Pathfinder Society 2 -hahmot
Snix
Ooh, how does that work?.
Investigator 8 / Archaeologist / Eldritch Archer
Player Swyrlyn (112455-2003)
XP
Pathfinder Training: Scrolls: 3
Ancestry Strongjaw Kobold Background Detective
Speed 25, Perception +16••• , Darkvision
Alignment Neutral
Languages Common, Draconic, Aklo, Infernal, Terran, Undercommon, Osiriani
Str 12, Dex 16 (14+2), Con 12 (10+2)
Int 19 (18+1), Wis 14 (12+2), Cha 12
AC 26; (+3 item, +3 Dex, 2+8 trained)
HP 86 (Kobold 6, Investigator 64, Con 8, Toughness 8)
Fort +14••, Ref +16••, Will +15••
Special Defenses
Melee Jaws +15 1d6+1 P (finesse, unarmed)
Melee Light Mace +15 1d4+1 B (Agile, finesse, shove)
Ranged +1 Striking Flaming Composite Shortbow +16 2d6+2P +1d6 Fire (60ft, Deadly d10, Propulsive)
Special Attacks
- Strategic Strike: When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 2d6 precision damage.
- Deadly: On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.
- Devise A Stratagem ◆:
You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.
When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.
If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.
Skills
- Acrobatics(Dex) +15•• - Investigator Class skill
- Arcana(Int) +16•• - Investigator Class skill
- Athletics(Str) +11• - Investigator Class skill
- Crafting(Int) +17•• - Alchemical Sciences
- Deception(Cha)
- Diplomacy(Cha) +11• - Investigator Class skill
- Intimidation(Cha)
- Underworld Lore(Int) +14• - Background
- Kobold Lore(Int) +14• - Kobold Lore
- Library Lore(Int) +14• - Pathfinder Training
- Absalom Lore(Int) +16•• - Settlement Scholastics
- Medicine(Wis) +14•• - Investigator Class skill
- Nature(Wis) +12• - Investigator Class skill
- Occultism(Int) +19••• - Investigator Class skill
- Performance(Cha)
- Religion(Wis) +12•• - Investigator Class skill
- Society(Int) +19••• - Background
- Stealth(Dex) +13• - Kobold Lore
- Survival(Wis) +12• - Investigator Class skill
- Thievery(Dex) +15•• - Kobold Lore
Heritage:
- Strongjaw Kobold: Your bloodline is noted for their powerful jaws and sharp teeth. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the finesse and unarmed traits.
Ancestry Feats:
- Kobold Lore: You attentively learned key kobold survival strategies and mythology from your elders. You gain the trained proficiency rank in Stealth and Thievery. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Kobold Lore.
Investigator Feats:
- Known Weakness (1): Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from Devise a Stratagem. If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn.
- Archaeologist Dedication (2): You are a student of peoples and their histories, and are in constant pursuit of knowledge and artifacts from the past. You become an expert in Society and Thievery, and you gain a +1 circumstance bonus to Recall Knowledge about ancient history, peoples, and cultures.
- Trap Finder (4): You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
- Eldritch Archer Dedication (6): You blend magic with your archery, leading to powerful results. If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma.
If you already cast spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire.
You also gain Eldritch Shot.
- Enchanting Arrow (8):** With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks. Make a bow Strike. On a hit, the target takes an additional 2d6 mental damage. On a critical hit, the target also becomes stunned 1. The mental damage increases to 3d6 if your bow has a greater striking rune, or to 4d6 if your bow has a major striking rune.
General Feats:
- Toughness (3): 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.
- Canny Acumen : Fortitude (7)
Skill Feats:
- Streetwise (1-Background): You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
- Alchemical Crafting (1-Investigator methodology): You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
- Cat Fall (2- Skill feat): Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
- Battle Medicine (3 -skillful lesson): You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
- Settlement Scholastics (4 - Skill feat): Your studies open up new horizons. You become an expert in a Lore skill about a specific settlement; if you were already trained in that Lore skill, you also become trained in the Lore skill for a different settlement of your choice. Choose a single common or uncommon language prevalent in that settlement. You learn that language.
- Continual Recovery (5) - Skillful lessons
- Assurance - Medicine (5)
- Ward Medic (6):
- Disturbing Knowledge (7):
- Scholastic Identification (8): You have the knowledge needed to understand ancient texts and cultural artifacts. You can use Society when Deciphering Writing, no matter the type of writing you are examining. You can also use Society to Identify Magic when examining a magic item or location with cultural significance.
