Narla Thickskull's page

77 posts. Organized Play character for Jayson MF Kip.


| HP: 27/27| AC: 18 (12 Tch, 16 Fl) | CMB: +7, CMD: 19 | F: +2, R: +3, W: +4 | Init: +4 | Perc: +4, SM: +4


| Speed 20ft | Free Spirit Surge (0/3) Used | Influence: 1 | Active conditions: None


F Sandkin Half-Orc


6'2", 257 lbs.










Common, Orc, Ancient Osiriani



Strength 19
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 10
Charisma 13

About Narla Thickskull

Narla Thickskull
Female half-orc medium 4 (Pathfinder RPG Occult Adventures 30)
CG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +4
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 27 (4d8+4)
Fort +2, Ref +3, Will +4
Weaknesses taboo (leave none behind)
Speed 30 ft. (20 ft. in armor)
Melee cold iron light flail +7 (1d8+6) or
. . dagger +7 (1d4+6/19-20) or
. . mwk cold iron heavy flail +8 (1d10+8/19-20) or
. . mithral dagger +8 (1d4+6/19-20) or
. . unarmed strike +7 (1d3+6 nonlethal)
Ranged sling +5 (1d4+6)
Special Attacks haunt channeler (2d6), marshal's order, seance boon (marshal), shared seance, spirit (Marshal, 1 influence)
Medium Spells Known (CL 4th; concentration +5)
. . 1st (2/day)—identify, true strike
. . 0 (at will)—detect magic, light, stabilize, virtue
Str 19, Dex 14, Con 12, Int 10, Wis 10, Cha 13
Base Atk +3; CMB +7; CMD 19
Feats Enforcer[APG], Spirit Focus (marshal)[OA]
Traits finish the fight, reactionary
Skills Acrobatics -1 (-5 to jump), Bluff +8, Craft (mapmaking) +6, Diplomacy +10, Disguise +4, Heal +4, Intimidate +8, Knowledge (arcana) +5, Knowledge (planes) +4, Knowledge (religion) +5, Linguistics +4, Perception +4, Sense Motive +4, Spellcraft +5, Survival +0 (+2 to avoid becoming lost when using a Mapmaker's Kit as you travel, +2 to avoid becoming lost), Use Magic Device +8; Racial Modifiers +2 Diplomacy
Languages Ancient Osiriani, Common, Orc
SQ half-orc/human medium, orc blood, spirit bonus (+2 on Charisma checks and Charisma-based skill checks, as well as on spirit surge rolls), spirit surge 1d6, tenacious
Combat Gear cold iron sling bullets (10), cold iron sling bullets (40), potion of cure moderate wounds, wand of cure light wounds (50 charges), wand of heightened awareness (50 charges), alchemist's fire (2), alkali flask[APG] (2), holy water (2); Other Gear mwk agile breastplate[APG], cold iron light flail, dagger, mithral dagger, mwk cold iron heavy flail, sling, wayfinder[ISWG], bedroll, belt pouch, crowbar, fishhook (2), flint and steel, grappling hook, hemp rope (100 ft.), hourglass (1 hour), mapmaker's kit[APG], masterwork backpack[APG], masterwork cartography tools, masterwork thieves' tools, measuring cord (10 ft.) (5), mug/tankard, sewing needle, signal whistle, skeleton key[UE], string or twine[APG], thread (50 ft.), trail rations (5), trail rations (2), waterskin, whetstone, 94 gp
Tracked Resources
Alchemist's fire - 0/2
Alkali flask - 0/2
Cold iron sling bullets - 0/10
Cold iron sling bullets - 0/40
Dagger - 0/1
Holy water - 0/2
Light (At will) - 0/0
Mithral dagger - 0/1
Potion of cure moderate wounds - 0/1
Spirit Surge 1d6 (+3, 1/round) (Su) - 0/1
Spirit Surge Free Uses (3/day) - 0/3
Tenacious (1/day) - 0/1
Trail rations - 0/5
Trail rations - 0/2
Wand of cure light wounds (50 charges) - 4/50
Wand of heightened awareness (50 charges) - 0/50
Special Abilities
+1 free spirit surge uses from taboos When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day.
Darkvision (60 feet) You can see in the dark (black and white only).
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Haunt Channeler (2d6, DC 22) (Su) Haunts never surprise. Touch harms and allows 1 question. Host haunt to take effects and spare allies, but lose control of body until succeed at 1/minute will save.
Leave None Behind Cannot leave behind or sacrifice any ally, even summoned creatures.
Marshal's Order (Su) Can use spirit surge on new rolls, and on allies who were in seance in 30 ft.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Seance Boon (Marshal) (Seance Boon (Champion)) (Su) Gain any seance boon of another legend.
Shared Seance (Su) Can share the Seance bonus with others.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host.
Spirit Focus (Marshal) Your spirit bonus from selected legend increases by 1.
Spirit Surge 1d6 (+3, 1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
Tenacious (1/day) Reroll a failed Fortitude/Will save or Constitution check, must keep second result even if worse.

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