Archbaron Darellus Fex

Dr Talos's page

126 posts. Alias of Doug Hahn.

Full Name

Dr Talos


Male Rogue 10 | Perc +18 (M; Trapfinder, Darkvision, -1 Sense Mot.) | Speed: 30' | HP: 128/128 | AC: 28 (29) (deny adv) | Fort: +18 Ref: +22 Will: +17 (+1 circ. vs dis., pois., radiation; +1 stat. vs fear)


| Exploration: Avoid Notice + Trapfinder | Status: Dread Aura 20' | Hero Points: 2

Strength 12
Dexterity 19
Constitution 14
Intelligence 8
Wisdom 12
Charisma 16

About Dr Talos

Ancestry Male Warrior Android Rogue 10
Background Secular Medic
Languages Common, Androffan

Dr Talos has well-manicured black eyebrows and a sharp nose; his thin face isn't quite human — but more like a mannequin: his expression doesn't so much as change as move in the light and shadows in order to achieve the semblance of humanoid emotion. He wears a wide-brimmed, hat and his glassy eyes glitter while he idly lops off the heads of flowers wherever he walks.

Some kind of intricate, rose-gold tattooing runs all the way from his forearms to the pads of his soft fingertips.


HP 128
AC 28 (29: Shield) (+10+9+4+2=25)
Speed 30’
[dice=Fort (E)]1d20+18[/dice] +1 circ. vs disease, poison, radiation
[dice=Ref (M)]1d20+22[/dice] Evasion
[dice=Will (E)]1d20+17[/dice] +1 status. vs Fear
[dice=Perception (M)]1d20+18[/dice] +1 circ. vs traps


Melee (Doubling Rings)
[dice=+1 Striking Silver Rapier, Stance]1d20+20[/dice]

[dice=+1 Striking Cold Iron Shortsword, Agile]1d20+20-4[/dice]

[dice=+1 Striking Light Mace, Agile]1d20+20-4[/dice]

[dice=+1 Striking Scalpel, Agile]1d20+16-4[/dice]

[dice=Alchemical Crossbow]1d20+19[/dice]


[dice=Acrobatics (M)]1d20+22[/dice]
[dice=Arcana (U)]1d20-1[/dice]
[dice=Athletics (M)]1d20+17[/dice] +2 item bonus to High / Long Jump
[dice=Crafting (U)]1d20-1[/dice]
[dice=Deception (T)]1d20+16[/dice]
[dice=Diplomacy, Emotionally Unaware (T)]1d20+15-1[/dice]
[dice=Intimidation (M)]1d20+21[/dice]
[dice=Medicine (E)]1d20+16[/dice] Assurance for 24
[dice=Nature (U)]1d20+2[/dice]
[dice=Occultism (U)]1d20-1[/dice]
[dice=Performance (E)]1d20+17[/dice]
[dice=Religion (U)]1d20+2[/dice]
[dice=Society (U)]1d20-1[/dice]
[dice=Stealth (E)]1d20+22[/dice] Foil Senses, Swift Sneak
[dice=Survival (U)]1d20+1[/dice]
[dice=Thievery (T)]1d20+17[/dice]

[dice=Anatomy Lore (T)]1d20+11[/dice]
[dice=PFS Lore (T)]1d20+11[/dice]


[dice=Treat Wounds, Assurance, Ward Medic, Continual Recovery]24[/dice]

[dice=Battle Medicine, Assurance]24[/dice]
[dice=Healing]2d8+10[/dice] +5 if self

Dread Marshal Stance
[dice=Dread Marshal Stance, Nanite Surge, DC 27]1d20+21+2[/dice] => Stance is a X' aura.

Stance Results:
Critical Success Your marshal's aura increases to a 20-foot emanation, and it grants you and allies a status bonus to damage rolls equal to the number of weapon damage dice of the unarmed attack or weapon you are wielding that has the most weapon damage dice. When you or an ally in the aura critically hits an enemy with a Strike, that enemy is frightened 1.
Success As critical success, but your aura's size doesn't increase.
Failure You fail to enter the stance.
Critical Failure You fail to enter the stance and can't take this action again for 1 minute.


1. Use the macro above to enter stance.
2. Flank and strike, or intimidate to mkae flat-footed and strike.
3. BM self with Godless Healig if hurt


+1 shadow leather armor
Scalpel (dagger)
Light Mace
Expanded Healers Tools
Dueling cape
Holy Water
Alch Fire (2)
Frost Bomb (2)
Alchemical Crossbow

Low grade silver rapier
Low Grade Cold Iron Short Sword

Demon Mask
Aeon Stone (Dusty Rose Prism)
Aeon Stone (Pearly Spindle)
Bracelets of Dashing
Goggles of Night
Doubling Rings
Pearly Spindle
Boots Bounding

Adventurers pack



Ancestry Boon


Level 1
ancestry: Android
ancestry Heritage: Warrior Android (traind in Marshal weapons)
background: Secular Medic (Medicine, Anatomy Lore, Battle Medicine)
initial proficiencies (Stealth, Acrobatics, Athletics, Deception, Diplomacy, Intimidaiton, Perform, Theivery)
scrolls school
rogue’s racket: Theif
sneak attack 1d6
surprise attack
rogue feat: Trap Finder
skill feat: Intimidating Glare

Level 2
rogue feat: Marshal Dedicaiton
skill feat: Continual Recovery
skill increase: Medicine to E

Level 3
deny advantage
general feat: Canny Acument: Fort
skill feat: Godless Healing
skill increase: Intimidate to E

Level 4
rogue feat: Dread marshal Stance
skill feat: Ward Medic
skill increase: Stealth to E

Level 5
ancestry feat: Nanite Shroud
skill feat: Steady Balance
School skill feat: Assurance Medicine
skill increase: Acrobatics to E
sneak attack 2d6
weapon tricks

Level 6
rogue feat: Dread Striker
skill feat: Ward Medic
skill increase: Athletics to E

Level 7
general feat: toughness
skill feat: terrifying resistance
skill increase: Intimidate to M
vigilant senses
weapon specialization

Level 8
rogue feat: Blind Fight
skill feat: Foil Senses
skill increase: Stealth to <M

Level 9
Ancestry feat
debilitating strike
great fortitude
skill feat: Swift sneak
skill increase: Athletics to M

Level 10
Ability boosts (str, dex, con, wis)
rogue feat: topple foe
skill feat: kip up
skill increase: Athetics to M