Kabran Bloodeye

Natty Grastik's page

188 posts. Organized Play character for Deevor.


Full Name

Natty Grastik

Race

Half-Orc

Classes/Levels

Rogue 6

Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

Gender

Male

Alignment

CN

Strength 12
Dexterity 18
Constitution 16
Intelligence 13
Wisdom 12
Charisma 7

About Natty Grastik

Deevor:

12784 -15

Natty at 6, probably:

Natty Grastik
Male half-orc rogue 6
CN Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +13 (+15 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste)
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 57 (6d8+24)
Fort +6, Ref +10, Will +4
Defensive Abilities evasion, sacred tattoo[APG], trap sense +2, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 light mace +7 (1d6+2) or
. . dagger +6 (1d4/19-20) or
. . light mace +8 (1d6+1) or
. . sap +8 (1d6+1 nonlethal)
Ranged light crossbow +8 (1d8/19-20)
Special Attacks sneak attack +3d6 plus 3 bleed
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 16, Int 13, Wis 12, Cha 7
Base Atk +4; CMB +5; CMD 19
Feats Extra Rogue Talent[APG], Sap Adept[UC], Skill Focus (Perception), Two-weapon Fighting, Weapon Finesse
Traits outcast, reactionary
Skills Acrobatics +13, Appraise +7, Climb +8, Disable Device +16, Escape Artist +10, Knowledge (dungeoneering) +5, Knowledge (local) +5, Linguistics +9, Perception +13 (+15 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste), Profession (cook) +6, Sleight of Hand +12, Stealth +13, Survival +6, Swim +5, Use Magic Device +7; Racial Modifiers +2 Appraise, scavenger[APG]
Languages Abyssal, Aklo, Azlanti, Common, Ignan, Infernal, Orc, Thassilonian
SQ orc blood, rogue talents (bleeding attack +3, combat trick, finesse rogue, offensive defense[APG]), trapfinding +3
Combat Gear adamantine crossbow bolts (50), mwk cold iron crossbow bolts (50), mwk silver crossbow bolts (50), potion of fly (2), potion of water breathing (x2), wand of cure light wounds, wand of lesser restoration (17 charges), alchemist's fire (2), antiplague[APG] (4), antitoxin (4), caltrops (3), smokestick (2), tanglefoot bag, thunderstone; Other Gear +1 leather armor, leather armor, +1 light mace, dagger, light crossbow, light mace, sap, elixir of swimming (2), handy haversack, backpack, crowbar, grappling hook, hemp rope (50 ft.), marbles[APG], marbles[APG], marbles[APG], marbles[APG], sack, sack, thieves' tools, tindertwig (2), trail rations (5), waterskin, wooden holy symbol of Calistra, 16,996 gp, 4 sp
--------------------
Tracked Resources
--------------------
Adamantine crossbow bolts - 47/50
Alchemist's fire - 0/2
Antiplague - 0/4
Antitoxin - 0/4
Dagger - 0/1
Elixir of swimming - 0/2
Masterwork cold iron crossbow bolts - 47/50
Masterwork silver crossbow bolts - 47/50
Potion of fly - 0/2
Potion of water breathing (x2) - 0/1
Smokestick - 0/2
Tanglefoot bag - 0/1
Thunderstone - 0/1
Tindertwig - 0/2
Trail rations - 0/5
Wand of cure light wounds - 0/50
Wand of lesser restoration (17 charges) - 0/17
--------------------
Special Abilities
--------------------
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Sap Adept Gain bonus damage on nonlethal attacks,
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
--------------------
Now where there are ancient cities, built under ground, there are riches for those who care to look. And Natty Grast cares to look, in fact he caught the eye of the local thieves guild who suggested he join a group of adventurers being collected, so that he might help carry back the treasures they find, including bring back some himself.
Natty, learnt to survive on the side of society, having to make do from an early age. Once his features became obvious, his orc heritage forced the town to cast him out, an abomination. His mother kept him hidden when she could, but more often than not he had to keep in the shadows, stealing bread and food as he could. When the watch became difficult to avoid, he was forced into woods and forests, where he lived rough, developing a liking for the scent of his own sweat as his hygiene deteriorated. It became more and more untenable, until he said goodbye to his mother and set off to make a name for himself, good or bad, that was not his choice.

And so, now he is here in Absolom, been here for 6 months doing what he does best. Not being seen but collecting food and money as he required them from unwitting benefactors. Rather than let his skills be used by Aspis Consortium or others, the Pathfinders have invited him in to train and work for them.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Natty at 5:

