Mage Slayer

Sabola's page

476 posts. Alias of Zahir ibn Mahmoud ibn Jothan (RPG Superstar 2014 Top 16).


Full Name

Sabola

Race

Half Orc

Classes/Levels

Rogue / 5 (AC: 19 [T: 14 FF: 19, +1 vs traps] | HP: 43/43(0NL) | F+5, R+10*, W+3) | Init: +4 |Perc: +8*, dark vision)

Gender

Male

Size

Medium

Age

19

Alignment

Neutral Good

Deity

Iomedae

Location

Kenabres

Languages

Common, Orc, Draconic, Abyssal

Occupation

Scoundrel

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

About Sabola

Sabola 5:

Sabola #2
Half-orc rogue (unchained) 5 (Pathfinder Unchained 20)
NG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 43 (5d8+15)
Fort +5, Ref +10, Will +3
Defensive Abilities danger sense +1, evasion, uncanny dodge
--------------------
Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron dagger +7 (1d4+5/19-20) or
+1 cold iron dagger +7 (1d4+5/19-20) or
dagger +8 (1d4+4/19-20) or
dagger +8 (1d4+4/19-20) or
sap +7 (1d6 nonlethal) or
sap +7 (1d6 nonlethal) or
silver dagger +8 (1d4+3/19-20) or
silver dagger +8 (1d4+3/19-20)
Ranged shortbow +7 (1d6/×3)
Special Attacks sneak attack (unchained) +3d6
Rogue (Unchained) Spell-Like Abilities (CL 5th; concentration +6)
At will—minor magic
--------------------
Statistics
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Str 10, Dex 18, Con 14, Int 14, Wis 10, Cha 13
Base Atk +3; CMB +3; CMD 17
Feats Deific Obedience, Double Slice, Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger)
Traits chance encounter, fate's favored
Skills Acrobatics +2 (-2 to jump), Appraise +6, Bluff +9, Climb -2, Craft (tattoo) +12, Diplomacy +13, Disable Device +10, Disguise +5, Escape Artist +2, Intimidate +11, Knowledge (dungeoneering) +6, Knowledge (local) +6, Knowledge (religion) +7, Perception +8, Sense Motive +8, Sleight of Hand +3, Stealth +6, Swim -2; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Orc
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, orc blood, rogue talents (minor magic, weapon training), trapfinding +2
Other Gear +1 mithral chain shirt, +1 cold iron dagger, +1 cold iron dagger, arrows (60), dagger, dagger, sap, sap, shortbow, silver dagger, silver dagger, daredevil boots[ARG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork thieves' tools, masterwork tool, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 1,650 gp
--------------------
Special Abilities
--------------------
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Daredevil boots (10 rounds/day) +5 Acrobatics to avoid AoO moving in threatened squares. If successful, +1 attack vs. that enemy.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fate's Favored Increase luck bonuses by 1.
Minor Magic (Acid Splash, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

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 Inc.®, and are used under license.

Sabola 4:

Sabola
Half-orc rogue (unchained) 4 (Pathfinder Unchained 20)
NG Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 35 (4d8+12)
Fort +5, Ref +10, Will +3
Defensive Abilities danger sense +1, evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk cold iron dagger +7 (1d4+4/19-20) or
mwk cold iron dagger +7 (1d4+2/19-20) or
sap +7 (1d6 nonlethal) or
sap +7 (1d6 nonlethal) or
silver dagger +8 (1d4+3/19-20) or
silver dagger +8 (1d4+3/19-20)
Ranged shortbow +7 (1d6/×3)
Special Attacks sneak attack (unchained) +2d6
Rogue (Unchained) Spell-Like Abilities (CL 4th; concentration +5)
At will—minor magic
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 14, Wis 10, Cha 13
Base Atk +3; CMB +3; CMD 17
Feats Deific Obedience, Two-weapon Fighting, Weapon Finesse, Weapon Focus (dagger)
Traits chance encounter, fate's favored
Skills Acrobatics +8, Appraise +6, Bluff +8, Climb +4, Craft (tattoo) +11, Diplomacy +12, Disable Device +15, Disguise +5, Escape Artist +8, Intimidate +10, Knowledge (dungeoneering) +6, Knowledge (local) +6, Knowledge (religion) +5, Perception +7, Sense Motive +7, Sleight of Hand +8, Stealth +11, Swim +4; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Orc
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, orc blood, rogue talents (minor magic, weapon training), trapfinding +2
Other Gear +1 mithral chain shirt, mwk cold iron dagger, mwk cold iron dagger, sap, sap, shortbow, silver dagger, silver dagger, daredevil boots[ARG], masterwork thieves' tools, masterwork tool, 1,666 gp
--------------------
Special Abilities
--------------------
Chance Encounter (1/day) Re-reroll failed Acrobatics, Bluff, Disguise, Sleight of Hand or Stealth check, keep 2nd result.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Daredevil boots (10 rounds/day) +5 Acrobatics to avoid AoO moving in threatened squares. If successful, +1 attack vs. that enemy.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fate's Favored Increase luck bonuses by 1.
Minor Magic (Acid Splash, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

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 Inc.®, and are used under license.

