Pathfinder Society 2 -hahmot
Bounty
Lets Catch it!.
Fighter 1 / Archetype Rogue
Player Swyrlyn (112455-2008)
XP 7
Ancestry Versatile Heritage, Background Hunter
Speed 25, Perception +7••
Alignment Neutral
Languages Common
Str 18, Dex 14, Con 12
Int 10, Wis 14, Cha 10
AC 18; (+3 armor, +2 Dex, 2+1 trained)
HP 20 (Human 8, Fighter 10x1=10, Con 1x1=1, Toughness 1)
Fort +6••, Ref +7••, Will +5•
Special Defenses
Melee +1 Halberd +10 1d10+4 P (Versatile S)
Melee
Ranged
Special Attacks
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Skills
- Acrobatics(Dex)t +5 - Fighter Class skill
- Arcana(Int)
- Athletics(Str)t +7 - Fighter Class skill
- Crafting(Int)
- Deception(Cha)
- Diplomacy(Cha)
- Intimidation(Cha)
- Tanning Lore(Int)t +3 - Background
- Pathfinder society Lore(Int)t +3 - Society training
- Medicine(Wis)
- Nature(Wis)'^t^ +5 - Fighter Class skill
- Occultism(Int)
- Performance(Cha)
- Religion(Wis)
- Society(Int)
- Stealth(Dex)t +5 - Fighter Class skill
- Survival(Wis)t +5 - Background
- Thievery(Dex)
Heritage:
- Versatile Heritage: Toughness feat
Ancestry Feats:
- Natural Ambition: Sudden Charge feat
Fighter Feats:
- Sudden Charge (1): With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
- Power Attack (Fighter feat 1):
General Feats:
- Toughness: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.
Skill Feats:
- Survey Wildlife (1: Hunter): You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.
Class Features:
- 1: Ancestry (Human, Versatile) and background (Hunter), initial proficiencies, attack of opportunity, fighter feat, shield block
Bulk Limit: 9 || Worn + Weapons = 6 || All =
Worn Hide Amor (2), Bandolier with Healer's Tools (1)
Weapons Bo staff, Halberd, Dagger(L), Club (1)), Sling(L) (10 bullets), Javelin (L)
Stowed Crowbar (L), Grappling Hook(L), Wayfinder
Wealth
At the Lodge or if travelingAdventurer’s Pack (2)[backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin](2),
Notes
- Hide Armor 2gp
- Greatpick 2gp
- Javelin 1sp
Adventurer's Pack, 7sp, 2
Healer's Tools, 5gp, 1
Dagger, 2sp, L
Sling, L
Sling Bullets, 1cp, L
Crowbar 5sp
Grappling hook 1sp
- Pelatut pelit:
- Bounty #5
- Quest #11
- Bounty #2
- Bounty #8
- Bounty #9
- Bounty #11
- Bounty #10
- Bounty #6
- Bounty #13
- Bounty #14
- Bounty #15
XP 11/12