Natty Grastik
Male Half-Orc Rogue 5
CN Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC with scenario items 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 Deflection (+1 ring of protection)
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 48 (5d8+20)
Fort +5, Ref +9 (+1 bonus vs. traps), Will +3
Defensive Abilities evasion, trap sense +1, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 light mace +6 (1d6+2) and
. . dagger +5 (1d4/19-20) and
. . light mace +7 (1d6+1) and
. . sap +7 (1d6+1 nonlethal)
Ranged light crossbow +7 (1d8/19-20)
Special Attacks sneak attack +3d6
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 16, Int 13, Wis 12, Cha 7
Base Atk +3; CMB +4; CMD 18
Feats Extra Rogue Talent, Skill Focus (Perception), Two-weapon Fighting, Weapon Finesse
Traits outcast, reactionary
Skills Acrobatics +12, Appraise +5, Climb +7, Disable Device +14, Escape Artist +10, Knowledge (dungeoneering) +5, Knowledge (local) +5, Linguistics +8, Perception +12 +16 to find traps (+14 to locate traps, +14 to find hidden objects (inc. secret doors and traps), determine whether food is spoiled, or identify a potion by taste), Profession (cook) +5, Sleight of Hand +11, Stealth +12, Survival +6, Swim +5, Use Magic Device +6; Racial Modifiers +2 Appraise, scavenger
Languages Abyssal, Aklo, Azlanti, Common, Infernal, Orc, Thassilonian
SQ orc blood, rogue talents (bleeding attack, finesse rogue, offensive defense), weapon familiarity, trapfinding +2
Combat Gear potion of fly (2), potion of water breathing (2), wand of cure light wounds, wand of restoration, lesser (17 charges), alchemist's fire (2), antiplague (4), antitoxin (4), caltrops (3), smokestick (2), tanglefoot bag, thunderstone; Other Gear +1 leather armor, leather armor, +1 light mace, dagger, light crossbow, light mace, sap, elixir of swimming (2), handy haversack, backpack, crowbar, grappling hook, wooden holy symbol (Calistra), marbles, marbles, marbles, marbles, rope, sack, sack, thieves' tools, tindertwig (2), trail rations (5), waterskin, 16,996 gp, 4 sp
--------------------
TRACKED RESOURCES
--------------------
Alchemist's fire - 0/2
Antiplague - 0/4
Antitoxin - 0/4
Dagger - 0/1
Elixir of swimming - 0/2
Potion of fly - 0/2
Potion of water breathing (2) - 0/1
Smokestick - 0/2
Tanglefoot bag - 0/1
Thunderstone - 0/1
Tindertwig - 0/2
Trail rations - 0/5
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Potion of water breathing (2) Add this item to create a potion of a chosen spell.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
--------------------

--------------------
Background
--------------------
Now where there are ancient cities, built under ground, there are riches for those who care to look. And Natty Grast cares to look, in fact he caught the eye of the local thieves guild who suggested he join a group of adventurers being collected, so that he might help carry back the treasures they find, including bring back some himself.
Natty, learnt to survive on the side of society, having to make do from an early age. Once his features became obvious, his orc heritage forced the town to cast him out, an abomination. His mother kept him hidden when she could, but more often than not he had to keep in the shadows, stealing bread and food as he could. When the watch became difficult to avoid, he was forced into woods and forests, where he lived rough, developing a liking for the scent of his own sweat as his hygiene deteriorated. It became more and more untenable, until he said goodbye to his mother and set off to make a name for himself, good or bad, that was not his choice.

And so, now he is here in Absolom, been here for 6 months doing what he does best. Not being seen but collecting food and money as he required them from unwitting benefactors. Rather than let his skills be used by Aspis Consortium or others, the Pathfinders have invited him in to train and work for them.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Natty at level 2 to be added

Natty Grastik level 1 rogue:

NATTY GRASTIK CR 1/2
Male Half-Orc Rogue 1
CN Medium Humanoid (Orc)
Init +5; Senses Darkvision; Perception +5
--------------------
DEFENSE
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (1d8+3)
Fort +4, Ref +6, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +3 (1d4+1/19-20/x2) and
Mace, Light +3 (1d6+1/20/x2) and
Unarmed Strike +3 (1d3+1/20/x2)
Ranged Crossbow, Light +3 (1d8/19-20/x2)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 12, Dex 17, Con 16, Int 13, Wis 12, Cha 7
Base Atk +0; CMB +1; CMD 14
Feats Rogue Weapon Proficiencies, Weapon Finesse
Traits Outcast, Reactionary
Skills Acrobatics +7, Appraise +3, Disable Device +8, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Perception +5, Sleight of Hand +7, Stealth +7, Survival +6, Use Magic Device +2 Modifiers Scavenger
Languages Abyssal, Common, Orc
SQ Trapfinding +1
Combat Gear Crossbow, Light, Dagger, Leather, Mace, Light; Other Gear Backpack (20 @ 46.18 lbs), Caltrops (3), Crowbar, Grappling hook, Marbles, Marbles, Marbles, Marbles, Marbles, Rations, trail (per day) (5), Rope, hempen (50 ft.), Sack (empty), Sack (empty), Smokestick (2), Thieves' tools, Waterskin (2)
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Rations, trail (per day) - 0/5
Smokestick - 0/2
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.
--------------------
Now where there are ancient cities, built under ground, there are riches for those who care to look. And Natty Grast cares to look, in fact he caught the eye of the local thieves guild who suggested he join a group of adventurers being collected, so that he might help carry back the treasures they find, including bring back some himself.
Natty, learnt to survive on the side of society, having to make do from an early age. Once his features became obvious, his orc heritage forced the town to cast him out, an abomination. His mother kept him hidden when she could, but more often than not he had to keep in the shadows, stealing bread and food as he could. When the watch became difficult to avoid, he was forced into woods and forests, where he lived rough, developing a liking for the scent of his own sweat as his hygiene deteriorated. It became more and more untenable, until he said goodbye to his mother and set off to make a name for himself, good or bad, that was not his choice.

And so, now he is here in Absalom, been here for 6 months doing what he does best. Not being seen but collecting food and money as he required them from unwitting benefactors. Not every action has gone unnoticed, rather than loose his abilities to other competitors, the Pathfinders have provided him with the opportunity to make some gold in return for bringing some treasure back.