Background:

Born in Kenabres to two Riftwardens, Sabola was orphaned at the age of 9 when his parents never returned from an important mission against the demons of the Worldwound. Using the riftwarden orphan backstory, but with the chance encounter mechanical effects. Sabola was raised as a bit of a rascal at a religious orphanage in Kenabres. War breeds orphans, and holy war breeds holy orphans. Sabola could not help but be greatly impressed with Iomedae, but he did not completely fall into the mold he remembers of his parents. He uses his own 'extra-legal' methods to accomplish his best towards the eventual defeat of the demon hordes that claimed his parents. A quick talker, and a genuinely nice guy, Sabola is pretty ruthless against the forces of evil, especially the spawn of the Worldwound. He regularly performs tasks for the Iomedaean Orders, who have taken him under their wing and know that they can count on him to get a thing done, even if they don't necessarily want to ask how it was done.

Personality:

While generally an upbeat individual, Sabola is not happy go lucky, and will sometimes brood a bit over the sins of his past. He is a soul seeking a bit of redemption. During his years as a orphaned guttersnipe, he may have broken a few laws.

Skill Shortcuts:

[dice=Acrobatics]1d20+8[/dice] +5 with daredevil boots
[dice=Appraise]1d20+6[/dice]
[dice=Bluff]1d20+9[/dice]
[dice=Climb]1d20+4[/dice]
[dice=Craft(tattoo)]1d20+12[/dice]
[dice=Diplomacy]1d20+13[/dice]
[dice=Disable Device]1d20+16[/dice]
[dice=Disguise]1d20+5[/dice]
[dice=Escape Artist]1d20+8[/dice]
[dice=Fly]1d20+4[/dice]
[dice=Heal]1d20+0[/dice]
[dice=Intimidate]1d20+11[/dice]
[dice=Knowledge (dungeoneering)]1d20+6[/dice]
[dice=Knowledge (local)]1d20+6[/dice]
[dice=Knowledge (nature)]1d20+6[/dice]
[dice=Knowledge (religion)]1d20+7[/dice]
[dice=Perception]1d20+8[/dice] +2 vs traps, +1 vs surprise
[dice=Ride]1d20+4[/dice]
[dice=Sense Motive]1d20+8[/dice]
[dice=Sleight of Hand]1d20+9[/dice]
[dice=Stealth]1d20+12[/dice]
[dice=Survival]1d20+0[/dice]
[dice=Swim]1d20+4[/dice]

Combat Shortcuts:

+1 to hit if daredevil boots used

[dice=Initiative]1d20+4[/dice]

[dice=Sneak Attack DMG]3d6[/dice] +condition

[dice=Main Hand +1 Cold Iron Dagger]1d20+7[/dice] +2 if only one attack
[dice=MW Cold Iron Dagger Damage]1d4+5[/dice]

[dice=Off Hand +1 Cold Iron Dagger]1d20+7[/dice]
[dice=MW Cold Iron Dagger Damage]1d4+5[/dice]

[dice=Main Hand Silver Dagger]1d20+6[/dice] +2 if only one attack
[dice=Silver Dagger Damage]1d4+3[/dice]

[dice=Off Hand Silver Dagger]1d20+6[/dice]
[dice=Silver Dagger Damage]1d4+3[/dice]

[dice=Main Hand Dagger]1d20+6[/dice] +2 if only one attack
[dice=Dagger Damage]1d4+4[/dice]

[dice=Off Hand Dagger]1d20+6[/dice]
[dice=Dagger Damage]1d4+4[/dice]

[dice=Main Hand Sap]1d20+5[/dice] +2 if only one attack
[dice=Sap Damage]1d6[/dice] Nonlethal

[dice=Off Hand Sap]1d20+5[/dice]
[dice=Sap Damage]1d6[/dice] Nonlethal

[dice=Acid Splash Hit]1d20+7[/dice] vs touch
[dice=Acid Splash Damage]1d3[/dice]

[dice=Shortbow Hit]1d20+7[/dice]
[dice=Shortbow Damage]1d6[/dice]

[dice=Fists Hit]1d20+7[/dice]
[dice=Fists Damage]1d3[/dice] Nonlethal

Saving Throw Shortcuts:

+1 vs traps

[dice=Fortitude]1d20+5[/dice]
[dice=Reflex]1d20+10[/dice] Evasion
[dice=Will]1d20+3[/dice]

Ability Check Shortcuts:

[dice=Strength]1d20+0[/dice]
[dice=Dexterity]1d20+4[/dice]
[dice=Constitution]1d20+2[/dice]
[dice=Intelligence]1d20+2[/dice]
[dice=Wisdom]1d20+0[/dice]
[dice=Charisma]1d20+1[/dice]