Blacksmith

Zilybar Gnaz's page

172 posts. Alias of Jovich.


Full Name

Zilybar Gnaz

Race

Halfling

Classes/Levels

Unchained Rogue 5/Dark Delver 2 HP:57/57 AC:15 FF:15 T:12 AC(MA):19 AC(SH):19 AC(MA+SH): 23 F:5 R:10 W:5 Perc:+15 Init: +10

Gender

Male

Size

Small

Age

45

Special Abilities

Sneak Attack

Alignment

NG

Languages

Common, Elven, Draconic, Halfling +8 More

Strength 10
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 14
Charisma 13

About Zilybar Gnaz

Zilybar Gnaz
Male Halfling
Unchained Rogue 5(Eldritch Scoundrel)/ Dark Delver 2
Favored Class: Rogue (Hit Points)
Size / Type: Small Humanoid (Halfling)
Alignment: CG
Deity: None
Age: 22
Speed: 20 Ft.
Initiative: +10 (+4 Dex +2 Trait +4 Feat)
Senses: Perception +15
Languages: Common, Elven, Halfling, Draconic +10 more

Stats:

Attributes
STR 10 (-)
DEX 18 (+4)
CON 14 (+2)
INT 14 (+2)
WIS 14 (+2)
CHA 13 (+1)

Offense

BAB: +4
Range: +8
Melee: +4
Dagger +8

Dagger (Melee)
Attack: 1d20 +9 (+4 BAB +0 Str +4 Dex +0 Magic +1 Size)
Damage: 1d3 +4 (+4 Dex) Crit: 19-20x2

Dagger (Range)
Attack: 1d20 +9 (+4 BAB +0 Str +4 Dex +0 Magic +1 Size)
Damage: 1d3 +4 (+4 Dex) Crit: 19-20x2 Range:10

Defense
HP: 57 (5d8 +2 Con +1 Favored Class) 8,5,5,5,5,5,5
AC: 15
(10 Base +4 Dex +0 Armor +0 Natural Armor +0 Deflection +0 Magical +0 Dodge +0 Shield +1 Size) +1 Vs. Traps
Touch AC: 15
(10 Base +4 Dex +0 Armor +0 Natural Armor +0 Deflection +0 Magical +0 Dodge +0 Shield +1 Size) +1 vs. Traps
Flat Footed AC: 11
(10 Base +0 Dex +0 Armor +0 Natural Armor +0 Deflection +0 Magical +0 Dodge +0 Shield +1 Size) +1 vs. Traps

Combat Maneuvers
CMB: +3 (+4 BAB +0 Str -1 Size)
CMD: 17 (10 Base + 4 BAB +0 Str +4 Dex -1 Size)

Saves
Fort: +5 (+2 Base +2 Con +1 Racial)
Refl: +10 (+5 Base +4 Dex +1 Racial) +1 vs. Traps
Will: +5 (+2 Base +2 Wis +1 Racial)
+2 racial bonus on all saving throws against fear

Skills:

Unchained Rogue
Per Level: 8 (4 Base +2 Int +2 Background)=40
Dark Delver
Per Level: 12 (8 Base +2 Int +2 Background)=24
Total: 64
Rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Intimidate (Cha), Knowledge (Arcana) Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spell Craft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
The Dark Delver’s class skills Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skills:
Acrobatics: +16 (+7 Ranks +3 Class Skill +4 Dex +2 Racial)
Appraise: +12 (+7 Ranks +3 Class Skill +2 Int)BG:7
Bluff: +1 (+0 Ranks +0 Class Skill +1 Cha)
Climb: +2 (+0 Ranks +0 Class Skill +0 Str +2 Racial)
Craft: +2 (+0 Ranks +0 Class Skill +2 Int)
Craft: +2 (+0 Ranks +0 Class Skill +2 Int)
Diplomacy: +1 (+0 Ranks +0 Class Skill +1 Cha)
Disable Device: +20 (+7 Ranks +3 Class Skill +4 Dex +2 Tools +3 Trapfinding +1 Master Explorer) Can take 10
Disguise: +1 (+0 Ranks +0 Class Skill +1 Cha)
Escape Artist: +14 (+7 Ranks +3 Class Skill +4 Dex)
Fly: +4 (+0 Ranks +0 Class Skill +4 Dex)
Handle Animal: +1 (+0 Ranks +0 Class Skill +1 Cha)
Heal: +2 (+0 Ranks + Class Skill +2 Wis)
Intimidate: +1 (+0 Ranks +0 Class Skill +1 Cha)
Knowledge (arcana): +8 (+2 Ranks +3 Class Skill +2 Int +1 Bardic Knowledge)
Knowledge (dungeoneering): +8 (+2 Ranks +3 Class Skill +2 Int +1 Bardic Knowledge)
Knowledge (engineering): +3 (+0 Ranks +0 Class Skill +2 Int +1 Bardic Knowledge)
Knowledge (geography): +8 (+2 Ranks +3 Class Skill +2 Int +1 Bardic Knowledge)
Knowledge (history): +11 (+5 Ranks +3 Class Skill +2 Int +1 Bardic Knowledge)
Knowledge (local): +8 (+2 Ranks +3 Class Skill +2 Int +1 Bardic Knowledge)
Knowledge (nature): +3 (+0 Ranks +0 Class Skill +2 Int +1 Bardic Knowledge)
Knowledge (nobility): +3 (+0 Ranks +0 Class Skill +2 Int +1 Bardic Knowledge)
Knowledge (planes): +3 (+0 Ranks +0 Class Skill +2 Int +1 Bardic Knowledge)
Knowledge (religion): +3 (+0 Ranks +0 Class Skill +2 Int +1 Bardic Knowledge)
Linguistics: +12 (+7 Ranks +3 Class Skill +2 Int) BG 7
Perception: +15 (+7 Ranks +3 Class Skill +2 Wis +2 Racial +1 Master Explorer)+3 vs. Traps Trapfinding Rogue's Edge
Perform : +1 (+0 Rank +0 Class Skill +1 Cha)
Profession: +2 (+0 Rank +0 Class Skill +2 Wis)
Ride: +1 (+0 Ranks +0 Class Skill +1 Cha)
Sense Motive: +2 (+0 Ranks + Class Skill +2 Wis)
Sleight of Hand: +4 (+0 Ranks +0 Class Skill +4 Dex)
Spell craft: +12 (+7 Ranks +3 Class Skill +2 Int)
Stealth: +18 (+7 Ranks +3 Class Skill +4 Dex +4 Racial) Can take 10
Survival: +2 (+0 Ranks +0 Class Skill +2 Wis)
Swim: +4 (+1 Ranks +3 Class Skill +0 Str)
Use Magic Device: +1 (+0 Rank +0 Class Skill +1 Cha)