Class Features:
- 1: Ancestry (Kobold, Strongjaw Kobold, Draconic Exemplar = ) and background (Detective), on the case (Pursue the lead, Clue In), Devise a Stratagem, methodology = Alchemical Sciences, investigator feat, strategic strike 1d6, General feat, keen recollection, skill increase, skillful lesson
Bulk Limit: 6 || Worn + Weapons = 6 || All =
Worn +1 Resilient Studded Leather (1), Bandolier with Healer's Tools (1)
Weapons
Stowed Crowbar (L), Grappling Hook(L)
Wealth
At the LodgeAdventurer’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
- Alchemical Sciences: You’re trained in Crafting and gain the Alchemical Crafting skill feat (Core Rulebook 258). In addition, you gain a standard formula book for free and learn the formulas for two additional common 1st‑level alchemical items, which must be elixirs or tools. Each time you gain a level, you learn the formula for one common alchemical elixir or alchemical tool of any level of item you can create.
During your daily preparations, you can create a number of versatile vials—alchemical concoctions that can quickly be turned into elixirs and tools— equal to your Intelligence modifier. You can use the Quick Tincture action to turn one of these vials into an elixir or alchemical tool for which you know the formula.
- Quick Tincture (Investigator, Manipulate)◆: Cost 1 versatile vial
- Requirements You know the formula for the alchemical item you’re creating, you are holding or wearing alchemist’s tools, and you have a free hand.
- You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the end of the current turn.
- Formula Book:
- Alchemist's Fire (Lesser)
- Smokestick (Lesser)
- Elixir of Life (Minor)
- Antiplague (Lesser)
- Antidote (Lesser)
- Sunrod (Alchemical Tool)
- Cat's Eye Elixir (Item 2) - Learned level 2
- Drakeheart Mutagen (Moderate - Item 3) - Learned level 3
- Winter Wolf Elixir (Lesser - Item 4) - Learned level 4
- Sea Touch Elixir (Lesser - Item 5) - Learned level 5
- Elixir of Life (Lesser) (Lesser - Item 5) - Learned level 6
- PFS StandardDrakeheart Mutagen (Moderate)Item 3
Source Advanced Player's Guide pg. 253
Price 12 gp
Bulk L
The item bonus to AC is +5, the item bonus to Perception is +2, and the duration is 10 minutes or until you use Final Surge, whichever comes first.
- Studded Leather Armor 3 gp
- Composite Shortbow 14gp
- Light Hammer 3sp
- Bandolier, 1sp
- Adventurer's Pack, 7sp, 2
- Healer's Tools, 5gp, 1
- Dagger, 2sp, L
- Crowbar 5sp
- Grappling hook 1sp
- Writing set 1gp
- Repair Kit 2gp
- Thieves' Tools 3gp
- Magic Weapon (+1) 35 gp
- Alchemist's Tools 3gp
- Pelatut pelit:
- 1: #1-10 Tarnbreaker's Trail GP: 14+0,4(GM)
- 2: #1-18 Lodge of the Living God GP: 14+0,4
- 3: #1-12 Burden of Envy GP: 14+0,4
- 4: #1-22 Doom of Cassomir GP: 22 + 0,4
- 5: #2-01 Citadel of Corruption GP: 17,6 + 0,4
- 6: #1-14 Lions of Katapesh GP: 22 + 0,4
- 7: #1-19 Iolite Squad Alpha GP: 38 + 2,4
- 8: #1-23 The Star-Crossed Court GP: 38 + 1,6
- 9: #2-02 Mountain of Sea and Sky GP: 38 + 1,6
- 10: #2-03: Catastrophe's Spark GP: 64 + 2,4
- 11: #2-04: Path of Kings GP 64 + 2,4
- 12: #2-05: Balancing the Scales GP 64 + 2,4
- 13: #2-06: The Crashing Wave GP 100 + 4
- 14: #2-12: Snakes in the Grass GP 100 + 4
- 15: #2-10: In Burning Dawn GP 100+ 4
- 16: #2-16: Freedom for Wishes GP 105+ 6,4
- 17: #2-17: Lost Maid of Anactoria GP 150+6,4
- 18: #2-18: The Fanciful March of Urwal GP 150+6,4
- 19: #2-20: Breaking the Storm: Bastion in Embers GP 220+8
- 20: #2-22: Breaking the Storm: Excising Ruination GP 220+16
- 21: #2-24: Breaking the Storm: Parting Clouds GP 220+16
- 22: #3-14: The Tomb Between Worlds GP 212,4
- 23: #3-17: Dreams of a Dustbound Isle GP 301,5
- Gan-Sorn nimetty Iso Käsi (kunnianimi)