, (lvl+1)/2 missiles, max 15ft apart - 1d4+1 force, can't miss (except total cover/concealment)
True Strike - personal, 1rnd - +20 to next attack
Ray of Enfeeblement - close, ranged touch, 1rnd/lvl - 1d6+1/2lvls Str penalty; Fort halves.
Silent Image - long, 4+lvl 10ft cubes, concentration - Any figment that may move up to limits of cubic space.
Crafter's Fortune - close, 1day/lvl - +5 Luck bonus on next Craft check.

Blur - touch, 1min/lvl - grants target concealment (20% miss chance).
*Mirror Image - personal, 1min/lvl - 1d4+1/3lvls figments (max 8); On hit, attacker rolls randomly to see which target (one of the figments or not) is struck; If a figment is struck, destroy it; If attacker misses by 5 or less, destroy a figment.
Scorching Ray - short, ranged touch - 4d6 fire damage; +1 ray/4lvls after 3rd.
*Web - medium, 20ft radius, 10min/lvl - Reflex or grappled + difficult terrain; Std Combat Maneuver/Escape Artist to ungrapple; Combat Maneuver/Escape Artist to move (else stop 5ft & grappled); Burns @ 2d4, 5ft/rnd.
*Hypnotic Pattern - medium, 10ft radius, Concentration+2 rnds - 2d4+lvl HD of creatures Fascinated.
*Minor Image - long, 4+lvl 10ft cubes, concentration+2 rnds - Any figment that may move up to limits of cubic space, plus sounds.
Knock - medium, 1 door, chest, shackles, up to 10sqft/lvl - CL check+10 against DC of lock to open.
Spider Climb - touch, 10min/lvl - Subject has 20ft climb & +8 to Climb checks; No climb checks needed for horizontal/vertical surfaces; Full AC (even Dex) while climbing.
Command Undead - close, 1day/lvl - Will negates (no save for unintelligent undead); give verbal orders; treats as friendly; opposed CHA check for unfavorable orders to intelligent undead; cannot command intelligent undead to commit suicide; spell broken on allies attacking.
Levitate - close, 1min/lvl - move action to move object up/down 20ft or less; subject/object must be willing/unattended; attacks at -1, plus cumulative -1 per attack (to max of -5); full-round action to stabilize @ -1 again.

**Invisibility Sphere - touch, 1min/lvl, 10ft radius - all subjects initially in the area are invisible; Leaving sphere or attacking ends invisibility for that subject; target creature attacking ends spell; entering radius does not cause invisibility; affected creatures can see each other.
*Lightning Bolt - 120ft line - [lvl]d6 electric damage (reflex half); may break barriers, ignite flammables, or melt some metals.
Gaseous Form - touch, 2min/lvl - subject loses armor/natural armor bonuses, but retains other/force armor bonuses; gains DR 10/magic & immunity to poison, sneak attacks, & critical hits; can't attack or cast spells with components; loses supernatural abilities & held touch spells/effects; loses movement except fly speed of 10ft (succeeds on all fly checks); can pass through any sized hole/opening with all equipment/held items; subject to wind; can't enter water/liquids; can't manipulate/activate objects/items.

MW Mithral Dagger (x6)(1d4, 19-20/x2, 3lb, 504gp)
MW Darkwood(2lb)/Mithral(1lb)/Steel(2lb) Double-Barrel Pistol (x2)(1d10, x3, 10lb, 660gp)
CI Bullets (100) (20gp, *10lb), Powder Horn (x10)(50gp, *10lb)
Beneficial Bandolier (1000gp, 2lb, [100 powder, 100 shot, 1 horn])
Holster (Scabbard) of Vigor (x2)(3600gp, 6lb)
Honing Scabbard (x2)(1000gp, 2lb)

Darkleaf Lamellar (+4/5, -0, 12.5lb, 270gp)
Spell Component Pouch (2lb, 5gp), Spellbook (3lb)
Parchment x5 (1gp), ink (8gp), inkpen (1sp)

Pearl of Power 1 (1000gp)
Scroll of Vanish (x2)(25gp), Scroll of Magic Missle (x2)(25gp)
Scroll of Scorching Ray (75gp), Scroll of Web (75gp)
Scroll of Knock (75gp), Scroll of Spider Climb (75gp)

40.5/43 lb 9378.1/10,500 gp

Shot & Powder (87/100)
Wand of Fireballs[CL5] (24)

Wexley Tabberhorn, crack shot and brilliant scholar, had dreamed of joining the Municipal Dragoons for his entire life. However, he wasn't long in his dream career before he had a split with his superiors over what he perceived as unethical overstepping of authority. He quit in frustration and spent some time circulating around local taverns before finally hitting upon a method to pursue his dream apart from the dragoons. He took up hunting criminals for bounty and investigating crimes for private companies, studying the arcane along the way as a means to suppress the strong and deceive the stronger. A coat full of daggers and a pair of pistols help when things turn bloody.

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