Traits:

Reactionary +2 Initiative
Skillful
You’ve always been interested in a wide array of things, and growing up you’ve spent time honing some of these talents, which has helped you in life. Some have attributed your successes to luck, but others have recognized what you truly have— skill. This interest in and practice of a diverse array of skills and abilities has served you well in a number of different jobs, and following in your varied interests you learned of the expedition to the ruins of Azlant. After your application, the Bountiful Venture Company selected you for the expedition because your skillful approach to matters would be helpful for a growing colony.

Once per day when you fail an Acrobatics, Climb, Spellcraft, Stealth, or Use Magic Device check, you can immediately reroll that check as a free action. You must take the second result, even if it’s worse.


Feats:

Scribe Scroll
Dodge
Improved Initiative
Point Blank Shot


Racial Abilities:

+2 Dexterity, +2 Charisma, and –2 Strength.

Size:
Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Base Speed (Slow Speed):
Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

Fearless:
Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Sure-Footed:
Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Weapon Familiarity:
Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Keen Senses:
Halflings receive a +2 racial bonus on Perception checks.

Class Abilities:

Unchained Rogue
Finesse Training:Weapon Finesse:Dagger
Sneak Attack +1d6
Trap finding
Evasion
Rogue Talent: Canny Observer
Alarm Sense (Su)
At 3rd level, an eldritch scoundrel gains an intuitive sense that warns her when she is near a magic trap. This functions as the trap spotter rogue talent, but applies only if the eldritch scoundrel comes within 10 feet of a magic trap.
Debilitating Injury (Ex)
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

Rogue’s Edge (Ex) Perception
At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Dark Delver
Bardic Knowledge (Ex) +1
This ability is identical to the bard class feature of the same name. Levels in this class stack with levels in any other class that grants bardic knowledge or a similar ability.

Master Explorer (Ex) +1
A delver adds half his class level (minimum 1) as a bonus on all Disable Device and Perception checks. A delver can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a full-round action. He can always take 10 on Disable Device and Stealth checks, even if distracted or endangered, and he can use Disable Device to disarm magical traps.

Surefooted (Ex)
At 2nd level, a delver can move through difficult terrain at his normal speed. Ground that has been magically manipulated to impede motion still affects him normally.

Trap Sense (Ex) +1 Ref/AC(Dodge) against Traps
This ability functions as (and stacks with) the rogue class feature of the same name, save that a delver gains the bonuses at 2nd level and they increase every 3 levels thereafter.


Money:

Platinum:0
Gold:
Silver:
Copper:
Gems:

Equipment:

Strength: 10
Light: 24.75 lbs. or less
Medium: 25 - 49.5 lbs. (Max Dex +3, Skill Checks –3, Speed: 15 ft., Run ×4)
Heavy: 50 - 75 lbs. (Max Dex +1, Skill Checks –6, Speed: 15 ft., Run ×3)
Lift: 75
Drag: 375
MstWk Dagger (.5)
Belt Pouch left side (.25)
Potion Cure Light Wounds x5 (-)
Belt Pouch right side (.25)
Alchemist's Fire (1)
Oil flask w/oil cloth (1)
Whet Stone (-)
*Back Pack (2)
Carrying: 21.0
Dagger
Water Skin
Masterwork Thieves Tools
Bed Roll
Blanket
Hat of disguise
Hewards Handy Haversack
Ring of Protection +1
Bracers of Armor +1

Spells: as a 5th Level Magus:

