PathfinderSociety2E

Snix

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

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


Heritage:

Ancestry Feats:

Investigator Feats:

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:

Skill Feats:

Class Features:


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

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.

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.

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page last modified on 2022-07-29 23:15