Arcane (0:4 1st:4+1 2nd:2+1)
0 level: ALL DC:12
Resistance
Acid Splash
Drench
Detect Magic
Detect Poison
Read Magic
Daze
Breeze
Dancing Lights
Flare
Light
Penumbra
Ray of Frost
Scoop
Spark
Ghost Sound
Haunted Fey Aspect
Jolt
Mage Hand
Mending
Message
Open/Close
Root
Arcane Mark
Prestidigitation
1 Level:9 DC:13
Alarm
Shield
Mage Armor
Identify
Magic Missile
Secluded Grimoire
Silent Image
Ventriloquism
9

2 Level: 4 DC:14
Invisibility
Spectral Hands
See Invisibility
Touch Of Idiocy

Appearance and Background:

Zilybar was a normal Halfling who enjoyed his life on his terms. He will help those that need helping but tend to just want to be left to his own devices if it is plausible. He enjoy infiltrating the local Kobold warrens to set traps inside their own homes. This would take the form of a simple spell that would close off a corridor and make the target wonder what just happened. Silent Image was becoming one of his favorite spells. On one such adventure he over heard a conversation about the push to reclaim what has been known as the greenbelt. He felt it was time to move on to better things and after retreating out of the warrens he was on his way to a small village several days away. There he would look into acquiring some transportation to this Restov. This was a mistake on his part.

The day he walk into the small village it was raining and he was miserable. Zilybar was only interested in getting dry and warm. This adventure was starting off on a bad note with the weather. So when he and several other were offered to join a caravan at a very low price he jumped at the offer without wondering why it was so cheap. Several days into the trip one of the travelers went and disappeared over night. We spent the first few hours of the morning looking for him and when we found him there was not much left. The wolves had gotten to him. The guards determined rather quickly that he went out to relieve himself and was attacked by wolves. The next couple of days go by without a problem, then a family of three vanished overnight. No trace of them was found but it was speculated that they must have wondered off and got lost. The guards came to this conclusion rather fast as well.
It was becoming clear that the dozen guards did not care much for the group and just wanted to get to the city of Restov as quickly as possible. The trip was about ten days out from the final destination when things turn completely south. They have been traveling for about two weeks and have lost a total of six people. The first was the poor soul that was killed while going to the bathroom and then the family that up and disappeared at night. The latest was an old couple that supposedly died in their sleep. This trip was cursed, and the members of the party were getting really worried. Well that fateful night the guards were in two different groups. The first group of guards that were sitting around the fire enjoying each others company while the other group kept to themselves. This group of five was very quiet and kept looking at the other guards. This action was what got Zilybar worried and wondering what had split the guards up into two different groups. The group of five used to be just as loud and jovial as the other guards. Zilybar was about to stand up and try to figure out what was going on when the group of five nodded to each other and stood up. They as one walked over to stand behind the other guards. With precise and deadly intent the stabbed the other guards from behind. This in of itself was very bad, but what happened next was even worse. Some of the guards were able to survive the initial attack and while the adjusted themselves to regroup and prepare for battle the other guards changed. What were once guards...changed and shifted and morphed into a family of three and the old couple. This transformation changed again as the five things turned into exact copies of the guards that they just attacked. The chaos was complete and battle was joined. Zilybar did what he could to get the other members to safety but chaos and fear was running through all of them. The fight lasted for what seemed like hours but in truth was only about a minute. The end showed that all of the guards except one were dead and he was not sure what it was. Was it human or was it one of these creatures. It was severally injured whatever it was. The math told him what was going as four of the dead guards reverted back to a grayish humanoid creature that seemed almost unfinished, with a narrow head, gaunt limbs, and a sinister, noseless face. This meant that the lone survivor was in fact an enemy. Seeing that he was coming his was Zilybar cast a spell in hopes of defeating this enemy. He felt as if someone was trying to do something to his mind and he pushed back by creating a mental wall to keep the enemy at bay. A ring of fire appeared around the creature and it streaked in pain as the flames burned at it from every angle. It tried in vain to escape the confines of the spell but collapsed soon after the spell was created. Quickly Zilybar ran over to the creature right through the illusion and stabbed the helpless thing in the throat. Killing it as quickly as he could. He then turned and made sure all of the other creatures were killed. In a matter of minutes he had all those bodies moved and place on the fire to burn except for one. He removed any and all gear from the guards and placed the poor souls on the fire as well. The size of the fire drew back the few members of the caravan group that survived. These people came back over the night as Zilybar loaded up the wagon with the loot from the fallen guards. After he was done with getting things ready for the night, he settled down to figure out what those things were. He stared at the dead creature for what seemed hours until he was certain that he could not figure it out. One of the people from the caravan spoke a single word. Doppelganger
Zilybar knew of them from stories but had never seen one. He collected some items from the creature as wizards are want to do. Blood, an eye, hair,and skin were collected and stored properly away. These items in time could be used to advance the propertied of his favorite magical item...his Hat of Disguise. The next morning they set off for the end of the journey but with the caravan guards and caravan master dead, they just continued in the same direction that they were going. Then several days later they came to an outpost. What they found out was Oleg's Outpost.